[mob_home@_1]
out_restr = sr_jup_cemetery
path_home = zombie_home_1
home_min_radius = 10
home_max_radius = 15
aggressive = true

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

[logic@zombi_1]
suitable = {=is_monster_zomb} true
active = mob_walker@_1
monster_job = true
prior = 200

[mob_walker@_1]
out_restr = sr_jup_cemetery
invulnerable = true
combat_ignore_cond = true
path_walk = zombie_1_walk
path_look = zombie_1_look
on_info = %=control_position(jup_a5_zombie_1_walk)%
on_info2  = {=dist_to_actor_le(145)} mob_fake_death@_1

[mob_fake_death@_1]
combat_ignore_cond = true
invulnerable = true
on_info  = {+all_zombies_wake_up} mob_home@_1
on_info2 = {=dist_to_actor_le(140) -jup_a5_zombie_1_offline} %+jup_a5_zombie_1_offline%
;-----------------------------------------------------

[logic@zombi_2]
suitable = {=is_monster_zomb} true
active = mob_walker@_2
monster_job = true
prior = 200

[mob_walker@_2]
out_restr = sr_jup_cemetery
invulnerable = true
combat_ignore_cond = true
path_walk = zombie_2_walk
path_look = zombie_2_look
on_info  = %=control_position(jup_a5_zombie_2_walk)%
on_info2 = {=dist_to_actor_le(145)} mob_fake_death@_2

[mob_fake_death@_2]
combat_ignore_cond = true
invulnerable = true
on_info = {+all_zombies_wake_up} mob_home@_1
on_info2 = {=dist_to_actor_le(140) -jup_a5_zombie_2_offline} %+jup_a5_zombie_2_offline%
;-----------------------------------------------------

[logic@zombi_3]
suitable = {=is_monster_zomb} true
active = mob_walker@_3
monster_job = true
prior = 200

[mob_walker@_3]
out_restr = sr_jup_cemetery
invulnerable = true
combat_ignore_cond = true
path_walk = zombie_3_walk
path_look = zombie_3_look
on_info  = %=control_position(jup_a5_zombie_3_walk)%
on_info2 = {=dist_to_actor_le(145)} mob_fake_death@_3

[mob_fake_death@_3]
combat_ignore_cond = true
invulnerable = true
on_info = {+all_zombies_wake_up} mob_home@_1
on_info2 = {=dist_to_actor_le(140) -jup_a5_zombie_3_offline} %+jup_a5_zombie_3_offline%
;-----------------------------------------------------

[logic@zombi_4]
suitable = {=is_monster_zomb} true
active = mob_walker@_4
monster_job = true
prior = 200

[mob_walker@_4]
out_restr = sr_jup_cemetery
invulnerable = true
combat_ignore_cond = true
path_walk = zombie_4_walk
path_look = zombie_4_look
on_info  = %=control_position(jup_a5_zombie_4_walk)%
on_info2 = {=dist_to_actor_le(145)} mob_fake_death@_4

[mob_fake_death@_4]
combat_ignore_cond = true
invulnerable = true
on_info = {+all_zombies_wake_up} mob_home@_1
on_info2 = {=dist_to_actor_le(140) -jup_a5_zombie_4_offline} %+jup_a5_zombie_4_offline%
;-----------------------------------------------------

[logic@zombi_5]
suitable = {=is_monster_zomb} true
active = mob_walker@_5
monster_job = true
prior = 200

[mob_walker@_5]
out_restr = sr_jup_cemetery
invulnerable = true
combat_ignore_cond = true
path_walk = zombie_5_walk
path_look = zombie_5_look
on_info  = %=control_position(jup_a5_zombie_5_walk)%
on_info2 = {=dist_to_actor_le(145)} mob_fake_death@_5

[mob_fake_death@_5]
combat_ignore_cond = true
invulnerable = true
on_info = {+all_zombies_wake_up} mob_home@_1
on_info2 = {=dist_to_actor_le(140) -jup_a5_zombie_5_offline} %+jup_a5_zombie_5_offline%
;-----------------------------------------------------

[logic@zombi_6]
suitable = {=is_monster_zomb} true
active = mob_walker@_6
monster_job = true
prior = 200

[mob_walker@_6]
out_restr = sr_jup_cemetery
invulnerable = true
combat_ignore_cond = true
path_walk = zombie_6_walk
path_look = zombie_6_look
on_info  = %=control_position(jup_a5_zombie_6_walk)%
on_info2 = {=dist_to_actor_le(145)} mob_fake_death@_6

[mob_fake_death@_6]
combat_ignore_cond = true
invulnerable = true
on_info = {+all_zombies_wake_up} mob_home@_1
on_info2 = {=dist_to_actor_le(140) -jup_a5_zombie_6_offline} %+jup_a5_zombie_6_offline%
;-----------------------------------------------------

[logic@zombi_7]
suitable = {=is_monster_zomb} true
active = mob_walker@_7
monster_job = true
prior = 200

[mob_walker@_7]
out_restr = sr_jup_cemetery
invulnerable = true
combat_ignore_cond = true
path_walk = zombie_7_walk
path_look = zombie_7_look
on_info  = %=control_position(jup_a5_zombie_7_walk)%
on_info2 = {=dist_to_actor_le(145)} mob_fake_death@_7

[mob_fake_death@_7]
combat_ignore_cond = true
invulnerable = true
on_info = {+all_zombies_wake_up} mob_home@_1
on_info2 = {=dist_to_actor_le(140) -jup_a5_zombie_7_offline} %+jup_a5_zombie_7_offline%
;-----------------------------------------------------

[logic@zombi_8]
suitable = {=is_monster_zomb} true
active = mob_walker@_8
monster_job = true
prior = 200

[mob_walker@_8]
out_restr = sr_jup_cemetery
invulnerable = true
combat_ignore_cond = true
path_walk = zombie_8_walk
path_look = zombie_8_look
on_info  = %=control_position(jup_a5_zombie_8_walk)%
on_info2 = {=dist_to_actor_le(145)} mob_fake_death@_8

[mob_fake_death@_8]
combat_ignore_cond = true
invulnerable = true
on_info = {+all_zombies_wake_up} mob_home@_1
on_info2 = {=dist_to_actor_le(140) -jup_a5_zombie_8_offline} %+jup_a5_zombie_8_offline%
;-----------------------------------------------------

[logic@control_1]
suitable = {=is_monster_controller} true
active = mob_home@control
monster_job = true
prior = 200

[mob_home@control]
path_home = contr_home_1
home_min_radius = 2
home_max_radius = 7
aggressive = true

[logic@control_2]:logic@control_1
