[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