[logic]
active = sr_idle@spawn2

[sr_idle@spawn]
on_info = {-duty_help_csky -freedom_help_csky} sr_idle@spawn2 %=spawn_object(lim_ambush_2_enemy_1_stalker:lim_smart_terrain_3_spec_wait_1_walk) =spawn_object(lim_ambush_2_enemy_2_stalker:lim_smart_terrain_3_spec_wait_2_walk) =spawn_object(lim_ambush_2_enemy_3_stalker:lim_smart_terrain_3_spec_wait_3_walk) =spawn_object(lim_ambush_2_enemy_4_stalker:lim_smart_terrain_3_spec_wait_4_walk) =spawn_object(lim_ambush_2_enemy_5_stalker:lim_smart_terrain_3_spec_wait_5_walk)%

[sr_idle@spawn2]
on_info = {-duty_help_csky -freedom_help_csky} sr_idle@ambush %=spawn_npc_in_zone(lim_enemy_stalker_2:lim_winfire_zone_enemy2_1) =spawn_npc_in_zone(lim_enemy_stalker_2:lim_winfire_zone_enemy2_8) =spawn_npc_in_zone(lim_enemy_stalker_2:lim_winfire_zone_enemy2_9) =spawn_npc_in_zone(lim_enemy_stalker_2:lim_winfire_zone_enemy2_10)%

[sr_idle@ambush]
on_info = {=actor_in_zone(lim_check_1_restr)} sr_idle %+lim_ambush2%
on_info2 = {=squad_in_zone(lim_csky_storm_troops2:lim_check_1_restr)} sr_idle %+lim_ambush2%

[sr_idle]
;on_info = {=counter_equal(lim_ambush2_count:0)} sr_idle@1 %+lim_smart_3_captured%
on_info = {!squad_exist(lim_monolith_ambush2_squad)} sr_idle@1 %+lim_smart_3_captured%

[sr_idle@1]
on_info = {=smart_captured_by_faction(lim_smart_terrain_3:csky)} sr_idle@nil %+lim_condition4 =update_squad(lim_csky_storm_troops2)%

[sr_idle@nil]
;on_info = {=actor_}