[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