[logic]
active = walker@pri_a21_start
on_hit = hit

[walker@pri_a21_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_a21_smart_terrain_cutscene_actor_spawn_point
path_look = pri_a21_smart_terrain_chasovoi_mad_walk
def_state_standing = wait_rac
on_game_timer = 60 | remark@talk_rac_actor

[remark@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
anim = wait_rac
target = path | pri_a21_smart_terrain_chasovoi_mad_walk, 0
on_signal = sound_end | %+pri_a21_actor_talk_after_done%
on_info = {-pri_a21_from_kontroler_100_m} %=play_sound(pri_a21_actor_to_base_find_and_terminate_controller)%
on_info2 = {+pri_a21_from_kontroler_100_m} %=play_sound(pri_a21_actor_to_base_terminate_controller)%
on_info3 = {+pri_a21_sentry_task_done} %=destroy_object%

[hit]
on_info = %+pri_a21_cut_actor_hit =destroy_object%
