[logic] active = walker@stoop [walker@threat] path_walk = walk_6 path_look = look_6 def_state_moving1 = raid def_state_moving2 = raid def_state_moving3 = raid def_state_standing = threat combat_ignore_cond = true on_game_timer = 100 | walker@stoop on_info = {+cover_test_attack} patrol [walker@stoop] danger = danger path_walk = walk_stoop path_look = look_stoop def_state_moving1 = walk def_state_moving2 = walk def_state_moving3 = walk def_state_standing = wait_na combat_ignore_cond = true ;on_signal = stoop | animpoint@in %+test_cutscene_start% on_game_timer = 100 | animpoint@in [animpoint@in] combat_ignore_cond = true cover_name = animpoint_radio_1 meet = no_meet avail_animations = pri_a22_colonel_lean_on_table on_info = {+pri_a22_kovalski_speak} %=play_sound(pri_a22_colonel_about_situation)% on_signal = sound_end | remark@talk [remark@talk] danger = danger meet = no_meet combat_ignore_cond = true target = story | pri_a17_military_colonel_kovalski anim = ward_noweap on_game_timer = 15 | {-test_sound_2_play} %+test_sound_2_play =play_sound(pri_a22_colonel_about_rfi_and_lost_suad)% on_signal = sound_end | remark@fold_arms [remark@fold_arms] danger = danger meet = no_meet combat_ignore_cond = true target = story | pri_a17_military_colonel_kovalski anim = fold_arms on_game_timer = 10 | {-test_sound_3_play} %+test_sound_3_play =play_sound(pri_a22_colonel_give_task)% on_signal = sound_end | walker [walker@fold_arms] danger = danger meet = no_meet combat_ignore_cond = true path_walk = side_walk path_look = side_look def_state_moving1 = walk def_state_moving2 = walk def_state_moving3 = walk def_state_standing = fold_arms on_game_timer = 10 | {-test_sound_3_play} %+test_sound_3_play =play_sound(pri_a22_colonel_give_task)% on_signal = sound_end | walker [walker] path_walk = walk_6 path_look = look_6 def_state_moving1 = walk def_state_moving2 = walk def_state_moving3 = walk def_state_standing = wait combat_ignore_cond = true [danger] ignore_distance = 0