[logic@jup_a10_bandit_leader] suitable = {=check_npc_name(jup_a10_bandit_leader)} prior = 100 active = animpoint@valet on_death = death [animpoint@valet] cover_name = jup_a10_bandit_leader_sit_animpoint avail_animations = animpoint_sit_normal use_camp = false on_info = {+jup_a10_krutoy_stvol_attack -jup_a10_hit_bandit_leader} %=hit_npc_from_actor +jup_a10_hit_bandit_leader% ;on_actor_dist_le = 10 | {=actor_has_weapon} remark on_info2 = {=is_squad_enemy_to_actor(jup_a10_bandit_squad_3) +jup_a10_vano_give_task} %+jup_a10_kill_all_bandit% meet = meet [death] on_info = %+jup_a10_death_0% [meet] snd_on_use = {-jup_a10_vano_give_task} meet_use_no_default, {+jup_a10_back_vano} meet_use_no_default close_snd_hello = jup_a10_bandit_leader_hello close_distance = 10 close_victim = actor close_anim = nil use = {=actor_enemy} false, {=actor_has_weapon} false, true trade_enable = false [animpoint@remark] target = story | actor snd = meet_hide_weapon on_signal = sound_end | animpoint@valet meet = no_meet