[logic@jup_b4_monolith_squad_soldier_4_monolith_skin]
suitable = {=check_npc_name(jup_b4_monolith_squad_soldier_4_monolith_skin)}
active = animpoint@begin
prior = 100
on_hit = hit
on_death = death

[animpoint@begin]
cover_name = jup_b4_animpoint_2
use_camp = false
reach_distance = 1.5
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {+jup_b4_duty_go_to_monolit_squad} walker@begin_2
meet = meet_speak_boos

;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

[walker@begin_2]
use_camp = false
path_walk = monolith_squad_soldier_4_monolith_skin_begin_2_walk
path_look = monolith_squad_soldier_4_monolith_skin_begin_2_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {+jup_b4_aling} walker@dolg_come
meet = meet_speak_boos

[walker@dolg_come]
use_camp = false
path_walk = monolith_squad_soldier_4_monolith_skin_1_walk
path_look = monolith_squad_soldier_4_monolith_skin_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_signal = align4 | %+jup_b4_duty_aling4%
on_info = {+jup_b4_duty_prisiaga -jup_b4_recruit_4_serve_duty_sound} %=play_sound(jup_b4_recruit_2_serve_duty) +jup_b4_recruit_4_serve_duty_sound%
on_info2 = {+jup_b4_monolith_squad_out -jup_b4_ms4_stop_sound} %=stop_sound +jup_b4_ms4_stop_sound%
meet = meet_speak_boos

[hit]
on_info = %+jup_b4_monolith_squad_hit%

[death]
on_info = %+jup_b4_soldier_4_death +jup_b4_duty_aling4 +jup_b4_recruit_4_serve_duty_sound%

[meet_speak_boos]
use				= false
snd_on_use 		= jup_b4_monolith_talk_to_commander
