;Duty

[agr_smart_terrain_1_6_duty_1_base_squad]
faction = dolg
npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3
target_smart = {+agru_go_out_end_task_complete} nil, agr_smart_terrain_1_6

[agr_smart_terrain_1_6_duty_2_base_squad]
faction = dolg
npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3
target_smart = {+agru_go_out_end_task_complete} nil, agr_smart_terrain_1_6

[agr_smart_terrain_1_6_duty_3_base_squad]
faction = dolg
npc = agr_bar_stalker_1, agr_bar_stalker_2, agr_bar_stalker_3, agr_bar_stalker_4, agr_bar_stalker_5
target_smart = {+agru_go_out_end_task_complete} nil, agr_smart_terrain_1_6

[agr_smart_terrain_1_6_duty_4_base_squad]
faction = dolg
npc = sim_default_duty_3, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3
target_smart = {+agru_go_out_end_task_complete} nil, agr_smart_terrain_1_6_near_1

[agr_smart_terrain_1_6_duty_5_base_squad]
faction = dolg
npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3
target_smart = agr_smart_terrain_1_6_near_2

[agr_smart_terrain_5_7_duty_1_squad]
faction = dolg
npc = agr_holeman, sim_default_duty_2, sim_default_duty_2
target_smart = {+agru_leader_dolg_task_complete} nil, agr_smart_terrain_5_7


;Duty blockpost

[agr_smart_terrain_7_4_duty_1_squad]
faction = dolg
npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_1, sim_default_duty_1, sim_default_duty_1
target_smart = {+agr_actor_inside_3} nil, agr_smart_terrain_7_4
on_death = %+agr_smart_terrain_7_4_duty_1_squad_dead%

[agr_smart_terrain_7_4_duty_2_squad]
faction = dolg
npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_1, sim_default_duty_1, sim_default_duty_1
target_smart = {+agr_actor_inside_3} agr_smart_terrain_5_4:agr_smart_terrain_4_6:agr_smart_terrain_1_6, agr_smart_terrain_7_4
attack_power = 400
on_death = %+agr_smart_terrain_7_4_duty_2_squad_dead%

[agr_smart_terrain_6_6_duty_1_squad]
faction = dolg
npc = sim_default_duty_0, sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_1
target_smart = {+agr_actor_inside_3} nil, agr_smart_terrain_6_6


;Stalkers

[agr_smart_terrain_4_4_stalker_1_squad]
faction = stalker
npc = agr_stalker_base_mechanic, agr_stalker_base_leader, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = agr_smart_terrain_4_4

[agr_smart_terrain_4_4_stalker_2_squad]
faction = stalker
npc = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3
target_smart = agr_smart_terrain_4_4

[agr_smart_terrain_4_4_stalker_4_squad]
faction = stalker
npc = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_3
target_smart = agr_smart_terrain_4_4_near_1
attack_power = 400

[agr_smart_terrain_4_4_stalker_5_squad]
faction = stalker
npc = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_3
target_smart = agr_smart_terrain_4_4_near_3
attack_power = 400

[agr_smart_terrain_4_4_stalker_7_squad]
faction = stalker
npc = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_3
target_smart = agr_smart_terrain_4_4_near_2
attack_power = 400


;Scientists

[agr_smart_terrain_1_3_scientists_squad]
faction = stalker
npc = sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_2, sim_default_stalker_2
target_smart = {+agr_stalker_scientist_quest_1} agr_smart_terrain_1_2, agr_smart_terrain_1_3
attack_power = 400
spawn_point = agr_smart_terrain_1_3_scientists_spawn_point
on_death = %+agr_stalker_scientist_dead%
relationship = neutral
sympathy = 0


;Bandits

[agr_smart_terrain_2_3_bandits_1_squad]
faction = bandit
npc = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3
target_smart = agr_smart_terrain_2_3
sympathy = 0.1
relationship = enemy
on_death = %+agr_smart_terrain_2_3_bandits_1_squad_death%

[agr_smart_terrain_2_3_bandits_1_squad_attack]
faction = bandit
npc = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3
target_smart = {+agr_stalker_base_start_attack_3} agr_smart_terrain_4_4_near_2, agr_smart_terrain_2_3
attack_power = 400
sympathy = 0.1
relationship = enemy

[agr_smart_terrain_6_4_bandits_1_squad]
faction = bandit
npc = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3
target_smart = agr_smart_terrain_6_4
sympathy = 0.1
relationship = enemy
on_death = %+agr_smart_terrain_6_4_bandits_1_squad_death%

[agr_smart_terrain_6_4_bandits_1_squad_attack]
faction = bandit
npc = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3
target_smart = {+agr_stalker_base_start_attack_2} agr_smart_terrain_4_4_near_3, agr_smart_terrain_6_4
attack_power = 400
sympathy = 0.1
relationship = enemy


;Zombies

[agr_smart_terrain_1_2_zombied_1_lair]
faction = zombied
npc = agr_stalker_zombied_1_default, agr_stalker_zombied_1_default, agr_stalker_zombied_1_default, agr_stalker_zombied_1_default, agr_stalker_zombied_1_default
target_smart = agr_smart_terrain_1_2
relationship = enemy
sympathy = 0.1


;Dogs

[agr_smart_terrain_5_2_dogs_1_lair]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_strong
target_smart = agr_smart_terrain_5_2
attack_power = 400

[agr_smart_terrain_2_2_dogs_1_lair]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_strong
target_smart = agr_smart_terrain_2_2
attack_power = 400

[agr_smart_terrain_7_5_dogs_1_lair]
faction = monster
npc = gigant_normal
;target_smart = {+agr_actor_inside_11 ~60} agr_smart_terrain_7_5:agr_smart_terrain_7_4, {+agr_actor_inside_11 ~40} agr_smart_terrain_7_5:agr_smart_terrain_6_6, agr_smart_terrain_7_5
target_smart = agr_smart_terrain_7_5
attack_power = 400


;Snorks
;+agr_actor_inside_3
[agr_smart_terrain_3_5_snorks_1_lair]
faction = monster
npc = agr_snork_jumper_1, agr_snork_jumper_1, agr_snork_jumper_1
target_smart = {+agr_actor_inside_6} nil, {+agr_actor_inside_3} agr_smart_terrain_4_6, agr_smart_terrain_3_5
attack_power = 400

[agr_smart_terrain_4_2_snorks_1_lair]
faction = monster
npc = agr_snork_jumper_1, dog_weak, dog_weak, dog_weak, dog_weak
target_smart = {+agr_stalker_base_start_attack_1} agr_smart_terrain_4_4_near_1, agr_smart_terrain_4_2
attack_power = 400

[agr_smart_terrain_4_2_snorks_2_lair]
faction = monster
npc = agr_snork_jumper_2, dog_weak, dog_weak, dog_weak, dog_weak
target_smart = {+agr_stalker_base_start_attack_1} agr_smart_terrain_4_4_near_1, agr_smart_terrain_4_2
attack_power = 400

[agr_smart_terrain_4_2_snorks_3_lair]
faction = monster
npc = agr_snork_jumper_3, dog_weak, dog_weak, dog_weak, dog_weak
target_smart = {+agr_stalker_base_start_attack_1} agr_smart_terrain_4_4_near_1, agr_smart_terrain_4_2
attack_power = 400

[agr_smart_terrain_4_2_snorks_4_lair]
faction = monster
npc = dog_strong, dog_strong, dog_strong, dog_normal, dog_normal
target_smart = agr_smart_terrain_4_2
on_death = %+agr_smart_terrain_4_2_snorks_4_lair_death%