[logic]
active = mob_walker
on_death = mob_death

[mob_walker]
path_walk = agr_hole_snork_2_walk
on_info2 = {=npc_in_zone(agr_hole_defend)} mob_jump
braindead = true
actor_friendly = true
npc_friendly = true

[mob_jump]
path_jump = jump_mob
ph_jump_factor = 1.5
offset = 0,0,0
on_signal = jumped | nil


[mob_death]
on_info = %+death_7%
