[wounded@work]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work
;-------------------------------------------

[logic@walker_1]
suitable = {=target_squad_name(mil_a18_killer_squad)} true
active = walker@wait_1
prior = 200

[walker@wait_1]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look

;----------------------------------------------------

[logic@walker_2]
suitable = {=target_squad_name(mil_a18_killer_squad)} true
active = walker@wait_2
prior = 200

[walker@wait_2]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
;----------------------------------------------------

[logic@walker_3]
suitable = {=target_squad_name(mil_a18_killer_squad)} true
active = walker@wait_3
prior = 200

[walker@wait_3]:walker@standart
path_walk = walker_3_walk
path_look = walker_3_look
;----------------------------------------------------
