; general section [animpoint@zat_b100_a23_actor_gen] 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 ; work section [logic] active = walker@zat_b100_temp on_hit = hit [walker@zat_b100_temp] path_walk = zat_a23_temp_actor_walk path_look = zat_a23_temp_actor_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = no_meet out_restr = zat_a23_cat_rest on_info = {=actor_in_zone(zat_a23_cat_rest)} animpoint@zat_a23_gauss_rifle_docs_investigation %=teleport_npc(zat_a23_cam_actor_walk)%, {=actor_in_zone(zat_b100_heli_2_cat)} animpoint@zat_b100_actor %=teleport_npc(zat_b100_heli_2_walk)% [animpoint@zat_b100_actor]:animpoint@zat_b100_a23_actor_gen avail_animations = zat_b100_heli_2_serch cover_name = zat_b100_heli_2_serch_animpoint [animpoint@zat_a23_gauss_rifle_docs_investigation]:animpoint@zat_b100_a23_actor_gen avail_animations = guard cover_name = zat_a23_actor_animpoint out_restr = zat_a23_cat_rest on_game_timer = 20 | animpoint@zat_a23_gauss_rifle_docs_investigation_end [animpoint@zat_a23_gauss_rifle_docs_investigation_end]:animpoint@zat_b100_a23_actor_gen avail_animations = jup_a9_cam3_actor cover_name = zat_a23_actor_animpoint out_restr = zat_a23_cat_rest [hit] on_info = %+zat_b100_actor_hit =destroy_object%