[wounded@no_wound]
hp_state = 0 | wounded_heavy@help_heavy
hp_state_see = 0 | wounded_heavy@help_heavy
hp_victim = 0 | nil
hp_cover = 0 | false
hp_fight = 0 | false



[logic@jup_a12_merc_cover]
active = walker@merc_cover_start
post_combat_time = 0, 0
suitable = {=check_npc_name(jup_a12_merc_cover) -jup_a12_merc_attack_started} true
prior = 200

[walker@merc_cover_start]
path_walk = kamp_walker_walk
path_look = kamp_walker_look
def_state_moving = assault
on_info = {+jup_a12_mercs_go_to_positions} walker@cover_walk_to_position %=play_sound(jup_a12_merc_lets_go)%, {!is_jup_a12_mercs_time} %+jup_a12_mercs_go_to_positions%
on_info2 = {-jup_a12_merc_cover_in_merc_camp} %+jup_a12_merc_cover_in_merc_camp%
meet = meet@cover_merc_kamp_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, {!actor_enemy =dist_to_actor_ge(50)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[meet@cover_merc_kamp_meet]
meet_dialog = jup_a12_stalker_give_art_dialog
trade_enable = false
snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon
use		   = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, true

[walker@cover_walk_to_position]
path_walk = cover_to_position_walk
path_look = cover_to_position_look
def_state_moving = assault
on_signal = path_end | walker@cover_walk_on_position %+jup_a12_merc_cover_to_position =play_sound(jup_a12_merc_cover_us) +jup_a12_bandit_guard_can_be_easily_killed%
on_info = {+jup_a12_merc_cover_to_position} walker@cover_walk_on_position
team = jup_a12_mercs
meet = no_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[walker@cover_walk_on_position]
path_walk = cover_on_position_walk
path_look = cover_on_position_look
def_state_moving = sneak_run
on_signal = path_end | %+jup_a12_merc_cover_on_position =play_sound(jup_a12_merc_ready)%
on_info = {+jup_a12_merc_cover_on_position} remark@cover_attack_guard
team = jup_a12_mercs2
meet = no_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[remark@cover_attack_guard]
anim = threat_fire
on_game_timer = 100 | %+jup_a12_bandit_guard_killed%
target =  story | jup_a12_bandit_guard
on_info = {+jup_a12_merc_attack_started} %=play_sound(jup_a12_merc_attack_started)%
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
meet = no_meet
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound



[logic@jup_a12_merc_cover_attack]
active = camper@cover_attack_containers
post_combat_time = 0, 0
suitable = {=check_npc_name(jup_a12_merc_cover) +jup_a12_merc_attack_started} true
prior = 200

[camper@cover_attack_containers]
path_walk = merc_cover_attack_containers_walk
path_look = merc_cover_attack_containers_look
def_state_moving = assault_fire
def_state_moving_fire = assault_fire
no_retreat = true
on_signal = path_end | walker@cover_walk_to_hangar %+jup_a12_merc_cover_attacked_containers%
on_info = {+jup_a12_merc_cover_attacked_containers} walker@cover_walk_to_hangar
on_info2 = {+jup_a12_merc_attack_started -jup_a12_merc_attack_started_sound} %+jup_a12_merc_attack_started_sound =play_sound(jup_a12_merc_attack_started)%
meet = no_meet
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[walker@cover_walk_to_hangar]
path_walk = merc_cover_walk_to_hangar_walk
path_look = merc_cover_walk_to_hangar_look
on_actor_dist_ge_nvis = 150 | %+jup_a12_mercs_done%
on_info = {+jup_a12_mercs_done} walker@cover_merc_kamp_after
meet = meet@merc_hangar_meet
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound
def_state_moving = assault

[meet@merc_hangar_meet]
meet_dialog = jup_a12_merc_done_dialog
trade_enable = false
snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon
use		   = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, true

[walker@cover_merc_kamp_after]
path_walk = merc_kamp_walker_walk
path_look = merc_kamp_walker_look
def_state_moving = assault
meet = no_meet
wounded = wounded@no_wound



[logic@jup_a12_merc_left]
active = walker@merc_left_start
post_combat_time = 0, 0
suitable = {=target_squad_name(jup_a12_merc_stalker_squad) !check_npc_name(jup_a12_merc_cover) -jup_a12_merc_attack_started} true
prior = 200

[walker@merc_left_start]
path_walk = kamp_walker_1_walk
path_look = kamp_walker_look
def_state_moving = assault
on_info = {+jup_a12_mercs_go_to_positions} walker@left_walk_to_position
meet = no_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, {!actor_enemy =dist_to_actor_ge(50)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[walker@left_walk_to_position]
path_walk = left_to_position_walk
path_look = left_to_position_look
def_state_moving = assault
on_signal = path_end | walker@left_walk_on_position %+jup_a12_merc_left_to_position +jup_a12_bandit_guard_can_be_easily_killed%
on_info = {+jup_a12_merc_left_to_position} walker@left_walk_on_position
team = jup_a12_mercs
meet = no_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[walker@left_walk_on_position]
path_walk = left_on_position_walk
path_look = left_on_position_look
def_state_moving = sneak_run
on_signal = on_pos | %=play_sound(jup_a12_merc_ready)%
on_info = {+jup_a12_merc_attack_started} %=play_sound(jup_a12_merc_attack_started)%
team = jup_a12_mercs2
meet = no_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound



[logic@jup_a12_merc_left_attack]
active = camper@left_attack_containers
post_combat_time = 0, 0
suitable = {=target_squad_name(jup_a12_merc_stalker_squad) !check_npc_name(jup_a12_merc_cover) +jup_a12_merc_attack_started} true
prior = 200

[camper@left_attack_containers]
path_walk = merc_left_attack_containers_walk
path_look = merc_left_attack_containers_look
def_state_moving = assault_fire
def_state_moving_fire = assault_fire
no_retreat = true
on_signal = path_end | walker@left_walk_to_hangar %+jup_a12_merc_left_attacked_containers%
on_info = {+jup_a12_merc_left_attacked_containers} walker@left_walk_to_hangar
meet = no_meet
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[walker@left_walk_to_hangar]
path_walk = merc_left_walk_to_hangar_walk
path_look = merc_left_walk_to_hangar_look
on_actor_dist_ge_nvis = 150 | %+jup_a12_mercs_done%
on_info = {+jup_a12_mercs_done} walker@left_merc_kamp_after
meet = meet@merc_hangar_meet
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound
def_state_moving = assault

[walker@left_merc_kamp_after]
path_walk = merc_kamp_walker_1_walk
path_look = merc_kamp_walker_look
def_state_moving = assault
meet = no_meet
wounded = wounded@no_wound



[logic@jup_a12_merc_right]
active = walker@merc_right_start
post_combat_time = 0, 0
suitable = {=target_squad_name(jup_a12_merc_stalker_squad) !check_npc_name(jup_a12_merc_cover) -jup_a12_merc_attack_started} true
prior = 200

[walker@merc_right_start]
path_walk = kamp_walker_2_walk
path_look = kamp_walker_look
def_state_moving = assault
on_info = {+jup_a12_mercs_go_to_positions} walker@right_walk_to_position
meet = no_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, {!actor_enemy =dist_to_actor_ge(50)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[walker@right_walk_to_position]
path_walk = right_to_position_walk
path_look = right_to_position_look
def_state_moving = assault
on_signal = path_end | walker@right_walk_on_position %+jup_a12_merc_right_to_position +jup_a12_bandit_guard_can_be_easily_killed%
on_info = {+jup_a12_merc_right_to_position} walker@right_walk_on_position
team = jup_a12_mercs
meet = no_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[walker@right_walk_on_position]
path_walk = right_on_position_walk
path_look = right_on_position_look
def_state_moving = sneak_run
on_signal = on_pos | %=play_sound(jup_a12_merc_ready)%
on_info = {+jup_a12_merc_attack_started} %=play_sound(jup_a12_merc_attack_started)%
team = jup_a12_mercs2
meet = no_meet
combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound



[logic@jup_a12_merc_right_attack]
active = camper@right_attack_containers
post_combat_time = 0, 0
suitable = {=target_squad_name(jup_a12_merc_stalker_squad) !check_npc_name(jup_a12_merc_cover) +jup_a12_merc_attack_started} true
prior = 200

[camper@right_attack_containers]
path_walk = merc_right_attack_containers_walk
path_look = merc_right_attack_containers_look
def_state_moving = assault_fire
def_state_moving_fire = assault_fire
no_retreat = true
on_signal = path_end | %+jup_a12_merc_right_attacked_containers%
on_info = {+jup_a12_merc_right_attacked_containers} walker@right_walk_to_hangar
meet = no_meet
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound

[walker@right_walk_to_hangar]
path_walk = merc_right_walk_to_hangar_walk
path_look = merc_right_walk_to_hangar_look
on_actor_dist_ge_nvis = 150 | %+jup_a12_mercs_done%
on_info = {+jup_a12_mercs_done} walker@right_merc_kamp_after
meet = meet@merc_hangar_meet
gather_items_enabled = false
corpse_detection_enabled = false
wounded = wounded@no_wound
def_state_moving = assault

[walker@right_merc_kamp_after]
path_walk = merc_kamp_walker_2_walk
path_look = merc_kamp_walker_look
def_state_moving = assault
meet = no_meet
wounded = wounded@no_wound
