[logic@agr_u_bloodsucker_2] :-- test active = mob_home@2 suitable = {=target_squad_name(agr_u_bloodsucker_2_squad)} true suitable = {=target_squad_name(simulation_zombie_blind)} true suitable = {=target_squad_name(simulation_snork_2_3)} true monster_job = true prior = 200 on_death = death [mob_home@1] path_home = home home_min_radius = 2 home_max_radius = 5 on_info = %=play_sound(red_bloodsucker_growl)% mob_home@2 out_restr = agr_u_bloodsucker_rest [mob_home@2] path_home = home home_min_radius = 2 home_max_radius = 5 out_restr = agr_u_bloodsucker_rest ;[logic@agr_u_bloodsucker_2] ;active = mob_walker@invis ;suitable = {=target_squad_name(agr_u_bloodsucker_2_squad)} true ;monster_job = true ;prior = 200 ;on_death = death ;[mob_walker@invis] ;path_walk = walk ;path_look = look ;state = invis ;braindead = false ;actor_friendly = false ;npc_friendly = true ;on_info = {=dist_to_actor_le(5)} %=play_sound(red_bloodsucker_growl)% mob_walker@vis ;out_restr = agru_bloodsucker_out_restr ;[mob_walker@vis] ;path_walk = walk ;path_look = look ;state = vis ;npc_friendly = true ;on_info = {=dist_to_actor_ge(5)} mob_walker@invis ;out_restr = agru_bloodsucker_out_restr