[spawn]
wpn_rpg7
ammo_og-7b

[dont_spawn_character_supplies]

[logic]
active = walker
combat_ignore = combat_ignore
on_death = death
on_hit = hit

[death]
on_info = %-hospital_z2_rpg_fire%

[hit]
on_info = %=hit_npc(z2_rpg_hit_way:bip01_spine:500:150)%

[walker]
combat_ignore_cond = always
danger = danger_condition
path_walk = z2_rpg_walk
path_look = z2_enemy_rpg_look
def_state_moving1 = assault
def_state_moving1 = assault
def_state_moving1 = assault
invulnerable = true
on_signal = action | camper@2 %+hospital_z2_rpg_fire -hospital_z2_rpg_run =play_sound(clear_sky_suicide)%

[remark@fire]
combat_ignore_cond = always
danger = danger_condition
anim = threat
target = 209
on_game_timer = 50 | remark@fire1

[remark@fire1]
combat_ignore_cond = always
danger = danger_condition
anim = threat_fire
;target = z2_heli_wait, 0
target = 209
on_game_timer = 30 | remark@fire %+hospital_z2_heli_fire%


[camper@2]
;combat_ignore_cond = always
;danger = danger_condition@heli_hunter
path_walk = z2_rpg_walk
def_state_moving1 = assault
def_state_moving1 = assault
def_state_moving1 = assault
;on_game_timer = 100 | remark@fire1
heli_hunter = true


[danger_condition]
ignore_distance = 0
ignore_distance_grenade = 0
ignore_distance_corpse = 0
ignore_distance_hit = 0
ignore_distance_sound = 0

[danger_condition@heli_hunter]
ignore_distance_grenade = 0
ignore_distance_corpse = 0
ignore_distance_hit = 0
ignore_distance_sound = 0

[combat_ignore]
