[logic]
active = walker@wait_2

[walker@wait_2]
path_walk = gar_bandit_ambush_2_walk
path_look = gar_bandit_ambush_2_look
combat_ignore_cond = true
on_info = {+gar_story_ambush_talk_1_played} walker@talk_2

[walker@talk_2]
path_walk = gar_bandit_ambush_2_walk
path_look = gar_bandit_ambush_2_look
combat_ignore_cond = true
on_timer = 300 | %=play_sound(gar_bandit_ambush_talk_2:bandit)%
on_signal = theme_end | walker@wait_4 %+gar_story_ambush_talk_2_played%

[walker@wait_4]
path_walk = gar_bandit_ambush_2_walk
path_look = gar_bandit_ambush_2_look
combat_ignore_cond = true
on_info = {+gar_story_ambush_talk_3_played} walker@talk_4

[walker@talk_4]
path_walk = gar_bandit_ambush_2_walk
path_look = gar_bandit_ambush_2_look
combat_ignore_cond = true
on_timer = 300 | %=play_sound(gar_bandit_ambush_talk_4:bandit)%
on_signal = theme_end | walker@stop %+gar_story_ambush_talk_4_played%

[walker@stop]
path_walk = gar_bandit_ambush_2_walk
path_look = gar_bandit_ambush_2_look
on_info = {+gar_story_ambush_remove} nil %=destroy_object%
combat_ignore_cond = true