; Reference animpoint [animpoint@a28_def] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true cover_name = pri_a16_animp_sokolov use_camp = false meet = meet@a28 out_restr = pri_a16_sr_noweap on_info = {+pri_a28_militarys_go_to_the_door} animpoint@a28_wait_near_door use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@a28] abuse = false use = {=actor_enemy} false, {=is_playing_sound} false, true close_snd_hello = nil close_snd_bye = nil allow_break = false trade_enable = false close_distance = 0 close_anim = nil far_distance = 0 ;-------------------------------------- [logic@pri_a28_military_sokolov] suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a15_sokolov)} true prior = 300 post_combat_time = 0, 0 active = animpoint@a28_surge ;-------------------------------------- ; Waiting for surge end [animpoint@a28_surge]:animpoint@a28_def on_info2 = {+pri_a28_colonel_to_center_3_sound_end} animpoint@a28_ready_for_news ;-------------------------------------- ; Becoming ready for fast exit from animpoint [animpoint@a28_ready_for_news]:animpoint@a28_def avail_animations = animpoint_sit_high_no_rnd ;-------------------------------------- ; Gathering group before evacuation [animpoint@a28_wait_near_door] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true cover_name = pri_a16_animp_vano use_camp = false meet = no_meet avail_animations = animpoint_stay_wall_no_rnd out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false