;-----------------------------------------------------------
[logic@pri_b306_zombied_2_5]
active = walker@pri_b306_zombied_2_5
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
prior = 200

[walker@pri_b306_zombied_2_5]
path_walk = zombied_2_5_walk
path_look = zombied_2_5_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_2_6]
active = walker@pri_b306_zombied_2_6
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
prior = 200

[walker@pri_b306_zombied_2_6]
path_walk = zombied_2_6_walk
path_look = zombied_2_6_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_2_7]
active = walker@pri_b306_zombied_2_7
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
prior = 200

[walker@pri_b306_zombied_2_7]
path_walk = zombied_2_7_walk
path_look = zombied_2_7_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_2_8]
active = walker@pri_b306_zombied_2_8
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
prior = 200

[walker@pri_b306_zombied_2_8]
path_walk = zombied_2_8_walk
path_look = zombied_2_8_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_2_1]
active = walker@pri_b306_zombied_2_1
suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_2_1]
path_walk = zombied_2_1_walk
path_look = zombied_2_1_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_2_2]
active = walker@pri_b306_zombied_2_2
suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_2_2]
path_walk = zombied_2_2_walk
path_look = zombied_2_1_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_2_3]
active = walker@pri_b306_zombied_2_3
suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_2_3]
path_walk = zombied_2_3_walk
path_look = zombied_2_3_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_2_4]
active = walker@pri_b306_zombied_2_4
suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_2_4]
path_walk = zombied_2_4_walk
path_look = zombied_2_3_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_3_1]
active = walker@pri_b306_zombied_3_1
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_3_1]
path_walk = zombied_3_1_walk
path_look = zombied_3_1_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_3_2]
active = walker@pri_b306_zombied_3_2
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_3_2]
path_walk = zombied_3_2_walk
path_look = zombied_3_2_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_3_3]
active = walker@pri_b306_zombied_3_3
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_3_3]
path_walk = zombied_3_3_walk
path_look = zombied_3_3_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_3_4]
active = walker@pri_b306_zombied_3_4
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_3_4]
path_walk = zombied_3_4_walk
path_look = zombied_3_4_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_3_5]
active = walker@pri_b306_zombied_3_5
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_3_5]
path_walk = zombied_3_5_walk
path_look = zombied_3_4_look

;-----------------------------------------------------------
[logic@pri_b306_zombied_4_1]
active = walker@pri_b306_zombied_4_1
suitable = {=target_squad_name(pri_b306_3_floor_zombied)}
prior = 200

[walker@pri_b306_zombied_4_1]
path_walk = zombied_4_1_walk
out_restr = pri_b306_sr_wc_zombie

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

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

[logic@pri_b306_monolith_3_1]
active = walker@pri_b306_monolith_3_1
suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_3_1]:walker@standart
path_walk = monolith_3_1_walk
path_look = monolith_3_1_look
def_state_standing = hide_na
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true

;-----------------------------------------------------------
[logic@pri_b306_monolith_3_2]
active = walker@pri_b306_monolith_3_2
suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_3_2]:walker@standart
path_walk = monolith_3_2_walk
path_look = monolith_3_1_look
def_state_standing = hide_na
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true

;-----------------------------------------------------------
[logic@pri_b306_monolith_3_3]
active = walker@pri_b306_monolith_3_3
suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_3_3]:walker@standart
path_walk = monolith_3_3_walk
path_look = monolith_3_3_look
def_state_standing = hide_na
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true

;-----------------------------------------------------------
[logic@pri_b306_monolith_3_4]
active = walker@pri_b306_monolith_3_4
suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_3_4]:walker@standart
path_walk = monolith_3_4_walk
path_look = monolith_3_4_look
def_state_standing = hide_na
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true

;-----------------------------------------------------------
[logic@pri_b306_monolith_4_1]
active = walker@pri_b306_monolith_4_1
suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_4_1]:walker@standart
path_walk = monolith_4_1_walk
path_look = monolith_4_1_look
def_state_standing = hide_na
out_restr = pri_b306_sr_3_floor
on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_1_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_4_1_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true

[walker@pri_b306_monolith_4_1_norestr]:walker@standart
path_walk = monolith_4_1_walk

;-----------------------------------------------------------
[logic@pri_b306_monolith_4_2]
active = walker@pri_b306_monolith_4_2
suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_4_2]:walker@standart
path_walk = monolith_4_2_walk
path_look = monolith_4_2_look
def_state_standing = hide_na
out_restr = pri_b306_sr_3_floor
on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_2_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_4_2_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true

[walker@pri_b306_monolith_4_2_norestr]:walker@standart
path_walk = monolith_4_2_walk

;-----------------------------------------------------------
[logic@pri_b306_monolith_4_3]
active = walker@pri_b306_monolith_4_3
suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_4_3]:walker@standart
path_walk = monolith_4_3_walk
path_look = monolith_4_1_look
def_state_standing = hide_na
out_restr = pri_b306_sr_3_floor
on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_3_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_4_3_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true

[walker@pri_b306_monolith_4_3_norestr]:walker@standart
path_walk = monolith_4_3_walk

;-----------------------------------------------------------
[logic@pri_b306_monolith_4_4]
active = walker@pri_b306_monolith_4_4
suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_4_4]:walker@standart
path_walk = monolith_4_4_walk
path_look = monolith_4_1_look
def_state_standing = hide_na
out_restr = pri_b306_sr_3_floor
on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_4_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_4_4_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true

[walker@pri_b306_monolith_4_4_norestr]:walker@standart
path_walk = monolith_4_4_walk

;-----------------------------------------------------------
[logic@pri_b306_monolith_5_1]
active = walker@pri_b306_monolith_5_1
suitable = {=target_squad_name(pri_b306_4_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_5_1]:walker@standart
path_walk = monolith_5_1_walk
path_look = monolith_5_1_look
def_state_standing = hide_na
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor)} true

;-----------------------------------------------------------
[logic@pri_b306_monolith_5_2]
active = walker@pri_b306_monolith_5_2
suitable = {=target_squad_name(pri_b306_4_floor_monolith)}
prior = 200

[walker@pri_b306_monolith_5_2]:walker@standart
path_walk = monolith_5_2_walk
path_look = monolith_5_2_look
def_state_standing = hide_na
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor)} true

;-----------------------------------------------------------
[logic@pri_b306_monolith_5_3]
active = walker@pri_b306_monolith_5_3
suitable = {=target_squad_name(pri_b306_4_floor_monolith_2)}
prior = 200

[walker@pri_b306_monolith_5_3]:walker@standart
path_walk = monolith_5_3_walk
path_look = monolith_5_3_look
def_state_standing = hide_na
out_restr = pri_b306_sr_4_floor_2
on_info = {=actor_in_zone(pri_b306_sr_4_floor)} walker@pri_b306_monolith_5_3_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_5_3_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor_2)} true

[walker@pri_b306_monolith_5_3_norestr]:walker@standart
path_walk = monolith_5_3_walk

;-----------------------------------------------------------
[logic@pri_b306_monolith_5_4]
active = walker@pri_b306_monolith_5_4
suitable = {=target_squad_name(pri_b306_4_floor_monolith_2)} true
prior = 200

[walker@pri_b306_monolith_5_4]:walker@standart
path_walk = monolith_5_4_walk
path_look = monolith_5_4_look
def_state_standing = hide_na
out_restr = pri_b306_sr_4_floor_2
on_info = {=actor_in_zone(pri_b306_sr_4_floor)} walker@pri_b306_monolith_5_4_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_5_4_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor_2)} true

[walker@pri_b306_monolith_5_4_norestr]:walker@standart
path_walk = monolith_5_4_walk

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

[logic@pri_b306_tarasov]
active = walker@pri_b306_tarasov
suitable = {=target_squad_name(pri_b306_tarasov_squad)} true
prior = 200

[walker@pri_b306_tarasov]
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
path_walk = tarasov_walk
path_look = tarasov_look
on_info = {+actor_neer_generator} walker@pri_b306_tarasov_1

[walker@pri_b306_tarasov_1]
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
path_walk = tarasov_1_walk
path_look = tarasov_1_look
on_signal = tarasov_path_end | walker@pri_b306_tarasov_2

[walker@pri_b306_tarasov_2]
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
path_walk = tarasov_1_walk
path_look = tarasov_1_look
on_game_timer  = 40 | {-spawn_pri_b306_kanistra} %+spawn_pri_b306_kanistra =spawn_ids_objects( pri_b306_kanistra )%
on_game_timer2 = 50 | walker@pri_b306_tarasov_3 %+start_engine_generator%

[walker@pri_b306_tarasov_3]
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
path_walk = tarasov_2_walk
path_look = tarasov_2_look
on_game_timer = 60 | walker@pri_b306_tarasov_4

[walker@pri_b306_tarasov_4]
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
path_walk = tarasov_1_walk
path_look = tarasov_1_look
on_game_timer = 70 | walker@pri_b306_tarasov_5 %+stop_engine_generator%

[walker@pri_b306_tarasov_5]
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
def_state_moving = run
def_state_moving1 = run
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
path_walk = tarasov_3_walk
path_look = tarasov_3_look
;-----------------------------------------------------------
