[logic@work1] active = walker@zombied1 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit1 on_death = death1 [walker@zombied1];:walker@z path_walk = zombied1_1_walk path_look = zombied1_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit1] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death1] on_info = %=inc_counter(zombied_dead)% ;------------------------- 2 ------------------------------ [logic@work2] active = walker@zombied2 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit2 on_death = death2 [walker@zombied2] path_walk = zombied2_1_walk path_look = zombied2_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit2] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death2] on_info = %=inc_counter(zombied_dead)% ;------------------------- 3 ------------------------------ [logic@work3] active = walker@zombied3 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit3 on_death = death3 [walker@zombied3] path_walk = zombied3_1_walk path_look = zombied3_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit3] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death3] on_info = %=inc_counter(zombied_dead)% ;------------------------- 4 ------------------------------ [logic@work4] active = walker@zombied4 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit4 on_death = death4 [walker@zombied4] path_walk = zombied4_1_walk path_look = zombied4_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit4] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death4] on_info = %=inc_counter(zombied_dead)% ;------------------------- 5 ------------------------------ [logic@work5] active = walker@zombied5 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit5 on_death = death5 [walker@zombied5] path_walk = zombied5_1_walk path_look = zombied5_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit5] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death5] on_info = %=inc_counter(zombied_dead)% ;------------------------- 6 ------------------------------ [logic@work6] active = walker@zombied6 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit6 on_death = death6 [walker@zombied6] path_walk = zombied6_1_walk path_look = zombied6_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit6] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death6] on_info = %=inc_counter(zombied_dead)% ;----------------------- 7 ---------------------- [logic@work7] active = walker@zombied7 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit7 on_death = death7 [walker@zombied7] path_walk = zombied7_1_walk path_look = zombied7_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit7] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death7] on_info = %=inc_counter(zombied_dead)% ;----------------------- 8 ---------------------- [logic@work8] active = walker@zombied8 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit8 on_death = death8 [walker@zombied8] path_walk = zombied8_1_walk path_look = zombied8_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit8] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death8] on_info = %=inc_counter(zombied_dead)% ;----------------------- 9 ---------------------- [logic@work9] active = walker@zombied9 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit9 on_death = death9 [walker@zombied9] path_walk = zombied9_1_walk path_look = zombied9_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [hit9] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death9] on_info = %=inc_counter(zombied_dead)% ;----------------------- 10 ---------------------- [logic@work10] active = walker@zombied10 suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true prior = 35 on_hit = hit10 on_death = death10 [walker@zombied10] path_walk = zombied10_1_walk path_look = zombied10_1_look on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% out_restr = jup_b19_zombied_restrictor on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied% sound_idle = state combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger corpse_detection_enabled = false wounded = wounded [danger] ignore_distance = 0 [hit10] on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied% [death10] on_info = %=inc_counter(zombied_dead)% [wounded] hp_state = 0|wounded_heavy@help_heavy hp_state_see = 0|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false