[logic] active = animpoint@pri_a18_start on_hit = hit [animpoint@pri_a18_start] cover_name = pri_a18_sc_cutscene_actor avail_animations = pri_a18_inspert_monolit_actor 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 on_signal = sound_end | %+pri_a18_koval_go_on% on_info = {+pri_a18_radio_start} %=play_sound(pri_a18_actor_report)% on_info2 = {+pri_a18_cutscene_actor_destr} %=destroy_object% [hit] on_info = %+pri_a18_cut_actor_hit =destroy_object%