[logic@jup_b1_zombie_1]
active = walker@stay
suitable = {=check_npc_name(jup_b1_zombie_1)} true
prior = 70
on_death = death

[walker@stay]
path_walk = zombie_spawn
path_look = st_4_look_2
on_info = {=dist_to_actor_le(12)} walker@angry %+jup_b1_zomb_be_fucked%, {+jup_b1_st_1_at_pos +jup_b1_st_2_at_pos} walker@go, {+jup_b1_zomb_2_is_dead} walker@angry, {+jup_b1_zomb_3_is_dead} walker@angry
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true 
show_spot = false 
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@go]
path_walk = zombie_go
on_info =  {=npc_in_zone(jup_b1_zombie_kill_zone)} %+jup_b1_kill_zombie_sound% 
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true 
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@angry]
path_walk = zombie_go
on_info =  {=npc_in_zone(jup_b1_zombie_kill_zone)} %+jup_b1_kill_zombie_sound% 
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[wounded] ;Не должен быть раненым
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

[death]
on_info = %+jup_b1_zomb_is_dead%

;----------------------------------------
[logic@jup_b1_zombie_2]
active = walker@stay_2
suitable = {=check_npc_name(jup_b1_zombie_2)} true
prior = 70
on_death = death@1

[walker@stay_2]
path_walk = zombie_stay_1
on_info = {=dist_to_actor_le(12)} walker@angry_2, {+jup_b1_zomb_is_dead} walker@angry_2, {+jup_b1_zomb_3_is_dead} walker@angry_2
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true 
show_spot = false 
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@angry_2]
path_walk = zombie_walk_2
in_restr = jup_b1_anomal_place
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[death@1]
on_info = %+jup_b1_zomb_2_is_dead%
;---------------------------------------
[logic@jup_b1_zombie_3]
active = walker@stay_3
suitable = {=check_npc_name(jup_b1_zombie_3)} true
prior = 70
on_death = death@2

[walker@stay_3]
path_walk = zombie_stay_2
on_info = {=dist_to_actor_le(12)} walker@angry_3, {+jup_b1_zomb_is_dead} walker@angry_3, {+jup_b1_zomb_2_is_dead} walker@angry_3
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true 
show_spot = false 
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@angry_3]
path_walk = zombie_walk_3
in_restr = jup_b1_anomal_place
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[death@2]
on_info = %+jup_b1_zomb_3_is_dead%
