#include "script_sound_agroprom.ltx"
#include "script_sound_agroprom_underground.ltx"
#include "script_sound_darkvalley.ltx"
#include "script_sound_escape.ltx"
#include "script_sound_garbage.ltx"
#include "script_sound_generator.ltx"
#include "script_sound_hospital.ltx"
#include "script_sound_limansk.ltx"
#include "script_sound_marsh.ltx"
#include "script_sound_military.ltx"
#include "script_sound_redforest.ltx"
#include "script_sound_yantar.ltx"
#include "script_sound_music_and_stories.ltx"
#include "script_sound_stancia_2.ltx"
[list]: list_music_and_stories, list_agr, list_agru, list_val, list_esc, list_gar, list_gen, list_hosp, list_lim, list_mar, list_mil, list_red, list_yan, list_stancia_2
pl_test
bloodsucker_growl
bloodsucker_hit
bloodsucker_swarm
boar_swarm
boar_swamp_runaway
state
wait
threat_weap
threat_back
commander_to_squad
squad_fear
fear_fire

trader_door_open_start
trader_door_close_start
trader_door_close_stop
trader_door_locked
trader_door_unlock
wood_small_open
wood_small_close_start
wood_small_close_stop
wood_large_open
wood_large_close_start
wood_large_close_stop
metal_small_open
metal_small_close_start
metal_small_close_stop

pda_alarm
pda_news
pda_tips
pda_task

heli_damaged
heli_down
heli_hit

alife_arrive
alife_defended

alife_attack_done
alife_defence_done
alife_point_captured

alife_defence_vs_mutant
alife_defence_vs_bandit
alife_defence_vs_army

alife_prepare_attack
alife_prepare_actor
alife_prepare_self
alife_we_spoted_now
alife_wait_actor_signal
alife_defence_wait_help
alife_defence_actor_come
alife_defence_actor_help

alife_general_help_stalker
alife_general_help_csky
alife_general_help_bandit
alife_general_help_dolg
alife_general_help_freedom

alife_start_attack
alife_see_counter

alife_bloodsucker
patrol_sneak
patrol_run
patrol_walk
fight_attack
post_combat_wait
post_combat_wait_long
post_combat_relax
alarm

meet_general_start
meet_general_wait
meet_general_stop
meet_comander_start
meet_comander_wait
meet_comander_stop
meet_weapon_start
meet_weapon_wait

arena_introduce

use_abuse

surge_earthquake_sound
blowout_begin
blowout_rumble
blowout_hit_1
blowout_hit_2
blowout_hit_3
blowout_wave_1
blowout_wave_2
blowout_wave_3

shooting_target_up
shooting_target_down
shooting_target_hit


[surge_earthquake_sound]
type = looped
path = ambient\earthquake

[blowout_begin]
type = 3d
path = ambient\blowout_begin

[blowout_rumble]
type = looped
path = ambient\blowout_rumble

[blowout_hit_1]
type = 3d
path = ambient\blowout_hit_1

[blowout_hit_2]
type = 3d
path = ambient\blowout_hit_2

[blowout_hit_3]
type = 3d
path = ambient\blowout_hit_3

[blowout_wave_1]
type = 3d
path = ambient\blowout_wave_1

[blowout_wave_2]
type = 3d
path = ambient\blowout_wave_2

[blowout_wave_3]
type = 3d
path = ambient\blowout_wave_3

[use_abuse]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = talk\use\abuse_
shuffle = rnd
idle = 7,13,100
group_snd = false

[state]
type = npc
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,13,100
group_snd = true

[state_1]
type = npc|actor|3d
actor_stereo = true|false
npc_prefix = true|false
path = states\idle\idle_
shuffle = rnd|seq|loop
idle = 3,5,100 ;min,max,rnd

;************************************************************
;Óíèâåðñàëüíàÿ îçâó÷êà âñòðå÷è
;************************************************************
[wait]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,10,100


[threat_weap]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = threat\drop_weapon\dropweapon_
shuffle = seq
idle = 7,10,100

[threat_back]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = threat\back_off\backoff_
shuffle = seq
idle = 3,5,100

;************************************************************
;Áîëîòíàÿ òâàðü è êóñòàðíèêîâûé êàáàí
;************************************************************

[bloodsucker_swarm]
type = 3d
path = monsters\bloodsucker\swamp_run_
shuffle = rnd
idle = 1,1,100

[commander_to_squad]
type = npc
npc_prefix = false
path = scenario\marsh\bloodsucker\comander_to_squad_
shuffle = rnd
idle = 1,1,100

[squad_fear]
type = npc
npc_prefix = false
path = scenario\marsh\bloodsucker\squad_fear_
shuffle = rnd
idle = 1,1,100

[fear_fire]
type = npc
npc_prefix = false
path = scenario\marsh\bloodsucker\fear_fire_
shuffle = rnd
idle = 1,1,100

[boar_swarm]
type = 3d
path = monsters\boar\boar_swamp_run_
shuffle = rnd
idle = 0,0,100

[boar_swamp_runaway]
type = 3d
path = monsters\boar\boar_swamp_runaway_
shuffle = rnd
idle = 0,0,100

[bloodsucker_growl]
type = 3d
path = monsters\bloodsucker\attack_hit_
shuffle = rnd
idle = 0,0,100

[bloodsucker_hit]
type = 3d
path = monsters\bloodsucker\heavy_hit_
shuffle = rnd
idle = 0,0,100



;************************************************************
; Alife
;************************************************************
[alife_arrive]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_01\stalker\alife\defence\actor_come_
shuffle = rnd
idle = 1,1,100

[alife_defended]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_01\stalker\alife\defence\actor_help_
shuffle = rnd
idle = 3,5,100

[alife_attack_done]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
actor_stereo = false
npc_prefix = true
path = alife\attack\end_fight_
shuffle = rnd
idle = 0,0,100

[alife_defence_done]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
actor_stereo = false
npc_prefix = true
path = alife\defence\end_defence_
shuffle = rnd
idle = 0,0,100

[alife_point_captured]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
actor_stereo = false
npc_prefix = true
path = alife\attack\smart_captured_
shuffle = rnd
idle = 0,0,100
play_always = true


[alife_prepare_attack]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom, army
npc_prefix = true
path = alife\attack\attack_ready_
shuffle = rnd
idle = 0,0,100

[alife_prepare_actor]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
actor_stereo = false
npc_prefix = true
path = alife\attack\wait_signal_
shuffle = rnd
idle = 0,0,100

[alife_prepare_self]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = alife\attack\prepare_attack_
shuffle = rnd
idle = 0,0,100

[alife_we_spoted_now]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = alife\attack\we_spotted_
shuffle = rnd
idle = 0,0,100

[alife_wait_actor_signal]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
actor_stereo = false
npc_prefix = true
path = alife\attack\wait_again_
shuffle = rnd
idle = 7,10,100


[alife_defence_wait_help]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = alife\defence\wait_help_
shuffle = rnd
idle = 7,10,100
group_snd = true

[alife_defence_actor_come]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = alife\defence\actor_come_
shuffle = rnd
idle = 0,0,100
play_always = true

[alife_defence_actor_help]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = alife\defence\actor_help_
shuffle = rnd
idle = 0,0,100
play_always = true

[alife_defence_vs_mutant]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = alife\defence\request_help_vs_mutant_
shuffle = rnd
idle = 5,5,100
group_snd = true

[alife_defence_vs_bandit]
type = npc
avail_communities = csky, stalker, dolg, freedom
npc_prefix = true
path = alife\defence\request_help_vs_bandit_
shuffle = rnd
idle = 5,5,100
group_snd = true

[alife_defence_vs_army]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = alife\defence\request_help_vs_military_
shuffle = rnd
idle = 5,5,100
group_snd = true


[alife_general_help_stalker]
type = actor
npc_prefix = false
path = characters_voice\human_02\stalker\alife\defence\actor_help_
shuffle = rnd
idle = 0,0,100
play_always = true

[alife_general_help_csky]
type = actor
npc_prefix = false
path = characters_voice\human_02\csky\alife\defence\actor_help_
shuffle = rnd
idle = 0,0,100
play_always = true

[alife_general_help_bandit]
type = actor
npc_prefix = false
path = characters_voice\human_02\bandit\alife\defence\actor_help_
shuffle = rnd
idle = 0,0,100
play_always = true

[alife_general_help_dolg]
type = actor
npc_prefix = false
path = characters_voice\human_02\dolg\alife\defence\actor_help_
shuffle = rnd
idle = 0,0,100
play_always = true

[alife_general_help_freedom]
type = actor
npc_prefix = false
path = characters_voice\human_02\freedom\alife\defence\actor_help_
shuffle = rnd
idle = 0,0,100
play_always = true







[alife_start_attack]
type = npc
npc_prefix = true
avail_communities = csky, stalker, bandit, dolg, freedom, army
path = alife\attack\start_fight_
shuffle = rnd
idle = 0,0,100


[alife_see_counter]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = alife\attack\see_counter_
shuffle = rnd
idle = 0,0,100

[alife_bloodsucker]
type = npc
npc_prefix = false
path = scenario\marsh\bloodsucker\fear_
shuffle = rnd
idle = 10,15,100


[patrol_sneak]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\sneak_
shuffle = rnd
idle = 1,1,100

[patrol_run]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\run_
shuffle = rnd
idle = 1,1,100

[patrol_walk]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\walk_
shuffle = rnd
idle = 1,1,100

[fight_attack]
type = npc
actor_stereo = false
npc_prefix = true
path = fight\attack\script_attack_
shuffle = rnd
idle = 1,1,100



[post_combat_wait]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = csky, stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 3,5,100

[post_combat_wait_long]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = csky, stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 7,10,100

[post_combat_relax]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\relax_
avail_communities = csky, stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 1,1,100


;***************************************************************
; Çâóêè äâåðåé
;***************************************************************
[pl_test]
type = npc
npc_prefix = true
path = fight\attack\attack_
shuffle = rnd
idle = 1,1,100

[trader_door_open_start]
type = 3d
path = device\door_start
shuffle = rnd
idle = 1,1,100

[trader_door_close_start]
type = 3d
path = device\door_closing
shuffle = rnd
idle = 1,1,100

[trader_door_close_stop]
type = 3d
path = device\door_stop
shuffle = rnd
idle = 1,1,100

[trader_door_locked]
type = 3d
path = device\door_locked
shuffle = rnd
idle = 1,1,100

[trader_door_unlock]
type = 3d
path = device\door_servomotor
shuffle = rnd
idle = 1,1,100

[wood_small_open]
type = 3d
path = device\wood_small_open
shuffle = rnd
idle = 1,1,100

[wood_small_close_start]
type = 3d
path = device\wood_small_close_start
shuffle = rnd
idle = 1,1,100

[wood_small_close_stop]
type = 3d
path = device\wood_small_close_stop
shuffle = rnd
idle = 1,1,100

[wood_large_open]
type = 3d
path = device\wood_large_open
shuffle = rnd
idle = 1,1,100

[wood_large_close_start]
type = 3d
path = device\wood_large_close_start
shuffle = rnd
idle = 1,1,100

[wood_large_close_stop]
type = 3d
path = device\wood_large_close_stop
shuffle = rnd
idle = 1,1,100

[metal_small_open]
type = 3d
path = device\metal_small_open
shuffle = rnd
idle = 1,1,100

[metal_small_close_start]
type = 3d
path = device\metal_small_close_start
shuffle = rnd
idle = 1,1,100

[metal_small_close_stop]
type = 3d
path = device\metal_small_close_stop
shuffle = rnd
idle = 1,1,100

;***************************************************************
; Îçâó÷êà ÏÄÀ
;***************************************************************
[pda_alarm]
type = actor
npc_prefix = false
path = device\pda\pda_alarm
shuffle = rnd
idle = 0,0,100

[pda_news]
type = actor
npc_prefix = false
path = device\pda\pda_news
shuffle = rnd
idle = 1,1,100

[pda_tips]
type = actor
npc_prefix = false
path = device\pda\pda_tip
shuffle = rnd
idle = 1,1,100

[pda_task]
type = actor
npc_prefix = false
path = device\pda\pda_objective
shuffle = rnd
idle = 1,1,100

;***************************************************************
; Îçâó÷êà Âåðòèáåðäà
;***************************************************************
[heli_damaged]
type = actor
npc_prefix = false
path = vehicles\helicopter\damage_
shuffle = rnd
idle = 1,1,100

[heli_down]
type = actor
npc_prefix = false
path = vehicles\helicopter\death_
shuffle = rnd
idle = 1,1,100

[heli_hit]
type = actor
npc_prefix = false
path = vehicles\helicopter\hit_
shuffle = rnd
idle = 3,4,40



;***************************************************************
; ÎÑÍÎÂÍÛÅ ÒÅÌÛ
;***************************************************************
[alarm]
type = 3d
path = ambient\siren1
shuffle = loop
idle = 0,0,100



[meet_general_start]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_general_start_
shuffle = rnd
idle = 2,2,100

[meet_general_wait]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_general_wait_
shuffle = rnd
idle = 5,7,100

[meet_general_stop]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_general_stop_
shuffle = rnd
idle = 1,1,100

[meet_comander_start]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_comander_start_
shuffle = rnd
idle = 2,2,100

[meet_comander_wait]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_comander_wait_
shuffle = rnd
idle = 5,7,100

[meet_comander_stop]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_comander_stop_
shuffle = rnd
idle = 1,1,100

[meet_weapon_start]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_weapon_start_
shuffle = rnd
idle = 2,2,100

[meet_weapon_wait]
type = npc
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_weapon_wait_
shuffle = rnd
idle = 5,7,100


;***************************************************************
; ÒÅÌÛ ÄËß ÀÐÅÍÛ
;***************************************************************

[arena_introduce]
type = actor
path = characters_voice\scenario\polygon\polygon_fight_
shuffle = seq
idle = 15,16,100

;***************************************************************
; ÒÅÌÛ ÄËß ÒÈÐÀ
;***************************************************************
[shooting_target_up]
type = 3d
path = ambient\special\target_up
shuffle = rnd
idle = 0,0,100

[shooting_target_down]
type = 3d
path = ambient\special\target_down
shuffle = rnd
idle = 0,0,100

[shooting_target_hit]
type = 3d
path = ambient\special\target_hit_
shuffle = rnd
idle = 0,0,100


