[logic]
active = walker@sig

[walker@sig]
path_walk = jup_b219_actor_start_walk
path_look = jup_b219_actor_start_look
on_signal = actor | animpoint@start %+jup_b219_actor_on_pos%
def_state_standing = guard_na
def_state_moving = assault
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor
combat_ignore_keep_when_attacked = true 
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@actor]
cover_name = jup_b219_actor_smart_cover
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
use_camp = false
reach_distance = 50
meet = no_meet
reach_movement = walk
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[animpoint@start]:animpoint@actor
avail_animations = pri_a15_idle_none
on_info = {+jup_b219_start_one} 				animpoint@start_one
on_info2 = {+jup_b219_start_one_vano} 			animpoint@start_one_vano
on_info3 = {+jup_b219_start_one_monolith} 		animpoint@start_one_monolith
on_info4 = {+jup_b219_start_one_soldier} 		animpoint@start_one_soldier
on_info5 = {+jup_b219_start_all} 				animpoint@start_all
on_info6 = {+jup_b219_start_soldier_vano} 		animpoint@start_soldier_vano
on_info7 = {+jup_b219_start_soldier_monolith} 	animpoint@start_soldier_monolith
on_info8 = {+jup_b219_start_vano_monolith} 		animpoint@start_vano_monolith
on_info9  = {+jup_b219_destroy_actor} %=destroy_object% 

 
[animpoint@start_one]:animpoint@actor
avail_animations = jup_b219_actor_one
on_info = {+jup_b219_destroy_actor} %=destroy_object% 

[animpoint@start_one_vano]:animpoint@actor
avail_animations = jup_b219_actor_one_vano
on_info = {+jup_b219_destroy_actor} %=destroy_object% 

[animpoint@start_one_monolith]:animpoint@actor
avail_animations = jup_b219_actor_one_monolith
on_info = {+jup_b219_destroy_actor} %=destroy_object% 

[animpoint@start_one_soldier]:animpoint@actor
avail_animations = jup_b219_actor_one_soldier
on_info = {+jup_b219_destroy_actor} %=destroy_object% 

[animpoint@start_all]:animpoint@actor
avail_animations = jup_b219_actor_all
on_info = {+jup_b219_destroy_actor} %=destroy_object% 

[animpoint@start_soldier_vano]:animpoint@actor
avail_animations = jup_b219_actor_soldier_vano
on_info = {+jup_b219_destroy_actor} %=destroy_object% 

[animpoint@start_soldier_monolith]:animpoint@actor
avail_animations = jup_b219_actor_soldier_monolith
on_info = {+jup_b219_destroy_actor} %=destroy_object% 

[animpoint@start_vano_monolith]:animpoint@actor
avail_animations = jup_b219_actor_vano_monolith
on_info = {+jup_b219_destroy_actor} %=destroy_object% 


[danger]
ignore_distance = 0
danger_inertion_time_grenade = 0
danger_inertion_time_hit = 0
danger_inertion_time_sound = 0
danger_inertion_time_ricochet = 0


