[logic]
active = heli_move@wait

[heli_move@wait]
path_move    = val_stairs_heli_wait_move
engine_sound = false
combat_enemy = nil
immortal     = true
on_info      = {+val_raid_start} heli_move@ready

[heli_move@ready]
path_move    = val_stairs_heli_ready_move
path_look    = val_stairs_heli_ready_look
engine_sound = true
combat_enemy = nil
immortal     = true
on_info2     = {=heli_health_le(25) ~25} heli_move@die1, {=heli_health_le(25) ~50} heli_move@die2, {=heli_health_le(25) ~75} heli_move@die3, {=heli_health_le(25)} heli_move@die4
on_info      = {+val_stairs_start} heli_move@start

[heli_move@start]
path_move    = val_stairs_heli_move
path_look    = val_stairs_heli_look
combat_enemy = nil
on_info      = {=heli_health_le(25) ~25} heli_move@die1, {=heli_health_le(25) ~50} heli_move@die2, {=heli_health_le(25) ~75} heli_move@die3, {=heli_health_le(25)} heli_move@die4
on_signal    = arrived | heli_move@patrol1 %+val_stairs_heli_arrived%

[heli_move@patrol1]
path_move         = val_monolith_heli_move
path_look         = val_monolith_heli_look
combat_enemy      = actor
combat_use_rocket = false
combat_use_mgun   = true
;invulnerable     = true
immortal          = true
on_info2          = {=heli_health_le(25) ~25} heli_move@die1, {=heli_health_le(25) ~50} heli_move@die2, {=heli_health_le(25) ~75} heli_move@die3, {=heli_health_le(25)} heli_move@die4
on_info           = {+val_opendoor_start -val_opendoor_end} heli_move@patrol2, {+val_exit_gate_show} heli_move@patrol2

[heli_move@patrol2]
path_move         = val_monolith_heli_move
path_look         = val_monolith_heli_look
combat_use_rocket = false
combat_use_mgun   = true
combat_enemy      = nil
;invulnerable     = true
immortal          = true
on_info2          = {=heli_health_le(25) ~25} heli_move@die1, {=heli_health_le(25) ~50} heli_move@die2, {=heli_health_le(25) ~75} heli_move@die3, {=heli_health_le(25)} heli_move@die4
on_info           = {+val_opendoor_end -val_exit_gate_show} heli_move@patrol1

[heli_move@die1]
path_move     = val_monolith_heli_die_move1
combat_ignore = true
immortal      = true

[heli_move@die2]
path_move     = val_monolith_heli_die_move2
combat_ignore = true
immortal      = true

[heli_move@die3]
path_move     = val_monolith_heli_die_move3
combat_ignore = true
immortal      = true

[heli_move@die4]
path_move     = val_monolith_heli_die_move4
combat_ignore = true
immortal      = true
