[logic@jup_a10_stalker_vano]
suitable = {=check_npc_name(jup_a10_stalker_vano)}
active = animpoint@vano
prior = 200

[animpoint@vano]
cover_name = jup_a6_animpoint_vano
use_camp = false
on_info = {+jup_a10_vano_give_task -give_jup_a10_task} %=give_task(jup_a10_actor_agree_back_vano_duties) +give_jup_a10_task%
on_info2 = {=dist_to_actor_ge(150) +jup_a10_fals} %=destroy_object(story:jup_a10_stalker_vano)%
on_info3 = {+jup_a10_vano_give_task_end -jup_a10_vano_max_simpathy} %=actor_friend +jup_a10_vano_max_simpathy%
on_actor_dist_le = 2 | {-jup_a10_vano_give_task -jup_a10_vano_need_help_infoporshin +jup_b217_welcome_tech_talked} %=play_sound(jup_a10_vano_need_help) +jup_a10_vano_need_help_infoporshin%
on_actor_dist_ge_nvis = 100 | {+jup_a10_vano_need_help_infoporshin} %-jup_a10_vano_need_help_infoporshin%
meet = meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
corpse_detection_enabled = false
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
snd_on_use = nil
use = {+jup_a10_fals} false, {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_dialog	= jup_a10_vano_help_dialog
meet_on_talking = false
