;*****************************
;********* bandit9 ***********

[logic@work9]
active = camper@wait_work9
on_hit = hit@work9
suitable = {=check_npc_name(red_bridge_renegade) -red_bridge_scene_begin} true
prior = 150

[hit@work9]
on_info = %+red_pursuit_bandit_attack%

[camper@wait_work9]
combat_ignore_cond = true
path_walk = pursuit_wait_9_walk
path_look = pursuit_wait_9_look
radius = 0
on_info = {+red_pursuit_bandits_enter} patrol@enter_work9

[patrol@enter_work9]
;out_restr = red_bridge_bandit_restr
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = pursuit_enter_10_walk
path_look = pursuit_enter_10_look
on_signal = action | walker@guard_work9 %+red_pursuit_bandit_guard_bridge%
on_info = {+red_pursuit_bandit_attack} walker@guard2_work9
on_info2 = {+red_pursuit_bandit_guard_bridge} walker@guard_work9

[walker@guard_work9]
combat_ignore_cond = true
out_restr = red_bridge_bandit_restr
path_walk = pursuit_bridge_guard_9_walk
path_look = pursuit_bridge_guard_9_look
on_info = {+red_pursuit_bandit_attack} walker@guard2_work9

[walker@guard2_work9]
out_restr = red_bridge_bandit_restr
path_walk = pursuit_bridge_guard_9_walk
path_look = pursuit_bridge_guard_9_look
on_info = {-red_pursuit_bandit_attack} walker@guard_work9
on_info2 = {=dist_to_actor_ge(100) !see_actor()} walker@guard_work9 %-red_pursuit_bandit_attack%

;*****************************
;********* bandit10 ***********

[logic@work10]
active = camper@wait_work10
on_hit = hit@work10
suitable = {=check_npc_name(red_bridge_renegade) -red_bridge_scene_begin} true
prior = 150

[hit@work10]
on_info = %+red_pursuit_bandit_attack%

[camper@wait_work10]
combat_ignore_cond = true
path_walk = pursuit_wait_10_walk
path_look = pursuit_wait_9_look
radius = 0
on_info = {+red_pursuit_bandits_enter} patrol@enter_work10

[patrol@enter_work10]
;out_restr = red_bridge_bandit_restr
combat_ignore_cond = true
path_walk = pursuit_enter_10_walk
path_look = pursuit_enter_10_look
commander = true
formation = back
move_type = rush
on_signal = action | walker@guard_work10 %+red_pursuit_bandit_guard_bridge%
on_info = {+red_pursuit_bandit_attack} walker@guard2_work10
on_info2 = {+red_pursuit_bandit_guard_bridge} walker@guard_work10

[walker@guard_work10]
combat_ignore_cond = true
out_restr = red_bridge_bandit_restr
path_walk = pursuit_bridge_guard_10_walk
path_look = pursuit_bridge_guard_9_look
;on_signal= action | walker@guard2_work10
on_actor_in_zone = red_coast_restr | remark@actor_work10
on_info = {+red_pursuit_bandit_attack} walker@guard2_work10

[walker@guard2_work10]
out_restr = red_bridge_bandit_restr
path_walk = pursuit_bridge_guard_10_walk
path_look = pursuit_bridge_guard_9_look
on_info = {-red_pursuit_bandit_attack} walker@guard_work10
on_info2 = {=dist_to_actor_ge(100) !see_actor()} walker@guard_work10 %-red_pursuit_bandit_attack%

[remark@actor_work10]
combat_ignore_cond = true
out_restr = red_bridge_bandit_restr
anim = backoff
target = actor
on_actor_not_in_zone = red_coast_restr | walker@guard_work10
on_info = {+red_pursuit_bandit_attack} walker@guard2_work10
;*****************************
;********* bandit11 ***********

[logic@work11]
active = camper@wait_work11
on_hit = hit@work11
suitable = {=check_npc_name(red_bridge_renegade) -red_bridge_scene_begin} true
prior = 150

[hit@work11]
on_info = %+red_pursuit_bandit_attack%

[camper@wait_work11]
combat_ignore_cond = true
path_walk = pursuit_wait_11_walk
path_look = pursuit_wait_9_look
radius = 0
on_info = {+red_pursuit_bandits_enter} patrol@enter_work11

[patrol@enter_work11]
;out_restr = red_bridge_bandit_restr
combat_ignore_cond = true
path_walk = pursuit_enter_10_walk
path_look = pursuit_enter_10_look
on_signal = action | walker@guard_work11 %+red_pursuit_bandit_guard_bridge%
on_info = {+red_pursuit_bandit_attack} walker@guard2_work11
on_info2 = {+red_pursuit_bandit_guard_bridge} walker@guard_work11

[walker@guard_work11]
combat_ignore_cond = true
out_restr = red_bridge_bandit_restr
path_walk = pursuit_bridge_guard_11_walk
path_look = pursuit_bridge_guard_9_look
on_actor_in_zone = red_coast_restr | remark@actor_work11
on_info = {+red_pursuit_bandit_attack} walker@guard2_work11

[walker@guard2_work11]
out_restr = red_bridge_bandit_restr
path_walk = pursuit_bridge_guard_11_walk
path_look = pursuit_bridge_guard_9_look
on_info = {-red_pursuit_bandit_attack} walker@guard2_work11
on_info2 = {=dist_to_actor_ge(100) !see_actor()} walker@guard_work11 %-red_pursuit_bandit_attack%

[remark@actor_work11]
combat_ignore_cond = true
out_restr = red_bridge_bandit_restr
anim = backoff2
target = actor
on_actor_not_in_zone = red_coast_restr | walker@guard_work11
on_info = {+red_pursuit_bandit_attack} walker@guard2_work11
;*****************************
;********* bandit12 ***********

[logic@work12]
active = camper@wait_work12
on_hit = hit@work12
suitable = {=check_npc_name(red_bridge_renegade) -red_bridge_scene_begin} true
prior = 150

[hit@work12]
on_info = %+red_pursuit_bandit_attack%

[camper@wait_work12]
combat_ignore_cond = true
path_walk = pursuit_wait_12_walk
path_look = pursuit_wait_12_look
radius = 0
on_info = {+red_pursuit_bandits_enter} patrol@enter_work12

[patrol@enter_work12]
;out_restr = red_bridge_bandit_restr
combat_ignore_cond = true
path_walk = pursuit_enter_12_walk
path_look = pursuit_enter_12_look
move_type = rush
on_signal = action | kamp@guard_work12 %+red_pursuit_bandit_guard_bridge2%
on_info = {+red_pursuit_bandit_guard_bridge2} kamp@guard_work12
on_info2 = {+red_pursuit_bandit_attack} kamp@guard_work12
commander = true

[kamp@guard_work12]
combat_ignore_cond = true
out_restr = red_bridge_bandit_restr
center_point = pursuit_kamp
def_state_moving = patrol
on_info = {+red_pursuit_bandit_attack} remark@guard_work12

[remark@guard_work12]
anim = threat_na
target = actor
on_info = {-red_pursuit_bandit_attack} kamp@guard_work12
on_info2 = {=dist_to_actor_ge(100) !see_actor()} kamp@guard_work12 %-red_pursuit_bandit_attack%

;*****************************
;********* bandit13 ***********

[logic@work13]
active = camper@wait_work13
on_hit = hit@work13
suitable = {=check_npc_name(red_bridge_renegade) -red_bridge_scene_begin} true
prior = 150

[hit@work13]
on_info = %+red_pursuit_bandit_attack%

[camper@wait_work13]
combat_ignore_cond = true
path_walk = pursuit_wait_13_walk
path_look = pursuit_wait_12_look
radius = 0
on_info = {+red_pursuit_bandits_enter} patrol@enter_work13

[patrol@enter_work13]
;out_restr = red_bridge_bandit_restr
combat_ignore_cond = true
path_walk = pursuit_enter_12_walk
path_look = pursuit_enter_12_look
move_type = rush
on_signal = action | kamp@guard_work13 %+red_pursuit_bandit_guard_bridge2%
on_info = {+red_pursuit_bandit_guard_bridge2} kamp@guard_work13
on_info2 = {+red_pursuit_bandit_attack} kamp@guard_work13

[kamp@guard_work13]
combat_ignore_cond = true
out_restr = red_bridge_bandit_restr
center_point = pursuit_kamp
def_state_moving = patrol
on_info = {+red_pursuit_bandit_attack} remark@guard_work13

[remark@guard_work13]
anim = threat_na
target = actor
on_info = {-red_pursuit_bandit_attack} kamp@guard_work13
on_info2 = {=dist_to_actor_ge(100) !see_actor()} kamp@guard_work13 %-red_pursuit_bandit_attack%

;*****************************
;********* bandit14 ***********

[logic@work14]
active = camper@wait_work14
on_hit = hit@work14
suitable = {=check_npc_name(red_bridge_renegade) -red_bridge_scene_begin} true
prior = 150

[hit@work14]
on_info = %+red_pursuit_bandit_attack%

[camper@wait_work14]
combat_ignore_cond = true
path_walk = pursuit_wait_14_walk
path_look = pursuit_wait_12_look
radius = 0
on_info = {+red_pursuit_bandits_enter} patrol@enter_work14

[patrol@enter_work14]
;out_restr = red_bridge_bandit_restr
combat_ignore_cond = true
path_walk = pursuit_enter_12_walk
path_look = pursuit_enter_12_look
move_type = rush
on_signal = action | kamp@guard_work14
on_info = {+red_pursuit_bandit_guard_bridge2} kamp@guard_work14
on_info2 = {+red_pursuit_bandit_attack} kamp@guard_work14

[kamp@guard_work14]
out_restr = red_bridge_bandit_restr
center_point = pursuit_kamp
def_state_moving = patrol
on_info = {+red_pursuit_bandit_attack} remark@guard_work14

[remark@guard_work14]
anim = threat_na
target = actor
on_info = {-red_pursuit_bandit_attack} kamp@guard_work14
on_info2 = {=dist_to_actor_ge(100) !see_actor()} kamp@guard_work14 %-red_pursuit_bandit_attack%
