[logic] active = sr_idle@start [sr_idle@start] 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)% [sr_idle@management] on_info = %=run_postprocess(black:5612:true)% 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% 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)% 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% 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)% [sr_idle@actor_spawn] on_info1 = {+pri_b305_1_cam_actor} sr_idle@cam1_timer %=disable_ui% on_info2 = {+pri_b305_2_cam_actor} sr_idle@cam2_timer %=run_postprocess(black:5613:true) =disable_ui +pri_b305_second_cam_start% ;on_info3 = {+pri_b305_third_cam_prepare} %=run_postprocess(black)% [sr_idle@cam1_timer] on_game_timer = 80 | sr_cutscene@cam1 [sr_idle@cam2_timer] on_game_timer = 50 | sr_cutscene@cam2_p1 [sr_cutscene@cam1] point = pri_a16_pri_b305_actor_walk look = pri_a16_pri_b305_actor_walk cam_effector = scenario_cam\pripyat\pri_b305_catscene_1_medik_back global_cameffect = true on_game_timer = 10 | {-pri_b305_first_cam_ready} %+pri_b305_first_cam_ready =stop_postprocess(5612)% on_info = {+pri_b305_actor_understand_done_end} %=stop_sr_cutscene =enable_ui +pri_b305_first_cam_end% on_signal = cameff_end | sr_idle@save_for_a25 %+pri_b305_first_cam_end =give_task(pri_b305_kovalskiy_talk)% [sr_idle@save_for_a25] on_info = {-save_pri_a25_freed_medic} %+save_pri_a25_freed_medic =scenario_autosave(st_save_pri_a25_freed_medic)% on_info2 = {+save_pri_a25_freed_medic} sr_idle@second_cam [sr_idle@second_cam] 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)% [sr_cutscene@cam2_p1] point = pri_a28_cutscene_actor_base_walk look = pri_a28_cutscene_actor_base_walk cam_effector = pri_b305_camera_2 global_cameffect = true on_game_timer = 50 | {-pri_b305_second_cam_ready} %+pri_b305_second_cam_ready% on_info = {-pri_b305_cam2_fade_out} %+pri_b305_cam2_fade_out =stop_postprocess(5613)% on_info2 = {+pri_b305_actor_check_signal_done_end} %=stop_sr_cutscene +pri_b305_second_cam_end =enable_ui% on_signal = cameff_end | sr_idle@keeper_of_secrets_archievement %+pri_b305_second_cam_end =give_task(pri_b305_check_unknown_signal)% ;************************************************************************************************************* ; Логика бонуса за ачивку "Хранитель тайн" ;************************************************************************************************************* [sr_idle@keeper_of_secrets_archievement] on_info = {+keeper_of_secrets_achievement_gained} sr_idle@strelok_regeneration_timer [sr_idle@strelok_regeneration_timer] on_game_timer = 100 | sr_idle@strelok_regeneration [sr_idle@strelok_regeneration] on_info = sr_idle@strelok_regeneration_timer %=heal_squad(pri_a16_military_squad)% ;*************************************************************************************************************