[logic@snork]
active = mob_walker@snork
monster_job = true
suitable = {=check_npc_name(gar_dead_camp_snork)}

[mob_walker@snork]
path_walk = snork_spawn
path_look = snork_jump
on_signal = arrived | mob_jump@snork
out_restr = gar_space_restrictor_dead_camp_snork_in
braindead = true
combat_ignore_cond = true
friendly = true
agressive = true

[mob_jump@snork]
path_jump = snork_jump
ph_jump_factor = 1
offset = 0,0,0
on_signal = jumped | mob_home@snork
braindead = true
combat_ignore_cond = true
friendly = true

[mob_home@snork]
path_home = kamp_1