[mob_walker@def_sleep]
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_sound  = actor|WPN_shoot|10|0.9| %+zat_b38_bloodscukers_sleepers_stand_up% ;Услышит все, кроме пистолета с глушителем
on_sound2 = actor|WPN_hit|10|0| %+zat_b38_bloodscukers_sleepers_stand_up%
on_sound3 = actor|MST_damage|10|0.9| %+zat_b38_bloodscukers_sleepers_stand_up%
on_sound4 = actor|MST_step|10|0.1| %+zat_b38_bloodscukers_sleepers_stand_up%
on_sound5 = actor|MST_die|10|0| %+zat_b38_bloodscukers_sleepers_stand_up%
on_sound6 = actor|WPN_empty|10|0.3| %+zat_b38_bloodscukers_sleepers_stand_up% ;Примерно с 3х метров услышит
on_sound7 = actor|WPN_reload|10|0.3| %+zat_b38_bloodscukers_sleepers_stand_up% ;Примерно с 3х метров услышит
on_info66 = {+zat_b57_roar_play} %=kill_npc()%

[death]
on_info = %=inc_counter(zat_b57_terminated)%

;****************************< 1 >***************************
[logic@sleeper_bloodsucker_1]
active = mob_walker@pre_sleep_1
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_1]
path_walk = sleeper_bloodsucker_1_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_1 %=teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1)%
on_info2 = {-zat_b38_sleeper_state_1} %=set_bloodsucker_state(2) +zat_b38_sleeper_state_1 =teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1) =set_visual_memory_enabled(0)%
 
[mob_walker@sleep_1]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_1_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_1 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(0)%

[mob_home@fight_1]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_1 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_1 =teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1)%

;****************************< 2 >***************************
[logic@sleeper_bloodsucker_2]
active = mob_walker@pre_sleep_2
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_2]
path_walk = sleeper_bloodsucker_2_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_2 %=teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1)%
on_info2 = {-zat_b38_sleeper_state_2} %=set_bloodsucker_state(2) +zat_b38_sleeper_state_2 =teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1) =set_visual_memory_enabled(0)%

[mob_walker@sleep_2]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_2_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_2 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(1)%

[mob_home@fight_2]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_2 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_2 =teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1)%

;****************************< 3 >***************************
[logic@sleeper_bloodsucker_3]
active = mob_walker@pre_sleep_3
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_3]
path_walk = sleeper_bloodsucker_3_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_3 %=teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1)%
on_info2 = {-zat_b38_sleeper_state_3} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_3%

[mob_walker@sleep_3]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_3_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_3 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(0)%

[mob_home@fight_3]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_3 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_3 =teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1)%

;****************************< 4 >***************************
[logic@sleeper_bloodsucker_4]
active = mob_walker@pre_sleep_4
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_4]
path_walk = sleeper_bloodsucker_4_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_4 %=teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1)%
on_info2 = {-zat_b38_sleeper_state_4} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_4%

[mob_walker@sleep_4]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_4_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_4 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(0)%

[mob_home@fight_4]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_4 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_4 =teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1)%

;****************************< 5 >***************************
[logic@sleeper_bloodsucker_5]
active = mob_walker@pre_sleep_5
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_5]
path_walk = sleeper_bloodsucker_5_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_5 %=teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1)%
on_info2 = {-zat_b38_sleeper_state_5} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_5%

[mob_walker@sleep_5]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_5_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_5 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(1)%

[mob_home@fight_5]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_5 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_5 =teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1)%

;****************************< 6 >***************************
[logic@sleeper_bloodsucker_6]
active = mob_walker@pre_sleep_6
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_6]
path_walk = sleeper_bloodsucker_6_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_6 %=teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1)%
on_info2 = {-zat_b38_sleeper_state_6} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_6%

[mob_walker@sleep_6]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_6_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_6 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(0)%

[mob_home@fight_6]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_6 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_6 =teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1)%

;****************************< 7 >***************************
[logic@sleeper_bloodsucker_7]
active = mob_walker@pre_sleep_7
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_7]
path_walk = sleeper_bloodsucker_7_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_7 %=teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1)%
on_info2 = {-zat_b38_sleeper_state_7} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_7%

[mob_walker@sleep_7]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_7_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_7 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(1)%

[mob_home@fight_7]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_7 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_7 =teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1)%

;****************************< 8 >***************************
[logic@sleeper_bloodsucker_8]
active = mob_walker@pre_sleep_8
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_8]
path_walk = sleeper_bloodsucker_8_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_8 %=teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1)%
on_info2 = {-zat_b38_sleeper_state_8} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_8%

[mob_walker@sleep_8]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_8_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_8 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(1)%

[mob_home@fight_8]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_8 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_8 =teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1)%

;****************************< 9 >***************************
[logic@sleeper_bloodsucker_9]
active = mob_walker@pre_sleep_9
suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_death = death

[mob_walker@pre_sleep_9]
path_walk = sleeper_bloodsucker_9_walk_1
path_look = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
combat_ignore_cond = true
on_info = {+zat_b38_underground_door_open} mob_walker@sleep_9 %=teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1)%
on_info2 = {-zat_b38_sleeper_state_9} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_9%

[mob_walker@sleep_9]:mob_walker@def_sleep
path_walk = sleeper_bloodsucker_9_walk_1
on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_9 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
on_info2 = %=set_force_sleep_animation(0)%

[mob_home@fight_9]
path_home = sleeper_bloodsuckers_spawn
out_restr = zat_b38_sleepers_territory
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_9 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_9 =teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1)%

