[logic@jup_b43_stalker_assistant]
suitable = {=check_npc_name(jup_b43_stalker_assistant)} true
prior = 200
active = animpoint@stand

[animpoint@stand]
cover_name = jup_b41_animp_garick
use_camp = false
meet = meet
on_info = {!npc_in_zone(jup_b41_sr_light)} %=teleport_npc(jup_b41_jup_b43_stalker_assistant_walk)%
on_info2 = {+jup_b43_contract_complete =dist_to_actor_ge(100)} %=destroy_object +jup_b41_assistant_gone%
on_info3 = {=actor_on_level(pripyat)} %=destroy_object +jup_b41_assistant_gone%
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
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
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false





[logic@jup_b43_stalker_assistant_yanov]
suitable = {=check_npc_name(jup_b43_stalker_assistant)} true
prior = 300
active = animpoint@yanov
level_spot = guider

[animpoint@yanov]
cover_name = jup_a6_animpoint_garick
use_camp = false
meet = meet
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_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


