[logic@jup_a10_bandit_guard_3]
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_3

[walker@jup_a10_bandit_guard_3]
path_walk = jup_a10_bandit_guard_3_walk
path_look  = jup_a10_bandit_guard_3_look
on_actor_dist_le = 3 | {=actor_has_weapon} remark
on_info = {+jup_a10_guard_back} walker@1 %-jup_a10_guard_back%
on_info2 = {=surge_started} walker@surge
on_actor_in_zone = jup_surge_hide_a10 | walker@1
meet = meet

[walker@1]
path_walk = jup_a10_bandit_guard_3_back_walk
path_look  = jup_a10_bandit_guard_3_back_look
on_actor_dist_le = 3 | {=actor_has_weapon} remark@2
on_actor_not_in_zone = jup_a10_guard_spase_restrictor | walker@jup_a10_bandit_guard_3

[remark]
anim = backoff2
target = story | actor
snd = jup_a10_bandits_warn
on_timer = 5000 | {-jup_a10_hit_bandit_guard_3}  %=hit_npc_from_actor +jup_a10_hit_bandit_guard_3%
on_info = {!actor_has_weapon} walker@jup_a10_bandit_guard_3

[remark@2]
anim = backoff2
target = story | actor
snd = jup_a10_bandits_warn
on_timer = 5000 | {-jup_a10_hit_bandit_guard_3}  %=hit_npc_from_actor +jup_a10_hit_bandit_guard_3%
on_info = {!actor_has_weapon} walker@1

[meet]
use = {=actor_enemy} false, {=actor_has_weapon} false ,true
meet_dialog	= jup_a10_guard_dialog

[walker@surge]
path_walk = bodyguard_2_walk
path_look  = bodyguard_2_look
on_info = {=surge_complete} walker@jup_a10_bandit_guard_3
on_info2 = {=surge_complete +jup_a10_guard_back} walker@1