[logic] active = sr_idle@start [sr_idle@start] on_info = {+zat_b20_plateau_way_started} sr_idle@play %=give_task(zat_b20_plateau_way)% on_info2 = {=actor_in_zone(zat_b20_sr_actor_cross_the_teleport)} sr_idle@wait_to_fallen %+zat_b20_plateau_way_done% on_info3 = {=dist_to_actor_le(65)} sr_idle@play %=give_task(zat_b20_plateau_way)% [sr_idle@play] on_info = {+zat_b20_plateau_way_go} sr_idle@timer ;%=disable_ui% on_info2 = {+zat_b20_plateau_way_done} sr_idle@nil on_info3 = {=actor_in_zone(zat_b20_sr_actor_cross_the_teleport)} sr_idle@wait_to_fallen %+zat_b20_plateau_way_done% [sr_idle@timer] on_game_timer = 10 | sr_idle@create %=run_postprocess(fade_in) =clear_smart_terrain(zat_b20_smart_terrain)% on_info = {+zat_b18_noah_dead} sr_idle@nil %=enable_ui% [sr_idle@create] on_game_timer = 20 | sr_idle@enable_ui %=run_postprocess(black:22219:true) =create_squad(zat_b20_noah_teleport_squad:zat_b20_smart_terrain) =create_cutscene_actor_with_weapon(zat_b20_actor:zat_b20_smart_terrain_actor_spawn_walk:0:0:3) =teleport_actor(zat_b20_smart_terrain_actor_spawn_walk:zat_b20_smart_terrain_actor_spawn_look)% on_info = {+zat_b18_noah_dead} sr_idle@nil %=enable_ui =stop_postprocess(22219)% [sr_idle@enable_ui] on_info = {+zat_b20_stop_postprocess} sr_idle@info_timer on_info2 = {+zat_b18_noah_dead} sr_idle@nil %=enable_ui =stop_postprocess(22219)% [sr_idle@info_timer] on_game_timer = 30 | sr_cutscene@cam %=stop_postprocess(22219)% on_info = {+zat_b18_noah_dead} sr_idle@nil %=enable_ui =stop_postprocess(22219)% [sr_cutscene@cam] point = zat_b20_smart_terrain_actor_spawn_walk look = zat_b20_smart_terrain_actor_spawn_look cam_effector = scenario_cam\Zaton\zat_b20_teleport_dive on_signal = cameff_end | sr_idle@hour %+zat_b20_plateau_way_known% on_signal2 = cam_effector_stop | sr_idle@hour %+zat_b20_plateau_way_known% global_cameffect = true outdoor = true ;on_info = {+zat_b18_noah_dead} %=stop_sr_cutscene +zat_b20_plateau_way_known% on_info = {+zat_b20_actor_hit} %=stop_sr_cutscene% on_game_timer = 20 | {-zat_b20_noah_ready_to_jump} %+zat_b20_noah_ready_to_jump% enable_ui_on_end = true [sr_idle@hour] on_game_timer = 3600 | sr_idle@hour_fail ;on_info = {+zat_b20_plateau_way_done} sr_idle@play_snd on_info = {=actor_in_zone(zat_b20_sr_actor_cross_the_teleport)} sr_idle@play_snd %+zat_b20_plateau_way_done% on_info2 = {-zat_b20_autosave} %+zat_b20_autosave =scenario_autosave(st_save_zat_b18_noah_showed_teleport)% [sr_idle@hour_fail] on_info = {=actor_in_zone(zat_b20_sr_actor_cross_the_teleport)} sr_idle@wait_to_fallen %+zat_b20_plateau_way_done% [sr_idle@hour_two] on_info = {=actor_in_zone(zat_b20_sr_actor_cross_the_teleport)} sr_idle@wait_to_fallen %+zat_b20_cross_teleport% [sr_idle@play_snd] on_game_timer = 30 | {-zat_b18_noah_dead -zat_b20_noah_play_sound} sr_idle@wait_to_fallen %+zat_b20_noah_play_sound =play_sound(zat_b20_noah_jumped)%, sr_idle@wait_to_fallen [sr_idle@wait_to_fallen] on_info = {!actor_in_zone(zat_b20_actor_fallen_from_a_plateau)} sr_idle@wait_to_jump %-zat_b20_cross_teleport% on_info2 = {+zat_b28_heli_3_searched} sr_idle@nil [sr_idle@wait_to_jump] on_game_timer = 20 | %=give_task(zat_b20_cross_teleport)% sr_idle@hour_two [sr_idle@nil]