Action happens in Las Vegas and its vicinities. Bandits-terrorists trying to undermine something as usual. 
They rush to certain points of the city on a land transport.
Bandits have to be stopped before they reach the appointed purposes
You will chase vehicles of bandits on Huey

That it is necessary to do:

1. tune the FM receiver, set the HOME mode and fly on a signal
2. get visual contact, to begin chase
3. keep a short distance* from the bandit,
   ... and then after two preventions squeal of wheels will sound! You got the bandit! +10 points
If the bandit reaches the destination, then -25 points.
Mission can be considered successful if you managed to return (land and shut down engine) to Nellis at least with 50 points

Application of the armament is permitted outside of the Urban Area only!



(CAUTION: bandit unit and Huey share same coalition. It is scripted in such a way that explosion takes place if bandit is under fire and his health falls below a certain value. Therefore, bandit is destroyed by this explosion but not by Huey. 
In any case so far I didn't manage to make on the contrary. 
But in avoidance of unpleasant situations, nevertheless it is better to create new pilot before this game)

One is caught: +10 to progress

One escaped or splashed within Urban Area: -25 to progress

One splashed outside Urban Area: +5 to progress



Progress which will be credited: 50 and 100


-------------------A little in more detail about the script:
1. The script adds a ground unit with two points of a route.
   The first point is randomly selected from trigger zones with the names 'Resp_nn', the second one from 'Fin_nn'
   Routes with use of roads is built by internal logic of DCS (and sometimes it takes notable time with a notable lag of game)
2. Further the script begins to check distance from player to bandit;
   script also checks whether the bandit reached the purpose or he got stuck (in the city the bandit is mistaken quite often)
3. If the bandit is caught or has reached the purpose, then the script passes into point 1;
   or it again adds two points of the route if the bandit has got lost.
4. Script adds and removes units (simple imitation of an air traffic)

*this distance (more precisely, sphere radius) can be changed in the missions editor: 
> TRIGGERS > very first one 'Start_cochise' > in ACTIONS search DO SCRIPT BanditRadius = 40 > set value in meters
