[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%