[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