[logic] active = walker [walker] path_walk = radio_walk_1 path_look = radio_look_1 combat_ignore_cond = true on_game_timer = 50 | walker@search [walker@search] path_walk = search_walk_1 path_look = search_look_1 combat_ignore_cond = true on_signal = action | remark@search [remark@search] combat_ignore_cond = true target = path | search_look_1, 0 anim = search on_signal = anim_end | remark@speak_radio ;on_game_timer = 50 | remark@speak_radio [remark@speak_radio] combat_ignore_cond = true anim = guard_rac on_game_timer = 150 | walker [remark@sit_knee] meet = no_meet combat_ignore_cond = true target = path | search_look_1, 0 anim = wait_rac target = path | radio_walk_1, 0 on_game_timer = 50 | remark@radio_speek_with_base [remark@stand_up] meet = no_meet combat_ignore_cond = true anim = wait_na target = path | radio_walk_1, 0 on_game_timer = 30 | remark@radio_speek_with_base [remark@radio_speek_with_base] meet = no_meet combat_ignore_cond = true anim = wait_rac target = path | radio_look_1, 0 [walker@sit_knee] combat_ignore_cond = true path_walk = radio_walk_1 path_look = sit_look_1 on_game_timer = 100 | walker@radio_speek_with_base [walker@radio_speek_with_base] path_walk = radio_walk_1 path_look = radio_look_1 ;target = path | radio_look_1, 0 [animpoint@radio] combat_ignore_cond = true cover_name = animpoint_radio_2 meet = no_meet avail_animations = pri_a20_colonel_radio on_info = {=animpoint_reached -test_info_radio_start} %+test_info_radio_start% on_info2 = {+test_info_radio_stop -test_info_kovalsky_talk} %+test_info_kovalsky_talk =play_sound(pri_a20_colonel_talk_in_radio)% on_signal = sound_end | animpoint@out [animpoint@out] combat_ignore_cond = true cover_name = animpoint_radio_2 meet = no_meet avail_animations = pri_a20_colonel_radio_out on_game_timer = 30 | walker