[remark@general] gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = false use_camp = false turn_on_campfire = false meet = no_meet wounded = wounded@no_wound [beh@general]:remark@general behavior_state = beh_move target = waypoint path_end = loop [wounded@no_wound] 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 [logic] suitable = {=check_npc_name(redemption_task_4_bandit)} true active = beh@bandits_general prior = 59 [beh@bandits_general]:beh@general, remark@general on_info = {=check_npc_name(redemption_task_4_bandit_1)} beh@bandit_1_stay, {=check_npc_name(redemption_task_4_bandit_2)} beh@bandit_2_stay [beh@bandit_1_stay]:beh@general, remark@general walk_dist = 100 jog_dist = 0 walk_anim = patrol pt1 = 5000, guard | pos: 18.9, 5.5415, -86.1 look: 19.3819, 4.5403, -80.2734 on_info = {-redemption_4_bandits_aggro +redemption_4_beh_move} beh@bandit_1_door [beh@bandit_1_door]:beh@general, remark@general combat_ignore_cond = true pt1 = 5000, guard | pos: 22.4, 5.5655, -83.3 look: 19.5992, 4.5419, -83.4249 on_info1 = {+redemption_4_bandits_aggro} beh@bandit_1_stay on_info2 = {=dist_to_actor_le(2)} %=play_sound(redemption_4_bandit_door)% [beh@bandit_2_stay]:beh@general, remark@general walk_dist = 15 jog_dist = 150 walk_anim = walk pt1 = 5000, wait | pos: 39.134, 1.0226, -52.8732 look: 41.08, 1.018, -53.382