e4s-sdk/gamedata/configs/misc/script_sound_zaton.ltx
2026-06-17 23:06:51 +03:00

1404 lines
30 KiB
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[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