[logic]
active = walker@talk_1

[walker@talk_1]
path_walk = gar_bandit_ambush_1_walk
path_look = gar_bandit_ambush_1_look
combat_ignore_cond = true
;on_info = {+gar_story_ambush_talk_1}
on_timer = 2000 | %=play_sound(gar_bandit_ambush_talk_1:bandit)%
on_signal = theme_end | walker@wait_3 %+gar_story_ambush_talk_1_played%

[walker@wait_3]
path_walk = gar_bandit_ambush_1_walk
path_look = gar_bandit_ambush_1_look
combat_ignore_cond = true
on_info = {+gar_story_ambush_talk_2_played} walker@talk_3

[walker@talk_3]
path_walk = gar_bandit_ambush_1_walk
path_look = gar_bandit_ambush_1_look
combat_ignore_cond = true
on_timer = 300 | %=play_sound(gar_bandit_ambush_talk_3:bandit)%
on_signal = theme_end | walker@stop %+gar_story_ambush_talk_3_played%

[walker@stop]
path_walk = gar_bandit_ambush_1_walk
path_look = gar_bandit_ambush_1_look
on_info = {+gar_story_ambush_remove} nil %=destroy_object%
combat_ignore_cond = true