[logic@zombied_1]
active = walker@zombied_1
suitable = {=check_npc_name(zombied)} true
prior = 50

[walker@zombied_1]
path_walk = pri_b36_zombied_1_1_walk
path_look = pri_b36_zombied_1_1_look
on_info = {+pri_b36_ahtung} walker@fire_actor_1
on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_1 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_1 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_3 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
out_restr = pri_b36_sr_half_out_restr
danger = danger_1


[walker@fire_actor_1]
path_walk = pri_b36_zombied_1_1_walk
path_look = pri_b36_zombied_1_1_look
out_restr = pri_b36_sr_half_out_restr
sound_idle = state
combat_ignore_cond =  {=check_enemy_name(sim_default)} true
;danger = danger1

[danger_1]
ignore_distance = 0


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

[logic@zombied_2]
active = walker@zombied_2
suitable = {=check_npc_name(zombied)} true
prior = 50

[walker@zombied_2]
path_walk = pri_b36_zombied_2_1_walk
path_look = pri_b36_zombied_2_1_look
on_info = {+pri_b36_ahtung} walker@fire_actor_2
on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_2 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_2 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_3 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
out_restr = pri_b36_sr_half_out_restr
danger = danger_2


[walker@fire_actor_2]
path_walk = pri_b36_zombied_2_1_walk
path_look = pri_b36_zombied_2_1_look
out_restr = pri_b36_sr_half_out_restr
sound_idle = state
combat_ignore_cond =  {=check_enemy_name(sim_default)} true
;danger = danger1

[danger_2]
ignore_distance = 0


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

[logic@zombied_3]
active = walker@zombied_3
suitable = {=check_npc_name(zombied)} true
prior = 50

[walker@zombied_3]
path_walk = pri_b36_zombied_3_1_walk
path_look = pri_b36_zombied_3_1_look
on_info = {+pri_b36_ahtung} walker@fire_actor_3
on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_3 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_3 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_3 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_3 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_3 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_3 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
danger = danger_3
out_restr = pri_b36_sr_half_out_restr

[walker@fire_actor_3]
path_walk = pri_b36_zombied_3_1_walk
path_look = pri_b36_zombied_3_1_look
sound_idle = state
;danger = danger3
out_restr = pri_b36_sr_half_out_restr
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[danger_3]
ignore_distance = 0


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

[logic@zombied_4]
active = walker@zombied_4
suitable = {=check_npc_name(zombied)} true
prior = 50

[walker@zombied_4]
path_walk = pri_b36_zombied_4_1_walk
path_look = pri_b36_zombied_4_1_look
out_restr = pri_b36_zombied_restrictor
on_info = {+pri_b36_ahtung !actor_in_zone(pri_b36_sr_half_out_restr)} walker@fire_actor_4
on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_4 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_4 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_4 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_4 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_4 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_4 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
danger = danger_4

[walker@fire_actor_4]
path_walk = pri_b36_zombied_4_2_walk
path_look = pri_b36_zombied_4_2_look
sound_idle = state
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond = {=check_enemy_name(sim_default)} true


[danger_4]
ignore_distance = 0


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

[logic@zombied_5]
active = walker@zombied_5
suitable = {=check_npc_name(zombied)} true
prior = 50

[walker@zombied_5]
path_walk = pri_b36_zombied_5_1_walk
path_look = pri_b36_zombied_5_1_look
on_info = {+pri_b36_ahtung} walker@fire_actor_5
on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_5 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_5 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_5 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_5 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_5 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_5 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
danger = danger_5
out_restr = pri_b36_zombied_restrictor


[walker@fire_actor_5]
path_walk = pri_b36_zombied_5_1_walk
path_look = pri_b36_zombied_5_1_look
sound_idle = state
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[danger_5]
ignore_distance = 0