[logic@jup_a10_bandit_guard_2]
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_2

[walker@jup_a10_bandit_guard_2]
path_walk = jup_a10_bandit_guard_2_walk
path_look  = jup_a10_bandit_guard_2_look
on_actor_dist_le = 20 | {=actor_has_weapon} remark

[remark]
anim = backoff2
target = story | actor
snd = jup_a10_bandits_warn
on_timer = 5000 | {-jup_a10_hit_bandit_guard_1}  %=hit_npc_from_actor +jup_a10_hit_bandit_guard_1%
on_info = {!actor_has_weapon} walker@jup_a10_bandit_guard_2
