[remark@general]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
meet = no_meet
wounded = wounded@no_wound
use_camp = false
turn_on_campfire = false
invulnerable = true

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

[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@meet_freed]
close_anim         = wait
close_victim     = nil
far_anim         = nil
far_victim         = nil
close_distance  = 0
far_distance     = 0
use = {=dist_to_actor_le(4)} self, false
snd_on_use = {!dist_to_actor_le(4)} nil
allow_break            =    false
trade_enable        =    false
meet_dialog = redemption_storyline_5_7

[meet@meet_dolg]
close_anim         = wait
close_victim     = nil
far_anim         = nil
far_victim         = nil
close_distance  = 0
far_distance     = 0
use = {=dist_to_actor_le(15)} self, false
snd_on_use = {!dist_to_actor_le(15)} nil
allow_break            =    false
trade_enable        =    false
meet_dialog = redemption_storyline_5_8

[logic]
suitable = {!surge_started =check_npc_name(redemption_task_5)} true
active = beh@task_5_meeting
prior = 59

[beh@task_5_meeting]:beh@general, remark@general
on_info = {=check_npc_name(redemption_task_5_duty_captain)} beh@duty_cap, {=check_npc_name(redemption_task_5_duty_1)} beh@duty_1, {=check_npc_name(redemption_task_5_freedom_captain)} beh@freed_cap, {=check_npc_name(redemption_task_5_freedom_1)} beh@freed_1


[beh@duty_cap]:beh@general, remark@general
walk_dist = 25
jog_dist = 50
walk_anim = patrol
pt1 = 2500, guard |         pos: -230.3, -11.643, 44.1          look: -226.124, -12.6535, 44.1986
path_end = remark@duty_cap_stay

[remark@duty_cap_stay]:remark@general
anim = wait
target = story | redemption_task_5_freedom_captain
on_info = {+redemption_5_freedom_talk_end -redemption_5_duty_talk_end} remark@duty_cap_stay_2

[remark@duty_cap_stay_2]:remark@general
meet = meet@meet_dolg
anim = wait
target = story | redemption_task_5_freedom_captain
on_info = {+redemption_5_duty_talk_end} remark@duty_cap_stay


[beh@duty_1]:beh@general, remark@general
walk_dist = 25
jog_dist = 50
walk_anim = patrol
pt1 = 2500, guard |         pos: -231.7, -11.643, 42          look: -228.3728, -12.6573, 42.2482
path_end = remark@duty_1_stay

[remark@duty_1_stay]:remark@general
anim = guard
target = story | redemption_task_5_freedom_1


[beh@freed_cap]:beh@general, remark@general
walk_dist = 25
jog_dist = 50
walk_anim = patrol
pt1 = 2500, guard |         pos: -226.8, -11.6548, 44.1          look: -229.4397, -12.6546, 43.6063
path_end = remark@freed_cap_stay

[remark@freed_cap_stay]:remark@general
meet = meet@meet_freed
anim = wait
target = story | redemption_task_5_duty_captain
on_info = {+redemption_5_freedom_talk_end} remark@freed_cap_stay_2

[remark@freed_cap_stay_2]:remark@general
meet = no_meet
anim = wait
target = story | redemption_task_5_duty_captain
on_info = {-redemption_5_freedom_talk_end} remark@freed_cap_stay


[beh@freed_1]:beh@general, remark@general
walk_dist = 25
jog_dist = 50
walk_anim = patrol
pt1 = 2500, guard |         pos: -224, -11.643, 42.7          look: -226.1302, -12.6566, 42.0098
path_end = remark@freed_1_stay

[remark@freed_1_stay]:remark@general
anim = guard
target = story | redemption_task_5_duty_1