[logic]
active = walker1
combat_ignore =  combat_ignore
on_death = death

[walker1]
path_walk = ioga_walk
path_look = ioga_look
meet = meet
combat_ignore_cond = {+semen_dialog_end-val_bandit_dead=check_fighting(01)}
on_info = {+bandit_komposta_dialog_end} walker2

[walker2]
path_walk = ioga_walk
path_look = ioga_look
meet = no_meet
combat_ignore_cond = {+semen_dialog_end-val_bandit_dead=check_fighting(01)}
on_info = {+zona_bandit_dialog} remark1

[remark1]
anim = guard
meet = meet2
combat_ignore_cond = {+semen_dialog_end-val_bandit_dead=check_fighting(01)}
on_info = {+bandit_komposta_dialog2_end} walker3

[walker3]
path_walk = ioga_walk
path_look = ioga_look
meet = meet2
combat_ignore_cond = {+semen_dialog_end-val_bandit_dead=check_fighting(01)}

[death]
on_info = {=killed_by_actor} %+val_bandit_dead%

[meet]
meet_state = 8|hello_wpn@okrik_3| 7|threat_heli@okrik_4
meet_state_wpn = 8|hello_wpn@okrik_3| 7|threat_heli@okrik_4
victim = 8|actor
victim_wpn = 8|actor
use = true
use_wpn = true

[meet2]
meet_state		= 5|guard@wait
meet_state_wpn	= 5|backoff@threat_weap
victim = 5|actor
victim_wpn = 5|actor
use = true
use_wpn = true

[smart_terrains]
none = true 

