add game&rawdata
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49
gamedata/configs/scripts/evac/pri_a28_cutscene_actor.ltx
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49
gamedata/configs/scripts/evac/pri_a28_cutscene_actor.ltx
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[walker@ignore]
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wounded = wounded@no_wound
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def_state_standing = threat_na
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def_state_moving = assault
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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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;Wounded - no wounds
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[wounded@no_wound]
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hp_state = 0 | wounded_heavy@help_heavy
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hp_state_see = 0 | wounded_heavy@help_heavy
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hp_victim = 0 | nil
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hp_cover = 0 | false
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hp_fight = 0 | false
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[logic]
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active = walker@start
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[walker@start]:walker@ignore
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path_walk = pri_a28_cutscene_actor_walk
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path_look = pri_a28_cutscene_actor_look
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_info = {+pri_a28_commander_on_position} smartcover@cutscene %=teleport_npc(pri_a28_cutscene_actor_walk)%
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[smartcover@cutscene]:walker@ignore
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cover_name = pri_a28_cutscene_actor_cover
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combat_ignore_cond = true
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on_info = {+pri_a28_evac_com_ready -pri_a28_strelok_dead} %=play_sound(pri_a28_actor_to_strelok)%
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on_info2 = {+pri_a28_evac_com_ready +pri_a28_strelok_dead +pri_a28_somebody_alive} %=play_sound(pri_a28_actor_scene_end_when_strelok_dead)%
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on_info3 = {+pri_a28_evac_com_ready +pri_a28_strelok_dead -pri_a28_somebody_alive} %=play_sound(pri_a28_actor_scene_end)%
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on_signal = sound_end | %+pri_a28_final_actor_speech_done%
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on_info4 = {+pri_a28_team_heli_run +pri_a28_strelok_dead} walker@heli_run
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on_info5 = {+pri_a28_actor_heli_run -pri_a28_strelok_dead} walker@heli_run
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[walker@heli_run]:walker@ignore
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path_walk = pri_a28_cutscene_actor_away
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def_state_moving = sneak_run
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on_game_timer = 20 | %+pri_a28_cut_1_end%
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on_info = {+pri_a28_show_freeplay_dialog} %=destroy_object%
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