[list_lim]
lim_bandit_wounded_help
lim_bandit_wounded_help2_snd
lim_cs_stalker_spich
lim_cs_stalker_hint
lim_cs_storm_troop_leader_clear_street
lim_cs_storm_troop2_leader_to_actor1
lim_cs_storm_troop2_leader_to_actor2
lim_cs_storm_troop2_leader_to_actor3
lim_cs_storm_troop2_leader_to_actor4
lim_cs_storm_troop2_leader_to_actor5
lim_cs_storm_troop2_leader_to_actor6
lim_cs_storm_troop2_leader_order1
lim_cs_storm_troop2_leader_order2
lim_cs_storm_troop2_leader_order3
lim_cs_stalker_oreder_1
lim_cs_storm_troop_leader_to_actor1
lim_cs_storm_troop_leader_to_actor2
lim_cs_storm_troop_leader_order1
lim_cs_storm_troop_leader_order2
lim_cs_storm_troop_leader_stay
lim_cs_reconnaissance_squad_alert
lim_cs_reconnaissance_squad_clear
lim_cs_reconnaissance_squad_to_actor
lim_cs_reconnaissance_squad_sniper_alert
lim_cs_reconnaissance_squad_order1
lim_cs_reconnaissance_squad_electro_fence
lim_cs_reconnaissance_squad_confused
lim_cs_reconnaissance_squad_destroy_generator
lim_cs_enter_squad_attention
lim_cs_enter_squad_see_target
lim_cs_enter_squad_check
lim_bandit_wounded_dont_shoot
lim_cs_enter_squad_threat1
lim_cs_enter_squad_threat2
lim_bandit_wounded_medkit1
lim_bandit_wounded_medkit2
lim_cs_enter_squad_fire1
lim_cs_enter_squad_fire2
lim_bandit_wounded_senks
lim_bandit_wounded_about_ambush
lim_cs_enter_squad_bandit_free
lim_cs_reconnaissance_squad_electricity_off
lim_cs_reconnaissance_squad_electricity_off_pda
lim_cs_leader_next_task
lim_electro_fience_transformer
lim_electro_fience_swither

[lim_cs_stalker_hint]
type = npc
actor_stereo = false
npc_prefix = false
avail_communities = killer
path = scenario\limansk\lim_cs_stalker_hint
shuffle = rnd
play_always = true
idle = 10,15,100

[lim_cs_storm_troop_leader_clear_street]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_storm_troop_leader_clear_street
shuffle = rnd
idle = 10,15,100

[lim_bandit_wounded_help]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_bandit_wounded_help
shuffle = rnd
idle = 10,15,100

[lim_bandit_wounded_help2_snd]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\bandit\help\wounded\medkit_3
shuffle = rnd
idle = 10,15,100

[lim_csky_ready_fire]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\bandit\help\wounded\medkit_1
shuffle = rnd
idle = 10,15,100

[lim_csky_fire]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\fight\wounded\medkit_1
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_to_actor1]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_to_actor1
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_to_actor2]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_to_actor2
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_to_actor3]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_to_actor3
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_to_actor4]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_to_actor4
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_to_actor5]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_to_actor5
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_to_actor6]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_to_actor6
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_order1]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_order1
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_order2]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_order2
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop2_leader_order3]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop2_leader_order3
shuffle = rnd
idle = 10,15,100

[lim_cs_stalker_oreder_1]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_stalker_oreder_1
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop_leader_to_actor1]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_storm_troop_leader_to_actor1
shuffle = seq
idle = 10,15,100

[lim_cs_storm_troop_leader_to_actor2]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop_leader_to_actor2
shuffle = rnd
idle = 10,15,100

[lim_cs_stalker_spich]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_stalker_spich
shuffle = seq
idle = 1,1,100

[lim_cs_storm_troop_leader_order1]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop_leader_order1
shuffle = seq
idle = 10,15,100

[lim_cs_storm_troop_leader_order2]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_storm_troop_leader_order2
shuffle = rnd
idle = 10,15,100

[lim_cs_reconnaissance_squad_alert]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_reconnaissance_squad_alert
shuffle = rnd
idle = 10,15,100

[lim_cs_reconnaissance_squad_clear]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_reconnaissance_squad_clear
shuffle = rnd
idle = 10,15,100

[lim_cs_reconnaissance_squad_to_actor]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_reconnaissance_squad_to_actor
shuffle = rnd
idle = 10,15,100

[lim_cs_reconnaissance_squad_sniper_alert]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_reconnaissance_squad_sniper_alert
shuffle = rnd
idle = 10,15,100

[lim_cs_reconnaissance_squad_order1]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_reconnaissance_squad_order1
shuffle = rnd
idle = 10,15,100

[lim_cs_reconnaissance_squad_electro_fence]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_reconnaissance_squad_electro_fence
shuffle = rnd
idle = 10,15,100

[lim_cs_reconnaissance_squad_confused]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_reconnaissance_squad_confused
shuffle = rnd
idle = 10,15,100

[lim_cs_reconnaissance_squad_destroy_generator]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_reconnaissance_squad_destroy_generator
shuffle = rnd
idle = 10,15,100

[lim_cs_enter_squad_attention]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_enter_squad_attention
shuffle = seq
idle = 1,1,100

[lim_cs_enter_squad_see_target]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_enter_squad_see_target
shuffle = seq
idle = 1,1,100

[lim_cs_enter_squad_check]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_enter_squad_check
shuffle = seq
idle = 1,1,100

[lim_bandit_wounded_dont_shoot]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_bandit_wounded_dont_shoot
shuffle = rnd
idle = 15,20,100

[lim_cs_enter_squad_threat1]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_enter_squad_threat1
shuffle = seq
idle = 1,1,100

[lim_cs_enter_squad_threat2]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_enter_squad_threat2
shuffle = seq
idle = 1,1,100

[lim_bandit_wounded_medkit1]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_bandit_wounded_medkit1
shuffle = seq
idle = 1,1,100

[lim_bandit_wounded_medkit2]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_bandit_wounded_medkit2
shuffle = rnd
idle = 10,20,100

[lim_cs_enter_squad_fire1]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_enter_squad_fire1
shuffle = seq
idle = 1,1,100

[lim_cs_enter_squad_fire2]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_enter_squad_fire2
shuffle = seq
idle = 1,1,100

[lim_bandit_wounded_senks]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_bandit_wounded_senks
shuffle = seq
idle = 1,1,100

[lim_bandit_wounded_about_ambush]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_bandit_wounded_about_ambush
shuffle = seq
idle = 1,1,100

[lim_cs_enter_squad_bandit_free]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_enter_squad_bandit_free
shuffle = seq
idle = 1,1,100

[lim_cs_reconnaissance_squad_electricity_off]
type = npc
actor_stereo = false
npc_prefix = false
path = scenario\limansk\lim_cs_reconnaissance_squad_electricity_off
shuffle = seq
idle = 1,1,100

[lim_cs_reconnaissance_squad_electricity_off_pda]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_reconnaissance_squad_electricity_off_pda
shuffle = seq
idle = 1,1,100

[lim_cs_leader_next_task]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_leader_next_task
shuffle = seq
idle = 1,1,100

[lim_electro_fience_transformer]
type = looped
path = ambient\special\lim_transformer

[lim_electro_fience_swither]
type = 3d
actor_stereo = false
npc_prefix = false
path = device\power_switch
shuffle = rnd
idle = 10,15,100

[lim_cs_storm_troop_leader_stay]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\limansk\lim_cs_storm_troop_leader_stay
shuffle = rnd
idle = 10,15,100