; presets [walker@presets] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@presets] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@presets] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;*********************************** [logic@pri_a16_kovalski_start] active = walker@stand_base suitable = {-pri_a25_rfi_source_eliminated =check_npc_name(pri_a17_military_colonel_kovalski)} true prior = 200 [walker@stand_base]:walker@presets meet = meet@stand_base def_state_standing = wait_na def_state_moving = walk_noweap path_walk = military_colonel_kovalski_walk path_look = military_colonel_kovalski_look on_info = {+pri_a17_actor_bring_gauss_rifle -pri_a20_squad_attack_cam !npc_talking} walker@start_pri_a20 %+pri_a17_actor_has_gauss_rifle% on_info2 = {+zat_a23_actor_has_gauss_rifle_documentation +pri_a20_talk_with_colonel_complete -pri_a21_colonel_lets_talk -pri_a21_give_task_no_base} walker@pri_a21_start on_info3 = {-pri_b35_actor_rest +pri_b35_actor_is_guided} remark@b35_talk on_info4 = {-pri_a22_colonel_give_task +pri_a18_found_antenna +pri_a21_sentry_task_done +pri_a19_lab_x8_investigated} walker@pri_a22 [meet@stand_base] meet_dialog = {-pri_a17_military_base_commander_task_dialog_end} pri_a17_military_base_commander_task_dialog, {+pri_a17_military_recon_squad_ambush_dialog_end -pri_a17_actor_bring_gauss_rifle} pri_a17_got_gauss, {+pri_a20_squad_attack_cam -pri_a20_talk_with_colonel_complete} pri_a16_military_colonel_a20_find_recon_squd_dialog, {+zat_a23_actor_has_gauss_rifle_documentation +pri_a20_talk_with_colonel_complete -pri_a21_sentry_task_done} pri_a16_colonel_a21_about_sentry_start, {+pri_a19_lab_x8_investigated +pri_a22_scene_done -pri_a25_rfi_source_eliminated -pri_a25_kovaloski_base_1st_dialog} pri_a17_military_colonel_kovalski_a25_base_reminding_1, {+pri_a19_lab_x8_investigated +pri_a22_scene_done -pri_a25_rfi_source_eliminated -pri_a25_kovaloski_base_2st_dialog} pri_a17_military_colonel_kovalski_a25_base_reminding_2 close_snd_hello = nil close_snd_bye = nil close_anim = nil close_victim = actor far_anim = nil far_victim = nil use = {!black_screen +pri_a16_kovalski_start -pri_a17_military_base_commander_task_dialog_end} self, {=actor_enemy} false, true trade_enable = false allow_break = false ;-------------------------------- [walker@start_pri_a20]:walker@presets meet = no_meet path_walk = military_colonel_kovalski_walk path_look = military_colonel_kovalski_look def_state_moving1 = walk def_state_standing = wait_na on_info = {-pri_a20_run_radio_snd} %+pri_a20_run_radio_snd% on_info2 = {+pri_a20_radio_call_snd_end} walker@a20_answer_radio [walker@a20_answer_radio]:walker@presets meet = no_meet path_walk = military_colonel_kovalski_walk path_look = military_colonel_kovalski_look def_state_moving1 = walk def_state_standing = wait_na on_signal = sound_end | animpoint@a20_table_look %+pri_a20_squad_attack_cam% on_info = {-pri_a20_cutscene_start} %=play_sound(pri_a20_communication_with_recon_squad) +pri_a20_cutscene_start% [animpoint@a20_table_look]:animpoint@presets meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true cover_name = pri_a20_sc_kovalski_radio_anim avail_animations = pri_a20_colonel_radio on_info = {=animpoint_reached -pri_a20_kovalski_reached_anim} %+pri_a20_kovalski_reached_anim% on_info2 = {+pri_a20_colonel_talk_in_radio} %=play_sound(pri_a20_colonel_talk_in_radio)% on_signal = sound_end | remark@ask_check_recon_squad [remark@ask_check_recon_squad]:remark@presets meet = meet@stand_base target = path | pri_a16_cutscene_actor_walk, 0 anim = wait on_game_timer = 30 | %=play_sound(pri_a20_colonel_ask_check_recon_squad)% on_signal = sound_end | {-pri_a20_once_task_give} %+pri_a20_once_task_give =give_task(pri_a20_check_recon_squad_task)% on_info = {!actor_in_zone(pri_a21_meet_kovalski_restrictor) +pri_a20_task_gived} walker@stand_base ;-------------------------------- [walker@pri_a21_start]:walker@presets meet = no_meet path_walk = military_colonel_kovalski_walk path_look = military_colonel_kovalski_look def_state_standing = ward on_signal = sound_end | %+pri_a20_come_to_me_end% on_info = {+pri_a21_give_task_no_base} walker@stand_base, {+pri_a21_give_task_base +pri_a21_colonel_give_sentry_task} walker@stand_base on_info2 = {-pri_a21_sound_koval_base_about_task =actor_in_zone(pri_surge_hide_a16) -pri_a21_colonel_give_sentry_task} %=play_sound(pri_a21_colonel_base_about_sentry) +pri_a21_sound_koval_base_about_task% on_info3 = {=actor_in_zone(pri_a21_meet_kovalski_restrictor) +pri_a20_come_to_me_end} walker@sound_on_place on_info4 = {=actor_in_zone(pri_a21_meet_kovalski_restrictor)} %=stop_sound% [walker@sound_on_place]:walker@presets meet = no_meet path_walk = military_colonel_kovalski_walk path_look = military_colonel_kovalski_look def_state_standing = ward on_signal = sound_end | walker@stand_base on_info = {+pri_a21_give_task_no_base} walker@stand_base, {+pri_a21_give_task_base +pri_a21_colonel_give_sentry_task} walker@stand_base on_info2 = {-pri_a21_colonel_lets_talk} %=play_sound(pri_a21_colonel_lets_talk) +pri_a21_colonel_lets_talk% ;--------------------------------- [remark@b35_talk]:remark@presets anim = wait_rac target = story | actor on_signal = anim_end | {-pri_b35_kovalski_calls_guide} %+pri_b35_kovalski_calls_guide =play_sound(pri_b35_kovalski_calls_guide)% on_signal2 = sound_end | %+pri_b35_ui% on_info = {+pri_b35_actor_rest} walker@stand_base on_game_timer = 50 | {-pri_b35_kovalski_calls_guide} %+pri_b35_kovalski_calls_guide =play_sound(pri_b35_kovalski_calls_guide)% meet = no_meet ;--------------------------------- [walker@pri_a22]:walker@presets meet = no_meet def_state_standing = wait_na def_state_moving = walk path_walk = a22_kovalski_leave_walk path_look = a22_kovalski_leave_look on_info = {+pri_a22_kovalski_give_task_start} animpoint@a22_lean_on_table_in on_info2 = {-pri_a21_scene_end} %+pri_a21_scene_end% [animpoint@a22_lean_on_table_in]:animpoint@presets meet = no_meet cover_name = pri_a20_sc_kovalski_radio_anim_0000 avail_animations = pri_a22_colonel_lean_on_table on_info = {+pri_a22_kovalski_speak} %=play_sound(pri_a22_colonel_about_situation)% on_signal = sound_end | remark@a22_side_look [remark@a22_side_look]:remark@presets target = story | pri_a22_cutscene_actor_give_task anim = ward_noweap on_game_timer = 15 | %=play_sound(pri_a22_colonel_about_rfi_and_lost_suad)% on_signal = sound_end | remark@a22_to_actor [remark@a22_to_actor]:remark@presets target = story | pri_a22_cutscene_actor_give_task anim = ward_noweap on_game_timer = 15 | %=play_sound(pri_a22_colonel_give_task)% on_signal = sound_end | remark@a22_wait_cam %=give_task(pri_a22_rfi_source) +pri_a22_colonel_give_task% [remark@a22_wait_cam]:remark@presets meet = meet@stand_base target = path | pri_a16_a22_cutscene_actor_walk, 0 anim = ward_noweap on_game_timer = 15 | %+pri_a22_stop_cam% on_info = {!actor_in_zone(pri_a21_meet_kovalski_restrictor) +pri_a22_task_gived} walker@stand_base