[logic]
active = nil;sr_idle@teleport_to

[sr_idle@teleport_to] ;переход к туннелю чеоез проводника
on_info = {+jup_b1_teleport_to_tunnel} sr_idle@teleportin %=run_postprocess(fade_in:8610) =disable_ui%, {+jup_b1_go_on_task +jup_b1_start} sr_idle@teleport_wait_to_zombie
on_info2 = {+jup_b1_teleport_squad_only} sr_idle@teleportin_squad %+jup_b1_st_mission%
on_info3 = {+jup_b1_go_on_task =actor_in_zone(jup_b1_tuskano_spawn_zone)} sr_idle@teleport_wait_to_zombie %+jup_b1_start +jup_b1_st_mission%

[sr_idle@teleportin]
on_game_timer = 20 | %=run_postprocess(black:8611:true) +jup_b1_teleport_step_1 =teleport_squad(jup_b1_stalker_squad:jup_b1_stalker_spawn)%
on_info  = {+jup_b1_teleport_step_1} sr_idle@teleport_post %=teleport_actor(jup_b1_actor_telep_stay_1:jup_b1_actor_telep_look_1)%
on_info2 = {-jup_b1_zombied_1_teleported} %=teleport_npc_by_story_id(jup_b1_zombie_1:jup_b1_zombie_spawn)  +jup_b1_zombied_1_teleported%
on_info3 = {-jup_b1_zombied_2_teleported} %=teleport_npc_by_story_id(jup_b1_zombie_2:jup_b1_zombie_stay_1) +jup_b1_zombied_2_teleported%
on_info4 = {-jup_b1_zombied_3_teleported} %=teleport_npc_by_story_id(jup_b1_zombie_3:jup_b1_zombie_stay_2) +jup_b1_zombied_3_teleported%

[sr_idle@teleport_post]
on_game_timer = 20 | %+jup_b1_ui% ;=teleport_npc_by_story_id(jup_b1_stalker_1:jup_b1_st_1_first_stand) =teleport_npc_by_story_id(jup_b1_stalker_2:jup_b1_st_2_first_stand) =teleport_npc_by_story_id(jup_b1_stalker_3:jup_b1_st_3_first_stand) =teleport_npc_by_story_id(jup_b1_stalker_4:jup_b1_st_4_first_stand)%
on_info = {+jup_b1_ui} sr_idle@teleport_wait_to_zombie %=stop_postprocess(8610) =stop_postprocess(8611) =enable_ui() -jup_b1_ui  +jup_b1_st_mission%

[sr_idle@teleportin_squad]
on_info = sr_idle@teleport_wait_to_zombie %=teleport_squad(jup_b1_stalker_squad:jup_b1_stalker_spawn)%

[sr_idle@teleport_wait_to_zombie] ;зомбирование отряда контроллером
on_info = {=actor_has_item(jup_b1_half_artifact) =squad_exist(jup_b1_stalker_squad)} sr_idle@zombie %+jup_b1_actor_has_half_artifact =teleport_squad(jup_b1_stalker_squad:jup_b1_surge_5_walk)%
;on_info = {=actor_has_item(jup_b1_half_artifact) =squad_exist(jup_b1_stalker_squad)} sr_idle@zombie %+jup_b1_actor_has_half_artifact =teleport_squad(jup_b1_stalker_squad:jup_b1_bad_stalker_spawn)%
on_info2 = {!squad_exist(jup_b1_stalker_squad)} sr_idle@nil

[sr_idle@zombie]
on_game_timer = 1 | sr_idle@teleport_wait_to_go_home   
on_info =  {-jup_b1_stalker_1_is_dead -jup_b1_st_1_teleported_to_zombied} %=teleport_npc_by_story_id(jup_b1_stalker_1:jup_b1_st_1_zombie_stay) +jup_b1_st_1_teleported_to_zombied%
on_info2 = {-jup_b1_stalker_2_is_dead -jup_b1_st_2_teleported_to_zombied} %=teleport_npc_by_story_id(jup_b1_stalker_2:jup_b1_st_2_zombie_stay) +jup_b1_st_2_teleported_to_zombied%
on_info3 = {-jup_b1_stalker_3_is_dead -jup_b1_st_3_teleported_to_zombied} %=teleport_npc_by_story_id(jup_b1_stalker_3:jup_b1_st_3_zombie_stay) +jup_b1_st_3_teleported_to_zombied%
on_info4 = {-jup_b1_stalker_4_is_dead -jup_b1_st_4_teleported_to_zombied} %=teleport_npc_by_story_id(jup_b1_stalker_4:jup_b1_st_4_zombie_stay) +jup_b1_st_4_teleported_to_zombied%

[sr_idle@teleport_wait_to_go_home] ;возвращение с отрядом домой через проводника
on_info  = {+jup_b1_teleport_to_home} sr_idle@teleportin_2 %=run_postprocess(fade_in:8613) =disable_ui -jup_b1_st_mission -jup_b1_go_on_task%
on_info2 = {+jup_b1_go_from_task +jup_b1_task_done +jup_b1_st_mission} sr_idle@nil %=teleport_squad(jup_b1_stalker_squad:jup_b41_stalker_spawn) -jup_b1_st_mission%

[sr_idle@teleportin_2]
on_game_timer = 20 | %=run_postprocess(black:8614:true) +jup_b1_teleport_step_2 =teleport_squad(jup_b1_stalker_squad:jup_b41_stalker_spawn)%
on_info = {+jup_b1_teleport_step_2} sr_idle@teleport_post_2 %=teleport_actor(jup_b1_actor_telep_stay_2:jup_b1_actor_telep_look_2)%

[sr_idle@teleport_post_2]
on_game_timer = 20 | %+jup_b1_ui%
on_info = {+jup_b1_ui} sr_idle@nil %=stop_postprocess(8613) =stop_postprocess(8614) =enable_ui() -jup_b1_ui%
on_info2 = {-jup_b1_stalker_1_is_dead -jup_b1_st_1_teleported_to_base} %=teleport_npc_by_story_id(jup_b1_stalker_1:jup_b41_base_stay_st_1) +jup_b1_st_1_teleported_to_base%
on_info3 = {-jup_b1_stalker_2_is_dead -jup_b1_st_2_teleported_to_base} %=teleport_npc_by_story_id(jup_b1_stalker_2:jup_b41_base_stay_st_2) +jup_b1_st_2_teleported_to_base%
on_info4 = {-jup_b1_stalker_3_is_dead -jup_b1_st_3_teleported_to_base} %=teleport_npc_by_story_id(jup_b1_stalker_3:jup_b41_base_stay_st_3) +jup_b1_st_3_teleported_to_base%
on_info5 = {-jup_b1_stalker_4_is_dead -jup_b1_st_4_teleported_to_base} %=teleport_npc_by_story_id(jup_b1_stalker_4:jup_b41_base_stay_st_4) +jup_b1_st_4_teleported_to_base%

[sr_idle@nil]