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
SchemeCombatparses thezombiedcombat type, but the inspectedcombat_zombiedevaluator itself checks the NPC community. Use zombied community data when relying on this behavior.ZOMBIED_SHOOTmay playfight_attackon activation with a 25 percent chance.- Use
combat_camperor the normalcombatflow when the NPC should use cover-like hide/look behavior instead.