[remark@general]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(redemption_task_3_monolith)} true
use_camp = false
turn_on_campfire = false
meet = no_meet
wounded = wounded@no_wound
invulnerable = true

[beh@general]:remark@general
behavior_state = beh_move
target = waypoint
path_end = loop

[meet@general]
close_anim         = wait
close_victim     = nil
far_anim         = nil
far_victim         = nil
close_distance  = 0
far_distance     = 0
use = {=dist_to_actor_le(6)} self, false
snd_on_use = {!dist_to_actor_le(6)} nil
allow_break            =    false
trade_enable        =    false
meet_dialog = redemption_storyline_3_3

[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_3_illeon)} true
active = remark@illeon_wait
prior = 59

[remark@illeon_wait]:remark@general
anim = threat_na
target = story | redemption_task_3_monolith_2
on_timer = 1250 | remark@illeon_kill_1

[remark@illeon_kill_1]:remark@general
anim = threat_sniper_fire
target = story | redemption_task_3_monolith_2
on_timer = 1000 | %=redemption_hit_obj(redemption_task_3_monolith_2:bip01_head:5:30:redemption_task_3_illeon) +redemption_3_illeon_shootout% remark@illeon_kill_2

[remark@illeon_kill_2]:remark@general
anim = threat_sniper_fire
target = story | redemption_task_3_monolith_3
on_timer = 6000 | %=redemption_hit_obj(redemption_task_3_monolith_3:bip01_pelvis:5:30:redemption_task_3_illeon)% remark@illeon_keep_shoot

[remark@illeon_keep_shoot]:remark@general
anim = threat_sniper_fire
target = story | redemption_task_3_monolith_1
on_timer = 8000 | beh@illeon_come

[beh@illeon_come]:beh@general, remark@general
walk_dist = 15
jog_dist = 100
walk_anim = patrol
jog_anim = assault
pt1 = 1, guard |         pos: 271.275, -22.371, -264.5293           look: 273.275, -22.371, -264
path_end = %=redemption_effects(ppe:fade_in:7776:false)% beh@illeon_fade

[beh@illeon_fade]:beh@general, remark@general
walk_dist = 100
jog_dist = 0
walk_anim = patrol
pt1 = 2500, guard |         pos: 271.275, -22.371, -264.5293           look: 273.275, -22.371, -264
path_end = %=redemption_effects(ppe:black_infinite_2:7777:true) =redemption_3_release_bodies() =redemption_3_teleport_to_subway() =redemption_effects(anm:redemption_3_lay:7778:false)% beh@illeon_teleport

[beh@illeon_teleport]:beh@general, remark@general
walk_dist = 15
walk_anim = walk
pt1 = 4500, sit_ass |         pos: 523.263, -28.24, 147.10           look: 521.2, -28.19, 149.718
path_end = %=redemption_3_illeon_talk()% beh@illeon_talk

[beh@illeon_talk]:beh@general, remark@general
pt1 = 20500, sit_ass |         pos: 523.263, -28.24, 147.10           look: 521.2, -28.19, 149.718
path_end = %=redemption_effects(ppe:redemption_3_fade_nine_sec:7779:false)% beh@illeon_fade_2

[beh@illeon_fade_2]:beh@general, remark@general
pt1 = 1500, sit_ass |         pos: 523.263, -28.24, 147.10           look: 521.2, -28.19, 149.718
path_end = %=redemption_3_change_time()% beh@illeon_wake_up

[beh@illeon_wake_up]:beh@general, remark@general
pt1 = 4000, wait |         pos: 523.263, -28.24, 147.10           look: 521.2, -28.19, 149.718
path_end = %=redemption_3_remove_effectors()% beh@illeon_input

[beh@illeon_input]:beh@general, remark@general
pt1 = 7000, wait |         pos: 523.263, -28.24, 147.10           look: 521.2, -28.19, 149.718
path_end = %=redemption_3_enable_input()% beh@illeon_real_talk

[beh@illeon_real_talk]:beh@general, remark@general
meet = meet@general
pt1 = 250, wait |         pos: 523.263, -28.24, 147.10           look: 521.2, -28.19, 149.718
path_end = loop