[logic]
active = walker@wait_help
relation = friend

[walker@wait_help]
combat_ignore_cond = true
path_walk = lim_merc_helper_walk
path_look = lim_merc_helper_look
meet = no_meet
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
on_signal = action | smartcover@lookout 

[smartcover@lookout]
meet = no_meet
use_in_combat = true
combat_ignore_cond = true
cover_name = lim_merc_helper_cover
;target_path = lim_merc_helper_fire_point
;cover_state = lookout_target
on_info = {=dist_to_actor_le(5)} smartcover@idle %=play_sound(lim_cs_stalker_hint)%
on_info2 = {+lim_bandit_house_attack2} walker@fire
;on_info3 = {+lim_bandit_house_attack1} ;%=play_sound(lim_cs_stalker_spich)%

[smartcover@idle]
meet = no_meet
use_in_combat = true
combat_ignore_cond = true
cover_name = lim_merc_helper_cover
;target_path = lim_merc_helper_fire_point
cover_state = idle_target
;on_signal = sound_end | camper@go_fire %+lim_destroy_bandit_minigun_task%
on_signal = sound_end | smartcover@wait %+lim_destroy_bandit_minigun_task%

[smartcover@wait]
meet = no_meet
use_in_combat = true
combat_ignore_cond = true
cover_name = lim_merc_helper_cover
target_path = lim_merc_helper_fire_point
cover_state = fire_target
on_game_timer = 20 | smartcover@fire %=play_sound(lim_cs_stalker_oreder_1)%

[camper@go_fire]
meet = no_meet
combat_ignore_cond = true
path_walk = lim_merc_helper_go_fire_walk
path_look = lim_merc_helper_go_fire_walk
radius = 5
def_state_moving = sneak_run
on_signal = action | smartcover@fire %=play_sound(lim_cs_stalker_oreder_1)%

[smartcover@fire]
meet = no_meet
use_in_combat = true
combat_ignore_cond = true
cover_name = lim_merc_helper_cover ;lim_merc_helper_cover2
target_path = lim_merc_helper_fire_point
cover_state = fire_target
on_info = {+lim_bandit_house_go} walker@fire

[walker@fire]
out_restr = lim_smart_terrain_2_attack
combat_ignore_cond = {=enemy_in_zone(lim_smart_terrain_3_defence)}
path_walk = lim_merc_helper_fire_walk
path_look = lim_merc_helper_fire_look
on_info = {+lim_bandit_house_attackers} walker@wait_actor %=kill_npc%

[walker@wait_actor]
out_restr = lim_smart_terrain_2_attack
combat_ignore_cond = {=enemy_in_zone(lim_smart_terrain_3_defence)}
path_walk = lim_merc_helper_fire_walk
path_look = lim_merc_helper_fire_look
on_signal = action | remark@greet_actor

[remark@greet_actor]
anim = hello_wpn
target = actor
meet = meet@merc_help
on_info = {+lim_merc_helper_sanks}
on_game_timer = 600 | walker@out

[walker@out]
path_walk = lim_merc_helper_help_walk
path_look = lim_merc_helper_help_walk
on_info = {=dist_to_actor_ge(50) !actor_see_npc()} %=destroy_object%
meet = meet@merc_help

[meet@merc_help]
;meet_state = 10 | wait@nil
;meet_state_wpn = 10 | wait@nil
;victim = 15 | actor
;victim_wpn = 15 | actor
;use	= true
;use_wpn	= true
meet_dialog = lim_merc_helper_dialog
trade_enable = false