[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