[list_tm_red_forest]
red_pursuit_strelok_task
red_pursuit_destroy_ambush
red_pursuit_talk_csky
red_find_forester
red_go_to_signal_sos
red_take_red_forest_map_pda
red_find_teleport
red_find_teleport_2
red_find_signals_on_military
red_find_compass
red_bring_compass
red_go_to_military_base
red_help_with_bridge
red_bridge_talk_with_comander
red_bridge_go_to_positon
red_bridge_wait_for_allyes
red_bridge_cover_allyes
red_bridge_cover_allyes2
red_bridge_cover_bridge
red_bridge_kill_sniper
red_artefact_hunters_defend_squad
red_artefact_huntesr_defend_smart
;red_forest_stalker_bring_map
red_stalker_reinforced
red_recover_item_1
red_recover_item_2
red_recover_item_3

[red_pursuit_strelok_task]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 5
name = red_pursuit_strelok_name
text = red_pursuit_strelok_text
target_story_ids = 505
condlist_0 = {+red_pursuit_csky_talk2} fail
;on_complete = %+red_pursuit_task_end%

[red_pursuit_destroy_ambush]
type = storyline
task_type = additional
icon = ui_mt_image_attack_tower
target_cond = true
prior = 20
name = red_pursuit_destroy_ambush_name
text = red_pursuit_destroy_ambush_text
target_story_ids = 511
;condlist_0 = {+red_pursuit_strelok_spich +red_pursuit_tunnel_explode} complete
condlist_0 = {+red_pursuit_bounty_hunter_surrender_info} complete, {!squad_exist(red_pursuit_bounty_hunters_squad_1) !squad_exist(red_pursuit_bounty_hunters_squad_2)} complete, {+red_bounty_hunters_free} reversed
;condlist_1 = {!squad_exist(red_pursuit_bounty_hunters_squad_2)} complete
on_complete = %+red_strelok_task_end%
on_reversed = %+red_strelok_task_end%
	
[red_pursuit_talk_csky]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 5
name = red_pursuit_strelok_name
text = red_pursuit_strelok_text
target_story_ids = 512
condlist_0 = {+red_pursuit_csky_talk2} complete
on_complete = %+red_pursuit_task_end%

[red_go_to_signal_sos]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 10
name = red_go_to_signal_sos_name
text = red_go_to_signal_sos_text
target_story_ids = 521
condlist_0 = {+red_go_to_sos_signal_task_complete} reversed
condlist_1 = {+red_actor_find_forester} reversed

[red_take_red_forest_map_pda]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 10
name = red_take_red_forest_map_pda_name
text = red_take_red_forest_map_pda_text
target_story_ids = 521
condlist_0 = {+red_teleport_way} complete
condlist_1 = {+red_actor_find_forester} reversed

[red_find_teleport]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 10
name = red_find_enter_to_anomal_place_name
text = red_find_enter_to_anomal_place_text
target_story_ids = 525
condlist_0 = {+red_teleport_way_2} complete
condlist_1 = {+red_actor_find_forester} reversed

[red_find_teleport_2]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 10
name = red_find_teleport_name
text = red_find_teleport_text
target_story_ids = 522
condlist_0 = {+red_actor_find_teleport} complete
condlist_1 = {+red_actor_find_forester} reversed

[red_find_forester]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 10
name = red_find_forester_name
text = red_find_forester_text
target_story_ids = 515
;target_story_ids = 521
condlist_0 = {+red_actor_find_forester} complete
on_complete = %+red_forest_open%

[red_find_compass]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = {-red_forester_actor_has_compas} true
prior = 10
name = red_find_compass_name
text = red_find_compass_text
target_story_ids = 517
condlist_0 = {+red_forester_actor_has_compas} complete

[red_bring_compass]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 10
name = red_bring_compass_name
text = red_bring_compass_text
target_story_ids = 515
condlist_0 = {+red_forester_take_compas} complete

[red_help_with_bridge]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 10
name = red_help_with_bridge_name
text = red_help_with_bridge_text
target_story_ids = 500
condlist_0 = {+red_bridge_finished} complete
condlist_1 = {+red_bridge_actor_fail} fail
community_relation_delta_complete = 5000
community_relation_delta_fail = -100
reward_money = 10000
reward_item = cs_heavy_outfit

[red_bridge_talk_with_comander]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 11
name = red_bridge_talk_with_comander_name
text = red_bridge_talk_with_comander_text
target_story_ids = 501
condlist_0 = {+red_bridge_actor_come} complete
condlist_1 = {+red_bridge_clear_path} complete

[red_bridge_go_to_positon]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 11
name = red_bridge_go_to_positon_name
text = red_bridge_go_to_positon_text
target_story_ids = 502
condlist_0 = {+red_bridge_actor_in_position} complete
condlist_1 = {+red_bridge_clear_path} complete

[red_bridge_wait_for_allyes]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 11
name = red_bridge_wait_for_allyes_name
text = red_bridge_wait_for_allyes_text
target_story_ids = 502
spot = red_bridge_wait_for_allyes_location
condlist_0 = {+red_bridge_clear_path} complete

[red_bridge_cover_allyes]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 11
name = red_bridge_cover_allyes_attack_name
text = red_bridge_cover_allyes_attack_text
target_story_ids = 503
condlist_0 = {+red_bridge_cover_allyes_complete} complete

[red_bridge_cover_allyes2]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 11
name = red_bridge_cover_allyes_name
text = red_bridge_cover_allyes_text
target_story_ids = 503
spot = red_bridge_cover_allyes2_location
condlist_0 = {+red_bridge_cover_allyes2_complete} complete

[red_bridge_cover_bridge]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = true
prior = 11
name = red_bridge_cover_bridge_name
text = red_bridge_cover_bridge_text
target_story_ids = 503
spot = red_bridge_cover_bridge_location
condlist_0 = {+red_bridge_down_done} complete
condlist_1 = {+red_bridge_allyes_out} fail

[red_bridge_kill_sniper]
type = storyline
task_type = storyline
icon = ui_mt_image_attack_tower
target_cond = {-red_bridge_sniper_task_complete} true
prior = 12
name = red_bridge_kill_sniper_name
text = red_bridge_kill_sniper_text
target_story_ids = 504
condlist_0 = {+red_bridge_sniper_task_complete} complete

;************* connect with military level *****************

[red_find_signals_on_military]
type = storyline
task_type = storyline
icon = ui_mt_image_defend_tower
name = red_find_signals_on_military_name
text = red_find_signals_on_military_text
target_story_ids = 1209
condlist_0 = {+mil_actor_inside_wtower} complete

[red_go_to_military_base]
type = storyline
task_type = storyline
icon = ui_mt_image_defend_tower
spot = red_go_to_military_base_location
name = red_go_to_military_base_name
text = red_go_to_military_base_text
target_story_ids = 1215
condlist_0 = {+forester_talked_2 =actor_on_level(military)} complete
on_complete = %+red_bridge_scene_begin%

;*********** additional quest **********************

[red_artefact_hunters_defend_squad]
type = storyline
task_type = additional
icon = ui_mt_image_attack_tower
target_cond = {+red_artefact_hunters_go -red_artefact_hunters_task_complete} true
prior = 9
name = red_artefact_huntesr_capture_smart_name
text = red_artefact_huntesr_capture_smart_text
target_story_ids = 519
spot = secondary_task_location_complex
condlist_0 = {+red_artefact_hunters_task_complete} complete
condlist_1 = {+red_artefact_hunters_task_fail} fail
play_regard = nil

[red_artefact_huntesr_defend_smart]
type = defend_smart
task_type = additional
icon = ui_mt_image_attack_tower
target_cond = {=squad_exist(red_stalker_artefact_hunters_1) !is_smart_defending(red_smart_terrain_6_3) =target_smart_name(red_smart_terrain_6_3) -red_artefact_hunters_task_2_complete +red_artefact_hunters_task_complete} true
prior = 7
name = red_artefact_huntesr_defend_smart_name
text = red_artefact_huntesr_defend_smart_text
on_complete = % +red_artefact_hunters_task_2_complete%
;reward_money = 2500
reward_item = af_cristall_flower

[red_forest_stalker_bring_map]
type = recover_item
task_type = additional
icon = ui_mt_image_attack_tower
target_cond = {-red_forest_allyes_have_map =check_npc_squad(red_stalker_artefact_hunters_1)}
prior = 9
name = red_forest_stalker_bring_map_name
text = red_forest_stalker_bring_map_text
requested_items = red_forest_pda_map
on_complete = %+red_forest_allyes_have_map%
reward_money = 1000

[red_stalker_reinforced]
type = capture_smart
task_type = additional
icon = ui_mt_image_attack_tower
target_cond = {=target_smart_name(red_smart_terrain_3_2) =actor_on_level(red_forest) -red_capture_undeground_camp_done}
prior = 7
name = red_stalker_reinforced_name
text = red_stalker_reinforced_text
on_complete = %+red_capture_undeground_camp_done%
reward_money = 3000


;Recover Items

[red_recover_item_1]   ;Принести КПК с картой Рыжего леса
type = recover_item
task_type = additional
name = red_recover_item_1_name
text = red_recover_item_1_text
target_npc_or_box_name = red_recover_item_1_spawn
distanse = 100
prior = 2
target_cond = {=actor_on_level(red_forest) -red_recover_item_1_done} true, false
on_init = %+red_recover_item_1_done%
requested_items = red_forest_pda_map_2
community_relation_delta_complete = 100
reward_money = 1500
auto_faction = true

[red_recover_item_2]   ;Принести пулемет из танка
type = recover_item
task_type = additional
name = red_recover_item_2_name
text = red_recover_item_2_text
target_npc_or_box_name = red_recover_item_2_spawn
distanse = 100
prior = 2
target_cond = {=actor_on_level(red_forest) -red_recover_item_2_done} true, false
on_init = %+red_recover_item_2_done%
requested_items = red_quest_tank_minigun
community_relation_delta_complete = 100
reward_money = 7500
auto_faction = true

[red_recover_item_3]   ;Вернуть экспериментальное устройство
type = recover_item
task_type = additional
name = red_recover_item_3_name
text = red_recover_item_3_text
target_npc_or_box_name = red_recover_item_3_spawn
distanse = 100
prior = 2
target_cond = {=actor_on_level(red_forest) -red_recover_item_3_done} true, false
on_init = %+red_recover_item_3_done%
requested_items = red_quest_prototipe_device
community_relation_delta_complete = 100
reward_money = 3500
auto_faction = true