[logic]
active = walker
on_death = death@1
;on_hit = hit
on_combat = combat

[death@1]
on_info = {=in_zone(yan_roof_cut6_restr)} %+yan_destroy_wave3_3 =dec_counter(yan_zombie_roof)%

;[hit]
;on_info = %+alert_zombi_cut6_13%

[combat]
;on_hit = hit
combat_type = zombied
;combat_ignore_cond = {-alert_zombi_cut6_13}

[walker]
group = 8
radius = 0
path_walk = yan_walker_zombie_cut6_way_12_walk
path_look = yan_walker_zombie_cut6_way_12_look
;on_signal = on_krisha | %+yan_zombied_on_krisha_cut6%
def_state_campering = threat
def_state_campering_fire = threat_fire
no_retreat = true
danger = danger_condition
combat_ignore_cond = {=fighting_dist_ge(3)}
combat_ignore_keep_when_attacked = true
on_info = {=in_zone(yan_roof_cut6_restr)} camper2 %=inc_counter(yan_zombie_roof)%
on_info2 = {+yan_stop_spawn_cut6} nil

[camper2]
out_restr = yan_roof_cut6_restr
radius = 0
path_walk = yan_walker_zombie_cut6_way_12a_walk
path_look = yan_walker_zombie_cut6_way_12a_look
on_signal = stop | nil
def_state_campering = threat
def_state_campering_fire = threat_fire
no_retreat = true 
danger = danger_condition
combat_ignore_cond = {=fighting_dist_ge(3)}
on_info = {+yan_stop_spawn_cut6} nil

[danger_condition]
ignore_distance_sound = 0
ignore_distance = 0
ignore_distance_corpse = 0





