[meet@jup_b41_animpoint_meet]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance 	= 0
far_distance 	= 0
snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon, {!dist_to_actor_le(3)} nil
use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, {=dist_to_actor_le(3)} true, false
meet_on_talking = false

[animpoint@jup_b41_animp_gen]
reach_movement = walk
use_camp = false
meet = meet@jup_b41_animpoint_meet
out_restr = jup_b41_sr_noweap
in_restr = jup_b41_sr_light
on_info = {+jup_b1_go_on_task =squad_exist(jup_b1_stalker_squad)} patrol@go_to_tunnel

[logic@jup_b1_stalker_1_home]
suitable = true ;{=check_npc_name(jup_b1_pro_stalker_1)} true, {=check_npc_name(jup_b1_stalker_1)} true, {=check_npc_name(jup_b6_freedom_stalker_1)} true, {=check_npc_name(jup_b6_duty_stalker_1)} true, {=check_npc_name(jup_b6_stalker_gonta)} true, {=check_npc_name(jup_b6_stalker_prisoner)} true
prior = 70
active = walker@jup_b1_stalker_1_home
on_death = death@stalker_1
on_combat = combat

[walker@jup_b1_stalker_1_home]
path_walk = base_stay_st_1
path_look = base_look_st_1
on_info = {+jup_b1_go_on_task =squad_exist(jup_b1_stalker_squad)} patrol@go_to_tunnel
on_info2 = {=actor_in_zone(jup_b1_st_1_greet) -jup_b1_greet_end +jup_b1_give_task !is_playing_sound} remark@callactor
on_info3 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_1_reach_hide
out_restr = jup_b41_sr_noweap
in_restr = jup_b41_sr_light
meet = meet@default

[meet@default]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 2
far_distance 	= 0
close_snd_distance = 2
use =  true
allow_break = false
trade_enable = false

[remark@callactor]
anim = ward
target = story | actor
on_game_timer = 5 | {-jup_b1_sd !is_playing_sound} %=play_sound(jup_b1_stalkers_greeting) +jup_b1_sd%
on_signal = sound_end | walker@jup_b1_stalker_1_home %+jup_b1_greet_end%
meet = no_meet
out_restr = jup_b41_sr_noweap
corpse_detection_enabled = false

[patrol@go_to_tunnel]
path_walk = patrol_to_the_tunnel
commander = true
formation = back
on_signal = at_pos | %+jup_b1_st_mission -jup_b1_go_on_task%
meet = no_meet
on_info = {=health_le(0.5) !actor_enemy} %=restore_health% 
on_info2 = {=dist_to_actor_ge(140) =dist_to_story_obj_ge(jup_b1_half_artifact:260) -jup_b1_teleport_squad_only} %+jup_b1_teleport_squad_only%

[animpoint@jup_b41_stalker_1_reach_hide]
cover_name = jup_b41_animp_surge_1
reach_movement = run
use_camp = false
meet = meet@stalker_1
on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_1_hide
;on_info2 = {=has_enemy} walker@jup_b1_stalker_1_home
out_restr = jup_b41_sr_light

[meet@stalker_1]
close_distance 	= 0
far_distance 	= 0

[animpoint@jup_b41_stalker_1_hide]
cover_name = jup_b41_animp_surge_1
reach_movement = run
use_camp = false
meet = meet@jup_b41_animpoint_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_b41_sr_light
on_info = {=surge_complete} walker@jup_b1_stalker_1_home

[combat]
on_info = {=actor_enemy} %+jup_b1_actor_atk_squad%

[death@stalker_1]
on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_1_is_dead +jup_b1_squad_is_dead  =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_1_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_1_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_1_is_dead%, {=killed_by_actor} %+jup_b1_stalker_1_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_1_is_dead%


[logic@jup_b1_stalker_2_home]
suitable = true ;{=check_npc_name(jup_b1_stalker_2)} true, {=check_npc_name(jup_b6_freedom_stalker_2)} true, {=check_npc_name(jup_b6_duty_stalker_2)} true, {=check_npc_name(jup_b6_stalker_garmata)} true, {=check_npc_name(jup_b6_stalker_assaulter)} true
prior = 65
active = animpoint@jup_b1_stalker_2_home
on_death = death@stalker_2
on_combat = combat

[animpoint@jup_b1_stalker_2_home]:animpoint@jup_b41_animp_gen
cover_name = jup_b41_animp_1
avail_animations = animpoint_sit_normal_no_rnd
on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_2_reach_hide

[animpoint@jup_b41_stalker_2_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide
cover_name = jup_b41_animp_surge_2
meet = meet@jup_b41_animpoint_meet
on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_2_hide
on_info2 = {=has_enemy} animpoint@jup_b1_stalker_2_home

[animpoint@jup_b41_stalker_2_hide]:animpoint@jup_b41_stalker_1_hide
cover_name = jup_b41_animp_surge_2
on_info = {=surge_complete} animpoint@jup_b1_stalker_2_home

[death@stalker_2]
on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_2_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_2_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_2_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_2_is_dead%, {=killed_by_actor} %+jup_b1_stalker_2_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_2_is_dead%


[logic@jup_b1_stalker_3_home]
suitable = true ;{=check_npc_name(jup_b1_stalker_3)} true, {=check_npc_name(jup_b6_freedom_stalker_3)} true, {=check_npc_name(jup_b6_duty_stalker_3)} true
prior = 65
active = animpoint@jup_b1_stalker_3_home
on_death = death@stalker_3
on_combat = combat

[animpoint@jup_b1_stalker_3_home]:animpoint@jup_b41_animp_gen
cover_name = jup_b41_animp_2
avail_animations = animpoint_sit_low_no_rnd
on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_3_reach_hide

[animpoint@jup_b41_stalker_3_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide
cover_name = jup_b41_animp_surge_3
meet = meet@jup_b41_animpoint_meet
on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_3_hide
on_info2 = {=has_enemy} animpoint@jup_b1_stalker_3_home

[animpoint@jup_b41_stalker_3_hide]:animpoint@jup_b41_stalker_1_hide
cover_name = jup_b41_animp_surge_3
on_info = {=surge_complete} animpoint@jup_b1_stalker_3_home

[death@stalker_3]
on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_3_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_3_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_3_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_3_is_dead%, {=killed_by_actor} %+jup_b1_stalker_3_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_3_is_dead%


[logic@jup_b1_stalker_4_home] ;� �������
suitable = true ;{=check_npc_name(jup_b1_stalker_4)} true, {=check_npc_name(jup_b6_freedom_stalker_4)} true, {=check_npc_name(jup_b6_duty_stalker_4)} true, {=check_npc_name(jup_b6_stalker_crab)} true,  {=check_npc_name(jup_b6_stalker_diplomat)} true
prior = 70
active = animpoint@jup_b1_stalker_4_home
on_death = death@stalker_4
on_combat = combat

[animpoint@jup_b1_stalker_4_home]:animpoint@jup_b41_animp_gen
cover_name = jup_b41_animp_3
avail_animations = animpoint_sit_low_no_rnd
on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_4_reach_hide

[animpoint@jup_b41_stalker_4_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide
cover_name = jup_b41_animp_surge_4
meet = meet@jup_b41_animpoint_meet
on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_4_hide
on_info2 = {=has_enemy} animpoint@jup_b1_stalker_4_home

[animpoint@jup_b41_stalker_4_hide]:animpoint@jup_b41_stalker_1_hide
cover_name = jup_b41_animp_surge_4
on_info = {=surge_complete} animpoint@jup_b1_stalker_4_home


[death@stalker_4]
on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_4_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_4_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_4_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_4_is_dead%, {=killed_by_actor} %+jup_b1_stalker_4_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_4_is_dead%

;---------------------------------------------------------------------������� ������---------------------------------------------------------------------
[animpoint@jup_b41_animp_gen_pro]
reach_movement = walk
use_camp = false
meet = no_meet
out_restr = jup_b41_sr_noweap
in_restr = jup_b41_sr_light

[animpoint@jup_b41_stalker_reach_hide_pro]
cover_name = jup_b41_animp_surge_1
reach_movement = run
use_camp = false
meet = no_meet
out_restr = jup_b41_sr_light

[animpoint@jup_b41_stalker_hide_pro]
reach_movement = run
use_camp = false
meet = no_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_b41_sr_light
;----------------------------------------------------------------------

[logic@jup_b1_stalker_2_pro]
suitable = true ;{=check_npc_name(jup_b1_pro_stalker_2)} true
prior = 65
active = animpoint@jup_b1_stalker_2_pro
on_death = death@stalker_2
on_combat = combat

[animpoint@jup_b1_stalker_2_pro]:animpoint@jup_b41_animp_gen_pro
cover_name = jup_b41_animp_1
avail_animations = animpoint_sit_normal_no_rnd
on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_2_reach_hide_pro

[animpoint@jup_b41_stalker_2_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro
cover_name = jup_b41_animp_surge_2
on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_2_hide_pro
on_info2 = {=has_enemy} animpoint@jup_b1_stalker_2_pro

[animpoint@jup_b41_stalker_2_hide_pro]:animpoint@jup_b41_stalker_hide_pro
cover_name = jup_b41_animp_surge_2
on_info = {=surge_complete} animpoint@jup_b1_stalker_2_pro
;----------------------------------------------------------------------

[logic@jup_b1_stalker_3_pro]
suitable = true ;{=check_npc_name(jup_b1_pro_stalker_3)} true
prior = 65
active = animpoint@jup_b1_stalker_3_pro
on_death = death@stalker_3
on_combat = combat

[animpoint@jup_b1_stalker_3_pro]:animpoint@jup_b41_animp_gen_pro
cover_name = jup_b41_animp_2
avail_animations = animpoint_sit_low_no_rnd
on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_3_reach_hide_pro

[animpoint@jup_b41_stalker_3_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro
cover_name = jup_b41_animp_surge_3
on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_3_hide_pro
on_info2 = {=has_enemy} animpoint@jup_b1_stalker_3_pro

[animpoint@jup_b41_stalker_3_hide_pro]:animpoint@jup_b41_stalker_hide_pro
cover_name = jup_b41_animp_surge_3
on_info = {=surge_complete} animpoint@jup_b1_stalker_3_pro
;----------------------------------------------------------------------

[logic@jup_b1_stalker_4_pro]
suitable = false ;{=check_npc_name(jup_b1_pro_stalker_4)} true
prior = 70
active = animpoint@jup_b1_stalker_4_pro
on_death = death@stalker_4
on_combat = combat

[animpoint@jup_b1_stalker_4_pro]:animpoint@jup_b41_animp_gen_pro
cover_name = jup_b41_animp_3
avail_animations = animpoint_sit_low_no_rnd
on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_4_reach_hide_pro

[animpoint@jup_b41_stalker_4_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro
cover_name = jup_b41_animp_surge_4
on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_4_hide_pro
on_info2 = {=has_enemy} animpoint@jup_b1_stalker_4_pro

[animpoint@jup_b41_stalker_4_hide_pro]:animpoint@jup_b41_stalker_hide_pro
cover_name = jup_b41_animp_surge_4
on_info = {=surge_complete} animpoint@jup_b1_stalker_4_pro