
[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