[logic@freedom_attack_1]
suitable = {=target_squad_name(freedom_angar_squad)} true
prior = 200
active = camper@freedom_attack_1
post_combat_time = 0,0

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
meet = no_meet

[camper@freedom_attack_1]:walker@all
path_walk = angar_freedom_attack_1_walk
path_look = angar_freedom_attack_1_look
def_state_standing = hide_na
on_info = {-angar_freedom_attack_teleport_1} %=teleport_npc(a8_sv_terrain_angar_freedom_attack_1_walk) +angar_freedom_attack_teleport_1%
on_signal = attack_1 | %+angar_freedom_attack_signal%
on_info2 = {+a8_actor_looser_go_out_angar} walker@freedom_angar_1
on_info3 = {+a10_mironyk_break_dialog_3} walker@freedom_angar_1

[walker@freedom_angar_1]:walker@all
path_walk = angar_freedom_baza_1_walk
path_look = angar_freedom_baza_1_look
def_state_standing = guard
on_info = {-angar_freedom_baza_teleport_1 +a10_mironyk_break_dialog_3} %=teleport_npc(a8_sv_terrain_angar_freedom_baza_1_walk) +angar_freedom_baza_teleport_1%
on_info2 = {+a10_mironyk_break_dialog_3 =dist_to_actor_le(50) !actor_enemy} %=play_sound(a8_freedom_waring_actor)%
on_info3 = {+a10_mironyk_break_dialog_3 =dist_to_actor_le(40)} %=set_squad_enemy_to_actor(freedom_angar_squad)%

[logic@freedom_attack_2]
suitable = {=target_squad_name(freedom_angar_squad)} true
prior = 200
active = camper@freedom_attack_2
post_combat_time = 0,0

[camper@freedom_attack_2]:walker@all
path_walk = angar_freedom_attack_2_walk
path_look = angar_freedom_attack_2_look
def_state_standing = hide_na
on_info = {-angar_freedom_attack_teleport_2} %=teleport_npc(a8_sv_terrain_angar_freedom_attack_2_walk) +angar_freedom_attack_teleport_2%
on_signal = attack_2 | %+angar_freedom_attack_signal%
on_info2 = {+a8_actor_looser_go_out_angar} walker@freedom_angar_2
on_info3 = {+a10_mironyk_break_dialog_3} walker@freedom_angar_2

[walker@freedom_angar_2]:walker@all
path_walk = angar_freedom_baza_2_walk
path_look = angar_freedom_baza_2_look
def_state_standing = guard
on_info = {-angar_freedom_baza_teleport_2 +a10_mironyk_break_dialog_3} %=teleport_npc(a8_sv_terrain_angar_freedom_baza_2_walk) +angar_freedom_baza_teleport_2%

[logic@freedom_attack_3]
suitable = {=target_squad_name(freedom_angar_squad)} true
prior = 200
active = camper@freedom_attack_3
post_combat_time = 0,0

[camper@freedom_attack_3]:walker@all
path_walk = angar_freedom_attack_3_walk
path_look = angar_freedom_attack_3_look
def_state_standing = hide_na
on_info = {-angar_freedom_attack_teleport_3} %=teleport_npc(a8_sv_terrain_angar_freedom_attack_3_walk) +angar_freedom_attack_teleport_3%
on_signal = attack_3 | %+angar_freedom_attack_signal%
on_info2 = {+a8_actor_looser_go_out_angar} walker@freedom_angar_3
on_info3 = {+a10_mironyk_break_dialog_3} walker@freedom_angar_3

[walker@freedom_angar_3]:walker@all
path_walk = angar_freedom_baza_3_walk
path_look = angar_freedom_baza_3_look
def_state_standing = guard
on_info = {-angar_freedom_baza_teleport_3 +a10_mironyk_break_dialog_3} %=teleport_npc(a8_sv_terrain_angar_freedom_baza_3_walk) +angar_freedom_baza_teleport_3%

[logic@freedom_attack_4]
suitable = {=target_squad_name(freedom_angar_squad)} true
prior = 200
active = camper@freedom_attack_4
post_combat_time = 0,0

[camper@freedom_attack_4]:walker@all
path_walk = angar_freedom_attack_4_walk
path_look = angar_freedom_attack_4_look
def_state_standing = hide_na
on_info = {-angar_freedom_attack_teleport_4} %=teleport_npc(a8_sv_terrain_angar_freedom_attack_4_walk) +angar_freedom_attack_teleport_4%
on_signal = attack_4 | %+angar_freedom_attack_signal%
on_info2 = {+a8_actor_looser_go_out_angar} walker@freedom_angar_4
on_info3 = {+a10_mironyk_break_dialog_3} walker@freedom_angar_4

[walker@freedom_angar_4]:walker@all
path_walk = angar_freedom_baza_4_walk
path_look = angar_freedom_baza_4_look
def_state_standing = sit
on_info = {-angar_freedom_baza_teleport_4 +a10_mironyk_break_dialog_3} %=teleport_npc(a8_sv_terrain_angar_freedom_baza_4_walk) +angar_freedom_baza_teleport_4%

[logic@freedom_attack_5]
suitable = {=target_squad_name(freedom_angar_squad)} true
prior = 200
active = camper@freedom_attack_5
post_combat_time = 0,0

[camper@freedom_attack_5]:walker@all
path_walk = angar_freedom_attack_5_walk
path_look = angar_freedom_attack_5_look
def_state_standing = hide_na
on_info = {-angar_freedom_attack_teleport_5} %=teleport_npc(a8_sv_terrain_angar_freedom_attack_5_walk) +angar_freedom_attack_teleport_5%
on_signal = attack_5 | %+angar_freedom_attack_signal%
on_info2 = {+a8_actor_looser_go_out_angar} walker@freedom_angar_5
on_info3 = {+a10_mironyk_break_dialog_3} walker@freedom_angar_5

[walker@freedom_angar_5]:walker@all
path_walk = angar_freedom_baza_5_walk
path_look = angar_freedom_baza_5_look
def_state_standing = sit_ass
on_info = {-angar_freedom_baza_teleport_5 +a10_mironyk_break_dialog_3} %=teleport_npc(a8_sv_terrain_angar_freedom_baza_5_walk) +angar_freedom_baza_teleport_5%