[logic]
active = remark@start_wait

[remark@start_wait]
anim = guard
meet = no_meet
target = actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {!black_screen} remark@start %=disable_ui =run_postprocess(stc_fade_out) =play_sound(stc_first_scene_talk)%

[remark@start]
anim = guard
target = actor
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = sound_end | remark@petrenko

[remark@petrenko]
meet = no_meet
target = actor
anim = wait_rac_stc
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = sound_end | {-stc_effector_started} remark@scout 

[remark@scout]
target = actor
anim = wait_rac_stc
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = no_meet
on_timer = 3000 | remark@scout_2 %=stc_create_some_csky_stalkers(stc_csky_safe_spawn_point_1:stc_csky_stalker:5) =run_postprocess(agr_u_fade) =play_sound(stc_first_scene_petrenko_talk) +stc_scout_talk%

[remark@scout_2]
target = actor
anim = wait_rac_stc
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = no_meet
on_signal = sound_end | remark@after %=teleport_actor(stc_start_walk:stc_start_look) +stc_first_teleport_actor% 

[remark@after]
anim = wait_rac_stc
target = actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = no_meet
on_timer = 4000 | remark@last %=play_sound(stc_first_scene_scout_talk)%

[remark@last]
anim = wait
target = actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = no_meet
on_signal = sound_end | remark@objective_1 %=play_sound(stc_first_scene_objective_talk)%

[remark@objective_1]
anim = wait
target = actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = no_meet
on_signal = sound_end | %=destroy_object%
