[logic]
active = walker@start
level_spot = quest_npc

[walker@start]
path_walk = mar_smart_terrain_csky_base_commander_walk
path_look = mar_smart_terrain_csky_base_commander_look
on_info = {+mar_intro_talk_with_trader_radio_timer} walker@main, {+mar_intro_talk_with_barman_radio_timer} walker@intro_3
combat_ignore_cond = true
meet = meet@busy

[walker@intro_3]
path_walk = mar_smart_terrain_csky_base_commander_walk
path_look = mar_smart_terrain_csky_base_commander_look
;lvl
on_info = {+mar_intro_talk_with_commander_1_radio_played -mar_lvl_sim} walker@tutorial_1, {+mar_intro_talk_with_commander_1_radio_played +mar_lvl_sim} walker@main
combat_ignore_cond = true
meet = meet@main

[walker@tutorial_1]
path_walk = mar_smart_terrain_csky_base_commander_walk
path_look = mar_smart_terrain_csky_base_commander_look
on_info = {+mar_intro_talk_with_trader_started} remark@tutorial_2
combat_ignore_cond = true
meet = meet@self

[remark@tutorial_2]
anim = wait_rac
target = actor
snd = mar_csky_leader_to_trader_0
on_signal = sound_end | remark@tutorial_3 %+mar_intro_talk_with_trader_radio_timer%
combat_ignore_cond = true
meet = no_meet

[remark@tutorial_3]
anim = wait_rac
target = actor
on_info = {+mar_intro_talk_with_trader_radio_played} remark@tutorial_4
combat_ignore_cond = true
meet = no_meet

[remark@tutorial_4]
anim = wait
snd = mar_csky_leader_hurry_player_0
on_signal = sound_end | walker@main
target = actor
combat_ignore_cond = true
meet = no_meet

;-----------------------------------------------------------------------------

[walker@main]
path_walk = mar_smart_terrain_csky_base_commander_walk
path_look = mar_smart_terrain_csky_base_commander_look
combat_ignore_cond = true
meet = meet@main
on_info = {+red_bridge_scene_begin} %=destroy_object%

;[smartcover@window_idle]
;path_walk = mar_smart_terrain_csky_base_commander_walk
;cover_name = mar_smart_cover_csky_commander_lead_stand_look_in_window
;loophole_name = lead_stand_look_in_window
;cover_state = idle_target
;combat_ignore_cond = true
;meet = meet@main

;-----------------------------------------------------------------------------

[meet@main]
meet_state = 5 | ward@nil
meet_state_wpn = 5 | ward@nil
victim = 5 | actor
victim_wpn = 5 | actor
use = true
use_wpn = true
precond = visibility
meet_dialog	= {+mar_intro_talk_with_barman_done -mar_intro_talk_with_commander_1_radio_played} mar_csky_leader_intro2_dialog, {+mar_intro_talk_with_commander_2_started -mar_intro_talk_with_commander_2_done} mar_csky_leader_intro3_dialog
allow_break = false
trade_enable = false

[meet@busy]
meet_state = 3 | nil@nil
meet_state_wpn = 3 | nil@nil
victim = 0 | actor
victim_wpn = 0 | actor
use = true
use_wpn = true
allow_break = false
trade_enable = false
sound_start 	= mar_csky_leader_meet
sound_stop 		= mar_csky_leader_meet_bye
quest_npc = true

[meet@self]  ;Юзание после связи по ПДА
meet_state = 5 | ward@actor
meet_state_wpn = 5 | ward@actor
victim = 5 | actor
victim_wpn = 5 | actor
use = self
use_wpn = self
precond = visibility
meet_dialog	= mar_csky_leader_tutorial_dialog
allow_break = false
trade_enable = false