[logic] active = walker@sig [walker@sig] path_walk = jup_b219_actor_start_walk path_look = jup_b219_actor_start_look on_signal = actor | animpoint@start %+jup_b219_actor_on_pos% def_state_standing = guard_na def_state_moving = assault 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 [animpoint@actor] cover_name = jup_b219_actor_smart_cover combat_ignore_cond = true use_camp = false reach_distance = 50 meet = no_meet reach_movement = walk combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_factory_default_in_restrictor gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@start]:animpoint@actor avail_animations = pri_a15_idle_none on_info = {+jup_b219_start_one} animpoint@start_one on_info2 = {+jup_b219_start_one_vano} animpoint@start_one_vano on_info3 = {+jup_b219_start_one_monolith} animpoint@start_one_monolith on_info4 = {+jup_b219_start_one_soldier} animpoint@start_one_soldier on_info5 = {+jup_b219_start_all} animpoint@start_all on_info6 = {+jup_b219_start_soldier_vano} animpoint@start_soldier_vano on_info7 = {+jup_b219_start_soldier_monolith} animpoint@start_soldier_monolith on_info8 = {+jup_b219_start_vano_monolith} animpoint@start_vano_monolith on_info9 = {+jup_b219_destroy_actor} %=destroy_object% [animpoint@start_one]:animpoint@actor avail_animations = jup_b219_actor_one on_info = {+jup_b219_destroy_actor} %=destroy_object% [animpoint@start_one_vano]:animpoint@actor avail_animations = jup_b219_actor_one_vano on_info = {+jup_b219_destroy_actor} %=destroy_object% [animpoint@start_one_monolith]:animpoint@actor avail_animations = jup_b219_actor_one_monolith on_info = {+jup_b219_destroy_actor} %=destroy_object% [animpoint@start_one_soldier]:animpoint@actor avail_animations = jup_b219_actor_one_soldier on_info = {+jup_b219_destroy_actor} %=destroy_object% [animpoint@start_all]:animpoint@actor avail_animations = jup_b219_actor_all on_info = {+jup_b219_destroy_actor} %=destroy_object% [animpoint@start_soldier_vano]:animpoint@actor avail_animations = jup_b219_actor_soldier_vano on_info = {+jup_b219_destroy_actor} %=destroy_object% [animpoint@start_soldier_monolith]:animpoint@actor avail_animations = jup_b219_actor_soldier_monolith on_info = {+jup_b219_destroy_actor} %=destroy_object% [animpoint@start_vano_monolith]:animpoint@actor avail_animations = jup_b219_actor_vano_monolith on_info = {+jup_b219_destroy_actor} %=destroy_object% [danger] ignore_distance = 0 danger_inertion_time_grenade = 0 danger_inertion_time_hit = 0 danger_inertion_time_sound = 0 danger_inertion_time_ricochet = 0