[logic@pri_a16_recon_1] suitable = {-pri_b305_fifth_cam_end =check_npc_name(pri_a17_military_lieutenant_podorojniy)} true prior = 200 active = animpoint@base_1 [logic@pri_a16_recon_2] suitable = {-pri_a17_actor_has_gauss_rifle -pri_b305_fifth_cam_end =target_squad_name(pri_a17_recon_squad) !check_npc_name(pri_a17_military_captain_tarasov)} true prior = 200 active = animpoint@base_2 [logic@pri_a16_recon_3] suitable = {-pri_b305_fifth_cam_end =check_npc_name(pri_a17_military_prapor_valentyr)} true prior = 200 active = animpoint@base_3 [meet@pri_a17_recon_squad_talk_with_commander] close_snd_hello = nil close_snd_bye = nil close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 snd_on_use = pri_a17_recon_squad_talk_with_commander abuse = false use = false [animpoint@def] reach_movement = walk_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true use_camp = true meet = meet@pri_a17_recon_squad_talk_with_commander out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@base_1]:animpoint@def cover_name = pri_a16_animp_1 on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_1 [animpoint@base_2]:animpoint@def cover_name = pri_a16_animp_2 on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_2 [animpoint@base_3]:animpoint@def cover_name = pri_a16_animp_3 on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_3 [animpoint@b305_role_1]:animpoint@def cover_name = pri_a16_animp_1 use_camp = false on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation% on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done% on_info3 = {+pri_b305_second_cam_start} animpoint@base_1 on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_1 %+pri_b305_army_what_freezer_done_end% [animpoint@b305_role_2]:animpoint@def cover_name = pri_a16_animp_2 use_camp = false on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation% on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done% on_info3 = {+pri_b305_second_cam_start} animpoint@base_2 on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_2 %+pri_b305_army_what_freezer_done_end% [animpoint@b305_role_3]:animpoint@def cover_name = pri_a16_animp_3 use_camp = false on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation% on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done% on_info3 = {+pri_b305_second_cam_start} animpoint@base_3 on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_3 %+pri_b305_army_what_freezer_done_end%