[logic] active = walker@start [walker@start] meet = no_meet use_camp = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false path_walk = pri_a25_smart_terrain_cutscene_actor_walk path_look = pri_a25_smart_terrain_cutscene_actor_look def_state_standing = wait_rac on_game_timer = 60 | walker@talk_rac_actor [walker@talk_rac_actor] meet = no_meet use_camp = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false path_walk = pri_a25_smart_terrain_cutscene_actor_walk path_look = pri_a25_smart_terrain_cutscene_actor_look def_state_standing = wait_rac on_signal = sound_end | %+pri_a25_actor_all_doors_locked_snd_end% on_info = %=play_sound(pri_a25_actor_all_doors_locked)% on_info2 = {+pri_a25_destr_cutsc_actor} %=destroy_object%