; Reference animpoint [animpoint@a28_def] cover_name = pri_a16_animp_medic reach_movement = walk_noweap out_restr = pri_a16_sr_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = meet use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] abuse = false use = true close_snd_hello = nil close_snd_bye = nil allow_break = false trade_enable = false close_distance = 0 far_distance = 0 close_anim = nil meet_on_talking = false [logic@pri_a28_medic] suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a25_base_medic)} true prior = 200 post_combat_time = 0, 0 active = animpoint@a28 level_spot = medic ;-------------------------------------- ; Waiting for evacuation start [animpoint@a28]:animpoint@a28_def on_info = {+pri_a28_colonel_to_center_3_sound_end} animpoint@a28_wait_near_door ;-------------------------------------- ; Gathering group before evacuation [animpoint@a28_wait_near_door]:animpoint@a28_def avail_animations = animpoint_sit_normal_no_rnd