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158
gamedata/configs/scripts/jupiter/jup_b219_azot.ltx
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158
gamedata/configs/scripts/jupiter/jup_b219_azot.ltx
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[logic@jup_b219_azot]
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suitable = {=check_npc_name(jup_b219_stalker_tech)}
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active = walker@sig
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prior = 200
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[walker@sig]
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path_walk = azot_walk
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path_look = azot_look
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on_signal = azot | animpoint@start %+jup_b219_azot_on_pos%
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def_state_standing = wait_na
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def_state_moving = walk
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combat_ignore_keep_when_attacked = true
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combat_ignore_cond = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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danger = danger
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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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[animpoint@azot]
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cover_name = jup_b219_azot_smart_cover
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combat_ignore_cond = true
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use_camp = false
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reach_distance = 50
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meet = no_meet
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reach_movement = walk
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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_factory_default_in_restrictor
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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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[animpoint@start]:animpoint@azot
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avail_animations = pri_a15_idle_strap
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on_info = {+jup_b219_start_one} animpoint@start_one
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on_info2 = {+jup_b219_start_one_vano} animpoint@start_one_vano
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on_info3 = {+jup_b219_start_one_monolith} animpoint@start_one_monolith
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on_info4 = {+jup_b219_start_one_soldier} animpoint@start_one_soldier
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on_info5 = {+jup_b219_start_all} animpoint@start_all
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on_info6 = {+jup_b219_start_soldier_vano} animpoint@start_soldier_vano
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on_info7 = {+jup_b219_start_soldier_monolith} animpoint@start_soldier_monolith
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on_info8 = {+jup_b219_start_vano_monolith} animpoint@start_vano_monolith
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[animpoint@start_one]:animpoint@azot
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avail_animations = jup_b219_azot_one
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[animpoint@start_one_vano]:animpoint@azot
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avail_animations = jup_b219_azot_one_vano
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[animpoint@start_one_monolith]:animpoint@azot
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avail_animations = jup_b219_azot_one_monolith
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[animpoint@start_one_soldier]:animpoint@azot
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avail_animations = jup_b219_azot_one_soldier
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[animpoint@start_all]:animpoint@azot
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avail_animations = jup_b219_azot_all
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[animpoint@start_soldier_vano]:animpoint@azot
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avail_animations = jup_b219_azot_soldier_vano
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[animpoint@start_soldier_monolith]:animpoint@azot
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avail_animations = jup_b219_azot_soldier_monolith
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[animpoint@start_vano_monolith]:animpoint@azot
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avail_animations = jup_b219_azot_vano_monolith
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[remark@start_one]
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anim = jup_b219_azot_one
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target = path | jup_b219_azot_look,0
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combat_ignore_cond = true
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danger = danger
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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[remark@start_one_vano]
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anim = jup_b219_azot_one_vano
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target = path | jup_b219_azot_look,0
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combat_ignore_cond = true
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danger = danger
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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[remark@start_one_monolith]
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anim = jup_b219_azot_one_monolith
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target = path | jup_b219_azot_look,0
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combat_ignore_cond = true
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danger = danger
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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[remark@start_one_soldier]
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anim = jup_b219_azot_one_soldier
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target = path | jup_b219_azot_look,0
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combat_ignore_cond = true
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danger = danger
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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[remark@start_all]
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anim = jup_b219_azot_all
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target = path | jup_b219_azot_look,0
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combat_ignore_cond = true
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danger = danger
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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[remark@start_soldier_vano]
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anim = jup_b219_azot_soldier_vano
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;target = path | jup_b219_actor_start_look,0
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combat_ignore_cond = true
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danger = danger
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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[remark@start_soldier_monolith]
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anim = jup_b219_azot_soldier_monolith
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;target = path | jup_b219_actor_start_look,0
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combat_ignore_cond = true
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danger = danger
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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[remark@start_vano_monolith]
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anim = jup_b219_azot_vano_monolith
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;target = path | jup_b219_actor_start_look,0
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combat_ignore_cond = true
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danger = danger
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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invulnerable = true
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out_restr = jup_factory_default_in_restrictor
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[danger]
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ignore_distance = 0
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danger_inertion_time_grenade = 0
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danger_inertion_time_hit = 0
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danger_inertion_time_sound = 0
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danger_inertion_time_ricochet = 0
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