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

[hit]
on_info = %+esc_assault_start%

[death]
on_info = %+esc_assault_start%

[combat_ignore]

[kamp]
center_point = kamp_center
on_info = {+esc_bandits_assault} walker

[walker]
path_walk = escape_factory_way2
path_look = escape_factory_look2
team = escape_attack_team
on_signal = flight | walker@fight 
on_info = {+esc_kill_bandits_quest_kill}walker2
combat_ignore_cond = {-esc_assault_start}

[walker@fight]
path_walk = esc_assault_final2
path_look = esc_assault_final2_look
on_info = {+esc_kill_bandits_quest_kill}walker2
def_state_moving3 = assault

[walker2]
path_walk = escape_factory_return_path