[animpoint@def]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = no_meet
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = true

[logic@pri_a20_missing_military_recon_leader]
active = animpoint@base_1
suitable = {-pri_a17_actor_has_gauss_rifle =check_npc_name(pri_a15_military_recon_leader)} true, {-pri_a17_actor_has_gauss_rifle =check_npc_name(pri_a15_military_recon_1)} true
prior = 200

[logic@pri_a20_missing_military_recon_1]
active = animpoint@base_2
suitable = {-pri_a17_actor_has_gauss_rifle =check_npc_name(pri_a15_military_recon_leader)} true, {-pri_a17_actor_has_gauss_rifle =check_npc_name(pri_a15_military_recon_1)} true
prior = 200


[animpoint@base_1]:animpoint@def
cover_name = pri_a16_animp_7

[animpoint@base_2]:animpoint@def
cover_name = pri_a16_animp_8
