66 lines
2.5 KiB
TeX
66 lines
2.5 KiB
TeX
[logic@jup_a12_stalker_diplomat]
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active = animpoint@stand_start
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suitable = {=check_npc_name(jup_a12_stalker_diplomat)} true
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prior = 200
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[animpoint@argue]
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cover_name = jup_a6_animp_diplomat
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avail_animations = animpoint_stay_table
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use_camp = false
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on_signal = sound_end | animpoint@stand_start %-jup_a12_stalker_assaulter_argued +jup_a12_stalker_diplomat_argued%
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on_info = {+jup_a12_stalker_assaulter_1_argue} %=play_sound(jup_a12_stalker_diplomat_1_argue)%
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on_info2 = {+jup_a12_stalker_assaulter_2_argue} %=play_sound(jup_a12_stalker_diplomat_2_argue)%
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on_info3 = {+jup_a12_stalker_assaulter_3_argue} %=play_sound(jup_a12_stalker_diplomat_3_argue)%
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on_info4 = {!actor_in_zone(jup_a12_sr_stalkers_argue)} animpoint@stand_start %-jup_a12_stalker_assaulter_argued +jup_a12_stalker_diplomat_argued%
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on_info5 = {+jup_a12_stalker_assaulter_told_story} animpoint@stand_start
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meet = meet@stand_start_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@stand_start]
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cover_name = jup_a6_animp_diplomat
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avail_animations = animpoint_stay_table
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use_camp = false
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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
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on_info2 = {+jup_a12_stalker_prisoner_free} animpoint@stand_after
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meet = meet@stand_start_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@stand_after]
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cover_name = jup_a6_animp_diplomat
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use_camp = false
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meet = meet@stand_start_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet@stand_start_meet]
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close_snd_hello = nil
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close_snd_bye = nil
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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allow_break = false
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trade_enable = false
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snd_on_use = {-jup_a12_stalkers_on_base} jup_a12_stalker_diplomat_no_talk
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use = {=actor_enemy} false, {+pri_a12_stalker_prisoner_free} true, {+jup_a12_stalkers_on_base} true, false
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meet_dialog = jup_a12_stalker_diplomat_after_scene_dialog
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meet_on_talking = false
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