![beh@base] >on_info1 = {=check_squad_name(redemption_task_1_eco_squad)} beh@redemption_task_1_eco_squad ; ------------ task 1 scientist ------------ [beh@measuring] sound_idle = state behavior_state = beh_move target = cover_wait walk_dist = 100 jog_dist = 220 wait_anim = guard walk_anim = patrol jog_anim = patrol run_anim = panic delay_anim = guard meet = meet@redemption_task_1_eco_squad combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true combat_ignore_keep_when_attacked = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false use_camp = false [meet@redemption_task_1_eco_squad]:meet meet_dialog = {=is_wounded} axr_companion_medkit, nil [beh@redemption_task_1_eco_squad]:beh@general meet = meet@redemption_task_1_eco_squad on_info1 = {=redemption_1_scan_2} beh@redemption_target_2, {=redemption_1_scan_3} beh@redemption_target_3, {=redemption_1_scan_4} beh@redemption_target_4 [beh@redemption_target_2]:beh@measuring wait_anim = scaner_crouch on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_2 +redemption_1_stage_3 =redemption_send_text(1:redemption_task_1_eco:task_1_eco)% [beh@redemption_target_3]:beh@measuring wait_anim = scaner_crouch on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_3 +redemption_1_stage_4 =redemption_send_text(2:redemption_task_1_eco:task_1_eco)% [beh@redemption_target_4]:beh@measuring wait_anim = scaner_crouch on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_4 +redemption_1_stage_5 =redemption_send_text(3:redemption_task_1_eco:task_1_eco)%