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

[hit]
on_info = %+esc_assault_start%

[death]
on_info = %+esc_assault_start%

[combat_ignore]

[walker1]
path_walk = escape_btr_path1
path_look = escape_btr_look1
on_info = {+esc_bandits_start} walker@to_kamp
;on_info2 = {+esc_bandits_assault} walker
meet = meet@attacker

[walker@to_kamp]
path_walk = esc_to_camp_walk
path_look = esc_to_camp_look
on_signal = bandits_assault| remark@kamp

[remark@kamp]
anim = guard
snd = esc_factory_raid
on_signal = sound_end | walker %+esc_bandits_assault%

[walker]
path_walk = escape_factory_way1
path_look = escape_factory_look1
team = escape_attack_team
on_signal = flight | remark
on_info = {+esc_kill_bandits_quest_kill}walker2
combat_ignore_cond = {-esc_assault_start}

[remark]
anim = hide
snd = esc_factory_attack
combat_ignore_cond = {-esc_assault_start}
on_signal = sound_end| walker@fight %+esc_assault_start%

[walker@fight]
path_walk = esc_assault_final1
path_look = esc_assault_final1_look
on_info = {+esc_kill_bandits_quest_kill}remark@victory
def_state_moving3 = assault

[remark@victory]
anim = hello
snd = esc_factory_victory
on_signal = sound_end| walker2

[walker2]
path_walk = escape_factory_return_path
meet = meet@attacker

[meet@attacker]
meet_state		= 20|wait@wait
meet_state_wpn	= 20|wait@wait
victim		= 20|actor
victim_wpn		= 20|actor
use		= true
use_wpn		= false
syndata		= hello@hail
meet_dialog	= escape_factory_assault_hello

