[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!check_enemy_name(actor)} true, false
combat_ignore_keep_when_attacked = false
meet = meet@standart
on_info  = {=actor_has_item(jup_device_case_two) -jup_device_case_two_alarm} %+jup_device_case_two_alarm =actor_enemy =reset_npc%
on_info2 = {+jup_bunker_convoy_dialog_end !actor_active_outfit(scientific_outfit) =see_actor} %=actor_enemy =reset_npc%
on_info3 = {+jup_aspirant_scientific_question_dialog_yes -jup_bunker_convoy_dialog_end =actor_enemy} %=actor_neutral%

[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

[meet@botanick]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
trade_enable = false

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

[hit@walker]
on_info  = {=hit_by_actor() -jup_aspirant_scientific_question_dialog_yes -laba_lena_final_dialog_end} %=all_factions_enemy_to_actor%
on_info2 = {!hit_by_actor() -jup_aspirant_scientific_question_dialog_yes -laba_lena_final_dialog_end} %=restore_health%
;--------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(jup_a12_shtern_stalker)} true
active = walker@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

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

[logic@walker_2]
suitable = {=check_npc_name(jup_a12_hrapov_stalker)} true, {=check_npc_name(bar_a11_trio)} true
active = walker@hrapov
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@hrapov]:animpoint@standart
path_walk = hrapov_1_walk
path_look = hrapov_1_look
meet = meet@botanick
;------------------------------------------------

[logic@animpoint_1]
suitable = {=target_squad_name(jup_a12_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_a12_animpoint_1
avail_animations = animpoint_sit_normal_no_rnd
;--------------------------------------------------

[logic@animpoint_2]
suitable = {=target_squad_name(jup_a12_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_a12_animpoint_2
avail_animations = animpoint_sit_normal_no_rnd
;--------------------------------------------------

[logic@animpoint_3]
suitable = {=target_squad_name(jup_a12_agent_squad)} true
active = animpoint@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:animpoint@standart
cover_name = jup_a12_animpoint_3
avail_animations = animpoint_sit_normal_no_rnd
;--------------------------------------------------

[logic@animpoint_4]
suitable = {=target_squad_name(jup_a12_agent_1_squad)} true
active = animpoint@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:animpoint@standart
cover_name = jup_a12_animpoint_4
avail_animations = animpoint_sit_normal_no_rnd
;--------------------------------------------------

[logic@animpoint_5]
suitable = {=target_squad_name(jup_a12_agent_1_squad)} true
active = animpoint@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_5]:animpoint@standart
cover_name = jup_a12_animpoint_5
avail_animations = animpoint_sit_normal_no_rnd
;--------------------------------------------------

[logic@animpoint_6]
suitable = {=target_squad_name(jup_a12_agent_1_squad)} true
active = animpoint@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_6]:animpoint@standart
cover_name = jup_a12_animpoint_6
avail_animations = animpoint_sit_normal_no_rnd
;--------------------------------------------------
[meet@convoy]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
trade_enable = false
use = {=actor_enemy} false, {=dist_to_actor_le(7) -jup_bunker_convoy_dialog_end +start_jup_bunker_door_dial} self, true
meet_dialog	=  {-jup_bunker_convoy_dialog_end +start_jup_bunker_door_dial} jup_bunker_convoy_dialog, nil

[logic@animpoint_7]
suitable = {=target_squad_name(jup_a12_agent_1_squad)} true
active = animpoint@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_7]:animpoint@standart
cover_name = jup_a12_animpoint_7
avail_animations = animpoint_sit_normal_no_rnd
on_info4 = {+jup_aspirant_scientific_question_dialog_yes -jup_bunker_convoy_dialog_end -laba_lena_final_dialog_end} walker@wait_2

[walker@wait_2]:animpoint@standart
path_walk = talk_1_walk
path_look = talk_1_look
meet = meet@convoy
on_info4 = {+jup_bunker_convoy_dialog_end} animpoint@wait_7
;
;
;
;
;
[animpoint@proveren]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@standart

[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@botanik]
suitable = {=target_squad_name(jup_a12_fp_botanick_squad)} true
active = walker@botanik
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[walker@botanik]:animpoint@proveren
path_walk = walker_1_walk
path_look = walker_1_look
combat_ignore_cond = true
meet = meet@botanick
;------------------------------------------------

[logic@proveren_1]
suitable = {=target_squad_name(jup_a12_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_a12_animpoint_1
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@proveren_2]
suitable = {=target_squad_name(jup_a12_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_a12_animpoint_2
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@proveren_3]
suitable = {=target_squad_name(jup_a12_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_a12_animpoint_3
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@proveren_4]
suitable = {=target_squad_name(jup_a12_fp_proveren_squad)} true
active = animpoint@proveren_4
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[animpoint@proveren_4]:animpoint@proveren
cover_name = jup_a12_animpoint_4
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@proveren_5]
suitable = {=target_squad_name(jup_a12_fp_proveren_squad)} true
active = animpoint@proveren_5
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[animpoint@proveren_5]:animpoint@proveren
cover_name = jup_a12_animpoint_5
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@proveren_6]
suitable = {=target_squad_name(jup_a12_fp_proveren_squad)} true
active = animpoint@proveren_6
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[animpoint@proveren_6]:animpoint@proveren
cover_name = jup_a12_animpoint_6
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@proveren_7]
suitable = {=target_squad_name(jup_a12_fp_proveren_squad)} true
active = animpoint@proveren_7
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[animpoint@proveren_7]:animpoint@proveren
cover_name = jup_a12_animpoint_7
avail_animations = animpoint_sit_normal
;------------------------------------------------------------

[logic@trio]
suitable = {=check_npc_name(bar_a11_trio)} true
active = walker@trio
prior = 200
on_death = death@proveren
on_hit = hit@proveren

[walker@trio]:animpoint@proveren
path_walk = hrapov_1_walk
path_look = hrapov_1_look
meet = meet@botanick
