[logic@pas_b400_tushkano_canalisation_1]
active = mob_home@tushkano_canalisation_home
suitable = {=is_monster_tushkano =target_squad_name(pas_b400_canalisation_tushkano)} true
prior = 200
monster_job = true

[logic@pas_b400_tushkano_canalisation_2]
active = mob_home@tushkano_canalisation_home
suitable = {=is_monster_tushkano =target_squad_name(pas_b400_canalisation_tushkano)} true
prior = 200
monster_job = true

[logic@pas_b400_tushkano_canalisation_3]
active = mob_home@tushkano_canalisation_home
suitable = {=is_monster_tushkano =target_squad_name(pas_b400_canalisation_tushkano)} true
prior = 200
monster_job = true

[mob_home@tushkano_canalisation_home]
path_home = tushkano_spawn
combat_ignore_cond = true
home_min_radius = 2
home_max_radius = 5
aggressive = false
npc_friendly = true
braindead = true
on_info = {+pas_b400_canalisation_tushkano_start} mob_home@tushkano_canalisation_1
out_restr = pas_b400_sr_canalisation_tushkano_in

[mob_home@tushkano_canalisation_1]
path_home = tushkano_1_walk 
combat_ignore_cond = true
home_min_radius = 2
home_max_radius = 5
aggressive = false
npc_friendly = true
on_info = {=npc_in_zone(pas_b400_sr_canalisation_tushkano_revert)} mob_home@tushkano_canalisation_home_2
on_game_timer = 75 | mob_home@tushkano_canalisation_home_2
out_restr = pas_b400_sr_canalisation_tushkano_revert

[mob_home@tushkano_canalisation_home_2]
path_home = tushkano_home
combat_ignore_cond = true
home_min_radius = 2
home_max_radius = 5
aggressive = false
npc_friendly = true
on_game_timer = 15 | mob_home@tushkano_canalisation_home_3 %+pas_b400_canalisation_tushkano_attacked%

[mob_home@tushkano_canalisation_home_3]
path_home = tushkano_home
aggressive = true



[logic@pas_b400_snork_canalisation_2]
active = mob_walker@snork_canalisation_2_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_canalisation_snork_2)} true
prior = 200
monster_job = true

[mob_walker@snork_canalisation_2_walk]
path_walk = snork_2_walk 
path_look = snork_2_look
combat_ignore_cond = true
out_restr = pas_b400_sr_canalisation_snork_2_in
on_info = {=actor_in_zone(pas_b400_sr_canalisation_2) !actor_in_zone(pas_b400_sr_canalisation_1)} mob_walker@snork_canalisation_3_walk %+pas_b400_canalisation_tushkano_attacked%
on_info2 = {+pas_b400_canalisation_tushkano_attacked} mob_walker@snork_canalisation_3_walk

[mob_walker@snork_canalisation_3_walk]
path_walk = snork_3_walk 
path_look = snork_3_look
combat_ignore_cond = true
out_restr = pas_b400_sr_canalisation_snork_2_in
on_signal = path_end | mob_jump@snork_canalisation_2_jump

[mob_jump@snork_canalisation_2_jump]
path_jump = snork_3_look
ph_jump_factor = 1.2
offset = 0,0,0
on_signal = jumped | mob_home@snork_canalisation_2_home

[mob_home@snork_canalisation_2_home]
path_home = snork_3_look
home_min_radius = 10
home_max_radius = 50
aggressive = true


[logic@pas_b400_snork_canalisation_2_r]
active = mob_home@snork_canalisation_2rl_home
suitable = {=target_squad_name(pas_b400_canalisation_snork_2_r)} true
prior = 200
monster_job = true

[logic@pas_b400_snork_canalisation_2_l]
active = mob_home@snork_canalisation_2rl_home
suitable = {=target_squad_name(pas_b400_canalisation_snork_2_l)} true
prior = 200
monster_job = true

[mob_home@snork_canalisation_2rl_home]
path_home = snork_2_home
home_min_radius = 10
home_max_radius = 50
aggressive = true



[logic@pas_b400_canalisation_1_zombied_1]
active = walker@canalisation_1_zombied_1
suitable = {=target_squad_name(pas_b400_canalisation_1_zombied)} true
prior = 200

[walker@canalisation_1_zombied_1]
path_walk = 1_zombied_1_walk

[logic@pas_b400_canalisation_1_zombied_2]
active = walker@canalisation_1_zombied_2
suitable = {=target_squad_name(pas_b400_canalisation_1_zombied)} true
prior = 200

[walker@canalisation_1_zombied_2]
path_walk = 1_zombied_2_walk


[logic@pas_b400_canalisation_3_zombied_1]
active = walker@canalisation_3_zombied_1
suitable = {=target_squad_name(pas_b400_canalisation_3_zombied)} true
prior = 200

[walker@canalisation_3_zombied_1]
path_walk = 3_zombied_1_1_walk

[logic@pas_b400_canalisation_3_zombied_2]
active = walker@canalisation_3_zombied_2
suitable = {=target_squad_name(pas_b400_canalisation_3_zombied)} true
prior = 200

[walker@canalisation_3_zombied_2]
path_walk = 3_zombied_2_1_walk

[logic@pas_b400_canalisation_3_zombied_3]
active = walker@canalisation_3_zombied_3
suitable = {=target_squad_name(pas_b400_canalisation_3_zombied)} true
prior = 200

[walker@canalisation_3_zombied_3]
path_walk = 3_zombied_3_1_walk

[logic@pas_b400_canalisation_3_zombied_4]
active = walker@canalisation_3_zombied_4
suitable = {=target_squad_name(pas_b400_canalisation_3_zombied)} true
prior = 200

[walker@canalisation_3_zombied_4]
path_walk = 3_zombied_4_1_walk

[logic@pas_b400_canalisation_3_zombied_5]
active = walker@canalisation_3_zombied_5
suitable = {=target_squad_name(pas_b400_canalisation_3_zombied)} true
prior = 200

[walker@canalisation_3_zombied_5]
path_walk = 3_zombied_5_1_walk

[logic@pas_b400_canalisation_3_zombied_6]
active = walker@canalisation_3_zombied_6
suitable = {=target_squad_name(pas_b400_canalisation_3_zombied)} true
prior = 200

[walker@canalisation_3_zombied_6]
path_walk = 3_zombied_6_1_walk

[logic@pas_b400_canalisation_5_zombied_1]
active = walker@canalisation_5_zombied_1
suitable = {=target_squad_name(pas_b400_canalisation_5_zombied)} true
prior = 200

[walker@canalisation_5_zombied_1]
path_walk = 5_zombied_1_1_walk

[logic@pas_b400_canalisation_5_zombied_2]
active = walker@canalisation_5_zombied_2
suitable = {=target_squad_name(pas_b400_canalisation_5_zombied)} true
prior = 200

[walker@canalisation_5_zombied_2]
path_walk = 5_zombied_2_1_walk

[logic@pas_b400_canalisation_5_zombied_3]
active = walker@canalisation_5_zombied_3
suitable = {=target_squad_name(pas_b400_canalisation_5_zombied)} true
prior = 200

[walker@canalisation_5_zombied_3]
path_walk = 5_zombied_3_1_walk

[logic@pas_b400_canalisation_5_zombied_4]
active = walker@canalisation_5_zombied_4
suitable = {=target_squad_name(pas_b400_canalisation_5_zombied)} true
prior = 200

[walker@canalisation_5_zombied_4]
path_walk = 5_zombied_4_1_walk

[logic@pas_b400_canalisation_5_zombied_5]
active = walker@canalisation_5_zombied_5
suitable = {=target_squad_name(pas_b400_canalisation_5_zombied)} true
prior = 200

[walker@canalisation_5_zombied_5]
path_walk = 5_zombied_5_1_walk

[logic@pas_b400_canalisation_5_zombied_6]
active = walker@canalisation_5_zombied_6
suitable = {=target_squad_name(pas_b400_canalisation_5_zombied)} true
prior = 200

[walker@canalisation_5_zombied_6]
path_walk = 5_zombied_6_1_walk

;-------------------------------------------------------------------------
[logic@pas_b400_canalisation_merc]
suitable = {=target_squad_name(pas_b400_mercs_squad)} true
active = walker@merc
prior = 200

[walker@merc]
path_walk = merc_1_walk
path_look = merc_1_look
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
on_info  = {=actor_in_zone(pass_merc_dead_sr)} walker@death %=give_items(prip_laundry_seif_flash) =hit_npc(self:pas_b400_canalisation_merc_1_look:bip01_head:2:12)%
on_info2 = {+jupiter_underground_open} walker@death

[walker@death]
path_walk = merc_1_walk
path_look = merc_1_look
on_game_timer = 8 | nil %=kill_npc%
