36 lines
1.2 KiB
TeX
36 lines
1.2 KiB
TeX
[logic]
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active = walker@pri_a21_start
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on_hit = hit
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[walker@pri_a21_start]
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meet = no_meet
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use_camp = false
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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path_walk = pri_a21_smart_terrain_cutscene_actor_spawn_point
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path_look = pri_a21_smart_terrain_chasovoi_mad_walk
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def_state_standing = wait_rac
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on_game_timer = 60 | remark@talk_rac_actor
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[remark@talk_rac_actor]
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meet = no_meet
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use_camp = false
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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anim = wait_rac
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target = path | pri_a21_smart_terrain_chasovoi_mad_walk, 0
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on_signal = sound_end | %+pri_a21_actor_talk_after_done%
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on_info = {-pri_a21_from_kontroler_100_m} %=play_sound(pri_a21_actor_to_base_find_and_terminate_controller)%
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on_info2 = {+pri_a21_from_kontroler_100_m} %=play_sound(pri_a21_actor_to_base_terminate_controller)%
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on_info3 = {+pri_a21_sentry_task_done} %=destroy_object%
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[hit]
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on_info = %+pri_a21_cut_actor_hit =destroy_object%
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