[animpoint@b305_def] cover_name = pri_a16_kovalski_1st_floor reach_movement = walk_noweap avail_animations = ward_noweap out_restr = pri_a16_sr_noweap corpse_detection_enabled = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true use_camp = false meet = meet@col [remark@def] combat_ignore_cond = true combat_ignore_keep_when_attacked = true out_restr = pri_a16_sr_noweap invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info66 = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalskiy_tp% meet = meet@col use_camp = false [walker@def] combat_ignore_cond = true combat_ignore_keep_when_attacked = true out_restr = pri_a16_sr_noweap invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info66 = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalskiy_tp% use_camp = false meet = meet@col [meet@col] close_snd_hello = nil close_snd_bye = nil close_anim = nil close_victim = nil far_anim = nil far_victim = nil use = {=actor_enemy} false, true trade_enable = false allow_break = false meet_on_talking = false ;************************************ [logic@pri_b305_kovalskiy] active = walker@b305 suitable = {-pri_b305_fifth_cam_end +pri_a25_rfi_source_eliminated =check_npc_name(kovalski)} true prior = 200 [walker@b305]:walker@def path_walk = pri_b305_kovalskiy_walk path_look = pri_b305_kirillov_walk def_state_standing = wait_na meet = no_meet on_info = {-pri_b305_kovalski_incase_tp} remark@info_wait %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalski_incase_tp% ;on_info2 = {+pri_b305_second_cam_ready -pri_b305_second_cam_end} remark@info_1 ;%=teleport_npc(pri_a16_pri_b305_kovalskiy_walk)% on_info3 = {+pri_b305_second_cam_end} animpoint@rest [remark@info_wait]:remark@def target = story | actor anim = wait_na on_info = {+pri_b305_second_cam_ready -pri_b305_second_cam_end} remark@info_1 [remark@info_1]:remark@def target = story | pri_b305_actor_visual_2 anim = wait_na on_info = {-pri_b305_kovalskiy_news_done} %=play_sound(pri_b305_kovalskiy_news) +pri_b305_kovalskiy_news_done% on_signal = sound_end | remark@info_2 %+pri_b305_kovalskiy_news_done_end% meet = no_meet on_info2 = {+pri_b305_second_cam_end} animpoint@rest [remark@info_2]:remark@def target = story | pri_b305_actor_visual_2 anim = wait_na on_info = {+pri_b305_kirilov_strange_signal_done_end -pri_b305_kovalskiy_ask_coordinates_done} %=play_sound(pri_b305_kovalskiy_ask_coordinates) +pri_b305_kovalskiy_ask_coordinates_done% on_signal = sound_end | remark@info_3 %+pri_b305_kovalskiy_ask_coordinates_done_end +pri_b305_cam_2_kirilov_go% meet = no_meet on_info2 = {+pri_b305_second_cam_end} animpoint@rest [remark@info_3]:remark@def target = story | pri_a22_army_signaller anim = wait_na on_info = {+pri_b305_kirilov_give_coordinates_done_end -pri_b305_kovalskiy_think_of_attack_done} %=play_sound(pri_b305_kovalskiy_think_of_attack) +pri_b305_kovalskiy_think_of_attack_done% on_signal = sound_end | {-pri_b305_kovalskiy_think_of_attack_done_end} %+pri_b305_kovalskiy_think_of_attack_done_end% on_info2 = {+pri_b305_second_cam_end} animpoint@rest meet = no_meet [animpoint@rest]:animpoint@b305_def reach_movement = walk on_info = {+pri_b305_third_cam_go} walker@strelok_operation_start %=teleport_npc(pri_a16_pri_b305_kovalskiy_strelok_operation_walk) +fuck% ;meet = no_meet [walker@strelok_operation_start]:walker@def path_walk = pri_b305_kovalskiy_strelok_operation_walk path_look = pri_b305_strelok_operation_look def_state_moving = sprint meet = no_meet on_game_timer = 30 | remark@strelok_operation_start [remark@strelok_operation_start]:remark@def target = path | pri_a16_pri_b305_strelok_operation_walk, 0 anim = threat on_info = {+pri_b305_strelok_give_up_done_end -pri_b305_kovalskiy_who_are_you_done} %=play_sound(pri_b305_kovalskiy_who_are_you) +pri_b305_kovalskiy_who_are_you_done% on_signal = sound_end | remark@strelok_operation_sound2 %+pri_b305_kovalskiy_who_are_you_done_end% meet = no_meet [remark@strelok_operation_sound2]:remark@def target = path | pri_a16_pri_b305_strelok_operation_walk, 0 anim = threat on_info = {+pri_b305_strelok_about_zone_destroying_done_end} remark@strelok_operation_weapon_down meet = no_meet [remark@strelok_operation_weapon_down]:remark@def target = path | pri_a16_pri_b305_strelok_operation_walk, 0 anim = ward on_info = {+pri_b305_actor_emission_starts_done_end -pri_b305_kovalskiy_talk_in_safe_place_done} %=play_sound(pri_b305_kovalskiy_talk_in_safe_place) +pri_b305_kovalskiy_talk_in_safe_place_done% on_signal = sound_end | remark@wait %+pri_b305_kovalskiy_talk_in_safe_place_done_end% meet = no_meet [remark@wait]:remark@def target = path | pri_a16_pri_b305_strelok_operation_walk, 0 anim = threat meet = no_meet on_info = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %+pri_b305_kovalskiy_tp =teleport_npc(pri_a16_pri_b305_kovalskiy_walk)% [walker@deal_talk]:walker@def path_walk = pri_b305_kovalskiy_walk path_look = pri_b305_kirillov_walk def_state_standing = wait_na on_info = {+pri_b305_actor_we_have_problems_done_end -pri_b305_kovalskiy_about_deal_done} %=play_sound(pri_b305_kovalskiy_about_deal) +pri_b305_kovalskiy_about_deal_done% on_signal = sound_end | remark@phrase_4 %+pri_b305_kovalskiy_about_deal_done_end% meet = no_meet [remark@phrase_4]:remark@def target = story | pri_b305_strelok anim = wait_na on_info = {+pri_b305_strelok_about_heli_done_end -pri_b305_kovalskiy_about_anomaly_map_done} %=play_sound(pri_b305_kovalskiy_about_anomaly_map) +pri_b305_kovalskiy_about_anomaly_map_done% on_signal = sound_end | remark@phrase_7 %+pri_b305_kovalskiy_about_anomaly_map_done_end% meet = no_meet [remark@phrase_7]:remark@def target = story | pri_b305_strelok anim = wait_na on_info = {+pri_b305_actor_wondered_done_end -pri_b305_kovalskiy_wondered_done} %=play_sound(pri_b305_kovalskiy_wondered) +pri_b305_kovalskiy_wondered_done% on_signal = sound_end | remark@phrase_10 %+pri_b305_kovalskiy_wondered_done_end% meet = no_meet [remark@phrase_10]:remark@def target = story | pri_b305_strelok anim = wait_na on_info = {+pri_b305_actor_need_center_to_know_done_end -pri_b305_kovalskiy_let_center_know_done} %=play_sound(pri_b305_kovalskiy_let_center_know) +pri_b305_kovalskiy_let_center_know_done% on_signal = sound_end | %+pri_b305_kovalskiy_let_center_know_done_end% meet = no_meet