//-------------------------------------------------------------------------------------------------------------- // seal_chaser1 Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpseal_chaser1" "worldSaidHelpseal_chaser1" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredseal_chaser1" "worldSaidPepTalkScaredseal_chaser1" "!=1" "required" weight 0 Criterion "NotSaidRoundEndseal_chaser1" "worldSaidRoundEndseal_chaser1" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativeseal_chaser1 { scene "scenes/seal_chaser1/affirmation_01.vcd" scene "scenes/seal_chaser1/affirmation_02.vcd" scene "scenes/seal_chaser1/affirmation_03.vcd" scene "scenes/seal_chaser1/affirmation_04.vcd" scene "scenes/seal_chaser1/affirmation_05.vcd" scene "scenes/seal_chaser1/affirmation_06.vcd" scene "scenes/seal_chaser1/affirmation_07.vcd" scene "scenes/seal_chaser1/affirmation_08.vcd" scene "scenes/seal_chaser1/affirmation_09.vcd" scene "scenes/seal_chaser1/affirmation_10.vcd" scene "scenes/seal_chaser1/affirmation_11.vcd" scene "scenes/seal_chaser1/affirmation_12.vcd" } Rule Affirmativeseal_chaser1 { criteria TLK_Affirmative Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Affirmativeseal_chaser1 } Response Agreeseal_chaser1 { scene "scenes/seal_chaser1/agree_01.vcd" scene "scenes/seal_chaser1/agree_02.vcd" scene "scenes/seal_chaser1/agree_03.vcd" scene "scenes/seal_chaser1/agree_04.vcd" scene "scenes/seal_chaser1/agree_05.vcd" scene "scenes/seal_chaser1/agree_06.vcd" } Rule Agreeseal_chaser1 { criteria TLK_Agree Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Agreeseal_chaser1 } Response BarelyDefusedseal_chaser1 { scene "scenes/seal_chaser1/close_call_01.vcd" scene "scenes/seal_chaser1/close_call_02.vcd" scene "scenes/seal_chaser1/close_call_03.vcd" scene "scenes/seal_chaser1/close_call_04.vcd" scene "scenes/seal_chaser1/close_call_05.vcd" scene "scenes/seal_chaser1/close_call_06.vcd" } Rule BarelyDefusedseal_chaser1 { criteria TLK_BarelyDefused Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response BarelyDefusedseal_chaser1 } Response Blindedseal_chaser1 { scene "scenes/seal_chaser1/blinded_01.vcd" scene "scenes/seal_chaser1/blinded_02.vcd" scene "scenes/seal_chaser1/blinded_03.vcd" scene "scenes/seal_chaser1/blinded_04.vcd" scene "scenes/seal_chaser1/blinded_05.vcd" scene "scenes/seal_chaser1/blinded_06.vcd" } Rule Blindedseal_chaser1 { criteria TLK_Blinded Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Blindedseal_chaser1 } Response BombHasPlantedseal_chaser1 { scene "scenes/seal_chaser1/hear_bomb_01.vcd" predelay "1.25,2.5" scene "scenes/seal_chaser1/hear_bomb_02.vcd" predelay "1.25,2.5" scene "scenes/seal_chaser1/hear_bomb_03.vcd" predelay "1.25,2.5" scene "scenes/seal_chaser1/hear_bomb_04.vcd" predelay "1.25,2.5" } Rule BombHasPlantedseal_chaser1 { criteria TLK_BombsiteSecure Isseal_chaser1 IsSaidBombPlant ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response BombHasPlantedseal_chaser1 } Response BombsiteClearseal_chaser1 { scene "scenes/seal_chaser1/bombsite_clear_01.vcd" scene "scenes/seal_chaser1/bombsite_clear_02.vcd" scene "scenes/seal_chaser1/bombsite_clear_03.vcd" } Rule BombsiteClearseal_chaser1 { criteria TLK_BombsiteClear Isseal_chaser1 IsTalkseal_chaser1 IsOneLeft ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response BombsiteClearseal_chaser1 } Response Clearseal_chaser1 { scene "scenes/seal_chaser1/sees_area_clear_01.vcd" scene "scenes/seal_chaser1/sees_area_clear_02.vcd" scene "scenes/seal_chaser1/sees_area_clear_03.vcd" scene "scenes/seal_chaser1/sees_area_clear_04.vcd" scene "scenes/seal_chaser1/sees_area_clear_05.vcd" scene "scenes/seal_chaser1/sees_area_clear_06.vcd" } Rule Clearseal_chaser1 { criteria TLK_Clear Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Clearseal_chaser1 } Response ClearedAreaseal_chaser1 { scene "scenes/seal_chaser1/sees_area_clear_01.vcd" scene "scenes/seal_chaser1/sees_area_clear_02.vcd" scene "scenes/seal_chaser1/sees_area_clear_03.vcd" scene "scenes/seal_chaser1/sees_area_clear_04.vcd" scene "scenes/seal_chaser1/sees_area_clear_05.vcd" scene "scenes/seal_chaser1/sees_area_clear_06.vcd" } Rule ClearedAreaseal_chaser1 { criteria TLK_ClearedArea Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response ClearedAreaseal_chaser1 } Response CommanderDownseal_chaser1 { //scene "scenes/seal_chaser1/CommanderDown01.vcd" //Commander down. Commander down //scene "scenes/seal_chaser1/CommanderDown02.vcd" //We lost the commander //scene "scenes/seal_chaser1/CommanderDown03.vcd" //We lost the commander } Rule CommanderDownseal_chaser1 { criteria TLK_CommanderDown Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response CommanderDownseal_chaser1 } Response CoveringFriendseal_chaser1 { scene "scenes/seal_chaser1/covering_friend_01.vcd" scene "scenes/seal_chaser1/covering_friend_02.vcd" scene "scenes/seal_chaser1/covering_friend_03.vcd" scene "scenes/seal_chaser1/covering_friend_04.vcd" scene "scenes/seal_chaser1/covering_friend_05.vcd" scene "scenes/seal_chaser1/covering_friend_06.vcd" } Rule CoveringFriendseal_chaser1 { criteria TLK_CoveringFriend Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response CoveringFriendseal_chaser1 } Response DeathCryseal_chaser1 { scene "scenes/seal_chaser1/death_01.vcd" scene "scenes/seal_chaser1/death_02.vcd" scene "scenes/seal_chaser1/death_03.vcd" scene "scenes/seal_chaser1/death_04.vcd" } Rule DeathCryseal_chaser1 { criteria TLK_DeathCry Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response DeathCryseal_chaser1 } Response DefusingBombseal_chaser1 { scene "scenes/seal_chaser1/defusing_01.vcd" scene "scenes/seal_chaser1/defusing_01.vcd" scene "scenes/seal_chaser1/defusing_02.vcd" scene "scenes/seal_chaser1/defusing_03.vcd" scene "scenes/seal_chaser1/defusing_04.vcd" scene "scenes/seal_chaser1/defusing_05.vcd" scene "scenes/seal_chaser1/defusing_06.vcd" scene "scenes/seal_chaser1/defusing_07.vcd" scene "scenes/seal_chaser1/defusing_08.vcd" } Rule DefusingBombseal_chaser1 { criteria TLK_DefusingBomb Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response DefusingBombseal_chaser1 } Response Disagreeseal_chaser1 { scene "scenes/seal_chaser1/disagree_01.vcd" scene "scenes/seal_chaser1/disagree_02.vcd" scene "scenes/seal_chaser1/disagree_03.vcd" scene "scenes/seal_chaser1/disagree_04.vcd" scene "scenes/seal_chaser1/disagree_05.vcd" scene "scenes/seal_chaser1/disagree_06.vcd" scene "scenes/seal_chaser1/disagree_07.vcd" } Rule Disagreeseal_chaser1 { criteria TLK_Disagree Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Disagreeseal_chaser1 } Response EnemyDownseal_chaser1 { scene "scenes/seal_chaser1/sees_enemy_killed_01.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_02.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_03.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_04.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_05.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_06.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_07.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_08.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_09.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_10.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_11.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_12.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_13.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_14.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_15.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_16.vcd" } Rule EnemyDownseal_chaser1 { criteria TLK_EnemyDown Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response EnemyDownseal_chaser1 } Response FollowingFriendseal_chaser1 { scene "scenes/seal_chaser1/following_friend_01.vcd" scene "scenes/seal_chaser1/following_friend_02.vcd" scene "scenes/seal_chaser1/following_friend_03.vcd" scene "scenes/seal_chaser1/following_friend_04.vcd" scene "scenes/seal_chaser1/following_friend_05.vcd" scene "scenes/seal_chaser1/following_friend_06.vcd" } Rule FollowingFriendseal_chaser1 { criteria TLK_FollowingFriend Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response FollowingFriendseal_chaser1 } Response FriendlyFireseal_chaser1 { scene "scenes/seal_chaser1/takingfire_friendly_01.vcd" scene "scenes/seal_chaser1/takingfire_friendly_02.vcd" scene "scenes/seal_chaser1/takingfire_friendly_03.vcd" scene "scenes/seal_chaser1/takingfire_friendly_04.vcd" scene "scenes/seal_chaser1/takingfire_friendly_05.vcd" scene "scenes/seal_chaser1/takingfire_friendly_06.vcd" scene "scenes/seal_chaser1/takingfire_friendly_07.vcd" scene "scenes/seal_chaser1/takingfire_friendly_08.vcd" scene "scenes/seal_chaser1/takingfire_friendly_09.vcd" scene "scenes/seal_chaser1/takingfire_friendly_10.vcd" scene "scenes/seal_chaser1/takingfire_friendly_11.vcd" scene "scenes/seal_chaser1/takingfire_friendly_12.vcd" } Rule FriendlyFireseal_chaser1 { criteria TLK_FriendlyFire Isseal_chaser1 IsTalkseal_chaser1 IsBDamage ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response FriendlyFireseal_chaser1 } Response FriendlyFireNoBseal_chaser1 { scene "scenes/seal_chaser1/takingfire_friendly_01.vcd" scene "scenes/seal_chaser1/takingfire_friendly_02.vcd" scene "scenes/seal_chaser1/takingfire_friendly_03.vcd" scene "scenes/seal_chaser1/takingfire_friendly_04.vcd" scene "scenes/seal_chaser1/takingfire_friendly_05.vcd" scene "scenes/seal_chaser1/takingfire_friendly_06.vcd" scene "scenes/seal_chaser1/takingfire_friendly_07.vcd" scene "scenes/seal_chaser1/takingfire_friendly_08.vcd" scene "scenes/seal_chaser1/takingfire_friendly_09.vcd" scene "scenes/seal_chaser1/takingfire_friendly_10.vcd" scene "scenes/seal_chaser1/takingfire_friendly_11.vcd" scene "scenes/seal_chaser1/takingfire_friendly_12.vcd" } Rule FriendlyFireNoBseal_chaser1 { criteria TLK_FriendlyFire Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response FriendlyFireNoBseal_chaser1 } Response GoingToGuardLooseBombseal_chaser1 { scene "scenes/seal_chaser1/guarding_bomb_01.vcd" scene "scenes/seal_chaser1/guarding_bomb_02.vcd" scene "scenes/seal_chaser1/guarding_bomb_03.vcd" } Rule GoingToGuardLooseBombseal_chaser1 { criteria TLK_GoingToGuardLooseBomb Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response GoingToGuardLooseBombseal_chaser1 } Response GuardingLooseBombseal_chaser1 { scene "scenes/seal_chaser1/sees_dropped_bomb_02.vcd" scene "scenes/seal_chaser1/sees_dropped_bomb_03.vcd" scene "scenes/seal_chaser1/at_c4_01.vcd" } Rule GuardingLooseBombseal_chaser1 { criteria TLK_GuardingLooseBomb Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response GuardingLooseBombseal_chaser1 } Response HeardNoiseseal_chaser1 { scene "scenes/seal_chaser1/heard_sound_01.vcd" scene "scenes/seal_chaser1/heard_sound_02.vcd" scene "scenes/seal_chaser1/heard_sound_03.vcd" scene "scenes/seal_chaser1/heard_sound_04.vcd" scene "scenes/seal_chaser1/heard_sound_05.vcd" } Rule HeardNoiseseal_chaser1 { criteria TLK_HeardNoise Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response HeardNoiseseal_chaser1 } Response helpseal_chaser1 { scene "scenes/seal_chaser1/request_help_01.vcd" scene "scenes/seal_chaser1/request_help_02.vcd" scene "scenes/seal_chaser1/request_help_03.vcd" scene "scenes/seal_chaser1/request_help_04.vcd" scene "scenes/seal_chaser1/request_help_05.vcd" scene "scenes/seal_chaser1/request_help_06.vcd" } Rule helpseal_chaser1 { criteria TLK_help Isseal_chaser1 ApplyContext "Talkseal_chaser1:1:1,SaidHelpseal_chaser1:1:3" applycontexttoworld Response helpseal_chaser1 } Response InCombatseal_chaser1 { scene "scenes/seal_chaser1/takingfire_01.vcd" scene "scenes/seal_chaser1/takingfire_02.vcd" scene "scenes/seal_chaser1/takingfire_03.vcd" scene "scenes/seal_chaser1/takingfire_04.vcd" scene "scenes/seal_chaser1/takingfire_05.vcd" scene "scenes/seal_chaser1/takingfire_06.vcd" scene "scenes/seal_chaser1/takingfire_07.vcd" scene "scenes/seal_chaser1/takingfire_08.vcd" scene "scenes/seal_chaser1/takingfire_09.vcd" scene "scenes/seal_chaser1/takingfire_10.vcd" } Rule InCombatseal_chaser1 { criteria TLK_InCombat Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response InCombatseal_chaser1 } Response KilledFriendseal_chaser1 { scene "scenes/seal_chaser1/sees_friend_killed_01.vcd" scene "scenes/seal_chaser1/sees_friend_killed_02.vcd" scene "scenes/seal_chaser1/sees_friend_killed_03.vcd" scene "scenes/seal_chaser1/sees_friend_killed_04.vcd" scene "scenes/seal_chaser1/sees_friend_killed_05.vcd" scene "scenes/seal_chaser1/sees_friend_killed_06.vcd" scene "scenes/seal_chaser1/sees_friend_killed_07.vcd" scene "scenes/seal_chaser1/sees_friend_killed_08.vcd" scene "scenes/seal_chaser1/sees_friend_killed_09.vcd" } Rule KilledFriendseal_chaser1 { criteria TLK_KilledFriend Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response KilledFriendseal_chaser1 } Response KilledMyEnemyseal_chaser1 { scene "scenes/seal_chaser1/i_killed_enemy_01.vcd" scene "scenes/seal_chaser1/i_killed_enemy_02.vcd" scene "scenes/seal_chaser1/i_killed_enemy_03.vcd" scene "scenes/seal_chaser1/i_killed_enemy_04.vcd" scene "scenes/seal_chaser1/i_killed_enemy_05.vcd" scene "scenes/seal_chaser1/i_killed_enemy_06.vcd" scene "scenes/seal_chaser1/i_killed_enemy_07.vcd" scene "scenes/seal_chaser1/i_killed_enemy_08.vcd" scene "scenes/seal_chaser1/i_killed_enemy_09.vcd" scene "scenes/seal_chaser1/i_killed_enemy_10.vcd" scene "scenes/seal_chaser1/i_killed_enemy_11.vcd" scene "scenes/seal_chaser1/i_killed_enemy_12.vcd" scene "scenes/seal_chaser1/i_killed_enemy_13.vcd" scene "scenes/seal_chaser1/i_killed_enemy_14.vcd" scene "scenes/seal_chaser1/i_killed_enemy_15.vcd" scene "scenes/seal_chaser1/i_killed_enemy_16.vcd" } Rule KilledMyEnemyseal_chaser1 { criteria TLK_KilledMyEnemy Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response KilledMyEnemyseal_chaser1 } Response LastManStandingseal_chaser1 { scene "scenes/seal_chaser1/last_unit_alive_01.vcd" scene "scenes/seal_chaser1/last_unit_alive_02.vcd" scene "scenes/seal_chaser1/last_unit_alive_03.vcd" scene "scenes/seal_chaser1/last_unit_alive_04.vcd" scene "scenes/seal_chaser1/last_unit_alive_05.vcd" scene "scenes/seal_chaser1/last_unit_alive_06.vcd" } Rule LastManStandingseal_chaser1 { criteria TLK_LastManStanding Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response LastManStandingseal_chaser1 } Response LostEnemyseal_chaser1 { scene "scenes/seal_chaser1/lost_sight_enemy_01.vcd" scene "scenes/seal_chaser1/lost_sight_enemy_02.vcd" scene "scenes/seal_chaser1/lost_sight_enemy_03.vcd" scene "scenes/seal_chaser1/lost_sight_enemy_04.vcd" scene "scenes/seal_chaser1/lost_sight_enemy_05.vcd" scene "scenes/seal_chaser1/lost_sight_enemy_06.vcd" } Rule LostEnemyseal_chaser1 { criteria TLK_LostEnemy Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response LostEnemyseal_chaser1 } Response Map_Backseal_chaser1 { scene "scenes/seal_chaser1/omw_back_01.vcd" } Rule Map_Backseal_chaser1 { criteria TLK_Map_Back Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Map_Backseal_chaser1 } Response Map_Bridgeseal_chaser1 { scene "scenes/seal_chaser1/omw_bridge_01.vcd" //Bridge } Rule Map_Bridgeseal_chaser1 { criteria TLK_Map_Bridge Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Map_Bridgeseal_chaser1 } Response Map_CTSpawnseal_chaser1 { scene "scenes/seal_chaser1/at_our_spawn_01.vcd" scene "scenes/seal_chaser1/at_our_spawn_02.vcd" scene "scenes/seal_chaser1/at_our_spawn_03.vcd" scene "scenes/seal_chaser1/at_our_spawn_04.vcd" } Rule Map_CTSpawnseal_chaser1 { criteria TLK_Map_CTSpawn Isseal_chaser1 IsTalkseal_chaser1 IsNotar_shoots ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Map_CTSpawnseal_chaser1 } Response Map_DoubleDoorsseal_chaser1 { scene "scenes/seal_chaser1/at_doubledoors_01.vcd" } Rule Map_DoubleDoorsseal_chaser1 { criteria TLK_Map_DoubleDoors Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Map_DoubleDoorsseal_chaser1 } Response Map_Overpassseal_chaser1 { scene "scenes/seal_chaser1/at_overpass_01.vcd" } Rule Map_Overpassseal_chaser1 { criteria TLK_Map_Overpass Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Map_Overpassseal_chaser1 } Response Map_Stairwellseal_chaser1 { scene "scenes/seal_chaser1/at_stairs_01.vcd" } Rule Map_Stairwellseal_chaser1 { criteria TLK_Map_Stairwell Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Map_Stairwellseal_chaser1 } Response Map_TRampseal_chaser1 { scene "scenes/seal_chaser1/at_ramp_01.vcd" } Rule Map_TRampseal_chaser1 { criteria TLK_Map_TRamp Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Map_TRampseal_chaser1 } Response Map_TSpawnseal_chaser1 { scene "scenes/seal_chaser1/at_enemy_spawn_01.vcd" scene "scenes/seal_chaser1/at_enemy_spawn_02.vcd" scene "scenes/seal_chaser1/at_enemy_spawn_03.vcd" scene "scenes/seal_chaser1/at_enemy_spawn_04.vcd" } Rule Map_TSpawnseal_chaser1 { criteria TLK_Map_TSpawn Isseal_chaser1 IsTalkseal_chaser1 IsNotar_shoots ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Map_TSpawnseal_chaser1 } Response Negativeseal_chaser1 { scene "scenes/seal_chaser1/negative_01.vcd" scene "scenes/seal_chaser1/negative_02.vcd" scene "scenes/seal_chaser1/negative_03.vcd" scene "scenes/seal_chaser1/negative_04.vcd" scene "scenes/seal_chaser1/negative_05.vcd" scene "scenes/seal_chaser1/negative_06.vcd" scene "scenes/seal_chaser1/negative_07.vcd" scene "scenes/seal_chaser1/negative_08.vcd" } Rule Negativeseal_chaser1 { criteria TLK_Negative Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Negativeseal_chaser1 } Response NiceShotseal_chaser1 { scene "scenes/seal_chaser1/sees_enemy_killed_01.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_02.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_03.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_04.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_05.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_06.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_07.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_08.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_09.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_10.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_11.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_12.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_13.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_14.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_15.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_16.vcd" } Rule NiceShotseal_chaser1 { criteria TLK_NiceShot Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response NiceShotseal_chaser1 } Response NoEnemiesLeftseal_chaser1 { scene "scenes/seal_chaser1/enemies_left_none_01.vcd" scene "scenes/seal_chaser1/enemies_left_none_02.vcd" scene "scenes/seal_chaser1/enemies_left_none_03.vcd" scene "scenes/seal_chaser1/enemies_left_none_04.vcd" scene "scenes/seal_chaser1/enemies_left_none_05.vcd" scene "scenes/seal_chaser1/enemies_left_none_06.vcd" scene "scenes/seal_chaser1/enemies_left_none_07.vcd" } Rule NoEnemiesLeftseal_chaser1 { criteria TLK_NoEnemiesLeft Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response NoEnemiesLeftseal_chaser1 } Response OnARollBragseal_chaser1 { scene "scenes/seal_chaser1/sees_team_combo_01.vcd" scene "scenes/seal_chaser1/sees_team_combo_02.vcd" scene "scenes/seal_chaser1/sees_team_combo_03.vcd" scene "scenes/seal_chaser1/sees_team_combo_04.vcd" scene "scenes/seal_chaser1/sees_team_combo_05.vcd" scene "scenes/seal_chaser1/sees_team_combo_06.vcd" scene "scenes/seal_chaser1/sees_team_combo_07.vcd" scene "scenes/seal_chaser1/sees_team_combo_08.vcd" scene "scenes/seal_chaser1/sees_team_combo_09.vcd" scene "scenes/seal_chaser1/sees_team_combo_10.vcd" } Rule OnARollBragseal_chaser1 { criteria TLK_OnARollBrag Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response OnARollBragseal_chaser1 } Response OneEnemyLeftseal_chaser1 { scene "scenes/seal_chaser1/enemies_left_one_01.vcd" scene "scenes/seal_chaser1/enemies_left_one_02.vcd" scene "scenes/seal_chaser1/enemies_left_one_03.vcd" scene "scenes/seal_chaser1/enemies_left_one_04.vcd" scene "scenes/seal_chaser1/enemies_left_one_05.vcd" scene "scenes/seal_chaser1/enemies_left_one_06.vcd" } Rule OneEnemyLeftseal_chaser1 { criteria TLK_OneEnemyLeft Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response OneEnemyLeftseal_chaser1 } Response OnMyWayseal_chaser1 { scene "scenes/seal_chaser1/omw_01.vcd" scene "scenes/seal_chaser1/omw_02.vcd" scene "scenes/seal_chaser1/omw_03.vcd" scene "scenes/seal_chaser1/omw_04.vcd" scene "scenes/seal_chaser1/omw_05.vcd" } Rule OnMyWayseal_chaser1 { criteria TLK_OnMyWay Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response OnMyWayseal_chaser1 } Response PepTalkScaredseal_chaser1 { scene "scenes/seal_chaser1/round_losing_01.vcd" scene "scenes/seal_chaser1/round_losing_02.vcd" scene "scenes/seal_chaser1/round_losing_03.vcd" scene "scenes/seal_chaser1/round_losing_04.vcd" scene "scenes/seal_chaser1/round_losing_05.vcd" scene "scenes/seal_chaser1/round_losing_06.vcd" } Rule PepTalkScaredseal_chaser1 { criteria TLK_ScaredEmote Isseal_chaser1 IsEarlyInRound IsTalkseal_chaser1 NotSaidPepTalkScaredseal_chaser1 ApplyContext "Talkseal_chaser1:1:1,SaidPepTalkScaredseal_chaser1:1:15" applycontexttoworld Response PepTalkScaredseal_chaser1 } Response PinnedDownseal_chaser1 { scene "scenes/seal_chaser1/pinned_01.vcd" scene "scenes/seal_chaser1/pinned_02.vcd" scene "scenes/seal_chaser1/pinned_03.vcd" scene "scenes/seal_chaser1/pinned_04.vcd" } Rule PinnedDownseal_chaser1 { criteria TLK_PinnedDown Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response PinnedDownseal_chaser1 } Response PlantedBombPlaceseal_chaser1 { scene "scenes/seal_chaser1/hear_bomb_01.vcd" predelay scene "scenes/seal_chaser1/hear_bomb_02.vcd" predelay scene "scenes/seal_chaser1/hear_bomb_03.vcd" predelay scene "scenes/seal_chaser1/hear_bomb_04.vcd" predelay } Rule PlantedBombPlaceseal_chaser1 { criteria TLK_PlantedBombPlace Isde_bank IsBombSite Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response PlantedBombPlaceseal_chaser1 } Response Radio.Affirmitiveseal_chaser1 { scene "scenes/seal_chaser1/affirmation_01.vcd" scene "scenes/seal_chaser1/affirmation_02.vcd" scene "scenes/seal_chaser1/affirmation_03.vcd" scene "scenes/seal_chaser1/affirmation_04.vcd" scene "scenes/seal_chaser1/affirmation_05.vcd" scene "scenes/seal_chaser1/affirmation_06.vcd" scene "scenes/seal_chaser1/affirmation_07.vcd" scene "scenes/seal_chaser1/affirmation_08.vcd" scene "scenes/seal_chaser1/affirmation_09.vcd" scene "scenes/seal_chaser1/affirmation_10.vcd" scene "scenes/seal_chaser1/affirmation_11.vcd" scene "scenes/seal_chaser1/affirmation_12.vcd" } Rule Radio.Affirmitiveseal_chaser1 { criteria TLK_Radio.Affirmitive Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Affirmitiveseal_chaser1 } Response Radio.Cheerseal_chaser1 { scene "scenes/seal_chaser1/cheer_01.vcd" scene "scenes/seal_chaser1/cheer_02.vcd" scene "scenes/seal_chaser1/cheer_03.vcd" scene "scenes/seal_chaser1/cheer_04.vcd" scene "scenes/seal_chaser1/cheer_05.vcd" scene "scenes/seal_chaser1/cheer_06.vcd" scene "scenes/seal_chaser1/cheer_07.vcd" scene "scenes/seal_chaser1/cheer_08.vcd" scene "scenes/seal_chaser1/cheer_09.vcd" scene "scenes/seal_chaser1/cheer_10.vcd" scene "scenes/seal_chaser1/cheer_11.vcd" scene "scenes/seal_chaser1/cheer_12.vcd" scene "scenes/seal_chaser1/cheer_13.vcd" scene "scenes/seal_chaser1/cheer_14.vcd" scene "scenes/seal_chaser1/cheer_15.vcd" scene "scenes/seal_chaser1/cheer_16.vcd" scene "scenes/seal_chaser1/cheer_18.vcd" } Rule Radio.Cheerseal_chaser1 { criteria TLK_Radio.Cheer Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Cheerseal_chaser1 } Response Radio.Complimentseal_chaser1 { scene "scenes/seal_chaser1/compliment_01.vcd" scene "scenes/seal_chaser1/compliment_02.vcd" scene "scenes/seal_chaser1/compliment_03.vcd" scene "scenes/seal_chaser1/compliment_04.vcd" scene "scenes/seal_chaser1/compliment_05.vcd" scene "scenes/seal_chaser1/compliment_06.vcd" scene "scenes/seal_chaser1/compliment_07.vcd" } Rule Radio.Complimentseal_chaser1 { criteria TLK_Radio.Compliment Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Complimentseal_chaser1 } Response Radio.CoverMeseal_chaser1 { scene "scenes/seal_chaser1/request_coverme_01.vcd" scene "scenes/seal_chaser1/request_coverme_02.vcd" scene "scenes/seal_chaser1/request_coverme_03.vcd" scene "scenes/seal_chaser1/request_coverme_04.vcd" scene "scenes/seal_chaser1/request_coverme_05.vcd" scene "scenes/seal_chaser1/request_coverme_06.vcd" } Rule Radio.CoverMeseal_chaser1 { criteria TLK_Radio.CoverMe Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.CoverMeseal_chaser1 } Response Radio.Decoyseal_chaser1 { scene "scenes/seal_chaser1/throwing_decoy_01.vcd" scene "scenes/seal_chaser1/throwing_decoy_02.vcd" scene "scenes/seal_chaser1/throwing_decoy_03.vcd" } Rule Radio.Decoyseal_chaser1 { criteria TLK_Radio.Decoy Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Decoyseal_chaser1 } Response Radio.EnemyDownseal_chaser1 { scene "scenes/seal_chaser1/sees_enemy_killed_01.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_02.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_03.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_04.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_05.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_06.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_07.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_08.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_09.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_10.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_11.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_12.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_13.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_14.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_15.vcd" scene "scenes/seal_chaser1/sees_enemy_killed_16.vcd" } Rule Radio.EnemyDownseal_chaser1 { criteria TLK_Radio.EnemyDown Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.EnemyDownseal_chaser1 } Response Radio.EnemySpottedseal_chaser1 { scene "scenes/seal_chaser1/sees_enemy_01.vcd" scene "scenes/seal_chaser1/sees_enemy_02.vcd" scene "scenes/seal_chaser1/sees_enemy_03.vcd" scene "scenes/seal_chaser1/sees_enemy_04.vcd" scene "scenes/seal_chaser1/sees_enemy_05.vcd" scene "scenes/seal_chaser1/sees_enemy_06.vcd" scene "scenes/seal_chaser1/sees_enemy_07.vcd" scene "scenes/seal_chaser1/sees_enemy_08.vcd" } Rule Radio.EnemySpottedseal_chaser1 { criteria TLK_Radio.EnemySpotted Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.EnemySpottedseal_chaser1 } Response Radio.FireInTheHoleseal_chaser1 { scene "scenes/seal_chaser1/throwing_grenade_01.vcd" scene "scenes/seal_chaser1/throwing_grenade_02.vcd" scene "scenes/seal_chaser1/throwing_grenade_03.vcd" } Rule Radio.FireInTheHoleseal_chaser1 { criteria TLK_Radio.FireInTheHole Isseal_chaser1 IsTalkseal_chaser1 IsNottraining1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.FireInTheHoleseal_chaser1 } Response Radio.Flashbangseal_chaser1 { scene "scenes/seal_chaser1/throwing_flashbang_01.vcd" scene "scenes/seal_chaser1/throwing_flashbang_02.vcd" scene "scenes/seal_chaser1/throwing_flashbang_03.vcd" } Rule Radio.Flashbangseal_chaser1 { criteria TLK_Radio.Flashbang Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Flashbangseal_chaser1 } Response Radio.FollowMeseal_chaser1 { scene "scenes/seal_chaser1/request_follow_me_01.vcd" scene "scenes/seal_chaser1/request_follow_me_02.vcd" scene "scenes/seal_chaser1/request_follow_me_03.vcd" scene "scenes/seal_chaser1/request_follow_me_04.vcd" scene "scenes/seal_chaser1/request_follow_me_05.vcd" scene "scenes/seal_chaser1/request_follow_me_06.vcd" } Rule Radio.FollowMeseal_chaser1 { criteria TLK_Radio.FollowMe Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.FollowMeseal_chaser1 } Response Radio.GetInPositionseal_chaser1 { scene "scenes/seal_chaser1/thankful_01.vcd" scene "scenes/seal_chaser1/thankful_02.vcd" scene "scenes/seal_chaser1/thankful_03.vcd" scene "scenes/seal_chaser1/thankful_04.vcd" scene "scenes/seal_chaser1/thankful_05.vcd" scene "scenes/seal_chaser1/thankful_06.vcd" } Rule Radio.GetInPositionseal_chaser1 { criteria TLK_Radio.GetInPosition Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.GetInPositionseal_chaser1 } Response Radio.GetOutOfThereseal_chaser1 { scene "scenes/seal_chaser1/bomb_pre_explosion_01.vcd" scene "scenes/seal_chaser1/bomb_pre_explosion_02.vcd" scene "scenes/seal_chaser1/bomb_pre_explosion_03.vcd" } Rule Radio.GetOutOfThereseal_chaser1 { criteria TLK_Radio.GetOutOfThere Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.GetOutOfThereseal_chaser1 } Response Radio.GoGoGoseal_chaser1 { scene "scenes/seal_chaser1/request_move_01.vcd" scene "scenes/seal_chaser1/request_move_02.vcd" scene "scenes/seal_chaser1/request_move_03.vcd" scene "scenes/seal_chaser1/request_move_04.vcd" scene "scenes/seal_chaser1/request_move_05.vcd" scene "scenes/seal_chaser1/request_move_06.vcd" scene "scenes/seal_chaser1/request_move_07.vcd" scene "scenes/seal_chaser1/request_move_08.vcd" scene "scenes/seal_chaser1/request_move_09.vcd" scene "scenes/seal_chaser1/request_move_10.vcd" } Rule Radio.GoGoGoseal_chaser1 { criteria TLK_Radio.GoGoGo Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.GoGoGoseal_chaser1 } Response Radio.HoldPositionseal_chaser1 { scene "scenes/seal_chaser1/request_hold_01.vcd" scene "scenes/seal_chaser1/request_hold_02.vcd" scene "scenes/seal_chaser1/request_hold_03.vcd" } Rule Radio.HoldPositionseal_chaser1 { criteria TLK_Radio.HoldPosition Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.HoldPositionseal_chaser1 } Response Radio.InPositionseal_chaser1 { scene "scenes/seal_chaser1/at_position_01.vcd" scene "scenes/seal_chaser1/at_position_02.vcd" scene "scenes/seal_chaser1/at_position_03.vcd" scene "scenes/seal_chaser1/at_position_04.vcd" scene "scenes/seal_chaser1/at_position_05.vcd" scene "scenes/seal_chaser1/at_position_06.vcd" scene "scenes/seal_chaser1/at_position_07.vcd" } Rule Radio.InPositionseal_chaser1 { criteria TLK_Radio.InPosition Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.InPositionseal_chaser1 } Response radio.letsgoseal_chaser1 { scene "scenes/seal_chaser1/request_move_01.vcd" scene "scenes/seal_chaser1/request_move_02.vcd" scene "scenes/seal_chaser1/request_move_03.vcd" scene "scenes/seal_chaser1/request_move_04.vcd" scene "scenes/seal_chaser1/request_move_05.vcd" scene "scenes/seal_chaser1/request_move_06.vcd" scene "scenes/seal_chaser1/request_move_07.vcd" scene "scenes/seal_chaser1/request_move_08.vcd" scene "scenes/seal_chaser1/request_move_09.vcd" scene "scenes/seal_chaser1/request_move_10.vcd" } Rule radio.letsgoseal_chaser1 { criteria TLK_radio.letsgo Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response radio.letsgoseal_chaser1 } Response radio.locknloadseal_chaser1 { scene "scenes/seal_chaser1/round_start_01.vcd" scene "scenes/seal_chaser1/round_start_02.vcd" scene "scenes/seal_chaser1/round_start_03.vcd" scene "scenes/seal_chaser1/round_start_04.vcd" scene "scenes/seal_chaser1/round_start_05.vcd" scene "scenes/seal_chaser1/round_start_06.vcd" scene "scenes/seal_chaser1/round_start_07.vcd" scene "scenes/seal_chaser1/round_start_08.vcd" scene "scenes/seal_chaser1/round_start_09.vcd" scene "scenes/seal_chaser1/round_start_10.vcd" scene "scenes/seal_chaser1/round_start_11.vcd" scene "scenes/seal_chaser1/round_start_12.vcd" scene "scenes/seal_chaser1/round_start_13.vcd" scene "scenes/seal_chaser1/round_start_14.vcd" scene "scenes/seal_chaser1/round_start_15.vcd" scene "scenes/seal_chaser1/round_start_16.vcd" scene "scenes/seal_chaser1/round_start_17.vcd" } Rule radio.locknloadseal_chaser1 { criteria TLK_radio.locknload Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response radio.locknloadseal_chaser1 } Response Radio.Molotovseal_chaser1 { scene "scenes/seal_chaser1/throwing_molotov_01.vcd" scene "scenes/seal_chaser1/throwing_molotov_02.vcd" scene "scenes/seal_chaser1/throwing_molotov_03.vcd" } Rule Radio.Molotovseal_chaser1 { criteria TLK_Radio.Molotov Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Molotovseal_chaser1 } Response Radio.Incendiaryseal_chaser1 { scene "scenes/seal_chaser1/throwing_fire_01.vcd" scene "scenes/seal_chaser1/throwing_fire_02.vcd" scene "scenes/seal_chaser1/throwing_fire_03.vcd" } Rule Radio.Incendiaryseal_chaser1 { criteria TLK_Radio.Incendiary Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Incendiaryseal_chaser1 } Response Radio.NeedBackupseal_chaser1 { scene "scenes/seal_chaser1/request_backup_01.vcd" scene "scenes/seal_chaser1/request_backup_02.vcd" scene "scenes/seal_chaser1/request_backup_03.vcd" scene "scenes/seal_chaser1/request_backup_04.vcd" scene "scenes/seal_chaser1/request_backup_05.vcd" scene "scenes/seal_chaser1/request_backup_06.vcd" } Rule Radio.NeedBackupseal_chaser1 { criteria TLK_Radio.NeedBackup Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.NeedBackupseal_chaser1 } Response Radio.Negativeseal_chaser1 { scene "scenes/seal_chaser1/negative_01.vcd" scene "scenes/seal_chaser1/negative_02.vcd" scene "scenes/seal_chaser1/negative_03.vcd" scene "scenes/seal_chaser1/negative_04.vcd" scene "scenes/seal_chaser1/negative_05.vcd" scene "scenes/seal_chaser1/negative_06.vcd" scene "scenes/seal_chaser1/negative_07.vcd" scene "scenes/seal_chaser1/negative_08.vcd" } Rule Radio.Negativeseal_chaser1 { criteria TLK_Radio.Negative Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Negativeseal_chaser1 } Response Radio.Regroupseal_chaser1 { scene "scenes/seal_chaser1/request_regroup_01.vcd" scene "scenes/seal_chaser1/request_regroup_02.vcd" scene "scenes/seal_chaser1/request_regroup_03.vcd" scene "scenes/seal_chaser1/request_regroup_04.vcd" scene "scenes/seal_chaser1/request_regroup_05.vcd" } Rule Radio.Regroupseal_chaser1 { criteria TLK_Radio.Regroup Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Regroupseal_chaser1 } Response Radio.ReportingInseal_chaser1 { scene "scenes/seal_chaser1/reporting_in_01.vcd" scene "scenes/seal_chaser1/reporting_in_02.vcd" scene "scenes/seal_chaser1/reporting_in_03.vcd" scene "scenes/seal_chaser1/reporting_in_04.vcd" scene "scenes/seal_chaser1/reporting_in_05.vcd" scene "scenes/seal_chaser1/reporting_in_06.vcd" } Rule Radio.ReportingInseal_chaser1 { criteria TLK_Radio.ReportingIn Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.ReportingInseal_chaser1 } Response Radio.ReportInTeamseal_chaser1 { scene "scenes/seal_chaser1/request_report_01.vcd" scene "scenes/seal_chaser1/request_report_02.vcd" scene "scenes/seal_chaser1/request_report_03.vcd" scene "scenes/seal_chaser1/request_report_04.vcd" scene "scenes/seal_chaser1/request_report_05.vcd" scene "scenes/seal_chaser1/request_report_06.vcd" } Rule Radio.ReportInTeamseal_chaser1 { criteria TLK_Radio.ReportInTeam Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.ReportInTeamseal_chaser1 } Response Radio.Rogerseal_chaser1 { scene "scenes/seal_chaser1/affirmation_01.vcd" scene "scenes/seal_chaser1/affirmation_02.vcd" scene "scenes/seal_chaser1/affirmation_03.vcd" scene "scenes/seal_chaser1/affirmation_04.vcd" scene "scenes/seal_chaser1/affirmation_05.vcd" scene "scenes/seal_chaser1/affirmation_06.vcd" scene "scenes/seal_chaser1/affirmation_07.vcd" scene "scenes/seal_chaser1/affirmation_08.vcd" scene "scenes/seal_chaser1/affirmation_09.vcd" scene "scenes/seal_chaser1/affirmation_10.vcd" scene "scenes/seal_chaser1/affirmation_11.vcd" scene "scenes/seal_chaser1/affirmation_12.vcd" } Rule Radio.Rogerseal_chaser1 { criteria TLK_Radio.Roger Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Rogerseal_chaser1 } Response Radio.SectorClearseal_chaser1 { scene "scenes/seal_chaser1/sees_area_clear_01.vcd" scene "scenes/seal_chaser1/sees_area_clear_02.vcd" scene "scenes/seal_chaser1/sees_area_clear_03.vcd" scene "scenes/seal_chaser1/sees_area_clear_04.vcd" scene "scenes/seal_chaser1/sees_area_clear_05.vcd" scene "scenes/seal_chaser1/sees_area_clear_06.vcd" scene "scenes/seal_chaser1/sees_area_clear_07.vcd" } Rule Radio.SectorClearseal_chaser1 { criteria TLK_Radio.SectorClear Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.SectorClearseal_chaser1 } Response Radio.Smokeseal_chaser1 { scene "scenes/seal_chaser1/throwing_smoke_01.vcd" scene "scenes/seal_chaser1/throwing_smoke_02.vcd" scene "scenes/seal_chaser1/throwing_smoke_03.vcd" scene "scenes/seal_chaser1/throwing_smoke_04.vcd" scene "scenes/seal_chaser1/throwing_smoke_05.vcd" scene "scenes/seal_chaser1/throwing_smoke_06.vcd" } Rule Radio.Smokeseal_chaser1 { criteria TLK_Radio.Smoke Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Smokeseal_chaser1 } Response Radio.StickTogetherseal_chaser1 { scene "scenes/seal_chaser1/request_stick_together_01.vcd" scene "scenes/seal_chaser1/request_stick_together_02.vcd" scene "scenes/seal_chaser1/request_stick_together_03.vcd" } Rule Radio.StickTogetherseal_chaser1 { criteria TLK_Radio.StickTogether Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.StickTogetherseal_chaser1 } Response radio.takingfireseal_chaser1 { scene "scenes/seal_chaser1/takingfire_01.vcd" scene "scenes/seal_chaser1/takingfire_02.vcd" scene "scenes/seal_chaser1/takingfire_03.vcd" scene "scenes/seal_chaser1/takingfire_04.vcd" scene "scenes/seal_chaser1/takingfire_05.vcd" scene "scenes/seal_chaser1/takingfire_06.vcd" scene "scenes/seal_chaser1/takingfire_07.vcd" scene "scenes/seal_chaser1/takingfire_08.vcd" scene "scenes/seal_chaser1/takingfire_09.vcd" scene "scenes/seal_chaser1/takingfire_10.vcd" } Rule radio.takingfireseal_chaser1 { criteria TLK_radio.takingfire Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response radio.takingfireseal_chaser1 } Response Radio.TeamFallBackseal_chaser1 { scene "scenes/seal_chaser1/request_fallback_01.vcd" scene "scenes/seal_chaser1/request_fallback_02.vcd" scene "scenes/seal_chaser1/request_fallback_03.vcd" scene "scenes/seal_chaser1/request_fallback_04.vcd" scene "scenes/seal_chaser1/request_fallback_05.vcd" scene "scenes/seal_chaser1/request_fallback_06.vcd" scene "scenes/seal_chaser1/request_fallback_07.vcd" scene "scenes/seal_chaser1/request_fallback_08.vcd" scene "scenes/seal_chaser1/request_fallback_09.vcd" scene "scenes/seal_chaser1/request_fallback_10.vcd" scene "scenes/seal_chaser1/request_fallback_11.vcd" scene "scenes/seal_chaser1/request_fallback_12.vcd" } Rule Radio.TeamFallBackseal_chaser1 { criteria TLK_Radio.TeamFallBack Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.TeamFallBackseal_chaser1 } Response Radio.Thanksseal_chaser1 { scene "scenes/seal_chaser1/thankful_01.vcd" scene "scenes/seal_chaser1/thankful_02.vcd" scene "scenes/seal_chaser1/thankful_03.vcd" scene "scenes/seal_chaser1/thankful_04.vcd" scene "scenes/seal_chaser1/thankful_05.vcd" scene "scenes/seal_chaser1/thankful_06.vcd" } Rule Radio.Thanksseal_chaser1 { criteria TLK_Radio.Thanks Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Thanksseal_chaser1 } Response Radio.YouTakeThePointseal_chaser1 { scene "scenes/seal_chaser1/following_friend_01.vcd" scene "scenes/seal_chaser1/following_friend_02.vcd" scene "scenes/seal_chaser1/following_friend_03.vcd" scene "scenes/seal_chaser1/following_friend_04.vcd" scene "scenes/seal_chaser1/following_friend_05.vcd" scene "scenes/seal_chaser1/following_friend_06.vcd" } Rule Radio.YouTakeThePointseal_chaser1 { criteria TLK_Radio.YouTakeThePoint Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.YouTakeThePointseal_chaser1 } Response ReportingInseal_chaser1 { scene "scenes/seal_chaser1/reporting_in_01.vcd" scene "scenes/seal_chaser1/reporting_in_02.vcd" scene "scenes/seal_chaser1/reporting_in_03.vcd" scene "scenes/seal_chaser1/reporting_in_04.vcd" scene "scenes/seal_chaser1/reporting_in_05.vcd" scene "scenes/seal_chaser1/reporting_in_06.vcd" } Rule ReportingInseal_chaser1 { criteria TLK_ReportingIn Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response ReportingInseal_chaser1 } Response RequestReportseal_chaser1 { scene "scenes/seal_chaser1/request_report_01.vcd" scene "scenes/seal_chaser1/request_report_02.vcd" scene "scenes/seal_chaser1/request_report_03.vcd" scene "scenes/seal_chaser1/request_report_04.vcd" scene "scenes/seal_chaser1/request_report_05.vcd" scene "scenes/seal_chaser1/request_report_06.vcd" } Rule RequestReportseal_chaser1 { criteria TLK_RequestReport Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response RequestReportseal_chaser1 } Response ScaredEmoteseal_chaser1 { scene "scenes/seal_chaser1/scared_01.vcd" scene "scenes/seal_chaser1/scared_02.vcd" scene "scenes/seal_chaser1/scared_03.vcd" scene "scenes/seal_chaser1/scared_04.vcd" scene "scenes/seal_chaser1/scared_05.vcd" scene "scenes/seal_chaser1/scared_06.vcd" scene "scenes/seal_chaser1/scared_07.vcd" scene "scenes/seal_chaser1/scared_08.vcd" scene "scenes/seal_chaser1/scared_09.vcd" } Rule ScaredEmoteseal_chaser1 { criteria TLK_ScaredEmote Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response ScaredEmoteseal_chaser1 } Response SniperKilledseal_chaser1 { scene "scenes/seal_chaser1/sees_sniper_killed_01.vcd" scene "scenes/seal_chaser1/sees_sniper_killed_03.vcd" scene "scenes/seal_chaser1/sees_sniper_killed_04.vcd" scene "scenes/seal_chaser1/sees_sniper_killed_05.vcd" scene "scenes/seal_chaser1/sees_sniper_killed_06.vcd" } Rule SniperKilledseal_chaser1 { criteria TLK_SniperKilled Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response SniperKilledseal_chaser1 } Response SniperWarningseal_chaser1 { scene "scenes/seal_chaser1/sees_sniper_01.vcd" scene "scenes/seal_chaser1/sees_sniper_02.vcd" scene "scenes/seal_chaser1/sees_sniper_03.vcd" scene "scenes/seal_chaser1/sees_sniper_04.vcd" scene "scenes/seal_chaser1/sees_sniper_05.vcd" scene "scenes/seal_chaser1/sees_sniper_06.vcd" scene "scenes/seal_chaser1/sees_sniper_07.vcd" } Rule SniperWarningseal_chaser1 { criteria TLK_SniperWarning Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response SniperWarningseal_chaser1 } Response SpottedBomberseal_chaser1 { scene "scenes/seal_chaser1/sees_bomb_carrier_01.vcd" scene "scenes/seal_chaser1/sees_bomb_carrier_02.vcd" scene "scenes/seal_chaser1/sees_bomb_carrier_03.vcd" scene "scenes/seal_chaser1/sees_bomb_carrier_04.vcd" scene "scenes/seal_chaser1/sees_bomb_carrier_05.vcd" scene "scenes/seal_chaser1/sees_bomb_carrier_06.vcd" } Rule SpottedBomberseal_chaser1 { criteria TLK_SpottedBomber Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response SpottedBomberseal_chaser1 } Response SpottedLooseBombseal_chaser1 { scene "scenes/seal_chaser1/sees_dropped_bomb_01.vcd" scene "scenes/seal_chaser1/sees_dropped_bomb_02.vcd" scene "scenes/seal_chaser1/sees_dropped_bomb_03.vcd" scene "scenes/seal_chaser1/sees_dropped_bomb_04.vcd" scene "scenes/seal_chaser1/sees_dropped_bomb_05.vcd" } Rule SpottedLooseBombseal_chaser1 { criteria TLK_SpottedLooseBomb Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response SpottedLooseBombseal_chaser1 } Response TheyPickedUpTheBombseal_chaser1 { scene "scenes/seal_chaser1/see_bomb_pickup_01.vcd" scene "scenes/seal_chaser1/see_bomb_pickup_02.vcd" scene "scenes/seal_chaser1/see_bomb_pickup_03.vcd" scene "scenes/seal_chaser1/see_bomb_pickup_04.vcd" } Rule TheyPickedUpTheBombseal_chaser1 { criteria TLK_TheyPickedUpTheBomb Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response TheyPickedUpTheBombseal_chaser1 } Response ThreeEnemiesLeftseal_chaser1 { scene "scenes/seal_chaser1/enemies_left_three_01.vcd" scene "scenes/seal_chaser1/enemies_left_three_02.vcd" scene "scenes/seal_chaser1/enemies_left_three_03.vcd" } Rule ThreeEnemiesLeftseal_chaser1 { criteria TLK_ThreeEnemiesLeft Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response ThreeEnemiesLeftseal_chaser1 } Response TwoEnemiesLeftseal_chaser1 { scene "scenes/seal_chaser1/enemies_left_two_01.vcd" scene "scenes/seal_chaser1/enemies_left_two_02.vcd" scene "scenes/seal_chaser1/enemies_left_two_03.vcd" scene "scenes/seal_chaser1/enemies_left_two_04.vcd" scene "scenes/seal_chaser1/enemies_left_two_05.vcd" scene "scenes/seal_chaser1/enemies_left_two_06.vcd" } Rule TwoEnemiesLeftseal_chaser1 { criteria TLK_TwoEnemiesLeft Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response TwoEnemiesLeftseal_chaser1 } Response WaitingForHumanToDefuseBombseal_chaser1 { scene "scenes/seal_chaser1/cover_defuse_01.vcd" scene "scenes/seal_chaser1/cover_defuse_02.vcd" scene "scenes/seal_chaser1/cover_defuse_03.vcd" scene "scenes/seal_chaser1/cover_defuse_04.vcd" scene "scenes/seal_chaser1/cover_defuse_05.vcd" } Rule WaitingForHumanToDefuseBombseal_chaser1 { criteria TLK_WaitingForHumanToDefuseBomb Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombseal_chaser1 } Response WaitingForHumanToDefuseBombPanicseal_chaser1 { scene "scenes/seal_chaser1/ten_seconds_remaining_01.vcd" scene "scenes/seal_chaser1/ten_seconds_remaining_02.vcd" scene "scenes/seal_chaser1/ten_seconds_remaining_03.vcd" scene "scenes/seal_chaser1/ten_seconds_remaining_04.vcd" } Rule WaitingForHumanToDefuseBombPanicseal_chaser1 { criteria TLK_WaitingForHumanToDefuseBombPanic Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombPanicseal_chaser1 } Response WaitingHereseal_chaser1 { scene "scenes/seal_chaser1/at_position_01.vcd" scene "scenes/seal_chaser1/at_position_02.vcd" scene "scenes/seal_chaser1/at_position_03.vcd" scene "scenes/seal_chaser1/at_position_04.vcd" scene "scenes/seal_chaser1/at_position_05.vcd" scene "scenes/seal_chaser1/at_position_06.vcd" scene "scenes/seal_chaser1/at_position_07.vcd" } Rule WaitingHereseal_chaser1 { criteria TLK_WaitingHere Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response WaitingHereseal_chaser1 } Response WhereIsTheBombseal_chaser1 { scene "scenes/seal_chaser1/lost_sight_bomb_01.vcd" scene "scenes/seal_chaser1/lost_sight_bomb_02.vcd" scene "scenes/seal_chaser1/lost_sight_bomb_03.vcd" scene "scenes/seal_chaser1/lost_sight_bomb_04.vcd" scene "scenes/seal_chaser1/lost_sight_bomb_05.vcd" } Rule WhereIsTheBombseal_chaser1 { criteria TLK_WhereIsTheBomb Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response WhereIsTheBombseal_chaser1 } Response WonRoundseal_chaser1 { scene "scenes/seal_chaser1/round_won_01.vcd" scene "scenes/seal_chaser1/round_won_02.vcd" scene "scenes/seal_chaser1/round_won_03.vcd" scene "scenes/seal_chaser1/round_won_04.vcd" scene "scenes/seal_chaser1/round_won_05.vcd" scene "scenes/seal_chaser1/round_won_06.vcd" scene "scenes/seal_chaser1/round_won_07.vcd" scene "scenes/seal_chaser1/round_won_08.vcd" } Rule WonRoundseal_chaser1 { criteria TLK_WonRound Isseal_chaser1 IsTalkseal_chaser1 NotSaidRoundEndseal_chaser1 ApplyContext "Talkseal_chaser1:1:1,SaidRoundEndseal_chaser1:1:10" applycontexttoworld Response WonRoundseal_chaser1 } Response WonRoundCleanseal_chaser1 { scene "scenes/seal_chaser1/round_won_nocasualities_01.vcd" scene "scenes/seal_chaser1/round_won_nocasualities_02.vcd" scene "scenes/seal_chaser1/round_won_nocasualities_03.vcd" scene "scenes/seal_chaser1/round_won_nocasualities_04.vcd" } Rule WonRoundCleanseal_chaser1 { criteria TLK_WonRoundClean Isseal_chaser1 IsAllAlive IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1,SaidRoundEndseal_chaser1:1:10" applycontexttoworld Response WonRoundCleanseal_chaser1 } Response WonRoundQuicklyseal_chaser1 { scene "scenes/seal_chaser1/round_won_quickly_01.vcd" scene "scenes/seal_chaser1/round_won_quickly_02.vcd" scene "scenes/seal_chaser1/round_won_quickly_03.vcd" scene "scenes/seal_chaser1/round_won_quickly_04.vcd" } Rule WonRoundQuicklyseal_chaser1 { criteria TLK_WonRoundQuickly Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1,SaidRoundEndseal_chaser1:1:10" applycontexttoworld Response WonRoundQuicklyseal_chaser1 } Rule AgreeWithPlanseal_chaser1 { criteria TLK_AgreeWithPlan Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Agreeseal_chaser1 } Rule BombHasPlanted2seal_chaser1 { criteria TLK_Radio.NeedBackup Isseal_chaser1 IsSaidBombPlant ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response BombHasPlantedseal_chaser1 } Rule BombHasPlanted3seal_chaser1 { criteria TLK_BombsiteSecure Isseal_chaser1 IsSaidBombPlant ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response BombHasPlantedseal_chaser1 } Rule BombsiteSecureseal_chaser1 { criteria TLK_BombsiteSecure Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response BombsiteClearseal_chaser1 } Rule FollowingCommanderseal_chaser1 { criteria TLK_FollowingCommander Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response FollowingFriendseal_chaser1 } Rule FollowingSirseal_chaser1 { criteria TLK_FollowingSir Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response FollowingFriendseal_chaser1 } Rule NiceShotCommanderseal_chaser1 { criteria TLK_NiceShotCommander Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response NiceShotseal_chaser1 } Rule NiceShotSirseal_chaser1 { criteria TLK_NiceShotSir Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response NiceShotseal_chaser1 } Rule ThrillEmoteseal_chaser1 { criteria TLK_ThrillEmote Isseal_chaser1 IsTalkseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response OnARollBragseal_chaser1 } Rule EnemySpottedseal_chaser1 { criteria TLK_EnemySpotted Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.EnemySpottedseal_chaser1 } Rule radio.goseal_chaser1 { criteria TLK_radio.go Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response radio.letsgoseal_chaser1 } Rule radio.moveoutseal_chaser1 { criteria TLK_radio.moveout Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response radio.locknloadseal_chaser1 } Rule Radio.ReportInTeamseal_chaser1 { criteria TLK_Radio.ReportInTeam Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response RequestReportseal_chaser1 } Rule BombTickingDownseal_chaser1 { criteria TLK_BombTickingDown Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response WhereIsTheBombseal_chaser1 } Response TeamLeadWonseal_chaser1 { scene "scenes/seal_chaser1/round_winning_01.vcd" scene "scenes/seal_chaser1/round_winning_02.vcd" scene "scenes/seal_chaser1/round_winning_03.vcd" scene "scenes/seal_chaser1/round_winning_04.vcd" scene "scenes/seal_chaser1/round_winning_05.vcd" scene "scenes/seal_chaser1/round_winning_06.vcd" scene "scenes/seal_chaser1/round_winning_07.vcd" scene "scenes/seal_chaser1/round_winning_08.vcd" scene "scenes/seal_chaser1/round_winning_09.vcd" scene "scenes/seal_chaser1/round_winning_10.vcd" scene "scenes/seal_chaser1/round_winning_11.vcd" scene "scenes/seal_chaser1/round_winning_12.vcd" scene "scenes/seal_chaser1/round_winning_13.vcd" } Rule TeamLeadWonseal_chaser1 { criteria TDM_GainedLead Isseal_chaser1 IsTalkseal_chaser1 TDM_ChatterAllowed_CT ApplyContext "Talkseal_chaser1:1:1,TDMChatterCT:1:15" applycontexttoworld Response TeamLeadWonseal_chaser1 } Response TeamLeadLostseal_chaser1 { scene "scenes/seal_chaser1/round_losing_01.vcd" scene "scenes/seal_chaser1/round_losing_02.vcd" scene "scenes/seal_chaser1/round_losing_03.vcd" scene "scenes/seal_chaser1/round_losing_04.vcd" scene "scenes/seal_chaser1/round_losing_05.vcd" scene "scenes/seal_chaser1/round_losing_06.vcd" } Rule TeamLeadLostseal_chaser1 { criteria TDM_LostLead Isseal_chaser1 IsTalkseal_chaser1 TDM_ChatterAllowed_CT ApplyContext "Talkseal_chaser1:1:1,TDMChatterCT:1:15" applycontexttoworld Response TeamLeadLostseal_chaser1 } Response Radio.Sorryseal_chaser1 { scene "scenes/seal_chaser1/sorry_01.vcd" scene "scenes/seal_chaser1/sorry_02.vcd" scene "scenes/seal_chaser1/sorry_03.vcd" scene "scenes/seal_chaser1/sorry_04.vcd" scene "scenes/seal_chaser1/sorry_05.vcd" scene "scenes/seal_chaser1/sorry_06.vcd" } Rule Radio.Sorryseal_chaser1 { criteria TLK_Radio.Sorry Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.Sorryseal_chaser1 } Response Radio.GoAseal_chaser1 { scene "scenes/seal_chaser1/goto_a_01.vcd" } Rule Radio.GoAseal_chaser1 { criteria TLK_Radio.GoA Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.GoAseal_chaser1 } Response Radio.GoBseal_chaser1 { scene "scenes/seal_chaser1/goto_b_01.vcd" } Rule Radio.GoBseal_chaser1 { criteria TLK_Radio.GoB Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.GoBseal_chaser1 } Response Radio.NeedDropseal_chaser1 { scene "scenes/seal_chaser1/request_weapon_01.vcd" scene "scenes/seal_chaser1/request_weapon_02.vcd" scene "scenes/seal_chaser1/request_weapon_03.vcd" scene "scenes/seal_chaser1/request_weapon_04.vcd" scene "scenes/seal_chaser1/request_weapon_05.vcd" } Rule Radio.NeedDropseal_chaser1 { criteria TLK_Radio.NeedDrop Isseal_chaser1 IsTalkseal_chaser1 ApplyContext "Talkseal_chaser1:1:1" applycontexttoworld Response Radio.NeedDropseal_chaser1 }