[logic@pri_b306_merc_1] active = walker@pri_b306_merc_1 suitable = {=target_squad_name(pri_b306_mercs_squad)} true prior = 200 [walker@pri_b306_merc_1] path_walk = merc_1_walk on_info = walker@pri_b306_merc_1_wait %=teleport_npc(pri_b306_merc_1_walk)% combat_ignore_cond = true combat_ignore_keep_when_attacked = true [walker@pri_b306_merc_1_wait] path_walk = merc_1_walk path_look = merc_1_look on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_1_attack [camper@pri_b306_merc_1_attack] path_walk = merc_1_attack path_look = merc_2_attack def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 no_retreat = true on_signal = path_end | walker@pri_b306_merc_1_attack [walker@pri_b306_merc_1_attack] path_walk = merc_1_attack on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked% [logic@pri_b306_merc_2] active = walker@pri_b306_merc_2 suitable = {=target_squad_name(pri_b306_mercs_squad)} true prior = 200 [walker@pri_b306_merc_2] path_walk = merc_2_walk on_info = walker@pri_b306_merc_2_wait %=teleport_npc(pri_b306_merc_2_walk)% combat_ignore_cond = true combat_ignore_keep_when_attacked = true [walker@pri_b306_merc_2_wait] path_walk = merc_2_walk path_look = merc_2_look on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_2_attack [camper@pri_b306_merc_2_attack] path_walk = merc_1_attack path_look = merc_2_attack def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 no_retreat = true on_signal = path_end | walker@pri_b306_merc_2_attack [walker@pri_b306_merc_2_attack] path_walk = merc_1_attack on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked% [logic@pri_b306_merc_3] active = walker@pri_b306_merc_3 suitable = {=target_squad_name(pri_b306_mercs_squad)} true prior = 200 [walker@pri_b306_merc_3] path_walk = merc_3_walk on_info = walker@pri_b306_merc_3_wait %=teleport_npc(pri_b306_merc_3_walk)% combat_ignore_cond = true combat_ignore_keep_when_attacked = true [walker@pri_b306_merc_3_wait] path_walk = merc_3_walk path_look = merc_3_look on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_3_attack [camper@pri_b306_merc_3_attack] path_walk = merc_2_attack path_look = merc_1_attack def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 no_retreat = true on_signal = path_end | walker@pri_b306_merc_3_attack [walker@pri_b306_merc_3_attack] path_walk = merc_2_attack on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked% [logic@pri_b306_merc_4] active = walker@pri_b306_merc_4 suitable = {=target_squad_name(pri_b306_mercs_squad)} true prior = 190 [walker@pri_b306_merc_4] path_walk = merc_4_walk on_info = walker@pri_b306_merc_3_wait %=teleport_npc(pri_b306_merc_4_walk)% combat_ignore_cond = true combat_ignore_keep_when_attacked = true [walker@pri_b306_merc_4_wait] path_walk = merc_4_walk path_look = merc_4_look on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_4_attack [camper@pri_b306_merc_4_attack] path_walk = merc_2_attack path_look = merc_1_attack def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 no_retreat = true on_signal = path_end | walker@pri_b306_merc_4_attack [walker@pri_b306_merc_4_attack] path_walk = merc_2_attack on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked% [logic@pri_b306_merc_5] active = walker@pri_b306_merc_5 suitable = {=target_squad_name(pri_b306_mercs_squad)} true prior = 190 [walker@pri_b306_merc_5] path_walk = merc_5_walk on_info = walker@pri_b306_merc_2_wait %=teleport_npc(pri_b306_merc_5_walk)% combat_ignore_cond = true combat_ignore_keep_when_attacked = true [walker@pri_b306_merc_5_wait] path_walk = merc_5_walk path_look = merc_5_look on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_5_attack [camper@pri_b306_merc_5_attack] path_walk = merc_2_attack path_look = merc_1_attack def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 no_retreat = true on_signal = path_end | walker@pri_b306_merc_5_attack [walker@pri_b306_merc_5_attack] path_walk = merc_2_attack on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked% [logic@pri_b306_merc_6] active = walker@pri_b306_merc_6 suitable = {=target_squad_name(pri_b306_mercs_squad)} true prior = 190 [walker@pri_b306_merc_6] path_walk = merc_6_walk on_info = walker@pri_b306_merc_6_wait %=teleport_npc(pri_b306_merc_6_walk)% combat_ignore_cond = true combat_ignore_keep_when_attacked = true [walker@pri_b306_merc_6_wait] path_walk = merc_6_walk path_look = merc_6_look on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_6_attack [camper@pri_b306_merc_6_attack] path_walk = merc_1_attack path_look = merc_2_attack def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 no_retreat = true on_signal = path_end | walker@pri_b306_merc_6_attack [walker@pri_b306_merc_6_attack] path_walk = merc_1_attack on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%