![beh@base]
>on_info1 = {=check_squad_name(redemption_task_1_eco_squad)} beh@redemption_task_1_eco_squad


; ------------ task 1 scientist ------------
[beh@measuring]
sound_idle = state
behavior_state = beh_move
target = cover_wait
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = patrol
run_anim = panic
delay_anim = guard
meet = meet@redemption_task_1_eco_squad
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

[meet@redemption_task_1_eco_squad]:meet
meet_dialog	= {=is_wounded} axr_companion_medkit, nil

[beh@redemption_task_1_eco_squad]:beh@general
meet = meet@redemption_task_1_eco_squad
on_info1 = {=redemption_1_scan_2} beh@redemption_target_2, {=redemption_1_scan_3} beh@redemption_target_3, {=redemption_1_scan_4} beh@redemption_target_4

[beh@redemption_target_2]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_2 +redemption_1_stage_3 =redemption_send_text(1:redemption_task_1_eco:task_1_eco)%

[beh@redemption_target_3]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_3 +redemption_1_stage_4 =redemption_send_text(2:redemption_task_1_eco:task_1_eco)%

[beh@redemption_target_4]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_4 +redemption_1_stage_5 =redemption_send_text(3:redemption_task_1_eco:task_1_eco)%