[logic@jup_b4_monolith_squad_soldier_1_monolith_skin]
suitable = {=check_npc_name(jup_b4_monolith_squad_soldier_1_monolith_skin)}
active = animpoint@begin
prior = 100
on_hit = hit
on_death = death

[animpoint@begin]
cover_name = jup_b4_animpoint_1
use_camp = false
reach_distance = 1.5
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {-task_jup_b4_monolith_squad_help +jup_b4_monolith_talking_1} %=play_sound(jup_b4_monolith_talking_1)%
on_info2 = {+jup_b4_duty_go_to_monolit_squad} walker@begin_2
on_info3 = {+jup_b4_freedom_squad_leader_lets_talk_sound} animpoint@freedom_1
on_info4 = {+jup_b4_monolith_squad_hit -jup_b4_ms1_stop_sound} %=stop_sound +jup_b4_ms1_stop_sound%
on_info5 = {+jup_b4_monolith_squad_out} walker@out
meet = meet_speak_boos

[walker@out]
use_camp = false
path_walk = monolith_squad_soldier_1_monolith_skin_begin_2_walk
path+look = monolith_squad_soldier_1_monolith_skin_begin_2_look
meet = no_meet

[walker@begin_2]
use_camp = false
path_walk = monolith_squad_soldier_1_monolith_skin_begin_2_walk
path+look = monolith_squad_soldier_1_monolith_skin_begin_2_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {+jup_b4_aling} walker@1
meet = meet_speak_boos

[walker@1]
use_camp = false
path_walk = monolith_squad_soldier_1_monolith_skin_2_walk
path_look = monolith_squad_soldier_1_monolith_skin_2_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_signal = align1 | %+jup_b4_duty_aling1%
on_info = {+jup_b4_aling_line} walker@dolg_aling_line
meet = meet_speak_boos

[walker@dolg_aling_line]
use_camp = false
path_walk = monolith_squad_soldier_1_monolith_skin_1_walk
path_look = monolith_squad_soldier_1_monolith_skin_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {+jup_b4_duty_prisiaga} walker@3 
meet = meet_speak_boos

[walker@3]
use_camp = false
path_walk = monolith_squad_soldier_1_monolith_skin_1_walk
path_look = monolith_squad_soldier_1_monolith_skin_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_timer = 500 | walker@4
meet = meet_speak_boos

[walker@4]
use_camp = false
path_walk = monolith_squad_soldier_1_monolith_skin_1_walk
path_look = monolith_squad_soldier_1_monolith_skin_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {+jup_b4_duty_prisiaga -jup_b4_recruit_1_serve_duty_sound} %=play_sound(jup_b4_recruit_1_serve_duty) +jup_b4_recruit_1_serve_duty_sound%
on_info2 = {+jup_b4_monolith_squad_out -jup_b4_ms1_stop_sound} %=stop_sound +jup_b4_ms1_stop_sound%
meet = meet_speak_boos

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

[animpoint@freedom_1]
cover_name = jup_b4_animpoint_1
use_camp = false
reach_distance = 1.5
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {+jup_b4_freedom_squad_leader_speech_sound -jup_b4_monolith_1_ask_to_freedom_sound} %=play_sound(jup_b4_monolith_1_ask_to_freedom)%
on_info2 = {+jup_b4_monolith_squad_out -jup_b4_ms1_stop_sound} %=stop_sound +jup_b4_ms1_stop_sound%
on_signal = sound_end | animpoint@freedom_2 %+jup_b4_monolith_1_ask_to_freedom_sound%
meet = meet_speak_boos

[animpoint@freedom_2]
cover_name = jup_b4_animpoint_1
use_camp = false
reach_distance = 1.5
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {+jup_b4_freedom_squad_leader_welcome_to_freedom_sound} %=play_sound(jup_b4_recruit_1_cool_freedom)%
on_info2 = {+jup_b4_monolith_squad_out -jup_b4_ms1_stop_sound} %=stop_sound +jup_b4_ms1_stop_sound%
on_signal = sound_end | %+jup_b4_recruit_1_cool_freedom_sound%
meet = meet_speak_boos

[hit]
on_info = %+jup_b4_monolith_squad_hit%

[death]
on_info = %+jup_b4_soldier_1_death +jup_b4_duty_aling1 +jup_b4_recruit_1_serve_duty_sound +jup_b4_monolith_1_ask_to_freedom_sound +jup_b4_recruit_1_cool_freedom_sound%

[meet_speak_boos]
use				= false
snd_on_use 		= jup_b4_monolith_talk_to_commander
