[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
