[logic@pri_a16_tarasov]
suitable = {=check_npc_name(pri_a17_military_captain_tarasov)} true
prior = 200
active = walker@home_1 

[walker@home_1]
def_state_standing = wait_na
def_state_moving = walk_noweap
path_walk = taras_base_stay
path_look = taras_base_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = meet@recon_squad_ambush_dialog_1
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info  = {-pri_a17_actor_taras_hello =dist_to_actor_le(3)} remark@salut %+pri_a17_actor_taras_hello%
on_info2 = {+actor_return_pri_b306} animpoint@home_3
use_camp = false


[animpoint@home_3]
cover_name = pri_a16_animp_wanderer
use_camp = false 
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = meet@recon_squad_ambush_dialog_1
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@salut]
target = story | actor
anim = salut_free
on_game_timer = 5 | walker@home_1
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 = no_meet
use_camp = false

[meet@recon_squad_ambush_dialog_1]
close_snd_hello = nil
close_snd_bye 	= nil
close_anim      = nil
far_anim      	= nil
close_victim    = actor
trade_enable 	= false
allow_break 	= false
use 			= {=actor_enemy} false, true

