[logic@jup_a12_bandit_bodyguard_2] active = walker@guard prior = 150 suitable = {=check_npc_name(sim_default_bandit_1)} true [walker@guard] path_walk = bandit_bodyguard_2_walk path_look = bandit_bodyguard_2_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true meet = meet@guard on_actor_in_zone = jup_a12_sr_bandit_bodyguard | {=actor_has_weapon} walker@threat out_restr = jup_a12_sr_bandit_bodyguard [meet@guard] close_distance = 20 close_victim = actor close_anim = guard use = false [walker@threat] path_walk = bandit_bodyguard_2_walk path_look = bandit_bodyguard_2_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true meet = meet@threat on_actor_in_zone = jup_a12_sr_bandit_bodyguard | {!actor_has_weapon} walker@guard on_actor_not_in_zone = jup_a12_sr_bandit_bodyguard | walker@guard on_game_timer = 50 | %+jup_a12_actor_enemy_to_bandits% out_restr = jup_a12_sr_bandit_bodyguard [meet@threat] close_distance = 20 close_victim = actor close_anim = {!actor_has_weapon} guard, {+jup_a12_actor_enemy_to_bandits} threat_fire, threat far_snd = {!actor_has_weapon} nil, {+jup_a12_actor_enemy_to_bandits} nil, nil use = false