[logic@jup_b6_scientist_tech] suitable = {=check_npc_name(jup_b6_scientist_tech)} true prior = 200 active = animpoint@stand level_spot = mechanic [walker@firstmeet] path_walk = med_walk path_look = med_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = meet out_restr = jup_b41_sr_light gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@stand] cover_name = jup_b41_animp_novikov avail_animations = jup_b41_novikov_stand use_camp = false meet = meet on_info = {!npc_in_zone(jup_b41_sr_light)} %=teleport_npc(jup_b41_med_walk)% on_info2 = {!talking} %-jup_b6_about_new_up_hide% out_restr = jup_b41_sr_light combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true reach_distance = 2 gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] close_snd_hello = jup_b6_scientist_medic_greeting close_snd_bye = jup_b6_scientist_medic_farewell close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 close_snd_distance = 3 use = {=actor_enemy} false, true allow_break = false meet_on_talking = false