;----------------------------walker1-------------------
[logic@work10]
active = walker@start_work6
suitable = {=check_npc_name(val_freedom_attack_6)}
prior = 200

[walker@start_work6]
path_walk = freedom_attack_walker_6_walk
path_look = freedom_attack_walker_6_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+val_freedom_attack_brake} walker@die6
out_restr = val_smart_2_1_bufer_zone_2

[walker@die6]
val_smart_2_1_bufer_zone_2
path_walk = val_freedom_die_walk
path_walk = val_freedom_die_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
combat_ignore_cond = true
out_restr = val_smart_2_1_bufer_zone_2
;----------------------------walker2-------------------
[logic@work20]
active = walker@start_work7
suitable = {=check_npc_name(val_freedom_attack_7)}
prior = 200

[walker@start_work7]
path_walk = freedom_attack_walker_7_walk
path_look = freedom_attack_walker_7_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+val_freedom_attack_brake} walker@die7
out_restr = val_smart_2_1_bufer_zone_2

[walker@die7]
path_walk = val_freedom_die_walk
path_walk = val_freedom_die_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
combat_ignore_cond = true
out_restr = val_smart_2_1_bufer_zone_2
;----------------------------walker3-------------------
[logic@work30]
active = walker@start_work8
suitable = {=check_npc_name(val_freedom_attack_8)}
prior = 200

[walker@start_work8]
out_restr = val_smart_2_1_bufer_zone_2
path_walk = freedom_attack_walker_8_walk
path_look = freedom_attack_walker_8_look
meet = no_meet
val_smart_2_1_bufer_zone_2
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+val_freedom_attack_brake} walker@die8

[walker@die8]
val_smart_2_1_bufer_zone_2
path_walk = val_freedom_die_walk
path_walk = val_freedom_die_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
combat_ignore_cond = true
;----------------------------walker4-------------------
[logic@work40]
active = walker@start_work9
suitable = {=check_npc_name(val_freedom_attack_9)}
prior = 200

[walker@start_work9]
val_smart_2_1_bufer_zone_2
path_walk = freedom_attack_walker_9_walk
path_look = freedom_attack_walker_9_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+val_freedom_attack_brake} walker@die9


[walker@die9]
val_smart_2_1_bufer_zone_2
path_walk = val_freedom_die_walk
path_walk = val_freedom_die_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
combat_ignore_cond = true

;----------------------------walker5-------------------
[logic@work50]
active = walker@start_work10
suitable = {=check_npc_name(val_freedom_attack_10)}
prior = 200


[walker@start_work10]
val_smart_2_1_bufer_zone_2
path_walk = freedom_attack_walker_10_walk
path_look = freedom_attack_walker_10_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+val_freedom_attack_brake} walker@die10


[walker@die10]
val_smart_2_1_bufer_zone_2
path_walk = val_freedom_die_walk
path_walk = val_freedom_die_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
combat_ignore_cond = true