[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
meet = no_meet
;------------------------------------------------

[logic@agent_1]
suitable = {=target_squad_name(lim_a3_agent_squad)} true
active = walker@wait_4
prior = 200

[walker@wait_4]:walker@standart
path_walk = agent_1_walk
path_look = agent_1_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false

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

[logic@agent_2]
suitable = {=target_squad_name(lim_a3_agent_squad)} true
active = walker@wait_5
prior = 200

[walker@wait_5]:walker@standart
path_walk = agent_2_walk
path_look = agent_1_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
;------------------------------------------------

[logic@agent_3]
suitable = {=target_squad_name(lim_a3_agent_squad)} true
active = walker@wait_6
prior = 200

[walker@wait_6]:walker@standart
path_walk = agent_3_walk
path_look = agent_1_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
;------------------------------------------------

[logic@agent_4]
suitable = {=target_squad_name(lim_a3_agent_squad)} true
active = walker@wait_7
prior = 200

[walker@wait_7]:walker@standart
path_walk = agent_4_walk
path_look = agent_1_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
;------------------------------------------------

[logic@agent_5]
suitable = {=target_squad_name(lim_a3_agent_squad)} true
active = walker@wait_8
prior = 200

[walker@wait_8]:walker@standart
path_walk = agent_5_walk
path_look = agent_1_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
;------------------------------------------------

[logic@agent_6]
suitable = {=target_squad_name(lim_a3_agent_squad)} true
active = walker@wait_9
prior = 200

[walker@wait_9]:walker@standart
path_walk = agent_6_walk
path_look = agent_1_look
combat_ignore_cond = {!check_enemy_name(actor)} true, false
