[hit]
on_info = %+gar_quest_get_weapons_arrived%

;----------------------------------------------

[logic@work1]
active = walker@main_work1
suitable = {+gar_quest_get_weapons_started -gar_quest_get_weapons_got_traitor_pda =check_npc_name(sim_default_bandit)}
prior = 130
on_hit = hit

[walker@main_work1]
path_walk = bandit_ambush_1
path_look = bandit_ambush_1
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
combat_ignore_keep_when_attacked = true
combat_ignore_cond = true
on_info = {+gar_quest_get_weapons_arrived} kamp@war_work1 %=hit_npc_from_actor%

[kamp@war_work1]
center_point = kamp_1
path_walk = kamp_1_task

;----------------------------------------------

[logic@work2]
active = walker@main_work2
suitable = {+gar_quest_get_weapons_started -gar_quest_get_weapons_got_traitor_pda =check_npc_name(sim_default_bandit)}
prior = 130
on_hit = hit

[walker@main_work2]
path_walk = bandit_ambush_2
path_look = bandit_ambush_2
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
combat_ignore_keep_when_attacked = true
combat_ignore_cond = true
on_info = {+gar_quest_get_weapons_arrived} kamp@war_work2 %=hit_npc_from_actor%

[kamp@war_work2]
center_point = kamp_1
path_walk = kamp_1_task

;----------------------------------------------

[logic@work3]
active = walker@main_work3
suitable = {+gar_quest_get_weapons_started -gar_quest_get_weapons_got_traitor_pda =check_npc_name(sim_default_bandit)}
prior = 130
on_hit = hit

[walker@main_work3]
path_walk = bandit_ambush_3
path_look = bandit_ambush_3
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
combat_ignore_keep_when_attacked = true
combat_ignore_cond = true
on_info = {+gar_quest_get_weapons_arrived} kamp@war_work3 %=hit_npc_from_actor%

[kamp@war_work3]
center_point = kamp_1
path_walk = kamp_1_task

;----------------------------------------------

[logic@work4]
active = walker@main_work4
suitable = {+gar_quest_get_weapons_started -gar_quest_get_weapons_got_traitor_pda =check_npc_name(sim_default_bandit)}
prior = 130
on_hit = hit

[walker@main_work4]
path_walk = bandit_ambush_4
path_look = bandit_ambush_4
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
combat_ignore_keep_when_attacked = true
combat_ignore_cond = true
on_info = {+gar_quest_get_weapons_arrived} kamp@war_work4 %=hit_npc_from_actor%

[kamp@war_work4]
center_point = kamp_1
path_walk = kamp_1_task

;----------------------------------------------

[logic@work5]
active = walker@main_work5
suitable = {+gar_quest_get_weapons_started -gar_quest_get_weapons_got_traitor_pda =check_npc_name(gar_bandit_digger_traitor)}
prior = 130
meet = meet
on_death = death
on_hit = hit
job_online = true

[walker@main_work5]
path_walk = bandit_ambush_bait_walk
path_look = bandit_ambush_bait_walk
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
combat_ignore_keep_when_attacked = true
combat_ignore_cond = true
on_info = {+gar_quest_get_weapons_arrived} remark@shout_work5
on_signal = arrived | remark@shout_work5
out_restr = gar_space_restrictor_meeting_with_smuggler_light_bait

[remark@shout_work5]
target = actor
anim = wait
combat_ignore_keep_when_attacked = true
combat_ignore_cond = true
on_info = {+gar_quest_get_weapons_arrived} remark@catch_work5 %=play_sound(gar_digger_traitor_attack:stalker:gar_digger_traitor_name)%
meet = meet
out_restr = gar_space_restrictor_meeting_with_smuggler_light_bait

[remark@catch_work5]
target = actor
anim = hide
combat_ignore_keep_when_attacked = true
combat_ignore_cond = true
on_signal = sound_end | remark@war_work5 %=set_squad_goodwill(gar_bandit_get_weapons:enemy) +gar_quest_get_weapons_ambush_start =hit_npc_from_actor%
out_restr = gar_space_restrictor_meeting_with_smuggler_light_bait

[remark@war_work5]
target = actor
anim = hide
out_restr = gar_space_restrictor_meeting_with_smuggler_light_bait

[meet]
meet_state 		= 60| hello@nil
meet_state_wpn 	= 60| hello@nil
victim 			= 100| actor
victim_wpn 		= 100| actor

[death]
on_info = %+gar_quest_get_weapons_ambush_start +gar_quest_get_weapons_destroyed_ambush%
