[logic] active = heli_move@under_level [heli_move@under_level] path_move = pri_a28_heli_under_level_1 path_look = pri_a28_heli_way_1 max_velocity = 100 combat_ignore_cond = true combat_ignore_keep_when_attacked = true engine_sound = false on_info = {+pri_b305_fifth_cam_end} heli_move@start ;Затычка on_info2 = {+pri_a28_cutscene_start} heli_move@land %+pri_a28_helis_added =spawn_object(pri_a28_earth_helli_1:pri_a28_heli_landing_way_1:0:215) =spawn_object(pri_a28_earth_helli_2:pri_a28_heli_landing_way_2:0:210)% [heli_move@start] path_move = pri_a28_heli_start_1 path_look = pri_a28_heli_way_1 max_velocity = 100 combat_ignore_cond = true combat_ignore_keep_when_attacked = true engine_sound = false on_info = {+pri_a28_update_task_cover_strelok} heli_move@flyby [heli_move@flyby] path_move = pri_a28_heli_way_1 path_look = pri_a28_heli_cutscene_move_1 max_velocity = 100 combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {-pri_a28_heli_near_base =npc_in_zone(pri_a28_heli_near_base)} %+pri_a28_heli_near_base% on_info2 = {=npc_in_zone(pri_a28_heli_landing_zone)} heli_move@land %+pri_a28_helis_added =spawn_object(pri_a28_earth_helli_1:pri_a28_heli_landing_way_1:0:215) =spawn_object(pri_a28_earth_helli_2:pri_a28_heli_landing_way_2:0:210)% [heli_move@land] path_move = pri_a28_heli_land_move_1 path_look = pri_a28_heli_land_look_1 max_velocity = 100 combat_ignore_cond = true combat_ignore_keep_when_attacked = true engine_sound = false on_info = {+pri_a28_helis_leave} heli_move@cutscene [heli_move@cutscene] path_move = pri_a28_heli_cutscene_move_1 path_look = pri_a28_heli_cutscene_move_1_2 max_velocity = 100 combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {=npc_in_zone(pri_a28_helli_start_away_zone)} heli_move@fly_over %+pri_a28_heli_fly_over% ;on_info2 = {+pri_a28_heli_fly_over} heli_move@fly_over [heli_move@fly_over] path_move = pri_a28_heli_cutscene_move_1_2 path_look = pri_a28_heli_cutscene_move_away_1 max_velocity = 100 combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_game_timer = 50 | heli_move@cutscene_away [heli_move@cutscene_away] path_move = pri_a28_heli_cutscene_move_away_1 max_velocity = 100 combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {=npc_in_zone(pri_a28_scene_end_hellis_destroy_zone)} %=destroy_object%