[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%
