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89
gamedata/configs/scripts/jupiter/jup_a6_freedom_leader.ltx
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89
gamedata/configs/scripts/jupiter/jup_a6_freedom_leader.ltx
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[logic@jup_a6_freedom_leader]
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suitable = {=check_npc_name(jup_a6_freedom_leader)}
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prior = 200
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active = walker@freedom_leader
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[animpoint@freedom_leader]
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cover_name = jup_a6_animpint_freedom_leader
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avail_animations = animpoint_sit_normal_no_rnd
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use_camp = false
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meet = meet@stand_base
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on_info = {+jup_b207_freedom_knows_about_depot -jup_b207_ui} remark@jup_b207_radio_talk
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on_game_timer = 900 | walker@freedom_leader
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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corpse_detection_enabled = false
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gather_items_enabled = false
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help_wounded_enabled = false
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[walker@freedom_leader]
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path_walk = freedom_leader_walk
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path_look = freedom_leader_look
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def_state_standing = wait_na
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def_state_moving = walk_noweap
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meet = meet@walker
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on_info = {+jup_b207_freedom_knows_about_depot -jup_b207_ui} remark@jup_b207_radio_talk
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on_game_timer = 900 | animpoint@freedom_leader
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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corpse_detection_enabled = false
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gather_items_enabled = false
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help_wounded_enabled = false
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use_camp = false
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[meet@stand_base]
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close_snd_hello = jup_a6_freedom_leader_greeting
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close_snd_bye = jup_a6_freedom_leader_farewell
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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close_snd_distance = 3
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use = {=actor_enemy} false, true
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allow_break = false
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trade_enable = false
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meet_on_talking = false
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[meet@walker]:meet@stand_base
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close_anim = wait_na
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close_victim = actor
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close_distance = 3
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[remark@jup_b207_radio_talk]
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target = story | actor
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anim = wait_rac
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on_signal = anim_end | %=play_sound(jup_b207_freedom_leader_about_depot)%
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on_signal2 = sound_end | remark@jup_b207_radio_talk_done
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meet = no_meet
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;combat_ignore_cond = {=check_enemy_smart(jup_a6)} true
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[remark@jup_b207_radio_talk_done]
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target = story | actor
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anim = wait_na
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on_signal = anim_end | %=play_sound(jup_b207_freedom_leader_about_depot_after)%
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on_signal2 = sound_end | %+jup_b207_ui -jup_b207_lock_door%
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on_info = {+jup_b207_ui} animpoint@freedom_leader
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meet = no_meet
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;combat_ignore_cond = {=check_enemy_smart(jup_a6)} true
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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