[spawn]
wpn_rpg7
ammo_og-7b
device_torch
wpn_colt1911
ammo_11.43x23_fmj

[dont_spawn_character_supplies]


[logic]
active = camper

[camper]
combat_ignore_cond = always
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_grenadier_walk_1
path_look = z3_cs_grenadier_fire
radius = 1
def_state_moving = sneak_run
invulnerable = true
team = CS_squad
on_signal = fire | camper@wait1 %=play_sound(clear_sky_start_block:csky:st_ui_pda_legend_squad)%

[camper@wait1]
post_combat_time = 0,0
combat_ignore_cond = always
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_grenadier_walk_1
path_look = z3_cs_grenadier_fire
radius = 1
def_state_moving = sneak_run
invulnerable = true
team = CS_squad
on_game_timer = 50 | remark@fire1

[remark@fire1]
post_combat_time = 0,0
out_restr = kat_hosp_z3_cs_floor_restr
combat_ignore_cond = always
anim = threat_fire
target = z3_cs_grenadier_fire, 0
on_game_timer = 50 | camper@wait2 %+hospital_z3_cs_fire_1 -hospital_z3_spawn_1_on -hospital_z3_spawn_2_on =play_sound(clear_sky_block_1:csky:st_ui_pda_legend_squad)%
invulnerable = true

[camper@wait2]
post_combat_time = 0,0
combat_ignore_cond = always
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_grenadier_walk_1
path_look = z3_cs_grenadier_fire
radius = 1
def_state_moving = sneak_run
invulnerable = true
on_info = {+hospital_z3_cs_fire_2} camper2
on_game_timer = 150 | camper2

[camper2]
post_combat_time = 0,0
combat_ignore_cond = always
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_grenadier_walk_2
path_look = z3_cs_grenadier_fire
radius = 0
def_state_moving = sneak_run
invulnerable = true
team = CS_squad
on_signal = fire | remark@fire2

[remark@fire2]
post_combat_time = 0,0
out_restr = kat_hosp_z3_cs_floor_restr
combat_ignore_cond = always
anim = threat_fire
target = z3_cs_grenadier_fire, 1
on_game_timer = 30 | camper@wait3 %-hospital_z3_spawn_3_on -hospital_z3_spawn_4_on =play_sound(clear_sky_block_2)%
invulnerable = true

[camper@wait3]
post_combat_time = 0,0
combat_ignore_cond = always
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_grenadier_walk_2
path_look = z3_cs_grenadier_fire
radius = 0
def_state_moving = sneak_run
invulnerable = true
on_game_timer = 50 | camper3 %=play_sound(clear_sky_kill_dot:csky:st_ui_pda_legend_squad)%

[camper3]
post_combat_time = 0,0
combat_ignore_cond = always
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_grenadier_walk_3
path_look = z3_cs_grenadier_fire
radius = 0
def_state_moving = sneak_run
invulnerable = true
on_signal = fire | remark@fire3 ;%+hospital_z3_minigun_off%

[remark@fire3]
post_combat_time = 0,0
out_restr = kat_hosp_z3_cs_floor_restr
combat_ignore_cond = always
anim = threat_fire
target = z3_cs_grenadier_fire, 2
on_game_timer = 60 | camper@final
on_game_timer2 = 10 | %+hospital_z3_last_door%
invulnerable = true

[camper@final]
post_combat_time = 0,0
combat_ignore_cond = always
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_grenadier_final_walk
path_look = z3_cs_grenadier_look
radius = 0
def_state_moving = sneak_run
