[list_script_sound_zaton] zat_b53_steam zat_b53_artefact_hunter_2_come_on zat_b53_artefact_hunter_2_come_on_continue zat_b53_artefact_hunter_help zat_b14_scene_1_stalker_offended zat_b14_scene_1_give_item zat_b14_scene_1_linker_reply zat_b14_scene_1_stalker_bye zat_b14_scene_1_stalker_teach_actor zat_b14_roof_rain zat_b14_roof_rain_2 zat_b14_roof_rain_3 zat_b14_frogs_1 zat_b14_frogs_2 zat_b14_frogs_3 zat_b14_winds zat_b14_waterdrops1 zat_b14_no_work zat_b14_whistling_wind zat_b14_metal zat_b14_robbery_stop_snd zat_b14_robbery_stand_still_snd zat_b14_robbery_after_pay_snd zat_b14_robbery_kill_actor_snd zat_b14_robbery_punch zat_b38_stalker_cop_find_lair_pda zat_b38_stalker_cop_about_lair_bloodsucker zat_b38_stalker_cop_notice zat_b38_stalker_cop_appear zat_b38_bloodsucker_roar zat_b38_stalker_cop_see_bloodsucker zat_b38_stalker_cop_another_one zat_b38_stalker_cop_come_here_1 zat_b38_lock_sound zat_b38_electro_box_door zat_b38_electro_box_switch zat_b38_elevator_door zat_b38_cop_elevator_landing zat_b38_cop_dirt_landing zat_b38_stalker_cop_jump_down_1 zat_b38_stalker_cop_down_floor zat_b38_stalker_cop_not_a_hunter_1 zat_b38_stalker_cop_not_a_hunter_2 zat_b38_stalker_cop_not_a_hunter_3 zat_b38_stalker_cop_try zat_b38_stalker_cop_come_here_2 zat_b38_stalker_cop_bloodsuckers_sleep zat_b38_stalker_cop_fear_end zat_b38_stalker_cop_bloodsuckers_no_sleep zat_b38_stalker_cop_jump_down_2 zat_b38_stalker_cop_tell_stalker_about_lair zat_b38_stalker_cop_tell_about_quest zat_b38_sucker_growl zat_b38_bloodsucker_vampire_sucking zat_b38_bloodsucker_sucker_growl_1 zat_b38_stalker_cop_kill_1 zat_b38_stalker_cop_kill_2 zat_b38_stalker_cop_hit_1 zat_b38_stalker_cop_hit_2 zat_b39_joker_pda_record zat_b57_gas_running zat_b57_bloodsucker_roar zat_b57_gas_breath zat_b51_order_ready zat_b51_stalker_nimble_greeting zat_b51_stalker_nimble_greeting_order_ready zat_b51_stalker_nimble_greeting_order_not_ready zat_b5_dealer_bandit_speak_1 zat_b5_bandit_dealer_speak_1 zat_b5_dealer_bandit_speak_2 zat_b5_dealer_angry zat_b5_dealer_to_actor_fire zat_b5_bandits_see_actor zat_b5_dealer_who_there zat_b5_stalkers_watch_out_sentry zat_b5_stalkers_watch_out_sentry_pda zat_b5_dealer_want_speak_with_actor zat_b5_stalkers_all_clear_go zat_b5_sultan_angry zat_b5_dealer_see_clients zat_b5_dealer_wait_clients zat_b5_dealer_kill_bandits zat_b5_stalkers_refuse_talk zat_b22_stalker_medic_hello zat_b22_stalker_medic_diary zat_b22_stalker_medic_greeting zat_b22_stalker_medic_farewell zat_b100_heli_2_maps zat_b103_merc_hide_weapon_1 zat_b103_merc_hide_weapon_2 zat_b103_merc_count zat_b103_merc_come_here_now zat_b103_merc_warning zat_b103_merc_talk_to_commander_1 zat_b103_merc_talk_to_commander_2 zat_b7_raiders_to_boss zat_b7_raiders_ready_to_go zat_b7_raider_sneak_comments_1 zat_b7_raider_sneak_comments_2 zat_b7_raider_sneak_comments_3 zat_b7_raiders_sneak_confuse zat_b7_raiders_attack zat_b7_stalkers_attack zat_b7_raider_after_ok zat_b7_raider_after_bad zat_b7_stalker_after_ok zat_b7_stalker_after_bad zat_b101_one_heli_info zat_b101_both_heli_info zat_b29_stalker_rival_1_order_ready zat_b29_stalker_rival_2_order_ready zat_a2_linker_b29_take_order zat_b33_stalker_snag_greeting_gun zat_b52_port_bandits_see_actor zat_b52_port_bandits_stand_still_snd zat_b52_port_bandits_after_pay_snd zat_b52_port_bandits_kill_actor_snd zat_b18_noah_breakdown zat_b18_noah_gave_first_artefact zat_b18_noah_gave_second_artefact zat_b18_noah_go_away zat_b18_noah_greetings zat_b18_noah_no_talk zat_b30_owl_about_trouble zat_b28_heli_3_evacuation_points zat_b42_controller_warning_1 zat_b42_controller_warning_2 zat_b40_merc_go_away zat_b40_merc_combat zat_b20_noah_instructions zat_b20_noah_jumped zat_b20_noah_pda zat_b3_tech_sober zat_b3_tech_drunk_discount zat_b3_tech_drunk zat_b3_tech_realy_drunk_discount zat_b3_tech_realy_drunk zat_b3_tech_drink_no_more zat_b3_tech_take_first_dose zat_b3_tech_take_second_dose zat_b3_tech_take_third_dose zat_b3_tech_see_produce_62 zat_b3_tech_no_sleep_ zat_b3_tech_sleep_ zat_b44_stalker_barge_pda zat_a23_about_x8 zat_b106_gonta_story_ask zat_b106_gonta_story_angry zat_b106_gonta_story_calm zat_b106_gonta_to_actor zat_b106_garmata_story_reply zat_b106_garmata_refuse_talk zat_b106_gonta_hunt_sneak zat_b106_gonta_hunt_kill zat_b106_gonta_hunt_great zat_b106_gonta_hunt_complete zat_b106_gonta_see_chimera zat_b106_dont_receipt_reward zat_a2_base_guard zat_a2_base_megaphone zat_a2_base_alarm zat_a2_base_relax zat_a2_stalker_barmen_surge_phase_1 zat_a2_stalker_barmen_surge_phase_2 zat_a2_stalker_barmen_after_surge zat_b30_owl_stalker_trader_greeting zat_b30_owl_stalker_trader_farewell zat_a2_stalker_barmen_greeting zat_a2_stalker_barmen_greeting_angry zat_a2_stalker_barmen_farewell zat_a2_stalker_barmen_farewell_angry zat_b7_bandit_boss_sultan_greeting zat_b7_bandit_boss_sultan_farewell zat_b215_stalker_guide_greeting zat_b215_stalker_guide_farewell [zat_b14_scene_1_stalker_offended] type = npc npc_prefix = false path = scenario\zaton\zat_b14_scene_1_stalker_offended shuffle = seq idle = 3,5,100 [zat_b14_scene_1_give_item] type = npc npc_prefix = false path = scenario\zaton\zat_b14_scene_1_give_item shuffle = seq idle = 3,5,100 [zat_b14_scene_1_linker_reply] type = npc npc_prefix = false path = scenario\zaton\zat_b14_scene_1_linker_reply shuffle = seq idle = 3,5,100 [zat_b14_scene_1_stalker_bye] type = npc npc_prefix = false path = scenario\zaton\zat_b14_scene_1_stalker_bye shuffle = seq idle = 3,5,100 [zat_b14_scene_1_stalker_teach_actor] type = npc npc_prefix = false path = scenario\zaton\zat_b14_scene_1_stalker_teach_actor shuffle = seq idle = 3,5,100 [zat_b14_roof_rain] type = looped npc_prefix = false path = ambient\rainonroof shuffle = loop idle = 10,15,100 [zat_b14_roof_rain_2] type = looped npc_prefix = false path = ambient\rainonroof shuffle = loop idle = 10,15,100 [zat_b14_roof_rain_3] type = looped npc_prefix = false path = ambient\rainonroof shuffle = loop idle = 10,15,100 [zat_b14_frogs_1] type = looped npc_prefix = false path = ambient\outdoors\frogs_choir_1 shuffle = loop idle = 10,15,100 [zat_b14_frogs_2] type = looped npc_prefix = false path = ambient\outdoors\frogs_choir_2 shuffle = loop idle = 10,15,100 [zat_b14_frogs_3] type = looped npc_prefix = false path = ambient\outdoors\frogs_choir_3 shuffle = loop idle = 10,15,100 [zat_b14_winds] type = 3d npc_prefix = false path = ambient\outdoors\wings_1 shuffle = seq idle = 3,5,100 [zat_b14_waterdrops1] type = looped npc_prefix = false path = ambient\waterdrops1 shuffle = loop idle = 10,15,100 [zat_b14_no_work] type = looped npc_prefix = false path = ambient\mon_work shuffle = loop idle = 10,15,100 [zat_b14_whistling_wind] type = looped npc_prefix = false path = ambient\whistling_wind_22 shuffle = loop idle = 10,15,100 [zat_b14_metal] type = 3d npc_prefix = false path = ambient\x18\x18_metal_3 shuffle = seq idle = 3,5,100 [zat_b14_robbery_stop_snd] type = npc npc_prefix = false path = scenario\zaton\zat_b14_robbery_stop_snd shuffle = seq idle = 0,0,100 [zat_b14_robbery_stand_still_snd] type = npc npc_prefix = false path = scenario\zaton\zat_b14_robbery_stand_still_snd shuffle = seq idle = 3,5,100 [zat_b14_robbery_after_pay_snd] type = npc npc_prefix = false path = scenario\zaton\zat_b14_robbery_after_pay_snd_ shuffle = loop idle = 10,15,100 [zat_b14_robbery_kill_actor_snd] type = npc npc_prefix = false path = scenario\zaton\zat_b14_robbery_kill_actor_snd_ shuffle = rnd idle = 8,10,100 [zat_b14_robbery_punch] type = npc npc_prefix = false path = scenario\zaton\zat_b14_robbery_punch shuffle = rnd idle = 0,0,100 [zat_b38_stalker_cop_find_lair_pda] type = actor path = characters_voice\scenario\zaton\zat_b38_stalker_cop_find_lair_pda shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_about_lair_bloodsucker] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_about_lair_bloodsucker shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_notice] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_notice shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_appear] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_appear shuffle = seq idle = 3,5,100 [zat_b38_bloodsucker_roar] type = 3d npc_prefix = false path = ambient\zaton\zat_b38_bloodsucker_roar shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_see_bloodsucker] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_see_bloodsucker shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_another_one] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_another_one shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_come_here_1] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_come_here_1 shuffle = seq idle = 3,5,100 [zat_b38_lock_sound] type = 3d npc_prefix = false path = ambient\zaton\zat_b38_lock_sound shuffle = seq idle = 1,1,100 [zat_b38_electro_box_door] type = 3d npc_prefix = false path = ambient\zaton\zat_b38_electro_box_door shuffle = seq idle = 1,1,100 [zat_b38_electro_box_switch] type = 3d npc_prefix = false path = ambient\zaton\zat_b38_electro_box_switch shuffle = seq idle = 1,1,100 [zat_b38_elevator_door] type = 3d npc_prefix = false path = ambient\zaton\zat_b38_elevator_door shuffle = seq idle = 1,1,100 [zat_b38_cop_elevator_landing] type = 3d ;npc npc_prefix = false path = ambient\zaton\zat_b38_cop_elevator_landing shuffle = seq idle = 1,1,100 [zat_b38_cop_dirt_landing] type = 3d ;npc npc_prefix = false path = ambient\zaton\zat_b38_cop_dirt_landing shuffle = seq idle = 1,1,100 [zat_b38_stalker_cop_jump_down_1] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_jump_down_1 shuffle = seq idle = 5,8,100 [zat_b38_stalker_cop_down_floor] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_down_floor shuffle = seq idle = 5,8,100 [zat_b38_stalker_cop_not_a_hunter_1] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_not_a_hunter_1 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_not_a_hunter_2] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_not_a_hunter_2 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_not_a_hunter_3] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_not_a_hunter_3 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_try] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_try shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_come_here_2] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_come_here_2 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_bloodsuckers_sleep] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_bloodsuckers_sleep shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_fear_end] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_fear_end shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_bloodsuckers_no_sleep] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_bloodsuckers_no_sleep shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_jump_down_2] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_jump_down_2 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_tell_stalker_about_lair] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_tell_stalker_about_lair shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_tell_about_quest] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_tell_about_quest shuffle = seq idle = 3,5,100 [zat_b38_sucker_growl] type = 3d npc_prefix = false path = monsters\Bloodsucker\sucker_growl_ shuffle = seq idle = 3,5,100 [zat_b38_bloodsucker_vampire_sucking] type = looped npc_prefix = false path = monsters\Bloodsucker\vampire_sucking shuffle = loop idle = 3,5,100 [zat_b38_bloodsucker_sucker_growl_1] type = 3d npc_prefix = false path = monsters\Bloodsucker\sucker_growl_1 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_kill_1] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_kill_1 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_kill_2] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_kill_2 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_hit_1] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_hit_1 shuffle = seq idle = 3,5,100 [zat_b38_stalker_cop_hit_2] type = npc npc_prefix = false path = scenario\zaton\zat_b38_stalker_cop_hit_2 shuffle = seq idle = 3,5,100 [zat_b57_gas_running] type = looped npc_prefix = false path = ambient\zaton\zat_b57_gas_running shuffle = loop idle = 3,5,100 [zat_b57_bloodsucker_roar] type = 3d npc_prefix = false path = ambient\zaton\zat_b57_bloodsucker_roar shuffle = seq idle = 3,5,100 [zat_b57_gas_breath] type = actor npc_prefix = false actor_stereo = true path = actor\breath_1 shuffle = loop idle = 1,3,100 [zat_b51_order_ready] type = actor path = characters_voice\scenario\zaton\zat_b51_stalker_nimble_order shuffle = rnd idle = 3,5,100 [zat_b51_stalker_nimble_greeting_order_ready] type = npc npc_prefix = false path = scenario\zaton\zat_b51_stalker_nimble_greeting_order_ready_ shuffle = loop idle = 10,15,100 [zat_b51_stalker_nimble_greeting_order_not_ready] type = npc npc_prefix = false path = scenario\zaton\zat_b51_stalker_nimble_greeting_order_not_ready_ shuffle = loop idle = 10,15,100 [zat_b51_stalker_nimble_greeting] type = npc npc_prefix = false path = scenario\zaton\zat_b51_stalker_nimble_greeting_ shuffle = loop idle = 10,15,100 [zat_b5_dealer_bandit_speak_1] type = npc npc_prefix = false path = scenario\zaton\zat_b5_dealer_bandit_speak_1 shuffle = seq idle = 3,5,100 [zat_b5_dealer_bandit_speak_2] type = npc npc_prefix = false path = scenario\zaton\zat_b5_dealer_bandit_speak_2 shuffle = seq idle = 3,5,100 [zat_b5_bandit_dealer_speak_1] type = npc npc_prefix = false path = scenario\zaton\zat_b5_bandit_dealer_speak_1 shuffle = seq idle = 3,5,100 [zat_b5_dealer_angry] type = npc npc_prefix = false path = scenario\zaton\zat_b5_dealer_angry shuffle = seq idle = 3,5,100 [zat_b5_dealer_to_actor_fire] type = npc npc_prefix = false path = scenario\zaton\zat_b5_dealer_to_actor_fire shuffle = seq idle = 3,5,100 [zat_b5_bandits_see_actor] type = npc npc_prefix = false path = scenario\zaton\zat_b5_bandits_see_actor shuffle = seq idle = 3,5,100 [zat_b5_dealer_who_there] type = npc npc_prefix = false path = scenario\zaton\zat_b5_dealer_who_there shuffle = seq idle = 3,5,100 [zat_b5_stalkers_watch_out_sentry] type = npc npc_prefix = false path = scenario\zaton\zat_b5_stalkers_watch_out_sentry shuffle = seq idle = 3,5,100 [zat_b5_stalkers_watch_out_sentry_pda] type = npc npc_prefix = false path = scenario\zaton\zat_b5_stalkers_watch_out_sentry_pda shuffle = seq idle = 3,5,100 [zat_b5_dealer_want_speak_with_actor] type = npc path = scenario\zaton\zat_b5_dealer_want_speak_with_actor shuffle = seq idle = 3,5,100 [zat_b5_stalkers_all_clear_go] type = npc path = scenario\zaton\zat_b5_stalkers_all_clear_go shuffle = seq idle = 3,5,100 [zat_b5_sultan_angry] type = npc path = scenario\zaton\zat_b5_sultan_angry shuffle = seq idle = 3,5,100 [zat_b5_dealer_wait_clients] type = npc path = scenario\zaton\zat_b5_dealer_wait_clients shuffle = seq idle = 3,5,100 [zat_b5_dealer_see_clients] type = npc path = scenario\zaton\zat_b5_dealer_see_clients shuffle = seq idle = 3,5,100 [zat_b5_dealer_kill_bandits] type = npc path = scenario\zaton\zat_b5_dealer_kill_bandits shuffle = seq idle = 3,5,100 [zat_b5_stalkers_refuse_talk] type = npc path = scenario\zaton\zat_b5_stalkers_refuse_talk shuffle = rnd idle = 1,1,100 [zat_b22_stalker_medic_hello] type = npc npc_prefix = false path = scenario\zaton\zat_b22_stalker_medic_hello shuffle = seq idle = 0,0,100 [zat_b22_stalker_medic_diary] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_b22_stalker_medic_diary shuffle = seq idle = 0,0,100 [zat_b22_stalker_medic_greeting] type = npc path = scenario\zaton\zat_b22_stalker_medic_greeting_ shuffle = rnd idle = 0,0,100 [zat_b22_stalker_medic_farewell] type = npc path = scenario\zaton\zat_b22_stalker_medic_farewell_ shuffle = rnd idle = 1,1,100 [zat_b100_heli_2_maps] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_b100_heli_2_maps shuffle = seq idle = 0,0,100 [zat_b103_merc_hide_weapon_1] type = npc npc_prefix = false path = scenario\zaton\zat_b103_merc_hide_weapon_1 shuffle = loop idle = 0,0,100 [zat_b103_merc_hide_weapon_2] type = npc npc_prefix = false path = scenario\zaton\zat_b103_merc_hide_weapon_2 shuffle = loop idle = 0,0,100 [zat_b103_merc_count] type = npc npc_prefix = false path = scenario\zaton\zat_b103_merc_count_ shuffle = loop idle = 0,0,100 [zat_b103_merc_come_here_now] type = npc npc_prefix = false path = scenario\zaton\zat_b103_merc_come_here_now shuffle = loop idle = 0,0,100 [zat_b103_merc_warning] type = npc npc_prefix = false path = scenario\zaton\zat_b103_merc_warning shuffle = seq idle = 1,1,100 [zat_b103_merc_talk_to_commander_1] type = npc npc_prefix = false path = scenario\zaton\zat_b103_merc_talk_to_commander_1 shuffle = rnd idle = 0,0,100 [zat_b103_merc_talk_to_commander_2] type = npc npc_prefix = false path = scenario\zaton\zat_b103_merc_talk_to_commander_2 shuffle = rnd idle = 0,0,100 [zat_b7_raiders_to_boss] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raiders_to_boss shuffle = rnd idle = 10,15,100 [zat_b7_raiders_ready_to_go] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raiders_ready_to_go shuffle = seq idle = 0,0,100 [zat_b7_raider_sneak_comments_1] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raider_sneak_comments_1 shuffle = seq idle = 0,0,100 [zat_b7_raider_sneak_comments_2] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raider_sneak_comments_2 shuffle = seq idle = 0,0,100 [zat_b7_raider_sneak_comments_3] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raider_sneak_comments_3 shuffle = seq idle = 0,0,100 [zat_b7_raiders_sneak_confuse] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raiders_sneak_confuse shuffle = seq idle = 0,0,100 [zat_b7_raiders_attack] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raiders_attack shuffle = seq idle = 0,0,100 [zat_b7_stalkers_attack] type = npc npc_prefix = false path = scenario\zaton\zat_b7_stalkers_attack shuffle = seq idle = 0,0,100 [zat_b7_raider_after_ok] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raider_after_ok shuffle = seq idle = 0,0,100 [zat_b7_raider_after_bad] type = npc npc_prefix = false path = scenario\zaton\zat_b7_raider_after_bad shuffle = seq idle = 0,0,100 [zat_b7_stalker_after_ok] type = npc npc_prefix = false path = scenario\zaton\zat_b7_stalker_after_ok shuffle = seq idle = 0,0,100 [zat_b7_stalker_after_bad] type = npc npc_prefix = false path = scenario\zaton\zat_b7_stalker_after_bad shuffle = seq idle = 0,0,100 [zat_b101_one_heli_info] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_b101_one_heli_info shuffle = rnd idle = 0,0,100 [zat_b101_both_heli_info] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_b101_both_heli_info shuffle = rnd idle = 0,0,100 [zat_b29_stalker_rival_1_order_ready] type = npc npc_prefix = false path = scenario\zaton\zat_b29_stalker_rival_1_order_ready shuffle = rnd idle = 30,30,100 [zat_b29_stalker_rival_2_order_ready] type = npc npc_prefix = false path = scenario\zaton\zat_b29_stalker_rival_2_order_ready shuffle = rnd idle = 30,30,100 [zat_a2_linker_b29_take_order] type = npc npc_prefix = false path = scenario\zaton\zat_a2_linker_b29_take_order shuffle = rnd idle = 30,30,100 [zat_b33_stalker_snag_greeting_gun] type = npc npc_prefix = false path = scenario\zaton\zat_b33_stalker_snag_greeting_gun shuffle = seq idle = 1,2,100 [zat_b52_port_bandits_see_actor] type = npc npc_prefix = false path = scenario\zaton\zat_b52_port_bandits_see_actor shuffle = seq idle = 3,5,100 [zat_b52_port_bandits_stand_still_snd] type = npc npc_prefix = false path = scenario\zaton\zat_b52_port_bandits_stand_still_snd shuffle = seq idle = 3,5,100 [zat_b52_port_bandits_after_pay_snd] type = npc npc_prefix = false path = scenario\zaton\zat_b52_port_bandits_after_pay_snd_ shuffle = loop idle = 10,15,100 [zat_b52_port_bandits_kill_actor_snd] type = npc npc_prefix = false path = scenario\zaton\zat_b52_port_bandits_kill_actor_snd_ shuffle = rnd idle = 1,3,100 [zat_b18_noah_breakdown] type = npc npc_prefix = false path = scenario\zaton\zat_b18_noah_breakdown shuffle = rnd idle = 1,3,100 [zat_b18_noah_gave_first_artefact] type = npc npc_prefix = false path = scenario\zaton\zat_b18_noah_gave_first_artefact shuffle = rnd idle = 1,3,100 [zat_b18_noah_gave_second_artefact] type = npc npc_prefix = false path = scenario\zaton\zat_b18_noah_gave_second_artefact shuffle = rnd idle = 1,3,100 [zat_b18_noah_go_away] type = npc npc_prefix = false path = scenario\zaton\zat_b18_noah_go_away shuffle = rnd idle = 1,3,100 [zat_b18_noah_greetings] type = npc npc_prefix = false path = scenario\zaton\zat_b18_noah_greetings_ shuffle = rnd idle = 1,3,100 [zat_b18_noah_no_talk] type = npc npc_prefix = false path = scenario\zaton\zat_b18_noah_no_talk_ shuffle = rnd idle = 9,17,100 [zat_b30_owl_about_trouble] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_b30_owl_about_trouble shuffle = seq idle = 0,0,100 [zat_b28_heli_3_evacuation_points] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_b28_heli_3_evacuation_points shuffle = rnd idle = 0,0,100 idle = 0,0,100 [zat_b42_controller_warning_1] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_b42_controller_warning_1 shuffle = rnd idle = 0,0,100 idle = 0,0,100 [zat_b42_controller_warning_2] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_b42_controller_warning_2 shuffle = rnd idle = 0,0,100 idle = 0,0,100 [zat_b40_merc_go_away] type = npc npc_prefix = false path = scenario\zaton\zat_b40_merc_go_away_ shuffle = seq idle = 3,3,100 [zat_b40_merc_combat] type = npc npc_prefix = false path = scenario\zaton\zat_b40_merc_combat shuffle = seq idle = 0,0,100 ;------------------- b20 -------------- [zat_b20_noah_instructions] type = npc path = scenario\zaton\zat_b20_noah_instructions shuffle = seq idle = 3,5,100 [zat_b20_noah_jumped] type = actor path = characters_voice\scenario\zaton\zat_b20_noah_jumped shuffle = seq idle = 3,5,100 ;------------------- b3 -------------- [zat_b3_tech_sober] type = npc path = scenario\zaton\zat_b3_tech_sober shuffle = rnd idle = 100,100,100 play_always = true [zat_b3_tech_drunk_discount] type = npc path = scenario\zaton\zat_b3_tech_drunk_discount shuffle = rnd idle = 100,100,100 play_always = true [zat_b3_tech_drunk] type = npc path = scenario\zaton\zat_b3_tech_drunk shuffle = rnd idle = 100,100,100 play_always = true [zat_b3_tech_realy_drunk_discount] type = npc path = scenario\zaton\zat_b3_tech_realy_drunk_discount shuffle = rnd idle = 100,100,100 play_always = true [zat_b3_tech_realy_drunk] type = npc path = scenario\zaton\zat_b3_tech_realy_drunk shuffle = rnd idle = 100,100,100 play_always = true [zat_b3_tech_drink_no_more] type = npc path = scenario\zaton\zat_b3_tech_drink_no_more shuffle = rnd idle = 100,100,100 play_always = true [zat_b3_tech_take_first_dose] type = npc path = scenario\zaton\zat_b3_tech_take_first_dose shuffle = rnd idle = 3,5,100 play_always = true [zat_b3_tech_take_second_dose] type = npc path = scenario\zaton\zat_b3_tech_take_second_dose shuffle = rnd idle = 3,5,100 play_always = true [zat_b3_tech_take_third_dose] type = npc path = scenario\zaton\zat_b3_tech_take_third_dose shuffle = rnd idle = 3,5,100 play_always = true [zat_b3_tech_see_produce_62] type = npc path = scenario\zaton\zat_b3_tech_see_produce_62 shuffle = rnd idle = 3,5,100 play_always = true [zat_b3_tech_sleep_] type = npc npc_prefix = false path = scenario\zaton\zat_b3_tech_sleep_ shuffle = rnd idle = 2,4,100 [zat_b3_tech_no_sleep_] type = npc npc_prefix = false path = scenario\zaton\zat_b3_tech_no_sleep_ shuffle = rnd idle = 3,4,100 [zat_b39_joker_pda_record] type = actor path = characters_voice\scenario\zaton\zat_b39_joker_pda_record shuffle = seq idle = 0,0,100 ;----------------------b44--------------------- [zat_b44_stalker_barge_pda] type = actor path = characters_voice\scenario\zaton\zat_b44_stalker_barge_pda shuffle = seq idle = 0,0,100 ;----------------------b53--------------------- [zat_b53_steam] type = 3d npc_prefix = false path = ambient\zaton\zat_b53_steam shuffle = seq idle = 0,0,100 [zat_b53_artefact_hunter_help] type = npc path = scenario\zaton\zat_b53_artefact_hunter_help shuffle = seq idle = 0,0,100 [zat_b53_artefact_hunter_2_come_on] type = npc path = scenario\zaton\zat_b53_artefact_hunter_2_come_on shuffle = seq idle = 0,0,100 [zat_b53_artefact_hunter_2_come_on_continue] type = npc path = scenario\zaton\zat_b53_artefact_hunter_2_come_on_continue shuffle = seq idle = 0,0,100 [zat_b20_noah_pda] type = actor path = characters_voice\scenario\zaton\zat_b20_noah_pda shuffle = seq idle = 1,1,100 [zat_b106_gonta_story_ask] type = npc path = scenario\zaton\zat_b106_gonta_story_ask shuffle = seq idle = 1,1,100 [zat_b106_gonta_story_angry] type = npc path = scenario\zaton\zat_b106_gonta_story_angry shuffle = seq idle = 1,1,100 [zat_b106_gonta_story_calm] type = npc path = scenario\zaton\zat_b106_gonta_story_calm shuffle = seq idle = 1,1,100 [zat_b106_gonta_to_actor] type = npc path = scenario\zaton\zat_b106_gonta_to_actor shuffle = seq idle = 1,1,100 [zat_b106_garmata_story_reply] type = npc path = scenario\zaton\zat_b106_garmata_story_reply shuffle = seq idle = 1,1,100 [zat_b106_garmata_refuse_talk] type = npc path = scenario\zaton\zat_b106_garmata_refuse_talk shuffle = rnd idle = 1,1,100 [zat_b106_gonta_hunt_sneak] type = npc path = scenario\zaton\zat_b106_gonta_hunt_sneak shuffle = seq idle = 1,1,100 [zat_b106_gonta_hunt_kill] type = npc path = scenario\zaton\zat_b106_gonta_hunt_kill shuffle = seq idle = 1,1,100 [zat_b106_gonta_hunt_great] type = npc path = scenario\zaton\zat_b106_gonta_hunt_great shuffle = seq idle = 1,1,100 [zat_b106_gonta_hunt_complete] type = npc path = scenario\zaton\zat_b106_gonta_hunt_complete shuffle = seq idle = 1,1,100 [zat_b106_gonta_see_chimera] type = npc path = scenario\zaton\zat_b106_gonta_see_chimera shuffle = seq idle = 1,1,100 [zat_b106_dont_receipt_reward] type = npc path = scenario\zaton\zat_b106_dont_receipt_reward shuffle = seq idle = 1,1,100 [zat_a2_base_guard] type = npc path = scenario\zaton\zat_a2_base_guard_ shuffle = rnd idle = 15,30,100 [zat_a2_base_megaphone] type = 3d path = characters_voice\scenario\zaton\zat_a2_base_megaphone_ shuffle = rnd idle = 10,15,100 [zat_a2_base_alarm] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_a2_base_alarm shuffle = rnd play_always = true idle = 1,1,100 [zat_a2_base_relax] type = actor npc_prefix = false path = characters_voice\scenario\zaton\zat_a2_base_relax shuffle = rnd play_always = true idle = 1,1,100 [zat_a2_stalker_barmen_surge_phase_1] type = actor path = characters_voice\scenario\zaton\zat_a2_stalker_barmen_surge_phase_1 shuffle = seq idle = 3,5,100 [zat_a2_stalker_barmen_surge_phase_2] type = actor path = characters_voice\scenario\zaton\zat_a2_stalker_barmen_surge_phase_2 shuffle = seq idle = 3,5,100 [zat_a2_stalker_barmen_after_surge] type = actor path = characters_voice\scenario\zaton\zat_a2_stalker_barmen_after_surge shuffle = seq idle = 3,5,100 [zat_b30_owl_stalker_trader_greeting] type = npc path = scenario\zaton\zat_b30_owl_stalker_trader_greeting_ shuffle = rnd idle = 0,0,100 [zat_b30_owl_stalker_trader_farewell] type = npc path = scenario\zaton\zat_b30_owl_stalker_trader_farewell_ shuffle = rnd idle = 1,1,100 [zat_a2_stalker_barmen_greeting] type = npc path = scenario\zaton\zat_a2_stalker_barmen_greeting_ shuffle = rnd play_always = true idle = 0,0,100 [zat_a2_stalker_barmen_farewell] type = npc path = scenario\zaton\zat_a2_stalker_barmen_farewell_ shuffle = rnd idle = 1,1,100 [zat_a2_stalker_barmen_greeting_angry] type = npc path = scenario\zaton\zat_a2_stalker_barmen_greeting_angry_ shuffle = rnd play_always = true idle = 0,0,100 [zat_a2_stalker_barmen_farewell_angry] type = npc path = scenario\zaton\zat_a2_stalker_barmen_farewell_angry_ shuffle = rnd idle = 1,1,100 [zat_b7_bandit_boss_sultan_greeting] type = npc path = scenario\zaton\zat_b7_bandit_boss_sultan_greeting_ shuffle = rnd idle = 0,0,100 [zat_b7_bandit_boss_sultan_farewell] type = npc path = scenario\zaton\zat_b7_bandit_boss_sultan_farewell_ shuffle = rnd idle = 1,1,100 [zat_b215_stalker_guide_greeting] type = npc path = scenario\zaton\zat_b215_stalker_guide_greeting_ shuffle = rnd idle = 0,0,100 [zat_b215_stalker_guide_farewell] type = npc path = scenario\zaton\zat_b215_stalker_guide_farewell_ shuffle = rnd idle = 1,1,100 [zat_a23_about_x8] type = actor path = characters_voice\scenario\zaton\zat_a23_about_x8 shuffle = seq idle = 0,0,100