--[[ [phrases_bar_veteran_mlr] type = npc npc_prefix = false path = characters_phrases\bar\bar_veteran_ shuffle = seq idle = 3,5,100 --]] ; Mercenary Radio [ds_killer_base_st] type = 3d path = mlr\mercs\cit_mers_music_mlr_ shuffle = rnd idle = 7,21,100 [bar_informer_1_mlr] type = npc path = scenario\bar\bar_informer_1 shuffle = rnd idle = 100,100,100 play_always = true story_ids = bar_informator_mlr [jup_night_sound_mlr] type = 3d path = mlr\marsh_radio_1 shuffle = loop idle = 5,15,100 [escape_sr_rupor_mlr_sound] type = 3d path = characters_voice\scenario\escape\megafon_ shuffle = loop idle = 5,15,100 [escape_sr_rupor_mlr_alarm] type = 3d path = characters_voice\scenario\escape\megafon_alarm_ shuffle = rnd idle = 0,0,100 [mil_freebase_mlr] type = 3d path = mlr\freedom\val_free_meg_music_ shuffle = rnd idle = 5,15,100 [mil_freebase_mlr_propaganda] type = 3d path = mlr\freedom\val_freedom_megafon_ shuffle = rnd idle = 5,15,100 [no_sound_mlr] type = 3d path = mlr\no_sound shuffle = loop idle = 5,15,100 [broken_radio_mlr] type = 3d path = mlr\broken_radio shuffle = loop idle = 5,15,100 ;TEST [sounds_tech_yan_sci_mlr] type = 3d path = mlr\freedom\val_free_meg_music_ shuffle = rnd idle = 5,15,100 [sounds_tech_yan_sci_mlr2] type = 3d path = mlr\scientists\marsh_beep_ shuffle = loop idle = 5,15,100