[logic@work1]
active = walker@zombied1
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit1


[walker@zombied1];:walker@z
path_walk = zombied1_1_walk
path_look = zombied1_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[hit1]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;------------------------- 2 ------------------------------

[logic@work2]
active = walker@zombied2
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit2


[walker@zombied2]
path_walk = zombied2_1_walk
path_look = zombied2_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[hit2]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;------------------------- 3 ------------------------------

[logic@work3]
active = walker@zombied3
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit3

[walker@zombied3]
path_walk = zombied3_1_walk
path_look = zombied3_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[hit3]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;------------------------- 4 ------------------------------

[logic@work4]
active = walker@zombied4
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit4

[walker@zombied4]
path_walk = zombied4_1_walk
path_look = zombied4_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[hit4]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;------------------------- 5 ------------------------------

[logic@work5]
active = walker@zombied5
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit5

[walker@zombied5]
path_walk = zombied5_1_walk
path_look = zombied5_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[hit5]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;------------------------- 6 ------------------------------

[logic@work6]
active = walker@zombied6
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit6

[walker@zombied6]
path_walk = zombied6_1_walk
path_look = zombied6_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[hit6]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;----------------------- 7 ----------------------

[logic@work7]
active = walker@zombied7
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit7

[walker@zombied7]
path_walk = zombied7_1_walk
path_look = zombied7_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[hit7]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;----------------------- 8 ----------------------

[logic@work8]
active = walker@zombied8
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit8

[walker@zombied8]
path_walk = zombied8_1_walk
path_look = zombied8_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded


[hit8]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;----------------------- 9 ----------------------

[logic@work9]
active = walker@zombied9
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit9

[walker@zombied9]
path_walk = zombied9_1_walk
path_look = zombied9_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[hit9]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%

;----------------------- 10 ----------------------

[logic@work10]
active = walker@zombied10
suitable = {=npc_community(zombied)} true
prior = 35
on_hit = hit10

[walker@zombied10]
path_walk = zombied10_1_walk
path_look = zombied10_1_look
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
out_restr = jup_b19_zombied_restrictor
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
sound_idle = state
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
corpse_detection_enabled = false
wounded = wounded

[danger]
ignore_distance = 0

[hit10]
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%


[wounded]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false