; Reference animpoints [animpoint@a28_def] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true avail_animations = animpoint_sit_high_no_rnd use_camp = false out_restr = pri_a16_sr_noweap cover_name = pri_a16_animp_tech reach_movement = walk reach_distance = 1 meet = meet@a28 on_info = {+pri_a28_colonel_after_surge_sound_end +pri_b305_fifth_cam_end} animpoint@rac_sound_1 gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@a28_radio] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true avail_animations = animpoint_sit_high_no_rnd use_camp = false out_restr = pri_a16_sr_noweap cover_name = pri_a16_animp_tech reach_movement = walk reach_distance = 1 meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@a28] abuse = false use = {=actor_enemy} false, {=is_playing_sound} false, true close_snd_hello = nil close_snd_bye = nil allow_break = false trade_enable = true close_distance = 0 close_anim = nil far_distance = 0 meet_on_talking = false ;-------------------------------------- [logic@pri_a28_kirillov] active = animpoint@a28_second_theme_1 suitable = {+pri_b305_actor_wondered_done_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a22_army_signaller)} true prior = 200 level_spot = mechanic ;-------------------------------------- ; Second theme about surge, reply [animpoint@a28_second_theme_1]:animpoint@a28_def on_info3 = {+pri_b305_fifth_cam_end +pri_b305_kovalskiy_order_kirilov_done_end -pri_b305_kirilov_order_agree_done} %=play_sound(pri_b305_kirilov_order_agree) +pri_b305_kirilov_order_agree_done% on_signal = sound_end | {-pri_b305_kirilov_order_agree_done_end} %+pri_b305_kirilov_order_agree_done_end% on_info2 = {+pri_b305_fifth_cam_end !is_alive(pri_a17_military_lieutenant_podorojniy)} animpoint@a28_third_theme_1, {+pri_b305_fifth_cam_end +pri_a28_army_surge_talk_2_first} animpoint@a28_second_theme_2 [animpoint@a28_second_theme_2]:animpoint@a28_def on_game_timer = 20 | %=play_sound(pri_a28_army_surge_talk_2_second)% on_signal = sound_end | animpoint@a28_third_theme_2 %+pri_a28_army_surge_talk_2_done% meet = no_meet ;-------------------------------------- ; Third theme about surge, start [animpoint@a28_third_theme_1]:animpoint@a28_def on_info2 = {!is_alive(pri_a17_military_captain_tarasov)} animpoint@a28_third_theme_3, {+pri_a28_army_surge_talk_1_done} animpoint@a28_third_theme_2 [animpoint@a28_third_theme_2]:animpoint@a28_def on_game_timer = 150 | animpoint@a28_third_theme_3 [animpoint@a28_third_theme_3]:animpoint@a28_def on_game_timer = 100 | {=is_alive(pri_a17_military_prapor_valentyr)} animpoint@a28_third_theme_3_play, animpoint@a28_third_theme_4 [animpoint@a28_third_theme_3_play]:animpoint@a28_def on_info = %=play_sound(pri_a28_army_surge_talk_3_first)% on_signal = sound_end | animpoint@a28_third_theme_4 %+pri_a28_army_surge_talk_3_first% meet = no_meet [animpoint@a28_third_theme_4]:animpoint@a28_def ;-------------------------------------- ; Establishing radio connection with HQ [animpoint@rac_sound_1]:animpoint@a28_radio on_game_timer = 10 | animpoint@rac_sound_2 %=play_sound(pri_a28_signaller_after_surge_1)% [animpoint@rac_sound_2]:animpoint@a28_radio on_signal = sound_end | {-pri_a28_signaller_after_surge_1_done} %+pri_a28_signaller_after_surge_1_done% avail_animations = pri_a28_kirillov_sit_high_radio on_info = {+pri_a28_kirillov_hq_online} animpoint@rac_sound_3 [animpoint@rac_sound_3]:animpoint@a28_radio on_game_timer = 0 | {!is_playing_sound} %=play_sound(pri_a28_signaller_after_surge_2)% avail_animations = pri_a28_kirillov_sit_high_radio on_signal = sound_end | animpoint@rac_sound_4 %+pri_a28_signaller_after_surge_sound_end% [animpoint@rac_sound_4]:animpoint@a28_radio on_info = {+pri_a28_colonel_to_center_3_sound_end} animpoint@a28_wait_near_door ;-------------------------------------- ; Gathering group before evacuation [animpoint@a28_wait_near_door] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true avail_animations = animpoint_sit_high_no_rnd use_camp = false out_restr = pri_a16_sr_noweap cover_name = pri_a16_animp_tech reach_movement = walk reach_distance = 1 meet = meet@a28 gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false