[animpoint@jup_a9_actor_gen]
meet = no_meet
use_camp = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
reach_movement = patrol

[walker@jup_a9_gen]
meet = no_meet
use_camp = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[logic]
active = walker@jup_a9_teleport

[walker@jup_a9_teleport]:walker@jup_a9_gen
path_walk = jup_a9_temp_actor_walk
path_look = jup_a9_temp_actor_look
out_restr = jup_a9_in_rest_for_temp_actor
def_state_standing = wait_na
on_info = {=actor_in_zone(jup_a9_cam_1)} animpoint@jup_a9_cam_1 %=teleport_npc(jup_a9_cam_1_actor_walk)%, {=actor_in_zone(jup_a9_cam_2)} animpoint@jup_a9_cam_2 %=teleport_npc(jup_a9_cam_2_actor_walk)%, {=actor_in_zone(jup_a9_cam_3)} animpoint@jup_a9_cam_3 %=teleport_npc(jup_a9_cam_3_actor_walk)%

[animpoint@jup_a9_cam_1]:animpoint@jup_a9_actor_gen
avail_animations = jup_a9_cam1_actor
cover_name = jup_a9_cam_1_animpoint
on_info = {+jup_a9_cam1_actor_anim_end} walker@jup_a9_cam_1

[walker@jup_a9_cam_1]:walker@jup_a9_gen
path_walk = jup_a9_cam_1_actor_walk2
path_look = jup_a9_cam_1_actor_look2
def_state_moving = patrol
def_state_standing = guard


[animpoint@jup_a9_cam_2]:animpoint@jup_a9_actor_gen
avail_animations = jup_a9_cam2_actor
cover_name = jup_a9_cam_2_animpoint
out_restr = jup_factory_default_in_restrictor

[animpoint@jup_a9_cam_3]:animpoint@jup_a9_actor_gen
avail_animations = jup_a9_cam3_actor
cover_name = jup_a9_cam_3_animpoint
out_restr = jup_factory_default_in_restrictor
