[combat]
on_info = %=set_counter(conc_camp_in_combat:5)%

[meet]
use = true
use_wpn = true

----------------------------------

[logic@overseer_1]
active = walker@overseer_1
suitable = {=npc_community(bandit) -gar_conc_camp_searcher_1_dead -gar_quest_liberate_conc_camp_done}
prior = 130
on_combat = combat
meet = meet

[walker@overseer_1]
path_walk = unique_overseer_1_walk
path_look = unique_overseer_1_walk
on_signal = overseer | remark@overseer_1_calm
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = guard
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

[remark@overseer_1_calm]
target = 719
anim = guard
on_timer = 30000 | remark@overseer_1_threat %+gar_conc_camp_arbaiten_1%
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

[remark@overseer_1_threat]
target = 719 
anim = threat
on_timer = 20000 | remark@overseer_1_calm %-gar_conc_camp_arbaiten_1%
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

----------------------------------

[logic@overseer_2]
active = walker@overseer_2
suitable = {=npc_community(bandit) -gar_conc_camp_searcher_2_dead -gar_quest_liberate_conc_camp_done}
prior = 128
on_combat = combat
meet = meet

[walker@overseer_2]
path_walk = unique_overseer_2_walk
path_look = unique_overseer_2_walk
on_signal = overseer | remark@overseer_2_calm
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = guard
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

[remark@overseer_2_calm]
target = 720 
anim = guard
on_timer = 33000 | remark@overseer_2_threat %+gar_conc_camp_arbaiten_2%
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

[remark@overseer_2_threat]
target = 720 
anim = threat
on_timer = 21000 | remark@overseer_2_calm %-gar_conc_camp_arbaiten_2%
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

----------------------------------

[logic@overseer_3]
active = walker@overseer_3
suitable = {=npc_community(bandit) -gar_conc_camp_searcher_3_dead -gar_quest_liberate_conc_camp_done}
prior = 129
on_combat = combat
meet = meet

[walker@overseer_3]
path_walk = unique_overseer_3_walk
path_look = unique_overseer_3_walk
on_signal = overseer | remark@overseer_3_calm
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = guard
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

[remark@overseer_3_calm]
target = 721 
anim = guard
on_timer = 27000 | remark@overseer_3_threat %+gar_conc_camp_arbaiten_3%
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

[remark@overseer_3_threat]
target = 721 
anim = threat
on_timer = 18000 | remark@overseer_3_calm %-gar_conc_camp_arbaiten_3%
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

----------------------------------

[logic@jailer_1]
active = walker@jailer_1
suitable = {=npc_community(bandit) -gar_conc_camp_two_prisoners_dead -gar_quest_liberate_conc_camp_done}
prior = 127
on_combat = combat
meet = meet

[walker@jailer_1]
path_walk = unique_jailer_1_walk
path_look = unique_jailer_1_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = guard
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

----------------------------------

[logic@watcher_1]
active = walker@main_watcher_1
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 131
on_combat = combat
job_online = true
meet = meet

[walker@main_watcher_1]
path_walk = unique_watcher_1_walk
path_look = unique_watcher_1_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = talk_default
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5
on_info = {!actor_in_bandit !is_smart_in_combat(gar_smart_terrain_3_7) =dist_to_actor_le(30)} walker@cooldown_watcher_1 %=play_sound(gar_bandit_conc_camp_blockpost:bandit:st_name_gar_smart_terrain_3_7)%, {!actor_in_bandit !is_smart_in_combat(gar_smart_terrain_3_7) =actor_in_zone(gar_smart_terrain_3_7_attack)} walker@cooldown_watcher_1 %=play_sound(gar_bandit_conc_camp_go_away:bandit:st_name_gar_smart_terrain_3_7)%

[walker@cooldown_watcher_1]
path_walk = unique_watcher_1_walk
path_look = unique_watcher_1_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = talk_default
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5
on_timer = 60000 | {!actor_in_zone(gar_smart_terrain_3_7_attack) !dist_to_actor_le(30)} walker@main_watcher_1

----------------------------------

[logic@kamp_1]
active = kamp@main
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 122
on_combat = combat
meet = meet

[logic@kamp_2]
active = kamp@main
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 121
on_combat = combat
meet = meet

[logic@kamp_3]
active = kamp@main
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 120
on_combat = combat
meet = meet

[logic@kamp_4]
active = kamp@main
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 119
on_combat = combat
meet = meet

[logic@kamp_5]
active = kamp@main
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 118
on_combat = combat
meet = meet

[kamp@main]
center_point = kamp_1
path_walk = kamp_1_task
def_state_moving = patrol
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

----------------------------------

[logic@guard_1]
active = walker@guard_1
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 126
on_combat = combat
meet = meet

[walker@guard_1]
path_walk = guard_1_walk
path_look = guard_1_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = guard
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

----------------------------------

[logic@guard_2]
active = walker@guard_2
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 125
on_combat = combat
meet = meet

[walker@guard_2]
path_walk = guard_2_walk
path_look = guard_2_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = guard
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

----------------------------------

[logic@guard_3]
active = walker@guard_3
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 124
on_combat = combat
meet = meet

[walker@guard_3]
path_walk = guard_3_walk
path_look = guard_3_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = guard
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5

----------------------------------

[logic@guard_4]
active = walker@guard_4
suitable = {=npc_community(bandit) -gar_quest_liberate_conc_camp_done}
prior = 123
on_combat = combat
meet = meet

[walker@guard_4]
path_walk = guard_4_walk
path_look = guard_4_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
def_state_standing = guard
combat_ignore_cond = {=check_fighting(719:720:721:722:723)} true
in_restr = gar_zone_field_radioactive_conc_camp_1, gar_zone_field_radioactive_conc_camp_2, gar_zone_field_radioactive_conc_camp_3, gar_zone_field_radioactive_conc_camp_4, gar_zone_field_radioactive_conc_camp_5