[logic] active = sr_idle@select [sr_idle@select] on_info1 = {=actor_in_zone(jup_a9_cam_1) =actor_has_item(jup_a9_way_info) -jup_a9_cam_1_end} sr_idle@cam_1_spawn %=run_postprocess(fade_in:7918) +jup_a9_way_info% on_info2 = {=actor_in_zone(jup_a9_cam_2) =actor_has_item(jup_a9_conservation_info) -jup_a9_cam_2_end} sr_idle@cam_2_spawn %=run_postprocess(fade_in:7922) +jup_a9_conservation_info% on_info3 = {=actor_in_zone(jup_a9_cam_3) =actor_has_item(jup_a9_power_info) -jup_a9_cam_3_end} sr_idle@cam_3_spawn %=run_postprocess(fade_in:7926) +jup_a9_power_info% on_info4 = {+jup_a9_cam_1_end +jup_a9_cam_2_end +jup_a9_cam_3_end} sr_idle@end ;cam_1 [sr_idle@cam_1_spawn] on_game_timer = 20 | sr_idle@cam_1_disable %=run_postprocess(black:7919:true) =create_cutscene_actor_with_weapon(jup_a9_actor:jup_a9_temp_actor_walk:0:90:3)% [sr_idle@cam_1_disable] on_info = sr_idle@cam_1_time %=disable_ui% [sr_idle@cam_1_time] on_game_timer = 50 | sr_cutscene@cam_1_start %=stop_postprocess(7918) =stop_postprocess(7919) =play_sound(jup_a9_actor_way_info)% [sr_cutscene@cam_1_start] point = jup_a9_cam_1_actor_walk look = jup_a9_cam_1_actor_look global_cameffect = true enable_ui_on_end = false outdoor = true cam_effector = scenario_cam\jupiter\jup_a9_actor_way_info_cam on_signal1 = theme_end | {-jup_a9_cam_1_end} %+jup_a9_cam_1_end =stop_sr_cutscene =run_postprocess(fade_in:7920)% on_signal2 = cameff_end | {+jup_a9_cam_1_end} sr_idle@cam_1_destroy [sr_idle@cam_1_destroy] on_game_timer = 20 | {=story_object_exist(jup_a9_actor)} sr_idle@cam_1_end %=run_postprocess(black:7921:true) =destroy_object(story:jup_a9_actor) =destroy_object(story:jup_a9_way_info_fake) =teleport_actor(jup_a9_cam_1_actor_walk:jup_a9_cam_1_actor_look)%, sr_idle@cam_1_end %=run_postprocess(black:7921:true) =destroy_object(story:jup_a9_way_info_fake) =teleport_actor(jup_a9_cam_1_actor_walk:jup_a9_cam_1_actor_look)% [sr_idle@cam_1_end] on_game_timer = 20 | sr_idle@select %=stop_postprocess(7920) =stop_postprocess(7921) =enable_ui% ;cam_2 [sr_idle@cam_2_spawn] on_game_timer = 20 | sr_idle@cam_2_disable %=run_postprocess(black:7923:true) =create_cutscene_actor_with_weapon(jup_a9_actor:jup_a9_temp_actor_walk:0:90:3)% [sr_idle@cam_2_disable] on_info = sr_idle@cam_2_time %=disable_ui% [sr_idle@cam_2_time] on_game_timer = 50 | sr_cutscene@cam_2_start %=stop_postprocess(7922) =stop_postprocess(7923) =play_sound(jup_a9_actor_conservation_info)% [sr_cutscene@cam_2_start] point = jup_a9_cam_2_actor_walk look = jup_a9_cam_2_actor_look global_cameffect = true enable_ui_on_end = false cam_effector = scenario_cam\jupiter\jup_a9_actor_conservation_info_cam on_signal1 = theme_end | {-jup_a9_cam_2_end} %+jup_a9_cam_2_end =stop_sr_cutscene =run_postprocess(fade_in:7924)% on_signal2 = cameff_end | {+jup_a9_cam_2_end} sr_idle@cam_2_destroy [sr_idle@cam_2_destroy] on_game_timer = 20 | {=story_object_exist(jup_a9_actor)} sr_idle@cam_2_end %=run_postprocess(black:7925:true) =destroy_object(story:jup_a9_actor) =destroy_object(story:jup_a9_conservation_info_fake) =teleport_actor(jup_a9_cam_2_actor_walk:jup_a9_cam_2_actor_look)%, sr_idle@cam_2_end %=run_postprocess(black:7925:true) =destroy_object(story:jup_a9_conservation_info_fake) =teleport_actor(jup_a9_cam_2_actor_walk:jup_a9_cam_2_actor_look)% [sr_idle@cam_2_end] on_game_timer = 20 | sr_idle@select %=stop_postprocess(7924) =stop_postprocess(7925) =enable_ui% ;cam_3 [sr_idle@cam_3_spawn] on_game_timer = 20 | sr_idle@cam_3_disable %=run_postprocess(black:7927:true) =create_cutscene_actor_with_weapon(jup_a9_actor:jup_a9_temp_actor_walk:0:270:3)% [sr_idle@cam_3_disable] on_info = sr_idle@cam_3_time %=disable_ui% [sr_idle@cam_3_time] on_game_timer = 50 | sr_cutscene@cam_3_start %=stop_postprocess(7926) =stop_postprocess(7927) =play_sound(jup_a9_actor_power_info)% [sr_cutscene@cam_3_start] point = jup_a9_cam_3_actor_walk look = jup_a9_cam_3_actor_look global_cameffect = true enable_ui_on_end = false cam_effector = scenario_cam\jupiter\jup_a9_actor_power_info_cam on_signal1 = theme_end | {-jup_a9_cam_3_end} %+jup_a9_cam_3_end =stop_sr_cutscene =run_postprocess(fade_in:7928)% on_signal2 = cameff_end | {+jup_a9_cam_3_end} sr_idle@cam_3_destroy [sr_idle@cam_3_destroy] on_game_timer = 20 | {=story_object_exist(jup_a9_actor)} sr_idle@cam_3_end %=run_postprocess(black:7929:true) =destroy_object(story:jup_a9_actor) =destroy_object(story:jup_a9_power_info_fake) =teleport_actor(jup_a9_cam_3_actor_walk:jup_a9_cam_3_actor_look)%, sr_idle@cam_3_end %=run_postprocess(black:7929:true) =destroy_object(story:jup_a9_power_info_fake) =teleport_actor(jup_a9_cam_3_actor_walk:jup_a9_cam_3_actor_look)% [sr_idle@cam_3_end] on_game_timer = 20 | sr_idle@select %=stop_postprocess(7928) =stop_postprocess(7929) =enable_ui% ;end [sr_idle@end] on_info = {-jup_a9_scenari_save_after_three_docs} %+jup_a9_scenari_save_after_three_docs =scenario_autosave(st_save_jup_a9_got_underpass_docs)% on_info2 = {+jup_a9_scenari_save_after_three_docs} sr_idle@nil [sr_idle@nil]