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combat_zombied

combat_zombied is an internal helper installed by the combat scheme. It provides simplified combat actions for zombied-community stalkers: advance toward the enemy, shoot, and move toward danger sources.

Parameters

combat_zombied has no standalone LTX fields in the current TypeScript implementation.

Zombied-community NPCs receive combat_type = zombied by default when combat is activated without an explicit combat_type.

Runtime behavior

The helper adds IS_COMBAT_ZOMBIED_ENABLED. The current evaluator returns true when the object’s community is zombied.

It also adds two actions:

ZOMBIED_SHOOT

Moves toward the current enemy’s last seen position and uses raid/threat fire states depending on distance and visibility.

ZOMBIED_GO_TO_DANGER

Moves toward the best danger source, ignoring grenade movement targets and reacting to hits.

Where it is installed

combat_zombied is added by the broader combat scheme; it is not normally used as an active section in LTX. Use combat_type = zombied for intent, but also keep the NPC community as zombied because the evaluator checks community.

This helper is useful for simple zombie-style combat where the NPC should keep pressure on the enemy and react to danger without cover or camper behavior.

Example

[logic]
active = walker@zombie

[walker@zombie]
path_walk = zombie_walk
path_look = zombie_look
combat_type = zombied

Notes

  • SchemeCombat parses the zombied combat type, but the inspected combat_zombied evaluator itself checks the NPC community. Use zombied community data when relying on this behavior.
  • ZOMBIED_SHOOT may play fight_attack on activation with a 25 percent chance.
  • Use combat_camper or the normal combat flow when the NPC should use cover-like hide/look behavior instead.