[logic@jup_a12_stalker_diplomat]
active = animpoint@stand_start
suitable = {=check_npc_name(jup_a12_stalker_diplomat)} true
prior = 200

[animpoint@argue]
cover_name = jup_a6_animp_diplomat
avail_animations = animpoint_stay_table
use_camp = false
on_signal = sound_end | animpoint@stand_start %-jup_a12_stalker_assaulter_argued +jup_a12_stalker_diplomat_argued%
on_info = {+jup_a12_stalker_assaulter_1_argue} %=play_sound(jup_a12_stalker_diplomat_1_argue)%
on_info2 = {+jup_a12_stalker_assaulter_2_argue} %=play_sound(jup_a12_stalker_diplomat_2_argue)%
on_info3 = {+jup_a12_stalker_assaulter_3_argue} %=play_sound(jup_a12_stalker_diplomat_3_argue)%
on_info4 = {!actor_in_zone(jup_a12_sr_stalkers_argue)} animpoint@stand_start %-jup_a12_stalker_assaulter_argued +jup_a12_stalker_diplomat_argued%
on_info5 = {+jup_a12_stalker_assaulter_told_story} animpoint@stand_start
meet = meet@stand_start_meet
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@stand_start]
cover_name = jup_a6_animp_diplomat
avail_animations = animpoint_stay_table
use_camp = false
on_info = {-jup_a12_stalker_assaulter_told_story +jup_b217_welcome_tech_talked =actor_in_zone(jup_a12_sr_stalkers_argue) +jup_a12_stalker_assaulter_argued} animpoint@argue
on_info2 = {+jup_a12_stalker_prisoner_free} animpoint@stand_after
meet = meet@stand_start_meet
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@stand_after]
cover_name = jup_a6_animp_diplomat
use_camp = false
meet = meet@stand_start_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[meet@stand_start_meet]
close_snd_hello = nil
close_snd_bye 	= nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
allow_break = false
trade_enable = false
snd_on_use = {-jup_a12_stalkers_on_base} jup_a12_stalker_diplomat_no_talk
use = {=actor_enemy} false, {+pri_a12_stalker_prisoner_free} true, {+jup_a12_stalkers_on_base} true, false
meet_dialog = jup_a12_stalker_diplomat_after_scene_dialog
meet_on_talking = false
