[logic]
active = walker
on_death = death@4
on_combat = combat

[death@4]
on_info = %+yan_destroy_zombi1_cut2 =dec_counter(yan_base_silence_cut2_restr)%   ;=dec_counter(yan_zombie_roof)

[combat]
combat_type = zombied

[walker]
group = 5
radius = 0
path_walk = yan_walker_zombie_cut2_way_1_walk
path_look = yan_walker_zombie_cut2_way_1_look
;def_state_campering = threat
;def_state_campering_fire = threat_fire
danger = danger_condition
;on_info = {+yan_stop_spawn_cut6} nil
combat_ignore_cond = {=fighting_dist_ge(2)}
on_info = {=in_zone(yan_base_silence_cut2_restr)} camper2  %=inc_counter(yan_base_silence_cut2_restr)% 

[camper2]
out_restr = yan_base_silence_cut2_restr
radius = 0
path_walk = yan_walker_zombie_cut2_way_1a_walk
path_look = yan_walker_zombie_cut2_way_1a_look
;on_signal = on_krisha | %+yan_zombied_on_krisha_cut6%
def_state_campering = threat
def_state_campering_fire = threat_fire
danger = danger_condition
combat_ignore_cond = {=fighting_dist_ge(2)}
on_signal = nil | nil

[danger_condition]
ignore_distance_sound = 0
ignore_distance = 0