[logic]
active = mob_home@sound
on_death = mob_death

[mob_death]
on_info = %+red_bloodsucker_off -red_bloodsucker_spawn%

[mob_home@sound]
path_home = red_bloodsucker_swarm_4_2
home_min_radius = 30
home_max_radius = 50
aggressive_home = true
;actor_friendly = true
;npc_friendly = true
state = invis
on_info = mob_home %=play_sound(red_bloodsucker_growl)%

[mob_home]
out_restr = red_forest_pda_map_zone
path_home = red_bloodsucker_hunter_way
home_min_radius = 30
home_max_radius = 50
;aggressive_home = true
actor_friendly = true
;npc_friendly = true
state = vis
on_game_timer = 500 | mob_walker
on_info = {=dist_to_actor_le(15)} mob_walker

[mob_walker]
path_walk = red_bloodsucker_swarm_1_2
actor_friendly = true
npc_friendly = true
braindead = true
state = vis
on_info = {=dist_to_actor_ge(10)} mob_walker@2
on_signal = action | nil %-red_bloodsucker_spawn =destroy_object%

[mob_walker@2]
path_walk = red_bloodsucker_swarm_1_3
actor_friendly = true
npc_friendly = true
braindead = true
state = invis
on_game_timer = 50 | nil %-red_bloodsucker_spawn =destroy_object%
on_signal = action | nil %-red_bloodsucker_spawn =destroy_object%
