[logic]
active = follower1
on_death = death
on_hit = hit
combat_ignore = combat_ignore
on_combat = combat

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

[hit]
on_info = {=hit_by_actor} %+val_escort_actor_helped%

[combat]
on_info = %+val_escort_guard3_combat%

[follower1]
leader = 400
anim_walk = patrol
anim_run = assault
combat_ignore_cond = {=val_fighting_captive -val_escort_captive_fight -val_escort_captive_can_leave}
on_info = {+val_escort_actor_helped} walker1 %-val_escort_guard3_combat%, %-val_escort_guard3_combat%
on_signal = leader_dead | walker1

[walker1]
path_walk = val_escort_guard3_return_walk 
path_look = val_escort_guard3_return_look
combat_ignore_cond = {=val_fighting_captive -val_escort_captive_fight -val_escort_captive_can_leave}

