
[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