[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%