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

[hit]
on_info = {=hit_by_actor} nil

[walker1]
path_walk = val_stairs_victim2_walk
path_look = val_stairs_victim2_wait_look
;radius = 0
def_state_moving1 = assault
;def_state_campering = threat
;def_state_campering_fire = threat_fire
;no_retreat = true
combat_ignore_cond = always
on_info = {+val_stairs_start} walker2
danger = danger1

[walker2]
path_walk = val_stairs_victim2_walk
path_look = val_stairs_victim2_look
;radius = 0
def_state_moving1 = assault
;def_state_campering = threat
;def_state_campering_fire = threat_fire
;no_retreat = true
on_info = {+val_stairs_heli_arrived} nil
combat_ignore_cond = always
danger = danger1

[danger1]
ignore_distance_sound = 2

