[walker@ignore] wounded = wounded@no_wound def_state_standing = threat_na def_state_moving = assault meet = no_meet use_camp = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;Wounded - no wounds [wounded@no_wound] hp_state = 0 | wounded_heavy@help_heavy hp_state_see = 0 | wounded_heavy@help_heavy hp_victim = 0 | nil hp_cover = 0 | false hp_fight = 0 | false [logic] active = walker@start [walker@start]:walker@ignore path_walk = pri_a28_cutscene_actor_walk path_look = pri_a28_cutscene_actor_look meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {+pri_a28_commander_on_position} smartcover@cutscene %=teleport_npc(pri_a28_cutscene_actor_walk)% [smartcover@cutscene]:walker@ignore cover_name = pri_a28_cutscene_actor_cover combat_ignore_cond = true on_info = {+pri_a28_evac_com_ready -pri_a28_strelok_dead} %=play_sound(pri_a28_actor_to_strelok)% on_info2 = {+pri_a28_evac_com_ready +pri_a28_strelok_dead +pri_a28_somebody_alive} %=play_sound(pri_a28_actor_scene_end_when_strelok_dead)% on_info3 = {+pri_a28_evac_com_ready +pri_a28_strelok_dead -pri_a28_somebody_alive} %=play_sound(pri_a28_actor_scene_end)% on_signal = sound_end | %+pri_a28_final_actor_speech_done% on_info4 = {+pri_a28_team_heli_run +pri_a28_strelok_dead} walker@heli_run on_info5 = {+pri_a28_actor_heli_run -pri_a28_strelok_dead} walker@heli_run [walker@heli_run]:walker@ignore path_walk = pri_a28_cutscene_actor_away def_state_moving = sneak_run on_game_timer = 20 | %+pri_a28_cut_1_end% on_info = {+pri_a28_show_freeplay_dialog} %=destroy_object%