[logic@pri_a25_base_medic] suitable = {=check_npc_name(pri_a25_base_medic)} true prior = 200 active = walker@teleport [walker@teleport] corpse_detection_enabled = false meet = no_meet path_walk = medic_walk path_look = medic_look def_state_standing = wait_na on_info = walker@refrigerator %=teleport_npc(pri_a25_smart_terrain_medic_walk)% combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true [walker@refrigerator] corpse_detection_enabled = false meet = no_meet path_walk = medic_walk path_look = medic_look def_state_standing = wait_na on_info = {+pri_a25_antenna_destroyed} %=play_sound(pri_a25_freezer_knock)% on_info2 = {+pri_a25_freezer_can_talk} remark@a25_timer %=stop_sound% on_info3 = {=actor_enemy} %=actor_neutral% combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true [remark@a25_timer] corpse_detection_enabled = false meet = no_meet on_info = {=actor_enemy} %=actor_neutral% target = story | actor anim = wait_na on_game_timer = 10 | remark@a25_dialog combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true [remark@a25_dialog] corpse_detection_enabled = false meet = meet@pri_25 target = story | actor anim = wait_na on_info = {=actor_enemy} %=actor_neutral% combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true [meet@pri_25] meet_dialog = pri_a25_army_medic_freezer use = self allow_break = false trade_enable = false close_anim = wait_na close_distance = 0 far_distance = 0 close_snd_hello = nil close_snd_bye = nil close_victim = nil far_anim = nil far_victim = nil