;*****************************
;********* enemy ***********
[logic@work1]
active = camper@sniper_1_work1
suitable = {!smart_captured_by_faction(lim_smart_terrain_3:military)} true

[camper@sniper_1_work1]
path_walk = spec_sniper_1_walk
path_look = spec_sniper_1_look
def_state_campering = threat_na
def_state_campering_fire = threat_fire
def_state_moving = assault
radius = 5
on_game_timer = 50 | camper@sniper_2_work1 %=restore_health%
;on_info = {=health_le(0.5)} walker@medic_work1

[camper@sniper_2_work1]
path_walk = spec_sniper_1_walk
path_look = spec_sniper_1_look
def_state_campering = threat_na
def_state_campering_fire = threat_fire
def_state_moving = assault
radius = 5
on_game_timer = 50 | camper@sniper_1_work1 %=restore_health%

[walker@medic_work1]
combat_ignore_cond = {=fighting_dist_le(10)}
path_walk = spec_sniper_1_wait
path_look = spec_sniper_1_wait_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | walker@medic2_work1 %=restore_health%

[walker@medic2_work1]
combat_ignore_cond = {=fighting_dist_le(10)}
path_walk = spec_sniper_1_wait
path_look = spec_sniper_1_wait_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 50 | camper@sniper_1_work1

;***********************************

[logic@work2]
active = camper@sniper_1_work2
suitable = {!smart_captured_by_faction(lim_smart_terrain_3:military)} true

[camper@sniper_1_work2]
path_walk = spec_sniper_2_walk
path_look = spec_sniper_2_look
def_state_campering = threat_na
def_state_campering_fire = threat_fire
def_state_moving = assault
radius = 5
on_game_timer = 50 | camper@sniper_2_work2 %=restore_health%

[camper@sniper_2_work2]
path_walk = spec_sniper_2_walk
path_look = spec_sniper_2_look
def_state_campering = threat_na
def_state_campering_fire = threat_fire
def_state_moving = assault
radius = 5
on_game_timer = 50 | camper@sniper_1_work2 %=restore_health%

[walker@medic_work2]
combat_ignore_cond = {=fighting_dist_le(10)}
path_walk = spec_sniper_2_wait
path_look = spec_sniper_2_wait_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = action | walker@medic2_work2 %=restore_health%


[walker@medic2_work2]
combat_ignore_cond = {=fighting_dist_le(10)}
path_walk = spec_sniper_2_wait
path_look = spec_sniper_2_wait_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_game_timer = 50 | camper@sniper_1_work2
