[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_laba_x18_a3_alarm_sr} true, false
;-------------------------------------------------------------

[logic@killer_1]
active = walker@killer_1
suitable = {=target_squad_name(labx18_a3_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_a3_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_a3_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_a3_merc_squad)} true
prior = 200

[walker@killer_4]:walker@standart
path_walk = killer_4_walk
path_look = killer_2_look
;-------------------------------------------------------------
