[logic@work_1]
active = walker@zombied_1
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
prior = 200

[walker@zombied_1]
path_walk = zombied_1_1_walk
path_look = zombied_1_1_look
out_restr = jup_b203_zombied_restr_1
def_state_standing = guard_na
sound_idle = state
combat_ignore_cond = = {=check_enemy_name(sim_default)} true

;------------------------- 2 ------------------------------

[logic@work_2]
active = walker@zombied_2
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
prior = 200

[walker@zombied_2]
path_walk = zombied_2_1_walk
path_look = zombied_2_1_look
out_restr = jup_b203_zombied_restr_1
def_state_standing = guard_na
sound_idle = state
combat_ignore_cond = = {=check_enemy_name(sim_default)} true

;------------------------- 3 ------------------------------

[logic@work_3]
active = walker@zombied_3
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
prior = 200
on_hit = hit_3

[walker@zombied_3]
path_walk = zombied_3_1_walk
path_look = zombied_3_1_look
out_restr = jup_b203_zombied_restr_2
def_state_standing = guard_na
sound_idle = state
combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%

[hit_3]
on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%

;------------------------- 4 ------------------------------

[logic@work_4]
active = walker@zombied_4
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
prior = 200
on_hit = hit_4

[walker@zombied_4]
path_walk = zombied_4_1_walk
path_look = zombied_4_1_look
out_restr = jup_b203_zombied_restr_2
def_state_standing = guard_na
sound_idle = state
combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%

[hit_4]
on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%

;------------------------- 5 ------------------------------

[logic@work_5]
active = walker@zombied_5
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
prior = 200
on_hit = hit_5

[walker@zombied_5]
path_walk = zombied_5_1_walk
path_look = zombied_5_1_look
out_restr = jup_b203_zombied_restr_2
def_state_standing = guard_na
sound_idle = state
combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%

[hit_5]
on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%

;------------------------- 6 ------------------------------

[logic@work_6]
active = walker@zombied_6
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
prior = 200
on_hit = hit_6

[walker@zombied_6]
path_walk = zombied_6_1_walk
path_look = zombied_6_1_look
out_restr = jup_b203_zombied_restr_3
def_state_standing = guard_na
sound_idle = state
combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_2} true, {=check_enemy_name(sim_default)} true
on_info = {=actor_in_zone(jup_b203_zombied_restr_2) -jup_b203_damaged_room_2} %+jup_b203_damaged_room_2%

[hit_6]
on_info = {=hit_by_actor -jup_b203_damaged_room_2} %+jup_b203_damaged_room_2%