[logic@pas_b400_snork_track_2_1]
active = mob_walker@snork_track_2_1_wait
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_track_2)} true
prior = 200
monster_job = true

[mob_walker@snork_track_2_1_wait]
path_walk = 2_1_snork_walk
path_look = 2_1_snork_look
combat_ignore_cond = true
npc_friendly = true
out_restr = pas_b400_sr_track_2
on_info = {+pas_b400_track_2_snorks_attack} mob_jump@snork_track_2_1_jump
on_info2 = {=actor_in_zone(pas_b400_sr_track_1)} mob_jump@snork_track_2_1_jump

[mob_jump@snork_track_2_1_jump]
path_jump = 2_1_snork_look
ph_jump_factor = 1.2
offset = 0,0,0
on_signal = jumped | mob_home@snork_track_2_home

[mob_home@snork_track_2_home]
path_home = 2_snork_home
home_min_radius = 20
home_max_radius = 30
aggressive = true


[logic@pas_b400_snork_track_2_2]
active = mob_walker@snork_track_2_2_wait
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_track_2)} true
prior = 200
monster_job = true

[mob_walker@snork_track_2_2_wait]
path_walk = 2_2_snork_walk
path_look = 2_2_snork_look
combat_ignore_cond = true
npc_friendly = true
out_restr = pas_b400_sr_track_2
on_info = {+pas_b400_track_2_snorks_attack} mob_walker@snork_track_2_2_wait_jump
on_info2 = {=actor_in_zone(pas_b400_sr_track_1)} mob_walker@snork_track_2_2_wait_jump

[mob_walker@snork_track_2_2_wait_jump]
path_walk = 2_2_snork_walk
path_look = 2_2_snork_look
combat_ignore_cond = true
npc_friendly = true
out_restr = pas_b400_sr_track_2
on_game_timer = 5 | mob_jump@snork_track_2_2_jump

[mob_jump@snork_track_2_2_jump]
path_jump = 2_2_snork_look
ph_jump_factor = 1.4
offset = 0,0,0
on_signal = jumped | mob_home@snork_track_2_home
