[logic]
;active=sr_cutscene
active=sr_idle

[sr_idle]
;on_info = {!signal_rocket_flying(test_rocket)} sr_idle@1
;on_info=sr_idle@1 %=create_squad(test_duty2:smart_terrain_1) =create_squad(test_csky:smart_terrain_3) =create_squad(test_bandit:smart_terrain_4) =create_squad(test_freedom2:smart_terrain_2)%
;on_info=sr_idle@1 %=activate_surge(20)%
; =create_squad(test_freedom21:smart_terrain_2) =create_squad(test_csky:smart_terrain_3) =create_squad(test_bandit:smart_terrain_4) =create_squad(test_freedom2:smart_terrain_2) =create_squad(test_duty2:smart_terrain_1)%
;on_timer = 5000 | nil %+test_info_1%

[sr_idle@1]
;on_timer = 10000| sr_idle %=launch_signal_rocket(test_rocket)%
;on_info=sr_idle@2 %=give_inited_task(eliminate_smart:smart_terrain_1:csky)%
;on_info = sr_idle@2 %=give_inited_task(storyline:test_storyline_task:csky)%
;%=set_level_faction_community(csky:peacemaker_selo:neutral)%
;

[sr_idle@2]
;on_timer = 3000 | sr_idle@3 %=give_inited_task(storyline:test_storyline_task2:csky)%
;on_signal = sound_end | sr_idle@3
;on_timer = 10000 | nil %=play_sound(alife_general_help:dolg:agr_barman_name)%
;on_info=sr_idle@3 %=activate_surge(10)%
;{=is_faction_enemy_to_actor(csky)} sr_idle@3 %=activate_surge(6)%
;on_actor_inside=sr_idle@3 %=play_sound(esc_hello_stalker_leader:csky)%
;on_info=sr_idle@3 %=set_level_faction_community(bandit:peacemaker_selo:enemy)%

[sr_idle@3]
on_timer = 3000 | nil %+test_info_2 =give_inited_task(storyline:test_storyline_task3:csky)%
;on_actor_outside=sr_idle@2 %=play_sound(esc_bye_stalker_leader)%
;on_timer = 1000 | nil %=play_sound(alife_defence_done:dolg:agr_barman_name)%
;on_info = nil %=play_sound(arena_introduce:csky)%

;[sr_cutscene]
;point = patrol_path
;look = patrol_path_1
;cam_effector = test_effector
;on_signal = cameff_end | nil