[logic]
active = sr_idle@info

[sr_idle@info]
on_info = {+a8_antenna_signal_duty} sr_idle@info_1

[sr_idle@info_1]
on_info = {+a10_grif_break_dialog_11 !squad_exist(a10_dolg_mironyk_squad)} %=start_hard_zone_surge% sr_idle@time
on_info2 = {+a10_grif_break_dialog_11 =squad_exist(a10_dolg_mironyk_squad)} %=start_hard_zone_surge +a10_dolg_mironyk_death_info =spawn_object_in(sv_a8_mironyk_3_pda:a10_dolg_mironyk) =destroy_object(story:sv_a8_mironyk_2_pda)% sr_idle@time
on_info3 = {+actor_stuped_fall_dolg_mission} sr_idle@stuped

[sr_idle@time]
on_game_timer = 45 | %=disable_ui =stop_sound(gluki_blackout_start_vibros) =play_sound(gluki_actor_in_trans_vibros)% sr_cutscene@effects
on_info = {+actor_stuped_fall_dolg_mission} sr_idle@stuped

[sr_cutscene@effects]
point = sr_cutscene_actor_secret_signal_dolg_walk
look = sr_cutscene_actor_secret_signal_dolg_look
cam_effector = scenario_cam\Jupiter\jup_b15_sleep
global_cameffect = false
enable_ui_on_end = false
on_signal = cameff_end | sr_idle@black %=run_postprocess(black:3009:true) +sv_help_signal_duty_info =set_game_time(20:00)%

[sr_idle@black]
on_signal = sound_end | %=stop_postprocess(3009)% sr_cutscene@stop_one_effects

[sr_cutscene@stop_one_effects]
point = sr_cutscene_actor_secret_signal_dolg_walk
look = sr_cutscene_actor_secret_signal_dolg_look
cam_effector = scenario_cam\Jupiter\jup_b15_wake_up
global_cameffect = false
on_signal = cameff_end | %=stop_hard_signal_surge =enable_ui +sv_help_signal_duty_signal =clear_smart_terrain(sv_sim_6)% sr_idle@sound
on_info = {-gluki_actor_desert_heart_one} %=play_sound(gluki_actor_desert_heart) +gluki_actor_desert_heart_one%

[sr_idle@sound]
on_info = {+a10_grif_break_dialog_12} %=play_sound(a10_scary_scream_mutant_zastava) =spawn_object_in(ammo_5.45x39_fmj:a10_duty_ammo_box) =spawn_object_in(ammo_5.45x39_fmj:a10_duty_ammo_box) =spawn_object_in(ammo_5.45x39_fmj:a10_duty_ammo_box) =spawn_object_in(ammo_5.45x39_fmj:a10_duty_ammo_box) =spawn_object_in(ammo_5.56x45_ss190:a10_duty_ammo_box) =spawn_object_in(ammo_5.56x45_ss190:a10_duty_ammo_box) =spawn_object_in(ammo_5.56x45_ss190:a10_duty_ammo_box) =spawn_object_in(ammo_5.56x45_ss190:a10_duty_ammo_box) =spawn_object_in(ammo_12x70_buck:a10_duty_ammo_box) =spawn_object_in(ammo_12x70_buck:a10_duty_ammo_box) =spawn_object_in(ammo_12x70_buck:a10_duty_ammo_box) =spawn_object_in(ammo_12x70_buck:a10_duty_ammo_box) =spawn_object_in(ammo_12x70_buck:a10_duty_ammo_box) =spawn_object_in(ammo_12x70_buck:a10_duty_ammo_box) =create_squad(a10_monster_attack_zasatava_squad:sv_sim_6)% sr_idle@signal
on_info2 = {+actor_stuped_fall_dolg_mission} sr_idle@stuped

[sr_idle@signal]
on_signal = sound_end | %+a10_scary_scream_mutant_zastava% sr_idle@signal_two

[sr_idle@signal_two]
on_info = {+a10_grif_break_dialog_13} %=start_hard_zone_surge% sr_idle@time_two
on_info2 = {+actor_stuped_fall_dolg_mission} %=kill_squad(a10_monster_attack_zasatava_squad)% sr_idle@stuped
on_info3 = {+grif_dolg_friend_death} %=kill_squad(a10_monster_attack_zasatava_squad)% sr_idle@stuped

[sr_idle@stuped]
on_info = %=start_hard_zone_surge =set_squad_neutral_to_actor(sim_dolg_baza_squad) =set_squad_neutral_to_actor(grif_dolg_friend_squad) =set_squad_neutral_to_actor(a10_dolg_dikobraz_squad) =set_squad_neutral_to_actor(a10_dolg_mironyk_squad)% sr_idle@time_two

[sr_idle@time_two]
on_game_timer = 45 | %=disable_ui =play_sound(gluki_actor_trains_under_vibros) =set_squad_neutral_to_actor(sim_dolg_baza_squad) =set_squad_neutral_to_actor(grif_dolg_friend_squad) =set_squad_neutral_to_actor(a10_dolg_dikobraz_squad) =set_squad_neutral_to_actor(a10_dolg_mironyk_squad)% sr_cutscene@effects_two

[sr_cutscene@effects_two]
point = sr_cutscene_actor_secret_signal_dolg_walk
look = sr_cutscene_actor_secret_signal_dolg_look
cam_effector = scenario_cam\Jupiter\jup_b15_sleep
global_cameffect = false
enable_ui_on_end = false
on_signal = cameff_end | sr_idle@black_two %=run_postprocess(black:3009:true) =set_game_time(08:00) =kill_squad(sim_dolg_baza_squad) =remove_squad(grif_dolg_friend_squad) =remove_squad(a10_dolg_dikobraz_squad) =kill_squad(a10_dolg_mironyk_squad)%

[sr_idle@black_two]
on_signal = sound_end | %=stop_postprocess(3009)% sr_cutscene@stop_two_effects

[sr_cutscene@stop_two_effects]
point = sr_cutscene_actor_secret_signal_dolg_walk
look = sr_cutscene_actor_secret_signal_dolg_look
cam_effector = scenario_cam\Jupiter\jup_b15_wake_up
global_cameffect = false
on_signal = cameff_end | %=stop_hard_signal_surge =enable_ui =create_squad(a10_uniq_monster_himera_squad:a10_sv_terrain) +experiment_vibros_before_gluki_info% sr_idle@nil
on_info = {-gluki_actor_desert_heart_two} %=play_sound(gluki_actor_desert_heart) +gluki_actor_desert_heart_two%

[sr_idle@nil]