[logic]
active = walker
combat_ignore = combat_ignore
on_combat = combat

[combat]
combat_type = zombied

[combat_ignore]

[walker]
path_walk = zombie_back
path_look = zombie_back_look
on_signal = arrived | walker@fight1
combat_ignore_cond = always
group = 2

[walker@fight1]
path_walk = zombie_back
path_look = zombie_back_look
group = 2
combat_ignore_cond = {=fighting_dist_ge(10)} walker@free_fight
def_state_moving1 = assault_fire
def_state_moving2 = assault_fire
def_state_moving3 = assault_fire

[walker@free_fight]
path_walk = zombie_back
path_look = zombie_back_look
group = 2