[combat_ignore]

[danger_condition]
ignore_distance_corpse = 0
ignore_distance_sound = 0



;Учёный 1, первая партия

[logic@work1]
active = remark@choice_work1
combat_ignore = combat_ignore

[remark@choice_work1]
on_info = {+gen_cutscene_04} walker@cutscene_04_work1
target = nil
path_walk = cutscene_02

[walker@cutscene_04_work1]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
on_game_timer = 350 | walker@cutscene_04_sound_1_work1

[walker@cutscene_04_sound_1_work1]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Босс, кажется мы нашли безопасный проход..."
on_info = %=play_sound(uno_scientist_passage)%


;Учёный 2, первая партия

[logic@work2]
active = remark@choice_work2
combat_ignore = combat_ignore

[remark@choice_work2]
on_info = {+gen_cutscene_04} walker@cutscene_04_work2
target = nil
path_walk = cutscene_02

[walker@cutscene_04_work2]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol


;Учёный 3, первая партия

[logic@work3]
active = remark@choice_work3
combat_ignore = combat_ignore

[remark@choice_work3]
on_info = {+gen_cutscene_04} walker@cutscene_04_work3
target = nil
path_walk = cutscene_02

[walker@cutscene_04_work3]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol


;Учёный 4, лидер, первая партия

[logic@work4]
active = remark@choice_work4
combat_ignore = combat_ignore

[remark@choice_work4]
on_info = {+gen_cutscene_04} walker@cutscene_04_work4
target = nil
path_walk = cutscene_02

[walker@cutscene_04_work4]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
on_game_timer = 55 | walker@cutscene_04_sound_1_work4

[walker@cutscene_04_sound_1_work4]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Нифига себе..."
on_info = %=play_sound(uno_commander_story_2)%
on_game_timer = 140 | walker@cutscene_04_sound_2_work4

[walker@cutscene_04_sound_2_work4]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Наёмник, не заедайся..."
on_info = %=play_sound(uno_commander_shut_up)%
on_game_timer = 180 | walker@cutscene_04_sound_3_work4

[walker@cutscene_04_sound_3_work4]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Хватит болтать..."
on_info = %=play_sound(uno_commander_forward)%


;Учёный 5, первая партия

[logic@work5]
active = remark@choice_work5
combat_ignore = combat_ignore

[remark@choice_work5]
on_info = {+gen_cutscene_04} walker@cutscene_04_work5
target = nil
path_walk = cutscene_02

[walker@cutscene_04_work5]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol


;Наёмник, первая партия

[logic@work6]
active = remark@choice_work6
combat_ignore = combat_ignore

[remark@choice_work6]
on_info = {+gen_cutscene_04} walker@cutscene_04_work6
target = nil
path_walk = cutscene_02

[walker@cutscene_04_work6]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
on_game_timer = 145 | walker@cutscene_04_sound_1_work6

[walker@cutscene_04_sound_1_work6]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Командир, не трать время..."
on_info = %=play_sound(actor_no_time)%
on_game_timer = 135 | walker@cutscene_04_sound_2_work6

[walker@cutscene_04_sound_2_work6]
path_walk = cutscene_04
path_look = cutscene_04_look
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Задницей чую, будут неприятности..."
on_info = %=play_sound(actor_go_faster)%


;Учёный 1, вторая партия

[logic@work7]
active = remark@choice_work7
combat_ignore = combat_ignore

[remark@choice_work7]
on_info = {+gen_cutscene_08} walker@cutscene_08_work7, {+gen_cutscene_02} walker@cutscene_02_work7
target = nil
path_walk = cutscene_02

[walker@cutscene_02_work7]
path_walk = cutscene_02
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol

[walker@cutscene_08_work7]
path_walk = cutscene_08
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
on_game_timer = 220 | %=play_sound(uno_scientist_snork_1)%


;Учёный 2, вторая партия

[logic@work8]
active = remark@choice_work8
combat_ignore = combat_ignore

[remark@choice_work8]
on_info = {+gen_cutscene_08} walker@cutscene_08_work8, {+gen_cutscene_02} walker@cutscene_02_work8
target = nil
path_walk = cutscene_02

[walker@cutscene_02_work8]
path_walk = cutscene_02
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol

[walker@cutscene_08_work8]
path_walk = cutscene_08
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol


;Учёный 3, вторая партия

[logic@work9]
active = remark@choice_work9
combat_ignore = combat_ignore

[remark@choice_work9]
on_info = {+gen_cutscene_08} walker@cutscene_08_work9, {+gen_cutscene_02} walker@cutscene_02_work9
target = nil
path_walk = cutscene_02

[walker@cutscene_02_work9]
path_walk = cutscene_02
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol

[walker@cutscene_08_work9]
path_walk = cutscene_08
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
on_info = {+gen_snork_anim_right_4_danger} remark@kill_snork_anim_right_4_work9
meet = no_meet

[remark@kill_snork_anim_right_4_work9]
anim = threat_fire
target = logic@work6, gen_st_snorks
combat_ignore_cond = always
invulnerable = true
danger = danger_condition
meet = no_meet


;Учёный 4, лидер, вторая партия

[logic@work10]
active = remark@choice_work10
combat_ignore = combat_ignore

[remark@choice_work10]
on_info = {+gen_cutscene_08} walker@cutscene_08_work10, {+gen_cutscene_02} walker@cutscene_02_work10
target = nil
path_walk = cutscene_02

[walker@cutscene_02_work10]
path_walk = cutscene_02_leader
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
on_game_timer = 260 | walker@cutscene_02_sound_1_work10

[walker@cutscene_02_sound_1_work10]
path_walk = cutscene_02_leader
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Полная слепота приборов..."
on_info = %=play_sound(uno_commander_story_1)%
on_game_timer = 35 | walker@cutscene_02_sound_2_work10

[walker@cutscene_02_sound_2_work10]
path_walk = cutscene_02_leader
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Контора так стреманулась..."
on_info = %=play_sound(uno_commander_story_1b)%

[walker@cutscene_08_work10]
path_walk = cutscene_08
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
on_info = {+gen_snork_anim_right_4_danger} remark@kill_snork_anim_right_4_work10
meet = no_meet

[remark@kill_snork_anim_right_4_work10]
anim = threat
target = logic@work6, gen_st_snorks
;on_info = {+gen_snork_anim_right_4_dead}
combat_ignore_cond = always
invulnerable = true
danger = danger_condition
on_game_timer = 60 | walker@cutscene_10_work_sound_1_10
meet = no_meet

[walker@cutscene_10_work_sound_1_10]
path_walk = cutscene_08
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
;-- Звук "Это засада!.."
on_info = %=play_sound(uno_commander_defence)%
meet = no_meet


;Учёный 5, вторая партия

[logic@work11]
active = remark@choice_work11
combat_ignore = combat_ignore

[remark@choice_work11]
on_info = {+gen_cutscene_08} walker@cutscene_08_work11, {+gen_cutscene_02} walker@cutscene_02_work11
target = nil
path_walk = cutscene_02

[walker@cutscene_02_work11]
path_walk = cutscene_02
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol

[walker@cutscene_08_work11]
path_walk = cutscene_08
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
on_info = {+gen_snork_anim_right_4_danger} remark@kill_snork_anim_right_4_work11
meet = no_meet

[remark@kill_snork_anim_right_4_work11]
anim = threat_fire
target = logic@work6, gen_st_snorks
;on_info = {+gen_snork_anim_right_4_dead}
combat_ignore_cond = always
invulnerable = true
danger = danger_condition
meet = no_meet


;Наёмник, вторая партия

[logic@work12]
active = remark@choice_work12
combat_ignore = combat_ignore

[remark@choice_work12]
on_info = {+gen_cutscene_08} walker@cutscene_08_work12, {+gen_cutscene_02} walker@cutscene_02_work12
target = nil
path_walk = cutscene_02

[walker@cutscene_02_work12]
path_walk = cutscene_02
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol

[walker@cutscene_08_work12]
path_walk = cutscene_08
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol