[logic] active = sr_idle@check_surge_end [sr_idle@check_surge_end] on_info = {+pri_a28_colonel_to_center_3_sound_end} sr_idle@timer_befor_cutscene [sr_idle@timer_befor_cutscene] on_game_timer = 10 | sr_idle@cutscene_actor_spawn %=disable_ui =run_postprocess(fade_in_out)% [sr_idle@cutscene_actor_spawn] on_game_timer = 25 | sr_cutscene %=create_cutscene_actor_with_weapon(pri_a28_cutscene_actor_base:pri_a16_pri_b305_kovalskiy_walk)% [sr_cutscene] global_cameffect = true point = pri_a28_actor_walk look = pri_a28_actor_look cam_effector = scenario_cam\pripyat\pri_a28_ssu_communication_camera on_info = {+pri_a28_ssu_to_actor_5_sound_end} %=stop_sr_cutscene% on_signal = cameff_end | sr_idle@after_1 [sr_idle@after_1] on_game_timer = 10 | {-pri_a28_destroy_base_cutscene_actor} %+pri_a28_destroy_base_cutscene_actor% on_info = {+pri_a28_destroy_base_cutscene_actor_done} sr_idle@after_2 %=teleport_actor(pri_a28_cutscene_actor_base_walk:pri_a28_cutscene_actor_base_look)% [sr_idle@after_2] on_game_timer = 10 | sr_idle@save %=stop_postprocess(2021) =enable_ui +pri_a28_base_movie_done% [sr_idle@save] on_info = {-pri_a28_talked_with_ssu} %+pri_a28_talked_with_ssu =scenario_autosave(st_save_pri_a28_talked_with_ssu)% on_info2 = {+pri_a28_talked_with_ssu} sr_idle@nil [sr_idle@nil]