[logic]
active = walker@fire
on_death = death

[death]
on_info = %+minigun_off%

[walker@fire]
danger = danger_condition
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
;out_restr = z3_defender_restr
path_walk = z1_minigunner_walk
path_look = z1_minigunner_look
invulnerable = true
on_info = {+minigun_off} walker
on_info2 = {+hospital_z1_komander_speak} walker@fire2 
group = 1
wounded = wounded

[walker@fire2]
danger = danger_condition
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
;out_restr = z3_defender_restr
path_walk = z1_minigunner_walk
path_look = z1_minigunner_look
;invulnerable = true
on_info = {+minigun_off} walker
group = 1
wounded = wounded

[walker]
on_info = {+lim_z1_minigun_off_2} %=hit_npc(205:bip01_head:500:50)%
path_walk = z1_minigunner_walk
path_look = z1_minigunner_look
danger = danger_condition
combat_ignore_cond = always
group = 1
wounded = wounded

[wounded]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false


[danger_condition]
ignore_distance = 0
ignore_ distance_grenade = 0
ignore_ distance_corpse = 0
ignore_ distance_hit = 0
ignore_ distance_sound = 0