[mob_walker@standart]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
suggested_running = true

[mob_home@snork_attack]
path_home = snork_home
home_min_radius = 20
home_max_radius = 30
aggressive = true

[logic@snork_1]
active = mob_walker@snork_1
suitable = {=target_squad_name(labx16_a2_snork_squad)} true
prior = 100
monster_job = true

[mob_walker@snork_1]:mob_walker@standart
path_walk = snork_1_walk
path_look = snork_1_look
on_info = {=see_actor =actor_see_npc} mob_home@snork_attack
;-------------------------------------------------------------------------------------------

[logic@snork_2]
active = mob_walker@snork_2
suitable = {=target_squad_name(labx16_a2_snork_squad)} true
prior = 100
monster_job = true

[mob_walker@snork_2]:mob_walker@standart
path_walk = snork_2_walk
path_look = snork_2_look
on_info = {=see_actor =actor_see_npc} mob_home@snork_attack
;-------------------------------------------------------------------------------------------

[logic@snork_3]
active = mob_walker@snork_3
suitable = {=target_squad_name(labx16_a2_snork_squad)} true
prior = 100
monster_job = true

[mob_walker@snork_3]:mob_walker@standart
path_walk = snork_3_walk
path_look = snork_3_look
on_info = {=see_actor =actor_see_npc} mob_home@snork_attack
;-------------------------------------------------------------------------------------------

[logic@snork_4]
active = mob_walker@snork_4
suitable = {=target_squad_name(labx16_a2_snork_squad)} true
prior = 100
monster_job = true

[mob_walker@snork_4]:mob_walker@standart
path_walk = snork_4_walk
path_look = snork_4_look
on_info = {=see_actor =actor_see_npc} mob_home@snork_attack
;-------------------------------------------------------------------------------------------

[logic@snork_5]
active = mob_walker@snork_5
suitable = {=target_squad_name(labx16_a2_snork_squad)} true
prior = 100
monster_job = true

[mob_walker@snork_5]:mob_walker@standart
path_walk = snork_5_walk
path_look = snork_5_look
on_info = {=see_actor =actor_see_npc} mob_home@snork_attack

;-------------------------------------------------------------------------------------------

[walker@zombied_attack]
path_walk = zombied_1_walk
path_look = zombied_1_look

;---------------------------------------

[walker@wait_actor]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
;-------------------------------------------------------------------------------------------

[logic@zombied_1]
active = walker@zombied_1
suitable = {=target_squad_name(labx16_a2_zombied_squad)} true
prior = 200

[walker@zombied_1]:walker@wait_actor
path_walk = zombied_1_walk
path_look = zombied_1_look
on_info = {=see_actor =actor_see_npc} walker@zombied_attack
;-------------------------------------------------------------
[logic@zombied_2]
active = walker@zombied_2
suitable = {=target_squad_name(labx16_a2_zombied_squad)} true
prior = 200

[walker@zombied_2]:walker@wait_actor
path_walk = zombied_2_walk
path_look = zombied_1_look
on_info = {=see_actor =actor_see_npc} walker@zombied_attack

;-------------------------------------------------------------
[logic@zombied_3]
active = walker@zombied_3
suitable = {=target_squad_name(labx16_a2_zombied_squad)} true
prior = 200

[walker@zombied_3]:walker@wait_actor
path_walk = zombied_3_walk
path_look = zombied_1_look
on_info = {=see_actor =actor_see_npc} walker@zombied_attack

;-------------------------------------------------------------
[logic@zombied_4]
active = walker@zombied_4
suitable = {=target_squad_name(labx16_a2_zombied_squad)} true
prior = 200

[walker@zombied_4]:walker@wait_actor
path_walk = zombied_4_walk
path_look = zombied_1_look
on_info = {=see_actor =actor_see_npc} walker@zombied_attack

;-------------------------------------------------------------
[logic@zombied_5]
active = walker@zombied_5
suitable = {=target_squad_name(labx16_a2_zombied_squad)} true
prior = 200

[walker@zombied_5]:walker@wait_actor
path_walk = zombied_5_walk
path_look = zombied_1_look
on_info = {=see_actor =actor_see_npc} walker@zombied_attack

;-------------------------------------------------------------
[logic@zombied_6]
active = walker@zombied_6
suitable = {=target_squad_name(labx16_a2_zombied_squad)} true
prior = 200

[walker@zombied_6]:walker@wait_actor
path_walk = zombied_6_walk
path_look = zombied_1_look
on_info = {=see_actor =actor_see_npc} walker@zombied_attack
