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