[logic@jup_b6_scientist_tech]
suitable = {=check_npc_name(jup_b6_scientist_tech)} true
prior = 200
active = animpoint@stand
level_spot = mechanic

[walker@firstmeet]
path_walk = med_walk
path_look = med_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
meet = meet
out_restr = jup_b41_sr_light
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@stand]
cover_name = jup_b41_animp_novikov
avail_animations = jup_b41_novikov_stand
use_camp = false
meet = meet
on_info = {!npc_in_zone(jup_b41_sr_light)} %=teleport_npc(jup_b41_med_walk)%
on_info2 = {!talking} %-jup_b6_about_new_up_hide%
out_restr = jup_b41_sr_light
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
reach_distance = 2
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet]
close_snd_hello = jup_b6_scientist_medic_greeting
close_snd_bye = jup_b6_scientist_medic_farewell
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_distance = 3
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
