;4 floor group 1 [logic@pri_b306_monolith_5_1] active = walker@pri_b306_monolith_5_1 suitable = {=target_squad_name(pri_b306_4_floor_monolith)} prior = 200 [walker@pri_b306_monolith_5_1] path_walk = monolith_5_1_walk path_look = monolith_5_1_look no_retreat = true def_state_standing = hide_na ;out_restr = pri_b306_sr_4_floor ;in_restr = pri_b306_sr_in on_info = {=see_actor} walker@pri_b306_monolith_5_1_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor)} true [walker@pri_b306_monolith_5_1_norestr] path_walk = monolith_5_1_walk [logic@pri_b306_monolith_5_2] active = walker@pri_b306_monolith_5_2 suitable = {=target_squad_name(pri_b306_4_floor_monolith)} prior = 200 [walker@pri_b306_monolith_5_2] path_walk = monolith_5_2_walk path_look = monolith_5_2_look no_retreat = true def_state_standing = hide_na ;out_restr = pri_b306_sr_4_floor ;in_restr = pri_b306_sr_in on_info = {=see_actor} walker@pri_b306_monolith_5_2_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor)} true [walker@pri_b306_monolith_5_2_norestr] path_walk = monolith_5_2_walk ;4 floor group 2 [logic@pri_b306_monolith_5_3] active = walker@pri_b306_monolith_5_3 suitable = {=target_squad_name(pri_b306_4_floor_monolith_2)} prior = 200 [walker@pri_b306_monolith_5_3] path_walk = monolith_5_3_walk path_look = monolith_5_3_look no_retreat = true def_state_standing = hide_na out_restr = pri_b306_sr_4_floor_2 ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_4_floor)} walker@pri_b306_monolith_5_3_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_5_3_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor_2)} true [walker@pri_b306_monolith_5_3_norestr] path_walk = monolith_5_3_walk [logic@pri_b306_monolith_5_4] active = walker@pri_b306_monolith_5_4 suitable = {=target_squad_name(pri_b306_4_floor_monolith_2)} prior = 200 [walker@pri_b306_monolith_5_4] path_walk = monolith_5_4_walk path_look = monolith_5_4_look no_retreat = true def_state_standing = hide_na out_restr = pri_b306_sr_4_floor_2 ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_4_floor)} walker@pri_b306_monolith_5_4_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_5_4_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor_2)} true [walker@pri_b306_monolith_5_4_norestr] path_walk = monolith_5_4_walk ;3rd floor monolith squad [logic@pri_b306_monolith_4_1] active = walker@pri_b306_monolith_4_1 suitable = {=target_squad_name(pri_b306_3_floor_monolith)} prior = 200 [walker@pri_b306_monolith_4_1] path_walk = monolith_4_1_walk path_look = monolith_4_1_look no_retreat = true def_state_standing = hide_na out_restr = pri_b306_sr_3_floor ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_1_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_4_1_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true [walker@pri_b306_monolith_4_1_norestr] path_walk = monolith_4_1_walk [logic@pri_b306_monolith_4_2] active = walker@pri_b306_monolith_4_2 suitable = {=target_squad_name(pri_b306_3_floor_monolith)} prior = 200 [walker@pri_b306_monolith_4_2] path_walk = monolith_4_2_walk path_look = monolith_4_2_look no_retreat = true def_state_standing = hide_na out_restr = pri_b306_sr_3_floor ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_2_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_4_2_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true [walker@pri_b306_monolith_4_2_norestr] path_walk = monolith_4_2_walk [logic@pri_b306_monolith_4_3] active = walker@pri_b306_monolith_4_3 suitable = {=target_squad_name(pri_b306_3_floor_monolith)} prior = 200 [walker@pri_b306_monolith_4_3] path_walk = monolith_4_3_walk path_look = monolith_4_1_look no_retreat = true def_state_standing = hide_na out_restr = pri_b306_sr_3_floor ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_3_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_4_3_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true [walker@pri_b306_monolith_4_3_norestr] path_walk = monolith_4_3_walk [logic@pri_b306_monolith_4_4] active = walker@pri_b306_monolith_4_4 suitable = {=target_squad_name(pri_b306_3_floor_monolith)} prior = 200 [walker@pri_b306_monolith_4_4] path_walk = monolith_4_4_walk path_look = monolith_4_1_look no_retreat = true def_state_standing = hide_na out_restr = pri_b306_sr_3_floor ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_4_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_4_4_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true [walker@pri_b306_monolith_4_4_norestr] path_walk = monolith_4_4_walk ;3 floor wc zombied [logic@pri_b306_zombied_4_1] active = walker@pri_b306_zombied_4_1 suitable = {=target_squad_name(pri_b306_3_floor_zombied)} prior = 200 [walker@pri_b306_zombied_4_1] path_walk = zombied_4_1_walk ;danger = danger@short_danger out_restr = pri_b306_sr_wc_zombie ;2nd floor monolith squad [logic@pri_b306_monolith_3_1] active = walker@pri_b306_monolith_3_1 suitable = {=target_squad_name(pri_b306_2_floor_monolith)} prior = 200 [walker@pri_b306_monolith_3_1] path_walk = monolith_3_1_walk path_look = monolith_3_1_look no_retreat = true def_state_standing = hide_na ;out_restr = pri_b306_sr_2_floor ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_1_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_3_1_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true [walker@pri_b306_monolith_3_1_norestr] path_walk = monolith_3_1_walk [logic@pri_b306_monolith_3_2] active = walker@pri_b306_monolith_3_2 suitable = {=target_squad_name(pri_b306_2_floor_monolith)} prior = 200 [walker@pri_b306_monolith_3_2] path_walk = monolith_3_2_walk path_look = monolith_3_1_look no_retreat = true def_state_standing = hide_na ;out_restr = pri_b306_sr_2_floor ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_2_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_3_2_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true [walker@pri_b306_monolith_3_2_norestr] path_walk = monolith_3_2_walk [logic@pri_b306_monolith_3_3] active = walker@pri_b306_monolith_3_3 suitable = {=target_squad_name(pri_b306_2_floor_monolith)} prior = 200 [walker@pri_b306_monolith_3_3] path_walk = monolith_3_3_walk path_look = monolith_3_3_look no_retreat = true def_state_standing = hide_na ;out_restr = pri_b306_sr_2_floor ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_3_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_3_3_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true [walker@pri_b306_monolith_3_3_norestr] path_walk = monolith_3_3_walk [logic@pri_b306_monolith_3_4] active = walker@pri_b306_monolith_3_4 suitable = {=target_squad_name(pri_b306_2_floor_monolith)} prior = 200 [walker@pri_b306_monolith_3_4] path_walk = monolith_3_4_walk path_look = monolith_3_4_look no_retreat = true def_state_standing = hide_na ;out_restr = pri_b306_sr_2_floor ;in_restr = pri_b306_sr_in on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_4_norestr on_info2 = {=see_actor} walker@pri_b306_monolith_3_4_norestr combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true [walker@pri_b306_monolith_3_4_norestr] path_walk = monolith_3_4_walk ;2nd floor zombies [logic@pri_b306_zombied_3_1] active = walker@pri_b306_zombied_3_1 suitable = {=target_squad_name(pri_b306_2_floor_zombied)} prior = 200 [walker@pri_b306_zombied_3_1] path_walk = zombied_3_1_walk path_look = zombied_3_1_look ;danger = danger@short_danger ;out_restr = pri_b306_sr_2_floor_2 on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_1_norestr [walker@pri_b306_zombied_3_1_norestr] path_walk = zombied_3_1_walk [logic@pri_b306_zombied_3_2] active = walker@pri_b306_zombied_3_2 suitable = {=target_squad_name(pri_b306_2_floor_zombied)} prior = 200 [walker@pri_b306_zombied_3_2] path_walk = zombied_3_2_walk path_look = zombied_3_2_look ;danger = danger@short_danger ;out_restr = pri_b306_sr_2_floor_2 on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_2_norestr [walker@pri_b306_zombied_3_2_norestr] path_walk = zombied_3_2_walk [logic@pri_b306_zombied_3_3] active = walker@pri_b306_zombied_3_3 suitable = {=target_squad_name(pri_b306_2_floor_zombied)} prior = 200 [walker@pri_b306_zombied_3_3] path_walk = zombied_3_3_walk path_look = zombied_3_3_look ;danger = danger@short_danger ;out_restr = pri_b306_sr_2_floor_2 on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_3_norestr [walker@pri_b306_zombied_3_3_norestr] path_walk = zombied_3_3_walk [logic@pri_b306_zombied_3_4] active = walker@pri_b306_zombied_3_4 suitable = {=target_squad_name(pri_b306_2_floor_zombied)} prior = 200 [walker@pri_b306_zombied_3_4] path_walk = zombied_3_4_walk path_look = zombied_3_4_look ;danger = danger@short_danger ;out_restr = pri_b306_sr_2_floor_2 on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_4_norestr [walker@pri_b306_zombied_3_4_norestr] path_walk = zombied_3_4_walk [logic@pri_b306_zombied_3_5] active = walker@pri_b306_zombied_3_5 suitable = {=target_squad_name(pri_b306_2_floor_zombied)} prior = 200 [walker@pri_b306_zombied_3_5] path_walk = zombied_3_5_walk path_look = zombied_3_5_look ;danger = danger@short_danger ;out_restr = pri_b306_sr_2_floor_2 on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_5_norestr [walker@pri_b306_zombied_3_5_norestr] path_walk = zombied_3_5_walk ;;zombied 1st floor [logic@pri_b306_zombied_2_1] active = walker@pri_b306_zombied_2_1 suitable = {=target_squad_name(pri_b306_1_floor_zombied)} prior = 200 [walker@pri_b306_zombied_2_1] path_walk = zombied_2_1_walk path_look = zombied_2_1_look ;danger = danger@short_danger [logic@pri_b306_zombied_2_2] active = walker@pri_b306_zombied_2_2 suitable = {=target_squad_name(pri_b306_1_floor_zombied)} prior = 200 [walker@pri_b306_zombied_2_2] path_walk = zombied_2_2_walk path_look = zombied_2_1_look ;danger = danger@short_danger [logic@pri_b306_zombied_2_3] active = walker@pri_b306_zombied_2_3 suitable = {=target_squad_name(pri_b306_1_floor_zombied)} prior = 200 [walker@pri_b306_zombied_2_3] path_walk = zombied_2_3_walk path_look = zombied_2_3_look ;danger = danger@short_danger [logic@pri_b306_zombied_2_4] active = walker@pri_b306_zombied_2_4 suitable = {=target_squad_name(pri_b306_1_floor_zombied)} prior = 200 [walker@pri_b306_zombied_2_4] path_walk = zombied_2_4_walk path_look = zombied_2_3_look ;danger = danger@short_danger [logic@pri_b306_zombied_2_5] active = walker@pri_b306_zombied_2_5 suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)} prior = 200 [walker@pri_b306_zombied_2_5] path_walk = zombied_2_5_walk path_look = zombied_2_5_look ;danger = danger@short_danger [logic@pri_b306_zombied_2_6] active = walker@pri_b306_zombied_2_6 suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)} prior = 200 [walker@pri_b306_zombied_2_6] path_walk = zombied_2_6_walk path_look = zombied_2_6_look ;danger = danger@short_danger [logic@pri_b306_zombied_2_7] active = walker@pri_b306_zombied_2_7 suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)} prior = 200 [walker@pri_b306_zombied_2_7] path_walk = zombied_2_7_walk path_look = zombied_2_7_look ;danger = danger@short_danger [logic@pri_b306_zombied_2_8] active = walker@pri_b306_zombied_2_8 suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)} prior = 200 [walker@pri_b306_zombied_2_8] path_walk = zombied_2_8_walk path_look = zombied_2_8_look ;danger = danger@short_danger ;[danger@short_danger] ;ignore_distance = 15 ;danger_inertion_time_grenade = 10000 ;danger_inertion_time_hit = 5000 ;danger_inertion_time_sound = 3000 ;danger_inertion_time_ricochet = 0