[list_script_sound_pripyat] pri_a28_ssu_to_actor_1 pri_a28_actor_to_ssu_1 pri_a28_ssu_to_actor_2 pri_a28_actor_to_ssu_2 pri_a28_ssu_to_actor_3 pri_a28_actor_to_ssu_with_heli_info pri_a28_actor_to_ssu_without_heli_info pri_a28_ssu_to_actor_5 pri_a28_center_to_colonel_3 pri_a28_colonel_to_center_3 pri_a28_colonel_strelok_out pri_a28_actor_scene_end_when_strelok_dead pri_a28_army_about_surge_1 pri_a28_army_about_surge_2 pri_a28_army_about_surge_3 pri_a28_army_surge_talk_1_first pri_a28_army_surge_talk_1_second pri_a28_army_surge_talk_2_first pri_a28_army_surge_talk_2_second pri_a28_army_surge_talk_3_first pri_a28_army_surge_talk_3_second pri_a28_army_about_evacuation_1 pri_a28_army_about_evacuation_2 pri_a28_army_about_evacuation_3 pri_a28_colonel_after_surge pri_a28_signaller_after_surge_1 pri_a28_signaller_after_surge_2 pri_a28_colonel_to_center_1 pri_a28_center_to_colonel_1 pri_a28_colonel_to_center_2 pri_a28_center_to_colonel_2 pri_a28_colonel_instructions pri_a28_colonel_actor_talk pri_a28_colonel_cannot_wait pri_a28_colonel_evacuation pri_a28_colonel_about_heli pri_a28_army_zombied_first pri_a28_colonel_zombied_first pri_a28_army_zombied_in_building pri_a28_colonel_go_left pri_a28_colonel_zombied_attack pri_a28_evac_com_where_you pri_a28_colonel_we_close pri_a28_evac_com_cant_wait pri_a28_colonel_will_time pri_a28_colonel_ready_to_go pri_a28_colonel_clear_the_deck pri_a28_colonel_fire_will pri_a28_army_what_is_that pri_a28_strelok_dont_stop pri_a28_army_its_here pri_a28_strelok_run pri_a28_army_confusion pri_a28_evac_com_to_helicopter pri_a28_colonel_close_by pri_a28_actor_to_strelok pri_a28_evac_com_ready pri_a28_continuation pri_a28_evac_com_scene_end_when_strelok_dead pri_a28_evac_com_helicopter_run_time pri_a28_actor_scene_end pri_a28_strelok_go_over_anomaly pri_a28_colonel_ok_go_here pri_a28_evac_come_close pri_a28_colonel_see_helicopter pri_a28_medic_about_snork pri_a28_colonel_about_snork pri_a28_colonel_wait_actor pri_a28_colonel_wait_actor_long pri_a28_colonel_wait_actor_go pri_a28_colonel_wait_actor_return pri_a28_deimos_heartbeat pri_a28_deimos_noise_sound pri_a22_colonel_to_actor_need_talk pri_a22_colonel_about_situation pri_a22_colonel_about_rfi_and_lost_suad pri_a22_colonel_give_task pri_a22_actor_to_base_find_squad_member pri_a22_base_to_actor_has_rfi_coordinates pri_a17_recon_squad_talk_with_commander pri_a17_recon_squad_commander_order_hide1 pri_a17_recon_squad_commander_order_hide2 pri_a17_recon_squad_commander_ready_to_fire pri_a17_recon_squad_actor_dont_hide pri_a17_recon_squad_attack_now_ pri_a17_recon_squad_nice_shoot pri_a17_recon_squad_order_to_check pri_a17_recon_squad_monolith_ambush pri_a17_recon_squad_sniper_out pri_a17_monolith_preacher pri_a17_recon_squad_after_monolith_clear pri_a17_recon_squad_prapor_to_commander pri_a17_recon_squad_commander_to_prapor pri_a18_vano_hello pri_a18_vano_fight pri_a18_kovalskiy_guard pri_a18_kovalskiy_squad pri_a18_sokolov_hello pri_a18_shelly_hello pri_a18_sokolov_on_place pri_a18_sokolov_fight pri_a18_actor_report pri_a18_monolith_pray pri_a20_communication_with_recon_squad pri_a20_recon_squad_attacked pri_a20_colonel_talk_in_radio pri_a20_colonel_ask_check_recon_squad pri_a20_actor_report_about_squad pri_a20_colonel_give_next_task_1 pri_a20_colonel_give_next_task_1_sentry_task pri_a20_actor_about_next_task pri_a20_colonel_send_reinforcement pri_a20_colonel_send_reinforcement_a21_about_sentry pri_a20_sokolov_with_garick_new_way_to_pripyat_1 pri_a20_sokolov_with_garick_new_way_to_pripyat_2 pri_a20_sokolov_with_garick_new_way_to_pripyat_3 pri_a20_actor_no_data pri_a20_colonel_about_sentry pri_a20_colonel_task_done pri_a21_colonel_give_sentry_task pri_a21_colonel_base_about_sentry pri_a21_colonel_lets_talk pri_a21_actor_to_base_find_and_terminate_controller pri_a21_actor_to_base_find_controller pri_a21_base_to_actor_find_and_terminate_controller pri_a21_base_to_actor_terminate_controller pri_a21_actor_to_base_terminate_controller pri_a21_sentr_crazy_1 pri_a21_sentr_crazy_2 pri_a25_freezer_knock pri_a25_blow_up_door_peep pri_a25_actor_all_doors_locked pri_a25_kovalski_take_explosive pri_b306_elevator_door_use pri_b306_generator_start pri_b306_generator_work pri_a15_army_hide_weapon pri_a15_sokolov_introduce pri_a15_actor_need_talk_with_commander pri_a15_sokolov_wonder pri_a15_army_who_a_you pri_a15_actor_introduce pri_a15_actor_introduce_squad pri_a15_zulus_wonder pri_a15_sokolov_conjecture pri_a15_army_joke pri_a15_vano_speech_one pri_a15_army_go_with_me pri_a15_zulus_not_me pri_a15_zulus_no_business_with_army pri_a15_zulus_go pri_a15_army_stop pri_a15_actor_leave_him pri_a15_army_leave pri_a15_army_go pri_a15_wanderer_about_actor pri_b35_kovalski_calls_guide pri_b35_rendevous_started pri_b35_merc_leader_sighted pri_b35_envoy_sighted pri_b35_rendevous_in_process pri_b35_rendevous_done pri_b35_targets_lost_end pri_b35_primary_target_down pri_b35_secondary_target_down pri_b35_primary_target_lost_end pri_b35_secondary_target_lost_end pri_b35_both_done_end pri_b301_zulus_surrounded pri_b301_zulus_hello_in_combat pri_b301_zulus_after_fight pri_b305_kirilov_glad pri_b305_kirilov_what_happen pri_b305_medik_talk_later pri_b305_kirilov_ok pri_b305_kirilov_about_strelok_1 pri_b305_actor_go pri_b305_kirilov_about_garik_vano pri_b305_actor_understand pri_b305_kirilov_about_garik pri_b305_kirilov_where_you_been pri_b305_medik_in_freezer pri_b305_army_what_freezer pri_b305_kirilov_what_freezer pri_b305_medik_excuse pri_b305_kirilov_what_next pri_b305_medik_dont_know_what_say pri_b305_kovalskiy_news pri_b305_kirilov_strange_signal pri_b305_kovalskiy_ask_coordinates pri_b305_kirilov_give_coordinates pri_b305_kovalskiy_think_of_attack pri_b305_actor_check_signal pri_b305_kirilov_give_new_coordinates pri_b305_kirilov_signal_lost pri_b305_kirilov_signal_next_to_actor pri_b305_actor_dont_see_anyone pri_b305_kirilov_source_is_near pri_b305_actor_it_is_underground pri_b305_kovalskiy_attack_case_prepare pri_b305_strelok_give_up pri_b305_kovalskiy_who_are_you pri_b305_strelok_introduse pri_b305_actor_ask_about_burning_antenn pri_b305_strelok_about_zone_destroying pri_b305_actor_emission_starts pri_b305_kovalskiy_talk_in_safe_place pri_b305_actor_we_have_problems pri_b305_kovalskiy_about_deal pri_b305_strelok_about_heli pri_b305_kovalskiy_about_anomaly_map pri_b305_strelok_about_anomaly_randomize pri_b305_actor_wondered pri_b305_kovalskiy_wondered pri_b305_strelok_how_to_get_away pri_b305_actor_need_center_to_know pri_b305_kovalskiy_let_center_know pri_b305_kovalskiy_order_kirilov pri_b305_kirilov_order_agree pri_b303_dog_screaming pri_a16_base_megaphone pri_a16_base_alarm pri_a16_base_relax pri_a17_kovalsky_surge_phase_1 pri_a17_kovalsky_surge_phase_2 pri_a17_kovalsky_after_surge labx8_crying [pri_a22_colonel_to_actor_need_talk] type = actor path = characters_voice\scenario\pripyat\pri_a22_colonel_to_actor_need_talk shuffle = seq idle = 0,0,100 [pri_a22_colonel_about_situation] type = npc path = scenario\pripyat\pri_a22_colonel_about_situation shuffle = seq idle = 0,0,100 [pri_a22_colonel_about_rfi_and_lost_suad] type = npc path = scenario\pripyat\pri_a22_colonel_about_rfi_and_lost_suad shuffle = seq idle = 0,0,100 [pri_a22_colonel_give_task] type = npc path = scenario\pripyat\pri_a22_colonel_give_task shuffle = seq idle = 0,0,100 [pri_a22_actor_to_base_find_squad_member] type = actor path = characters_voice\scenario\pripyat\pri_a22_actor_to_base_find_squad_member shuffle = seq idle = 0,0,100 [pri_a22_base_to_actor_has_rfi_coordinates] type = actor path = characters_voice\scenario\pripyat\pri_a22_base_to_actor_has_rfi_coordinates shuffle = seq idle = 0,0,100 [pri_a17_recon_squad_talk_with_commander] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_talk_with_commander shuffle = rnd idle = 2,4,100 [pri_a17_recon_squad_commander_order_hide1] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_commander_order_hide1 shuffle = seq idle = 3,5,100 [pri_a17_recon_squad_commander_order_hide2] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_commander_order_hide2 shuffle = seq idle = 3,5,100 [pri_a17_recon_squad_commander_ready_to_fire] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_commander_ready_to_fire shuffle = seq idle = 3,5,100 [pri_a17_recon_squad_actor_dont_hide] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_actor_dont_hide shuffle = rnd idle = 8,20,65 [pri_a17_recon_squad_attack_now_] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_attack_now_ shuffle = seq idle = 3,5,100 play_always = true [pri_a17_recon_squad_nice_shoot] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_nice_shoot shuffle = seq idle = 3,5,100 [pri_a17_recon_squad_order_to_check] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_order_to_check shuffle = seq idle = 3,5,100 play_always = true [pri_a17_recon_squad_monolith_ambush] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_monolith_ambush shuffle = seq idle = 3,5,100 [pri_a17_recon_squad_sniper_out] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_sniper_out shuffle = seq idle = 3,5,100 [pri_a17_monolith_preacher] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_monolith_preacher shuffle = seq idle = 3,5,100 [pri_a17_recon_squad_after_monolith_clear] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_after_monolith_clear shuffle = seq idle = 3,5,100 [pri_a17_recon_squad_prapor_to_commander] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_prapor_to_commander shuffle = seq idle = 3,5,100 [pri_a17_recon_squad_commander_to_prapor] type = npc npc_prefix = false path = scenario\pripyat\pri_a17_recon_squad_commander_to_prapor shuffle = seq idle = 3,5,100 [pri_a20_communication_with_recon_squad] type = npc path = scenario\pripyat\pri_a20_communication_with_recon_squad shuffle = seq idle = 0,0,100 [pri_a20_recon_squad_attacked] type = 3d path = characters_voice\scenario\pripyat\pri_a20_recon_squad_attacked shuffle = seq idle = 0,0,100 [pri_a20_colonel_talk_in_radio] type = npc path = scenario\pripyat\pri_a20_colonel_talk_in_radio shuffle = seq idle = 0,0,100 [pri_a20_colonel_ask_check_recon_squad] type = npc path = scenario\pripyat\pri_a20_colonel_ask_check_recon_squad shuffle = seq idle = 0,0,100 [pri_a20_actor_report_about_squad] type = actor path = characters_voice\scenario\pripyat\pri_a20_actor_report_about_squad shuffle = seq idle = 0,0,100 [pri_a20_colonel_give_next_task_1] type = actor path = characters_voice\scenario\pripyat\pri_a20_colonel_give_next_task_1 shuffle = seq idle = 0,0,100 [pri_a20_colonel_give_next_task_1_sentry_task] type = actor path = characters_voice\scenario\pripyat\pri_a20_colonel_give_next_task_1_a21_sentry_task shuffle = seq idle = 0,0,100 [pri_a20_actor_about_next_task] type = actor path = characters_voice\scenario\pripyat\pri_a20_actor_about_next_task shuffle = seq idle = 0,0,100 [pri_a20_colonel_send_reinforcement] type = actor path = characters_voice\scenario\pripyat\pri_a20_colonel_send_reinforcement shuffle = seq idle = 0,0,100 [pri_a20_colonel_send_reinforcement_a21_about_sentry] type = actor path = characters_voice\scenario\pripyat\pri_a20_colonel_send_reinforcement_a21_about_sentry shuffle = seq idle = 0,0,100 [pri_a18_vano_hello] type = npc path = scenario\pripyat\pri_a18_vano_hello shuffle = seq idle = 0,0,100 [pri_a18_vano_fight] type = npc path = scenario\pripyat\pri_a18_vano_fight shuffle = seq idle = 0,0,100 [pri_a18_kovalskiy_guard] type = actor path = characters_voice\scenario\pripyat\pri_a18_kovalskiy_guard shuffle = seq idle = 0,0,100 [pri_a18_kovalskiy_squad] type = actor path = characters_voice\scenario\pripyat\pri_a18_kovalskiy_squad shuffle = seq idle = 0,0,100 [pri_a18_sokolov_hello] type = npc path = scenario\pripyat\pri_a18_sokolov_hello shuffle = seq idle = 0,0,100 [pri_a18_shelly_hello] type = npc path = scenario\pripyat\pri_a18_shelly_hello shuffle = seq idle = 0,0,100 [pri_a18_sokolov_on_place] type = npc path = scenario\pripyat\pri_a18_sokolov_on_place shuffle = seq idle = 0,0,100 [pri_a18_sokolov_fight] type = npc path = scenario\pripyat\pri_a18_sokolov_fight shuffle = seq idle = 0,0,100 [pri_a18_actor_report] type = actor path = characters_voice\scenario\pripyat\pri_a18_actor_report shuffle = seq idle = 0,0,100 [pri_a18_monolith_pray] type = npc path = scenario\pripyat\pri_a18_monolith_pray_ shuffle = rnd idle = 3,5,100 [pri_a21_colonel_give_sentry_task] type = actor path = characters_voice\scenario\pripyat\pri_a21_colonel_give_sentry_task shuffle = seq idle = 0,0,100 [pri_a21_colonel_base_about_sentry] type = actor path = characters_voice\scenario\pripyat\pri_a21_colonel_base_about_sentry shuffle = seq idle = 0,0,100 [pri_a21_colonel_lets_talk] type = npc path = scenario\pripyat\pri_a21_colonel_lets_talk shuffle = seq idle = 0,0,100 [pri_a21_actor_to_base_find_and_terminate_controller] type = actor path = characters_voice\scenario\pripyat\pri_a21_actor_to_base_find_and_terminate_controller shuffle = seq idle = 0,0,100 [pri_a21_actor_to_base_find_controller] type = actor path = characters_voice\scenario\pripyat\pri_a21_actor_to_base_find_controller shuffle = seq idle = 0,0,100 [pri_a21_base_to_actor_find_and_terminate_controller] type = actor path = characters_voice\scenario\pripyat\pri_a21_base_to_actor_find_and_terminate_controller shuffle = seq idle = 0,0,100 [pri_a21_base_to_actor_terminate_controller] type = actor path = characters_voice\scenario\pripyat\pri_a21_base_to_actor_terminate_controller shuffle = seq idle = 0,0,100 [pri_a21_actor_to_base_terminate_controller] type = actor path = characters_voice\scenario\pripyat\pri_a21_actor_to_base_terminate_controller shuffle = seq idle = 0,0,100 [pri_a21_sentr_crazy_1] type = npc path = scenario\pripyat\pri_a21_sentr_crazy_1 shuffle = rnd idle = 5,12,100 [pri_a21_sentr_crazy_2] type = npc path = scenario\pripyat\pri_a21_sentr_crazy_2 shuffle = seq idle = 0,0,100 [pri_a25_freezer_knock] type = 3d path = ambient\pripyat\pri_a25_freezer_knock shuffle = rnd idle = 0,1,100 [pri_a25_blow_up_door_peep] type = 3d path = ambient\pripyat\pri_a25_blow_up_door_peep shuffle = seq idle = 0,0,100 [pri_a25_actor_all_doors_locked] type = actor path = characters_voice\scenario\pripyat\pri_a25_actor_all_doors_locked shuffle = seq idle = 0,0,100 [pri_a25_kovalski_take_explosive] type = actor path = characters_voice\scenario\pripyat\pri_a25_kovalski_take_explosive shuffle = seq idle = 0,0,100 [pri_b306_elevator_door_use] type = 3d path = ambient\pripyat\pri_b306_elevator_door_use shuffle = rnd idle = 1,1,100 [pri_b306_generator_start] type = 3d path = ambient\pripyat\pri_b306_generator_start shuffle = seq idle = 0,0,100 [pri_b306_generator_work] type = looped path = ambient\pripyat\pri_b306_generator_work [pri_a15_army_hide_weapon] type = npc path = scenario\pripyat\pri_a15_army_hide_weapon shuffle = seq idle = 0,0,100 delay_sound = 400 play_always = true [pri_a15_sokolov_introduce] type = npc path = scenario\pripyat\pri_a15_sokolov_introduce shuffle = seq idle = 0,0,100 delay_sound = 1000 ;время задержки отыгрывания звука в мс. play_always = true [pri_a15_actor_need_talk_with_commander] type = npc path = scenario\pripyat\pri_a15_actor_need_talk_with_commander shuffle = seq idle = 0,0,100 delay_sound = 1300 play_always = true [pri_a15_sokolov_wonder] type = npc path = scenario\pripyat\pri_a15_sokolov_wonder shuffle = seq idle = 0,0,100 delay_sound = 500 play_always = true [pri_a15_army_who_a_you] type = npc path = scenario\pripyat\pri_a15_army_who_a_you shuffle = seq idle = 0,0,100 delay_sound = 1500 play_always = true [pri_a15_actor_introduce] type = npc path = scenario\pripyat\pri_a15_actor_introduce shuffle = seq idle = 0,0,100 delay_sound = 850 play_always = true [pri_a15_actor_introduce_squad] type = npc path = scenario\pripyat\pri_a15_actor_introduce_squad shuffle = seq idle = 0,0,100 delay_sound = 300 play_always = true [pri_a15_zulus_wonder] type = npc path = scenario\pripyat\pri_a15_zulus_wonder shuffle = seq idle = 0,0,100 delay_sound = 1000 play_always = true [pri_a15_sokolov_conjecture] type = npc path = scenario\pripyat\pri_a15_sokolov_conjecture shuffle = seq idle = 0,0,100 delay_sound = 400 play_always = true [pri_a15_army_joke] type = npc path = scenario\pripyat\pri_a15_army_joke shuffle = seq idle = 0,0,100 delay_sound = 250 play_always = true [pri_a15_vano_speech_one] type = npc path = scenario\pripyat\pri_a15_vano_speech_one shuffle = seq idle = 0,0,100 delay_sound = 1100 play_always = true [pri_a15_army_go_with_me] type = npc path = scenario\pripyat\pri_a15_army_go_with_me shuffle = seq idle = 0,0,100 delay_sound = 700 play_always = true [pri_a15_zulus_not_me] type = npc path = scenario\pripyat\pri_a15_zulus_not_me shuffle = seq idle = 0,0,100 delay_sound = 800 play_always = true [pri_a15_zulus_no_business_with_army] type = npc path = scenario\pripyat\pri_a15_zulus_no_business_with_army shuffle = seq idle = 0,0,100 delay_sound = 1600 play_always = true [pri_a15_zulus_go] type = npc path = scenario\pripyat\pri_a15_zulus_go shuffle = seq idle = 0,0,100 delay_sound = 1900 play_always = true [pri_a15_army_stop] type = npc path = scenario\pripyat\pri_a15_army_stop shuffle = seq idle = 0,0,100 delay_sound = 3100 play_always = true [pri_a15_actor_leave_him] type = npc path = scenario\pripyat\pri_a15_actor_leave_him shuffle = seq idle = 0,0,100 delay_sound = 600 play_always = true [pri_a15_army_leave] type = npc path = scenario\pripyat\pri_a15_army_leave shuffle = seq idle = 0,0,100 delay_sound = 2950 play_always = true [pri_a15_army_go] type = npc path = scenario\pripyat\pri_a15_army_go shuffle = seq idle = 0,0,100 delay_sound = 1000 play_always = true [pri_a15_wanderer_about_actor] type = npc path = scenario\pripyat\prI_a15_wanderer_about_actor shuffle = seq idle = 0,0,100 delay_sound = 2500 play_always = true [pri_b35_kovalski_calls_guide] type = npc path = scenario\pripyat\pri_b35_kovalski_calls_guide shuffle = seq idle = 0,0,100 [pri_b35_rendevous_started] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_rendevous_started shuffle = seq idle = 0,0,100 [pri_b35_merc_leader_sighted] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_merc_leader_sighted shuffle = seq idle = 0,0,100 [pri_b35_envoy_sighted] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_envoy_sighted shuffle = seq idle = 0,0,100 [pri_b35_rendevous_in_process] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_rendevous_in_process shuffle = seq idle = 0,0,100 [pri_b35_rendevous_done] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_rendevous_done shuffle = seq idle = 0,0,100 [pri_b35_targets_lost_end] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_targets_lost_end shuffle = seq idle = 0,0,100 [pri_b35_primary_target_down] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_primary_target_down shuffle = seq idle = 0,0,100 [pri_b35_secondary_target_down] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_secondary_target_down shuffle = seq idle = 0,0,100 [pri_b35_primary_target_lost_end] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_primary_target_lost_end shuffle = seq idle = 0,0,100 [pri_b35_secondary_target_lost_end] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_secondary_target_lost_end shuffle = seq idle = 0,0,100 [pri_b35_both_done_end] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_b35_both_done_end shuffle = seq idle = 0,0,100 [pri_b301_zulus_surrounded] type = npc path = scenario\pripyat\pri_b301_zulus_surrounded_ shuffle = rnd idle = 10,15,100 [pri_b301_zulus_hello_in_combat] type = npc path = scenario\pripyat\pri_b301_zulus_hello_in_combat shuffle = seq idle = 3,5,100 [pri_b301_zulus_after_fight] type = npc path = scenario\pripyat\pri_b301_zulus_after_fight shuffle = seq idle = 3,5,100 ;--------------------------------------------------- [pri_b305_kirilov_glad] type = npc path = scenario\pripyat\pri_b305_kirilov_glad shuffle = seq idle = 0,0,100 [pri_b305_kirilov_what_happen] type = npc path = scenario\pripyat\pri_b305_kirilov_what_happen shuffle = seq idle = 0,0,100 [pri_b305_medik_talk_later] type = npc path = scenario\pripyat\pri_b305_medik_talk_later shuffle = seq idle = 0,0,100 [pri_b305_kirilov_ok] type = npc path = scenario\pripyat\pri_b305_kirilov_ok shuffle = seq idle = 0,0,100 [pri_b305_kirilov_about_strelok_1] type = npc path = scenario\pripyat\pri_b305_kirilov_about_strelok_1 shuffle = seq idle = 0,0,100 [pri_b305_actor_go] type = npc path = scenario\pripyat\pri_b305_actor_go shuffle = seq idle = 0,0,100 [pri_b305_kirilov_about_garik_vano] type = npc path = scenario\pripyat\pri_b305_kirilov_about_garik_vano shuffle = seq idle = 0,0,100 [pri_b305_actor_understand] type = npc path = scenario\pripyat\pri_b305_actor_understand shuffle = seq idle = 0,0,100 [pri_b305_kirilov_about_garik] type = npc path = scenario\pripyat\pri_b305_kirilov_about_garik shuffle = seq idle = 0,0,100 [pri_b305_kirilov_where_you_been] type = npc path = scenario\pripyat\pri_b305_kirilov_where_you_been shuffle = seq idle = 0,0,100 [pri_b305_medik_in_freezer] type = npc path = scenario\pripyat\pri_b305_medik_in_freezer shuffle = seq idle = 0,0,100 [pri_b305_army_what_freezer] type = npc path = scenario\pripyat\pri_b305_army_what_freezer shuffle = seq idle = 0,0,100 [pri_b305_kirilov_what_freezer] type = npc path = scenario\pripyat\pri_b305_kirilov_what_freezer shuffle = seq idle = 0,0,100 [pri_b305_medik_excuse] type = npc path = scenario\pripyat\pri_b305_medik_excuse shuffle = seq idle = 0,0,100 [pri_b305_kirilov_what_next] type = npc path = scenario\pripyat\pri_b305_kirilov_what_next shuffle = seq idle = 0,0,100 [pri_b305_medik_dont_know_what_say] type = npc path = scenario\pripyat\pri_b305_medik_dont_know_what_say shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_news] type = npc path = scenario\pripyat\pri_b305_kovalskiy_news shuffle = seq idle = 0,0,100 [pri_b305_kirilov_strange_signal] type = npc path = scenario\pripyat\pri_b305_kirilov_strange_signal shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_ask_coordinates] type = npc path = scenario\pripyat\pri_b305_kovalskiy_ask_coordinates shuffle = seq idle = 0,0,100 [pri_b305_kirilov_give_coordinates] type = npc path = scenario\pripyat\pri_b305_kirilov_give_coordinates shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_think_of_attack] type = npc path = scenario\pripyat\pri_b305_kovalskiy_think_of_attack shuffle = seq idle = 0,0,100 [pri_b305_actor_check_signal] type = npc path = scenario\pripyat\pri_b305_actor_check_signal shuffle = seq idle = 0,0,100 ;------------------------------------------------------- [pri_b305_kirilov_give_new_coordinates] type = actor path = characters_voice\scenario\pripyat\pri_b305_kirilov_give_new_coordinates shuffle = seq idle = 0,0,100 [pri_b305_kirilov_signal_lost] type = actor path = characters_voice\scenario\pripyat\pri_b305_kirilov_signal_lost shuffle = seq idle = 0,0,100 [pri_b305_kirilov_signal_next_to_actor] type = actor path = characters_voice\scenario\pripyat\pri_b305_kirilov_signal_next_to_actor shuffle = seq idle = 0,0,100 [pri_b305_actor_dont_see_anyone] type = npc path = scenario\pripyat\pri_b305_actor_dont_see_anyone shuffle = seq idle = 0,0,100 [pri_b305_kirilov_source_is_near] type = actor path = characters_voice\scenario\pripyat\pri_b305_kirilov_source_is_near shuffle = seq idle = 0,0,100 [pri_b305_actor_it_is_underground] type = npc path = scenario\pripyat\pri_b305_actor_it_is_underground shuffle = seq idle = 0,0,100 ;-------------------------------------------------- [pri_b305_kovalskiy_attack_case_prepare] type = actor path = characters_voice\scenario\pripyat\pri_b305_kovalskiy_attack_case_prepare shuffle = seq idle = 0,0,100 [pri_b305_strelok_give_up] type = actor path = characters_voice\scenario\pripyat\pri_b305_strelok_give_up shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_who_are_you] type = npc path = scenario\pripyat\pri_b305_kovalskiy_who_are_you shuffle = seq idle = 0,0,100 [pri_b305_strelok_introduse] type = npc path = scenario\pripyat\pri_b305_strelok_introduse shuffle = seq idle = 0,0,100 [pri_b305_actor_ask_about_burning_antenn] type = npc path = scenario\pripyat\pri_b305_actor_ask_about_burning_antenn shuffle = seq idle = 0,0,100 [pri_b305_strelok_about_zone_destroying] type = npc path = scenario\pripyat\pri_b305_strelok_about_zone_destroying shuffle = seq idle = 0,0,100 [pri_b305_actor_emission_starts] type = npc path = scenario\pripyat\pri_b305_actor_emission_starts shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_talk_in_safe_place] type = npc path = scenario\pripyat\pri_b305_kovalskiy_talk_in_safe_place shuffle = seq idle = 0,0,100 [pri_b305_actor_we_have_problems] type = npc path = scenario\pripyat\pri_b305_actor_we_have_problems shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_about_deal] type = npc path = scenario\pripyat\pri_b305_kovalskiy_about_deal shuffle = seq idle = 0,0,100 [pri_b305_strelok_about_heli] type = npc path = scenario\pripyat\pri_b305_strelok_about_heli shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_about_anomaly_map] type = npc path = scenario\pripyat\pri_b305_kovalskiy_about_anomaly_map shuffle = seq idle = 0,0,100 [pri_b305_strelok_about_anomaly_randomize] type = npc path = scenario\pripyat\pri_b305_strelok_about_anomaly_randomize shuffle = seq idle = 0,0,100 [pri_b305_actor_wondered] type = npc path = scenario\pripyat\pri_b305_actor_wondered shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_wondered] type = npc path = scenario\pripyat\pri_b305_kovalskiy_wondered shuffle = seq idle = 0,0,100 [pri_b305_strelok_how_to_get_away] type = npc path = scenario\pripyat\pri_b305_strelok_how_to_get_away shuffle = seq idle = 0,0,100 [pri_b305_actor_need_center_to_know] type = npc path = scenario\pripyat\pri_b305_actor_need_center_to_know shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_let_center_know] type = npc path = scenario\pripyat\pri_b305_kovalskiy_let_center_know shuffle = seq idle = 0,0,100 [pri_b305_kovalskiy_order_kirilov] type = npc path = scenario\pripyat\pri_b305_kovalskiy_order_kirilov shuffle = seq idle = 0,0,100 [pri_b305_kirilov_order_agree] type = npc path = scenario\pripyat\pri_b305_kirilov_order_agree shuffle = seq idle = 0,0,100 [pri_a20_sokolov_with_garick_new_way_to_pripyat_1] type = npc path = scenario\pripyat\pri_a20_sokolov_with_garick_new_way_to_pripyat_1 shuffle = seq idle = 0,0,100 [pri_a20_sokolov_with_garick_new_way_to_pripyat_2] type = npc path = scenario\pripyat\pri_a20_sokolov_with_garick_new_way_to_pripyat_2 shuffle = seq idle = 0,0,100 [pri_a20_sokolov_with_garick_new_way_to_pripyat_3] type = npc path = scenario\pripyat\pri_a20_sokolov_with_garick_new_way_to_pripyat_3 shuffle = seq idle = 0,0,100 [pri_a28_deimos_heartbeat] type = looped path = affects\heartbeat [pri_a28_deimos_noise_sound] type = looped path = anomaly\psy_voices_1_r [pri_a28_army_about_surge_1] type = npc path = scenario\pripyat\pri_a28_army_about_surge_1 shuffle = seq idle = 0,0,100 [pri_a28_army_about_surge_2] type = npc path = scenario\pripyat\pri_a28_army_about_surge_2 shuffle = seq idle = 0,0,100 [pri_a28_army_about_surge_3] type = npc path = scenario\pripyat\pri_a28_army_about_surge_3 shuffle = seq idle = 0,0,100 [pri_a28_army_surge_talk_1_first] type = npc path = scenario\pripyat\pri_a28_army_surge_talk_1_first shuffle = seq idle = 0,0,100 [pri_a28_army_surge_talk_1_second] type = npc path = scenario\pripyat\pri_a28_army_surge_talk_1_second shuffle = seq idle = 0,0,100 [pri_a28_army_surge_talk_2_first] type = npc path = scenario\pripyat\pri_a28_army_surge_talk_2_first shuffle = seq idle = 0,0,100 [pri_a28_army_surge_talk_2_second] type = npc path = scenario\pripyat\pri_a28_army_surge_talk_2_second shuffle = seq idle = 0,0,100 [pri_a28_army_surge_talk_3_first] type = npc path = scenario\pripyat\pri_a28_army_surge_talk_3_first shuffle = seq idle = 0,0,100 [pri_a28_army_surge_talk_3_second] type = npc path = scenario\pripyat\pri_a28_army_surge_talk_3_second shuffle = seq idle = 0,0,100 [pri_a28_colonel_after_surge] type = npc path = scenario\pripyat\pri_a28_colonel_after_surge shuffle = seq idle = 0,0,100 [pri_a28_signaller_after_surge_1] type = npc path = scenario\pripyat\pri_a28_signaller_after_surge_1 shuffle = seq idle = 0,0,100 [pri_a28_signaller_after_surge_2] type = npc path = scenario\pripyat\pri_a28_signaller_after_surge_2 shuffle = seq idle = 0,0,100 [pri_a28_colonel_to_center_1] type = npc path = scenario\pripyat\pri_a28_colonel_to_center_1 shuffle = seq idle = 0,0,100 [pri_a28_center_to_colonel_1] type = 3d path = characters_voice\scenario\pripyat\pri_a28_center_to_colonel_1 shuffle = seq idle = 0,0,100 [pri_a28_colonel_to_center_2] type = npc path = scenario\pripyat\pri_a28_colonel_to_center_2 shuffle = seq idle = 0,0,100 [pri_a28_center_to_colonel_2] type = 3d path = characters_voice\scenario\pripyat\pri_a28_center_to_colonel_2 shuffle = seq idle = 0,0,100 [pri_a28_colonel_instructions] type = npc path = scenario\pripyat\pri_a28_colonel_instructions shuffle = seq idle = 0,0,100 [pri_a28_colonel_actor_talk] type = npc path = scenario\pripyat\pri_a28_colonel_actor_talk shuffle = seq idle = 0,0,100 [pri_a28_colonel_cannot_wait] type = npc path = scenario\pripyat\pri_a28_colonel_cannot_wait shuffle = seq idle = 0,0,100 [pri_a28_colonel_evacuation] type = npc path = scenario\pripyat\pri_a28_colonel_evacuation shuffle = seq idle = 0,0,100 [pri_a28_colonel_about_heli] type = npc path = scenario\pripyat\pri_a28_colonel_about_heli shuffle = seq idle = 0,0,100 [pri_a28_army_zombied_first] type = npc path = scenario\pripyat\pri_a28_army_zombied_first shuffle = seq idle = 0,0,100 [pri_a28_colonel_zombied_first] type = npc path = scenario\pripyat\pri_a28_colonel_zombied_first shuffle = seq idle = 0,0,100 [pri_a28_army_zombied_in_building] type = npc path = scenario\pripyat\pri_a28_army_zombied_in_building shuffle = seq idle = 0,0,100 [pri_a28_colonel_go_left] type = npc path = scenario\pripyat\pri_a28_colonel_go_left shuffle = seq idle = 0,0,100 [pri_a28_colonel_zombied_attack] type = npc path = scenario\pripyat\pri_a28_colonel_zombied_attack shuffle = seq idle = 0,0,100 [pri_a28_evac_com_where_you] type = 3d path = characters_voice\scenario\pripyat\pri_a28_evac_com_where_you shuffle = seq idle = 0,0,100 [pri_a28_colonel_we_close] type = npc path = scenario\pripyat\pri_a28_colonel_we_close shuffle = seq idle = 0,0,100 [pri_a28_evac_com_cant_wait] type = 3d path = characters_voice\scenario\pripyat\pri_a28_evac_com_cant_wait shuffle = seq idle = 0,0,100 [pri_a28_colonel_will_time] type = npc path = scenario\pripyat\pri_a28_colonel_will_time shuffle = seq idle = 0,0,100 [pri_a28_colonel_ready_to_go] type = npc path = scenario\pripyat\pri_a28_colonel_ready_to_go shuffle = seq idle = 0,0,100 [pri_a28_colonel_clear_the_deck] type = npc path = scenario\pripyat\pri_a28_colonel_clear_the_deck shuffle = seq idle = 0,0,100 [pri_a28_colonel_fire_will] type = npc path = scenario\pripyat\pri_a28_colonel_fire_will shuffle = seq idle = 0,0,100 [pri_a28_army_what_is_that] type = npc path = scenario\pripyat\pri_a28_army_what_is_that shuffle = seq idle = 0,0,100 [pri_a28_strelok_dont_stop] type = npc path = scenario\pripyat\pri_a28_strelok_dont_stop shuffle = seq idle = 0,0,100 [pri_a28_army_its_here] type = npc path = scenario\pripyat\pri_a28_army_its_here shuffle = seq idle = 0,0,100 [pri_a28_strelok_run] type = npc path = scenario\pripyat\pri_a28_strelok_run shuffle = seq idle = 0,0,100 [pri_a28_army_confusion] type = npc path = scenario\pripyat\pri_a28_army_confusion shuffle = seq idle = 0,0,100 [pri_b303_dog_screaming] type = 3d path = monsters\Dog\bdog_hurt_0 shuffle = seq idle = 0,0,100 [pri_a28_evac_com_to_helicopter] type = npc path = scenario\pripyat\pri_a28_evac_com_to_helicopter shuffle = seq idle = 0,0,100 [pri_a28_colonel_close_by] type = npc path = scenario\pripyat\pri_a28_colonel_close_by shuffle = seq idle = 0,0,100 [pri_a28_actor_to_strelok] type = npc path = scenario\pripyat\pri_a28_actor_to_strelok shuffle = seq idle = 0,0,100 [pri_a28_evac_com_ready] type = npc path = scenario\pripyat\pri_a28_evac_com_ready shuffle = seq idle = 0,0,100 [pri_a28_continuation] type = actor path = characters_voice\scenario\pripyat\pri_a28_continuation shuffle = seq idle = 0,0,100 [pri_a28_evac_com_helicopter_run_time] type = actor path = characters_voice\scenario\pripyat\pri_a28_evac_com_helicopter_run_time shuffle = seq idle = 0,0,100 [pri_a28_army_about_evacuation_1] type = npc path = scenario\pripyat\pri_a28_army_about_evacuation_1 shuffle = seq idle = 0,0,100 [pri_a28_army_about_evacuation_2] type = npc path = scenario\pripyat\pri_a28_army_about_evacuation_2 shuffle = seq idle = 0,0,100 [pri_a28_army_about_evacuation_3] type = npc path = scenario\pripyat\pri_a28_army_about_evacuation_3 shuffle = seq idle = 0,0,100 [pri_a28_evac_com_scene_end_when_strelok_dead] type = npc path = scenario\pripyat\pri_a28_evac_com_scene_end_when_strelok_dead shuffle = seq idle = 0,0,100 [pri_a28_strelok_go_over_anomaly] type = npc path = scenario\pripyat\pri_a28_strelok_go_over_anomaly shuffle = seq idle = 0,0,100 [pri_a28_colonel_ok_go_here] type = npc path = scenario\pripyat\pri_a28_colonel_ok_go_here shuffle = seq idle = 0,0,100 [pri_a28_center_to_colonel_3] type = 3d path = characters_voice\scenario\pripyat\pri_a28_center_to_colonel_3 shuffle = seq idle = 0,0,100 [pri_a28_colonel_to_center_3] type = npc path = scenario\pripyat\pri_a28_colonel_to_center_3 shuffle = seq idle = 0,0,100 [pri_a28_ssu_to_actor_1] type = 3d path = characters_voice\scenario\pripyat\pri_a28_ssu_to_actor_1 shuffle = seq idle = 0,0,100 [pri_a28_actor_to_ssu_1] type = npc path = scenario\pripyat\pri_a28_actor_to_ssu_1 shuffle = seq idle = 0,0,100 [pri_a28_ssu_to_actor_2] type = 3d path = characters_voice\scenario\pripyat\pri_a28_ssu_to_actor_2 shuffle = seq idle = 0,0,100 [pri_a28_actor_to_ssu_2] type = npc path = scenario\pripyat\pri_a28_actor_to_ssu_2 shuffle = seq idle = 0,0,100 [pri_a28_ssu_to_actor_3] type = 3d path = characters_voice\scenario\pripyat\pri_a28_ssu_to_actor_3 shuffle = seq idle = 0,0,100 [pri_a28_actor_to_ssu_with_heli_info] type = npc path = scenario\pripyat\pri_a28_actor_to_ssu_with_heli_info shuffle = seq idle = 0,0,100 [pri_a28_actor_to_ssu_without_heli_info] type = npc path = scenario\pripyat\pri_a28_actor_to_ssu_without_heli_info shuffle = seq idle = 0,0,100 [pri_a28_ssu_to_actor_5] type = 3d path = characters_voice\scenario\pripyat\pri_a28_ssu_to_actor_5 shuffle = seq idle = 0,0,100 [pri_a28_colonel_strelok_out] type = npc path = scenario\pripyat\pri_a28_colonel_strelok_out shuffle = seq idle = 0,0,100 [pri_a28_actor_scene_end_when_strelok_dead] type = npc path = scenario\pripyat\pri_a28_actor_scene_end_when_strelok_dead shuffle = seq idle = 0,0,100 [pri_a28_actor_scene_end] type = npc path = scenario\pripyat\pri_a28_actor_scene_end shuffle = seq idle = 0,0,100 [pri_a20_actor_no_data] type = actor path = characters_voice\scenario\pripyat\pri_a20_actor_no_data shuffle = seq idle = 0,0,100 [pri_a20_colonel_about_sentry] type = actor path = characters_voice\scenario\pripyat\pri_a20_colonel_about_sentry shuffle = seq idle = 0,0,100 [pri_a20_colonel_task_done] type = actor path = characters_voice\scenario\pripyat\pri_a20_colonel_task_done shuffle = seq idle = 0,0,100 [pri_a16_base_megaphone] type = 3d path = characters_voice\scenario\pripyat\pri_a16_base_megaphone_ shuffle = rnd idle = 10,15,100 [pri_a16_base_alarm] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_a16_base_alarm shuffle = rnd play_always = true idle = 1,1,100 [pri_a16_base_relax] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_a16_base_relax shuffle = rnd play_always = true idle = 1,1,100 [pri_a28_colonel_see_helicopter] type = npc path = scenario\pripyat\pri_a28_colonel_see_helicopter shuffle = seq idle = 0,0,100 [pri_a28_medic_about_snork] type = npc path = scenario\pripyat\pri_a28_medic_about_snork shuffle = seq idle = 0,0,100 [pri_a28_colonel_about_snork] type = npc path = scenario\pripyat\pri_a28_colonel_about_snork shuffle = seq idle = 0,0,100 [pri_a28_colonel_wait_actor] type = npc path = scenario\pripyat\pri_a28_colonel_wait_actor shuffle = seq idle = 0,0,100 [pri_a28_colonel_wait_actor_long] type = npc path = scenario\pripyat\pri_a28_colonel_wait_actor_long shuffle = seq idle = 0,0,100 [pri_a28_colonel_wait_actor_go] type = npc path = scenario\pripyat\pri_a28_colonel_wait_actor_go shuffle = seq idle = 0,0,100 [pri_a28_colonel_wait_actor_return] type = npc path = scenario\pripyat\pri_a28_colonel_wait_actor_return shuffle = seq idle = 0,0,100 [pri_a28_evac_come_close] type = npc path = scenario\pripyat\pri_a28_evac_come_close shuffle = seq idle = 0,0,100 [pri_a17_kovalsky_surge_phase_1] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_a17_kovalsky_surge_phase_1 shuffle = rnd idle = 3,5,100 [pri_a17_kovalsky_surge_phase_2] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_a17_kovalsky_surge_phase_2 shuffle = rnd idle = 3,5,100 [pri_a17_kovalsky_after_surge] type = actor npc_prefix = false path = characters_voice\scenario\pripyat\pri_a17_kovalsky_after_surge shuffle = rnd idle = 3,5,100 [labx8_crying] type = looped ;npc_prefix = false path = ambient\labx8\labx8_crying