[logic]
active = camper1
combat_ignore_cond = {-val_prisoner_free =check_fighting(402)}, {=check_fighting(401)}

[camper1]
radius = 0
path_walk = val_bs_killer2_walk
path_look = val_bs_killer2_look
on_info = {+val_bs_victim_killed} walker1

[walker1]
path_walk = val_bs_killer2_leave_walk
path_look = val_bs_killer2_leave_look
