[logic@jup_b219_zulus]
suitable = {=check_npc_name(jup_b219_zulus)}
active = walker@sig
prior = 200

[walker@sig]
path_walk = zulus_walk
path_look = zulus_look
on_signal = zulus | walker %+jup_b219_zulus_on_pos%
def_state_standing = guard_na
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
combat_ignore_keep_when_attacked = true 
combat_ignore_cond = true
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker]
path_walk = zulus_walk
path_look = zulus_look
on_info = {+jup_b219_start_one} remark@start_one
on_info2 = {+jup_b219_start_one_vano} remark@start_one_vano
on_info3 = {+jup_b219_start_one_monolith} remark@start_one_monolith
on_info4 = {+jup_b219_start_one_soldier} remark@start_one_soldier
on_info5 = {+jup_b219_start_all} remark@start_all
on_info6 = {+jup_b219_start_soldier_vano} remark@start_soldier_vano
on_info7 = {+jup_b219_start_soldier_monolith} remark@start_soldier_monolith
on_info8 = {+jup_b219_start_vano_monolith} 		remark@start_vano_monolith
invulnerable = true
def_state_standing = guard_na
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true 
danger = danger
meet = no_meet
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@start_one]
anim = jup_b219_zulus_one
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true 
danger = danger
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@start_one_vano]
anim = jup_b219_zulus_one_vano
combat_ignore_cond = true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@start_one_monolith]
anim = jup_b219_zulus_one_monolith
combat_ignore_cond = true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@start_one_soldier]
anim = jup_b219_zulus_one_soldier
;target = path | jup_b219_actor_start_look,0
combat_ignore_cond = true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@start_all]
anim = jup_b219_zulus_all
;target = path | jup_b219_actor_start_look,0
combat_ignore_cond = true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@start_soldier_vano]
anim = jup_b219_zulus_soldier_vano
;target = path | jup_b219_actor_start_look,0
combat_ignore_cond = true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@start_soldier_monolith]
anim = jup_b219_zulus_soldier_monolith
;target = path | jup_b219_actor_start_look,0
combat_ignore_cond = true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@start_vano_monolith]
anim = jup_b219_zulus_vano_monolith
;target = path | jup_b219_actor_start_look,0
combat_ignore_cond = true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = true
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[danger]
ignore_distance = 0
danger_inertion_time_grenade = 0
danger_inertion_time_hit = 0
danger_inertion_time_sound = 0
danger_inertion_time_ricochet = 0