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

[death@1]
on_info = %+yan_destroy_zombi2_cut2 =dec_counter(yan_base_silence_cut2_restr)%

;[hit]
;on_info = %+alert_zombi_cut6_2%

[combat]
;on_hit = hit
combat_type = zombied
;combat_ignore_cond = {-alert_zombi_cut6_2}

[camper]
group = 2
radius = 0
path_walk = yan_walker_zombie_cut2_way_2_walk
path_look = yan_walker_zombie_cut2_way_2_look
def_state_campering = threat
def_state_campering_fire = threat_fire
danger = danger_condition
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]
group = 2
out_restr = yan_base_silence_cut2_restr
path_walk = yan_walker_zombie_cut2_way_2a_walk
path_look = yan_walker_zombie_cut2_way_2a_look
radius = 0
def_state_campering = threat
def_state_campering_fire = threat_fire
no_retreat = true
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

