[logic@jup_a12_stalker_assaulter] active = animpoint@stand_start suitable = {=check_npc_name(jup_a12_stalker_assaulter)} true prior = 200 [animpoint@argue] cover_name = jup_a6_animp_assaulter avail_animations = animpoint_stay_table use_camp = false on_signal = sound_end | {-jup_a12_stalker_diplomat_argued -jup_a12_stalker_assaulter_argued} %+jup_a12_stalker_assaulter_argued% on_info = {+jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_argued} %=play_sound(jup_a12_stalker_assaulter_1_argue)% on_info2 = {+jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_argued} %=play_sound(jup_a12_stalker_assaulter_2_argue)% on_info3 = {+jup_a12_stalker_assaulter_3_argue -jup_a12_stalker_assaulter_argued} %=play_sound(jup_a12_stalker_assaulter_3_argue)% on_info4 = {!actor_in_zone(jup_a12_sr_stalkers_argue)} animpoint@stand_start %-jup_a12_stalker_assaulter_argued -jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue% on_info5 = {+jup_a12_stalker_assaulter_told_story} animpoint@stand_start on_info6 = {+jup_a12_stalker_diplomat_argued} animpoint@stand_start %-jup_a12_stalker_assaulter_argued -jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue% meet = meet@stand_start_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@stand_start] cover_name = jup_a6_animp_assaulter avail_animations = animpoint_stay_table use_camp = false meet = meet@stand_start_meet on_info = {-jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue ~33} %+jup_a12_stalker_assaulter_1_argue% on_info2 = {-jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue ~66} %+jup_a12_stalker_assaulter_2_argue% on_info3 = {-jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue} %+jup_a12_stalker_assaulter_3_argue% on_info4 = {-jup_a12_stalker_assaulter_has_af} %+jup_a12_stalker_assaulter_has_af =give_items(af_gold_fish)% on_info5 = {+jup_a12_stalker_prisoner_free} animpoint@stand_after on_game_timer = 130 | {-jup_a12_stalker_assaulter_told_story +jup_b217_welcome_tech_talked =actor_in_zone(jup_a12_sr_stalkers_argue)} animpoint@argue %-jup_a12_stalker_diplomat_argued% combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@stand_start_meet] close_snd_hello = nil close_snd_bye = nil close_anim = nil close_victim = nil far_anim = nil far_victim = nil use = {=actor_enemy} false, true allow_break = false trade_enable = false meet_dialog = {-jup_a12_actor_is_ready} jup_a12_stalkers_choose_dialog, {+jup_a12_actor_is_ready} jup_a12_stalker_assaulter_after_scene_dialog meet_on_talking = false [animpoint@stand_after] cover_name = jup_a6_animp_assaulter use_camp = false meet = meet@after_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@after_meet] close_snd_hello = nil close_snd_bye = nil close_anim = nil close_victim = nil far_anim = nil far_victim = nil use = {=actor_enemy} false, true allow_break = false trade_enable = false meet_dialog = jup_a12_stalker_assaulter_after_scene_dialog meet_on_talking = false