[logic]
active = sr_idle@wait

[sr_idle@wait]
on_info = {=actor_on_level(l05_bar) -jup_grizzled_brother_dialog_end} sr_idle@timer
on_info2 = {+jup_grizzled_brother_dialog_end} sr_idle@quest_control_1

[sr_idle@timer]
on_game_timer = 10800 | sr_idle@wait_teleport
on_info = {+jup_grizzled_brother_dialog_end} sr_idle@quest_control_1

[sr_idle@wait_teleport]
on_info = {=dist_to_actor_le(30) =actor_active_detector(shtern_detector)} sr_particle@mil_teleport %=play_sound(jup_b16_oasis_noise)%

[sr_particle@mil_teleport]
name = anomaly2\anomaly_spatial_bubble_rupture
path = way_to_jup_from_bar
mode = 2
looped = true 
on_info = {=actor_in_zone(sr_to_jup) =actor_active_detector(shtern_detector)} sr_idle@start_teleport %=run_postprocess(fade_in:8610) =disable_ui()%
on_info2 = {!actor_active_detector(shtern_detector)} sr_idle@wait_teleport
on_info3 = {=dist_to_actor_ge(31)} sr_idle@wait_teleport
on_info4 = {+jup_grizzled_brother_dialog_end} sr_idle@quest_control_1

[sr_idle@start_teleport]
on_game_timer = 20 | sr_idle@timer_1 %=cleaner_weapons =teleport_actor(actor_limansk_walk:actor_limansk_look) =forward_game_time(1) -actor_arrived%
on_info = {+jup_grizzled_brother_dialog_end} sr_idle@quest_control_1

[sr_idle@timer_1]
on_game_timer = 200 | sr_idle@wait
on_info = {+jup_grizzled_brother_dialog_end} sr_idle@quest_control_1

[sr_idle@quest_control_1]
