[logic@jup_a6_duty_leader]
suitable = {=check_npc_name(jup_a6_duty_leader)} true
prior = 200
active = walker@duty_leader

[animpoint@duty_leader]
cover_name = jup_a6_animpint_duty_leader
avail_animations = animpoint_sit_normal_no_rnd
use_camp = false
meet = meet@stand_base
on_info = {+jup_b207_duty_knows_about_depot -jup_b207_ui} remark@jup_b207_radio_talk
on_game_timer = 900 | walker@duty_leader
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false

[walker@duty_leader]
path_walk = duty_leader_walk
path_look = duty_leader_look
def_state_standing = wait_na
def_state_moving = walk_noweap
meet = meet@walker
on_info = {+jup_b207_duty_knows_about_depot -jup_b207_ui} remark@jup_b207_radio_talk
on_game_timer = 900 | animpoint@duty_leader
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
use_camp = false


[meet@stand_base]
close_snd_hello = jup_a6_duty_leader_greeting
close_snd_bye = jup_a6_duty_leader_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

[meet@walker]:meet@stand_base
close_anim 		= wait_na
close_victim 	= actor
close_distance  = 3

[remark@jup_b207_radio_talk]
target = story | actor
anim = wait_rac
on_signal = anim_end | %=play_sound(jup_b207_duty_leader_about_depot)%
on_signal2 = sound_end | remark@jup_b207_radio_talk_done
meet = no_meet
;combat_ignore_cond = {=check_enemy_smart(jup_a6)} true
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


[remark@jup_b207_radio_talk_done]
target = story | actor
anim = wait_na
on_signal = anim_end | %=play_sound(jup_b207_duty_leader_about_depot_after)%
on_signal2 = sound_end | %+jup_b207_ui -jup_b207_lock_door%
on_info = {+jup_b207_ui} animpoint@duty_leader
meet = no_meet
;combat_ignore_cond = {=check_enemy_smart(jup_a6)} true
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

