;----------------------------walker1-------------------
[logic@work1]
active = smartcover@kill1
suitable = {=check_npc_name(val_killer_1)} true
prior = 200

[smartcover@kill1]
path_walk = killer_1_combat_1_walk
cover_name = val_1_3_kill5_smartcover_1
cover_state = default_behaviour
combat_ignore_cond = true
on_info = {=actor_in_zone(val_attack_killer_1_zone)} walker@killer1_combat

[walker@killer1_combat]
path_walk = killer_1_combat_1_walk
path_look = killer_1_combat_1_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_smart_1_3_defence

;----------------------------walker2-------------------
[logic@work2]
active = smartcover@kill2
suitable = {=check_npc_name(val_killer_2)} true
prior = 200

[smartcover@kill2]
path_walk = killer_2_combat_1_walk
cover_name = val_1_3_kill2_smartcover
target_path = val_1_3_kill2_smartcover_target
cover_state = fire_target
combat_ignore_cond = true
on_info = {+val_freedom_attack_2} walker@killer2_combat

[walker@killer2_combat]
path_walk = killer_2_combat_1_walk
path_look = killer_2_combat_1_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_smart_1_3_defence

;----------------------------walker3-------------------
[logic@work3]
active = smartcover@kill3
suitable = {=check_npc_name(val_killer_3)} true
prior = 200
on_death = death@work_3

[death@work_3]
on_info = %+val_killer_roof_sniper_3_dead%

[smartcover@kill3]
path_walk = guard_1_walk
cover_name = val_1_3_kill3_smartcover
target_path = val_1_3_kill3_smartcover_target
cover_state = fire_target
combat_ignore_cond = true
;on_info = {+val_freedom_attack_2} walker@killer3_combat

[walker@killer3_combat]
path_walk = killer_3_combat_1_walk
path_look = killer_3_combat_1_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_smart_1_3_defence

;----------------------------walker4-------------------
[logic@work4]
active = smartcover@kill4
suitable = {=check_npc_name(val_killer_4)} true
prior = 200
on_death = death@work_4

[death@work_4]
on_info = %+val_killer_roof_sniper_4_dead%

[smartcover@kill4]
path_walk = guard_1_walk
cover_name = val_1_3_kill4_smartcover
target_path = val_1_3_kill4_smartcover_target
cover_state = fire_target
combat_ignore_cond = true
;on_info = {+val_freedom_attack_2} walker@killer4_combat

[walker@killer4_combat]
path_walk = killer_4_combat_1_walk
path_look = killer_4_combat_1_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_smart_1_3_defence

;----------------------------walker5-------------------
[logic@work5]
active = smartcover@kill5
suitable = {=check_npc_name(val_killer_5)} true
prior = 200
on_death = death@work_5

[death@work_5]
on_info = %+val_killer_roof_sniper_5_dead%

[smartcover@kill5]
path_walk = guard_1_walk
cover_name = val_1_3_kill5_smartcover
target_path = val_1_3_kill5_smartcover_target
cover_state = fire_target
combat_ignore_cond = true
;on_info = {+val_freedom_attack_2} walker@killer5_combat


[walker@killer5_combat]
path_walk = killer_5_combat_1_walk
path_look = killer_5_combat_1_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_smart_1_3_defence
