[beh@general] ;sound_idle = state behavior_state = beh_move target = waypoint walk_dist = 100 jog_dist = 220 wait_anim = walk walk_anim = walk jog_anim = walk run_anim = walk delay_anim = guard gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false meet = meet@general wounded = wounded@no_wound use_camp = false path_end = loop turn_on_campfire = false on_info = {+redemption_2_bandit_break_dialogue} beh@redemption_bandit_walk_away [meet@general] close_anim = nil close_victim = nil far_anim = hello far_victim = nil close_distance = 0 far_distance = 50 use = {=dist_to_actor_le(3)} true, false snd_on_use = {!dist_to_actor_le(3)} nil meet_on_talking = false trade_enable = false [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 [meet@walk_away] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=dist_to_actor_le(3)} true, false snd_on_use = {!dist_to_actor_le(3)} nil meet_on_talking = false trade_enable = false [logic] suitable = {!surge_started =check_npc_name(redemption_task_2_bandit) +redemption_2_stage_2} true active = beh@redemption_bandit prior = 59 [beh@redemption_bandit]:beh@general pt1 = 20000, guard | pos: -317.5, 18.85, -85.3 look: -315.4, 18.2, -75.6 [beh@redemption_bandit_walk_away]:beh@general meet = meet@walk_away pt1 = 1000, guard | pos: -317.4, 20.63, -312.5 look: -317.2, 19.9, -322.4