; Reference animpoints and walkers [animpoint@a28_def] cover_name = pri_a16_kovalski_1st_floor reach_movement = walk_noweap avail_animations = ward_noweap out_restr = pri_a16_sr_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = meet@pri_a28 use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@a28_def_short] cover_name = pri_a16_kovalski_1st_floor reach_movement = walk_noweap avail_animations = ward_noweap_short out_restr = pri_a16_sr_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = meet@pri_a28 use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@a28_radio] cover_name = pri_a16_animp_radio_talk reach_movement = walk_noweap avail_animations = ward_noweap_short out_restr = pri_a16_sr_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = no_meet use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@a28_def_base] invulnerable = true def_state_moving = walk_noweap def_state_standing = wait_na combat_ignore_cond = true combat_ignore_keep_when_attacked = true out_restr = pri_a16_sr_noweap meet = no_meet use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@pri_a28] meet_dialog = {+pri_a28_colonel_instructions_sound_end} pri_a17_military_colonel_kovalski_evacuation_start use = true close_snd_hello = nil close_snd_bye = nil abuse = false allow_break = false trade_enable = false close_distance = 0 close_anim = nil far_distance = 0 meet_on_talking = false ;-------------------------------------- [logic@pri_a28_kovalskiy] active = animpoint@a28_waiting_for_surge_end suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a17_military_colonel_kovalski)} true prior = 200 post_combat_time = 0, 0 ;-------------------------------------- ; Talk with base, order to get base on line [animpoint@a28_waiting_for_surge_end]:animpoint@a28_def on_game_timer = 20 | %=play_sound(pri_b305_kovalskiy_order_kirilov)% on_signal = sound_end | {-pri_b305_kovalskiy_order_kirilov_done_end} %+pri_b305_kovalskiy_order_kirilov_done_end% on_info = {+pri_a28_surge_end} animpoint@a28_order_to_kirillov_1 [animpoint@a28_order_to_kirillov_1]:animpoint@a28_def on_game_timer = 30 | %=play_sound(pri_a28_colonel_after_surge)% on_signal = sound_end | animpoint@a28_order_to_kirillov_2 %+pri_a28_colonel_after_surge_sound_end% meet = no_meet [animpoint@a28_order_to_kirillov_2]:animpoint@a28_def on_info = {+pri_a28_signaller_after_surge_1_done} animpoint@a28_radio_talking_1 ;prev. cond. was +pri_a28_signaller_after_surge_sound_end ;-------------------------------------- ; Talk with base, going to radio, talking [animpoint@a28_radio_talking_1]:animpoint@a28_radio on_info = {=animpoint_reached +pri_a28_signaller_after_surge_sound_end -pri_a28_center_koval_base_talk} %+pri_a28_center_koval_base_talk% on_info2 = {+pri_a28_center_to_colonel_1_sound_end} animpoint@a28_radio_talking_2 [animpoint@a28_radio_talking_2]:animpoint@a28_radio on_game_timer = 10 | %=play_sound(pri_a28_colonel_to_center_1)% on_signal = sound_end | animpoint@a28_radio_talking_3 %+pri_a28_colonel_to_center_1_sound_end% [animpoint@a28_radio_talking_3]:animpoint@a28_radio on_info = {+pri_a28_center_to_colonel_2_sound_end} animpoint@a28_radio_talking_4 [animpoint@a28_radio_talking_4]:animpoint@a28_radio on_game_timer = 10 | %=play_sound(pri_a28_colonel_to_center_2)% on_signal = sound_end | animpoint@a28_radio_talking_5 %+pri_a28_colonel_to_center_2_sound_end% [animpoint@a28_radio_talking_5]:animpoint@a28_radio on_info = {+pri_a28_center_to_colonel_3_sound_end} animpoint@a28_radio_talking_6 [animpoint@a28_radio_talking_6]:animpoint@a28_radio on_game_timer = 10 | %=play_sound(pri_a28_colonel_to_center_3)% on_signal = sound_end | animpoint@a28_base_movie_wait %+pri_a28_colonel_to_center_3_sound_end% ;-------------------------------------- ;Listening to actor's talk with HQ [animpoint@a28_base_movie_wait]:animpoint@a28_def_short on_info = {+pri_a28_base_movie_done} animpoint@a28_waiting_for_actor_command_1 meet = no_meet ;-------------------------------------- ;Giving orders to squad after cutscene [animpoint@a28_waiting_for_actor_command_1]:animpoint@a28_def_short on_game_timer = 10 | %=play_sound(pri_a28_colonel_instructions)% on_signal = sound_end | animpoint@a28_waiting_for_actor_command_2 %+pri_a28_colonel_instructions_sound_end% meet = no_meet [animpoint@a28_waiting_for_actor_command_2]:animpoint@a28_def_short on_game_timer = 10 | %=play_sound(pri_a28_colonel_actor_talk)% on_signal = sound_end | animpoint@a28_waiting_for_actor_command_3 %+pri_a28_militarys_go_to_the_door% meet = no_meet on_info = {-pri_a28_supply_done -pri_a25_actor_needs_medikit_supply +pri_a22_army_signaller_supply_outfit_done -pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_grenade_supply} %+pri_a28_supply_done% [animpoint@a28_waiting_for_actor_command_3]:animpoint@a28_def_short on_game_timer = 6000 | walker@a28_no_time on_info = {+pri_a28_update_task_cover_strelok_dialog} walker@a28_pos_for_orders [walker@a28_no_time]:walker@a28_def_base path_walk = a28_colonel_evac_start_walk path_look = a28_colonel_evac_start_look on_info = %=play_sound(pri_a28_colonel_cannot_wait)% on_signal = sound_end | walker@a28_pos_for_orders %+pri_a28_update_task_cover_strelok_dialog% on_info2 = {=npc_in_zone(pri_a20_sokolov_with_garick_new_way_to_pripyat_talk) -pri_a28_colonel_reached_pos_for_orders} walker@a28_orders_to_group %+pri_a28_colonel_reached_pos_for_orders% ;colonel_evac_start ;-------------------------------------- ; Giving orders to group about moving out [walker@a28_pos_for_orders]:walker@a28_def_base path_walk = a28_colonel_evac_start_walk path_look = a28_colonel_evac_start_look on_info = {+pri_a28_colonel_reached_pos_for_orders} walker@a28_orders_to_group on_info2 = {=npc_in_zone(pri_a20_sokolov_with_garick_new_way_to_pripyat_talk) -pri_a28_colonel_reached_pos_for_orders} walker@a28_orders_to_group %+pri_a28_colonel_reached_pos_for_orders% [walker@a28_orders_to_group]:walker@a28_def_base path_walk = a28_colonel_evac_start_walk path_look = a28_colonel_evac_start_look on_info = %=play_sound(pri_a28_colonel_evacuation)% on_signal = sound_end | %+pri_a28_update_task_cover_strelok%