add game&rawdata
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gamedata/configs/scripts/pripyat/pri_b305_logic.ltx
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62
gamedata/configs/scripts/pripyat/pri_b305_logic.ltx
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[logic]
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active = sr_idle@start
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[sr_idle@start]
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on_info = {+pri_a25_rfi_source_eliminated -pri_a28_evacuation_start} sr_idle@management %=run_postprocess(fade_in) =spawn_object(pri_b305_signal_man:pri_b305_signal_temp_walk) =create_squad(pri_b305_dogs_squad:pri_b305_dogs)%
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[sr_idle@management]
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on_info = %=run_postprocess(black:5612:true)%
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on_info2 = {=squad_exist(pri_a16_vano_squad) -pri_a16_vano_was_alive_when_removed} %=remove_squad(pri_a16_vano_squad) +pri_a16_vano_was_alive_when_removed%
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on_info3 = {=story_object_exist(pri_a17_military_sergeant_morozov) -pri_b305_kill_morozov} %+pri_b305_kill_morozov =destroy_object(story:pri_a17_military_sergeant_morozov)%
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on_game_timer = 20 | {=squad_exist(pri_a25_base_army_medic)} %=remove_squad(pri_a25_base_army_medic) +pri_b305_medic_home +pri_b305_medic_squad_removed%
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on_info4 = {!squad_exist(pri_a25_base_army_medic)} sr_idle@actor_spawn %=create_squad(pri_a25_base_army_medic:pri_a16) =teleport_actor(pri_a16_pri_b305_kirillov_walk:pri_a28_cutscene_actor_base_walk) +pri_b305_1_cam_actor =create_cutscene_actor_with_weapon(pri_b305_actor_visual:pri_a16_pri_b305_actor_walk)%
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[sr_idle@actor_spawn]
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on_info1 = {+pri_b305_1_cam_actor} sr_idle@cam1_timer %=disable_ui%
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on_info2 = {+pri_b305_2_cam_actor} sr_idle@cam2_timer %=run_postprocess(black:5613:true) =disable_ui +pri_b305_second_cam_start%
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;on_info3 = {+pri_b305_third_cam_prepare} %=run_postprocess(black)%
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[sr_idle@cam1_timer]
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on_game_timer = 80 | sr_cutscene@cam1
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[sr_idle@cam2_timer]
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on_game_timer = 50 | sr_cutscene@cam2_p1
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[sr_cutscene@cam1]
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point = pri_a16_pri_b305_actor_walk
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look = pri_a16_pri_b305_actor_walk
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cam_effector = scenario_cam\pripyat\pri_b305_catscene_1_medik_back
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global_cameffect = true
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on_game_timer = 10 | {-pri_b305_first_cam_ready} %+pri_b305_first_cam_ready =stop_postprocess(5612)%
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on_info = {+pri_b305_actor_understand_done_end} %=stop_sr_cutscene =enable_ui +pri_b305_first_cam_end%
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on_signal = cameff_end | sr_idle@save_for_a25 %+pri_b305_first_cam_end =give_task(pri_b305_kovalskiy_talk)%
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[sr_idle@save_for_a25]
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on_info = {-save_pri_a25_freed_medic} %+save_pri_a25_freed_medic =scenario_autosave(st_save_pri_a25_freed_medic)%
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on_info2 = {+save_pri_a25_freed_medic} sr_idle@second_cam
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[sr_idle@second_cam]
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on_actor_inside = sr_idle@actor_spawn %=run_postprocess(fade_in) +pri_b305_2_cam_actor -pri_b305_1_cam_actor =create_cutscene_actor_with_weapon(pri_b305_actor_visual_2:pri_a28_cutscene_actor_base_walk)%
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[sr_cutscene@cam2_p1]
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point = pri_a28_cutscene_actor_base_walk
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look = pri_a28_cutscene_actor_base_walk
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cam_effector = pri_b305_camera_2
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global_cameffect = true
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on_game_timer = 50 | {-pri_b305_second_cam_ready} %+pri_b305_second_cam_ready%
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on_info = {-pri_b305_cam2_fade_out} %+pri_b305_cam2_fade_out =stop_postprocess(5613)%
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on_info2 = {+pri_b305_actor_check_signal_done_end} %=stop_sr_cutscene +pri_b305_second_cam_end =enable_ui%
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on_signal = cameff_end | sr_idle@keeper_of_secrets_archievement %+pri_b305_second_cam_end =give_task(pri_b305_check_unknown_signal)%
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;*************************************************************************************************************
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; Ëîãèêà áîíóñà çà à÷èâêó "Õðàíèòåëü òàéí"
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;*************************************************************************************************************
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[sr_idle@keeper_of_secrets_archievement]
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on_info = {+keeper_of_secrets_achievement_gained} sr_idle@strelok_regeneration_timer
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[sr_idle@strelok_regeneration_timer]
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on_game_timer = 100 | sr_idle@strelok_regeneration
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[sr_idle@strelok_regeneration]
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on_info = sr_idle@strelok_regeneration_timer %=heal_squad(pri_a16_military_squad)%
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;*************************************************************************************************************
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