[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