[logic@marine_5]
active = walker@start
suitable = {=check_npc_name(monolith)}
prior = 100

[walker@start]
path_walk = walker_5_walk
path_look = walker_5_look
def_state_standing = trans_0
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+pri_b36_ahtung} camper@cover
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} camper@cover %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| camper@cover %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| camper@cover %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| camper@cover %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| camper@cover %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| camper@cover %+pri_b36_ahtung%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor 
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@cover]
path_walk = marine_cover_2_walk
path_look = marine_cover_2_look
radius = 30
def_state_moving = patrol
def_state_moving_fire = patrol_fire
attack_sound = false
on_info = {+pri_b36_marine_sniper_dead =actor_in_zone(pri_b36_sr_half_out_restr)} camper@fire
on_actor_dist_le = 15 | walker@free 
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[walker@free]
path_walk = marine_sniper_2_walk
path_look = marine_sniper_2_look
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@fire]
path_walk = marine_sniper_2_walk
path_look = marine_sniper_2_look
radius = 20
attack_sound = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true
