[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
can_throw_grenades = false

;-------------------------------------------------------------
[logic@zombied_1]
active = walker@zombied_1
suitable = {=target_squad_name(labx7_a2_zombied_1_squad)}
prior = 200

[walker@zombied_1]
path_walk = zombied_1_walk
path_look = zombied_1_look
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
on_info = {+actor_in_zone_x7_cry_2_zone} walker@zombied_1_attack

[walker@zombied_1_attack]
path_walk = zombied_1_walk
path_look = zombied_1_look

;-------------------------------------------------------------
[logic@zombied_2]
active = walker@zombied_2
suitable = {=target_squad_name(labx7_a2_zombied_1_squad)}
prior = 200

[walker@zombied_2]
path_walk = zombied_2_walk
path_look = zombied_2_look
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
on_info = {+actor_in_zone_x7_cry_2_zone} walker@zombied_2_attack

[walker@zombied_2_attack]
path_walk = zombied_2_walk
path_look = zombied_2_look

;-------------------------------------------------------------
[logic@zombied_3]
active = walker@zombied_3
suitable = {=target_squad_name(labx7_a2_zombied_1_squad)}
prior = 200

[walker@zombied_3]
path_walk = zombied_3_walk
path_look = zombied_3_look
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
on_info = {+actor_in_zone_x7_cry_2_zone} walker@zombied_3_attack

[walker@zombied_3_attack]
path_walk = zombied_3_walk
path_look = zombied_3_look

;-------------------------------------------------------------
[logic@zombied_4]
active = walker@zombied_4
suitable = {=target_squad_name(labx7_a2_zombied_1_squad)}
prior = 200

[walker@zombied_4]
path_walk = zombied_4_walk
path_look = zombied_4_look
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
on_info = {+actor_in_zone_x7_cry_2_zone} walker@zombied_4_attack

[walker@zombied_4_attack]
path_walk = zombied_4_walk
path_look = zombied_4_look

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

[logic@monolith_1]
active = walker@monolith_1
suitable = {=target_squad_name(labx7_a2_monolith_1_squad)}
prior = 200

[walker@monolith_1]:walker@standart
path_walk = monolith_1_walk
path_look = monolith_1_look
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
on_info = {+actor_in_zone_labx7_a2_monolith} walker@monolith_1_attack

[walker@monolith_1_attack]:walker@standart
path_walk = monolith_1_walk
path_look = monolith_1_look

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

[logic@monolith_2]
active = walker@monolith_2
suitable = {=target_squad_name(labx7_a2_monolith_1_squad)}
prior = 200

[walker@monolith_2]:walker@standart
path_walk = monolith_2_walk
path_look = monolith_2_look
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
on_info = {+actor_in_zone_labx7_a2_monolith} walker@monolith_2_attack

[walker@monolith_2_attack]:walker@standart
path_walk = monolith_2_walk
path_look = monolith_2_look

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

[logic@monolith_3]
active = walker@monolith_3
suitable = {=target_squad_name(labx7_a2_monolith_1_squad)}
prior = 200

[walker@monolith_3]:walker@standart
path_walk = monolith_3_walk
path_look = monolith_3_look
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
on_info = {+actor_in_zone_labx7_a2_monolith} walker@monolith_3_attack

[walker@monolith_3_attack]:walker@standart
path_walk = monolith_3_walk
path_look = monolith_3_look

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

[logic@monolith_4]
active = walker@monolith_4
suitable = {=target_squad_name(labx7_a2_monolith_1_squad)}
prior = 200

[walker@monolith_4]:walker@standart
path_walk = monolith_4_walk
path_look = monolith_4_look
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
on_info = {+actor_in_zone_labx7_a2_monolith} walker@monolith_4_attack

[walker@monolith_4_attack]:walker@standart
path_walk = monolith_4_walk
path_look = monolith_4_look

;-------------------------------------------------------------
[logic@blood_1]
suitable = {=is_monster_bloodsuker} true
active = mob_walker@blood_1
monster_job = true
prior = 300

[mob_walker@blood_1]
path_walk = blood_walk
path_look = blood_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info  = {=actor_in_zone(x7_cry_2_zone)} mob_home@blood_1 %+bloodsuker_x7_cry_2_zone_attack%
on_info2 = {+bloodsuker_x7_cry_2_zone_attack} mob_home@blood_1

[mob_home@blood_1]
path_home = blood_home
home_min_radius = 5
home_max_radius = 40
aggressive = true
