;[logic]
;active = walker@peaceful
;combat_ignore = combat_ignore

[combat_ignore]

[walker@peaceful]
path_walk = val_ambush_t1_s2_walk
path_look = val_ambush_t1_s2_look
combat_ignore_cond = {=fighting_actor}
on_actor_dist_le = 20 | {-val_t1_ambush_started} remark@hello %+val_t1_ambush_started%, remark@attention
on_actor_in_zone = val_ambush_kill_zone | walker@aggressive

[remark@hello]
no_move = true
anim = hello
snd = talk_hello
snd_timeout = 0
;snd_anim_sync = true
meet_dialog = val_ambush_dialog
meet_state = guard
meet_talk_enabled = true
combat_ignore_cond = {=fighting_actor}
on_actor_dist_ge = 20 | walker@peaceful %-val_t1_ambush_started%
on_info = {!see_actor} walker@peaceful %-val_t1_ambush_started%
on_actor_in_zone = val_ambush_kill_zone | walker@aggressive

[remark@attention]
no_move = true
anim = threat
combat_ignore_cond = {=fighting_actor}
on_actor_in_zone = val_ambush_kill_zone | walker@aggressive

[walker@aggressive]
path_walk = val_ambush_t1_s2_walk
path_look = val_ambush_t1_s2_look
