[list_hosp]
hosp_far_gunfire
hosp_far_sniper
clear_sky_request_help
clear_sky_about_hall
clear_sky_about_sniper
clear_sky_runner_killed
clear_sky_wait
clear_sky_wait_pda
clear_sky_go
clear_sky_go_pda
clear_sky_suicide
clear_sky_well
clear_sky_badly
clear_sky_badly_pda
clear_sky_danger
clear_sky_kill_sniper
clear_sky_kill_sniper_now
clear_sky_start_raid
clear_sky_cover_us
clear_sky_gunner_killed
clear_sky_thanks_actor
helicopter_see_enemy
helicopter_kill_order
helicopter_start_attack
enemy_see_helicopter
helicopter_killed
clear_sky_hold_on
clear_sky_start_block
clear_sky_block_1
clear_sky_block_2
clear_sky_kill_dot
clear_sky_victory
hosp_expl_door
clear_sky_kill_gunner
hospital_kill_actor
hospital_kill_actor_intercept
clear_sky_arrived
clear_sky_victory_reply
hospital_z3_csky_com_apply
hospital_z3_csky_com_order

[hosp_far_gunfire]
type = 3d
path = characters_voice\scenario\hospital\hospital_gunfire_1
shuffle = rnd
idle = 1,1,100

[hosp_far_sniper]
type = 3d
path = characters_voice\scenario\hospital\hospital_sniper_1
shuffle = rnd
idle = 1,1,100

[clear_sky_request_help]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_request_help
shuffle = rnd
idle = 3,5,100

[clear_sky_about_hall]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_about_hall
shuffle = rnd
idle = 3,5,100

[clear_sky_about_sniper]
type = npc
actor_stereo = true
npc_prefix = false
path = scenario\hospital\clear_sky_about_sniper
shuffle = rnd
idle = 3,5,100

[clear_sky_runner_killed]
type = npc
actor_stereo = true
npc_prefix = false
path = scenario\hospital\clear_sky_runner_killed
shuffle = rnd
idle = 3,5,100

[clear_sky_wait]
type = npc
actor_stereo = true
npc_prefix = false
path = scenario\hospital\clear_sky_wait
shuffle = rnd
idle = 3,5,100

[clear_sky_wait_pda]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_wait_pda
shuffle = rnd
idle = 3,5,100

[clear_sky_go]
type = npc
actor_stereo = true
npc_prefix = false
path = scenario\hospital\clear_sky_go
shuffle = rnd
idle = 3,5,100

[clear_sky_go_pda]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_go_pda
shuffle = rnd
idle = 3,5,100

[clear_sky_suicide]
type = npc
actor_stereo = true
npc_prefix = false
path = scenario\hospital\clear_sky_suicide
shuffle = seq
idle = 1,1,100

[clear_sky_well]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_well
shuffle = rnd
idle = 3,5,100

[clear_sky_badly]
type = npc
actor_stereo = true
npc_prefix = false
path = scenario\hospital\clear_sky_badly_
shuffle = rnd
idle = 3,5,100

[clear_sky_badly_pda]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_badly_pda_
shuffle = rnd
idle = 3,5,100

[clear_sky_danger]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_danger
shuffle = rnd
idle = 3,5,100

[hospital_kill_actor]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\hospital_kill_actor
shuffle = rnd
idle = 3,5,100

[hospital_kill_actor_intercept]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\hospital_kill_actor_intercept
shuffle = rnd
idle = 3,5,100

[clear_sky_kill_sniper]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_kill_sniper
shuffle = rnd
idle = 3,5,100

[clear_sky_kill_sniper_now]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_kill_sniper_now_
shuffle = rnd
idle = 3,5,100

[clear_sky_start_raid]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_start_raid
shuffle = rnd
idle = 3,5,100

[clear_sky_cover_us]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_cover_us
shuffle = rnd
idle = 3,5,100

[clear_sky_gunner_killed]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_gunner_killed
shuffle = rnd
idle = 3,5,100

[clear_sky_thanks_actor]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_thanks_actor
shuffle = rnd
idle = 3,5,100

[helicopter_see_enemy]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\helicopter_see_enemy
shuffle = rnd
idle = 3,5,100

[helicopter_kill_order]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\helicopter_kill_order
shuffle = rnd
idle = 3,5,100

[helicopter_start_attack]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\helicopter_start_attack
shuffle = rnd
idle = 3,5,100

[enemy_see_helicopter]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\enemy_see_helicopter
shuffle = rnd
idle = 3,5,100

[helicopter_killed]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\helicopter_killed
shuffle = rnd
idle = 3,5,100

[clear_sky_hold_on]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_hold_on
shuffle = rnd
idle = 3,5,100

[clear_sky_arrived]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_arrived
shuffle = rnd
idle = 3,5,100

[clear_sky_start_block]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_start_block
shuffle = rnd
idle = 3,5,100

[clear_sky_block_1]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_block_1
shuffle = rnd
idle = 3,5,100

[clear_sky_block_2]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_block_2
shuffle = rnd
idle = 3,5,100

[clear_sky_kill_dot]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_kill_dot
shuffle = rnd
idle = 3,5,100

[clear_sky_victory]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_victory
shuffle = rnd
idle = 3,5,100

[clear_sky_victory_reply]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\clear_sky_victory_reply
shuffle = rnd
idle = 3,5,100

[hosp_expl_door]
type = 3d
path = characters_voice\scenario\hospital\expl_door
shuffle = rnd
idle = 1,1,100

[clear_sky_kill_gunner]
type = npc
actor_stereo = true
npc_prefix = false
path = scenario\hospital\clear_sky_kill_gunner
shuffle = rnd
idle = 3,5,100

[hospital_z3_csky_com_apply]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\hospital_z3_csky_com_apply
shuffle = seq
idle = 1,1,100

[hospital_z3_csky_com_order]
type = actor
actor_stereo = false
npc_prefix = true
path = scenario\hospital\hospital_z3_csky_com_order
shuffle = seq
idle = 1,1,100