;*****************************
;********* csky solider 5 ***********

[logic]
active = smartcover@soldier_5_wait
relation = friend
post_combat_time = 0,0

[smartcover@soldier_5_wait]
use_in_combat = true
meet = no_meet
invulnerable = true
combat_ignore_cond = true
cover_name = red_bridge_east_smartcover_5
;cover_state = idle_target
;target_path = red_bridge_csky_smart_soldier_5_f1_fire_look
on_info = {+red_bridge_clear_path -red_bridge_bandit_time_out} smartcover@clear_path_fire
on_info2 = {+red_bridge_allyes_skirmish2} camper@go_to_cover2
on_info3 = {+red_bridge_down_done} camper@real_fire_work_5
on_game_timer = 250 | {-red_bridge_bandit_time_out ~50} smartcover@soldier_5_wait_fire

[smartcover@soldier_5_wait_fire]
use_in_combat = true
meet = no_meet
invulnerable = true
;combat_ignore_cond = true
cover_name = red_bridge_east_smartcover_5
;cover_state = fire_target
;target_path = red_bridge_csky_smart_soldier_5_f1_fire_look
on_info = {+red_bridge_clear_path -red_bridge_bandit_time_out} smartcover@clear_path_fire
on_info2 = {+red_bridge_allyes_skirmish2} camper@go_to_cover2
on_info3 = {+red_bridge_down_done} camper@real_fire_work_5
on_game_timer = 50 | smartcover@soldier_5_wait

[smartcover@clear_path_fire]
use_in_combat = true
meet = no_meet
invulnerable = true
;combat_ignore_cond = true
cover_name = red_bridge_east_smartcover_5
cover_state = fire_target
target_path = red_bridge_csky_smart_soldier_5_f1_fire_look
on_info = {+red_bridge_allyes_skirmish2} camper@go_to_cover2
on_info2 = {=has_enemy_in_current_loopholes_fov()} smartcover@clear_path_fire2
on_info3 = {+red_bridge_down_done} camper@real_fire_work_5

[smartcover@clear_path_fire2]
use_in_combat = true
meet = no_meet
invulnerable = true
;combat_ignore_cond = true
cover_name = red_bridge_east_smartcover_5
;cover_state = fire_target
;target_path = red_bridge_csky_smart_soldier_5_f1_fire_look
on_info = {+red_bridge_allyes_skirmish2} camper@go_to_cover2
on_info2 = {!has_enemy_in_current_loopholes_fov()} smartcover@clear_path_fire
on_info3 = {+red_bridge_down_done} camper@real_fire_work_5

[camper@go_to_cover2]
meet = no_meet
out_restr = red_bridge_csky_restr
invulnerable = true
combat_ignore_cond = true
path_walk = red_bridge_csky_smart_soldier_5_f2_walk
path_look = red_bridge_csky_smart_soldier_5_f2_hide_look
def_state_moving = assault
on_signal = action | smartcover@soldier_5_cover2
on_info = {+red_bridge_down_done} camper@real_fire_work_5

[smartcover@soldier_5_cover2]
use_in_combat = true
invulnerable = true
meet = no_meet
combat_ignore_cond = true
cover_name = red_bridge_east_smartcover_5_2
on_info = {+red_bridge_down_done} camper@real_fire_work_5
on_game_timer = 90 | {-red_bridge_bandit_time_out} smartcover@soldier_5_cover2_fire

[smartcover@soldier_5_cover2_fire]
use_in_combat = true
invulnerable = true
meet = no_meet
;combat_ignore_cond = true
cover_name = red_bridge_east_smartcover_5_2
on_info = {+red_bridge_down_done} camper@real_fire_work_5
on_game_timer = 90 | smartcover@soldier_5_cover2

[camper@real_fire_work_5]
invulnerable = true
path_walk = red_bridge_csky_smart_soldier_5_real_fire_walk
path_look = red_bridge_csky_smart_real_fire_look
radius = 10
def_state_moving = assault
def_state_campering = threat
def_state_campering_fire = threat_fire
on_info = {+red_bridge_bandit_out} walker@bridge_walk_work_5
meet = no_meet

[walker@bridge_walk_work_5]
;out_restr = red_bridge_csky_restr
invulnerable = true
combat_ignore_cond = always
path_walk = red_bridge_csky_smart_bridge_walk
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
on_signal = action | camper@talk_work_5 %+red_bridge_cs_soldier_5_wait_1%
on_info = {+red_bridge_cs_soldier_5_wait_1} camper@talk_work_5
meet = no_meet

[camper@talk_work_5]
invulnerable = true
out_restr = red_bridge_bandit_restr
path_walk = red_bridge_csky_smart_soldier_5_talk_walk
path_look = red_bridge_csky_smart_soldier_talk_look
on_signal = action | camper@wait_talk_work_5 %+red_bridge_cs5%
on_info = {+red_bridge_cs5} camper@wait_talk_work_5

[camper@wait_talk_work_5]
invulnerable = true
out_restr = red_bridge_bandit_restr
path_walk = red_bridge_csky_smart_soldier_5_talk_walk
path_look = red_bridge_csky_smart_soldier_talk_look
on_info = {+red_bridge_finished} camper@talk2_work_5

[camper@talk2_work_5]
invulnerable = true
out_restr = red_bridge_bandit_restr
path_walk = red_bridge_csky_smart_soldier_5_talk_walk
path_look = red_bridge_csky_smart_soldier_talk_look
on_game_timer = 40 | walker@wait_commander_work_5
on_info = {+red_bridge_csky_go_limansk_1} patrol@go_limansk_work_5

[remark@talk_work_5]
invulnerable = true
out_restr = red_bridge_bandit_restr
target = red_bridge_csky_smart_soldier_talk_look, 0
anim = salut
on_game_timer = 30 | walker@wait_commander_work_5
on_info = {+red_bridge_csky_go_limansk_1} patrol@go_limansk_work_5
meet = no_meet

[walker@wait_commander_work_5]
invulnerable = true
out_restr = red_bridge_bandit_restr
path_walk = red_bridge_csky_smart_soldier_5_talk_walk
path_look = red_bridge_csky_smart_soldier_talk_look
on_info = {+red_bridge_csky_go_limansk_1} patrol@go_limansk_work_5

[patrol@go_limansk_work_5]
invulnerable = true
;out_restr = red_bridge_bandit_restr
path_walk = red_bridge_csky_smart_go_limansk_walk
path_look = red_bridge_csky_smart_go_limansk_look
on_signal = action | nil %=destroy_object%
meet = no_meet