[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = meet@standart
set_gr_launch_enabled = false
on_info = {+bar_russibic_need_card_dialog_end} %=make_actor_visible_to_npc%

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

[hit@walker]
on_info = {=hit_by_actor() -bar_russibic_need_card_dialog_end} %=all_factions_enemy_to_actor +actor_attack_friend_squad%
;--------------------------------------------------

[logic@animpoint_1]
suitable = {=target_squad_name(jup_a9_agent_squad)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:animpoint@standart
cover_name = jup_a9_animpoint_1
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_2]
suitable = {=target_squad_name(jup_a9_agent_squad)} true
active = animpoint@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:animpoint@standart
cover_name = jup_a9_animpoint_2
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_5]
suitable = {=target_squad_name(jup_a9_agent_squad)} true
active = animpoint@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_5]:animpoint@standart
cover_name = jup_a9_animpoint_3
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_6]
suitable = {=target_squad_name(jup_a9_agent_squad)} true
active = animpoint@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_6]:animpoint@standart
cover_name = jup_a9_animpoint_4
avail_animations = ward_noweap
;------------------------------------------------

[logic@animpoint_7]
suitable = {=target_squad_name(jup_a9_agent_squad)} true
active = animpoint@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_7]:animpoint@standart
cover_name = jup_a9_animpoint_5
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_8]
suitable = {=target_squad_name(jup_a9_agent_1_squad)} true
active = animpoint@wait_8
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_8]:animpoint@standart
cover_name = jup_a9_animpoint_6
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_9]
suitable = {=target_squad_name(jup_a9_agent_1_squad)} true
active = animpoint@wait_9
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_9]:animpoint@standart
cover_name = jup_a9_animpoint_7
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_10]
suitable = {=target_squad_name(jup_a9_agent_1_squad)} true
active = animpoint@wait_10
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_10]:animpoint@standart
cover_name = jup_a9_animpoint_8
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_12]
suitable = {=target_squad_name(jup_a9_agent_1_squad)} true
active = animpoint@wait_12
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_12]:animpoint@standart
cover_name = jup_a9_animpoint_9
avail_animations = zat_b3_tech_drunk
;------------------------------------------------

[logic@animpoint_13]
suitable = {=target_squad_name(jup_a9_agent_1_squad)} true
active = animpoint@wait_13
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_13]:animpoint@standart
cover_name = jup_a9_animpoint_10
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_14]
suitable = {=target_squad_name(jup_a9_agent_2_squad)} true
active = animpoint@wait_14
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_14]:animpoint@standart
cover_name = jup_a9_animpoint_11
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_15]
suitable = {=target_squad_name(jup_a9_agent_2_squad)} true
active = animpoint@wait_15
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_15]:animpoint@standart
cover_name = jup_a9_animpoint_12
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_16]
suitable = {=target_squad_name(jup_a9_agent_2_squad)} true
active = animpoint@wait_16
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_16]:animpoint@standart
cover_name = jup_a9_animpoint_13
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_17]
suitable = {=target_squad_name(jup_a9_agent_2_squad)} true
active = animpoint@wait_17
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_17]:animpoint@standart
cover_name = jup_a9_animpoint_14
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_18]
suitable = {=target_squad_name(jup_a9_agent_2_squad)} true
active = animpoint@wait_18
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_18]:animpoint@standart
cover_name = jup_a9_animpoint_15
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_19]
suitable = {=target_squad_name(jup_a9_agent_2_squad)} true
active = animpoint@wait_19
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_19]:animpoint@standart
cover_name = jup_a9_animpoint_16
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_20]
suitable = {=target_squad_name(jup_a9_agent_3_squad)} true
active = animpoint@wait_20
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_20]:animpoint@standart
cover_name = jup_a9_animpoint_17
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_21]
suitable = {=target_squad_name(jup_a9_agent_3_squad)} true
active = animpoint@wait_21
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_21]:animpoint@standart
cover_name = jup_a9_animpoint_18
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_22]
suitable = {=target_squad_name(jup_a9_agent_3_squad)} true
active = animpoint@wait_22
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_22]:animpoint@standart
cover_name = jup_a9_animpoint_19
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_23]
suitable = {=target_squad_name(jup_a9_agent_3_squad)} true
active = animpoint@wait_23
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_23]:animpoint@standart
cover_name = jup_a9_animpoint_20
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_24]
suitable = {=target_squad_name(jup_a9_agent_3_squad)} true
active = animpoint@wait_24
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_24]:animpoint@standart
cover_name = jup_a9_animpoint_21
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_25]
suitable = {=target_squad_name(jup_a9_agent_3_squad)} true
active = animpoint@wait_25
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_25]:animpoint@standart
cover_name = jup_a9_animpoint_22
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_26]
suitable = {=target_squad_name(jup_a9_agent_4_squad)} true
active = animpoint@wait_26
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_26]:animpoint@standart
cover_name = jup_a9_animpoint_23
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_27]
suitable = {=target_squad_name(jup_a9_agent_4_squad)} true
active = animpoint@wait_27
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_27]:animpoint@standart
cover_name = jup_a9_animpoint_24
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_28]
suitable = {=target_squad_name(jup_a9_agent_4_squad)} true
active = animpoint@wait_28
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_28]:animpoint@standart
cover_name = jup_a9_animpoint_25
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_29]
suitable = {=target_squad_name(jup_a9_agent_4_squad)} true
active = animpoint@wait_29
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_29]:animpoint@standart
cover_name = jup_a9_animpoint_26
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_32]
suitable = {=target_squad_name(jup_a9_agent_5_squad)} true
active = animpoint@wait_32
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_32]:animpoint@standart
cover_name = jup_a9_animpoint_27
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_33]
suitable = {=target_squad_name(jup_a9_agent_5_squad)} true
active = animpoint@wait_33
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_33]:animpoint@standart
cover_name = jup_a9_animpoint_28
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@animpoint_34]
suitable = {=target_squad_name(jup_a9_agent_5_squad)} true
active = animpoint@wait_34
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_34]:animpoint@standart
cover_name = jup_a9_animpoint_29
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_35]
suitable = {=target_squad_name(jup_a9_agent_5_squad)} true
active = animpoint@wait_35
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_35]:animpoint@standart
cover_name = jup_a9_animpoint_30
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_36]
suitable = {=target_squad_name(jup_a9_agent_5_squad)} true
active = animpoint@wait_36
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_36]:animpoint@standart
cover_name = jup_a9_animpoint_31
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_37]
suitable = {=target_squad_name(jup_a9_agent_5_squad)} true
active = animpoint@wait_37
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_37]:animpoint@standart
cover_name = jup_a9_animpoint_32
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@harness]
suitable = {=check_npc_name(harness_bandit)} true
active = walker@harness
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@harness]:animpoint@standart
path_walk = harness_1_walk
path_look = harness_1_look
meet = no_meet
;
;
;
;
;
;
;
[animpoint@bandit]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = meet@standart
set_gr_launch_enabled = false

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

[hit@bandit]
on_info = {=hit_by_actor()} %=all_factions_enemy_to_actor(bandit)%

;----------------------------------------------------------
[logic@bandit_1]
suitable = {=check_npc_name(lider)} true
active = animpoint@bandit_1
prior = 220
on_death = death@bandit
on_hit = hit@bandit

[animpoint@bandit_1]:animpoint@bandit
cover_name = jup_a9_animp_3
avail_animations = animpoint_sit_normal

;----------------------------------------------------------
[logic@bandit_2]
suitable = {=check_npc_name(igir)} true
active = animpoint@bandit_2
prior = 220
on_death = death@bandit
on_hit = hit@bandit
level_spot = mechanic
can_select_weapon = false

[animpoint@bandit_2]:animpoint@bandit
cover_name = jup_a9_animp_4
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@bandit_3]
suitable = {=check_npc_name(foxseva)} true
active = animpoint@bandit_3
prior = 220
on_death = death@bandit
on_hit = hit@bandit
can_select_weapon = false
level_spot = trader
trade = misc\trade\trade_jup_b202_stalker_barmen.ltx

[animpoint@bandit_3]:animpoint@bandit
cover_name = jup_a9_animp_11
avail_animations = animpoint_stay_table
;----------------------------------------------------------

[logic@bandit_4]
suitable = {=check_npc_name(assassin)} true
active = animpoint@bandit_4
prior = 220
on_death = death@bandit
on_hit = hit@bandit

[animpoint@bandit_4]:animpoint@bandit
cover_name = jup_a9_animp_30
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@bandit_5]
suitable = {=check_npc_name(moster)} true
active = animpoint@bandit_5
prior = 220
on_death = death@bandit
on_hit = hit@bandit

[animpoint@bandit_5]:animpoint@bandit
cover_name = jup_a9_animp_31
avail_animations = animpoint_sit_normal
;------------------------------------------------

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

[logic@animpoint_3]
suitable = {=check_npc_name(jup_a9_sedoy)} true
active = animpoint@wait_3
prior = 220
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:animpoint@standart
cover_name = jup_a9_animp_3
avail_animations = animpoint_sit_normal
combat_ignore_cond = {!check_enemy_name(actor)} true, false
;------------------------------------------------

[logic@animpoint_4]
suitable = {=target_squad_name(jup_a9_agent_squad)} true
active = animpoint@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:animpoint@standart
cover_name = jup_a9_animp_4
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_11]
suitable = {=target_squad_name(jup_a9_agent_1_squad)} true
active = animpoint@wait_11
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_11]:animpoint@standart
cover_name = jup_a9_animp_11
avail_animations = animpoint_stay_table
;------------------------------------------------

[logic@animpoint_30]
suitable = {=target_squad_name(jup_a9_agent_4_squad)} true
active = animpoint@wait_30
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_30]:animpoint@standart
cover_name = jup_a9_animp_30
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@animpoint_31]
suitable = {=target_squad_name(jup_a9_agent_4_squad)} true
active = animpoint@wait_31
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_31]:animpoint@standart
cover_name = jup_a9_animp_31
avail_animations = animpoint_sit_normal

