[logic@jup_a10_bandit_guard_3] suitable = {=target_squad_name(jup_a10_bandit_squad_3) !check_npc_name(jup_a10_bandit_leader)} true prior = 100 active = walker@jup_a10_bandit_guard_3 [walker@jup_a10_bandit_guard_3] path_walk = jup_a10_bandit_guard_3_walk path_look = jup_a10_bandit_guard_3_look on_actor_dist_le = 3 | {=actor_has_weapon} remark on_info = {+jup_a10_guard_back} walker@1 %-jup_a10_guard_back% on_info2 = {=surge_started} walker@surge on_actor_in_zone = jup_surge_hide_a10 | walker@1 meet = meet [walker@1] path_walk = jup_a10_bandit_guard_3_back_walk path_look = jup_a10_bandit_guard_3_back_look on_actor_dist_le = 3 | {=actor_has_weapon} remark@2 on_actor_not_in_zone = jup_a10_guard_spase_restrictor | walker@jup_a10_bandit_guard_3 [remark] anim = backoff2 target = story | actor snd = jup_a10_bandits_warn on_timer = 5000 | {-jup_a10_hit_bandit_guard_3} %=hit_npc_from_actor +jup_a10_hit_bandit_guard_3% on_info = {!actor_has_weapon} walker@jup_a10_bandit_guard_3 [remark@2] anim = backoff2 target = story | actor snd = jup_a10_bandits_warn on_timer = 5000 | {-jup_a10_hit_bandit_guard_3} %=hit_npc_from_actor +jup_a10_hit_bandit_guard_3% on_info = {!actor_has_weapon} walker@1 [meet] use = {=actor_enemy} false, {=actor_has_weapon} false ,true meet_dialog = jup_a10_guard_dialog [walker@surge] path_walk = bodyguard_2_walk path_look = bodyguard_2_look on_info = {=surge_complete} walker@jup_a10_bandit_guard_3 on_info2 = {=surge_complete +jup_a10_guard_back} walker@1