[walker@def] out_restr = pri_a16_sr_noweap meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true on_info66 = {+pri_b305_forth_cam_end -pri_b305_strelok_last_tp} remark@deal_talk %+pri_b305_strelok_last_tp =teleport_npc(pri_a16_pri_b305_kirillov_walk)% use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@def] out_restr = pri_a16_sr_noweap meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false use_camp = false ;******************************************* [logic@pri_b305_strelok] suitable = {-pri_b305_fifth_cam_end =check_npc_name(pri_b305_strelok)} true prior = 200 active = walker@wait [walker@wait]:walker@def path_walk = pri_b305_strelok_spawn path_look = pri_b305_strelok_operation_look def_state_moving1 = walk def_state_standing = wait_na on_info = {+pri_b305_kovalskiy_who_are_you_done_end} walker@introduse [walker@introduse]:walker@def path_walk = pri_b305_strelok_operation_walk path_look = pri_b305_strelok_operation_look def_state_moving1 = walk def_state_standing = wait_na on_signal = pri_b305_strelok_at_position | remark@introduse [remark@introduse]:remark@def anim = wait_na target = story | pri_b305_army_aim on_info = {-pri_b305_strelok_introduse_done} %=play_sound(pri_b305_strelok_introduse) +pri_b305_strelok_introduse_done% on_signal = sound_end | remark@dialog %+pri_b305_strelok_introduse_done_end% on_info66 = {+pri_b305_forth_cam_end} remark@deal_talk %=teleport_npc(pri_a16_pri_b305_kirillov_walk)% [remark@dialog]:remark@def anim = wait_na target = story | pri_b305_army_aim on_info = {+pri_b305_actor_ask_about_burning_antenn_done_end -pri_b305_strelok_about_zone_destroying_done} %=play_sound(pri_b305_strelok_about_zone_destroying) +pri_b305_strelok_about_zone_destroying_done% on_signal = sound_end | remark@wait %+pri_b305_strelok_about_zone_destroying_done_end% on_info66 = {+pri_b305_forth_cam_end} remark@deal_talk %=teleport_npc(pri_a16_pri_b305_kirillov_walk)% [remark@wait]:remark@def anim = wait_na target = story | pri_b305_army_aim on_info66 = {+pri_b305_forth_cam_end} remark@deal_talk %=teleport_npc(pri_a16_pri_b305_kirillov_walk)% [remark@deal_talk]:remark@def anim = wait_na target = story | pri_a17_military_colonel_kovalski on_info = {+pri_b305_kovalskiy_about_deal_done_end -pri_b305_strelok_about_heli_done} %=play_sound(pri_b305_strelok_about_heli) +pri_b305_strelok_about_heli_done% on_signal = sound_end | remark@phrase_5 %+pri_b305_strelok_about_heli_done_end% [remark@phrase_5]:remark@def anim = wait_na target = story | pri_a17_military_colonel_kovalski on_info = {+pri_b305_kovalskiy_about_anomaly_map_done_end -pri_b305_strelok_about_anomaly_randomize_done} %=play_sound(pri_b305_strelok_about_anomaly_randomize) +pri_b305_strelok_about_anomaly_randomize_done% on_signal = sound_end | remark@phrase_8 %+pri_b305_strelok_about_anomaly_randomize_done_end% [remark@phrase_8]:remark@def anim = wait_na target = story | pri_a17_military_colonel_kovalski on_info = {+pri_b305_kovalskiy_wondered_done_end -pri_b305_strelok_how_to_get_away_done} %=play_sound(pri_b305_strelok_how_to_get_away) +pri_b305_strelok_how_to_get_away_done% on_signal = sound_end | {-pri_b305_strelok_how_to_get_away_done_end} %+pri_b305_strelok_how_to_get_away_done_end%