[logic@work10]
active = walker@start_work1
suitable = {=check_npc_name(val_killer_sniper_1)} true
prior = 200

[walker@start_work1]
path_walk = killer_sniper_1_walk
path_look = killer_sniper_1_look
meet = no_meet
def_state_campering = threat_na
radius = 15
on_info = {+val_killer_1_1_dead} smartcover@kill1 %=hit_npc_from_actor% 

[smartcover@kill1]
cover_name = val_killer_1_1_smartcover_3
target_path = val_killer_1_1_smartcover_3_target
cover_state = fire_target
on_info2 = {=fighting_dist_le(3)} remark@work1

[remark@work1]
out_restr = val_space_restrictor_1_1_zone
on_info = {=fighting_dist_ge(5)} smartcover@kill1

;------------------------------killer2--------------------
[logic@work20]
active = walker@start_work2
suitable = {=check_npc_name(val_killer_sniper_2)} true
prior = 200

[walker@start_work2]
path_walk = killer_sniper_2_walk
path_look = killer_sniper_2_look
meet = no_meet
def_state_campering = threat_na
radius = 15
on_info = {+val_killer_1_1_dead} smartcover@kill2 %=hit_npc_from_actor% 

[smartcover@kill2]
cover_name = val_killer_1_1_smartcover_1
target_path = val_killer_1_1_smartcover_1_target
cover_state = fire_target
on_info2 = {=fighting_dist_le(3)} remark@work2

[remark@work2]
out_restr = val_space_restrictor_1_1_zone
on_info = {=fighting_dist_ge(5)} smartcover@kill1


[logic@work30]
active = walker@start_work3
suitable = {=check_npc_name(val_killer_sniper_3)} true
prior = 200

[walker@start_work3]
path_walk = killer_sniper_3_walk
path_look = killer_sniper_3_look
meet = no_meet
def_state_campering = threat_na
radius = 15
on_info = {+val_killer_1_1_dead} smartcover@kill3 %=hit_npc_from_actor% 

[smartcover@kill3]
cover_name = val_killer_1_1_smartcover_2
target_path = val_killer_1_1_smartcover_2_target
cover_state = fire_target
on_info2 = {=fighting_dist_le(3)} remark@work3

[remark@work3]
out_restr = val_space_restrictor_1_1_zone
on_info = {=fighting_dist_ge(5)} smartcover@kill1

[logic@work40]
active = walker@start_work4
suitable = {=check_npc_name(val_killer_sniper_4)} true
prior = 200

[walker@start_work4]
path_walk = killer_sniper_4_walk
path_look = killer_sniper_4_look
meet = no_meet
def_state_campering = threat_na
radius = 15
on_info = {+val_killer_1_1_dead} smartcover@kill4 %=hit_npc_from_actor% 

[smartcover@kill4]
cover_name = val_killer_1_1_smartcover_4
target_path = val_killer_1_1_smartcover_4_target
cover_state = fire_target
on_info2 = {=fighting_dist_le(3)} remark@work4

[remark@work4]
out_restr = val_space_restrictor_1_1_zone
on_info = {=fighting_dist_ge(5)} smartcover@kill4


[logic@work50]
active = walker@start_work5
suitable = {=check_npc_name(val_killer_sniper_5)} true
prior = 200
on_death = death@work_5

[death@work_5]
on_info = %+val_killer_roof_sniper_6_dead%

[walker@start_work5]
path_walk = killer_sniper_5_walk
path_look = killer_sniper_5_look
meet = no_meet
def_state_campering = threat_na
radius = 15
on_info = {+val_killer_1_1_dead} smartcover@kill5 %=hit_npc_from_actor% 

[smartcover@kill5]
cover_name = val_killer_1_1_smartcover_5
target_path = val_killer_1_1_smartcover_5_target
cover_state = fire_target
on_info2 = {=fighting_dist_le(3)} remark@work5

[remark@work5]
out_restr = val_space_restrictor_1_1_zone
on_info = {=fighting_dist_ge(5)} smartcover@kill5
radius = 15
meet = no_meet