[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false

[death@walker]
on_info = {=killed_by_actor() -jup_aspirant_scientific_question_dialog_yes -laba_lena_final_dialog_end} %=all_factions_enemy_to_actor +actor_attack_friend_squad%

;--------------------------------------------------

[logic@animpoint_1]
suitable = {=check_npc_name(agent)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker

[animpoint@wait_1]:animpoint@standart
cover_name = jup_a31_animpoint_1
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_2]
suitable = {=check_npc_name(agent)} true
active = animpoint@wait_2
prior = 200
on_death = death@walker

[animpoint@wait_2]:animpoint@standart
cover_name = jup_a31_animpoint_2
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@animpoint_3]
suitable = {=check_npc_name(agent)} true
active = animpoint@wait_3
prior = 200
on_death = death@walker

[animpoint@wait_3]:animpoint@standart
cover_name = jup_a31_animpoint_3
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(agent)} true
active = walker@wait_1
prior = 200
on_death = death@walker

[walker@wait_1]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
;------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(agent)} true
active = walker@wait_2
prior = 200
on_death = death@walker

[walker@wait_2]:animpoint@standart
path_walk = walker_2_walk
path_look = walker_2_look
;------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(agent)} true
active = walker@wait_3
prior = 200
on_death = death@walker

[walker@wait_3]:animpoint@standart
path_walk = walker_3_walk
path_look = walker_3_look
;------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(agent)} true
active = walker@wait_4
prior = 200
on_death = death@walker

[walker@wait_4]:animpoint@standart
path_walk = walker_4_walk
path_look = walker_4_look
;------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(agent)} true
active = walker@wait_5
prior = 200
on_death = death@walker

[walker@wait_5]:animpoint@standart
path_walk = walker_5_walk
path_look = walker_5_look
;------------------------------------------------

[logic@walker_6]
suitable = {=check_npc_name(agent)} true
active = walker@wait_6
prior = 200
on_death = death@walker

[walker@wait_6]:animpoint@standart
path_walk = walker_6_walk
path_look = walker_6_look
;------------------------------------------------
;
;
;
;
;
[animpoint@proveren]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@standart

[meet@standart]
close_anim 		= nil
close_victim 	= nil
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = true
meet_on_talking = false

[death@proveren]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor%

[hit@proveren]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!hit_by_actor()} %=restore_health%

[logic@proveren_1]
suitable = {=target_squad_name(jup_a31_fp_proveren_squad)} true
active = animpoint@proveren_1
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[animpoint@proveren_1]:animpoint@proveren
cover_name = jup_a31_animpoint_1
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@proveren_2]
suitable = {=target_squad_name(jup_a31_fp_proveren_squad)} true
active = animpoint@proveren_2
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[animpoint@proveren_2]:animpoint@proveren
cover_name = jup_a31_animpoint_2
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@proveren_3]
suitable = {=target_squad_name(jup_a31_fp_proveren_squad)} true
active = animpoint@proveren_3
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[animpoint@proveren_3]:animpoint@proveren
cover_name = jup_a31_animpoint_3
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@proveren_4]
suitable = {=target_squad_name(jup_a31_fp_proveren_squad)} true
active = walker@proveren_4
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[walker@proveren_4]:animpoint@proveren
path_walk = walker_1_walk
path_look = walker_1_look
;------------------------------------------------

[logic@proveren_5]
suitable = {=target_squad_name(jup_a31_fp_proveren_squad)} true
active = walker@proveren_5
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[walker@proveren_5]:animpoint@proveren
path_walk = walker_2_walk
path_look = walker_2_look
;------------------------------------------------

[logic@proveren_6]
suitable = {=target_squad_name(jup_a31_fp_proveren_squad)} true
active = walker@proveren_6
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[walker@proveren_6]:animpoint@proveren
path_walk = walker_3_walk
path_look = walker_3_look
;------------------------------------------------

[logic@proveren_7]
suitable = {=target_squad_name(jup_a31_fp_proveren_squad)} true
active = walker@proveren_7
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[walker@proveren_7]:animpoint@proveren
path_walk = walker_4_walk
path_look = walker_4_look
;------------------------------------------------
