; presets
[animpoint@presets]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@presets]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@stand_base]
close_snd_hello = kovalski_lets_talk
close_snd_distance = 5
close_snd_bye 	= nil
close_anim 		= nil
close_victim 	= actor
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=dist_to_actor_le(2.7) -colonel_kovalski_dialog_end !actor_enemy} self, {=dist_to_actor_le(2.7) -colonel_kovalski_1_dialog_end !actor_enemy +actor_in_zone_pri_uder_sr} self, {=actor_enemy} false, true
meet_dialog	= {-colonel_kovalski_dialog_end !actor_enemy} colonel_kovalski_dialog, {-colonel_kovalski_1_dialog_end !actor_enemy +actor_in_zone_pri_uder_sr} colonel_kovalski_1_dialog, nil
trade_enable = false
allow_break = false

;***********************************
[logic@pri_a16_kovalski_start]
active = walker@stand_base
suitable = {=check_npc_name(pri_a17_military_colonel_kovalski)} true
prior = 200
can_select_weapon = false

[walker@stand_base]:walker@presets
meet = meet@stand_base
def_state_standing = wait_na
def_state_moving = walk_noweap
path_walk = military_colonel_kovalski_walk
path_look = military_colonel_kovalski_look
on_info = {+colonel_kovalski_flasx8_dialog_end -colonel_kovalski_send_message_1} animpoint@a20_table_look

[animpoint@a20_table_look]:animpoint@presets
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
cover_name = pri_a20_sc_kovalski_radio_anim
avail_animations = pri_a20_colonel_radio
on_info = {=animpoint_reached -pri_a20_kovalski_reached_book} %+pri_a20_kovalski_reached_book =spawn_ids_objects(pri_a16_labs_info)%
on_info2 = {+colonel_kovalski_send_message_1 =dist_to_actor_le(5)} walker@stand_base
