[logic@jup_b4_freedom_leader]
suitable = {=check_npc_name(jup_b4_freedom_leader)}
active = walker@1
prior = 100
on_hit = hit
on_death = death

[walker@1]
use_camp = false
path_walk = freedom_leader_1_walk
path_look = freedom_leader_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
on_timer = 3000 |walker@2
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@2]
use_camp = false
path_walk = freedom_leader_2_walk
path_look = freedom_leader_2_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
on_signal = jup_b4_freedom_lets_talk | {-jup_b4_freedom_squad_leader_lets_talk_sound} %=play_sound(jup_b4_freedom_squad_leader_lets_talk) +jup_b4_freedom_squad_leader_lets_talk_sound%
on_signal2 = sound_end | walker@3
on_info = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound%
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@3]
use_camp = false
path_walk = freedom_leader_2_walk
path_look = freedom_leader_2_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
on_info = {+jup_b4_freedom_monolit_soldier_2_near_fire +jup_b4_freedom_monolit_soldier_3_near_fire +jup_b4_freedom_monolit_leader_near_fire -jup_b4_freedom_squad_leader_speech_sound} %=play_sound(jup_b4_freedom_squad_leader_speech)%
on_info2 = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound%
on_signal = sound_end | walker@4 %+jup_b4_freedom_squad_leader_speech_sound%
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@4]
use_camp = false
path_walk = freedom_leader_2_walk
path_look = freedom_leader_2_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
on_info = {-jup_b4_soldier_1_death +jup_b4_monolith_1_ask_to_freedom_sound -jup_b4_freedom_squad_leader_reply_sound} %=play_sound(jup_b4_freedom_squad_leader_reply)%
on_info2 = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound%
on_info3 = {+jup_b4_soldier_1_death} walker@5
on_signal = sound_end | walker@5 %+jup_b4_freedom_squad_leader_reply_sound%
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@5]
use_camp = false
path_walk = freedom_leader_2_walk
path_look = freedom_leader_2_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
on_timer = 1000 | {-jup_b4_freedom_squad_leader_any_questions_sound} %=play_sound(jup_b4_freedom_squad_leader_any_questions)%
on_info = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound%
on_signal = sound_end | walker@6 %+jup_b4_freedom_squad_leader_any_questions_sound%
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@6]
use_camp = false
path_walk = freedom_leader_2_walk
path_look = freedom_leader_2_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
on_timer = 5000 | {-jup_b4_freedom_squad_leader_welcome_to_freedom_sound} %=play_sound(jup_b4_freedom_squad_leader_welcome_to_freedom)%
on_signal = sound_end | %+jup_b4_freedom_squad_leader_welcome_to_freedom_sound%
on_info = {+jup_b4_monolith_squad_in_freedom} walker@7
on_info2 = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound%
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@7]
use_camp = false
path_walk = freedom_leader_1_walk
path_look = freedom_leader_1_look
on_info = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound%
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
meet = meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet]
meet_dialog = jup_b4_freedom_squad_start_dialog

[hit]
on_info = {-jup_b4_monolith_squad_in_freedom =hitted_by(actor)} %+jup_b4_monolith_squad_out%

[death]
on_info = {-jup_b4_monolith_squad_in_freedom} %+jup_b4_monolith_squad_out%
