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76
gamedata/configs/scripts/test_stalker_2_logic.ltx
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76
gamedata/configs/scripts/test_stalker_2_logic.ltx
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[logic]
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active = walker
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[walker]
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path_walk = radio_walk_1
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path_look = radio_look_1
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combat_ignore_cond = true
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on_game_timer = 50 | walker@search
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[walker@search]
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path_walk = search_walk_1
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path_look = search_look_1
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combat_ignore_cond = true
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on_signal = action | remark@search
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[remark@search]
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combat_ignore_cond = true
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target = path | search_look_1, 0
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anim = search
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on_signal = anim_end | remark@speak_radio
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;on_game_timer = 50 | remark@speak_radio
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[remark@speak_radio]
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combat_ignore_cond = true
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anim = guard_rac
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on_game_timer = 150 | walker
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[remark@sit_knee]
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meet = no_meet
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combat_ignore_cond = true
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target = path | search_look_1, 0
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anim = wait_rac
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target = path | radio_walk_1, 0
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on_game_timer = 50 | remark@radio_speek_with_base
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[remark@stand_up]
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meet = no_meet
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combat_ignore_cond = true
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anim = wait_na
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target = path | radio_walk_1, 0
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on_game_timer = 30 | remark@radio_speek_with_base
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[remark@radio_speek_with_base]
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meet = no_meet
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combat_ignore_cond = true
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anim = wait_rac
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target = path | radio_look_1, 0
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[walker@sit_knee]
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combat_ignore_cond = true
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path_walk = radio_walk_1
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path_look = sit_look_1
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on_game_timer = 100 | walker@radio_speek_with_base
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[walker@radio_speek_with_base]
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path_walk = radio_walk_1
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path_look = radio_look_1
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;target = path | radio_look_1, 0
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[animpoint@radio]
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combat_ignore_cond = true
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cover_name = animpoint_radio_2
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meet = no_meet
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avail_animations = pri_a20_colonel_radio
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on_info = {=animpoint_reached -test_info_radio_start} %+test_info_radio_start%
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on_info2 = {+test_info_radio_stop -test_info_kovalsky_talk} %+test_info_kovalsky_talk =play_sound(pri_a20_colonel_talk_in_radio)%
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on_signal = sound_end | animpoint@out
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[animpoint@out]
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combat_ignore_cond = true
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cover_name = animpoint_radio_2
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meet = no_meet
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avail_animations = pri_a20_colonel_radio_out
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on_game_timer = 30 | walker
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