[list_mar]
mar_csky_tower_captured
mar_boars_killed
mar_plant_captured
mar_csky_tower_captured_to_actor
mar_csky_defend_tower
mar_csky_capture_plant
mar_helicopter_scan
mar_helicopter_base_attack
mar_helicopter_attack_confirm
mar_helicopter_base_moveout
mar_helicopter_moveout_confirm
mar_helicopter_lost
mar_csky_leader_to_barman_0
mar_csky_leader_to_trader_0
mar_csky_leader_hurry_player_0
mar_csky_barman_reply_0
mar_csky_trader_reply_0
mar_intro_scene_1_kalancha_1
mar_intro_scene_1_lebedev_2
mar_intro_scene_1_kalancha_3
mar_intro_scene_1_lebedev_4
mar_intro_scene_2_lebedev
mar_csky_hide_in_tower
mar_csky_player_in_tower
mar_csky_leader_starting_surge
mar_csky_commander_tutorial_anomalies
mar_csky_commander_tutorial_artefacts
mar_csky_forpost_sos
mar_csky_expansion_0_up
mar_csky_expansion_1_up
mar_csky_expansion_1_down
mar_csky_expansion_2_up
mar_csky_expansion_2_down
mar_csky_expansion_3_down
mar_csky_pathfinder_go_in
mar_csky_pathfinder_go_out
mar_csky_arrive_on_open_marsh
mar_intro_getting_up
;-------------------------------------------------------------------------------
mar_csky_barman_meet
mar_csky_barman_meet_bye
mar_csky_doctor_meet
mar_csky_doctor_meet_bye
mar_csky_leader_meet
mar_csky_leader_meet_bye
mar_csky_tech_meet
mar_csky_tech_meet_bye
mar_csky_trader_meet
mar_csky_trader_meet_bye

[mar_csky_barman_meet]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_barman_meet_greet_
shuffle = rnd
idle = 3,5,100

[mar_csky_barman_meet_bye]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_barman_meet_bye_
shuffle = rnd
idle = 1,1,100

[mar_csky_doctor_meet]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_doctor_meet_greet_
shuffle = rnd
idle = 3,5,100

[mar_csky_doctor_meet_bye]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_doctor_meet_bye_
shuffle = rnd
idle = 1,1,100

[mar_csky_leader_meet]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_leader_meet_greet_
shuffle = rnd
idle = 3,5,100

[mar_csky_leader_meet_bye]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_leader_meet_bye_
shuffle = rnd
idle = 1,1,100

[mar_csky_tech_meet]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_tech_meet_greet_
shuffle = rnd
idle = 3,5,100

[mar_csky_tech_meet_bye]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_tech_meet_bye_
shuffle = rnd
idle = 1,1,100

[mar_csky_trader_meet]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_trader_meet_greet_
shuffle = rnd
idle = 3,5,100

[mar_csky_trader_meet_bye]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\marsh\mar_csky_trader_meet_bye_
shuffle = rnd
idle = 1,1,100
;-------------------------------------------------------------------------------

[mar_csky_tower_captured]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_tower_captured
shuffle = seq
idle = 1,1,100

[mar_boars_killed]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_boars_killed
shuffle = seq
idle = 1,1,100

[mar_plant_captured]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_plant_captured
shuffle = seq
idle = 1,1,100

[mar_csky_tower_captured_to_actor]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_tower_captured_to_actor
shuffle = seq
idle = 1,1,100

[mar_csky_defend_tower]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_defend_tower
shuffle = seq
idle = 1,1,100

[mar_csky_capture_plant]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_capture_plant
shuffle = seq
idle = 1,1,100

[mar_helicopter_scan]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_helicopter_scan
shuffle = seq
idle = 1,1,100

[mar_helicopter_base_attack]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_helicopter_base_attack
shuffle = seq
idle = 1,1,100

[mar_helicopter_attack_confirm]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_helicopter_attack_confirm
shuffle = seq
idle = 1,1,100

[mar_helicopter_base_moveout]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_helicopter_base_moveout
shuffle = seq
idle = 1,1,100

[mar_helicopter_moveout_confirm]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_helicopter_moveout_confirm
shuffle = seq
idle = 1,1,100

[mar_helicopter_lost]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_helicopter_lost
shuffle = seq
idle = 1,1,100

[mar_intro_getting_up]
type = actor
actor_stereo = false
path = device\bed_getup_1
shuffle = seq
idle = 1,1,100

[mar_csky_leader_to_barman_0]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_leader_to_barman_0
shuffle = seq
idle = 1,1,100

[mar_csky_leader_to_trader_0]
type = npc
path = scenario\marsh\mar_csky_leader_to_trader_0
shuffle = seq
idle = 1,1,100

[mar_csky_leader_hurry_player_0]
type = npc
path = scenario\marsh\mar_csky_leader_hurry_player_0
shuffle = seq
idle = 1,1,100

[mar_csky_barman_reply_0]
type = npc
path = scenario\marsh\mar_csky_barman_reply_0
shuffle = seq
idle = 1,1,100

[mar_csky_trader_reply_0]
type = npc
path = scenario\marsh\mar_csky_trader_reply_0
shuffle = seq
idle = 1,1,100

[mar_intro_scene_1_kalancha_1]
type = npc
path = scenario\intro\mar_intro_1
shuffle = seq
idle = 1,1,100

[mar_intro_scene_1_lebedev_2]
type = npc
path = scenario\intro\mar_intro_2
shuffle = seq
idle = 1,1,100

[mar_intro_scene_1_kalancha_3]
type = npc
path = scenario\intro\mar_intro_3
shuffle = seq
idle = 1,1,100

[mar_intro_scene_1_lebedev_4]
type = npc
path = scenario\intro\mar_intro_4
shuffle = seq
idle = 1,1,100

[mar_intro_scene_2_lebedev]
type = npc
path = scenario\intro\mar_intro_5
shuffle = seq
idle = 1,1,100

[mar_csky_hide_in_tower]
type = npc
path = scenario\marsh\mar_csky_hide_in_tower_0
shuffle = seq
idle = 1,1,100

[mar_csky_player_in_tower]
type = npc
path = scenario\marsh\mar_csky_player_in_tower_0
shuffle = seq
idle = 1,1,100

[mar_csky_leader_starting_surge]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_leader_starting_surge_0
shuffle = seq
idle = 1,1,100

[mar_csky_commander_tutorial_anomalies]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_commander_tutorial_anomalies
shuffle = seq
idle = 1,1,100

[mar_csky_commander_tutorial_artefacts]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_commander_tutorial_artefacts
shuffle = seq
idle = 1,1,100

[mar_csky_forpost_sos]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_forpost_sos
shuffle = seq
idle = 1,1,100

[mar_csky_expansion_0_up]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_expansion_0_up
shuffle = rnd
idle = 1,1,100
play_always = true

[mar_csky_expansion_1_up]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_expansion_1_up
shuffle = rnd
idle = 1,1,100
play_always = true

[mar_csky_expansion_1_down]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_expansion_1_down
shuffle = rnd
idle = 1,1,100
play_always = true

[mar_csky_expansion_2_up]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_expansion_2_up
shuffle = rnd
idle = 1,1,100
play_always = true

[mar_csky_expansion_2_down]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_expansion_2_down
shuffle = rnd
idle = 1,1,100
play_always = true

[mar_csky_expansion_3_down]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_expansion_3_down
shuffle = rnd
idle = 1,1,100
play_always = true

[mar_csky_pathfinder_go_in]
type = npc
path = scenario\marsh\mar_csky_pathfinder_go_in_1
shuffle = rnd
idle = 1,1,100

[mar_csky_pathfinder_go_out]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_pathfinder_go_out_1
shuffle = rnd
idle = 1,1,100

[mar_csky_arrive_on_open_marsh]
type = actor
actor_stereo = false
path = characters_voice\scenario\marsh\mar_csky_arrive_on_open_marsh_1
shuffle = rnd
idle = 1,1,100