;*****************************
;********* csky solider ***********

[logic@work1]
active = patrol@work1
suitable = {=check_npc_name(lim_csky_commander) -lim_condition1 -lim_condition2} true
post_combat_time = 0,0

[patrol@work1]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = spec_1_walk
path_look = spec_1_look
formation = back
commander = true
move_type = rush
def_state_moving = rush
on_signal = snd1 | %=play_sound(lim_cs_enter_squad_attention)%
on_signal2 = snd2 | %=play_sound(lim_cs_enter_squad_see_target)%
on_signal3 = snd3 | %=play_sound(lim_cs_enter_squad_check)%
on_signal4 = action | camper@danger_work1 %+lim_csky_enter_danger%
on_info = {+lim_csky_enter_danger} camper@danger_work1
 

[camper@danger_work1]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_1_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} remark@fire_work1
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work1
on_signal = action | remark@danger_work1 %=play_sound(lim_cs_enter_squad_fire1)%

[remark@danger_work1]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat
target = 609
on_signal = sound_end | %+lim_cs_enter_squad_fire1%
on_info = {+lim_bandit_away} remark@fire_work1
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work1
on_info3 = {+lim_bandit_wounded_dont_shoot} remark@threat1_work1 %=play_sound(lim_cs_enter_squad_threat1)%

[remark@threat1_work1]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat
target = 609
on_signal = sound_end | %+lim_cs_enter_squad_threat1%
on_info = {+lim_bandit_away} remark@fire_work1
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work1
on_info3 = {+lim_bandit_wounded_medkit1} remark@threat2_work1 %=play_sound(lim_cs_enter_squad_threat2)%
;on_game_timer = 300 | remark@fire_work1 %+lim_bandit_away%

[remark@threat2_work1]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat
target = 609
on_signal = sound_end | %+lim_cs_enter_squad_threat2%
on_info = {+lim_bandit_away} remark@fire_work1
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work1
on_game_timer = 300 | remark@threat3_work1 %=play_sound(lim_cs_enter_squad_fire2)%

[remark@threat3_work1]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat
target = 609
on_signal = sound_end | remark@fire_work1 %+lim_bandit_away%
on_info = {+lim_bandit_have_medkit} camper@danger2_work1

[camper@danger2_work1]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_1_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} remark@fire_work1
on_info2 = {+lim_bandit_say_abaut_ambush} camper@wait_work1 %=play_sound(lim_cs_enter_squad_bandit_free)%

[remark@fire_work1]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 609
on_game_timer = 20 | {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work1
on_info = {-lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} walker@fire_work1

[remark@fire2_work1]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 608
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work1

[walker@fire_work1]
;invulnerable = true
out_restr = lim_smart_terrain_1_defence
combat_ignore_cond = {!npc_in_zone(lim_smart_terrain_1_defence)}
path_walk = wait_1_walk
path_look = wait_1_look
;no_retreat = true
;radius = 0
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work1

[camper@wait_work1]
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_1_walk
path_look = wait_1_look
on_info = {+lim_bandit_away} walker@fire_work1

[camper@wait2_work1]
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_1_walk
path_look = wait_1_look
;************************************

[logic@work2]
active = patrol@work2
suitable = {=check_npc_name(lim_csky_soldier) -lim_condition1 -lim_condition2} true

[patrol@work2]
combat_ignore_cond = {!is_enemy_actor}
path_walk = spec_1_walk
path_look = spec_1_look
meet = no_meet
on_signal = action | camper@danger_work2 %+lim_csky_enter_danger%
on_info = {+lim_csky_enter_danger} camper@danger_work2

[camper@danger_work2]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_2_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} camper@fire_work2
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work2
on_signal = action | remark@danger_work2

[remark@danger_work2]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat
target = 609
on_info = {+lim_bandit_away} remark@fire_work2
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work2
on_game_timer = 600 | remark@fire_work2 %+lim_bandit_away%

[camper@danger2_work2]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_2_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} remark@fire_work2
on_info2 = {+lim_bandit_say_abaut_ambush} camper@wait_work2

[remark@fire_work2]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 609
on_game_timer = 20 | {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work2
on_info = {-lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work2

[remark@fire2_work2]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 608
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work2

[camper@fire_work2]
meet = no_meet
;invulnerable = true
;combat_ignore_cond = {!npc_in_zone(lim_smart_terrain_1_defence)}
path_walk = wait_2_walk
path_look = wait_1_look
no_retreat = true
radius = 0
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work2

[camper@wait_work2]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_2_walk
path_look = wait_1_look
on_info = {+lim_bandit_away} camper@fire_work2

[camper@wait2_work2]
meet = no_meet
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_2_walk
path_look = wait_1_look
;************************************

[logic@work3]
active = patrol@work3
suitable = {=check_npc_name(lim_csky_soldier) -lim_condition1 -lim_condition2} true

[patrol@work3]
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = spec_1_walk
path_look = spec_1_look
meet = no_meet
on_signal = action | camper@danger_work3 %+lim_csky_enter_danger%
on_info = {+lim_csky_enter_danger} camper@danger_work3

[camper@danger_work3]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_3_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} camper@fire_work3
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work3
on_signal = action | remark@danger_work3

[remark@danger_work3]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat
target = 609
on_info = {+lim_bandit_away} remark@fire_work3
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work3
on_game_timer = 600 | remark@fire_work3 %+lim_bandit_away%

[camper@danger2_work3]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_3_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} remark@fire_work3
on_info2 = {+lim_bandit_say_abaut_ambush} camper@wait_work3

[remark@fire_work3]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 609
on_game_timer = 20 | {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work3
on_info = {-lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work3

[remark@fire2_work3]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 608
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work3

[camper@fire_work3]
;invulnerable = true
;combat_ignore_cond = {!npc_in_zone(lim_smart_terrain_1_defence)}
path_walk = wait_3_walk
path_look = wait_1_look
no_retreat = true
radius = 0
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work3

[camper@wait_work3]
meet = no_meet
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_3_walk
path_look = wait_1_look
on_info = {+lim_bandit_away} camper@fire_work3

[camper@wait2_work3]
meet = no_meet
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_3_walk
path_look = wait_1_look

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

[logic@work4]
active = patrol@work4
suitable = {=check_npc_name(lim_csky_soldier) -lim_condition1 -lim_condition2} true

[patrol@work4]
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = spec_1_walk
path_look = spec_1_look
meet = no_meet
on_signal = action | camper@danger_work4 %+lim_csky_enter_danger%
on_info = {+lim_csky_enter_danger} camper@danger_work4

[camper@danger_work4]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_4_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} camper@fire_work4
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work4
on_signal = action | remark@danger_work4

[remark@danger_work4]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat
target = 609
on_info = {+lim_bandit_away} remark@fire_work4
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work4
on_game_timer = 600 | remark@fire_work4 %+lim_bandit_away%

[camper@danger2_work4]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_4_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} remark@fire_work4
on_info2 = {+lim_bandit_say_abaut_ambush} camper@wait_work4

[remark@fire_work4]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 609
on_game_timer = 20 | {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work4
on_info = {-lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work4

[remark@fire2_work4]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 608
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work4

[camper@fire_work4]
meet = no_meet
;invulnerable = true
;combat_ignore_cond = {!npc_in_zone(lim_smart_terrain_1_defence)}
path_walk = wait_4_walk
path_look = wait_1_look
no_retreat = true
radius = 0
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work4

[camper@wait_work4]
meet = no_meet
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_4_walk
path_look = wait_1_look
on_info = {+lim_bandit_away} camper@fire_work4

[camper@wait2_work4]
meet = no_meet
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_4_walk
path_look = wait_1_look

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

[logic@work5]
active = patrol@work5
suitable = {=check_npc_name(lim_csky_soldier) -lim_condition1 -lim_condition2} true

[patrol@work5]
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = spec_1_walk
path_look = spec_1_look
meet = no_meet
on_signal = action | camper@danger_work5 %+lim_csky_enter_danger%
on_info = {+lim_csky_enter_danger} camper@danger_work5

[camper@danger_work5]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_5_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} camper@fire_work5
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work5
on_signal = action | remark@danger_work5

[remark@danger_work5]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat
target = 609
on_info = {+lim_bandit_away} remark@fire_work5
on_info2 = {+lim_bandit_have_medkit} camper@danger2_work5
on_game_timer = 600 | remark@fire_work5 %+lim_bandit_away%

[camper@danger2_work5]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
path_walk = danger_5_walk
path_look = danger_look
radius = 0
def_state_moving = raid
on_info = {+lim_bandit_away} remark@fire_work5
on_info2 = {+lim_bandit_say_abaut_ambush} camper@wait_work5

[remark@fire_work5]
;invulnerable = true
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 609
on_game_timer = 20 | {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work5
on_info = {-lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work5

[remark@fire2_work5]
meet = no_meet
combat_ignore_cond = {!is_enemy_actor}
anim = threat_fire
target = 608
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work5

[camper@fire_work5]
meet = no_meet
;invulnerable = true
;combat_ignore_cond = {!npc_in_zone(lim_smart_terrain_1_defence)}
path_walk = wait_5_walk
path_look = wait_1_look
no_retreat = true
radius = 0
on_info = {+lim_bandit_wonded_1_out +lim_bandit_wonded_2_out} camper@wait2_work5

[camper@wait_work5]
meet = no_meet
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_5_walk
path_look = wait_1_look
on_info = {+lim_bandit_away} camper@fire_work5

[camper@wait2_work5]
meet = no_meet
;invulnerable = true
combat_ignore_cond = {!is_enemy_actor}
path_walk = wait_5_walk
path_look = wait_1_look