[logic@pri_a21_chasovoi]
active = animpoint@pri_a21_start
suitable = {+pri_a21_task_start =check_npc_name(pri_a21_sentry_lieutenant_stecenko)} true
prior = 200
on_death = death
on_hit = hit

[animpoint@pri_a21_start]
meet = no_meet
cover_name = pri_a21_sc_mad_chasovoi
avail_animations = pri_a21_sentry_madness
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true 
on_info = %=play_sound(pri_a21_sentr_crazy_1)%
on_info2 = {=dist_to_actor_le(10)} remark@self_murder
on_info3 = {-pri_a21_once_autosave =dist_to_actor_le(30)} %+pri_a21_once_autosave =scenario_autosave(st_save_pri_a21_approached_mad_sentry)%

[remark@self_murder]
meet = no_meet
anim = pri_a21_sentry_madness_suicide
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true 
on_signal = anim_end | %=stop_sound =kill_npc%
on_info = %=play_sound(pri_a21_sentr_crazy_2)%

[hit]
on_info = {!deadly_hit} %=kill_npc%

[death]
on_info = %+pri_a21_chasovoi_dead%