[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