[logic@pas_b400_snork_track_2_1] active = mob_walker@snork_track_2_1_wait suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_track_2)} true prior = 200 monster_job = true [mob_walker@snork_track_2_1_wait] path_walk = 2_1_snork_walk path_look = 2_1_snork_look combat_ignore_cond = true npc_friendly = true out_restr = pas_b400_sr_track_2 on_info = {+pas_b400_track_2_snorks_attack} mob_jump@snork_track_2_1_jump on_info2 = {=actor_in_zone(pas_b400_sr_track_1)} mob_jump@snork_track_2_1_jump [mob_jump@snork_track_2_1_jump] path_jump = 2_1_snork_look ph_jump_factor = 1.2 offset = 0,0,0 on_signal = jumped | mob_home@snork_track_2_home [mob_home@snork_track_2_home] path_home = 2_snork_home home_min_radius = 20 home_max_radius = 30 aggressive = true [logic@pas_b400_snork_track_2_2] active = mob_walker@snork_track_2_2_wait suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_track_2)} true prior = 200 monster_job = true [mob_walker@snork_track_2_2_wait] path_walk = 2_2_snork_walk path_look = 2_2_snork_look combat_ignore_cond = true npc_friendly = true out_restr = pas_b400_sr_track_2 on_info = {+pas_b400_track_2_snorks_attack} mob_walker@snork_track_2_2_wait_jump on_info2 = {=actor_in_zone(pas_b400_sr_track_1)} mob_walker@snork_track_2_2_wait_jump [mob_walker@snork_track_2_2_wait_jump] path_walk = 2_2_snork_walk path_look = 2_2_snork_look combat_ignore_cond = true npc_friendly = true out_restr = pas_b400_sr_track_2 on_game_timer = 5 | mob_jump@snork_track_2_2_jump [mob_jump@snork_track_2_2_jump] path_jump = 2_2_snork_look ph_jump_factor = 1.4 offset = 0,0,0 on_signal = jumped | mob_home@snork_track_2_home