; 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%
