//-------------------------------------------------------------------------------------------------------------- // seal Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpseal" "worldSaidHelpseal" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredseal" "worldSaidPepTalkScaredseal" "!=1" "required" weight 0 Criterion "NotSaidRoundEndseal" "worldSaidRoundEndseal" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativeseal { scene "scenes/seal/Affirmative01.vcd" //Roger scene "scenes/seal/Affirmative02.vcd" //Affirmative scene "scenes/seal/Affirmative03.vcd" //Roger that scene "scenes/seal/Affirmative05.vcd" //That's a copy } Rule Affirmativeseal { criteria TLK_Affirmative Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Affirmativeseal } Response Agreeseal { scene "scenes/seal/Agree01.vcd" //Correct scene "scenes/seal/Agree02.vcd" //Okay scene "scenes/seal/Agree03.vcd" //Yes sir scene "scenes/seal/Agree05.vcd" //That's a solid copy scene "scenes/seal/Agree06.vcd" //That's affirmative } Rule Agreeseal { criteria TLK_Agree Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Agreeseal } Response BarelyDefusedseal { scene "scenes/seal/RadioBotEndClose01.vcd" //No matter how ugly, that goes in the win column scene "scenes/seal/RadioBotEndClose02.vcd" //That was a little too close scene "scenes/seal/RadioBotEndClose03.vcd" //That was a close one scene "scenes/seal/RadioBotEndClose04.vcd" //Oh ho oh that was close man, that was close scene "scenes/seal/RadioBotEndClose05.vcd" //That was a close one } Rule BarelyDefusedseal { criteria TLK_BarelyDefused Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response BarelyDefusedseal } Response Blindedseal { scene "scenes/seal/Blinded01.vcd" //Blinded scene "scenes/seal/Blinded02.vcd" //I've been flashed scene "scenes/seal/Blinded03.vcd" //They flashed me scene "scenes/seal/Blinded04.vcd" //Flashed! } Rule Blindedseal { criteria TLK_Blinded Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Blindedseal } Response BombHasPlantedseal { scene "scenes/seal/BombTickingDown01.vcd" predelay "1.25,2.5" //We need to find that bomb scene "scenes/seal/BombTickingDown02.vcd" predelay "1.25,2.5" //We need to defuse that bomb scene "scenes/seal/BombTickingDown03.vcd" predelay "1.25,2.5" //Let's get that bomb scene "scenes/seal/BombTickingDown04.vcd" predelay "1.25,2.5" //We gotta get that bomb scene "scenes/seal/WhereIsTheBomb05.vcd" predelay "1.25,2.5" //Anyone have eyes on the bomb? } Rule BombHasPlantedseal { criteria TLK_BombsiteSecure Isseal IsSaidBombPlant ApplyContext "Talkseal:1:1" applycontexttoworld Response BombHasPlantedseal } Response BombsiteClearseal { scene "scenes/seal/BombsiteClear01.vcd" //Bombsite secure scene "scenes/seal/BombsiteClear02.vcd" //The Bombsite is secure } Rule BombsiteClearseal { criteria TLK_BombsiteClear Isseal IsTalkseal IsOneLeft ApplyContext "Talkseal:1:1" applycontexttoworld Response BombsiteClearseal } Response Clearseal { scene "scenes/seal/ClearedArea01.vcd" //All clear scene "scenes/seal/ClearedArea02.vcd" //Clear scene "scenes/seal/ClearedArea03.vcd" //We're clear } Rule Clearseal { criteria TLK_Clear Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Clearseal } Response ClearedAreaseal { scene "scenes/seal/ClearedArea01.vcd" //All clear scene "scenes/seal/ClearedArea04.vcd" //Area clear } Rule ClearedAreaseal { criteria TLK_ClearedArea Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response ClearedAreaseal } Response CommanderDownseal { scene "scenes/seal/CommanderDown01.vcd" //Commander down. Commander down scene "scenes/seal/CommanderDown02.vcd" //We lost the commander scene "scenes/seal/CommanderDown03.vcd" //We lost the commander } Rule CommanderDownseal { criteria TLK_CommanderDown Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response CommanderDownseal } Response CoveringFriendseal { scene "scenes/seal/CoveringFriend01.vcd" //I've got your back scene "scenes/seal/CoveringFriend03.vcd" //I got you covered scene "scenes/seal/CoveringFriend05.vcd" //Covering } Rule CoveringFriendseal { criteria TLK_CoveringFriend Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response CoveringFriendseal } Response DeathCryseal { scene "scenes/seal/ct_death01.vcd" //Ahhhh! scene "scenes/seal/ct_death02.vcd" //Ohhhmmmph scene "scenes/seal/ct_death03.vcd" //(exhale) scene "scenes/seal/ct_death04.vcd" //Ohhhh scene "scenes/seal/ct_death05.vcd" //No! } Rule DeathCryseal { criteria TLK_DeathCry Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response DeathCryseal } Response DefusingBombseal { scene "scenes/seal/DefusingBomb01.vcd" //Defusing scene "scenes/seal/DefusingBomb02.vcd" //Defusing the bomb scene "scenes/seal/DefusingBomb03.vcd" //I'm defusing the bomb scene "scenes/seal/DefusingBomb04.vcd" //Defusing the bomb scene "scenes/seal/DefusingBomb05.vcd" //Defusing } Rule DefusingBombseal { criteria TLK_DefusingBomb Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response DefusingBombseal } Response Disagreeseal { scene "scenes/seal/Disagree01.vcd" //No scene "scenes/seal/Disagree02.vcd" //That's a negative scene "scenes/seal/Disagree03.vcd" //Ah no scene "scenes/seal/Disagree04.vcd" //No scene "scenes/seal/Disagree05.vcd" //That's not going to happen } Rule Disagreeseal { criteria TLK_Disagree Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Disagreeseal } Response EnemyDownseal { scene "scenes/seal/EnemyDown01.vcd" //Tango Down scene "scenes/seal/EnemyDown02.vcd" //Got one scene "scenes/seal/EnemyDown03.vcd" //He's down scene "scenes/seal/EnemyDown04.vcd" //Dropped him scene "scenes/seal/EnemyDown05.vcd" //Dropped him scene "scenes/seal/EnemyDown06.vcd" //Got 'em scene "scenes/seal/EnemyDown07.vcd" //Got one scene "scenes/seal/EnemyDown08.vcd" //He's down scene "scenes/seal/EnemyDown09.vcd" //Dropped him scene "scenes/seal/EnemyDown10.vcd" //Got 'em scene "scenes/seal/EnemyDown11.vcd" //Bad guy down scene "scenes/seal/EnemyDown12.vcd" //Tango Down } Rule EnemyDownseal { criteria TLK_EnemyDown Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response EnemyDownseal } Response FollowingFriendseal { scene "scenes/seal/FollowingFriend01.vcd" //You lead scene "scenes/seal/FollowingFriend02.vcd" //Lead the way scene "scenes/seal/FollowingFriend03.vcd" //Behind you scene "scenes/seal/FollowingFriend04.vcd" //On you } Rule FollowingFriendseal { criteria TLK_FollowingFriend Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response FollowingFriendseal } Response FriendlyFireseal { scene "scenes/seal/FriendlyFire01.vcd" //Stop the friendly fire scene "scenes/seal/FriendlyFire02.vcd" //Secure that weapon scene "scenes/seal/FriendlyFire03.vcd" //Watch the friendly fire scene "scenes/seal/FriendlyFire04.vcd" //Hold your fire! scene "scenes/seal/FriendlyFire05.vcd" //Hold your fire! Hold your fire! scene "scenes/seal/FriendlyFire06.vcd" //Pull yourself together scene "scenes/seal/FriendlyFire07.vcd" //What are you doing? } Rule FriendlyFireseal { criteria TLK_FriendlyFire Isseal IsTalkseal IsBDamage ApplyContext "Talkseal:1:1" applycontexttoworld Response FriendlyFireseal } Response FriendlyFireNoBseal { scene "scenes/seal/FriendlyFire06.vcd" //Pull yourself together scene "scenes/seal/FriendlyFire07.vcd" //What are you doing? } Rule FriendlyFireNoBseal { criteria TLK_FriendlyFire Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response FriendlyFireNoBseal } Response GoingToGuardLooseBombseal { scene "scenes/seal/GoingToGuardLooseBomb01.vcd" //Heading to the dropped bomb scene "scenes/seal/GoingToGuardLooseBomb02.vcd" //Going to cover the dropped bomb scene "scenes/seal/GoingToGuardLooseBomb03.vcd" //Heading to the bomb } Rule GoingToGuardLooseBombseal { criteria TLK_GoingToGuardLooseBomb Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response GoingToGuardLooseBombseal } Response GuardingLooseBombseal { scene "scenes/seal/GuardingLooseBomb01.vcd" //Guarding the dropped bomb scene "scenes/seal/GuardingLooseBomb02.vcd" //I'm staying with bomb scene "scenes/seal/GuardingLooseBomb03.vcd" //Covering the bomb } Rule GuardingLooseBombseal { criteria TLK_GuardingLooseBomb Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response GuardingLooseBombseal } Response HeardNoiseseal { scene "scenes/seal/HeardNoise01.vcd" //Did anyone hear that? scene "scenes/seal/HeardNoise02.vcd" //Did you hear that? scene "scenes/seal/HeardNoise03.vcd" //I think I hear something } Rule HeardNoiseseal { criteria TLK_HeardNoise Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response HeardNoiseseal } Response helpseal { scene "scenes/seal/Help01.vcd" //I need help scene "scenes/seal/Help02.vcd" //I'm getting smacked scene "scenes/seal/Help03.vcd" //Need help scene "scenes/seal/Help04.vcd" //Need help } Rule helpseal { criteria TLK_help Isseal ApplyContext "Talkseal:1:1,SaidHelpseal:1:3" applycontexttoworld Response helpseal } Response InCombatseal { scene "scenes/seal/InCombat01.vcd" //Attacking scene "scenes/seal/InCombat02.vcd" //Weapons hot! scene "scenes/seal/InCombat03.vcd" //Opening up scene "scenes/seal/InCombat04.vcd" //Firing scene "scenes/seal/InCombat05.vcd" //It's on! scene "scenes/seal/InCombat06.vcd" //Letting go scene "scenes/seal/InCombat07.vcd" //Lighting 'em up scene "scenes/seal/InCombat08.vcd" //Doing it scene "scenes/seal/InCombat09.vcd" //Engaging scene "scenes/seal/InCombat10.vcd" //Lighting 'em up scene "scenes/seal/InCombat11.vcd" //Get some! scene "scenes/seal/InCombat12.vcd" //Rocking it } Rule InCombatseal { criteria TLK_InCombat Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response InCombatseal } Response KilledFriendseal { scene "scenes/seal/KilledFriend01.vcd" //Tango Kilo! Tango Kilo! scene "scenes/seal/KilledFriend02.vcd" //You are out of control! scene "scenes/seal/KilledFriend03.vcd" //Lower that weapon! scene "scenes/seal/KilledFriend04.vcd" //Whiskey Tango Foxtrot? scene "scenes/seal/KilledFriend05.vcd" //What the hell is going on? scene "scenes/seal/KilledFriend06.vcd" //Hold your fire, man down! scene "scenes/seal/KilledFriend07.vcd" //That is not SOP scene "scenes/seal/KilledFriend08.vcd" //What the foxtrot is wrong with you? } Rule KilledFriendseal { criteria TLK_KilledFriend Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response KilledFriendseal } Response KilledMyEnemyseal { scene "scenes/seal/EnemyDown01.vcd" //Tango Down scene "scenes/seal/EnemyDown03.vcd" //He's down scene "scenes/seal/EnemyDown04.vcd" //Dropped him scene "scenes/seal/EnemyDown06.vcd" //Got 'em scene "scenes/seal/EnemyDown08.vcd" //He's down } Rule KilledMyEnemyseal { criteria TLK_KilledMyEnemy Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response KilledMyEnemyseal } Response LastManStandingseal { scene "scenes/seal/LastManStanding01.vcd" //Guys, I did that for you scene "scenes/seal/LastManStanding02.vcd" //That's right, that's right! scene "scenes/seal/LastManStanding03.vcd" //Only The Strong Survive scene "scenes/seal/LastManStanding04.vcd" //Only The Strong Survive scene "scenes/seal/LastManStanding05.vcd" //That was me! scene "scenes/seal/LastManStanding06.vcd" //This is over } Rule LastManStandingseal { criteria TLK_LastManStanding Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response LastManStandingseal } Response LostEnemyseal { scene "scenes/seal/LostEnemy01.vcd" //Lost 'em scene "scenes/seal/LostEnemy02.vcd" //Lost the target scene "scenes/seal/LostEnemy04.vcd" //Contact broken } Rule LostEnemyseal { criteria TLK_LostEnemy Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response LostEnemyseal } Response Map_Backseal { scene "scenes/seal/ctmap_de_aztec01.vcd" //Back scene "scenes/seal/ctmap_de_aztec02.vcd" //In the back scene "scenes/seal/ctmap_de_aztec03.vcd" //Checking the back } Rule Map_Backseal { criteria TLK_Map_Back Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Map_Backseal } Response Map_Bridgeseal { scene "scenes/seal/ctmap_de_aztec14.vcd" //Bridge scene "scenes/seal/ctmap_de_aztec15.vcd" //On the Bridge scene "scenes/seal/ctmap_de_aztec16.vcd" //Checking the Bridge } Rule Map_Bridgeseal { criteria TLK_Map_Bridge Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Map_Bridgeseal } Response Map_CTSpawnseal { scene "scenes/seal/ctmap_de_aztec17.vcd" //At our insertion point scene "scenes/seal/ctmap_de_aztec18.vcd" //Insertion point scene "scenes/seal/ctmap_de_aztec19.vcd" //Back at our insertion point } Rule Map_CTSpawnseal { criteria TLK_Map_CTSpawn Isseal IsTalkseal IsNotar_shoots ApplyContext "Talkseal:1:1" applycontexttoworld Response Map_CTSpawnseal } Response Map_DoubleDoorsseal { scene "scenes/seal/ctmap_de_aztec23.vcd" //Double Doors scene "scenes/seal/ctmap_de_aztec24.vcd" //Double Doors Double Doors scene "scenes/seal/ctmap_de_aztec25.vcd" //Going through the double doors } Rule Map_DoubleDoorsseal { criteria TLK_Map_DoubleDoors Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Map_DoubleDoorsseal } Response Map_Overpassseal { scene "scenes/seal/ctmap_de_aztec26.vcd" //Overpass scene "scenes/seal/ctmap_de_aztec27.vcd" //On the overpass scene "scenes/seal/ctmap_de_aztec28.vcd" //Checking the overpass } Rule Map_Overpassseal { criteria TLK_Map_Overpass Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Map_Overpassseal } Response Map_Stairwellseal { scene "scenes/seal/ctmap_cs_office13.vcd" //Stair well scene "scenes/seal/ctmap_cs_office14.vcd" //Covering the stair well scene "scenes/seal/ctmap_cs_office15.vcd" //In the stair well } Rule Map_Stairwellseal { criteria TLK_Map_Stairwell Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Map_Stairwellseal } Response Map_TRampseal { scene "scenes/seal/ctmap_de_aztec32.vcd" //Their ramp scene "scenes/seal/ctmap_de_aztec33.vcd" //Checking their ramp scene "scenes/seal/ctmap_de_aztec34.vcd" //At their ramp } Rule Map_TRampseal { criteria TLK_Map_TRamp Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Map_TRampseal } Response Map_TSpawnseal { scene "scenes/seal/ctmap_de_aztec35.vcd" //At their entry point scene "scenes/seal/ctmap_de_aztec36.vcd" //Their entry point scene "scenes/seal/ctmap_de_aztec37.vcd" //Checking their entry point } Rule Map_TSpawnseal { criteria TLK_Map_TSpawn Isseal IsTalkseal IsNotar_shoots ApplyContext "Talkseal:1:1" applycontexttoworld Response Map_TSpawnseal } Response Negativeseal { scene "scenes/seal/Negative01.vcd" //Negative scene "scenes/seal/Negative02.vcd" //Ah no scene "scenes/seal/Negative03.vcd" //Negative scene "scenes/seal/Negative04.vcd" //That's a negative } Rule Negativeseal { criteria TLK_Negative Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Negativeseal } Response NiceShotseal { scene "scenes/seal/NiceShot01.vcd" //Nice shot scene "scenes/seal/NiceShot02.vcd" //Good one scene "scenes/seal/NiceShot03.vcd" //Good kill scene "scenes/seal/NiceShot04.vcd" //Clean kill scene "scenes/seal/NiceShot05.vcd" //Nice kill scene "scenes/seal/NiceShot06.vcd" //Way to go scene "scenes/seal/NiceShot07.vcd" //Nice shot scene "scenes/seal/NiceShot08.vcd" //Good one scene "scenes/seal/NiceShot09.vcd" //Clean kill scene "scenes/seal/NiceShot10.vcd" //You got it scene "scenes/seal/NiceShot11.vcd" odds 2 //Way to ventilate that target scene "scenes/seal/NiceShot12.vcd" //You're on it scene "scenes/seal/NiceShot13.vcd" odds 2 //Nice shot, hooyah! } Rule NiceShotseal { criteria TLK_NiceShot Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response NiceShotseal } Response NoEnemiesLeftseal { scene "scenes/seal/NoEnemiesLeft01.vcd" //We got 'em all scene "scenes/seal/NoEnemiesLeft01.vcd" //We got 'em all scene "scenes/seal/NoEnemiesLeft02.vcd" //None left scene "scenes/seal/NoEnemiesLeft02.vcd" //None left scene "scenes/seal/NoEnemiesLeft03.vcd" //Just us left scene "scenes/seal/NoEnemiesLeft03.vcd" //Just us left scene "scenes/seal/NoEnemiesLeft04.vcd" //Nice job, they're all dead scene "scenes/seal/NoEnemiesLeft04.vcd" //Nice job, they're all dead scene "scenes/seal/NoEnemiesLeft05.vcd" //Nice job, they're all dead scene "scenes/seal/NoEnemiesLeft05.vcd" //Nice job, they're all dead scene "scenes/seal/NoEnemiesLeft06.vcd" //They're all dead scene "scenes/seal/NoEnemiesLeft06.vcd" //They're all dead scene "scenes/seal/NoEnemiesLeftBomb01.vcd" //We got 'em all,let's defuse that bomb scene "scenes/seal/NoEnemiesLeftBomb02.vcd" //We got 'em but that bomb's tickin' } Rule NoEnemiesLeftseal { criteria TLK_NoEnemiesLeft Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response NoEnemiesLeftseal } Response OnARollBragseal { scene "scenes/seal/OnARollBrag01.vcd" //Woohoo! scene "scenes/seal/OnARollBrag02.vcd" //Oh yeah! scene "scenes/seal/OnARollBrag03.vcd" //Oh yeah! scene "scenes/seal/OnARollBrag04.vcd" //Hooyah! scene "scenes/seal/OnARollBrag05.vcd" //That's the way we do it. scene "scenes/seal/OnARollBrag06.vcd" //Nice. scene "scenes/seal/OnARollBrag07.vcd" //Nice. scene "scenes/seal/OnARollBrag08.vcd" //We are the best of the best scene "scenes/seal/OnARollBrag09.vcd" //There is no stopping us scene "scenes/seal/OnARollBrag10.vcd" //All right! All right! scene "scenes/seal/OnARollBrag11.vcd" //We got this scene "scenes/seal/OnARollBrag12.vcd" //I am fired up! scene "scenes/seal/OnARollBrag13.vcd" //We are lightin' them up scene "scenes/seal/OnARollBrag14.vcd" //Is that all you got? } Rule OnARollBragseal { criteria TLK_OnARollBrag Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response OnARollBragseal } Response OneEnemyLeftseal { scene "scenes/seal/OneEnemyLeft01.vcd" //1 guy left scene "scenes/seal/OneEnemyLeft02.vcd" //Only 1 guy left scene "scenes/seal/OneEnemyLeft03.vcd" //We have one enemy left scene "scenes/seal/OneEnemyLeft06.vcd" //Still have one out there scene "scenes/seal/OneEnemyLeft08.vcd" //That makes 1 scene "scenes/seal/OneEnemyLeft09.vcd" //Stay sharp, still one left } Rule OneEnemyLeftseal { criteria TLK_OneEnemyLeft Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response OneEnemyLeftseal } Response OnMyWayseal { scene "scenes/seal/OnMyWay01.vcd" //On my way scene "scenes/seal/OnMyWay02.vcd" //Coming scene "scenes/seal/OnMyWay03.vcd" //On my way } Rule OnMyWayseal { criteria TLK_OnMyWay Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response OnMyWayseal } Response PepTalkScaredseal { scene "scenes/seal/PepTalk01.vcd" //We can do this scene "scenes/seal/PepTalk02.vcd" //Come on let's rock this scene "scenes/seal/PepTalk03.vcd" //Let's get some scene "scenes/seal/PepTalk05.vcd" //Stay sharp } Rule PepTalkScaredseal { criteria TLK_ScaredEmote Isseal IsEarlyInRound IsTalkseal NotSaidPepTalkScaredseal ApplyContext "Talkseal:1:1,SaidPepTalkScaredseal:1:15" applycontexttoworld Response PepTalkScaredseal } Response PinnedDownseal { scene "scenes/seal/PinnedDown01.vcd" //Taking fire scene "scenes/seal/PinnedDown02.vcd" //I'm pinned scene "scenes/seal/PinnedDown03.vcd" //Pinned scene "scenes/seal/PinnedDown04.vcd" //Under fire } Rule PinnedDownseal { criteria TLK_PinnedDown Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response PinnedDownseal } Response PlantedBombPlaceseal { scene "scenes/seal/PlantedBombPlaceSafe01.vcd" //They planted at the safe scene "scenes/seal/PlantedBombPlaceSafe02.vcd" //The bomb is at the safe scene "scenes/seal/PlantedBombPlaceSafe03.vcd" //They're going to blow the safe } Rule PlantedBombPlaceseal { criteria TLK_PlantedBombPlace Isde_bank IsBombSite Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response PlantedBombPlaceseal } Response Radio.Affirmitiveseal { scene "scenes/seal/Affirmative01.vcd" //Roger scene "scenes/seal/Affirmative02.vcd" //Affirmative scene "scenes/seal/Affirmative03.vcd" //Roger that scene "scenes/seal/Affirmative05.vcd" //That's a copy } Rule Radio.Affirmitiveseal { criteria TLK_Radio.Affirmitive Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Affirmitiveseal } Response Radio.Cheerseal { scene "scenes/seal/OnARollBrag01.vcd" //Woohoo! scene "scenes/seal/OnARollBrag02.vcd" //Oh yeah! scene "scenes/seal/OnARollBrag03.vcd" //Oh yeah! scene "scenes/seal/OnARollBrag04.vcd" //Hooyah! scene "scenes/seal/OnARollBrag05.vcd" //That's the way we do it. scene "scenes/seal/OnARollBrag06.vcd" //Nice. scene "scenes/seal/OnARollBrag07.vcd" //Nice. scene "scenes/seal/OnARollBrag08.vcd" //We are the best of the best scene "scenes/seal/OnARollBrag09.vcd" //There is no stopping us scene "scenes/seal/OnARollBrag10.vcd" //All right! All right! scene "scenes/seal/OnARollBrag11.vcd" //We got this scene "scenes/seal/OnARollBrag12.vcd" //I am fired up! scene "scenes/seal/OnARollBrag13.vcd" //We are lightin' them up scene "scenes/seal/OnARollBrag14.vcd" //Is that all you got? } Rule Radio.Cheerseal { criteria TLK_Radio.Cheer Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Cheerseal } Response Radio.Complimentseal { scene "scenes/seal/OnARollBrag01.vcd" //Woohoo! scene "scenes/seal/OnARollBrag02.vcd" //Oh yeah! scene "scenes/seal/OnARollBrag03.vcd" //Oh yeah! scene "scenes/seal/OnARollBrag04.vcd" //Hooyah! scene "scenes/seal/OnARollBrag05.vcd" //That's the way we do it. scene "scenes/seal/OnARollBrag06.vcd" //Nice. scene "scenes/seal/OnARollBrag07.vcd" //Nice. scene "scenes/seal/OnARollBrag08.vcd" //We are the best of the best scene "scenes/seal/OnARollBrag09.vcd" //There is no stopping us scene "scenes/seal/OnARollBrag10.vcd" //All right! All right! scene "scenes/seal/OnARollBrag11.vcd" //We got this scene "scenes/seal/OnARollBrag12.vcd" //I am fired up! scene "scenes/seal/OnARollBrag13.vcd" //We are lightin' them up scene "scenes/seal/OnARollBrag14.vcd" //Is that all you got? } Rule Radio.Complimentseal { criteria TLK_Radio.Compliment Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Complimentseal } Response Radio.CoverMeseal { scene "scenes/seal/CoverMe01.vcd" //Cover me scene "scenes/seal/CoverMe02.vcd" //Cover scene "scenes/seal/CoverMe03.vcd" //Hold up, cover me } Rule Radio.CoverMeseal { criteria TLK_Radio.CoverMe Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.CoverMeseal } Response Radio.Decoyseal { scene "scenes/seal/ct_decoy01.vcd" //Decoy! scene "scenes/seal/ct_decoy02.vcd" //Decoy's out. scene "scenes/seal/ct_decoy03.vcd" //Deploying decoy. } Rule Radio.Decoyseal { criteria TLK_Radio.Decoy Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Decoyseal } Response Radio.EnemyDownseal { scene "scenes/seal/EnemyDown01.vcd" //Tango Down scene "scenes/seal/EnemyDown03.vcd" //He's down scene "scenes/seal/EnemyDown04.vcd" //Dropped him scene "scenes/seal/EnemyDown06.vcd" //Got 'em scene "scenes/seal/EnemyDown08.vcd" //He's down scene "scenes/seal/EnemyDown09.vcd" //Dropped him scene "scenes/seal/EnemyDown11.vcd" //Bad guy down scene "scenes/seal/EnemyDown12.vcd" //Tango Down } Rule Radio.EnemyDownseal { criteria TLK_Radio.EnemyDown Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.EnemyDownseal } Response Radio.EnemySpottedseal { scene "scenes/seal/Radio_EnemySpotted01.vcd" //Target spotted scene "scenes/seal/Radio_EnemySpotted02.vcd" //Targets acquired scene "scenes/seal/Radio_EnemySpotted03.vcd" //Target spotted scene "scenes/seal/Radio_EnemySpotted05.vcd" //Have eyes on enemy scene "scenes/seal/Radio_EnemySpotted06.vcd" //Contact scene "scenes/seal/Radio_EnemySpotted09.vcd" //I've got movement scene "scenes/seal/Radio_EnemySpotted10.vcd" //I see foot mobiles scene "scenes/seal/Radio_EnemySpottedCount12.vcd" //I've got a visual on one } Rule Radio.EnemySpottedseal { criteria TLK_Radio.EnemySpotted Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.EnemySpottedseal } Response Radio.FireInTheHoleseal { scene "scenes/seal/ct_grenade01.vcd" //Fire in the hole! scene "scenes/seal/ct_grenade02.vcd" //Grenade out. scene "scenes/seal/ct_grenade03.vcd" //Grenade out! scene "scenes/seal/ct_grenade04.vcd" //Throwing grenade } Rule Radio.FireInTheHoleseal { criteria TLK_Radio.FireInTheHole Isseal IsTalkseal IsNottraining1 ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.FireInTheHoleseal } Response Radio.Flashbangseal { scene "scenes/seal/ct_flashbang01.vcd" //Flashbang. scene "scenes/seal/ct_flashbang02.vcd" //Deploying Flashbang. scene "scenes/seal/ct_flashbang03.vcd" //Throwing Flashbang. } Rule Radio.Flashbangseal { criteria TLK_Radio.Flashbang Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Flashbangseal } Response Radio.FollowMeseal { scene "scenes/seal/Radio_FollowMe01.vcd" //Follow me scene "scenes/seal/Radio_FollowMe02.vcd" //Stack up on me scene "scenes/seal/Radio_FollowMe03.vcd" //I'll lead scene "scenes/seal/Radio_FollowMe04.vcd" //I'll take point scene "scenes/seal/Radio_FollowMe05.vcd" //On me } Rule Radio.FollowMeseal { criteria TLK_Radio.FollowMe Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.FollowMeseal } Response Radio.GetInPositionseal { scene "scenes/seal/Thanks01.vcd" //Tango Mike scene "scenes/seal/Thanks02.vcd" //Thank you scene "scenes/seal/Thanks03.vcd" //Thanks } Rule Radio.GetInPositionseal { criteria TLK_Radio.GetInPosition Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.GetInPositionseal } Response Radio.GetOutOfThereseal { scene "scenes/seal/ct_bombexploding01.vcd" //Get back! Get BACK! scene "scenes/seal/ct_bombexploding02.vcd" //Get back! Get BACK! scene "scenes/seal/ct_bombexploding03.vcd" //Run! scene "scenes/seal/ct_bombexploding04.vcd" //CLEAR THE AREA! scene "scenes/seal/ct_bombexploding05.vcd" //CLEAR THE AREA! scene "scenes/seal/ct_bombexploding06.vcd" //too late scene "scenes/seal/ct_bombexploding07.vcd" //too late scene "scenes/seal/ct_bombexploding08.vcd" //too late scene "scenes/seal/ct_bombexploding09.vcd" //too late } Rule Radio.GetOutOfThereseal { criteria TLK_Radio.GetOutOfThere Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.GetOutOfThereseal } Response Radio.GoGoGoseal { scene "scenes/seal/radio_letsgo01.vcd" //Go go go! scene "scenes/seal/radio_letsgo02.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo04.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo05.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo06.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo07.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo08.vcd" //Push, Push, Push scene "scenes/seal/radio_letsgo09.vcd" //Push, Push, Push scene "scenes/seal/radio_letsgo10.vcd" //MOVE! scene "scenes/seal/radio_letsgo11.vcd" //Let's go! scene "scenes/seal/radio_letsgo12.vcd" //Let's go! } Rule Radio.GoGoGoseal { criteria TLK_Radio.GoGoGo Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.GoGoGoseal } Response Radio.HoldPositionseal { scene "scenes/seal/RadioBotHold01.vcd" //Hold this position scene "scenes/seal/RadioBotHold02.vcd" //Cover this area scene "scenes/seal/RadioBotHold03.vcd" //Wait up } Rule Radio.HoldPositionseal { criteria TLK_Radio.HoldPosition Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.HoldPositionseal } Response Radio.InPositionseal { scene "scenes/seal/InPosition01.vcd" //I'm in position scene "scenes/seal/InPosition01.vcd" //I'm in position scene "scenes/seal/InPosition02.vcd" //I'm ready scene "scenes/seal/InPosition02.vcd" //I'm ready scene "scenes/seal/InPosition04.vcd" //In position scene "scenes/seal/InPosition04.vcd" //In position } Rule Radio.InPositionseal { criteria TLK_Radio.InPosition Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.InPositionseal } Response radio.letsgoseal { scene "scenes/seal/radio_letsgo01.vcd" //Go go go! scene "scenes/seal/radio_letsgo02.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo04.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo05.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo06.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo07.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo08.vcd" //Push, Push, Push scene "scenes/seal/radio_letsgo09.vcd" //Push, Push, Push scene "scenes/seal/radio_letsgo10.vcd" //MOVE! scene "scenes/seal/radio_letsgo11.vcd" //Let's go! scene "scenes/seal/radio_letsgo12.vcd" //Let's go! } Rule radio.letsgoseal { criteria TLK_radio.letsgo Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response radio.letsgoseal } Response radio.locknloadseal { scene "scenes/seal/radio_locknload01.vcd" //Let's go scene "scenes/seal/radio_locknload02.vcd" //Grab your gear and let's go scene "scenes/seal/radio_locknload03.vcd" //Lock and load scene "scenes/seal/radio_locknload04.vcd" //Let's move out scene "scenes/seal/radio_locknload05.vcd" //Let's move out scene "scenes/seal/radio_locknload06.vcd" //Let's get this done scene "scenes/seal/radio_locknload07.vcd" //This day right here is where we end this. scene "scenes/seal/radio_locknload08.vcd" //All right, this is it, keep your heads on a swivel. scene "scenes/seal/radio_locknload09.vcd" //Get ready, this is free fire zone. scene "scenes/seal/radio_locknload10.vcd" //Let's go earn our pay scene "scenes/seal/radio_locknload11.vcd" //Time to earn our stories scene "scenes/seal/radio_locknload12.vcd" //Let's do this and get back in time for chow scene "scenes/seal/radio_locknload13.vcd" //We are oscar mike. scene "scenes/seal/radio_locknload14.vcd" //Let's go have some fun scene "scenes/seal/radio_locknload15.vcd" //We are good to go scene "scenes/seal/radio_locknload16.vcd" //Let's go everyone, stay frosty. scene "scenes/seal/radio_locknload17.vcd" //Stay frosty. } Rule radio.locknloadseal { criteria TLK_radio.locknload Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response radio.locknloadseal } Response Radio.Molotovseal { scene "scenes/seal/ct_molotov01.vcd" //Incendiary out scene "scenes/seal/ct_molotov02.vcd" //Throwing fire. scene "scenes/seal/ct_molotov03.vcd" //Incendiary } Rule Radio.Molotovseal { criteria TLK_Radio.Molotov Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Molotovseal } Rule Radio.Incendiaryseal { criteria TLK_Radio.Incendiary Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Molotovseal } Response Radio.NeedBackupseal { scene "scenes/seal/Radio_NeedBackup01.vcd" //Need support scene "scenes/seal/Radio_NeedBackup02.vcd" //Need backup scene "scenes/seal/Radio_NeedBackup03.vcd" //Need support now! } Rule Radio.NeedBackupseal { criteria TLK_Radio.NeedBackup Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.NeedBackupseal } Response Radio.Negativeseal { scene "scenes/seal/Negative01.vcd" //Negative scene "scenes/seal/Negative02.vcd" //Ah no scene "scenes/seal/Negative03.vcd" //Negative scene "scenes/seal/Negative04.vcd" //That's a negative scene "scenes/seal/radiobotreponsenegative06.vcd" //No sir } Rule Radio.Negativeseal { criteria TLK_Radio.Negative Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Negativeseal } Response Radio.Regroupseal { scene "scenes/seal/RadioBotRegroup01.vcd" //Regroup scene "scenes/seal/RadioBotRegroup02.vcd" //Stick together scene "scenes/seal/RadioBotRegroup03.vcd" //Form up scene "scenes/seal/RadioBotRegroup05.vcd" //Stay tight } Rule Radio.Regroupseal { criteria TLK_Radio.Regroup Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Regroupseal } Response Radio.ReportingInseal { scene "scenes/seal/ReportingIn01.vcd" //Reporting In scene "scenes/seal/ReportingIn02.vcd" //Checking In scene "scenes/seal/ReportingIn03.vcd" //Reporting In } Rule Radio.ReportingInseal { criteria TLK_Radio.ReportingIn Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.ReportingInseal } Response Radio.ReportInTeamseal { scene "scenes/seal/RequestReport01.vcd" //Report In scene "scenes/seal/RequestReport02.vcd" //Status? scene "scenes/seal/RequestReport03.vcd" //Check in } Rule Radio.ReportInTeamseal { criteria TLK_Radio.ReportInTeam Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.ReportInTeamseal } Response Radio.Rogerseal { scene "scenes/seal/Affirmative01.vcd" //Roger scene "scenes/seal/Affirmative03.vcd" //Roger that scene "scenes/seal/Affirmative06.vcd" //Roger that } Rule Radio.Rogerseal { criteria TLK_Radio.Roger Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Rogerseal } Response Radio.SectorClearseal { scene "scenes/seal/ClearedArea01.vcd" //All clear scene "scenes/seal/ClearedArea04.vcd" //Area clear } Rule Radio.SectorClearseal { criteria TLK_Radio.SectorClear Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.SectorClearseal } Response Radio.Smokeseal { scene "scenes/seal/ct_smoke01.vcd" //Smoke! scene "scenes/seal/ct_smoke02.vcd" //Throwing smoke. scene "scenes/seal/ct_smoke03.vcd" //Laying down smoke. } Rule Radio.Smokeseal { criteria TLK_Radio.Smoke Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Smokeseal } Response Radio.StickTogetherseal { scene "scenes/seal/RadioBotRegroup02.vcd" //Stick together scene "scenes/seal/RadioBotRegroup04.vcd" //Pull yourselves together } Rule Radio.StickTogetherseal { criteria TLK_Radio.StickTogether Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.StickTogetherseal } Response radio.takingfireseal { scene "scenes/seal/Radio_TakingFire01.vcd" //I'm under fire scene "scenes/seal/Radio_TakingFire02.vcd" //Under fire scene "scenes/seal/Radio_TakingFire03.vcd" //Contact! Contact! scene "scenes/seal/Radio_TakingFire04.vcd" //I'm in trouble scene "scenes/seal/Radio_TakingFire05.vcd" //I'm in big trouble scene "scenes/seal/Radio_TakingFire06.vcd" //Taking fire scene "scenes/seal/Radio_TakingFire07.vcd" //Needs assistance } Rule radio.takingfireseal { criteria TLK_radio.takingfire Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response radio.takingfireseal } Response Radio.TeamFallBackseal { scene "scenes/seal/RadioBotFallBack01.vcd" //Fall back! scene "scenes/seal/RadioBotFallBack02.vcd" //Team fall back! scene "scenes/seal/RadioBotFallBack03.vcd" //Back! Back! scene "scenes/seal/RadioBotFallBack06.vcd" //Fall back now! scene "scenes/seal/RadioBotFallBack07.vcd" //Back! Back! } Rule Radio.TeamFallBackseal { criteria TLK_Radio.TeamFallBack Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.TeamFallBackseal } Response Radio.Thanksseal { scene "scenes/seal/Thanks01.vcd" //Tango Mike scene "scenes/seal/Thanks02.vcd" //Thank you scene "scenes/seal/Thanks03.vcd" //Thanks } Rule Radio.Thanksseal { criteria TLK_Radio.Thanks Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Thanksseal } Response Radio.YouTakeThePointseal { scene "scenes/seal/FollowingFriend01.vcd" //You lead scene "scenes/seal/FollowingFriend02.vcd" //Lead the way scene "scenes/seal/FollowingFriend04.vcd" //On you } Rule Radio.YouTakeThePointseal { criteria TLK_Radio.YouTakeThePoint Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.YouTakeThePointseal } Response ReportingInseal { scene "scenes/seal/ReportingIn01.vcd" //Reporting In scene "scenes/seal/ReportingIn02.vcd" //Checking In scene "scenes/seal/ReportingIn03.vcd" //Reporting In } Rule ReportingInseal { criteria TLK_ReportingIn Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response ReportingInseal } Response RequestReportseal { scene "scenes/seal/RequestReport01.vcd" //Report In scene "scenes/seal/RequestReport02.vcd" //Status? scene "scenes/seal/RequestReport03.vcd" //Check in } Rule RequestReportseal { criteria TLK_RequestReport Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response RequestReportseal } Response ScaredEmoteseal { scene "scenes/seal/ScaredEmote01.vcd" //This is fubar scene "scenes/seal/ScaredEmote02.vcd" //Gotta pull myself together scene "scenes/seal/ScaredEmote03.vcd" //This is it, this is it scene "scenes/seal/ScaredEmote04.vcd" //Come on, come on, come on } Rule ScaredEmoteseal { criteria TLK_ScaredEmote Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response ScaredEmoteseal } Response SniperKilledseal { scene "scenes/seal/SniperKilled01.vcd" //Sniper down scene "scenes/seal/SniperKilled02.vcd" //Got the sniper scene "scenes/seal/SniperKilled03.vcd" //Sniper down } Rule SniperKilledseal { criteria TLK_SniperKilled Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response SniperKilledseal } Response SniperWarningseal { scene "scenes/seal/SniperWarning01.vcd" //Sniper! scene "scenes/seal/SniperWarning02.vcd" //Sniper! Sniper! scene "scenes/seal/SniperWarning03.vcd" //Watch out, sniper! } Rule SniperWarningseal { criteria TLK_SniperWarning Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response SniperWarningseal } Response SpottedBomberseal { scene "scenes/seal/SpottedBomber01.vcd" //He's got the bomb scene "scenes/seal/SpottedBomber02.vcd" //Spotted the bomb carrier scene "scenes/seal/SpottedBomber03.vcd" //Bomb carrier spotted. scene "scenes/seal/SpottedBomber04.vcd" //Bomb carrier down range scene "scenes/seal/SpottedBomber05.vcd" //Bravo Charlie scene "scenes/seal/SpottedBomber06.vcd" //Bravo Charlie spotted } Rule SpottedBomberseal { criteria TLK_SpottedBomber Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response SpottedBomberseal } Response SpottedLooseBombseal { scene "scenes/seal/SpottedLooseBomb01.vcd" //The bomb has been dropped. scene "scenes/seal/SpottedLooseBomb02.vcd" //They dropped the bomb. scene "scenes/seal/SpottedLooseBomb03.vcd" //The bomb is on the ground. scene "scenes/seal/SpottedLooseBomb04.vcd" //The bomb has been dropped. Repeat. The bomb has been dropped. scene "scenes/seal/SpottedLooseBomb05.vcd" //The bomb is down. The bomb is down. } Rule SpottedLooseBombseal { criteria TLK_SpottedLooseBomb Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response SpottedLooseBombseal } Response TheyPickedUpTheBombseal { scene "scenes/seal/TheyPickedUpTheBomb01.vcd" //They've got the bomb scene "scenes/seal/TheyPickedUpTheBomb02.vcd" //They picked up the bomb scene "scenes/seal/TheyPickedUpTheBomb03.vcd" //They recovered the bomb } Rule TheyPickedUpTheBombseal { criteria TLK_TheyPickedUpTheBomb Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response TheyPickedUpTheBombseal } Response ThreeEnemiesLeftseal { scene "scenes/seal/ThreeEnemiesLeft01.vcd" //3 guys left scene "scenes/seal/ThreeEnemiesLeft04.vcd" //3 to go scene "scenes/seal/ThreeEnemiesLeft07.vcd" //That makes three } Rule ThreeEnemiesLeftseal { criteria TLK_ThreeEnemiesLeft Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response ThreeEnemiesLeftseal } Response TwoEnemiesLeftseal { scene "scenes/seal/TwoEnemiesLeft01.vcd" //2 guys left scene "scenes/seal/TwoEnemiesLeft02.vcd" //They're down to two scene "scenes/seal/TwoEnemiesLeft03.vcd" //2 bad guys left scene "scenes/seal/TwoEnemiesLeft04.vcd" //2 tangos left scene "scenes/seal/TwoEnemiesLeft05.vcd" //That makes 2 left } Rule TwoEnemiesLeftseal { criteria TLK_TwoEnemiesLeft Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response TwoEnemiesLeftseal } Response WaitingForHumanToDefuseBombseal { scene "scenes/seal/WaitingForHumanToDefuseBomb01.vcd" //Covering while you defuse scene "scenes/seal/WaitingForHumanToDefuseBomb02.vcd" //Defuse the bomb. I'll cover you scene "scenes/seal/WaitingForHumanToDefuseBomb03.vcd" //Go ahead and defuse the bomb scene "scenes/seal/WaitingForHumanToDefuseBomb04.vcd" //I got this, get the bomb } Rule WaitingForHumanToDefuseBombseal { criteria TLK_WaitingForHumanToDefuseBomb Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombseal } Response WaitingForHumanToDefuseBombPanicseal { scene "scenes/seal/NoEnemiesLeftBomb03.vcd" //We still got a bomb to defuse scene "scenes/seal/NoEnemiesLeftBomb04.vcd" //Let's take care of that bomb now scene "scenes/seal/RadioBotTime01.vcd" //We gotta hurry scene "scenes/seal/RadioBotTime02.vcd" //Time's running out scene "scenes/seal/RadioBotTime03.vcd" //We don't have much time scene "scenes/seal/RadioBotTime04.vcd" //We don't have much time } Rule WaitingForHumanToDefuseBombPanicseal { criteria TLK_WaitingForHumanToDefuseBombPanic Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombPanicseal } Response WaitingHereseal { scene "scenes/seal/WaitingHere01.vcd" //I'm waiting here scene "scenes/seal/WaitingHere02.vcd" //Waiting here scene "scenes/seal/WaitingHere03.vcd" //Staying here scene "scenes/seal/WaitingHere04.vcd" //Holding here } Rule WaitingHereseal { criteria TLK_WaitingHere Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response WaitingHereseal } Response WhereIsTheBombseal { scene "scenes/seal/WhereIsTheBomb01.vcd" //Where's the bomb? scene "scenes/seal/WhereIsTheBomb02.vcd" //Did you see the bomb? scene "scenes/seal/WhereIsTheBomb03.vcd" //Anyone see the bomb? scene "scenes/seal/WhereIsTheBomb04.vcd" //Interrogative, anyone see the bomb? scene "scenes/seal/WhereIsTheBomb05.vcd" //Anyone have eyes on the bomb? } Rule WhereIsTheBombseal { criteria TLK_WhereIsTheBomb Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response WhereIsTheBombseal } Response WonRoundseal { scene "scenes/seal/RadioBotEndClean01.vcd" //Good job everyone scene "scenes/seal/RadioBotEndSolid01.vcd" //Good job men, good job scene "scenes/seal/RadioBotEndSolid02.vcd" //Nice work scene "scenes/seal/RadioBotEndSolid03.vcd" //We did it scene "scenes/seal/RadioBotEndSolid04.vcd" //Chow time! Let's go } Rule WonRoundseal { criteria TLK_WonRound Isseal IsTalkseal NotSaidRoundEndseal ApplyContext "Talkseal:1:1,SaidRoundEndseal:1:10" applycontexttoworld Response WonRoundseal } Response WonRoundCleanseal { scene "scenes/seal/RadioBotEndClean01.vcd" //Good job everyone scene "scenes/seal/RadioBotEndClean02.vcd" //Nice work everyone scene "scenes/seal/RadioBotEndClean04.vcd" //It was like shooting fish in a barrel } Rule WonRoundCleanseal { criteria TLK_WonRoundClean Isseal IsAllAlive IsTalkseal ApplyContext "Talkseal:1:1,SaidRoundEndseal:1:10" applycontexttoworld Response WonRoundCleanseal } Response WonRoundQuicklyseal { scene "scenes/seal/RadioBotEndClean01.vcd" //Good job everyone scene "scenes/seal/RadioBotEndClean02.vcd" //Nice work everyone scene "scenes/seal/RadioBotEndClean03.vcd" //Nice work, smoke 'em if you got 'em scene "scenes/seal/RadioBotEndClean04.vcd" //It was like shooting fish in a barrel } Rule WonRoundQuicklyseal { criteria TLK_WonRoundQuickly Isseal IsTalkseal ApplyContext "Talkseal:1:1,SaidRoundEndseal:1:10" applycontexttoworld Response WonRoundQuicklyseal } Rule AgreeWithPlanseal { criteria TLK_AgreeWithPlan Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Agreeseal } Rule BombHasPlanted2seal { criteria TLK_Radio.NeedBackup Isseal IsSaidBombPlant ApplyContext "Talkseal:1:1" applycontexttoworld Response BombHasPlantedseal } Rule BombHasPlanted3seal { criteria TLK_BombsiteSecure Isseal IsSaidBombPlant ApplyContext "Talkseal:1:1" applycontexttoworld Response BombHasPlantedseal } Rule BombsiteSecureseal { criteria TLK_BombsiteSecure Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response BombsiteClearseal } Rule FollowingCommanderseal { criteria TLK_FollowingCommander Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response FollowingFriendseal } Rule FollowingSirseal { criteria TLK_FollowingSir Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response FollowingFriendseal } Rule NiceShotCommanderseal { criteria TLK_NiceShotCommander Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response NiceShotseal } Rule NiceShotSirseal { criteria TLK_NiceShotSir Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response NiceShotseal } Rule ThrillEmoteseal { criteria TLK_ThrillEmote Isseal IsTalkseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response OnARollBragseal } Rule EnemySpottedseal { criteria TLK_EnemySpotted Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.EnemySpottedseal } Rule radio.goseal { criteria TLK_radio.go Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response radio.letsgoseal } Rule radio.moveoutseal { criteria TLK_radio.moveout Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response radio.locknloadseal } Rule Radio.ReportInTeamseal { criteria TLK_Radio.ReportInTeam Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response RequestReportseal } Rule BombTickingDownseal { criteria TLK_BombTickingDown Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response WhereIsTheBombseal } Response TeamLeadWonseal { scene "scenes/seal/OnARollBrag01.vcd" //Woohoo! scene "scenes/seal/OnARollBrag02.vcd" //Oh yeah! scene "scenes/seal/OnARollBrag03.vcd" //Oh yeah! scene "scenes/seal/OnARollBrag04.vcd" //Hooyah! scene "scenes/seal/OnARollBrag05.vcd" //That's the way we do it. scene "scenes/seal/OnARollBrag06.vcd" //Nice. scene "scenes/seal/OnARollBrag07.vcd" //Nice. scene "scenes/seal/OnARollBrag08.vcd" //We are the best of the best scene "scenes/seal/OnARollBrag09.vcd" //There is no stopping us scene "scenes/seal/OnARollBrag10.vcd" //All right! All right! scene "scenes/seal/OnARollBrag11.vcd" //We got this scene "scenes/seal/OnARollBrag12.vcd" //I am fired up! scene "scenes/seal/OnARollBrag13.vcd" //We are lightin' them up scene "scenes/seal/OnARollBrag14.vcd" //Is that all you got? } Rule TeamLeadWonseal { criteria TDM_GainedLead Isseal IsTalkseal TDM_ChatterAllowed_CT ApplyContext "Talkseal:1:1,TDMChatterCT:1:15" applycontexttoworld Response TeamLeadWonseal } Response TeamLeadLostseal { scene "scenes/seal/ScaredEmote01.vcd" //This is fubar scene "scenes/seal/ScaredEmote02.vcd" //Gotta pull myself together scene "scenes/seal/ScaredEmote03.vcd" //This is it, this is it scene "scenes/seal/ScaredEmote04.vcd" //Come on, come on, come on scene "scenes/seal/radio_letsgo01.vcd" //Go go go! scene "scenes/seal/radio_letsgo02.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo04.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo05.vcd" //Move it! Move it! scene "scenes/seal/radio_letsgo06.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo07.vcd" //Let's go! Let's go! scene "scenes/seal/radio_letsgo08.vcd" //Push, Push, Push scene "scenes/seal/radio_letsgo09.vcd" //Push, Push, Push scene "scenes/seal/radio_letsgo10.vcd" //MOVE! scene "scenes/seal/radio_letsgo11.vcd" //Let's go! scene "scenes/seal/radio_letsgo12.vcd" //Let's go! } Rule TeamLeadLostseal { criteria TDM_LostLead Isseal IsTalkseal TDM_ChatterAllowed_CT ApplyContext "Talkseal:1:1,TDMChatterCT:1:15" applycontexttoworld Response TeamLeadLostseal } Response Radio.Sorryseal { scene "scenes/temp/Sorry02.vcd" scene "scenes/temp/Sorry03.vcd" scene "scenes/temp/Sorry12.vcd" } Rule Radio.Sorryseal { criteria TLK_Radio.Sorry Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.Sorryseal } Response Radio.GoAseal { scene "scenes/seal/ctmap_de_aztec04.vcd" } Rule Radio.GoAseal { criteria TLK_Radio.GoA Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.GoAseal } Response Radio.GoBseal { scene "scenes/seal/ctmap_de_aztec11.vcd" } Rule Radio.GoBseal { criteria TLK_Radio.GoB Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.GoBseal } Response Radio.NeedDropseal { scene "scenes/temp/HelpDrop.vcd" } Rule Radio.NeedDropseal { criteria TLK_Radio.NeedDrop Isseal IsTalkseal ApplyContext "Talkseal:1:1" applycontexttoworld Response Radio.NeedDropseal } //~ //////////////////////////////////// //~ // new chat wheel responses //~ ////////////////////////////////// //~ Response TLK_CW.StickTogetherseal //~ { //~ scene "scenes/seal/RadioBotRegroup01.vcd" //~ scene "scenes/seal/RadioBotRegroup02.vcd" //~ scene "scenes/seal/RadioBotRegroup03.vcd" //~ scene "scenes/seal/RadioBotRegroup04.vcd" //~ scene "scenes/seal/RadioBotRegroup05.vcd" //~ } //~ Rule TLK_CW.StickTogetherseal //~ { //~ criteria TLK_CW.StickTogether Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.StickTogetherseal //~ } //~ Response TLK_CW.FollowMeseal //~ { //~ scene "scenes/seal/Radio_FollowMe01.vcd" //~ scene "scenes/seal/Radio_FollowMe02.vcd" //~ scene "scenes/seal/Radio_FollowMe03.vcd" //~ scene "scenes/seal/Radio_FollowMe04.vcd" //~ scene "scenes/seal/Radio_FollowMe05.vcd" //~ } //~ Rule TLK_CW.FollowMeseal //~ { //~ criteria TLK_CW.FollowMe Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.FollowMeseal //~ } //~ Response TLK_CW.SpreadOutseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.SpreadOutseal //~ { //~ criteria TLK_CW.SpreadOut Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.SpreadOutseal //~ } //~ Response TLK_CW.TeamFallBackseal //~ { //~ scene "scenes/seal/RadioBotFallBack01.vcd" //~ scene "scenes/seal/RadioBotFallBack02.vcd" //~ scene "scenes/seal/RadioBotFallBack03.vcd" //~ scene "scenes/seal/RadioBotFallBack06.vcd" //~ scene "scenes/seal/RadioBotFallBack07.vcd" //~ } //~ Rule TLK_CW.TeamFallBackseal //~ { //~ criteria TLK_CW.TeamFallBack Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.TeamFallBackseal //~ } //~ Response TLK_CW.CheckHostageseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.CheckHostageseal //~ { //~ criteria TLK_CW.CheckHostage Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.CheckHostageseal //~ } //~ Response TLK_CW.NeedQuietseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedQuietseal //~ { //~ criteria TLK_CW.NeedQuiet Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedQuietseal //~ } //~ ///////////////////////////// chat wheel section prepare //~ Response TLK_CW.EcoRoundseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.EcoRoundseal //~ { //~ criteria TLK_CW.EcoRound Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.EcoRoundseal //~ } //~ Response TLK_CW.SpendRoundseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.SpendRoundseal //~ { //~ criteria TLK_CW.SpendRound Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.SpendRoundseal //~ } //~ Response TLK_CW.NeedDropseal //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.NeedDropseal //~ { //~ criteria TLK_CW.NeedDrop Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedDropseal //~ } //~ Response TLK_CW.NeedPlanseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedPlanseal //~ { //~ criteria TLK_CW.NeedPlan Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedPlanseal //~ } //~ Response TLK_CW.GoAseal //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.GoAseal //~ { //~ criteria TLK_CW.GoA Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoAseal //~ } //~ Response TLK_CW.GoBseal //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.GoBseal //~ { //~ criteria TLK_CW.GoB Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoBseal //~ } //~ Response CW.GoToLocMidseal //~ { //~ // no lines exist yet //~ } //~ Rule CW.GoToLocMidseal //~ { //~ criteria TLK_CW.GoToLocMid Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response CW.GoToLocMidseal //~ } //~ ///////////////////////////// chat wheel section grenades //~ Response TLK_CW.NeedDecoyseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedDecoyseal //~ { //~ criteria TLK_CW.NeedDecoy Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedDecoyseal //~ } //~ Response TLK_CW.NeedSmokeseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedSmokeseal //~ { //~ criteria TLK_CW.NeedSmoke Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedSmokeseal //~ } //~ Response TLK_CW.NeedGrenadeseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedGrenadeseal //~ { //~ criteria TLK_CW.NeedGrenade Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedGrenadeseal //~ } //~ Response TLK_CW.NeedFireseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedFireseal //~ { //~ criteria TLK_CW.NeedFire Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedFireseal //~ } //~ Response TLK_CW.NeedFlashseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedFlashseal //~ { //~ criteria TLK_CW.NeedFlash Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedFlashseal //~ } //~ ///////////////////////////// chat wheel section defend //~ Response TLK_CW.HoldPositionseal //~ { //~ scene "scenes/seal/RadioBotHold01.vcd" //~ scene "scenes/seal/RadioBotHold02.vcd" //~ scene "scenes/seal/RadioBotHold03.vcd" //~ } //~ Rule TLK_CW.HoldPositionseal //~ { //~ criteria TLK_CW.HoldPosition Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.HoldPositionseal //~ } //~ Response TLK_CW.Regroupseal //~ { //~ scene "scenes/seal/RadioBotRegroup01.vcd" //~ scene "scenes/seal/RadioBotRegroup02.vcd" //~ scene "scenes/seal/RadioBotRegroup03.vcd" //~ scene "scenes/seal/RadioBotRegroup04.vcd" //~ scene "scenes/seal/RadioBotRegroup05.vcd" //~ } //~ Rule TLK_CW.Regroupseal //~ { //~ criteria TLK_CW.Regroup Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.Regroupseal //~ } //~ ////////////////////////////// chat wheel section bomb //~ Response TLK_CW.GuardingDroppedBombseal //~ { //~ //scene "scenes/seal/goingtodefendbombsite_05.vcd" //~ } //~ Rule TLK_CW.GuardingDroppedBombseal //~ { //~ criteria TLK_CW.GuardingDroppedBomb Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.GuardingDroppedBombseal //~ } //~ Response TLK_CW.BombsiteClearseal //~ { //~ scene "scenes/seal/bombsiteclear01.vcd" //~ scene "scenes/seal/bombsiteclear02.vcd" //~ scene "scenes/seal/bombsiteclear03.vcd" //~ } //~ Rule TLK_CW.BombsiteClearseal //~ { //~ criteria TLK_CW.BombsiteClear Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombsiteClearseal //~ } //~ Response TLK_CW.DroppedBombseal //~ { //~ scene "scenes/seal/SpottedLooseBomb01.vcd" //~ scene "scenes/seal/SpottedLooseBomb02.vcd" //~ scene "scenes/seal/SpottedLooseBomb03.vcd" //~ scene "scenes/seal/SpottedLooseBomb04.vcd" //~ scene "scenes/seal/SpottedLooseBomb05.vcd" //~ } //~ Rule TLK_CW.DroppedBombseal //~ { //~ criteria TLK_CW.DroppedBomb Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.DroppedBombseal //~ } //~ Response TLK_CW.WeHaveTheBombseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.WeHaveTheBombseal //~ { //~ criteria TLK_CW.WeHaveTheBomb Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.WeHaveTheBombseal //~ } //~ //////////////////////////////// Chat wheel section enemy status //~ Response TLK_CW.SniperWarningseal //~ { //~ scene "scenes/seal/SniperWarning01.vcd" //~ scene "scenes/seal/SniperWarning02.vcd" //~ scene "scenes/seal/SniperWarning03.vcd" //~ } //~ Rule TLK_CW.SniperWarningseal //~ { //~ criteria TLK_CW.SniperWarning Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.SniperWarningseal //~ } //~ Response TLK_CW.BombCarrierHereseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.BombCarrierHereseal //~ { //~ criteria TLK_CW.BombCarrierHere Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombCarrierHereseal //~ } //~ Response TLK_CW.SeesSingleEnemyseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.SeesSingleEnemyseal //~ { //~ criteria TLK_CW.SeesSingleEnemy Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesSingleEnemyseal //~ } //~ Response TLK_CW.SeesEnemiesMultipleseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.SeesEnemiesMultipleseal //~ { //~ criteria TLK_CW.SeesEnemiesMultiple Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesEnemiesMultipleseal //~ } //~ ////////////////// Chat wheel section responses //~ Response TLK_CW.Thanksseal //~ { //~ scene "scenes/seal/Thanks01.vcd" //~ scene "scenes/seal/Thanks02.vcd" //~ scene "scenes/seal/Thanks03.vcd" //~ } //~ Rule TLK_CW.Thanksseal //~ { //~ criteria TLK_CW.Thanks Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.Thanksseal //~ } //~ Response TLK_CW.Sorryseal //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.Sorryseal //~ { //~ criteria TLK_CW.Sorry Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.Sorryseal //~ } //~ Response TLK_CW.Complimentseal //~ { //~ scene "scenes/seal/niceshot02.vcd" //~ scene "scenes/seal/niceshot06.vcd" //~ scene "scenes/seal/niceshot08.vcd" //~ scene "scenes/seal/niceshot10.vcd" //~ scene "scenes/seal/niceshot12.vcd" //~ scene "scenes/seal/niceshot13.vcd" //~ } //~ Rule TLK_CW.Complimentseal //~ { //~ criteria TLK_CW.Compliment Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.Complimentseal //~ } //~ Response TLK_CW.Agreeseal //~ { //~ scene "scenes/seal/agree01.vcd" //~ scene "scenes/seal/agree03.vcd" //~ scene "scenes/seal/agree05.vcd" //~ scene "scenes/seal/agree06.vcd" //~ scene "scenes/seal/affirmative01.vcd" //~ scene "scenes/seal/affirmative02.vcd" //~ scene "scenes/seal/affirmative03.vcd" //~ scene "scenes/seal/affirmative04.vcd" //~ scene "scenes/seal/affirmative05.vcd" //~ scene "scenes/seal/affirmative06.vcd" //~ } //~ Rule TLK_CW.Agreeseal //~ { //~ criteria TLK_CW.Agree Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.Agreeseal //~ } //~ Response TLK_CW.Disagreeseal //~ { //~ scene "scenes/seal/Disagree01.vcd" //~ scene "scenes/seal/Disagree02.vcd" //~ scene "scenes/seal/Disagree03.vcd" //~ scene "scenes/seal/Disagree04.vcd" //~ scene "scenes/seal/Disagree05.vcd" //~ scene "scenes/seal/negative01.vcd" //~ scene "scenes/seal/negative02.vcd" //~ scene "scenes/seal/negative03.vcd" //~ scene "scenes/seal/negative04.vcd" //~ } //~ Rule TLK_CW.Disagreeseal //~ { //~ criteria TLK_CW.Disagree Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.Disagreeseal //~ } //~ //////////////////////////// Chat wheel section commands //~ Response TLK_CW.GoGoGoseal //~ { //~ scene "scenes/seal/radio_letsgo01.vcd" //~ scene "scenes/seal/radio_letsgo02.vcd" //~ scene "scenes/seal/radio_letsgo03.vcd" //~ scene "scenes/seal/radio_letsgo04.vcd" //~ scene "scenes/seal/radio_letsgo05.vcd" //~ scene "scenes/seal/radio_letsgo06.vcd" //~ scene "scenes/seal/radio_letsgo07.vcd" //~ scene "scenes/seal/radio_letsgo08.vcd" //~ scene "scenes/seal/radio_letsgo09.vcd" //~ scene "scenes/seal/radio_letsgo10.vcd" //~ scene "scenes/seal/radio_letsgo11.vcd" //~ scene "scenes/seal/radio_letsgo12.vcd" //~ } //~ Rule TLK_CW.GoGoGoseal //~ { //~ criteria TLK_CW.GoGoGo Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoGoGoseal //~ } //~ Response TLK_CW.FollowingYouseal //~ { //~ scene "scenes/seal/FollowingFriend01.vcd" //~ scene "scenes/seal/FollowingFriend02.vcd" //~ scene "scenes/seal/FollowingFriend03.vcd" //~ scene "scenes/seal/FollowingFriend04.vcd" //~ } //~ Rule TLK_CW.FollowingYouseal //~ { //~ criteria TLK_CW.FollowingYou Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.FollowingYouseal //~ } //~ //////////////////////////// Chat wheel section report //~ Response TLK_CW.SeesEnemyseal //~ { //~ scene "scenes/seal/Radio_EnemySpotted01.vcd" //~ scene "scenes/seal/Radio_EnemySpotted02.vcd" //~ scene "scenes/seal/Radio_EnemySpotted03.vcd" //~ scene "scenes/seal/Radio_EnemySpotted04.vcd" //~ scene "scenes/seal/Radio_EnemySpotted05.vcd" //~ scene "scenes/seal/Radio_EnemySpotted06.vcd" //~ scene "scenes/seal/Radio_EnemySpotted09.vcd" //~ scene "scenes/seal/Radio_EnemySpotted10.vcd" //~ } //~ Rule TLK_CW.SeesEnemyseal //~ { //~ criteria TLK_CW.SeesEnemy Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesEnemyseal //~ } //~ Response TLK_CW.NeedBackupseal //~ { //~ scene "scenes/seal/Radio_NeedBackup01.vcd" //~ scene "scenes/seal/Radio_NeedBackup02.vcd" //~ scene "scenes/seal/Radio_NeedBackup03.vcd" //~ scene "scenes/seal/help01.vcd" //~ scene "scenes/seal/help02.vcd" //~ scene "scenes/seal/help03.vcd" //~ scene "scenes/seal/help04.vcd" //~ } //~ Rule TLK_CW.NeedBackupseal //~ { //~ criteria TLK_CW.NeedBackup Isseal //~ ApplyContext "Talkseal:1:1,SaidHelpseal:1:3" //~ applycontexttoworld //~ Response TLK_CW.NeedBackupseal //~ } //~ Response TLK_CW.SectorClearseal //~ { //~ scene "scenes/seal/ClearedArea01.vcd" //~ scene "scenes/seal/ClearedArea02.vcd" //~ scene "scenes/seal/ClearedArea03.vcd" //~ scene "scenes/seal/ClearedArea04.vcd" //~ } //~ Rule TLK_CW.SectorClearseal //~ { //~ criteria TLK_CW.SectorClear Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.SectorClearseal //~ } //~ Response TLK_CW.InPositionseal //~ { //~ scene "scenes/seal/InPosition01.vcd" //~ scene "scenes/seal/InPosition02.vcd" //~ scene "scenes/seal/InPosition04.vcd" //~ scene "scenes/seal/waitinghere01.vcd" //~ scene "scenes/seal/waitinghere02.vcd" //~ scene "scenes/seal/waitinghere03.vcd" //~ scene "scenes/seal/waitinghere04.vcd" //~ } //~ Rule TLK_CW.InPositionseal //~ { //~ criteria TLK_CW.InPosition Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.InPositionseal //~ } //~ Response TLK_CW.HeardNoiseseal //~ { //~ scene "scenes/seal/HeardNoise01.vcd" //~ scene "scenes/seal/HeardNoise02.vcd" //~ scene "scenes/seal/HeardNoise03.vcd" //~ } //~ Rule TLK_CW.HeardNoiseseal //~ { //~ criteria TLK_CW.HeardNoise Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.HeardNoiseseal //~ } //~ Response TLK_CW.PepTalkseal //~ { //~ scene "scenes/seal/peptalk01.vcd" //~ scene "scenes/seal/peptalk02.vcd" //~ scene "scenes/seal/peptalk03.vcd" //~ scene "scenes/seal/peptalk05.vcd" //~ scene "scenes/seal/radio_locknload03.vcd" //~ scene "scenes/seal/radio_locknload06.vcd" //~ scene "scenes/seal/radio_locknload07.vcd" //~ scene "scenes/seal/radio_locknload08.vcd" //~ scene "scenes/seal/radio_locknload09.vcd" //~ scene "scenes/seal/radio_locknload10.vcd" //~ scene "scenes/seal/radio_locknload11.vcd" //~ scene "scenes/seal/radio_locknload12.vcd" //~ scene "scenes/seal/radio_locknload13.vcd" //~ scene "scenes/seal/radio_locknload14.vcd" //~ scene "scenes/seal/radio_locknload16.vcd" //~ scene "scenes/seal/radio_locknload17.vcd" //~ } //~ Rule TLK_CW.PepTalkseal //~ { //~ criteria TLK_CW.PepTalk Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.PepTalkseal //~ } //~ Response TLK_CW.Cheerseal //~ { //~ scene "scenes/seal/OnARollBrag01.vcd" //Woohoo! //~ scene "scenes/seal/OnARollBrag02.vcd" //Oh yeah! //~ scene "scenes/seal/OnARollBrag03.vcd" //Oh yeah! //~ scene "scenes/seal/OnARollBrag04.vcd" //Hooyah! //~ scene "scenes/seal/OnARollBrag05.vcd" //That's the way we do it. //~ scene "scenes/seal/OnARollBrag08.vcd" //We are the best of the best //~ scene "scenes/seal/OnARollBrag09.vcd" //There is no stopping us //~ scene "scenes/seal/OnARollBrag10.vcd" //All right! All right! //~ scene "scenes/seal/OnARollBrag11.vcd" //We got this //~ scene "scenes/seal/OnARollBrag12.vcd" //I am fired up! //~ } //~ Rule TLK_CW.Cheerseal //~ { //~ criteria TLK_CW.Cheer Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.Cheerseal //~ } //~ Response TLK_CW.IFixBombseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.IFixBombseal //~ { //~ criteria TLK_CW.IFixBomb Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.IFixBombseal //~ } //~ Response TLK_CW.YouFixBombseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.YouFixBombseal //~ { //~ criteria TLK_CW.YouFixBomb Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.YouFixBombseal //~ } //~ Response TLK_CW.BombAtseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.BombAtseal //~ { //~ criteria TLK_CW.BombAt Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombAtseal //~ } //~ Response TLK_CW.OMWseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.OMWseal //~ { //~ criteria TLK_CW.OMW Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.OMWseal //~ } //~ Response TLK_CW.CoveringYouseal //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.CoveringYouseal //~ { //~ criteria TLK_CW.CoveringYou Isseal IsTalkseal //~ ApplyContext "Talkseal:1:1" //~ applycontexttoworld //~ Response TLK_CW.CoveringYouseal //~ }