add game&rawdata
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160
gamedata/configs/scripts/pripyat/pri_a28_kovalskiy.ltx
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160
gamedata/configs/scripts/pripyat/pri_a28_kovalskiy.ltx
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; Reference animpoints and walkers
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[animpoint@a28_def]
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cover_name = pri_a16_kovalski_1st_floor
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reach_movement = walk_noweap
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avail_animations = ward_noweap
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out_restr = pri_a16_sr_noweap
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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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meet = meet@pri_a28
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use_camp = false
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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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[animpoint@a28_def_short]
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cover_name = pri_a16_kovalski_1st_floor
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reach_movement = walk_noweap
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avail_animations = ward_noweap_short
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out_restr = pri_a16_sr_noweap
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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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meet = meet@pri_a28
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use_camp = false
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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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[animpoint@a28_radio]
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cover_name = pri_a16_animp_radio_talk
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reach_movement = walk_noweap
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avail_animations = ward_noweap_short
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out_restr = pri_a16_sr_noweap
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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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meet = no_meet
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use_camp = false
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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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[walker@a28_def_base]
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invulnerable = true
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def_state_moving = walk_noweap
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def_state_standing = wait_na
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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out_restr = pri_a16_sr_noweap
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meet = no_meet
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use_camp = false
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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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[meet@pri_a28]
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meet_dialog = {+pri_a28_colonel_instructions_sound_end} pri_a17_military_colonel_kovalski_evacuation_start
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use = true
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close_snd_hello = nil
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close_snd_bye = nil
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abuse = false
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allow_break = false
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trade_enable = false
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close_distance = 0
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close_anim = nil
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far_distance = 0
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meet_on_talking = false
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;--------------------------------------
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[logic@pri_a28_kovalskiy]
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active = animpoint@a28_waiting_for_surge_end
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suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a17_military_colonel_kovalski)} true
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prior = 200
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post_combat_time = 0, 0
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;--------------------------------------
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; Talk with base, order to get base on line
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[animpoint@a28_waiting_for_surge_end]:animpoint@a28_def
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on_game_timer = 20 | %=play_sound(pri_b305_kovalskiy_order_kirilov)%
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on_signal = sound_end | {-pri_b305_kovalskiy_order_kirilov_done_end} %+pri_b305_kovalskiy_order_kirilov_done_end%
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on_info = {+pri_a28_surge_end} animpoint@a28_order_to_kirillov_1
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[animpoint@a28_order_to_kirillov_1]:animpoint@a28_def
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on_game_timer = 30 | %=play_sound(pri_a28_colonel_after_surge)%
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on_signal = sound_end | animpoint@a28_order_to_kirillov_2 %+pri_a28_colonel_after_surge_sound_end%
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meet = no_meet
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[animpoint@a28_order_to_kirillov_2]:animpoint@a28_def
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on_info = {+pri_a28_signaller_after_surge_1_done} animpoint@a28_radio_talking_1 ;prev. cond. was +pri_a28_signaller_after_surge_sound_end
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;--------------------------------------
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; Talk with base, going to radio, talking
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[animpoint@a28_radio_talking_1]:animpoint@a28_radio
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on_info = {=animpoint_reached +pri_a28_signaller_after_surge_sound_end -pri_a28_center_koval_base_talk} %+pri_a28_center_koval_base_talk%
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on_info2 = {+pri_a28_center_to_colonel_1_sound_end} animpoint@a28_radio_talking_2
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[animpoint@a28_radio_talking_2]:animpoint@a28_radio
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on_game_timer = 10 | %=play_sound(pri_a28_colonel_to_center_1)%
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on_signal = sound_end | animpoint@a28_radio_talking_3 %+pri_a28_colonel_to_center_1_sound_end%
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[animpoint@a28_radio_talking_3]:animpoint@a28_radio
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on_info = {+pri_a28_center_to_colonel_2_sound_end} animpoint@a28_radio_talking_4
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[animpoint@a28_radio_talking_4]:animpoint@a28_radio
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on_game_timer = 10 | %=play_sound(pri_a28_colonel_to_center_2)%
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on_signal = sound_end | animpoint@a28_radio_talking_5 %+pri_a28_colonel_to_center_2_sound_end%
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[animpoint@a28_radio_talking_5]:animpoint@a28_radio
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on_info = {+pri_a28_center_to_colonel_3_sound_end} animpoint@a28_radio_talking_6
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[animpoint@a28_radio_talking_6]:animpoint@a28_radio
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on_game_timer = 10 | %=play_sound(pri_a28_colonel_to_center_3)%
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on_signal = sound_end | animpoint@a28_base_movie_wait %+pri_a28_colonel_to_center_3_sound_end%
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;--------------------------------------
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;Listening to actor's talk with HQ
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[animpoint@a28_base_movie_wait]:animpoint@a28_def_short
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on_info = {+pri_a28_base_movie_done} animpoint@a28_waiting_for_actor_command_1
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meet = no_meet
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;--------------------------------------
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;Giving orders to squad after cutscene
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[animpoint@a28_waiting_for_actor_command_1]:animpoint@a28_def_short
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on_game_timer = 10 | %=play_sound(pri_a28_colonel_instructions)%
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on_signal = sound_end | animpoint@a28_waiting_for_actor_command_2 %+pri_a28_colonel_instructions_sound_end%
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meet = no_meet
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[animpoint@a28_waiting_for_actor_command_2]:animpoint@a28_def_short
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on_game_timer = 10 | %=play_sound(pri_a28_colonel_actor_talk)%
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on_signal = sound_end | animpoint@a28_waiting_for_actor_command_3 %+pri_a28_militarys_go_to_the_door%
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meet = no_meet
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on_info = {-pri_a28_supply_done -pri_a25_actor_needs_medikit_supply +pri_a22_army_signaller_supply_outfit_done -pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_grenade_supply} %+pri_a28_supply_done%
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[animpoint@a28_waiting_for_actor_command_3]:animpoint@a28_def_short
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on_game_timer = 6000 | walker@a28_no_time
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on_info = {+pri_a28_update_task_cover_strelok_dialog} walker@a28_pos_for_orders
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[walker@a28_no_time]:walker@a28_def_base
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path_walk = a28_colonel_evac_start_walk
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path_look = a28_colonel_evac_start_look
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on_info = %=play_sound(pri_a28_colonel_cannot_wait)%
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on_signal = sound_end | walker@a28_pos_for_orders %+pri_a28_update_task_cover_strelok_dialog%
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on_info2 = {=npc_in_zone(pri_a20_sokolov_with_garick_new_way_to_pripyat_talk) -pri_a28_colonel_reached_pos_for_orders} walker@a28_orders_to_group %+pri_a28_colonel_reached_pos_for_orders%
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;colonel_evac_start
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;--------------------------------------
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; Giving orders to group about moving out
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[walker@a28_pos_for_orders]:walker@a28_def_base
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path_walk = a28_colonel_evac_start_walk
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path_look = a28_colonel_evac_start_look
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on_info = {+pri_a28_colonel_reached_pos_for_orders} walker@a28_orders_to_group
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on_info2 = {=npc_in_zone(pri_a20_sokolov_with_garick_new_way_to_pripyat_talk) -pri_a28_colonel_reached_pos_for_orders} walker@a28_orders_to_group %+pri_a28_colonel_reached_pos_for_orders%
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[walker@a28_orders_to_group]:walker@a28_def_base
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path_walk = a28_colonel_evac_start_walk
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path_look = a28_colonel_evac_start_look
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on_info = %=play_sound(pri_a28_colonel_evacuation)%
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on_signal = sound_end | %+pri_a28_update_task_cover_strelok%
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