[logic@pri_b306_merc_1]
active = walker@pri_b306_merc_1 
suitable = {=target_squad_name(pri_b306_mercs_squad)} true
prior = 200

[walker@pri_b306_merc_1]
path_walk = merc_1_walk
on_info = walker@pri_b306_merc_1_wait %=teleport_npc(pri_b306_merc_1_walk)%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@pri_b306_merc_1_wait]
path_walk = merc_1_walk
path_look = merc_1_look
on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_1_attack

[camper@pri_b306_merc_1_attack]
path_walk = merc_1_attack
path_look = merc_2_attack
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
no_retreat = true
on_signal = path_end | walker@pri_b306_merc_1_attack

[walker@pri_b306_merc_1_attack]
path_walk = merc_1_attack
on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%



[logic@pri_b306_merc_2]
active = walker@pri_b306_merc_2 
suitable = {=target_squad_name(pri_b306_mercs_squad)} true
prior = 200

[walker@pri_b306_merc_2]
path_walk = merc_2_walk
on_info = walker@pri_b306_merc_2_wait %=teleport_npc(pri_b306_merc_2_walk)%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@pri_b306_merc_2_wait]
path_walk = merc_2_walk
path_look = merc_2_look
on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_2_attack

[camper@pri_b306_merc_2_attack]
path_walk = merc_1_attack
path_look = merc_2_attack
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
no_retreat = true
on_signal = path_end | walker@pri_b306_merc_2_attack

[walker@pri_b306_merc_2_attack]
path_walk = merc_1_attack
on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%



[logic@pri_b306_merc_3]
active = walker@pri_b306_merc_3 
suitable = {=target_squad_name(pri_b306_mercs_squad)} true
prior = 200

[walker@pri_b306_merc_3]
path_walk = merc_3_walk
on_info = walker@pri_b306_merc_3_wait %=teleport_npc(pri_b306_merc_3_walk)%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@pri_b306_merc_3_wait]
path_walk = merc_3_walk
path_look = merc_3_look
on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_3_attack

[camper@pri_b306_merc_3_attack]
path_walk = merc_2_attack
path_look = merc_1_attack
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
no_retreat = true
on_signal = path_end | walker@pri_b306_merc_3_attack

[walker@pri_b306_merc_3_attack]
path_walk = merc_2_attack
on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%



[logic@pri_b306_merc_4]
active = walker@pri_b306_merc_4 
suitable = {=target_squad_name(pri_b306_mercs_squad)} true
prior = 190

[walker@pri_b306_merc_4]
path_walk = merc_4_walk
on_info = walker@pri_b306_merc_3_wait %=teleport_npc(pri_b306_merc_4_walk)%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@pri_b306_merc_4_wait]
path_walk = merc_4_walk
path_look = merc_4_look
on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_4_attack

[camper@pri_b306_merc_4_attack]
path_walk = merc_2_attack
path_look = merc_1_attack
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
no_retreat = true
on_signal = path_end | walker@pri_b306_merc_4_attack

[walker@pri_b306_merc_4_attack]
path_walk = merc_2_attack
on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%



[logic@pri_b306_merc_5]
active = walker@pri_b306_merc_5 
suitable = {=target_squad_name(pri_b306_mercs_squad)} true
prior = 190

[walker@pri_b306_merc_5]
path_walk = merc_5_walk
on_info = walker@pri_b306_merc_2_wait %=teleport_npc(pri_b306_merc_5_walk)%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@pri_b306_merc_5_wait]
path_walk = merc_5_walk
path_look = merc_5_look
on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_5_attack

[camper@pri_b306_merc_5_attack]
path_walk = merc_2_attack
path_look = merc_1_attack
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
no_retreat = true
on_signal = path_end | walker@pri_b306_merc_5_attack

[walker@pri_b306_merc_5_attack]
path_walk = merc_2_attack
on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%



[logic@pri_b306_merc_6]
active = walker@pri_b306_merc_6 
suitable = {=target_squad_name(pri_b306_mercs_squad)} true
prior = 190

[walker@pri_b306_merc_6]
path_walk = merc_6_walk
on_info = walker@pri_b306_merc_6_wait %=teleport_npc(pri_b306_merc_6_walk)%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@pri_b306_merc_6_wait]
path_walk = merc_6_walk
path_look = merc_6_look
on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_6_attack

[camper@pri_b306_merc_6_attack]
path_walk = merc_1_attack
path_look = merc_2_attack
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
no_retreat = true
on_signal = path_end | walker@pri_b306_merc_6_attack

[walker@pri_b306_merc_6_attack]
path_walk = merc_1_attack
on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%
