[animpoint@presets]
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
;out_restr = mar_base_surge_hide_a5
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

;*************************************

[logic@mar_base_stalker_tech]
suitable = {=check_npc_name(mar_base_stalker_tech)} true
active = animpoint@sit
prior = 200
level_spot = mechanic
dont_keep_items = true
 
[animpoint@sit]:animpoint@presets
cover_name = mar_base_animpoint_tech
reach_distance = 1000
avail_animations = animpoint_sit_normal
meet = meet@default

[meet@default]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_distance = 3
;use 			= {!actor_enemy} true
use = {=actor_enemy} false, true
allow_break 	= false
close_snd_hello = mar_csky_tech_meet
close_snd_bye 	= mar_csky_tech_meet_bye
meet_on_talking = false
