[remark@def] out_restr = pri_a16_sr_noweap use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false invulnerable = true [logic@pri_b305_medic] suitable = {+pri_b305_medic_home -pri_b305_fifth_cam_end =check_npc_name(pri_a25_base_medic)} true prior = 200 active = walker@cut_meet [walker@cut_meet] path_walk = pri_b305_medic_walk path_look = pri_b305_kirillov_closer_look out_restr = pri_a16_sr_noweap def_state_moving1 = walk on_info = {+pri_b305_kirilov_what_happen_done_end -pri_b305_medik_talk_later_done} %=play_sound(pri_b305_medik_talk_later) +pri_b305_medik_talk_later_done% on_signal = sound_end | remark@answer_1 %+pri_b305_medik_talk_later_done_end% meet = no_meet use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false def_state_standing = wait_na invulnerable = true [remark@answer_1]:remark@def on_info = {+pri_b305_kirilov_where_you_been_done_end -pri_b305_medik_in_freezer_done} %=play_sound(pri_b305_medik_in_freezer) +pri_b305_medik_in_freezer_done% on_signal = sound_end | {-pri_b305_medik_in_freezer_done_end} remark@answer_2 %+pri_b305_medik_in_freezer_done_end% on_info2 = {+pri_b305_second_cam_end} animpoint@base meet = no_meet anim = wait_na target = path | pri_a16_pri_b305_kirillov_closer_walk, 0 [remark@answer_2]:remark@def on_info = {+pri_b305_kirilov_what_freezer_done_end -pri_b305_medik_excuse_done} %=play_sound(pri_b305_medik_excuse) +pri_b305_medik_excuse_done% on_signal = sound_end | {-pri_b305_medik_excuse_done_end} remark@answer_3 %+pri_b305_medik_excuse_done_end% on_info2 = {+pri_b305_second_cam_end} animpoint@base meet = no_meet anim = wait_na target = path | pri_a16_pri_b305_kirillov_closer_walk, 0 [remark@answer_3]:remark@def on_info = {+pri_b305_kirilov_what_next_done_end -pri_b305_medik_dont_know_what_say_done} %=play_sound(pri_b305_medik_dont_know_what_say) +pri_b305_medik_dont_know_what_say_done% on_signal = sound_end | {-pri_b305_medik_dont_know_what_say_done_end} remark@i_can_talk %+pri_b305_medik_dont_know_what_say_done_end% on_info2 = {+pri_b305_second_cam_end} animpoint@base meet = no_meet anim = wait_na target = path | pri_a16_pri_b305_kirillov_closer_walk, 0 [remark@i_can_talk]:remark@def on_info = {+pri_b305_second_cam_end} animpoint@base meet = _meet anim = wait_na target = path | pri_a16_pri_b305_kirillov_closer_walk, 0 [animpoint@base] cover_name = pri_a16_animp_medic combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = meet out_restr = pri_a16_sr_noweap use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] close_snd_hello = nil close_snd_bye = nil close_anim = nil close_victim = nil far_anim = nil far_victim = nil use = {=actor_enemy} false, true trade_enable = false allow_break = false meet_on_talking = false