116 lines
4.4 KiB
TeX
116 lines
4.4 KiB
TeX
; Reference animpoints
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[animpoint@a28_def]
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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avail_animations = animpoint_sit_high_no_rnd
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use_camp = false
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out_restr = pri_a16_sr_noweap
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cover_name = pri_a16_animp_tech
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reach_movement = walk
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reach_distance = 1
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meet = meet@a28
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on_info = {+pri_a28_colonel_after_surge_sound_end +pri_b305_fifth_cam_end} animpoint@rac_sound_1
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@a28_radio]
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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avail_animations = animpoint_sit_high_no_rnd
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use_camp = false
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out_restr = pri_a16_sr_noweap
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cover_name = pri_a16_animp_tech
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reach_movement = walk
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reach_distance = 1
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet@a28]
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abuse = false
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use = {=actor_enemy} false, {=is_playing_sound} false, true
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close_snd_hello = nil
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close_snd_bye = nil
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allow_break = false
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trade_enable = true
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close_distance = 0
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close_anim = nil
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far_distance = 0
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meet_on_talking = false
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;--------------------------------------
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[logic@pri_a28_kirillov]
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active = animpoint@a28_second_theme_1
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suitable = {+pri_b305_actor_wondered_done_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a22_army_signaller)} true
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prior = 200
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level_spot = mechanic
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;--------------------------------------
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; Second theme about surge, reply
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[animpoint@a28_second_theme_1]:animpoint@a28_def
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on_info3 = {+pri_b305_fifth_cam_end +pri_b305_kovalskiy_order_kirilov_done_end -pri_b305_kirilov_order_agree_done} %=play_sound(pri_b305_kirilov_order_agree) +pri_b305_kirilov_order_agree_done%
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on_signal = sound_end | {-pri_b305_kirilov_order_agree_done_end} %+pri_b305_kirilov_order_agree_done_end%
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on_info2 = {+pri_b305_fifth_cam_end !is_alive(pri_a17_military_lieutenant_podorojniy)} animpoint@a28_third_theme_1, {+pri_b305_fifth_cam_end +pri_a28_army_surge_talk_2_first} animpoint@a28_second_theme_2
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[animpoint@a28_second_theme_2]:animpoint@a28_def
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on_game_timer = 20 | %=play_sound(pri_a28_army_surge_talk_2_second)%
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on_signal = sound_end | animpoint@a28_third_theme_2 %+pri_a28_army_surge_talk_2_done%
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meet = no_meet
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;--------------------------------------
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; Third theme about surge, start
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[animpoint@a28_third_theme_1]:animpoint@a28_def
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on_info2 = {!is_alive(pri_a17_military_captain_tarasov)} animpoint@a28_third_theme_3, {+pri_a28_army_surge_talk_1_done} animpoint@a28_third_theme_2
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[animpoint@a28_third_theme_2]:animpoint@a28_def
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on_game_timer = 150 | animpoint@a28_third_theme_3
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[animpoint@a28_third_theme_3]:animpoint@a28_def
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on_game_timer = 100 | {=is_alive(pri_a17_military_prapor_valentyr)} animpoint@a28_third_theme_3_play, animpoint@a28_third_theme_4
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[animpoint@a28_third_theme_3_play]:animpoint@a28_def
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on_info = %=play_sound(pri_a28_army_surge_talk_3_first)%
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on_signal = sound_end | animpoint@a28_third_theme_4 %+pri_a28_army_surge_talk_3_first%
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meet = no_meet
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[animpoint@a28_third_theme_4]:animpoint@a28_def
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;--------------------------------------
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; Establishing radio connection with HQ
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[animpoint@rac_sound_1]:animpoint@a28_radio
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on_game_timer = 10 | animpoint@rac_sound_2 %=play_sound(pri_a28_signaller_after_surge_1)%
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[animpoint@rac_sound_2]:animpoint@a28_radio
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on_signal = sound_end | {-pri_a28_signaller_after_surge_1_done} %+pri_a28_signaller_after_surge_1_done%
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avail_animations = pri_a28_kirillov_sit_high_radio
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on_info = {+pri_a28_kirillov_hq_online} animpoint@rac_sound_3
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[animpoint@rac_sound_3]:animpoint@a28_radio
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on_game_timer = 0 | {!is_playing_sound} %=play_sound(pri_a28_signaller_after_surge_2)%
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avail_animations = pri_a28_kirillov_sit_high_radio
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on_signal = sound_end | animpoint@rac_sound_4 %+pri_a28_signaller_after_surge_sound_end%
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[animpoint@rac_sound_4]:animpoint@a28_radio
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on_info = {+pri_a28_colonel_to_center_3_sound_end} animpoint@a28_wait_near_door
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;--------------------------------------
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; Gathering group before evacuation
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[animpoint@a28_wait_near_door]
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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avail_animations = animpoint_sit_high_no_rnd
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use_camp = false
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out_restr = pri_a16_sr_noweap
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cover_name = pri_a16_animp_tech
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reach_movement = walk
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reach_distance = 1
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meet = meet@a28
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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