[meet]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false

;*******************************

[logic@jup_b218_vano_in_suit]
suitable = {=check_npc_name(jup_b218_vano_in_suit)}
prior = 200
active = walker@vano_arrive

[walker@vano_arrive]
path_walk = jup_b218_squad_member_arrive_walk
path_look = jup_b218_squad_member_arrive_look
def_state_standing = ward_noweap
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
on_game_timer = 50 | animpoint@vano_tower %=actor_friend%
out_restr = jup_a6_sr_noweap_zulus
on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@vano_tower]
cover_name = jup_b218_sc_vano
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap_zulus
on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

;*******************************

[logic@jup_b218_monolith_squad_leader]
suitable = {=check_npc_name(jup_b4_monolith_squad_leader_duty_mon_skin) +jup_b218_monolith_hired} true, {=check_npc_name(jup_b4_monolith_squad_leader_freedom_mon_skin) +jup_b218_monolith_hired} true;, {=check_npc_name(jup_b4_monolith_squad_leader_freedom) +jup_b218_monolith_hired} true 
prior = 200
active = walker@monolith_arrive

[walker@monolith_arrive]
path_walk = jup_b218_squad_member_arrive_walk
path_look = jup_b218_squad_member_arrive_look
on_info66 = {-jup_b218_monolith_new_friend} %+jup_b218_monolith_new_friend =actor_friend%
def_state_standing = ward_noweap
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
on_game_timer = 50 | animpoint@monolith_tower
out_restr = jup_a6_sr_noweap_zulus
on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[animpoint@monolith_tower]
cover_name = jup_b218_sc_monolith
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap_zulus
on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

;*******************************

[logic@jup_b218_sokolov_sci]
suitable = {=check_npc_name(pri_a15_sokolov_sci)}
prior = 200
active = walker@sokolov_arrive

[walker@sokolov_arrive]
path_walk = jup_b218_squad_member_arrive_walk
path_look = jup_b218_squad_member_arrive_look
def_state_standing = ward_noweap
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
on_game_timer = 50 | animpoint@sokolov_tower
out_restr = jup_a6_sr_noweap_zulus
on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@sokolov_tower]
cover_name = jup_b218_sc_sokolov
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap_zulus
on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
