[logic@jup_a12_bandit_guard] active = walker@bandit_guard_stand suitable = {=check_npc_name(jup_a12_bandit_guard) !surge_started} true prior = 200 on_hit = hit on_death = death [walker@bandit_guard_stand] path_walk = bandit_guard_stand_walk path_look = bandit_guard_stand_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {+jup_a12_bandit_guard_can_be_easily_killed -jup_a12_merc_attack_started} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false meet = meet@guard_base on_info = {=dist_to_actor_le(15) +jup_a12_actor_paid_to_cashier -jup_a12_bandit_taunt} %+jup_a12_bandit_taunt =play_sound(jup_a12_bandit_say_jump)% on_info2 = {+jup_a12_bandit_guard_killed =is_alive(jup_a12_bandit_guard)} %=kill_npc% on_info3 = {-jup_a12_actor_has_pass_to_containers -jup_a12_actor_enemy_to_bandits =actor_in_zone(jup_a12_sr_containers_kampzone)} %+jup_a12_actor_enemy_to_bandits% on_info4 = {-jup_a12_actor_has_pass_to_containers -jup_a12_bandits_warning_actor =dist_to_actor_le(22)} %+jup_a12_bandits_warning_actor =play_sound(jup_a12_bandits_warning_actor)% [meet@guard_base] close_distance = 15 close_anim = {+jup_a12_actor_has_pass_to_containers} guard_na, threat_na close_victim = actor close_snd_hello = nil close_snd_bye = nil far_distance = 45 far_anim = {+jup_a12_actor_has_pass_to_containers} guard, threat far_victim = actor far_snd = nil snd_on_use = nil use = {!actor_enemy !actor_has_weapon} true meet_dialog = {+jup_a12_actor_has_pass_to_containers} jup_a12_bandit_guard_visited, jup_a12_bandit_guard_start trade_enable = false [hit] on_info = {+jup_a12_bandit_guard_can_be_easily_killed =is_alive -jup_a12_merc_attack_started -jup_a12_bandit_guard_killed} %+jup_a12_bandit_guard_killed% [death] on_info = %+jup_a12_bandit_guard_killed%