[logic@jup_b219_azot]
suitable = {=check_npc_name(jup_b219_stalker_tech)}
active = walker@sig
prior = 200

[walker@sig]
path_walk = azot_walk
path_look = azot_look
on_signal = azot | animpoint@start %+jup_b219_azot_on_pos%
def_state_standing = wait_na
def_state_moving = walk
combat_ignore_keep_when_attacked = true 
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@azot]
cover_name = jup_b219_azot_smart_cover
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
use_camp = false
reach_distance = 50
meet = no_meet
reach_movement = walk
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_factory_default_in_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[animpoint@start]:animpoint@azot
avail_animations = pri_a15_idle_strap
on_info = {+jup_b219_start_one} 					animpoint@start_one
on_info2 = {+jup_b219_start_one_vano} 				animpoint@start_one_vano
on_info3 = {+jup_b219_start_one_monolith} 			animpoint@start_one_monolith
on_info4 = {+jup_b219_start_one_soldier} 			animpoint@start_one_soldier
on_info5 = {+jup_b219_start_all} 					animpoint@start_all
on_info6 = {+jup_b219_start_soldier_vano} 			animpoint@start_soldier_vano
on_info7 = {+jup_b219_start_soldier_monolith} 		animpoint@start_soldier_monolith
on_info8 = {+jup_b219_start_vano_monolith} 			animpoint@start_vano_monolith

[animpoint@start_one]:animpoint@azot
avail_animations = jup_b219_azot_one

[animpoint@start_one_vano]:animpoint@azot
avail_animations = jup_b219_azot_one_vano

[animpoint@start_one_monolith]:animpoint@azot
avail_animations = jup_b219_azot_one_monolith

[animpoint@start_one_soldier]:animpoint@azot
avail_animations = jup_b219_azot_one_soldier

[animpoint@start_all]:animpoint@azot
avail_animations = jup_b219_azot_all

[animpoint@start_soldier_vano]:animpoint@azot
avail_animations = jup_b219_azot_soldier_vano

[animpoint@start_soldier_monolith]:animpoint@azot
avail_animations = jup_b219_azot_soldier_monolith

[animpoint@start_vano_monolith]:animpoint@azot
avail_animations = jup_b219_azot_vano_monolith

[remark@start_one]
anim = jup_b219_azot_one
target = path | jup_b219_azot_look,0
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor

[remark@start_one_vano]
anim = jup_b219_azot_one_vano
target = path | jup_b219_azot_look,0
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor

[remark@start_one_monolith]
anim = jup_b219_azot_one_monolith
target = path | jup_b219_azot_look,0
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor

[remark@start_one_soldier]
anim = jup_b219_azot_one_soldier
target = path | jup_b219_azot_look,0
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor

[remark@start_all]
anim = jup_b219_azot_all
target = path | jup_b219_azot_look,0
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor

[remark@start_soldier_vano]
anim = jup_b219_azot_soldier_vano
;target = path | jup_b219_actor_start_look,0
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor

[remark@start_soldier_monolith]
anim = jup_b219_azot_soldier_monolith
;target = path | jup_b219_actor_start_look,0
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor

[remark@start_vano_monolith]
anim = jup_b219_azot_vano_monolith
;target = path | jup_b219_actor_start_look,0
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
danger = danger
combat_ignore_keep_when_attacked = true 
meet = no_meet
invulnerable = {!actor_enemy} true, false
out_restr = jup_factory_default_in_restrictor

[danger]
ignore_distance = 0
danger_inertion_time_grenade = 0
danger_inertion_time_hit = 0
danger_inertion_time_sound = 0
danger_inertion_time_ricochet = 0