[logic]
active = sr_idle@spawn_info

[sr_idle@spawn_info]
on_info = {+a6_actor_kill_mutant_but_comeback_in_zone} sr_idle@remove
on_info2 = {+a6_hunter_break_dialog_2} sr_idle@remove
on_info3 = {+a6_hunter_break_dialog_1} sr_idle@remove
on_info4 = {+a6_actor_comeback_but_hunter_life_since_mutant} sr_idle@remove
on_info5 = {+actor_attack_and_fall_help_hunter} sr_idle@remove
on_info6 = {+sim_help_hunter_death} sr_idle@remove

[sr_idle@remove]
on_info = {!actor_in_zone(hunter_both_chanel_sr) -actor_stuped_fall_hunter_help_mission} %+b10_hunter_art_spawn_info =remove_squad(sim_hunter_baza_art_squad)% sr_idle@spawn

[sr_idle@spawn]
on_info = {=actor_in_zone(sv_a2_stoyanka_sr)} %=create_squad(sim_hunter_baza_art_squad:b10_sv_terrain)% sr_idle@anomaly

[sr_idle@anomaly]
on_info = {!anomaly_has_artefact(a5_gravitational_anomal_zone:af_vyvert)} %=spawn_object(af_vyvert:a5_gravitational_anomal_zone_af_vyvert_way)% sr_idle@actor_in_zone
on_info2 = {=anomaly_has_artefact(a5_gravitational_anomal_zone:af_vyvert)} sr_idle@actor_in_zone

[sr_idle@actor_in_zone]
on_info = {=actor_in_zone(sv_b10_hunter_art_sr)} %=give_task(hunter_help_art_qvuest)% sr_idle@actor_tell

[sr_idle@actor_tell]
on_info = {+b10_hunter_break_dialog_1} %+b10_actor_tell_artefack_and_new_dialog% sr_idle@actor_not_in_zone
on_info2 = {+b10_hunter_break_dialog_2} %+b10_actor_tell_artefack_and_new_dialog% sr_idle@actor_not_in_zone
on_info3 = {+b10_hunter_break_dialog_6} sr_idle@actor_not_in_zone
on_info4 = {!actor_in_zone(sv_b10_hunter_art_sr)} sr_idle@actor_in_zone

[sr_idle@actor_not_in_zone]
on_info = {!actor_in_zone(sv_b10_hunter_art_sr)} sr_idle@actor_in_zone
on_info2 = {!actor_in_zone(sv_b10_hunter_art_sr) +b10_hunter_break_dialog_1 =actor_has_item(af_vyvert)} sr_idle@kill
on_info3 = {!actor_in_zone(sv_b10_hunter_art_sr) +b10_hunter_break_dialog_2 =actor_has_item(af_vyvert)} sr_idle@kill
on_info4 = {+b10_hunter_break_dialog_3} %=run_postprocess(black:3009:true) =disable_ui =teleport_squad(sim_hunter_baza_art_squad:a2_sv_terrain_hunter_fire_2_baza_walk) =teleport_actor(a2_sv_terrain_actor_hunter_spawn_walk:a2_sv_terrain_actor_hunter_spawn_look)% sr_idle@stop_process
on_info5 = {+b10_hunter_break_dialog_4} %=teleport_squad(sim_hunter_baza_art_squad:a2_sv_terrain_hunter_fire_2_baza_walk) =run_postprocess(black:3009:true) =disable_ui% sr_idle@stop_process
on_info6 = {+b10_hunter_break_dialog_6} sr_idle@kill

[sr_idle@kill]
on_info = {=sv_b10_actor_is_far} %=remove_squad(sim_hunter_baza_art_squad) =spawn_corpse(sim_hunter_2:a5_gravitational_anomal_zone_af_vyvert_way)% sr_idle@nil

[sr_idle@stop_process]
on_game_timer = 20 | %=stop_postprocess(3009) =enable_ui% sr_idle@nil

[sr_idle@nil]