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

[death@1]
on_info = %+yan_destroy_zombi10_cut2 =dec_counter(yan_base_silence_cut2_restr)%

;[hit]
;on_info = %+alert_zombi_cut6_10%

[combat]
on_hit = hit
combat_type = zombied
;combat_ignore_cond = {-alert_zombi_cut6_10}

[camper]
group = 10
radius = 0
path_walk = yan_walker_zombie_cut2_way_10_walk
path_look = yan_walker_zombie_cut2_way_10_look
on_signal = nil | nil
def_state_campering = threat
def_state_campering_fire = threat_fire
danger = danger_condition
on_signal = nil | nil
no_retreat = true 
combat_ignore_cond = {=fighting_dist_ge(3)}
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_10a_walk
path_look = yan_walker_zombie_cut2_way_10a_look
;on_signal = on_krisha | %+yan_zombied_on_krisha_cut6%
def_state_campering = threat
def_state_campering_fire = threat_fire
danger = danger_condition
no_retreat = true 
combat_ignore_cond = {=fighting_dist_ge(3)}
on_signal = nil | nil

[danger_condition]
ignore_distance_sound = 0
ignore_distance = 0


