[list_script_sound_svalka]
a1_kramer_kill
a1_mason_start_prisoner
a1_start_sound_killer_stalker
a7_bad_radio
a7_zmey_funny_mason
a6_radio_actor_looser
a6_actor_come_help_hunter
signal_sos
a10_dikobraz_meet_bye
a10_dikobraz_meet_hello
b1_hunter_attack_boar
b1_start_hunter_walk
b3_hunter_see_krovosos_in_zone
b3_funy_story_hunter_about_krovosos
b3_actor_was_be_see_krovosos
b3_krovosos_back_stalker
b3_zveroboy_end_way_start_fight
a8_mironyk_scaner
a8_mironyk_see_scaner
a8_mironyk_fuck_freedom
a8_mironyk_help_me_dinamite
a8_mironyk_see_death_freedom
a8_freedom_podstava_box
a8_actor_looser_go_out_angar
a8_mironyk_stay_dinamite_out_angar
a10_mironyk_agry_actor
a7_koldun_meet_hello
a7_koldun_meet_bye
a7_how_are_you_koldun_1
a7_how_are_you_koldun_2
a8_freedom_waring_actor
a8_freedom_fuck_gun
b10_artefact_hunter_help
a7_neutral_radio
b11_hunter_is_wounded
b11_hunter_thanx
a20_prisoner_sos
a20_prisoner_rab
a20_prisoner_punch
a20_freedom_defence
a20_freedom_begin_reply_1
a20_freedom_begin_reply_2
a20_freedom_defence_pda
a100_rip_greh_meet_bye
a100_rip_greh_meet_hello
effect_drink_drug_greh_one
drink_drug_greh
before_drug_effect
call_part_artefact
a7_radio_army
a7_radio_music
a22_wait_signal
a30_kramer_who_is_it
a8_secret_antenna_vibros
a8_antenna_signal_duty
a8_antenna_signal_stalker
gluki_actor_in_trans_vibros
gluki_actor_desert_heart
a2_mystical_ghost_song
a2_mystical_metro_song
gluki_blackout_start_vibros
a10_dolg_grif_what_fuck_after
a10_dolg_grif_what_fuck_before
a10_solder_dialog_before_vibros_1
a10_solder_dialog_before_vibros_2
a10_solder_dialog_before_vibros_3
a10_solder_dialog_before_vibros_4
a10_scary_scream_mutant_zastava
gluki_actor_trains_under_vibros
a100_teleport_idle
a100_actor_up_space
a6_spatial_bubble_rupture
a6_spatial_bubble_static
a6_ritual_zhar_blow
a6_artmen_understand_ritual
a6_artmen_anomal_kill_him
a6_particle_anomal_kill_stalker
call_two_part_artefact
effect_drink_drug_greh_two
a30_kramer_punch_actor
a30_actor_save_myself_knife
a30_kramer_zasada_secret_man
a10_dolg_zasada_see_enemy
radio_target_man_call_actor
radio_target_man_noise_morza
b100_otshelnik_hello
b100_otshelnik_bye
a40_signal_ghost_tonnel
a40_ghost_tonel_fire
see_future_soul_way
signal_part_black_soul
a50_zmey_drop_weapon
dig_rip_black_man
fire_for_black_soul
a30_plichko_about_life_in_zone
a9_freedom_snag_greeting_gun

[a9_freedom_snag_greeting_gun]
type = npc
path = scenario\a9_freedom_snag_greeting_gun
shuffle = seq
idle = 3,5,100

[a30_plichko_about_life_in_zone]
type = npc
path = scenario\a30_plichko_about_life_in_zone
shuffle = seq
idle = 3,5,100

[fire_for_black_soul]
type = 3d
path = svalka\fire_for_black_soul
shuffle = seq
idle = 0,0,100

[dig_rip_black_man]
type = 3d
path = svalka\dig_rip_black_man
shuffle = seq
idle = 0,0,100

[a50_zmey_drop_weapon]
type = npc
path = scenario\a50_zmey_drop_weapon
shuffle = seq
idle = 3,5,100

[signal_part_black_soul]
type = 3d
path = svalka\signal_part_black_soul_
shuffle = rnd
idle = 0,0,100

[see_future_soul_way]
type = actor
npc_prefix = false
path = svalka\see_future_soul_way_
shuffle = rnd
idle = 0,0,100

[a40_ghost_tonel_fire]
type = 3d
path = svalka\a40_ghost_tonel_fire_
shuffle = rnd
idle = 0,0,100

[a40_signal_ghost_tonnel]
type = 3d
path = svalka\a40_signal_ghost_tonnel_
shuffle = rnd
idle = 0,0,100

[b100_otshelnik_bye]
type = npc
path = scenario\b100_otshelnik_bye_
shuffle = rnd
idle = 1,1,100

[b100_otshelnik_hello]
type = npc
path = scenario\b100_otshelnik_hello_
shuffle = rnd
idle = 1,1,100

[radio_target_man_noise_morza]
type = 3d
path = svalka\radio_target_man_noise_morza_
shuffle = rnd
idle = 0,0,100

[radio_target_man_call_actor]
type = 3d
path = svalka\radio_target_man_call_actor_
shuffle = rnd
idle = 0,0,100

[a10_dolg_zasada_see_enemy]
type = npc
path = scenario\a10_dolg_zasada_see_enemy
shuffle = seq
idle = 3,5,100

[a30_kramer_zasada_secret_man]
type = npc
path = scenario\a30_kramer_zasada_secret_man
shuffle = seq
idle = 3,5,100

[a30_actor_save_myself_knife]
type = actor
npc_prefix = false
path = svalka\a30_actor_save_myself_knife
shuffle = seq
idle = 0,0,100

[a30_kramer_punch_actor]
type = npc
path = scenario\a30_kramer_punch_actor
shuffle = seq
idle = 3,5,100

[effect_drink_drug_greh_two]
type = actor
npc_prefix = false
path = svalka\effect_drink_drug_greh_two_
shuffle = rnd
idle = 0,0,100

[call_two_part_artefact]
type = 3d
path = svalka\call_two_part_artefact_
shuffle = rnd
idle = 0,0,100

[a6_particle_anomal_kill_stalker]
type = 3d
path = svalka\a6_particle_anomal_kill_stalker
shuffle = seq
idle = 0,0,100

[a6_artmen_anomal_kill_him]
type = npc
path = scenario\a6_artmen_anomal_kill_him
shuffle = seq
idle = 3,5,100

[a6_artmen_understand_ritual]
type = npc
path = scenario\a6_artmen_understand_ritual
shuffle = seq
idle = 3,5,100

[a6_ritual_zhar_blow]
type = 3d
path = svalka\a6_ritual_zhar_blow_
shuffle = rnd
idle = 0,0,100

[a6_spatial_bubble_static]
type = actor
npc_prefix = false
path = svalka\a6_spatial_bubble_static_
shuffle = rnd
idle = 0,0,100

[a6_spatial_bubble_rupture]
type = actor
npc_prefix = false
path = svalka\a6_spatial_bubble_rupture
shuffle = seq
idle = 0,0,100

[a100_actor_up_space]
type = actor
npc_prefix = false
path = svalka\a100_actor_up_space_
shuffle = rnd
idle = 0,0,100

[a100_teleport_idle]
type = 3d
path = svalka\a100_teleport_idle_
shuffle = rnd
idle = 0,0,100

[gluki_actor_trains_under_vibros]
type = actor
npc_prefix = false
path = svalka\gluki_actor_trains_under_vibros
shuffle = seq
idle = 0,0,100

[a10_scary_scream_mutant_zastava]
type = actor
npc_prefix = false
path = svalka\a10_scary_scream_mutant_zastava
shuffle = seq
idle = 0,0,100

[a10_solder_dialog_before_vibros_4]
type = npc
path = scenario\a10_solder_dialog_before_vibros_4
shuffle = seq
idle = 0,0,100

[a10_solder_dialog_before_vibros_3]
type = npc
path = scenario\a10_solder_dialog_before_vibros_3
shuffle = seq
idle = 0,0,100

[a10_solder_dialog_before_vibros_2]
type = npc
path = scenario\a10_solder_dialog_before_vibros_2
shuffle = seq
idle = 0,0,100

[a10_solder_dialog_before_vibros_1]
type = npc
path = scenario\a10_solder_dialog_before_vibros_1
shuffle = seq
idle = 0,0,100

[a10_dolg_grif_what_fuck_before]
type = npc
path = scenario\a10_dolg_grif_what_fuck_before
shuffle = seq
idle = 0,0,100

[a10_dolg_grif_what_fuck_after]
type = npc
path = scenario\a10_dolg_grif_what_fuck_after
shuffle = seq
idle = 0,0,100

[gluki_blackout_start_vibros]
type = actor
npc_prefix = false
path = svalka\gluki_blackout_start_vibros_
shuffle = rnd
idle = 0,0,100

[a2_mystical_metro_song]
type = 3d
path = svalka\a2_mystical_metro_song
shuffle = seq
idle = 0,0,100

[a2_mystical_ghost_song]
type = actor
npc_prefix = false
path = svalka\a2_mystical_ghost_song
shuffle = seq
idle = 0,0,100

[gluki_actor_desert_heart]
type = actor
npc_prefix = false
path = svalka\gluki_actor_desert_heart_
shuffle = rnd
idle = 0,0,100

[gluki_actor_in_trans_vibros]
type = actor
npc_prefix = false
path = svalka\gluki_actor_in_trans_vibros
shuffle = seq
idle = 0,0,100

[a8_antenna_signal_stalker]
type = 3d
path = music\a8_antenna_signal_stalker
shuffle = seq
idle = 0,0,100

[a8_antenna_signal_duty]
type = 3d
path = music\a8_antenna_signal_duty
shuffle = seq
idle = 0,0,100

[a8_secret_antenna_vibros]
type = 3d
path = svalka\a8_secret_antenna_vibros_
shuffle = rnd
idle = 0,0,100

[a30_kramer_who_is_it]
type = npc
path = scenario\a30_kramer_who_is_it
shuffle = seq
idle = 3,5,100

[a22_wait_signal]
type = npc
path = scenario\a22_wait_signal_
shuffle = rnd
idle = 15,30,100

[a7_radio_music]
type = 3d
path = music\a7_radio_music_
shuffle = rnd
idle = 0,0,100

[a7_radio_army]
type = 3d
path = svalka\a7_radio_army
shuffle = seq
idle = 0,0,100

[call_part_artefact]
type = 3d
path = svalka\call_part_artefact_
shuffle = rnd
idle = 0,0,100

[before_drug_effect]
type = actor
npc_prefix = false
path = svalka\before_drug_effect_
shuffle = rnd
idle = 0,0,100

[drink_drug_greh]
type = actor
npc_prefix = false
path = svalka\drink_drug_greh_
shuffle = rnd
idle = 0,0,100

[effect_drink_drug_greh_one]
type = actor
npc_prefix = false
path = svalka\effect_drink_drug_greh_one_
shuffle = rnd
idle = 0,0,100

[a100_rip_greh_meet_hello]
type = npc
path = scenario\a100_rip_greh_meet_hello_
shuffle = rnd
idle = 1,1,100

[a100_rip_greh_meet_bye]
type = npc
path = scenario\a100_rip_greh_meet_bye_
shuffle = rnd
idle = 1,1,100

[a20_freedom_defence_pda]
type = actor
npc_prefix = false
path = svalka\a20_freedom_defence_pda_
shuffle = rnd
idle = 0,0,100

[a20_freedom_begin_reply_2]
type = npc
path = scenario\a20_freedom_begin_reply_2
shuffle = seq
idle = 3,5,100

[a20_freedom_begin_reply_1]
type = npc
path = scenario\a20_freedom_begin_reply_1
shuffle = seq
idle = 3,5,100

[a20_freedom_defence]
type = npc
path = scenario\a20_freedom_defence
shuffle = seq
idle = 3,5,100

[a20_prisoner_punch]
type = npc
path = scenario\a20_prisoner_punch
shuffle = seq
idle = 0,0,100

[a20_prisoner_rab]
type = npc
path = scenario\a20_prisoner_rab
shuffle = seq
idle = 3,5,100

[a20_prisoner_sos]
type = npc
path = scenario\a20_prisoner_sos
shuffle = seq
idle = 3,5,100

[b11_hunter_thanx]
type = npc
path = scenario\b11_hunter_thanx
shuffle = seq
idle = 3,5,100

[b11_hunter_is_wounded]
type = npc
npc_prefix = false
path = human_01\stalker\help\wounded_heavy\help_
shuffle = loop
idle = 3,3,100

[a7_neutral_radio]
type = 3d
path = svalka\a7_neutral_radio_
shuffle = rnd
idle = 0,0,100

[b10_artefact_hunter_help]
type = npc
path = scenario\b10_artefact_hunter_help
shuffle = seq
idle = 3,5,100

[a8_freedom_fuck_gun]
type = npc
path = scenario\a8_freedom_fuck_gun
shuffle = seq
idle = 3,5,100

[a8_freedom_waring_actor]
type = npc
path = scenario\a8_freedom_waring_actor_
shuffle = rnd
idle = 15,30,100

[a7_how_are_you_koldun_2]
type = npc
path = scenario\a7_how_are_you_koldun_2
shuffle = seq
idle = 3,5,100

[a7_how_are_you_koldun_1]
type = npc
path = scenario\a7_how_are_you_koldun_1
shuffle = seq
idle = 3,5,100

[a7_koldun_meet_bye]
type = npc
path = scenario\a7_koldun_meet_bye_
shuffle = rnd
idle = 1,1,100

[a7_koldun_meet_hello]
type = npc
path = scenario\a7_koldun_meet_hello_
shuffle = rnd
idle = 1,1,100

[a10_mironyk_agry_actor]
type = npc
npc_prefix = false
path = scenario\a10_mironyk_agry_actor_
shuffle = rnd
idle = 3,4,100

[a8_mironyk_stay_dinamite_out_angar]
type = npc
path = scenario\a8_mironyk_stay_dinamite_out_angar
shuffle = seq
idle = 3,5,100

[a8_actor_looser_go_out_angar]
type = npc
path = scenario\a8_actor_looser_go_out_angar_
shuffle = rnd
idle = 15,30,100

[a8_freedom_podstava_box]
type = actor
npc_prefix = false
path = svalka\a8_freedom_podstava_box_
shuffle = rnd
idle = 0,0,100

[a8_mironyk_see_death_freedom]
type = npc
path = scenario\a8_mironyk_see_death_freedom
shuffle = seq
idle = 3,5,100

[a8_mironyk_help_me_dinamite]
type = npc
path = scenario\a8_mironyk_help_me_dinamite
shuffle = seq
idle = 3,5,100

[a8_mironyk_fuck_freedom]
type = npc
path = scenario\a8_mironyk_fuck_freedom
shuffle = seq
idle = 3,5,100

[a8_mironyk_see_scaner]
type = npc
path = scenario\a8_mironyk_see_scaner
shuffle = seq
idle = 3,5,100

[a8_mironyk_scaner]
type = npc
path = scenario\a8_mironyk_scaner
shuffle = seq
idle = 3,5,100

[b3_zveroboy_end_way_start_fight]
type = npc
path = scenario\b3_zveroboy_end_way_start_fight
shuffle = seq
idle = 3,5,100

[b3_krovosos_back_stalker]
type = npc
path = scenario\b3_krovosos_back_stalker_
shuffle = rnd
idle = 15,30,100

[b3_actor_was_be_see_krovosos]
type = npc
path = scenario\b3_actor_was_be_see_krovosos_
shuffle = rnd
idle = 15,30,100

[b3_funy_story_hunter_about_krovosos]
type = npc
path = scenario\b3_funy_story_hunter_about_krovosos
shuffle = seq
idle = 3,5,100

[b3_hunter_see_krovosos_in_zone]
type = npc
path = scenario\b3_hunter_see_krovosos_in_zone
shuffle = seq
idle = 3,5,100

[b1_start_hunter_walk]
type = npc
path = scenario\b1_start_hunter_walk
shuffle = seq
idle = 3,5,100

[b1_hunter_attack_boar]
type = npc
path = scenario\b1_hunter_attack_boar
shuffle = seq
idle = 3,5,100

[a10_dikobraz_meet_bye]
type = npc
path = scenario\a10_dikobraz_meet_bye_
shuffle = rnd
idle = 1,1,100

[a10_dikobraz_meet_hello]
type = npc
path = scenario\a10_dikobraz_meet_hello_
shuffle = rnd
idle = 1,1,100

[signal_sos]
type = actor
npc_prefix = false
path = svalka\signal_sos_
shuffle = rnd
idle = 0,0,100

[a6_actor_come_help_hunter]
type = npc
path = scenario\a6_actor_come_help_hunter
shuffle = seq
idle = 3,5,100

[a6_radio_actor_looser]
type = npc
path = scenario\a6_radio_actor_looser_
shuffle = rnd
idle = 15,30,100

[a7_zmey_funny_mason]
type = npc
path = scenario\a7_zmey_funny_mason
shuffle = seq
idle = 3,5,100

[a7_bad_radio]
type = 3d
path = svalka\a7_bad_radio_
shuffle = rnd
idle = 0,0,100

[a1_start_sound_killer_stalker]
type = npc
path = scenario\a1_start_sound_killer_stalker
shuffle = seq
idle = 3,5,100

[a1_mason_start_prisoner]
type = npc
path = scenario\a1_mason_start_prisoner
shuffle = seq
idle = 3,5,100

[a1_kramer_kill]
type = npc
path = scenario\a1_kramer_kill
shuffle = seq
idle = 3,5,100