[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
