[logic@jup_b221_freedom_01] active = animpoint@jup_b221_freedom_01_reach suitable = {=check_npc_name(monolith)} false, {+jup_b25_freedom_flint_gone =npc_community(freedom) =npc_in_zone(jup_a6_sr_noweap)} true prior = 150 [animpoint@jup_b221_freedom_01_reach] cover_name = jup_b221_freedom_01 avail_animations = animpoint_stay_table use_camp = false meet = meet@jup_b221_freedom on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_freedom_01 combat_ignore_cond = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@jup_b221_freedom_01] cover_name = jup_b221_freedom_01 avail_animations = animpoint_stay_table use_camp = false meet = meet@jup_b221_freedom on_info = {+jup_b221_freedom_main} animpoint@jup_b221_freedom_01_theme 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 [animpoint@jup_b221_freedom_01_theme] cover_name = jup_b221_freedom_01 avail_animations = animpoint_stay_table use_camp = false meet = no_meet on_info = {-jup_b221_play_main_start} %=jup_b221_play_main(freedom) +jup_b221_play_main_start% on_signal = theme_end | animpoint@jup_b221_freedom_01 %-jup_b221_freedom_main -jup_b221_play_main_start% 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 [meet@jup_b221_freedom] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false snd_on_use = {!dist_to_actor_le(3)} nil meet_on_talking = false [logic@jup_b221_freedom_02] active = animpoint@jup_b221_freedom_02_reach suitable = {=check_npc_name(monolith)} false, {+jup_b25_freedom_flint_gone =npc_community(freedom) =npc_in_zone(jup_a6_sr_noweap)} true prior = 150 [animpoint@jup_b221_freedom_02_reach] cover_name = jup_b221_freedom_02 avail_animations = animpoint_stay_table use_camp = false meet = meet@jup_b221_freedom on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_freedom_02 combat_ignore_cond = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@jup_b221_freedom_02] cover_name = jup_b221_freedom_02 avail_animations = animpoint_stay_table use_camp = false meet = meet@jup_b221_freedom on_info = {+jup_b221_freedom_reaction_01} animpoint@jup_b221_freedom_02_reaction 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 [animpoint@jup_b221_freedom_02_reaction] cover_name = jup_b221_freedom_02 use_camp = false meet = no_meet on_info = %=play_sound(jup_b221_freedom_reaction)% on_signal = sound_end | animpoint@jup_b221_freedom_02 %-jup_b221_freedom_reaction_01% 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 [logic@jup_b221_freedom_03] active = animpoint@jup_b221_freedom_03_reach suitable = {=check_npc_name(monolith)} false, {+jup_b25_freedom_flint_gone =npc_community(freedom) =npc_in_zone(jup_a6_sr_noweap)} true prior = 150 [animpoint@jup_b221_freedom_03_reach] cover_name = jup_b221_freedom_03 avail_animations = animpoint_stay_table use_camp = false meet = meet@jup_b221_freedom on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_freedom_03 combat_ignore_cond = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@jup_b221_freedom_03] cover_name = jup_b221_freedom_03 avail_animations = animpoint_stay_table use_camp = false meet = meet@jup_b221_freedom on_info = {+jup_b221_freedom_reaction_02} animpoint@jup_b221_freedom_03_reaction 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 [animpoint@jup_b221_freedom_03_reaction] cover_name = jup_b221_freedom_03 use_camp = false meet = no_meet on_info = %=play_sound(jup_b221_freedom_reaction)% on_signal = sound_end | animpoint@jup_b221_freedom_03 %-jup_b221_freedom_reaction_02% 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