[logic@sniper] active = camper@start suitable = {=check_npc_name(pri_b36_monolith_sniper) -pri_b36_sniper_dead} prior = 200 on_death = death [camper@start] path_walk = pri_b36_sniper_1_walk path_look = pri_b36_sniper_1_look out_restr = pri_b36_sniper_out_restr radius = 25 on_info = {=dist_to_actor_le(100) =is_enemy_actor =see_actor -pri_b36_ahtung} %+pri_b36_ahtung% on_info2 = {=health_le(0.9) !actor_enemy} %=restore_health% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded combat_ignore_cond = {=check_enemy_name(sim_default)} true [wounded] hp_state = 0|wounded_heavy@help_heavy hp_state_see = 0|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false [death] on_info = %+pri_b36_sniper_dead%