[logic@jup_a12_bandit_chief] active = walker@bandit_chief_stand suitable = {=check_npc_name(jup_a12_bandit_chief)} true prior = 200 on_death = death [walker@bandit_chief_stand] path_walk = bandit_chief_stand_walk path_look = bandit_chief_stand_look def_state_standing = wait_na combat_ignore_cond = true meet = meet@bandit_chief_stand on_info = {+jup_a12_chief_bandit_wait_threat_prisoner -jup_a12_stalker_prisoner_free} walker@wait_threat_prisoner, {+jup_a12_stalker_prisoner_dead} walker@stand, {+jup_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_thanked_actor} walker@stand, {+jup_a12_actor_enemy_to_bandits -jup_a12_chief_bandit_wait_threat_prisoner} %+jup_a12_chief_bandit_wait_threat_prisoner% [meet@bandit_chief_stand] close_anim = wait_na close_snd_hello = nil close_snd_bye = nil close_victim = actor snd_on_use = nil use = {!actor_enemy !actor_has_weapon} true, false use_wpn = false meet_dialog = jup_a12_bandit_chief_dialog trade_enable = false [walker@wait_threat_prisoner] path_walk = bandit_chief_threat_prisoner_walk path_look = bandit_chief_threat_prisoner_look def_state_standing = threat_na combat_ignore_cond = true on_actor_in_zone = jup_a12_sr_threat_prisoner_zone | %+jup_a12_chief_bandit_threat_prisoner% on_info = {+jup_a12_chief_bandit_threat_prisoner} walker@threat_prisoner def_state_moving = rush meet = no_meet out_restr = jup_a12_sr_threat_prisoner_zone [walker@threat_prisoner] path_walk = bandit_chief_threat_prisoner_walk path_look = bandit_chief_threat_prisoner_look combat_ignore_cond = true def_state_standing = threat_na on_info = {+jup_a12_chief_bandit_kill_prisoner} walker@kill_prisoner, {+jup_a12_stalker_prisoner_dead} walker@stand, %=play_sound(jup_a12_bandit_threat_to_prisoner)% on_game_timer = 25 | %+jup_a12_chief_bandit_kill_prisoner% def_state_moving = rush meet = no_meet out_restr = jup_a12_sr_threat_prisoner_zone [walker@kill_prisoner] path_walk = bandit_chief_kill_prisoner_walk path_look = bandit_chief_kill_prisoner_look def_state_standing = threat_na on_info = {+jup_a12_stalker_prisoner_dead} walker@stand combat_ignore_cond = {!check_enemy_name(jup_a12_stalker_prisoner)} true meet = no_meet out_restr = jup_a12_sr_threat_prisoner_zone [walker@stand] path_walk = bandit_chief_stand_walk path_look = bandit_chief_stand_look def_state_standing = wait_na meet = meet@bandit_chief_stand combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true out_restr = jup_a12_sr_bandit_bodyguard [death] on_info = %+jup_a12_bandit_out%