//-------------------------------------------------------------------------------------------------------------- // fbihrt Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpfbihrt" "worldSaidHelpfbihrt" "!=1" "required" weight 0 Criterion "NotSaidRoundEndfbihrt" "worldSaidRoundEndfbihrt" "!=1" "required" //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankfbihrt { speak "fbihrt_Blank" noscene //Blank } //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativefbihrt { scene "scenes/fbihrt/radiobotreponsepositive01.vcd" //Yes scene "scenes/fbihrt/radiobotreponsepositive01.vcd" //Yes scene "scenes/fbihrt/radiobotreponsepositive02.vcd" //Alright scene "scenes/fbihrt/radiobotreponsepositive03.vcd" //Affirmative scene "scenes/fbihrt/radiobotreponsepositive03.vcd" //Affirmative scene "scenes/fbihrt/radiobotreponsepositive04.vcd" //Okay scene "scenes/fbihrt/radiobotreponsepositive07.vcd" //Yep scene "scenes/fbihrt/radiobotreponsepositive09.vcd" //That's a big ten four scene "scenes/fbihrt/radiobotreponsepositive15.vcd" //Affirmative } Rule Affirmativefbihrt { criteria TLK_Affirmative Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Affirmativefbihrt } Response Agreefbihrt { scene "scenes/fbihrt/radiobotreponsepositive02.vcd" //Alright scene "scenes/fbihrt/radiobotreponsepositive10.vcd" //Alrighty scene "scenes/fbihrt/radiobotreponsepositive11.vcd" //Sure scene "scenes/fbihrt/radiobotreponsepositive14.vcd" //Fine } Rule Agreefbihrt { criteria TLK_Agree Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Agreefbihrt } Response BarelyDefusedfbihrt { scene "scenes/fbihrt/RadioBotEndClose01.vcd" //We barely stopped 'em scene "scenes/fbihrt/RadioBotEndClose02.vcd" //That was a close one } Rule BarelyDefusedfbihrt { criteria TLK_BarelyDefused Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response BarelyDefusedfbihrt } Response Blindedfbihrt { scene "scenes/fbihrt/RadioBotPostFlash01.vcd" //I'm blind scene "scenes/fbihrt/RadioBotPostFlash02.vcd" //Can't see scene "scenes/fbihrt/RadioBotPostFlash03.vcd" //Blinded scene "scenes/fbihrt/RadioBotPostFlash04.vcd" //Ahhh... flash bang scene "scenes/fbihrt/RadioBotPostFlash05.vcd" //Flashed! } Rule Blindedfbihrt { criteria TLK_Blinded Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Blindedfbihrt } Response Clearfbihrt { scene "scenes/fbihrt/RadioBotClear01.vcd" //All clear scene "scenes/fbihrt/RadioBotClear02.vcd" //Clear scene "scenes/fbihrt/RadioBotClear03.vcd" //We're clear } Rule Clearfbihrt { criteria TLK_Clear Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Clearfbihrt } Response ClearedAreafbihrt { scene "scenes/fbihrt/RadioBotClear01.vcd" //All clear scene "scenes/fbihrt/RadioBotClear04.vcd" //Area's clear scene "scenes/fbihrt/RadioBotClear05.vcd" //Area secure } Rule ClearedAreafbihrt { criteria TLK_ClearedArea Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response ClearedAreafbihrt } Response CoveringFriendfbihrt { scene "scenes/fbihrt/radiobotreponsecoverrequest01.vcd" //I've got your back scene "scenes/fbihrt/radiobotreponsecoverrequest02.vcd" //I've got you scene "scenes/fbihrt/radiobotreponsecoverrequest03.vcd" //I'll cover you scene "scenes/fbihrt/radiobotreponsecoverrequest04.vcd" //Covering scene "scenes/fbihrt/radiobotreponsecoverrequest05.vcd" //I got you } Rule CoveringFriendfbihrt { criteria TLK_CoveringFriend Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response CoveringFriendfbihrt } Response DeathCryfbihrt { scene "scenes/fbihrt/ct_death01.vcd" //Ohhhh! scene "scenes/fbihrt/ct_death02.vcd" //Ohhhmmmph scene "scenes/fbihrt/ct_death03.vcd" //(exhale) scene "scenes/fbihrt/ct_death04.vcd" //Ohhhh! } Rule DeathCryfbihrt { criteria TLK_DeathCry Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response DeathCryfbihrt } Response Disagreefbihrt { scene "scenes/fbihrt/radiobotreponsenegative04.vcd" //No, negative scene "scenes/fbihrt/radiobotreponsenegative05.vcd" //No scene "scenes/fbihrt/radiobotreponsenegative09.vcd" //Not gonna happen } Rule Disagreefbihrt { criteria TLK_Disagree Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Disagreefbihrt } Response EscortingHostagesfbihrt { scene "scenes/fbihrt/RadioBotHostagesEscort01.vcd" //Escorting the hostages scene "scenes/fbihrt/RadioBotHostagesEscort03.vcd" //I'm bringing the hostages out scene "scenes/fbihrt/RadioBotHostagesEscort04.vcd" //Hostages coming out } Rule EscortingHostagesfbihrt { criteria TLK_EscortingHostages Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response EscortingHostagesfbihrt } Response FollowingFriendfbihrt { scene "scenes/fbihrt/RadioBotFollowYou01.vcd" //You lead scene "scenes/fbihrt/RadioBotFollowYou02.vcd" //Lead the way scene "scenes/fbihrt/RadioBotFollowYou03.vcd" //I'm with you scene "scenes/fbihrt/RadioBotFollowYou04.vcd" //Behind you } Rule FollowingFriendfbihrt { criteria TLK_FollowingFriend Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response FollowingFriendfbihrt } Response FriendlyFirefbihrt { scene "scenes/fbihrt/RadioBotUnderFireFriendly01.vcd" //Check that weapon scene "scenes/fbihrt/RadioBotUnderFireFriendly02.vcd" //Hey, watch where you point that thing scene "scenes/fbihrt/RadioBotUnderFireFriendly03.vcd" //Hey! Hey! Whatcha doin? scene "scenes/fbihrt/RadioBotUnderFireFriendly04.vcd" //Hey! Hey! Hey! scene "scenes/fbihrt/RadioBotUnderFireFriendly05.vcd" //Whoa! Hey! Whatcha doin? scene "scenes/fbihrt/RadioBotUnderFireFriendly06.vcd" //Hold your fire! scene "scenes/fbihrt/RadioBotUnderFireFriendly07.vcd" //Come on, seriously? } Rule FriendlyFirefbihrt { criteria TLK_FriendlyFire Isfbihrt IsTalkfbihrt IsBDamage ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response FriendlyFirefbihrt } Response FriendlyFireNoBfbihrt { scene "scenes/fbihrt/RadioBotUnderFireFriendly03.vcd" //Hey! Hey! Whatcha doin? scene "scenes/fbihrt/RadioBotUnderFireFriendly04.vcd" //Hey! Hey! Hey! scene "scenes/fbihrt/RadioBotUnderFireFriendly05.vcd" //Whoa! Hey! Whatcha doin? scene "scenes/fbihrt/RadioBotUnderFireFriendly07.vcd" //Come on, seriously? } Rule FriendlyFireNoBfbihrt { criteria TLK_FriendlyFire Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response FriendlyFireNoBfbihrt } Response HeardNoisefbihrt { scene "scenes/fbihrt/RadioBotHear01.vcd" //I think I heard something scene "scenes/fbihrt/RadioBotHear02.vcd" //Did you hear that? scene "scenes/fbihrt/RadioBotHear03.vcd" //Anyone else hear that? } Rule HeardNoisefbihrt { criteria TLK_HeardNoise Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response HeardNoisefbihrt } Response helpfbihrt { scene "scenes/fbihrt/RadioBotUnderFire04.vcd" //Could use some help over here scene "scenes/fbihrt/RadioBotUnderFire05.vcd" //I need help scene "scenes/fbihrt/RadioBotUnderFire09.vcd" //Could use some help } Rule helpfbihrt { criteria TLK_help Isfbihrt ApplyContext "Talkfbihrt:1:1,SaidHelpfbihrt:1:3" applycontexttoworld Response helpfbihrt } Response HostageDownfbihrt { scene "scenes/fbihrt/RadioBotHostagesShot04.vcd" //They're killing the hostages! scene "scenes/fbihrt/RadioBotHostagesShot05.vcd" //We're losing hostages! } Rule HostageDownfbihrt { criteria TLK_HostageDown Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response HostageDownfbihrt } Response InCombatfbihrt { scene "scenes/fbihrt/radiobotreponseattacking01.vcd" //Attacking scene "scenes/fbihrt/radiobotreponseattacking02.vcd" //Engaging scene "scenes/fbihrt/radiobotreponseattacking03.vcd" //I'm doing this scene "scenes/fbihrt/radiobotreponseattacking04.vcd" //We're on scene "scenes/fbihrt/radiobotreponseattacking05.vcd" //We are on } Rule InCombatfbihrt { criteria TLK_InCombat Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response InCombatfbihrt } Response KilledFriendfbihrt { scene "scenes/fbihrt/RadioBotUnderFireFriendly03.vcd" //Hey! Hey! Whatcha doin? scene "scenes/fbihrt/RadioBotUnderFireFriendly05.vcd" //Whoa! Hey! Whatcha doin? scene "scenes/fbihrt/RadioBotUnderFireFriendly07.vcd" //Come on, seriously? } Rule KilledFriendfbihrt { criteria TLK_KilledFriend Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response KilledFriendfbihrt } Response KilledMyEnemyfbihrt { scene "scenes/fbihrt/RadioBotKill01.vcd" //Got 'em scene "scenes/fbihrt/RadioBotKill02.vcd" //Got one scene "scenes/fbihrt/RadioBotKill03.vcd" //He's down scene "scenes/fbihrt/RadioBotKill04.vcd" //Yes. Got 'em scene "scenes/fbihrt/RadioBotKill06.vcd" //That one's mine scene "scenes/fbihrt/RadioBotKill07.vcd" //Target down } Rule KilledMyEnemyfbihrt { criteria TLK_KilledMyEnemy Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response KilledMyEnemyfbihrt } Response LastManStandingfbihrt { scene "scenes/fbihrt/RadioBotCheer02.vcd" //Huh ho, yes! scene "scenes/fbihrt/RadioBotCheer04.vcd" //Okay, okay! scene "scenes/fbihrt/RadioBotCheer08.vcd" //That is it scene "scenes/fbihrt/RadioBotEndClose02.vcd" //That was a close one scene "scenes/fbihrt/radiobotreponsepositive08.vcd" //Oh, yeah } Rule LastManStandingfbihrt { criteria TLK_LastManStanding Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response LastManStandingfbihrt } Response LostEnemyfbihrt { scene "scenes/fbihrt/RadioBotQuery02.vcd" //Anyone see 'em? scene "scenes/fbihrt/RadioBotQuery03.vcd" //Where are they? } Rule LostEnemyfbihrt { criteria TLK_LostEnemy Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response LostEnemyfbihrt } Response Map_CTSpawnfbihrt { scene "scenes/fbihrt/ctmap_cs_italy22.vcd" //Insertion Point scene "scenes/fbihrt/ctmap_cs_italy23.vcd" //Back at the Insertion Point scene "scenes/fbihrt/ctmap_cs_italy24.vcd" //I'm at our Insertion Point } Rule Map_CTSpawnfbihrt { criteria TLK_Map_CTSpawn Isfbihrt IsTalkfbihrt IsNotar_shoots ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Map_CTSpawnfbihrt } Response Map_SnipersNestfbihrt { scene "scenes/fbihrt/ctmap_cs_office38.vcd" //Snipers Nest scene "scenes/fbihrt/ctmap_cs_office39.vcd" //Checking that snipers nest scene "scenes/fbihrt/ctmap_cs_office40.vcd" //In the snipers nest } Rule Map_SnipersNestfbihrt { criteria TLK_Map_SnipersNest Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Map_SnipersNestfbihrt } Response Map_Stairwellfbihrt { scene "scenes/fbihrt/ctmap_cs_office41.vcd" //Stair well scene "scenes/fbihrt/ctmap_cs_office42.vcd" //Covering the stair well scene "scenes/fbihrt/ctmap_cs_office43.vcd" //In the stair well } Rule Map_Stairwellfbihrt { criteria TLK_Map_Stairwell Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Map_Stairwellfbihrt } Response Negativefbihrt { scene "scenes/fbihrt/radiobotreponsenegative01.vcd" //No scene "scenes/fbihrt/radiobotreponsenegative03.vcd" //Negative scene "scenes/fbihrt/radiobotreponsenegative06.vcd" //Ah no scene "scenes/fbihrt/radiobotreponsenegative07.vcd" //That's a negative scene "scenes/fbihrt/radiobotreponsenegative08.vcd" //Yeah, that's a negative scene "scenes/fbihrt/radiobotreponsenegative10.vcd" odds 5 //No, that's not gonna happen scene "scenes/fbihrt/radiobotreponsenegative11.vcd" odds 5 //Negatory } Rule Negativefbihrt { criteria TLK_Negative Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Negativefbihrt } Response NiceShotfbihrt { scene "scenes/fbihrt/RadioBotNiceShot01.vcd" //Nice shot scene "scenes/fbihrt/RadioBotNiceShot01.vcd" //Nice shot scene "scenes/fbihrt/RadioBotNiceShot02.vcd" //Good one scene "scenes/fbihrt/RadioBotNiceShot02.vcd" //Good one scene "scenes/fbihrt/RadioBotNiceShot03.vcd" //Good kill scene "scenes/fbihrt/RadioBotNiceShot03.vcd" //Good kill scene "scenes/fbihrt/RadioBotNiceShot04.vcd" //Clean kill scene "scenes/fbihrt/RadioBotNiceShot04.vcd" //Clean kill scene "scenes/fbihrt/RadioBotNiceShot05.vcd" //You got 'em scene "scenes/fbihrt/RadioBotNiceShot05.vcd" //You got 'em scene "scenes/fbihrt/RadioBotNiceShot06.vcd" //He's down. scene "scenes/fbihrt/RadioBotNiceShot06.vcd" //He's down. } Rule NiceShotfbihrt { criteria TLK_NiceShot Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response NiceShotfbihrt } Response OnARollBragfbihrt { scene "scenes/fbihrt/RadioBotCheer01.vcd" //We got it! scene "scenes/fbihrt/RadioBotCheer02.vcd" //Huh ho, yes! scene "scenes/fbihrt/RadioBotCheer03.vcd" //Yes! scene "scenes/fbihrt/RadioBotCheer04.vcd" //Okay, okay! scene "scenes/fbihrt/RadioBotCheer05.vcd" //All right! scene "scenes/fbihrt/RadioBotCheer08.vcd" //That is it } Rule OnARollBragfbihrt { criteria TLK_OnARollBrag Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response OnARollBragfbihrt } Response OneEnemyLeftfbihrt { scene "scenes/fbihrt/RadioBotKillCount04.vcd" //1 guy left scene "scenes/fbihrt/RadioBotKillCount05.vcd" //Only 1 guy left scene "scenes/fbihrt/RadioBotKillCount11.vcd" //Intel says there's one more scene "scenes/fbihrt/RadioBotKillCount12.vcd" //Only one left scene "scenes/fbihrt/RadioBotKillCount13.vcd" //Got another one } Rule OneEnemyLeftfbihrt { criteria TLK_OneEnemyLeft Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response OneEnemyLeftfbihrt } Response OnMyWayfbihrt { scene "scenes/fbihrt/radiobotreponseomw01.vcd" //On my way scene "scenes/fbihrt/radiobotreponseomw02.vcd" //Coming scene "scenes/fbihrt/radiobotreponseomw03.vcd" //Heading over } Rule OnMyWayfbihrt { criteria TLK_OnMyWay Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response OnMyWayfbihrt } Response PinnedDownfbihrt { scene "scenes/fbihrt/RadioBotUnderFire06.vcd" //I'm pinned down } Rule PinnedDownfbihrt { criteria TLK_PinnedDown Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response PinnedDownfbihrt } Response Radio.Affirmitivefbihrt { scene "scenes/fbihrt/radiobotreponsepositive01.vcd" //Yes scene "scenes/fbihrt/radiobotreponsepositive01.vcd" //Yes scene "scenes/fbihrt/radiobotreponsepositive02.vcd" //Alright scene "scenes/fbihrt/radiobotreponsepositive03.vcd" //Affirmative scene "scenes/fbihrt/radiobotreponsepositive03.vcd" //Affirmative scene "scenes/fbihrt/radiobotreponsepositive04.vcd" //Okay scene "scenes/fbihrt/radiobotreponsepositive07.vcd" //Yep scene "scenes/fbihrt/radiobotreponsepositive09.vcd" //That's a big ten four scene "scenes/fbihrt/radiobotreponsepositive15.vcd" //Affirmative } Rule Radio.Affirmitivefbihrt { criteria TLK_Radio.Affirmitive Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Affirmitivefbihrt } Response Radio.Cheerfbihrt { scene "scenes/fbihrt/RadioBotCheer01.vcd" //We got it! scene "scenes/fbihrt/RadioBotCheer02.vcd" //Huh ho, yes! scene "scenes/fbihrt/RadioBotCheer03.vcd" //Yes! scene "scenes/fbihrt/RadioBotCheer04.vcd" //Okay, okay! scene "scenes/fbihrt/RadioBotCheer05.vcd" //All right! scene "scenes/fbihrt/RadioBotCheer08.vcd" //That is it } Rule Radio.Cheerfbihrt { criteria TLK_Radio.Cheer Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Cheerfbihrt } Response Radio.Complimentfbihrt { scene "scenes/fbihrt/RadioBotCheer01.vcd" //We got it! scene "scenes/fbihrt/RadioBotCheer02.vcd" //Huh ho, yes! scene "scenes/fbihrt/RadioBotCheer03.vcd" //Yes! scene "scenes/fbihrt/RadioBotCheer04.vcd" //Okay, okay! scene "scenes/fbihrt/RadioBotCheer05.vcd" //All right! scene "scenes/fbihrt/RadioBotCheer08.vcd" //That is it } Rule Radio.Complimentfbihrt { criteria TLK_Radio.Compliment Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Complimentfbihrt } Response Radio.CoverMefbihrt { scene "scenes/fbihrt/CoverMe01.vcd" //Cover scene "scenes/fbihrt/CoverMe02.vcd" //Cover } Rule Radio.CoverMefbihrt { criteria TLK_Radio.CoverMe Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.CoverMefbihrt } Response Radio.Decoyfbihrt { scene "scenes/fbihrt/ct_decoy01.vcd" //Decoy! scene "scenes/fbihrt/ct_decoy02.vcd" //Decoy's out scene "scenes/fbihrt/ct_decoy03.vcd" //Deploying decoy } Rule Radio.Decoyfbihrt { criteria TLK_Radio.Decoy Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Decoyfbihrt } Response Radio.EnemyDownfbihrt { scene "scenes/fbihrt/RadioBotKill01.vcd" //Got 'em scene "scenes/fbihrt/RadioBotKill02.vcd" //Got one scene "scenes/fbihrt/RadioBotKill03.vcd" //He's down scene "scenes/fbihrt/RadioBotKill04.vcd" //Yes. Got 'em scene "scenes/fbihrt/RadioBotKill07.vcd" //Target down } Rule Radio.EnemyDownfbihrt { criteria TLK_Radio.EnemyDown Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.EnemyDownfbihrt } Response Radio.EnemySpottedfbihrt { scene "scenes/fbihrt/RadioBotTarget01.vcd" //Target spotted scene "scenes/fbihrt/RadioBotTarget02.vcd" //I can see one scene "scenes/fbihrt/RadioBotTarget06.vcd" //We have an active shooter scene "scenes/fbihrt/RadioBotTarget07.vcd" //I have eyes on target scene "scenes/fbihrt/RadioBotTarget08.vcd" //Contact } Rule Radio.EnemySpottedfbihrt { criteria TLK_Radio.EnemySpotted Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.EnemySpottedfbihrt } Response Radio.FireInTheHolefbihrt { scene "scenes/fbihrt/ct_grenade01.vcd" //Fire in the hole! scene "scenes/fbihrt/ct_grenade02.vcd" //Grenade out scene "scenes/fbihrt/ct_grenade03.vcd" //Grenade } Rule Radio.FireInTheHolefbihrt { criteria TLK_Radio.FireInTheHole Isfbihrt IsTalkfbihrt IsNottraining1 ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.FireInTheHolefbihrt } Response Radio.Flashbangfbihrt { scene "scenes/fbihrt/ct_flashbang01.vcd" //Flashbang out scene "scenes/fbihrt/ct_flashbang02.vcd" //Throwing flashbang scene "scenes/fbihrt/ct_flashbang03.vcd" //Flashbang } Rule Radio.Flashbangfbihrt { criteria TLK_Radio.Flashbang Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Flashbangfbihrt } Response Radio.FollowMefbihrt { scene "scenes/fbihrt/RadioBotFollowMe01.vcd" //Follow me scene "scenes/fbihrt/RadioBotFollowMe02.vcd" //Let's go, follow me scene "scenes/fbihrt/RadioBotFollowMe04.vcd" //I'll take point scene "scenes/fbihrt/RadioBotFollowMe06.vcd" //Stick with me } Rule Radio.FollowMefbihrt { criteria TLK_Radio.FollowMe Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.FollowMefbihrt } Response Radio.GetInPositionfbihrt { scene "scenes/fbihrt/radiobotreponsepositive17.vcd" //Thanks scene "scenes/fbihrt/radiobotreponsepositive18.vcd" //Thanks a lot scene "scenes/fbihrt/radiobotreponsepositive20.vcd" //Yeah, thanks a lot } Rule Radio.GetInPositionfbihrt { criteria TLK_Radio.GetInPosition Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.GetInPositionfbihrt } Response Radio.GetOutOfTherefbihrt { scene "scenes/fbihrt/radiobotgo01.vcd" //Go go go! scene "scenes/fbihrt/radiobotgo03.vcd" //Come on, let's go } Rule Radio.GetOutOfTherefbihrt { criteria TLK_Radio.GetOutOfThere Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.GetOutOfTherefbihrt } Response Radio.GoGoGofbihrt { scene "scenes/fbihrt/radiobotgo01.vcd" //Go go go! scene "scenes/fbihrt/radiobotgo02.vcd" //Let's go! scene "scenes/fbihrt/radiobotgo03.vcd" //Come on, let's go } Rule Radio.GoGoGofbihrt { criteria TLK_Radio.GoGoGo Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.GoGoGofbihrt } Response Radio.HoldPositionfbihrt { scene "scenes/fbihrt/RadioBotHold01.vcd" //Hold this position scene "scenes/fbihrt/RadioBotHold02.vcd" //Cover this area scene "scenes/fbihrt/RadioBotHold03.vcd" //Stay here } Rule Radio.HoldPositionfbihrt { criteria TLK_Radio.HoldPosition Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.HoldPositionfbihrt } Response Radio.InPositionfbihrt { scene "scenes/fbihrt/InPosition01.vcd" //I'm in position } Rule Radio.InPositionfbihrt { criteria TLK_Radio.InPosition Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.InPositionfbihrt } Response radio.letsgofbihrt { scene "scenes/fbihrt/radiobotgo01.vcd" //Go go go! scene "scenes/fbihrt/radiobotgo02.vcd" //Let's go! scene "scenes/fbihrt/radiobotgo03.vcd" //Come on, let's go } Rule radio.letsgofbihrt { criteria TLK_radio.letsgo Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response radio.letsgofbihrt } Response radio.locknloadfbihrt { scene "scenes/fbihrt/RadioBotStart01.vcd" //Let's go scene "scenes/fbihrt/RadioBotStart02.vcd" //Grab your gear and let's go scene "scenes/fbihrt/RadioBotStart03.vcd" //Cowboy up and let's go scene "scenes/fbihrt/RadioBotStart04.vcd" //Let's move out scene "scenes/fbihrt/RadioBotStart05.vcd" //This is it, let's go scene "scenes/fbihrt/RadioBotStart06.vcd" //Break time's over ladies, let's go scene "scenes/fbihrt/RadioBotStart07.vcd" //Come on, let's get this started scene "scenes/fbihrt/RadioBotStart08.vcd" //This is it, we're going in. scene "scenes/fbihrt/RadioBotStart09.vcd" //Let's not lose a hostage scene "scenes/fbihrt/RadioBotStart10.vcd" //Safety people, safety scene "scenes/fbihrt/RadioBotStart11.vcd" //Let's make the bureau proud scene "scenes/fbihrt/radiobotgo02.vcd" //Let's go! } Rule radio.locknloadfbihrt { criteria TLK_radio.locknload Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response radio.locknloadfbihrt } Response Radio.Molotovfbihrt { scene "scenes/fbihrt/ct_molotov02.vcd" //Throwing fire. scene "scenes/fbihrt/ct_molotov03.vcd" //Incendiary out scene "scenes/fbihrt/ct_molotov04.vcd" //Throwing incendiary } Rule Radio.Molotovfbihrt { criteria TLK_Radio.Molotov Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Molotovfbihrt } Rule Radio.Incendiaryfbihrt { criteria TLK_Radio.Incendiary Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Molotovfbihrt } Response Radio.NeedBackupfbihrt { scene "scenes/fbihrt/RadioBotUnderFire10.vcd" //Need support scene "scenes/fbihrt/RadioBotUnderFire11.vcd" //Need backup } Rule Radio.NeedBackupfbihrt { criteria TLK_Radio.NeedBackup Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.NeedBackupfbihrt } Response Radio.Negativefbihrt { scene "scenes/fbihrt/radiobotreponsenegative01.vcd" //No scene "scenes/fbihrt/radiobotreponsenegative03.vcd" //Negative scene "scenes/fbihrt/radiobotreponsenegative07.vcd" //That's a negative scene "scenes/fbihrt/radiobotreponsenegative11.vcd" //Negatory scene "scenes/fbihrt/radiobotreponsenegative12.vcd" //Yeah, that's a big negative } Rule Radio.Negativefbihrt { criteria TLK_Radio.Negative Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Negativefbihrt } Response Radio.Regroupfbihrt { scene "scenes/fbihrt/RadioBotRegroup01.vcd" //Regroup scene "scenes/fbihrt/RadioBotRegroup02.vcd" //Let's stick together scene "scenes/fbihrt/RadioBotRegroup04.vcd" //Stay tight. } Rule Radio.Regroupfbihrt { criteria TLK_Radio.Regroup Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Regroupfbihrt } Response Radio.ReportingInfbihrt { scene "scenes/fbihrt/ReportingIn01.vcd" //Here } Rule Radio.ReportingInfbihrt { criteria TLK_Radio.ReportingIn Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.ReportingInfbihrt } Response Radio.ReportInTeamfbihrt { scene "scenes/fbihrt/RadioBotReport01.vcd" //Report In scene "scenes/fbihrt/RadioBotReport02.vcd" //Status? scene "scenes/fbihrt/RadioBotReport03.vcd" //Check in } Rule Radio.ReportInTeamfbihrt { criteria TLK_Radio.ReportInTeam Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.ReportInTeamfbihrt } Response Radio.Rogerfbihrt { scene "scenes/fbihrt/radiobotreponsepositive05.vcd" //Roger that scene "scenes/fbihrt/radiobotreponsepositive06.vcd" //Roger } Rule Radio.Rogerfbihrt { criteria TLK_Radio.Roger Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Rogerfbihrt } Response Radio.SectorClearfbihrt { scene "scenes/fbihrt/RadioBotClear01.vcd" //All clear scene "scenes/fbihrt/RadioBotClear02.vcd" //Clear scene "scenes/fbihrt/RadioBotClear03.vcd" //We're clear } Rule Radio.SectorClearfbihrt { criteria TLK_Radio.SectorClear Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.SectorClearfbihrt } Response Radio.Smokefbihrt { scene "scenes/fbihrt/ct_smoke01.vcd" //Smoke! scene "scenes/fbihrt/ct_smoke02.vcd" //Throwing smoke scene "scenes/fbihrt/ct_smoke04.vcd" //Covering with smoke } Rule Radio.Smokefbihrt { criteria TLK_Radio.Smoke Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Smokefbihrt } Response Radio.StickTogetherfbihrt { scene "scenes/fbihrt/RadioBotRegroup02.vcd" //Let's stick together scene "scenes/fbihrt/RadioBotRegroup03.vcd" //Pull yourselves together } Rule Radio.StickTogetherfbihrt { criteria TLK_Radio.StickTogether Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.StickTogetherfbihrt } Response radio.takingfirefbihrt { scene "scenes/fbihrt/RadioBotUnderFire01.vcd" //I'm under fire scene "scenes/fbihrt/RadioBotUnderFire02.vcd" //They're shootin' at me scene "scenes/fbihrt/RadioBotUnderFire03.vcd" //Contact! Contact! scene "scenes/fbihrt/RadioBotUnderFire07.vcd" //I'm in trouble scene "scenes/fbihrt/RadioBotUnderFire08.vcd" //Oh man, I'm in trouble } Rule radio.takingfirefbihrt { criteria TLK_radio.takingfire Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response radio.takingfirefbihrt } Response Radio.TeamFallBackfbihrt { scene "scenes/fbihrt/RadioBotFallBack01.vcd" //Fall back! scene "scenes/fbihrt/RadioBotFallBack02.vcd" //Everyone back! scene "scenes/fbihrt/RadioBotFallBack03.vcd" //Back! Back! Back! scene "scenes/fbihrt/RadioBotFallBack04.vcd" //Get back! Get Back! } Rule Radio.TeamFallBackfbihrt { criteria TLK_Radio.TeamFallBack Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.TeamFallBackfbihrt } Response Radio.Thanksfbihrt { scene "scenes/fbihrt/radiobotreponsepositive17.vcd" //Thanks scene "scenes/fbihrt/radiobotreponsepositive18.vcd" //Thanks a lot scene "scenes/fbihrt/radiobotreponsepositive20.vcd" //Yeah, thanks a lot } Rule Radio.Thanksfbihrt { criteria TLK_Radio.Thanks Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Thanksfbihrt } Response Radio.YouTakeThePointfbihrt { scene "scenes/fbihrt/RadioBotFollowYou01.vcd" //You lead scene "scenes/fbihrt/RadioBotFollowYou02.vcd" //Lead the way scene "scenes/fbihrt/RadioBotFollowYou03.vcd" //I'm with you } Rule Radio.YouTakeThePointfbihrt { criteria TLK_Radio.YouTakeThePoint Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.YouTakeThePointfbihrt } Response ReportingInfbihrt { scene "scenes/fbihrt/ReportingIn01.vcd" //Here } Rule ReportingInfbihrt { criteria TLK_ReportingIn Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response ReportingInfbihrt } Response RequestReportfbihrt { scene "scenes/fbihrt/RadioBotReport01.vcd" //Report In scene "scenes/fbihrt/RadioBotReport02.vcd" //Status? scene "scenes/fbihrt/RadioBotReport03.vcd" //Check in scene "scenes/fbihrt/RadioBotReport04.vcd" //What's up everyone? scene "scenes/fbihrt/RadioBotReport05.vcd" //What's your status? } Rule RequestReportfbihrt { criteria TLK_RequestReport Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response RequestReportfbihrt } Response ScaredEmotefbihrt { scene "scenes/fbihrt/RadioBotCheer01.vcd" //We got it! } Rule ScaredEmotefbihrt { criteria TLK_ScaredEmote Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response ScaredEmotefbihrt } Response SniperKilledfbihrt { scene "scenes/fbihrt/RadioBotKillSniper01.vcd" //Sniper down scene "scenes/fbihrt/RadioBotKillSniper02.vcd" //Got the sniper scene "scenes/fbihrt/RadioBotKillSniper03.vcd" //Sniper's dead } Rule SniperKilledfbihrt { criteria TLK_SniperKilled Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response SniperKilledfbihrt } Response SniperWarningfbihrt { scene "scenes/fbihrt/RadioBotUnderFireSniper01.vcd" //Sniper! scene "scenes/fbihrt/RadioBotUnderFireSniper02.vcd" //Sniper! Sniper! scene "scenes/fbihrt/RadioBotUnderFireSniper03.vcd" //Look out, sniper! } Rule SniperWarningfbihrt { criteria TLK_SniperWarning Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response SniperWarningfbihrt } Response TheyPickedUpTheBombfbihrt { scene "scenes/fbihrt/RadioBotBombPick01.vcd" //They've got the bomb scene "scenes/fbihrt/RadioBotBombPick02.vcd" //They picked up the bomb scene "scenes/fbihrt/RadioBotBombPick03.vcd" //They've recovered the bomb } Rule TheyPickedUpTheBombfbihrt { criteria TLK_TheyPickedUpTheBomb Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response TheyPickedUpTheBombfbihrt } Response ThreeEnemiesLeftfbihrt { scene "scenes/fbihrt/RadioBotKillCount02.vcd" //3 guys left scene "scenes/fbihrt/RadioBotKillCount06.vcd" //That makes three scene "scenes/fbihrt/RadioBotKillCount09.vcd" //3 to go } Rule ThreeEnemiesLeftfbihrt { criteria TLK_ThreeEnemiesLeft Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response ThreeEnemiesLeftfbihrt } Response TwoEnemiesLeftfbihrt { scene "scenes/fbihrt/RadioBotKillCount03.vcd" //2 guys left scene "scenes/fbihrt/RadioBotKillCount07.vcd" //Down to two scene "scenes/fbihrt/RadioBotKillCount10.vcd" //2 left } Rule TwoEnemiesLeftfbihrt { criteria TLK_TwoEnemiesLeft Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response TwoEnemiesLeftfbihrt } Response WaitingHerefbihrt { scene "scenes/fbihrt/WaitingHere01.vcd" //I'm in position } Rule WaitingHerefbihrt { criteria TLK_WaitingHere Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response WaitingHerefbihrt } Response WonRoundfbihrt { scene "scenes/fbihrt/RadioBotEndSolid01.vcd" //Good job everyone scene "scenes/fbihrt/RadioBotEndSolid02.vcd" //Nice work scene "scenes/fbihrt/RadioBotEndSolid03.vcd" //We did it } Rule WonRoundfbihrt { criteria TLK_WonRound Isfbihrt IsTalkfbihrt NotSaidRoundEndfbihrt ApplyContext "Talkfbihrt:1:1,SaidRoundEndfbihrt:1:10" applycontexttoworld Response WonRoundfbihrt } Response WonRoundCleanfbihrt { scene "scenes/fbihrt/RadioBotEndClean02.vcd" //Good job everyone scene "scenes/fbihrt/RadioBotEndClean03.vcd" //Nice work everyone scene "scenes/fbihrt/RadioBotEndClean05.vcd" //Everyone's safe } Rule WonRoundCleanfbihrt { criteria TLK_WonRoundClean Isfbihrt IsAllAlive IsTalkfbihrt ApplyContext "Talkfbihrt:1:1,SaidRoundEndfbihrt:1:10" applycontexttoworld Response WonRoundCleanfbihrt } Response WonRoundQuicklyfbihrt { scene "scenes/fbihrt/RadioBotEndClean01.vcd" //Way to pull it together scene "scenes/fbihrt/RadioBotEndClean02.vcd" //Good job everyone scene "scenes/fbihrt/RadioBotEndClean03.vcd" //Nice work everyone scene "scenes/fbihrt/RadioBotEndClean04.vcd" //We did it, let's get out of here scene "scenes/fbihrt/RadioBotEndClean06.vcd" //We're code 4 here } Rule WonRoundQuicklyfbihrt { criteria TLK_WonRoundQuickly Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1,SaidRoundEndfbihrt:1:10" applycontexttoworld Response WonRoundQuicklyfbihrt } Rule AgreeWithPlanfbihrt { criteria TLK_AgreeWithPlan Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Agreefbihrt } Rule FollowingCommanderfbihrt { criteria TLK_FollowingCommander Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response FollowingFriendfbihrt } Rule FollowingSirfbihrt { criteria TLK_FollowingSir Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response FollowingFriendfbihrt } Rule NiceShotCommanderfbihrt { criteria TLK_NiceShotCommander Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response NiceShotfbihrt } Rule NiceShotSirfbihrt { criteria TLK_NiceShotSir Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response NiceShotfbihrt } Rule ThrillEmotefbihrt { criteria TLK_ThrillEmote Isfbihrt IsTalkfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response OnARollBragfbihrt } Rule EnemySpottedfbihrt { criteria TLK_EnemySpotted Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.EnemySpottedfbihrt } Rule radio.gofbihrt { criteria TLK_radio.go Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response radio.letsgofbihrt } Rule radio.moveoutfbihrt { criteria TLK_radio.moveout Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response radio.locknloadfbihrt } Rule Radio.ReportInTeamfbihrt { criteria TLK_Radio.ReportInTeam Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response RequestReportfbihrt } Response TeamLeadWonfbihrt { scene "scenes/fbihrt/RadioBotEndClean02.vcd" //Good job everyone scene "scenes/fbihrt/RadioBotEndClean03.vcd" //Nice work everyone scene "scenes/fbihrt/RadioBotCheer01.vcd" //We got it! scene "scenes/fbihrt/RadioBotCheer02.vcd" //Huh ho, yes! scene "scenes/fbihrt/RadioBotCheer03.vcd" //Yes! scene "scenes/fbihrt/RadioBotCheer04.vcd" //Okay, okay! scene "scenes/fbihrt/RadioBotCheer05.vcd" //All right! scene "scenes/fbihrt/RadioBotCheer08.vcd" //That is it } Rule TeamLeadWonfbihrt { criteria TDM_GainedLead Isfbihrt IsTalkfbihrt TDM_ChatterAllowed_CT ApplyContext "Talkfbihrt:1:1,TDMChatterCT:1:15" applycontexttoworld Response TeamLeadWonfbihrt } Response TeamLeadLostfbihrt { scene "scenes/fbihrt/RadioBotRegroup03.vcd" //Pull yourselves together scene "scenes/fbihrt/RadioBotUnderFireFriendly07.vcd" //Come on, seriously? scene "scenes/fbihrt/radiobotreponsenegative01.vcd" //No scene "scenes/fbihrt/radiobotgo03.vcd" //Come on, let's go scene "scenes/fbihrt/RadioBotStart07.vcd" //Come on, let's get this started scene "scenes/fbihrt/RadioBotRegroup02.vcd" //Let's stick together scene "scenes/fbihrt/RadioBotRegroup04.vcd" //Stay tight. } Rule TeamLeadLostfbihrt { criteria TDM_LostLead Isfbihrt IsTalkfbihrt TDM_ChatterAllowed_CT ApplyContext "Talkfbihrt:1:1,TDMChatterCT:1:15" applycontexttoworld Response TeamLeadLostfbihrt } Response Radio.Sorryfbihrt { scene "scenes/temp/Sorry02.vcd" scene "scenes/temp/Sorry03.vcd" scene "scenes/temp/Sorry12.vcd" } Rule Radio.Sorryfbihrt { criteria TLK_Radio.Sorry Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.Sorryfbihrt } Response Radio.GoAfbihrt { scene "scenes/seal/ctmap_de_aztec04.vcd" } Rule Radio.GoAfbihrt { criteria TLK_Radio.GoA Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.GoAfbihrt } Response Radio.GoBfbihrt { scene "scenes/seal/ctmap_de_aztec11.vcd" } Rule Radio.GoBfbihrt { criteria TLK_Radio.GoB Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.GoBfbihrt } Response Radio.NeedDropfbihrt { scene "scenes/temp/HelpDrop.vcd" } Rule Radio.NeedDropfbihrt { criteria TLK_Radio.NeedDrop Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response Radio.NeedDropfbihrt } //~ //////////////////////////////////// //~ // new chat wheel responses //~ ////////////////////////////////// //~ Response TLK_CW.StickTogetherfbihrt //~ { //~ scene "scenes/fbihrt/RadioBotRegroup01.vcd" //~ scene "scenes/fbihrt/RadioBotRegroup02.vcd" //~ scene "scenes/fbihrt/RadioBotRegroup03.vcd" //~ scene "scenes/fbihrt/RadioBotRegroup04.vcd" //~ } //~ Rule TLK_CW.StickTogetherfbihrt //~ { //~ criteria TLK_CW.StickTogether Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.StickTogetherfbihrt //~ } //~ Response TLK_CW.FollowMefbihrt //~ { //~ scene "scenes/fbihrt/radiobotfollowme01.vcd" //~ scene "scenes/fbihrt/radiobotfollowme02.vcd" //~ scene "scenes/fbihrt/radiobotfollowme04.vcd" //~ scene "scenes/fbihrt/radiobotfollowme06.vcd" //~ } //~ Rule TLK_CW.FollowMefbihrt //~ { //~ criteria TLK_CW.FollowMe Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.FollowMefbihrt //~ } //~ Response TLK_CW.SpreadOutfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.SpreadOutfbihrt //~ { //~ criteria TLK_CW.SpreadOut Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.SpreadOutfbihrt //~ } //~ Response TLK_CW.TeamFallBackfbihrt //~ { //~ scene "scenes/fbihrt/RadioBotFallBack01.vcd" //~ scene "scenes/fbihrt/RadioBotFallBack02.vcd" //~ scene "scenes/fbihrt/RadioBotFallBack03.vcd" //~ scene "scenes/fbihrt/RadioBotFallBack04.vcd" //~ } //~ Rule TLK_CW.TeamFallBackfbihrt //~ { //~ criteria TLK_CW.TeamFallBack Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.TeamFallBackfbihrt //~ } //~ Response TLK_CW.CheckHostagefbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.CheckHostagefbihrt //~ { //~ criteria TLK_CW.CheckHostage Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.CheckHostagefbihrt //~ } //~ Response TLK_CW.NeedQuietfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedQuietfbihrt //~ { //~ criteria TLK_CW.NeedQuiet Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedQuietfbihrt //~ } //~ ///////////////////////////// chat wheel section prepare //~ Response TLK_CW.EcoRoundfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.EcoRoundfbihrt //~ { //~ criteria TLK_CW.EcoRound Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.EcoRoundfbihrt //~ } //~ Response TLK_CW.SpendRoundfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.SpendRoundfbihrt //~ { //~ criteria TLK_CW.SpendRound Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.SpendRoundfbihrt //~ } //~ Response TLK_CW.NeedDropfbihrt //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.NeedDropfbihrt //~ { //~ criteria TLK_CW.NeedDrop Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedDropfbihrt //~ } //~ Response TLK_CW.NeedPlanfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedPlanfbihrt //~ { //~ criteria TLK_CW.NeedPlan Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedPlanfbihrt //~ } //~ Response TLK_CW.GoAfbihrt //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.GoAfbihrt //~ { //~ criteria TLK_CW.GoA Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoAfbihrt //~ } //~ Response TLK_CW.GoBfbihrt //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.GoBfbihrt //~ { //~ criteria TLK_CW.GoB Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoBfbihrt //~ } //~ Response CW.GoToLocMidfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule CW.GoToLocMidfbihrt //~ { //~ criteria TLK_CW.GoToLocMid Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response CW.GoToLocMidfbihrt //~ } //~ ///////////////////////////// chat wheel section grenades //~ Response TLK_CW.NeedDecoyfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedDecoyfbihrt //~ { //~ criteria TLK_CW.NeedDecoy Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedDecoyfbihrt //~ } //~ Response TLK_CW.NeedSmokefbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedSmokefbihrt //~ { //~ criteria TLK_CW.NeedSmoke Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedSmokefbihrt //~ } //~ Response TLK_CW.NeedGrenadefbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedGrenadefbihrt //~ { //~ criteria TLK_CW.NeedGrenade Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedGrenadefbihrt //~ } //~ Response TLK_CW.NeedFirefbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedFirefbihrt //~ { //~ criteria TLK_CW.NeedFire Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedFirefbihrt //~ } //~ Response TLK_CW.NeedFlashfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedFlashfbihrt //~ { //~ criteria TLK_CW.NeedFlash Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedFlashfbihrt //~ } //~ ///////////////////////////// chat wheel section defend //~ Response TLK_CW.HoldPositionfbihrt //~ { //~ scene "scenes/fbihrt/RadioBotHold01.vcd" //~ scene "scenes/fbihrt/RadioBotHold02.vcd" //~ scene "scenes/fbihrt/RadioBotHold03.vcd" //~ } //~ Rule TLK_CW.HoldPositionfbihrt //~ { //~ criteria TLK_CW.HoldPosition Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.HoldPositionfbihrt //~ } //~ Response TLK_CW.Regroupfbihrt //~ { //~ scene "scenes/fbihrt/RadioBotRegroup01.vcd" //~ scene "scenes/fbihrt/RadioBotRegroup02.vcd" //~ scene "scenes/fbihrt/RadioBotRegroup03.vcd" //~ scene "scenes/fbihrt/RadioBotRegroup04.vcd" //~ } //~ Rule TLK_CW.Regroupfbihrt //~ { //~ criteria TLK_CW.Regroup Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.Regroupfbihrt //~ } //~ ////////////////////////////// chat wheel section bomb //~ Response TLK_CW.GuardingDroppedBombfbihrt //~ { //~ //scene "scenes/fbihrt/goingtodefendbombsite_05.vcd" //~ } //~ Rule TLK_CW.GuardingDroppedBombfbihrt //~ { //~ criteria TLK_CW.GuardingDroppedBomb Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.GuardingDroppedBombfbihrt //~ } //~ Response TLK_CW.BombsiteClearfbihrt //~ { //~ scene "scenes/fbihrt/radiobotclear01.vcd" //~ scene "scenes/fbihrt/radiobotclear02.vcd" //~ scene "scenes/fbihrt/radiobotclear03.vcd" //~ scene "scenes/fbihrt/radiobotclear04.vcd" //~ scene "scenes/fbihrt/radiobotclear05.vcd" //~ } //~ Rule TLK_CW.BombsiteClearfbihrt //~ { //~ criteria TLK_CW.BombsiteClear Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombsiteClearfbihrt //~ } //~ Response TLK_CW.DroppedBombfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.DroppedBombfbihrt //~ { //~ criteria TLK_CW.DroppedBomb Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.DroppedBombfbihrt //~ } //~ Response TLK_CW.WeHaveTheBombfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.WeHaveTheBombfbihrt //~ { //~ criteria TLK_CW.WeHaveTheBomb Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.WeHaveTheBombfbihrt //~ } //~ //////////////////////////////// Chat wheel section enemy status //~ Response TLK_CW.SniperWarningfbihrt //~ { //~ scene "scenes/fbihrt/radiobotkillsniper01.vcd" //~ scene "scenes/fbihrt/radiobotkillsniper02.vcd" //~ scene "scenes/fbihrt/radiobotkillsniper03.vcd" //~ } //~ Rule TLK_CW.SniperWarningfbihrt //~ { //~ criteria TLK_CW.SniperWarning Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.SniperWarningfbihrt //~ } //~ Response TLK_CW.BombCarrierHerefbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.BombCarrierHerefbihrt //~ { //~ criteria TLK_CW.BombCarrierHere Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombCarrierHerefbihrt //~ } //~ Response TLK_CW.SeesSingleEnemyfbihrt //~ { //~ scene "scenes/fbihrt/radiobottarget01.vcd" //~ scene "scenes/fbihrt/radiobottarget02.vcd" //~ scene "scenes/fbihrt/radiobottarget06.vcd" //~ scene "scenes/fbihrt/radiobottarget07.vcd" //~ scene "scenes/fbihrt/radiobottarget08.vcd" //~ } //~ Rule TLK_CW.SeesSingleEnemyfbihrt //~ { //~ criteria TLK_CW.SeesSingleEnemy Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesSingleEnemyfbihrt //~ } //~ Response TLK_CW.SeesEnemiesMultiplefbihrt //~ { //~ scene "scenes/fbihrt/radiobottarget08.vcd" //~ } //~ Rule TLK_CW.SeesEnemiesMultiplefbihrt //~ { //~ criteria TLK_CW.SeesEnemiesMultiple Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesEnemiesMultiplefbihrt //~ } //~ ////////////////// Chat wheel section responses //~ Response TLK_CW.Thanksfbihrt //~ { //~ scene "scenes/fbihrt/radiobotreponsepositive17.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive18.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive20.vcd" //~ } //~ Rule TLK_CW.Thanksfbihrt //~ { //~ criteria TLK_CW.Thanks Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.Thanksfbihrt //~ } //~ Response TLK_CW.Sorryfbihrt //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.Sorryfbihrt //~ { //~ criteria TLK_CW.Sorry Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.Sorryfbihrt //~ } //~ Response TLK_CW.Complimentfbihrt //~ { //~ scene "scenes/fbihrt/radiobotniceshot02.vcd" //~ } //~ Rule TLK_CW.Complimentfbihrt //~ { //~ criteria TLK_CW.Compliment Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.Complimentfbihrt //~ } //~ Response TLK_CW.Agreefbihrt //~ { //~ scene "scenes/fbihrt/radiobotreponsepositive01.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive02.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive03.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive04.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive05.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive06.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive07.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive08.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive09.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive10.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive11.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive12.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive13.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive14.vcd" //~ scene "scenes/fbihrt/radiobotreponsepositive15.vcd" //~ } //~ Rule TLK_CW.Agreefbihrt //~ { //~ criteria TLK_CW.Agree Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.Agreefbihrt //~ } //~ Response TLK_CW.Disagreefbihrt //~ { //~ scene "scenes/fbihrt/radiobotreponsenegative01.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative02.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative03.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative04.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative05.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative06.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative07.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative08.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative09.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative10.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative11.vcd" //~ scene "scenes/fbihrt/radiobotreponsenegative12.vcd" //~ } //~ Rule TLK_CW.Disagreefbihrt //~ { //~ criteria TLK_CW.Disagree Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.Disagreefbihrt //~ } //~ //////////////////////////// Chat wheel section commands //~ Response TLK_CW.GoGoGofbihrt //~ { //~ scene "scenes/fbihrt/radiobotgo01.vcd" //Go go go! //~ scene "scenes/fbihrt/radiobotgo02.vcd" //Let's go! //~ scene "scenes/fbihrt/radiobotgo03.vcd" //Come on, let's go //~ } //~ Rule TLK_CW.GoGoGofbihrt //~ { //~ criteria TLK_CW.GoGoGo Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoGoGofbihrt //~ } //~ Response TLK_CW.FollowingYoufbihrt //~ { //~ scene "scenes/fbihrt/radiobotfollowyou01.vcd" //~ scene "scenes/fbihrt/radiobotfollowyou02.vcd" //~ scene "scenes/fbihrt/radiobotfollowyou03.vcd" //~ scene "scenes/fbihrt/radiobotfollowyou04.vcd" //~ } //~ Rule TLK_CW.FollowingYoufbihrt //~ { //~ criteria TLK_CW.FollowingYou Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.FollowingYoufbihrt //~ } //~ //////////////////////////// Chat wheel section report //~ Response TLK_CW.SeesEnemyfbihrt //~ { //~ scene "scenes/fbihrt/radiobottarget01.vcd" //~ scene "scenes/fbihrt/radiobottarget02.vcd" //~ scene "scenes/fbihrt/radiobottarget06.vcd" //~ scene "scenes/fbihrt/radiobottarget07.vcd" //~ scene "scenes/fbihrt/radiobottarget08.vcd" //~ } //~ Rule TLK_CW.SeesEnemyfbihrt //~ { //~ criteria TLK_CW.SeesEnemy Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesEnemyfbihrt //~ } //~ Response TLK_CW.NeedBackupfbihrt //~ { //~ scene "scenes/fbihrt/radiobotunderfire01.vcd" //~ scene "scenes/fbihrt/radiobotunderfire02.vcd" //~ scene "scenes/fbihrt/radiobotunderfire03.vcd" //~ scene "scenes/fbihrt/radiobotunderfire04.vcd" //~ scene "scenes/fbihrt/radiobotunderfire05.vcd" //~ scene "scenes/fbihrt/radiobotunderfire06.vcd" //~ scene "scenes/fbihrt/radiobotunderfire07.vcd" //~ scene "scenes/fbihrt/radiobotunderfire08.vcd" //~ scene "scenes/fbihrt/radiobotunderfire09.vcd" //~ scene "scenes/fbihrt/radiobotunderfire10.vcd" //~ scene "scenes/fbihrt/radiobotunderfire11.vcd" //~ } //~ Rule TLK_CW.NeedBackupfbihrt //~ { //~ criteria TLK_CW.NeedBackup Isfbihrt //~ ApplyContext "Talkfbihrt:1:1,SaidHelpfbihrt:1:3" //~ applycontexttoworld //~ Response TLK_CW.NeedBackupfbihrt //~ } //~ Response TLK_CW.SectorClearfbihrt //~ { //~ scene "scenes/fbihrt/radiobotclear01.vcd" //~ scene "scenes/fbihrt/radiobotclear02.vcd" //~ scene "scenes/fbihrt/radiobotclear03.vcd" //~ scene "scenes/fbihrt/radiobotclear04.vcd" //~ scene "scenes/fbihrt/radiobotclear05.vcd" //~ } //~ Rule TLK_CW.SectorClearfbihrt //~ { //~ criteria TLK_CW.SectorClear Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.SectorClearfbihrt //~ } //~ Response TLK_CW.InPositionfbihrt //~ { //~ scene "scenes/fbihrt/InPosition01.vcd" //I'm in position //~ } //~ Rule TLK_CW.InPositionfbihrt //~ { //~ criteria TLK_CW.InPosition Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.InPositionfbihrt //~ } //~ Response TLK_CW.HeardNoisefbihrt //~ { //~ scene "scenes/fbihrt/radiobothear01.vcd" //~ scene "scenes/fbihrt/radiobothear02.vcd" //~ scene "scenes/fbihrt/radiobothear03.vcd" //~ } //~ Rule TLK_CW.HeardNoisefbihrt //~ { //~ criteria TLK_CW.HeardNoise Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.HeardNoisefbihrt //~ } //~ Response TLK_CW.PepTalkfbihrt //~ { //~ scene "scenes/fbihrt/RadioBotStart03.vcd" //Cowboy up and let's go //~ scene "scenes/fbihrt/RadioBotStart05.vcd" //This is it, let's go //~ scene "scenes/fbihrt/RadioBotStart06.vcd" //Break time's over ladies, let's go //~ scene "scenes/fbihrt/RadioBotStart07.vcd" //Come on, let's get this started //~ scene "scenes/fbihrt/RadioBotStart08.vcd" //This is it, we're going in. //~ scene "scenes/fbihrt/RadioBotStart10.vcd" //Safety people, safety //~ scene "scenes/fbihrt/RadioBotStart11.vcd" //Let's make the bureau proud //~ } //~ Rule TLK_CW.PepTalkfbihrt //~ { //~ criteria TLK_CW.PepTalk Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.PepTalkfbihrt //~ } //~ Response TLK_CW.Cheerfbihrt //~ { //~ scene "scenes/fbihrt/radiobotcheer01.vcd" //~ scene "scenes/fbihrt/radiobotcheer02.vcd" //~ scene "scenes/fbihrt/radiobotstart03.vcd" //~ scene "scenes/fbihrt/radiobotcheer04.vcd" //~ scene "scenes/fbihrt/radiobotstart05.vcd" //~ scene "scenes/fbihrt/radiobotcheer06.vcd" //~ scene "scenes/fbihrt/radiobotstart08.vcd" //~ scene "scenes/fbihrt/radiobotstart06.vcd" //~ } //~ Rule TLK_CW.Cheerfbihrt //~ { //~ criteria TLK_CW.Cheer Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.Cheerfbihrt //~ } //~ Response TLK_CW.IFixBombfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.IFixBombfbihrt //~ { //~ criteria TLK_CW.IFixBomb Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.IFixBombfbihrt //~ } //~ Response TLK_CW.YouFixBombfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.YouFixBombfbihrt //~ { //~ criteria TLK_CW.YouFixBomb Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.YouFixBombfbihrt //~ } //~ Response TLK_CW.BombAtfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.BombAtfbihrt //~ { //~ criteria TLK_CW.BombAt Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombAtfbihrt //~ } //~ Response TLK_CW.OMWfbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.OMWfbihrt //~ { //~ criteria TLK_CW.OMW Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.OMWfbihrt //~ } //~ Response TLK_CW.CoveringYoufbihrt //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.CoveringYoufbihrt //~ { //~ criteria TLK_CW.CoveringYou Isfbihrt IsTalkfbihrt //~ ApplyContext "Talkfbihrt:1:1" //~ applycontexttoworld //~ Response TLK_CW.CoveringYoufbihrt //~ }