[logic@jup_a12_stalker_assaulter]
active = animpoint@stand_start
suitable = {=check_npc_name(jup_a12_stalker_assaulter)} true
prior = 200

[animpoint@argue]
cover_name = jup_a6_animp_assaulter
avail_animations = animpoint_stay_table
use_camp = false
on_signal = sound_end | {-jup_a12_stalker_diplomat_argued -jup_a12_stalker_assaulter_argued} %+jup_a12_stalker_assaulter_argued% 
on_info = {+jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_argued} %=play_sound(jup_a12_stalker_assaulter_1_argue)%
on_info2 = {+jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_argued} %=play_sound(jup_a12_stalker_assaulter_2_argue)%
on_info3 = {+jup_a12_stalker_assaulter_3_argue -jup_a12_stalker_assaulter_argued} %=play_sound(jup_a12_stalker_assaulter_3_argue)%
on_info4 = {!actor_in_zone(jup_a12_sr_stalkers_argue)} animpoint@stand_start %-jup_a12_stalker_assaulter_argued -jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue%
on_info5 = {+jup_a12_stalker_assaulter_told_story} animpoint@stand_start
on_info6 = {+jup_a12_stalker_diplomat_argued} animpoint@stand_start %-jup_a12_stalker_assaulter_argued -jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue%
meet = meet@stand_start_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

[animpoint@stand_start]
cover_name = jup_a6_animp_assaulter
avail_animations = animpoint_stay_table
use_camp = false
meet = meet@stand_start_meet
on_info = {-jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue ~33} %+jup_a12_stalker_assaulter_1_argue%
on_info2 = {-jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue ~66} %+jup_a12_stalker_assaulter_2_argue%
on_info3 = {-jup_a12_stalker_assaulter_1_argue -jup_a12_stalker_assaulter_2_argue -jup_a12_stalker_assaulter_3_argue} %+jup_a12_stalker_assaulter_3_argue%
on_info4 = {-jup_a12_stalker_assaulter_has_af} %+jup_a12_stalker_assaulter_has_af =give_items(af_gold_fish)%
on_info5 = {+jup_a12_stalker_prisoner_free} animpoint@stand_after
on_game_timer = 130 | {-jup_a12_stalker_assaulter_told_story +jup_b217_welcome_tech_talked =actor_in_zone(jup_a12_sr_stalkers_argue)} animpoint@argue %-jup_a12_stalker_diplomat_argued%
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

[meet@stand_start_meet]
close_snd_hello = nil
close_snd_bye 	= nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_dialog = {-jup_a12_actor_is_ready} jup_a12_stalkers_choose_dialog, {+jup_a12_actor_is_ready} jup_a12_stalker_assaulter_after_scene_dialog
meet_on_talking = false

[animpoint@stand_after]
cover_name = jup_a6_animp_assaulter
use_camp = false
meet = meet@after_meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@after_meet]
close_snd_hello = nil
close_snd_bye 	= nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_dialog = jup_a12_stalker_assaulter_after_scene_dialog
meet_on_talking = false
