;***************************************************************
; ТЕМЫ ДЛЯ ПАССИВНЫХ ОБЪЕКТОВ
;***************************************************************

#include "npc_item.ltx"

[_example]	 				; описание параметров
; Основные =========================================================================
path = fight\fire\fire_		; путь к набору фраз (или к единичному звуку)
;
;-----------------------------------------------------------------------------------
shuffle = seq				; способ выбора звука из набора: rnd - случайно, seq - последовательно, loop - последовательно с повторением ; по умолчанию rnd
; если seq, то после воспроизведения всех звуков, тема больше играться не будет
;-----------------------------------------------------------------------------------
idle = 20,40,100			; минимальная пауза между фразами, максимальная пауза, вероятность воспроизведения
;
;====================================================================================
delay_sound = 100,500		; задержка проигрывания звука в миллисекундах ; минимальная, максимальная ; по умолчанию 0
; не рекомендуется ставить слишком большую задержку
;-----------------------------------------------------------------------------------
save = true					; сохранять ли индекс последнего проигранного звука при записи игры, по умолчанию false
; не имеет смысла для shuffle = rnd
;-----------------------------------------------------------------------------------
group = some_group			; группа, в которой окажется эта тема
; для организации озвучки групп НПС, или отыгрывание набора тем. см. groups.ltx
;-----------------------------------------------------------------------------------
play_type = looped			; для зацикленного проигрывания
;
;-----------------------------------------------------------------------------------
inventory_item = hand_radio	; секция предмета в инвентаре объекта или 'active' для активного предмета
; если указано, звук будет проигрываться из позиции указанного предмета
;-----------------------------------------------------------------------------------

;============================================================== 

[lim_electro_fience_swither]
path = device\power_switch
shuffle = rnd
idle = 10,15,100

[pas_b400_elevator_off]
path = ambient\underpass\pas_b400_elevator_off
shuffle = seq

[pas_b400_gates_wreck]
path = ambient\underpass\pas_b400_gates_wreck
shuffle = seq

[pas_b400_transformer]
path = ambient\underpass\pas_b400_transformer
play_type = looped


;============================================================== 
; чепушня черновая


[_template_3d]
[_template_actor]

[music]:_template_3d
path = characters_voice\scenario\megafon\megafon_music_

[humor]:_template_3d
path = characters_voice\scenario\escape\comandir_megafon_

[epic]:_template_3d
path = characters_voice\scenario\escape\megafon_1

[alarm1]:_template_3d
path = characters_voice\scenario\megafon\megafon_alarm_

[alarm2]:_template_3d
path = characters_voice\scenario\megafon\megafon_alarm_

[siren]:_template_3d
path = ambient\siren2

[bomb]:_template_3d
path = detectors\bomb_timer

[detector]:_template_3d
path = detectors\da-2_beep1

;==================================================
[dc_radio_music]:_template_3d
path = characters_voice\scenario\cit\bar_radio_1

[radio_music]:_template_3d
path = characters_voice\scenario\bar\radio_music\radio_music_1

; BAR MEGAFON

[dolg_speech]:_template_3d
path = characters_voice\scenario\bar\barman_megafon\megaphone_barman_
path_1 = characters_voice\scenario\bar\barman_megafon\megaphone_barman_
path_2 = characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_
path_3 = characters_voice\scenario\megafon\megafon_music_
path_4 = ambient\special\duty_base_radio_

[dolg_alarm]:_template_3d
path = characters_voice\scenario\bar\dolg_megafon\megaphone_duty_alarm

[dolg_megafon_1_hit]:_template_3d
path = characters_voice\scenario\bar\dolg_megafon\duty_gunfire_mega_1

[dolg_megafon_2_hit]:_template_3d
path = characters_voice\scenario\bar\dolg_megafon\duty_gunfire_mega_2

[dolg_megafon_kill]:_template_3d
path = characters_voice\scenario\bar\dolg_megafon\duty_gunfire_mega_3

[bar_start_megafon]:_template_3d
path = characters_voice\scenario\bar\barman_megafon\megaphone_barman_1
path_1 = characters_voice\scenario\bar\barman_megafon\megaphone_barman_1
path_2 = characters_voice\scenario\bar\barman_megafon\megaphone_barman_2
path_3 = characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_1
path_4 = characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_2


; ARENA

[arena_introduce_pseudodog]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_pseudodog

[arena_introduce_snork]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_snork

[arena_introduce_bloodsucker]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_bloodsucker

[arena_introduce_burer]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_burer

[arena_introduce_savage]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_zver

[arena_actor_afraid]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_coward

[arena_fight_begin]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_start

[arena_fight_victory]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_win_1

[arena_fight_victory_notime]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_win_2

[arena_fight_lose]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_out_of_time_win

[arena_fight_death]:_template_3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_dead

; sarcofag

[mon_monolith_damaged]:_template_actor
path = characters_voice\scenario\sarcofag\monolith_damaged

[mon_monolith_heavy_damaged]:_template_actor
path = characters_voice\scenario\sarcofag\monolith_heavy_damaged

[mon_monolith_alarm]:_template_actor
path = characters_voice\scenario\sarcofag\monolith_alarm

[mon_monolith_recharged]:_template_actor
path = characters_voice\scenario\sarcofag\monolith_recharged

;============

[gar_seryi_shooting]:_template_3d
path = characters_voice\scenario\garbage\distance_shooting

[gar_seryi_shooting_2]:_template_3d
path = characters_voice\scenario\bandits\bandit_replic_2

[aes_battle1]:_template_3d
path = ambient\battle_1

[aes_battle2]:_template_3d
path = ambient\battle_2

[gar_bandits_seryi]:_template_3d
path = characters_voice\scenario\garbage\grey_bandit_

;============

[radar_drone]:_template_3d
path = ambient\radar_1

[radar_thunder]:_template_3d
path = ambient\radar_2

[radar_sparks]:_template_3d
path = ambient\radarsparks_1

[aes_teleport]:_template_3d
path = anomaly\teleport_incoming

[radar_meh_on]:_template_actor
path = ambient\cooling_run

[radar_meh_off]:_template_actor
path = ambient\cooling_stop


[system_message_1]:_template_actor
path = characters_voice\scenario\yantar\system_message_1

[system_message_2]:_template_actor
path = characters_voice\scenario\yantar\system_message_2

[system_message_3]:_template_actor
path = characters_voice\scenario\yantar\system_message_3

[system_message_4]:_template_actor
path = characters_voice\scenario\yantar\system_message_4

[system_message_5]:_template_actor
path = characters_voice\scenario\yantar\system_message_5


[agro_test]:_template_3d
path = weapons\grenade1


[bar_arena_public]:_template_3d
path = characters_voice\scenario\bar\arena_public\new_arena_public_

[bar_arena_public_death]:_template_3d
path = ambient\arena\crowd_wave_


[bar_arena_fight_1]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_1_ready

[bar_arena_fight_1_end]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_1_finish

[bar_arena_fight_2]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_2_ready

[bar_arena_fight_2_end]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_2_finish

[bar_arena_fight_3]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_3_ready

[bar_arena_fight_3_end]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_3_finish

[bar_arena_fight_4]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_4_ready

[bar_arena_fight_4_end]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_4_finish

[bar_arena_fight_5]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_5_ready

[bar_arena_fight_5_end]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_5_finish

[bar_arena_fight_6]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_6_ready

[bar_arena_fight_6_end]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_6_finish

[bar_arena_fight_7]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_7_ready

[bar_arena_fight_7_end]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_7_finish

[bar_arena_fight_8]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_8_ready

[bar_arena_fight_8_end]:_template_3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_8_finish

; x18

[x18_sound_1]:_template_actor
path = ambient\x18\x18_hit_8

[x18_sound_2]:_template_actor
path = ambient\x18\x18_metal_2

[x18_sound_3]:_template_actor
path = ambient\x18\x18_metal_3

[x18_sound_4]:_template_actor
path = ambient\x18\x18_metal_4

[x18_sound_5]:_template_actor
path = ambient\x18\x18_metal_5

[x18_sound_6]:_template_actor
path = ambient\x18\x18_creak_2

[x18_sound_7]:_template_actor
path = ambient\x18\x18_creak_1

[x18_sound_8]:_template_actor
path = ambient\x18\x18_hit_7

[x18_sound_9]:_template_actor
path = ambient\x18\x18_footsteps_2

[x18_sound_10]:_template_actor
path = ambient\x18\x18_move_4

[x18_sound_11]:_template_actor
path = ambient\x18\x18_footsteps

[x18_sound_12]:_template_actor
path = ambient\x18\x18_move_3

[x18_firedoor]:_template_actor
path = anomaly\fireball_idle

; x16

[x16_engine1_run]:_template_actor
path = ambient\x16\x16_engine1_run

[x16_engine1_stop]:_template_actor
path = ambient\x16\x16_engine1_stop

[x16_engine2_run]:_template_actor
path = ambient\x16\x16_engine2_run

[x16_engine2_stop]:_template_actor
path = ambient\x16\x16_engine2_stop

[x16_hum_2]:_template_actor
path = ambient\x16\x16_hum_2

[x16_switch_1]:_template_actor
path = ambient\x16\switch_1

[x16_switch_2]:_template_actor
path = ambient\x16\switch_2

;=============

[mon_poltergeist]:_template_3d
path = anomaly\anomaly_gravy_hit1

[psy_voices]:_template_actor
path = characters_voice\scenario\yantar\psy_voices_1

; doors

[trader_door_open_start]:_template_3d
path = device\door_start

[trader_door_close_start]:_template_3d
path = device\door_closing

[trader_door_close_stop]:_template_3d
path = device\door_stop

[trader_door_locked]:_template_3d
path = device\door_locked

[trader_door_unlock]:_template_3d
path = device\door_servomotor

[wood_small_open]:_template_3d
path = device\wood_small_open

[wood_small_close_start]:_template_3d
path = device\wood_small_close_start

[wood_small_close_stop]:_template_3d
path = device\wood_small_close_stop

[wood_large_open]:_template_3d
path = device\wood_large_open

[wood_large_close_start]:_template_3d
path = device\wood_large_close_start

[wood_large_close_stop]:_template_3d
path = device\wood_large_close_stop

[metal_small_open]:_template_3d
path = device\metal_small_open

[metal_small_close_start]:_template_3d
path = device\metal_small_close_start

[metal_small_close_stop]:_template_3d
path = device\metal_small_close_stop







