[logic@zat_b215_stalker_guide_jupiter] suitable = {=check_npc_name(zat_b215_stalker_guide_jupiter)} true prior = 200 active = animpoint level_spot = guider [animpoint] cover_name = jup_a6_animpoint_guider_start avail_animations = wait_na use_camp = false reach_distance = 1 combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = no_meet out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info = {+jup_b217_welcome_faded} animpoint@first_visit [animpoint@first_visit] cover_name = jup_a6_animpoint_guider_start avail_animations = jup_b217_guide_stand use_camp = false reach_distance = 0.3 on_info2 = {+jup_b217_pp_end_in_scene -jup_b217_guide_welcome_end !black_screen} %=play_sound(jup_b217_stalker_guide_welcome) +jup_b217_guide_welcome_end% on_signal = sound_end | {-jup_b217_welcome_guide_talked} %+jup_b217_welcome_guide_talked% on_info3 = {+jup_b217_welcome_guide_talked} animpoint@rest combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = no_meet out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@rest] cover_name = jup_a6_animpoint_guider use_camp = false reach_movement = walk_noweap reach_distance = 1 on_game_timer = 27 | {-jup_b217_tech_begin_to_talk} %+jup_b217_tech_begin_to_talk% combat_ignore_cond = true combat_ignore_keep_when_attacked = true meet = meet invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] close_snd_hello = zat_b215_stalker_guide_greeting close_snd_bye = zat_b215_stalker_guide_farewell close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 close_snd_distance = 3 use = {=actor_enemy} false, true allow_break = false trade_enable = false meet_on_talking = false