[logic@zat_b104_zombied_1_1] active = walker@roam_1_1 suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 200 post_combat_time = 0,0 ;[danger@no_danger] ;ignore_distance = 2 ;danger_inertion_time_grenade = 2000 ;danger_inertion_time_hit = 2000 ;danger_inertion_time_sound = 2000 ;danger_inertion_time_ricochet = 0 [walker@roam_1_1] path_walk = 1_roam_1_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_1 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_1_1] path_walk = 1_attack_walk on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_1 ;danger = danger@no_danger [logic@zat_b104_zombied_1_2] active = walker@roam_1_2 suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 200 post_combat_time = 0,0 [walker@roam_1_2] path_walk = 1_roam_2_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_2 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_1_2] path_walk = 1_attack_walk on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_2 ;danger = danger@no_danger [logic@zat_b104_zombied_1_3] active = walker@roam_1_3 suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_1_3] path_walk = 1_roam_3_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_3 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_1_3] path_walk = 1_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_3 ;danger = danger@no_danger [logic@zat_b104_zombied_1_4] active = walker@roam_1_4 suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_1_4] path_walk = 1_roam_4_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_4 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_1_4] path_walk = 1_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_4 ;danger = danger@no_danger [logic@zat_b104_zombied_1_5] active = walker@roam_1_5 suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_1_5] path_walk = 1_roam_5_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_5 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_1_5] path_walk = 1_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_5 ;danger = danger@no_danger [logic@zat_b104_zombied_1_6] active = walker@roam_1_6 suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_1_6] path_walk = 1_roam_6_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_6 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_1_6] path_walk = 1_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_6 ;danger = danger@no_danger [logic@zat_b104_zombied_1_7] active = walker@roam_1_7 suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_1_7] path_walk = 1_roam_7_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_7 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_1_7] path_walk = 1_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_7 ;danger = danger@no_danger [logic@zat_b104_zombied_2_1] active = walker@roam_2_1 suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 200 post_combat_time = 0,0 [walker@roam_2_1] path_walk = 2_roam_1_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_1 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_2_1] path_walk = 2_attack_walk on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_1 ;danger = danger@no_danger [logic@zat_b104_zombied_2_2] active = walker@roam_2_2 suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 200 post_combat_time = 0,0 [walker@roam_2_2] path_walk = 1_roam_2_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_2 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_2_2] path_walk = 2_attack_walk on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_2 ;danger = danger@no_danger [logic@zat_b104_zombied_2_3] active = walker@roam_2_3 suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_2_3] path_walk = 2_roam_3_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_3 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_2_3] path_walk = 2_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_3 ;danger = danger@no_danger [logic@zat_b104_zombied_2_4] active = walker@roam_2_4 suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_2_4] path_walk = 2_roam_4_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_4 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_2_4] path_walk = 2_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_4 ;danger = danger@no_danger [logic@zat_b104_zombied_2_5] active = walker@roam_2_5 suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_2_5] path_walk = 2_roam_5_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_5 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_2_5] path_walk = 2_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_5 ;danger = danger@no_danger [logic@zat_b104_zombied_2_6] active = walker@roam_2_6 suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_2_6] path_walk = 2_roam_6_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_6 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_2_6] path_walk = 2_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_6 ;danger = danger@no_danger [logic@zat_b104_zombied_2_7] active = walker@roam_2_7 suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_2_7] path_walk = 2_roam_7_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_7 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_2_7] path_walk = 2_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_7 ;danger = danger@no_danger [logic@zat_b104_zombied_3_1] active = walker@roam_3_1 suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 200 post_combat_time = 0,0 [walker@roam_3_1] path_walk = 3_roam_1_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_1 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_3_1] path_walk = 3_attack_walk on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_1 ;danger = danger@no_danger [logic@zat_b104_zombied_3_2] active = walker@roam_3_2 suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 200 post_combat_time = 0,0 [walker@roam_3_2] path_walk = 1_roam_3_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_2 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_3_2] path_walk = 3_attack_walk on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_2 ;danger = danger@no_danger [logic@zat_b104_zombied_3_3] active = walker@roam_3_3 suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_3_3] path_walk = 3_roam_3_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_3 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_3_3] path_walk = 3_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_3 ;danger = danger@no_danger [logic@zat_b104_zombied_3_4] active = walker@roam_3_4 suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_3_4] path_walk = 3_roam_4_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_4 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_3_4] path_walk = 3_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_4 ;danger = danger@no_danger [logic@zat_b104_zombied_3_5] active = walker@roam_3_5 suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_3_5] path_walk = 3_roam_5_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_5 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_3_5] path_walk = 3_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_5 ;danger = danger@no_danger [logic@zat_b104_zombied_3_6] active = walker@roam_3_6 suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_3_6] path_walk = 3_roam_6_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_6 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_3_6] path_walk = 3_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_6 ;danger = danger@no_danger [logic@zat_b104_zombied_3_7] active = walker@roam_3_7 suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true prior = 190 post_combat_time = 0,0 [walker@roam_3_7] path_walk = 3_roam_7_walk on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_7 combat_ignore_cond = {=dist_to_actor_ge(13)} true combat_ignore_keep_when_attacked = false ;danger = danger@no_danger [walker@attack_3_7] path_walk = 3_attack_roam on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_7 ;danger = danger@no_danger