[combat_ignore@agr_factory_assault]

;[death@agr_factory_assault]
;setting spawn probability
;on_info = {=gulag_casualities_ge(agr_factory_assault:2) -agr_spawned} %+agr_assault_3_dead%
;on_info2 = {=gulag_casualities_ge(agr_factory_assault:4) -agr_spawned} %+agr_assault_5_dead%
;on_info3 = {=gulag_casualities_ge(agr_factory_assault:7) -agr_spawned} %+agr_assault_8_dead%
;on_info4 = {=gulag_casualities_ge(agr_factory_assault:4) =gulag_casualities_le(agr_factory_defence:3) -agr_spawned} %+agr_assault_too_good%
;setting results depending on spawn
;on_info5 = {=gulag_casualities_ge(agr_factory_assault:11)  +agr_actor_close -agr_assault_3_dead} %+agr_assault_cleared%
;on_info6 = {=gulag_casualities_ge(agr_factory_assault:14) +agr_assault_3_dead -agr_assault_too_good -agr_assault_5_dead -agr_assault_8_dead} %+agr_assault_cleared%
;on_info7 = {=gulag_casualities_ge(agr_factory_assault:15) +agr_assault_5_dead -agr_assault_too_good -agr_assault_8_dead} %+agr_assault_cleared%
;on_info8 = {=gulag_casualities_ge(agr_factory_assault:17) -agr_assault_too_good +agr_assault_8_dead} %+agr_assault_cleared%
;on_info9 = {=gulag_casualities_ge(agr_factory_assault:17) +agr_assault_too_good} %+agr_assault_cleared%

[death@agr_factory_assault]
on_info = {=gulag_population_active_le(agr_factory_assault:2)} %+agr_assault_cleared%

[death@agr_factory_assault1]
on_info = %+agr_factory_assault1_dead%

[death@agr_factory_assault2]
on_info = %+agr_factory_assault2_dead%

[death@agr_factory_assault3]
on_info = %+agr_factory_assault3_dead%

[death@agr_factory_assault4]
on_info = %+agr_factory_assault4_dead%

[death@agr_factory_assault5]
on_info = %+agr_factory_assault5_dead%

[death@agr_factory_assault6]
on_info = %+agr_factory_assault6_dead%

[death@agr_factory_assault7]
on_info = %+agr_factory_assault7_dead%

[death@agr_factory_assault8]
on_info = %+agr_factory_assault8_dead%

[death@agr_factory_assault9]
on_info = %+agr_factory_assault9_dead%

[death@agr_factory_assault10]
on_info = %+agr_factory_assault10_dead%

[death@agr_factory_assault11]
on_info = %+agr_factory_assault11_dead%

[danger@agr_factory_assault_ignore_corpses]
;ignore_distance_corpse = 0
;ignore_distance_sound = 0
;ignore_distance = 0
;danger_inertion_time_grenade = 0
;danger_inertion_time_hit = 4000
;danger_inertion_time_ricochet = 0
;danger_inertion_time_corpse = 0
;danger_inertion_time_sound = 0

[danger@agr_factory_assault_battle]
;ignore_distance = 100
;ignore_distance_sound = 100
;ignore_distance_corpse = 0
;danger_inertion_time_grenade = 2000
;danger_inertion_time_hit = 4000
;danger_inertion_time_ricochet = 1000
;danger_inertion_time_corpse = 0

;******************************run to stalkers state 0************************************
[hit@agr_factory_assault]
on_info = {=hit_by_actor} %=disable_invulnerability%

[logic@agr_factory_assault_walker1]
active = walker1@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker1@agr_factory_assault]
path_walk = walk1
combat_ignore_cond = {-agr_spawn_defence}
team = agr_assault
invulnerable = {!hit_by_actor} true
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
on_info = {+agr_scene_completed} walker1@agr_factory_assault_skirmish

[walker1@agr_factory_assault_skirmish]
path_walk = battle_walk1
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
team = agr_assault
combat_ignore_cond = always
invulnerable = {!hit_by_actor} true
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = s | walker1@agr_factory_assault_battle

[walker1@agr_factory_assault_battle]
path_walk = soldier_walk2 ;skirmish_battle1
soundgroup = agr_factory_assault
team = agr_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker2]
active = walker2@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker2@agr_factory_assault]
path_walk = walk2
combat_ignore_cond = {-agr_spawn_defence}
team = agr_assault
invulnerable = {-agr_actor_close !hit_by_actor} true 
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
on_info = {+agr_scene_completed} walker2@agr_factory_assault_skirmish

[walker2@agr_factory_assault_skirmish]
path_walk = battle_walk2
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
team = agr_assault
combat_ignore_cond = always
invulnerable = {!hit_by_actor} true
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = s | walker2@agr_factory_assault_battle

[walker2@agr_factory_assault_battle]
path_walk = skirmish_battle2
soundgroup = agr_factory_assault
team = agr_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker3]
active = walker3@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker3@agr_factory_assault]
path_walk = walk3
combat_ignore_cond = {-agr_spawn_defence}
team = agr_assault
invulnerable = {!hit_by_actor} true 
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
on_info = {+agr_scene_completed} walker3@agr_factory_assault_skirmish

[walker3@agr_factory_assault_skirmish]
path_walk = battle_walk3
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
team = agr_assault
combat_ignore_cond = always
invulnerable = {!hit_by_actor} true
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = s | walker3@agr_factory_assault_battle

[walker3@agr_factory_assault_battle]
path_walk = skirmish_battle3
soundgroup = agr_factory_assault
team = agr_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker4]
active = walker4@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker4@agr_factory_assault]
path_walk = walk4
combat_ignore_cond = {-agr_spawn_defence}
team = agr_assault
invulnerable = {!hit_by_actor} true 
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
on_info = {+agr_scene_completed} walker4@agr_factory_assault_skirmish

[walker4@agr_factory_assault_skirmish]
path_walk = battle_walk4
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
team = agr_assault
combat_ignore_cond = always
invulnerable = {!hit_by_actor} true
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = s | walker4@agr_factory_assault_battle

[walker4@agr_factory_assault_battle]
path_walk = skirmish_battle9
soundgroup = agr_factory_assault
team = agr_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

;******************************************************************

[logic@agr_factory_assault_walker5]
active = walker5@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker5@agr_factory_assault]
path_walk = walk5
combat_ignore_cond = {-agr_spawn_defence}
team = agr_assault
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker6]
active = walker6@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker6@agr_factory_assault]
path_walk = walk6
combat_ignore_cond = {-agr_spawn_defence}
team = agr_assault
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker7]
active = walker7@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker7@agr_factory_assault]
path_walk = walk7
combat_ignore_cond = {-agr_spawn_defence}
team = agr_assault
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker8]
active = walker8@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker8@agr_factory_assault]
path_walk = walk8
combat_ignore_cond = {-agr_spawn_defence}
team = agr_assault
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker9]
active = walker9@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker9@agr_factory_assault]
path_walk = walk9
combat_ignore_cond = {-agr_spawn_defence}
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
team = agr_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker10]
active = walker10@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker10@agr_factory_assault]
path_walk = walk10
combat_ignore_cond = {-agr_spawn_defence}
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
team = agr_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

[logic@agr_factory_assault_walker11]
active = walker11@agr_factory_assault
combat_ignore = combat_ignore@agr_factory_assault
on_hit = hit@agr_factory_assault
on_death = death@agr_factory_assault

[walker11@agr_factory_assault]
path_walk = walk11
combat_ignore_cond = {-agr_spawn_defence}
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault
team = agr_assault
;invulnerable = {+agr_scene_completed -agr_actor_close !hit_by_actor} true

;************************assault soldiers state 1********************************************

[logic@agr_factory_assault_skirmish_walker1]
active = walker1@agr_factory_assault_fight
on_death = death@agr_factory_assault
combat_ignore = true

[walker1@agr_factory_assault_fight]
path_walk = soldier_walk2 ;skirmish_battle1
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker2]
active = walker2@agr_factory_assault_fight
on_death = death@agr_factory_assault
combat_ignore = true

[walker2@agr_factory_assault_fight]
path_walk = skirmish_battle2
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker3]
active = walker3@agr_factory_assault_fight
on_death = death@agr_factory_assault
combat_ignore = true

[walker3@agr_factory_assault_fight]
path_walk = skirmish_battle3
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker4]
active = walker4@agr_factory_assault_fight
on_death = death@agr_factory_assault
combat_ignore = true

[walker4@agr_factory_assault_fight]
path_walk = skirmish_battle9
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

;**************************************************************************************

[logic@agr_factory_assault_skirmish_walker5]
active = walker5@agr_factory_assault_skirmish
on_death = death@agr_factory_assault

[walker5@agr_factory_assault_skirmish]
path_walk = skirmish_walk5
;danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker6]
active = walker6@agr_factory_assault_skirmish
on_death = death@agr_factory_assault

[walker6@agr_factory_assault_skirmish]
path_walk = skirmish_walk6
;danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker7]
active = walker7@agr_factory_assault_skirmish
on_death = death@agr_factory_assault

[walker7@agr_factory_assault_skirmish]
path_walk = skirmish_walk7
;danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker8]
active = walker8@agr_factory_assault_skirmish
on_death = death@agr_factory_assault

[walker8@agr_factory_assault_skirmish]
path_walk = skirmish_walk8
;danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker9]
active = walker9@agr_factory_assault_skirmish
on_death = death@agr_factory_assault

[walker9@agr_factory_assault_skirmish]
path_walk = skirmish_walk9
;danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker10]
active = walker9@agr_factory_assault_skirmish
on_death = death@agr_factory_assault

[walker10@agr_factory_assault_skirmish]
path_walk = skirmish_walk10
;danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_walker11]
active = walker11@agr_factory_assault_skirmish
on_death = death@agr_factory_assault

[walker11@agr_factory_assault_skirmish]
path_walk = skirmish_walk11
;danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish
;on_info = {+agr_scene_completed} walker11@agr_factory_assault_fight

[walker11@agr_factory_assault_fight]
path_walk = skirmish_walk11
;danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish


;************************assault stalkers state 1********************************************

[danger@agr_factory_assault]
ignore_distance = 10

[logic@agr_factory_assault_bld_walker1]
active = walker1@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker1@agr_factory_assault_bld]
path_walk = bld_walk1
danger = danger@agr_factory_assault
soundgroup = agr_factory_assault_bld
team = agr_assault_bld

[logic@agr_factory_assault_bld_walker2]
active = walker2@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker2@agr_factory_assault_bld]
path_walk = bld_walk2
danger = danger@agr_factory_assault
soundgroup = agr_factory_assault_bld
team = agr_assault_bld

[logic@agr_factory_assault_bld_walker3]
active = walker3@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker3@agr_factory_assault_bld]
path_walk = bld_walk3
danger = danger@agr_factory_assault
soundgroup = agr_factory_assault_bld
team = agr_assault_bld

[logic@agr_factory_assault_bld_walker4]
active = walker4@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker4@agr_factory_assault_bld]
path_walk = bld_walk4
danger = danger@agr_factory_assault
soundgroup = agr_factory_assault_bld
team = agr_assault_bld

[logic@agr_factory_assault_bld_walker5]
active = walker5@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker5@agr_factory_assault_bld]
path_walk = bld_walk5
danger = danger@agr_factory_assault
soundgroup = agr_factory_assault_bld
team = agr_assault_bld

[logic@agr_factory_assault_bld_walker6]
active = walker6@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker6@agr_factory_assault_bld]
path_walk = bld_walk6
danger = danger@agr_factory_assault
soundgroup = agr_factory_assault_bld
team = agr_assault_bld

[logic@agr_factory_assault_bld_walker7]
active = walker7@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker7@agr_factory_assault_bld]
path_walk = bld_walk7
danger = danger@agr_factory_assault
soundgroup = agr_factory_assault_bld
team = agr_assault_bld

[logic@agr_factory_assault_bld_walker8]
active = walker8@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker8@agr_factory_assault_bld]
path_walk = bld_walk8
danger = danger@agr_factory_assault
soundgroup = agr_factory_assault_bld
team = agr_assault_bld

[logic@agr_factory_assault_bld_walker9]
active = walker9@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker9@agr_factory_assault_bld]
path_walk = bld_walk9
danger = danger@agr_factory_assault

[logic@agr_factory_assault_bld_walker10]
active = walker10@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker10@agr_factory_assault_bld]
path_walk = bld_walk10
danger = danger@agr_factory_assault

[logic@agr_factory_assault_bld_walker11]
active = walker11@agr_factory_assault_bld
on_death = death@agr_factory_assault

[walker11@agr_factory_assault_bld]
path_walk = bld_walk11
danger = danger@agr_factory_assault

;***************************************************************************************
[logic@agr_factory_assault_skirmish_survivor_off]
active = walker@agr_factory_assault_skirmish_survivor_off

[walker@agr_factory_assault_skirmish_survivor_off]
path_walk = skirmish_walk12
danger = danger@agr_factory_assault_ignore_corpses

[logic@agr_factory_assault_skirmish_survivor]
active = walker@agr_factory_assault_skirmish_survivor
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_survivor]
path_walk = skirmish_walk12
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

;***************************************************************************************

[logic@agr_factory_assault_skirmish_battle1]
active = walker@agr_factory_assault_skirmish_battle1
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle1]
path_walk = skirmish_battle1
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle2]
active = walker@agr_factory_assault_skirmish_battle2
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle2]
path_walk = skirmish_battle2
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle3]
active = walker@agr_factory_assault_skirmish_battle3
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle3]
path_walk = skirmish_battle3
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle4]
active = walker@agr_factory_assault_skirmish_battle4
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle4]
path_walk = skirmish_battle4
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle5]
active = walker@agr_factory_assault_skirmish_battle5
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle5]
path_walk = skirmish_battle5
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle6]
active = walker@agr_factory_assault_skirmish_battle6
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle6]
path_walk = skirmish_battle6
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle7]
active = walker@agr_factory_assault_skirmish_battle7
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle7]
path_walk = skirmish_battle7
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle8]
active = walker@agr_factory_assault_skirmish_battle8
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle8]
path_walk = skirmish_battle8
danger = danger@agr_factory_assault_battle
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

;***************************************************************************************

[logic@agr_factory_assault_skirmish_battle1_off]
active = walker@agr_factory_assault_skirmish_battle_off1
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle_off1]
path_walk = skirmish_battle1
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle2_off]
active = walker@agr_factory_assault_skirmish_battle_off2
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle_off2]
path_walk = skirmish_battle2
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle3_off]
active = walker@agr_factory_assault_skirmish_battle_off3
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle_off3]
path_walk = skirmish_battle3
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle4_off]
active = walker@agr_factory_assault_skirmish_battle_off4
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle_off4]
path_walk = skirmish_battle4
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle5_off]
active = walker@agr_factory_assault_skirmish_battle_off5
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle_off5]
path_walk = skirmish_battle5
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle6_off]
active = walker@agr_factory_assault_skirmish_battle_off6
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle_off6]
path_walk = skirmish_battle6
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle7_off]
active = walker@agr_factory_assault_skirmish_battle_off7
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle_off7]
path_walk = skirmish_battle7
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish

[logic@agr_factory_assault_skirmish_battle8_off]
active = walker@agr_factory_assault_skirmish_battle_off8
on_death = death@agr_factory_assault

[walker@agr_factory_assault_skirmish_battle_off8]
path_walk = skirmish_battle8
danger = danger@agr_factory_assault_ignore_corpses
soundgroup = agr_factory_assault_skirmish
team = agr_assault_skirmish
