[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
can_throw_grenades = false
def_state_moving = assault
def_state_moving1 = assault
combat_ignore_cond = {-actor_in_labx18_a2_alarm_sr} true, false
;-------------------------------------------------------------

[logic@killer_1]
active = walker@killer_1
suitable = {=target_squad_name(labx18_a2_merc_squad)} true
prior = 200

[walker@killer_1]:walker@standart
path_walk = killer_1_walk
path_look = killer_1_look
;-------------------------------------------------------------

[logic@killer_2]
active = walker@killer_2
suitable = {=target_squad_name(labx18_a2_merc_squad)} true
prior = 200

[walker@killer_2]:walker@standart
path_walk = killer_2_walk
path_look = killer_1_look
;-------------------------------------------------------------

[logic@killer_3]
active = walker@killer_3
suitable = {=target_squad_name(labx18_a2_merc_squad)} true
prior = 200

[walker@killer_3]:walker@standart
path_walk = killer_3_walk
path_look = killer_1_look
;-------------------------------------------------------------

[logic@killer_4]
active = walker@killer_4
suitable = {=target_squad_name(labx18_a2_merc_squad)} true
prior = 200

[walker@killer_4]:walker@standart
path_walk = killer_4_walk
path_look = killer_1_look
;-------------------------------------------------------------

[logic@killer_5]
active = walker@killer_5
suitable = {=target_squad_name(labx18_a2_merc_squad)} true
prior = 200

[walker@killer_5]:walker@standart
path_walk = killer_5_walk
path_look = killer_1_look
;-------------------------------------------------------------

[logic@killer_6]
active = walker@killer_6
suitable = {=target_squad_name(labx18_a2_merc_squad)} true
prior = 200

[walker@killer_6]:walker@standart
path_walk = killer_6_walk
path_look = killer_1_look
;-------------------------------------------------------------

[logic@bandit_1]
active = walker@bandit_1
suitable = {=target_squad_name(labx18_a2_bandit_squad)} true
prior = 200

[walker@bandit_1]:walker@standart
path_walk = bandit_1_walk
path_look = bandit_1_look
combat_ignore_cond = true
on_info = {+actor_in_labx18_a2_alarm_sr} walker@death %=hit_npc(self:labx18_a2_bandit_1_look:bip01_head:2:12)%

[walker@death]:walker@standart
path_walk = bandit_1_walk
path_look = bandit_1_look
on_game_timer = 8 | nil %=kill_npc%
combat_ignore_cond = true
