[walker@ignore] wounded = wounded@no_wound def_state_standing = threat_na def_state_moving = assault 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 ;Wounded - no wounds [wounded@no_wound] hp_state = 0 | wounded_heavy@help_heavy hp_state_see = 0 | wounded_heavy@help_heavy hp_victim = 0 | nil hp_cover = 0 | false hp_fight = 0 | false [logic] active = smartcover@evac_comm [smartcover@evac_comm]:walker@ignore cover_name = pri_a28_heli_cover_33 combat_ignore_cond = true meet = no_meet on_game_timer = 60 | {+pri_a28_scene_end -pri_a28_commander_on_position} smartcover@evac_comm_snd %+pri_a28_commander_on_position% [smartcover@evac_comm_snd]:smartcover@evac_comm on_game_timer = 70 | %=play_sound(pri_a28_evac_com_ready)% on_signal = sound_end | %+pri_a28_evac_com_ready% on_info = {+pri_a28_final_actor_speech_done +pri_a28_strelok_dead} walker@evac_comm_run %=play_sound(pri_a28_evac_com_scene_end_when_strelok_dead)% on_info2 = {+pri_a28_final_actor_speech_done -pri_a28_strelok_dead} walker@evac_comm_run [walker@evac_comm_run]:walker@ignore path_walk = pri_a28_cutscene_commander_away def_state_moving = sneak_run combat_ignore_cond = true meet = no_meet on_game_timer = 20 | {-pri_a28_team_heli_run} %+pri_a28_team_heli_run% on_info = {+pri_a28_show_freeplay_dialog} %=destroy_object%