[logic] active = sr_idle@wait_for_start [sr_idle@wait_for_start] on_info = {+pri_b305_fifth_cam_end +pri_a28_strelok_can_leave} sr_idle@wait_for_mono_die %+pri_a28_defend_start% on_info2 = {+pri_b305_fifth_cam_end =actor_in_zone(pri_a28_scene_end_zone)} sr_idle@wait_for_mono_die %+pri_a28_defend_start% on_info3 = {+pri_b305_fifth_cam_end +pri_a28_strelok_dead =actor_in_zone(pri_a28_scene_end_zone)} sr_idle@wait_for_mono_die %+pri_a28_defend_start% on_info4 = {+pri_a28_helis_leave =actor_in_zone(pri_a28_scene_end_zone)} sr_idle@add_final_wave on_info5 = {+pri_a28_cutscenes_end} sr_idle@nil ;on_info6 = {+pri_a28_squad_dead} sr_idle@waves_done [sr_idle@wait_for_mono_die] on_info = {!counter_greater(pri_a28_heli_mono_cnt:4)} sr_idle@wait_for_spawn on_info2 = {+pri_a28_helis_leave =actor_in_zone(pri_a28_scene_end_zone)} sr_idle@add_final_wave %-pri_a28_defender_needed% on_info3 = {+pri_a28_cutscenes_end} sr_idle@nil on_info4 = {+pri_a28_squad_dead} sr_idle@waves_done [sr_idle@wait_for_spawn] on_info = {+pri_a28_cutscenes_end} sr_idle@nil on_info2 = {=actor_in_zone(pri_a28_scene_end_zone)} sr_idle@add_wave %-pri_a28_defender_needed% on_info3 = {+pri_a28_squad_dead} sr_idle@waves_done on_info4 = {+pri_a28_wave_1_spawned +pri_a28_wave_2_spawned +pri_a28_wave_3_spawned} sr_idle@waves_done on_info5 = {-pri_a28_wave_3_spawned =actor_in_zone(pri_a28_sr_mono_add_1)} sr_idle@spawn_wave_3 %+pri_a28_defender_needed% on_info6 = {-pri_a28_wave_3_spawned ~50 =actor_in_zone(pri_a28_sr_mono_add_2)} sr_idle@spawn_wave_3 %+pri_a28_defender_needed% on_info7 = {-pri_a28_wave_1_spawned ~50 =actor_in_zone(pri_a28_sr_mono_add_2)} sr_idle@spawn_wave_1 %+pri_a28_defender_needed% on_info8 = {-pri_a28_wave_1_spawned =actor_in_zone(pri_a28_sr_mono_add_3)} sr_idle@spawn_wave_1 %+pri_a28_defender_needed% on_info9 = {!actor_in_zone(pri_a28_scene_end_zone)} sr_idle@get_zone_to_spawn %+pri_a28_defender_needed% [sr_idle@get_zone_to_spawn] on_info = {+pri_a28_wave_1_spawned +pri_a28_wave_2_spawned +pri_a28_wave_3_spawned} sr_idle@waves_done on_info2 = sr_idle@wait_for_mono_die %=pri_a28_check_zones% [sr_idle@spawn_wave_1] on_info = sr_idle@wait_for_mono_die %+pri_a28_wave_1_spawned =create_squad(pri_a28_heli_mono_add_1:pri_a28_heli) =inc_counter(pri_a28_heli_mono_cnt:4)% [sr_idle@spawn_wave_2] on_info = sr_idle@wait_for_mono_die %+pri_a28_wave_2_spawned =create_squad(pri_a28_heli_mono_add_2:pri_a28_heli) =inc_counter(pri_a28_heli_mono_cnt:4)% [sr_idle@spawn_wave_3] on_info = sr_idle@wait_for_mono_die %+pri_a28_wave_3_spawned =create_squad(pri_a28_heli_mono_add_3:pri_a28_heli) =inc_counter(pri_a28_heli_mono_cnt:4)% [sr_idle@add_wave] on_info = {~33 -pri_a28_wave_1_spawned} sr_idle@spawn_wave_1, {~66 -pri_a28_wave_2_spawned} sr_idle@spawn_wave_2, {~100 -pri_a28_wave_3_spawned} sr_idle@spawn_wave_3 on_info2 = {+pri_a28_wave_1_spawned +pri_a28_wave_2_spawned +pri_a28_wave_3_spawned} sr_idle@waves_done on_info3 = {+pri_a28_helis_leave} sr_idle@add_final_wave on_info4 = {+pri_a28_squad_dead} sr_idle@waves_done [sr_idle@waves_done] on_info = {=actor_in_zone(pri_a28_scene_end_zone)} sr_idle@wait_a_little on_info2 = {-pri_a28_helis_defended} %+pri_a28_helis_defended% on_game_timer = 300 | sr_idle@add_final_wave %+pri_a28_helis_leave% [sr_idle@wait_a_little] on_game_timer = 30 | sr_idle@add_final_wave on_info = {-pri_a28_final_wave_added} %+pri_a28_final_wave_added =create_squad(pri_a28_heli_mono_add_2_final:pri_a28_heli)% [sr_idle@add_final_wave] on_info = {-pri_a28_final_wave_added !actor_in_zone(pri_a28_sr_mono_add_2)} sr_idle@nil %+pri_a28_waves_end =create_squad(pri_a28_heli_mono_add_2_final:pri_a28_heli)% on_info2 = {-pri_a28_final_wave_added =actor_in_zone(pri_a28_sr_mono_add_2)} sr_idle@nil %+pri_a28_waves_end% on_info3 = {+pri_a28_final_wave_added} sr_idle@nil %+pri_a28_waves_end% [sr_idle@nil]