[logic]
active = camper1
on_death = death
combat_ignore = combat_ignore
 
[death]
on_info = %+val_stairs_victim1_dead%
 
[camper1]
path_walk = val_stairs_victim1_walk
path_look = val_stairs_victim1_look
radius = 0
def_state_moving = sneak
def_state_campering = hide
def_state_campering_fire = hide_fire
no_retreat = true
combat_ignore_cond = always
