[logic@jup_a6_duty_leader] suitable = {=check_npc_name(jup_a6_duty_leader)} true prior = 200 active = walker@duty_leader [animpoint@duty_leader] cover_name = jup_a6_animpint_duty_leader avail_animations = animpoint_sit_normal_no_rnd use_camp = false meet = meet@stand_base on_info = {+jup_b207_duty_knows_about_depot -jup_b207_ui} remark@jup_b207_radio_talk on_game_timer = 900 | walker@duty_leader combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap corpse_detection_enabled = false gather_items_enabled = false help_wounded_enabled = false [walker@duty_leader] path_walk = duty_leader_walk path_look = duty_leader_look def_state_standing = wait_na def_state_moving = walk_noweap meet = meet@walker on_info = {+jup_b207_duty_knows_about_depot -jup_b207_ui} remark@jup_b207_radio_talk on_game_timer = 900 | animpoint@duty_leader combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap corpse_detection_enabled = false gather_items_enabled = false help_wounded_enabled = false use_camp = false [meet@stand_base] close_snd_hello = jup_a6_duty_leader_greeting close_snd_bye = jup_a6_duty_leader_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 trade_enable = false meet_on_talking = false [meet@walker]:meet@stand_base close_anim = wait_na close_victim = actor close_distance = 3 [remark@jup_b207_radio_talk] target = story | actor anim = wait_rac on_signal = anim_end | %=play_sound(jup_b207_duty_leader_about_depot)% on_signal2 = sound_end | remark@jup_b207_radio_talk_done meet = no_meet ;combat_ignore_cond = {=check_enemy_smart(jup_a6)} true combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@jup_b207_radio_talk_done] target = story | actor anim = wait_na on_signal = anim_end | %=play_sound(jup_b207_duty_leader_about_depot_after)% on_signal2 = sound_end | %+jup_b207_ui -jup_b207_lock_door% on_info = {+jup_b207_ui} animpoint@duty_leader meet = no_meet ;combat_ignore_cond = {=check_enemy_smart(jup_a6)} true combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false