;*****************************
;********* bandit1 ***********

[logic@work1]
active = walker@enter_work1
suitable = {=check_npc_name(red_bridge_renegade) +red_bridge_scene_begin} true
on_death = death

[death]
on_info = %+red_bridge_bandit_attacked%

;***** выходит из точки спауна *****
[walker@enter_work1]
out_restr = red_bridge_bandit_enter_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_1_walk
path_look = enter_1_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | remark@actor_hunt_work1
on_info = {-red_bridge_bandit_enter_true} walker@skirmish_fire_work1

[remark@actor_hunt_work1]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 50 | walker@enter2_fire_work1

[walker@enter2_fire_work1]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_1_walk
path_look = enter_1_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 100 | walker@skirmish_fire_work1

[walker@f1_work1]
out_restr = red_bridge_fire_restr
path_walk = f1_1_walk
path_look = f1_1_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_allyes_skirmish} walker@skirmish_fire_work1

[walker@skirmish_fire_work1]
out_restr = red_bridge_bandit_skirmish_restr
path_walk = skirmish_1_walk
path_look = skirmish_1_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_down_done} walker@fire_free_work1
on_info2 = {=hit_by_actor} remark@actor_hunt2_work1 %+red_bridge_bandit_attacked%
on_info3 = {+red_bridge_bandit_attacked} remark@actor_hunt2_work1
on_game_timer = 200 | remark@actor_hunt2_work1

[remark@actor_hunt2_work1]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 150 | {!see_actor} walker@skirmish_fire_work1 %-red_bridge_bandit_attacked%

[walker@fire_free_work1]
out_restr = red_bridge_attack_restr
path_walk = skirmish_1_walk
path_look = skirmish_1_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault

;*****************************
;********* bandit2 ***********

[logic@work2]
active = walker@enter_work2
suitable = {=check_npc_name(red_bridge_renegade) +red_bridge_scene_begin} true
on_death = death

;***** выходит из точки спауна *****
[walker@enter_work2]
out_restr = red_bridge_bandit_enter_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_2_walk
path_look = enter_2_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | remark@actor_hunt_work2
on_info = {-red_bridge_bandit_enter_true} walker@skirmish_fire_work2

[remark@actor_hunt_work2]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 50 | walker@enter2_fire_work2

[walker@enter2_fire_work2]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_2_walk
path_look = enter_2_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 100 | walker@skirmish_fire_work2

[walker@f1_work2]
out_restr = red_bridge_fire_restr
path_walk = f1_2_walk
path_look = f1_2_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_allyes_skirmish} walker@skirmish_fire_work2

[walker@skirmish_fire_work2]
out_restr = red_bridge_bandit_skirmish_restr
path_walk = skirmish_2_walk
path_look = skirmish_2_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_down_done} walker@fire_free_work2
on_info2 = {=hit_by_actor} remark@actor_hunt2_work2 %+red_bridge_bandit_attacked%
on_info3 = {+red_bridge_bandit_attacked} remark@actor_hunt2_work2
on_game_timer = 200 | remark@actor_hunt2_work2

[remark@actor_hunt2_work2]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true
anim = threat_fire
target = actor
on_game_timer = 150 | {!see_actor} walker@skirmish_fire_work2 %-red_bridge_bandit_attacked%

[walker@fire_free_work2]
out_restr = red_bridge_attack_restr
path_walk = skirmish_2_walk
path_look = skirmish_2_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault

;*****************************
;********* bandit3 ***********

[logic@work3]
active = walker@enter_work3
suitable = {=check_npc_name(red_bridge_renegade) +red_bridge_scene_begin} true
on_death = death

;***** выходит из точки спауна *****
[walker@enter_work3]
out_restr = red_bridge_bandit_enter_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_3_walk
path_look = enter_3_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | remark@actor_hunt_work3
on_info = {-red_bridge_bandit_enter_true} walker@skirmish_fire_work3

[remark@actor_hunt_work3]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 50 | walker@enter2_fire_work3

[walker@enter2_fire_work3]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_3_walk
path_look = enter_3_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 100 | walker@skirmish_fire_work3

[walker@f1_work3]
out_restr = red_bridge_fire_restr
path_walk = f1_3_walk
path_look = f1_3_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_allyes_skirmish} walker@skirmish_fire_work3

[walker@skirmish_fire_work3]
out_restr = red_bridge_bandit_skirmish_restr
path_walk = skirmish_3_walk
path_look = skirmish_3_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_down_done} walker@fire_free_work3
on_info1 = {=hit_by_actor} remark@actor_hunt2_work3 %+red_bridge_bandit_attacked%
on_info3 = {+red_bridge_bandit_attacked} remark@actor_hunt2_work3
on_game_timer = 200 | remark@actor_hunt2_work3

[remark@actor_hunt2_work3]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 150 | {!see_actor} walker@skirmish_fire_work3 %-red_bridge_bandit_attacked%

[walker@fire_free_work3]
out_restr = red_bridge_attack_restr
path_walk = skirmish_3_walk
path_look = skirmish_3_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault

;*****************************
;********* bandit4 ***********

[logic@work4]
active = walker@enter_work4
suitable = {=check_npc_name(red_bridge_renegade) +red_bridge_scene_begin} true
on_death = death

;***** выходит из точки спауна *****
[walker@enter_work4]
out_restr = red_bridge_bandit_enter_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_4_walk
path_look = enter_4_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | remark@actor_hunt_work4
on_info = {-red_bridge_bandit_enter_true} walker@skirmish_fire_work4

[remark@actor_hunt_work4]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 50 | walker@enter2_fire_work4

[walker@enter2_fire_work4]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_4_walk
path_look = enter_4_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 100 | walker@skirmish_fire_work4

[walker@f1_work4]
out_restr = red_bridge_fire_restr
path_walk = f1_4_walk
path_look = f1_4_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_allyes_skirmish} walker@skirmish_fire_work4

[walker@skirmish_fire_work4]
out_restr = red_bridge_bandit_skirmish_restr
path_walk = skirmish_4_walk
path_look = skirmish_4_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_down_done} walker@fire_free_work4
on_info2 = {=hit_by_actor} remark@actor_hunt2_work4 %+red_bridge_bandit_attacked%
on_info3 = {+red_bridge_bandit_attacked} remark@actor_hunt2_work4
on_game_timer = 200 | remark@actor_hunt2_work4

[remark@actor_hunt2_work4]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 150 | {!see_actor} walker@skirmish_fire_work4 %-red_bridge_bandit_attacked%

[walker@fire_free_work4]
out_restr = red_bridge_attack_restr
path_walk = skirmish_4_walk
path_look = skirmish_4_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault

;*****************************
;********* bandit5 ***********

[logic@work5]
active = walker@enter_work5
suitable = {=check_npc_name(red_bridge_renegade) +red_bridge_scene_begin} true
on_death = death

;***** выходит из точки спауна *****
[walker@enter_work5]
out_restr = red_bridge_bandit_enter_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_5_walk
path_look = enter_5_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | remark@actor_hunt_work5
on_info = {-red_bridge_bandit_enter_true} walker@f1_work5

[remark@actor_hunt_work5]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 50 | walker@enter2_fire_work5

[walker@enter2_fire_work5]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_5_walk
path_look = enter_5_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 100 | walker@f1_work5

[walker@f1_work5]
out_restr = red_bridge_fire_restr
path_walk = f1_1_walk
path_look = f1_1_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_allyes_skirmish} walker@skirmish_fire_work5

[walker@skirmish_fire_work5]
out_restr = red_bridge_bandit_skirmish_restr
path_walk = skirmish_5_walk
path_look = skirmish_5_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_down_done} walker@fire_free_work5
on_info2 = {=hit_by_actor} remark@actor_hunt2_work5 %+red_bridge_bandit_attacked%
on_info3 = {+red_bridge_bandit_attacked} remark@actor_hunt2_work5
on_game_timer = 200 | remark@actor_hunt2_work5

[remark@actor_hunt2_work5]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 150 | {!see_actor} walker@skirmish_fire_work5 %-red_bridge_bandit_attacked%

[walker@fire_free_work5]
out_restr = red_bridge_attack_restr
path_walk = skirmish_5_walk
path_look = skirmish_5_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault

;*****************************
;********* bandit6 ***********

[logic@work6]
active = walker@enter_work6
suitable = {=check_npc_name(red_bridge_renegade) +red_bridge_scene_begin} true
on_death = death

;***** выходит из точки спауна *****
[walker@enter_work6]
out_restr = red_bridge_bandit_enter_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_6_walk
path_look = enter_6_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | remark@actor_hunt_work6
on_info = {-red_bridge_bandit_enter_true} walker@f1_work6

[remark@actor_hunt_work6]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 50 | walker@enter2_fire_work6

[walker@enter2_fire_work6]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_6_walk
path_look = enter_6_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 100 | walker@f1_work6

[walker@f1_work6]
out_restr = red_bridge_fire_restr
path_walk = f1_2_walk
path_look = f1_2_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_allyes_skirmish} walker@skirmish_fire_work6

[walker@skirmish_fire_work6]
out_restr = red_bridge_bandit_skirmish_restr
path_walk = skirmish_6_walk
path_look = skirmish_6_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+red_bridge_down_done} walker@fire_free_work6
on_info1 = {=hit_by_actor} remark@actor_hunt2_work6 %+red_bridge_bandit_attacked%
on_info3 = {+red_bridge_bandit_attacked} remark@actor_hunt2_work6
on_game_timer = 200 | remark@actor_hunt2_work6

[remark@actor_hunt2_work6]
out_restr = red_bridge_attack_restr
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 150 | {!see_actor} walker@skirmish_fire_work6 %-red_bridge_bandit_attacked%

[walker@fire_free_work6]
out_restr = red_bridge_attack_restr
path_walk = skirmish_6_walk
path_look = skirmish_6_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault

;*****************************
;********* bandit7 ***********

[logic@work7]
active = walker@enter_work7
suitable = {=check_npc_name(red_bridge_renegade) +red_bridge_scene_begin} true

;***** выходит из точки спауна *****
[walker@enter_work7]
out_restr = red_bridge_bandit_enter_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_6_walk
path_look = enter_6_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | remark@actor_hunt_work7
on_info = {-red_bridge_bandit_enter_true} walker@f1_work7

[remark@actor_hunt_work7]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 50 | walker@enter2_fire_work7

[walker@enter2_fire_work7]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_6_walk
path_look = enter_6_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 100 | walker@f1_work7

[walker@f1_work7]
out_restr = red_bridge_fire_restr
path_walk = f1_3_walk
path_look = f1_3_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault

;*****************************
;********* bandit8 ***********

[logic@work8]
active = walker@enter_work8
suitable = {=check_npc_name(red_bridge_renegade) +red_bridge_scene_begin} true

;***** выходит из точки спауна *****
[walker@enter_work8]
out_restr = red_bridge_bandit_enter_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_6_walk
path_look = enter_6_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | remark@actor_hunt_work8
on_info = {-red_bridge_bandit_enter_true} walker@f1_work8

[remark@actor_hunt_work8]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = actor
on_game_timer = 50 | walker@enter2_fire_work8

[walker@enter2_fire_work8]
out_restr = red_bridge_attack_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_east_restr)}
path_walk = enter_6_walk
path_look = enter_6_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 100 | walker@f1_work8

[walker@f1_work8]
out_restr = red_bridge_fire_restr
path_walk = f1_4_walk
path_look = f1_4_fire_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault