

// rosjanie w bazie strzelaja do przeciwnikow

goto w0d -distance 50

activate res008 -goto gtm008
activate res009 -goto gtm009
activate res010 -goto gtm010
activate res011 -goto gtm011

activate rus001
activate rus002
activate rus003
activate rus004
activate rus005
activate rus007

set_look_at rus007 rus005

character_phase partner z_estimate_do_bzr
move_character partner gtm_p005 -bezier pratnerway004_bzr -phase_on_target stoi_rozglada_sie


// przy oficerze

goto w1 -distance 5
wait 0.5 -waypoint *

move_character rus007 rus007_gtm001 -bezier rus007_bzr -phase_on_target estimate

character_phase rus005 stoi_radio_wyciaga

wait 9

wait_end_dialogue

character_phase rus005 stoi_radio_opuszcza

wait 3

move_character rus005 rus005_gtm001 -phase_on_target estimate
dialogue meldunek1 rus005


activate rus006
move_character rus006 rus006_gtm001 -bezier rus006_bzr -phase_on_target estimate






// wjazd terro do bazy

set wymus_muzyke


character_phase res008 zabij
character_phase res009 znika
character_phase res010 znika
character_phase res011 znika

activate res016 -goto gtm016
activate res017 -goto gtm017
activate res018 -goto gtm018
activate res019 -goto gtm019

wait 3 -objective L01O02

// przeszeregowanie

move_character rus005 rus006_gtm002 -bezier rus006_02_bzr -phase_on_target estimate
character_phase rus001 z_estimate_do_bzr
character_phase rus002 z_estimate_do_bzr
character_phase rus003 z_estimate_do_bzr
move_character rus001 rus001_gtm001 -bezier rus001_bzr -phase_on_target estimate
move_character rus002 rus002_gtm001 -bezier rus002_bzr -phase_on_target estimate
move_character rus003 rus003_gtm001 -bezier rus003_bzr -phase_on_target estimate

character_phase partner z_estimate_do_bzr
move_character partner gtm_p006 -bezier pratnerway005_bzr -phase_on_target estimate



// enemy hilu

activate res014
activate res015
wait 0.5
set L01_hilu002_on // silnik pojazdu wlaczony
bezier_move enemy_hilu001 enemy_hilu001_bzr


// enemy hilu2

wait 3

activate res020
activate res021
wait 0.5
set L01_hilu003_on // silnik pojazdu wlaczony
bezier_move enemy_hilu002 enemy_hilu002_bzr


enemies_dead 80


// jeszcze raz ci sami w trakcie dojscia gracza to karabinku


bezier_move enemy_gaz001 enemy_gaz001_bzr


activate res016 -goto gtm016
activate res017 -goto gtm017
activate res018 -goto gtm018
activate res019 -goto gtm019


// hero do karabinka

dialogue L01_karabinek  hero partner


// kolejne przegrupowanie
character_phase rus006 z_estimate_do_bzr
character_phase rus002 z_estimate_do_bzr
character_phase rus003 z_estimate_do_bzr
move_character rus006 rus006_gtm002 -bezier rus006_02_bzr -phase_on_target estimate
move_character rus002 rus002_gtm002 -bezier rus002_02_bzr -phase_on_target estimate
move_character rus003 rus002_gtm001 -bezier rus003_02_bzr -phase_on_target estimate







// zmasowany atak przeciwnikow

activate res016
activate res019

goto w2 -distance 3 -waypoint w2
wait 0.5 -waypoint *
activate pkm001_g

gun_forbid_dismounting

// postacie maja beziery zapisane w skryptach postaci

activate res022
activate res023
activate res024
activate res025

activate res028
activate res029
activate res030


// przeciwnicy w domku

// activate res026 -goto gtm026
activate res027 -goto gtm027


enemies_dead 60
gun_allow_dismounting




character_phase partner z_estimate_do_bzr
move_character partner gtm_p007 -bezier pratnerway006_bzr -phase_on_target kuca_rozglada_sie

wait 3

dialogue L01_po_karabinku hero partner
wait_end_dialogue

gun_dismount po_pkm001

unset wymus_muzyke


wait 2
checkpoint trzy
wait 1


// by nie nudzili sie zolnierze w bazie

activate res017
activate res018
