; Reference walker [walker@a28_def] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = pri_a16_sr_noweap def_state_moving = walk def_state_standing = sit meet = meet@meet_snd_surge path_walk = pri_a28_podorojniy_walk path_look = pri_a28_podorojniy_look on_info = {+pri_a28_militarys_go_to_the_door} animpoint@a28_wait_near_door use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@meet_snd_surge] close_snd_hello = nil close_snd_bye = nil abuse = false use = false snd_on_use = pri_a28_army_about_surge_1 close_distance = 0 far_distance = 0 close_anim = nil meet_on_talking = false [meet@meet_near_door] close_snd_hello = nil close_snd_bye = nil abuse = false use = false snd_on_use = pri_a28_army_about_evacuation_1 close_distance = 0 far_distance = 0 close_anim = nil meet_on_talking = false ;-------------------------------------- [logic@pri_a28_military_podorojniy] suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a17_military_lieutenant_podorojniy)} true prior = 200 post_combat_time = 0, 0 active = walker@a28_second_theme_1 ;-------------------------------------- ; Second theme about surge, start [walker@a28_second_theme_1]:walker@a28_def on_info2 = {!is_alive(pri_a17_military_captain_tarasov)} walker@a28_second_theme_3, {!is_alive(pri_a17_military_prapor_valentyr)} walker@a28_second_theme_3, {+pri_a28_army_surge_talk_1_done} walker@a28_second_theme_2 [walker@a28_second_theme_2]:walker@a28_def on_game_timer = 100 | walker@a28_second_theme_3 [walker@a28_second_theme_3]:walker@a28_def on_game_timer = 100 | {=is_alive(pri_a22_army_signaller) =animpoint_reached} %=play_sound(pri_a28_army_surge_talk_2_first)% on_signal = sound_end | walker@a28_second_theme_4 %+pri_a28_army_surge_talk_2_first% [walker@a28_second_theme_4]:walker@a28_def ;-------------------------------------- ; Gathering group before evacuation [animpoint@a28_wait_near_door] cover_name = pri_a16_animp_1 reach_movement = walk out_restr = pri_a16_sr_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true avail_animations = animpoint_sit_normal_no_rnd meet = meet@meet_near_door use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false