<?xml version="1.0" encoding="windows-1251"?>

<root>
  <level
    prize="0"
    level_marking_file_path="data\logic\levels\Chapter0\camp\camp_2.dat"
    objs_data_file_path="data\logic\levels\Chapter0\camp\camp_objs.xml"
    shadows_data_file_path="data\logic\levels\Chapter0\camp\camp_shadows.xml"
    light_sources_data_file_path="data\logic\levels\Chapter0\camp\camp_light_sources.xml"
    start_dialog_id="chap_7"
    complete_dialog_id="" 
  >
   
   
   
   <!--
   
     <persons>
       <person_0
        dialog_before_task_id = "pers0"
        dialog_after_task_success_id = "pers0_1"
        dialog_after_task_fail_id = "pers0_1"
        >

        <task_list type="titles" output_group="6" title_key = ""> 
          <task_element 
          type="compound_complete"
          presentation_data_id="camp/comp-base"/>
          <obj title_key="camp/item6"/>
          <obj title_key="camp/item29"/>
          <obj title_key="camp/item84"/>
          <obj title_key="camp/item114"/>
          <obj title_key="camp/item115"/>
          <obj title_key="camp/item116"/>
        </task_list>
      
      </person_0>
    </persons>
   
   
   -->
   
   

    <darkening file_name="camp_dark"/>

    
    <play_params0
      not_everpresent_objects_percentage="100"
      play_mode="by_title"
      random_filling_percentage="100"
      tasks_list_title_key=""
    >
      <necessary_objects
        num="2"
        output_group="9"
      >
        

части детектора
        <task_element 
          type="group_elements"
          title_skin_path="menu/game/levels/chapter0/camp/TaskElementGroupElements/camp_detector_parts"
          base_obj_data_id="Chapter0/camp/camp_2/tools_camp_2"
          item_0_angle = "0"
          items_dangle = "0.9"
          item_graphics_dir = "data/Gui/Game/Task/ElementGroupElements/item_image"
          dialog_before_appear="" 
          dialog_after_disappear=""
        >
          <task_element
            type="obj_by_image"
            presentation_data_id="camp/item96"
            representation_type="original"
          />
          <task_element
            type="obj_by_image"
            presentation_data_id="camp/item94"
            representation_type="original"
          />
          <task_element
            type="obj_by_image"
            presentation_data_id="camp/item58"
            representation_type="original"
          />
          <task_element
            type="obj_by_image"
            presentation_data_id="camp/item111"
            representation_type="original"
          />
          <task_element
            type="obj_by_image"
            presentation_data_id="camp/item77"
            representation_type="original"
          />
        <completion_message
          image_file_path = "data/Gui/Game/GameMessageScreen/Camp_2_1_box_of_instruments"  
          image_shift = "0; 0" 
          text_skin_path = "menu/GameMessageScreen/Camp_2_1_box_of_instruments"
          />
          </task_element>

        
починить свет
          <task_element
          type="compound_complete"
          presentation_data_id="camp/comp-base"
          draw_items = "true" 
          item_representation_type = "original" 
 	      item_0_angle = "-1"
          items_dangle = "1"
        >
        <completion_message
          image_file_path = "data/Gui/Game/GameMessageScreen/Camp_2_2_light"  
          image_shift = "0; 0" 
          text_skin_path = "menu/GameMessageScreen/Camp_2_2_light"
          />
          </task_element>





        
        
        

        
      </necessary_objects>
      <necessary_action
        dyn_obj_id=""
        title_key=""
      />
    </play_params0>
    <window0
      dimensions="1024; 768"
      position="0; -80"
    />
    <plane0
      dimensions="1024; 768"
    />
    <results-default
      result_default="0"
      result_default_delta="0"
    />
  
    
         <dyn_obj0 id="polka" locked="false" change_state_sound = "brezent">
      <name value="door_1"/>
      
      <state0 obj_name = "camp/dyn_1_closed">
      </state0>
      
      <state1 obj_name = "camp/dyn_1_open">
      <child obj_name = "camp/item96"/>
      <child obj_name = "camp/item111"/>
      </state1>
    
    </dyn_obj0>  
  
  
  
  
  
  
  </level>
</root>