//-------------------------------------------------------------------------------------------------------------- // separatist Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpseparatist" "worldSaidHelpseparatist" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredseparatist" "worldSaidPepTalkScaredseparatist" "!=1" "required" weight 0 Criterion "NotSaidRoundEndseparatist" "worldSaidRoundEndseparatist" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativeseparatist { scene "scenes/separatist/Affirmative01.vcd" //Yes scene "scenes/separatist/Affirmative02.vcd" //Affirmative scene "scenes/separatist/Affirmative03.vcd" //Correct } Rule Affirmativeseparatist { criteria TLK_Affirmative Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Affirmativeseparatist } Response Agreeseparatist { scene "scenes/separatist/Agree01.vcd" //Agreed scene "scenes/separatist/Agree02.vcd" //I agree scene "scenes/separatist/Agree03.vcd" //Yes, agreed scene "scenes/separatist/Agree04.vcd" //We are in agreement scene "scenes/separatist/Agree05.vcd" //I agree with you } Rule Agreeseparatist { criteria TLK_Agree Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Agreeseparatist } Response Blindedseparatist { scene "scenes/separatist/Blinded01.vcd" //I am blind scene "scenes/separatist/Blinded02.vcd" //I Cannot see scene "scenes/separatist/Blinded03.vcd" //I am blinded scene "scenes/separatist/Blinded04.vcd" //I can't see anything scene "scenes/separatist/Blinded06.vcd" //I'm blind scene "scenes/separatist/Blinded08.vcd" //Blinded } Rule Blindedseparatist { criteria TLK_Blinded Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Blindedseparatist } Response Clearseparatist { scene "scenes/separatist/Clear01.vcd" //All clear scene "scenes/separatist/Clear02.vcd" //No one here scene "scenes/separatist/ClearedArea03.vcd" //They are not here } Rule Clearseparatist { criteria TLK_Clear Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Clearseparatist } Response ClearedAreaseparatist { scene "scenes/separatist/ClearedArea01.vcd" //No one is here scene "scenes/separatist/ClearedArea04.vcd" //Nothing here scene "scenes/separatist/ClearedArea05.vcd" //This is clear } Rule ClearedAreaseparatist { criteria TLK_ClearedArea Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response ClearedAreaseparatist } Response CoveringFriendseparatist { scene "scenes/separatist/CoveringFriend01.vcd" //I have your back scene "scenes/separatist/CoveringFriend02.vcd" //I will cover scene "scenes/separatist/CoveringFriend03.vcd" //I am covering you } Rule CoveringFriendseparatist { criteria TLK_CoveringFriend Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response CoveringFriendseparatist } Response DeathCryseparatist { scene "scenes/separatist/t_death01.vcd" //Ahhhh! scene "scenes/separatist/t_death02.vcd" //Ohhhmmmph scene "scenes/separatist/t_death03.vcd" //(exhale) scene "scenes/separatist/t_death04.vcd" //Ohhhh } Rule DeathCryseparatist { criteria TLK_DeathCry Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response DeathCryseparatist } Response DefendingBombsiteAseparatist { scene "scenes/separatist/DefendingBombsiteA01.vcd" //Watching bombsite A scene "scenes/separatist/DefendingBombsiteA02.vcd" //Covering bombsite A scene "scenes/separatist/DefendingBombsiteA03.vcd" //Staying at bombsite A scene "scenes/separatist/DefendingBombsiteA04.vcd" //Guarding A scene "scenes/separatist/DefendingBombsiteA05.vcd" //Staying at bombsite A } Rule DefendingBombsiteAseparatist { criteria TLK_DefendingBombsite Isseparatist IsTalkseparatist IsBombSiteA ApplyContext "Talkseparatist:1:1" applycontexttoworld Response DefendingBombsiteAseparatist } Response DefendingBombsiteBseparatist { scene "scenes/separatist/DefendingBombsiteB01.vcd" //Watching bombsite B scene "scenes/separatist/DefendingBombsiteB02.vcd" //Covering bombsite B scene "scenes/separatist/DefendingBombsiteB03.vcd" //Staying at bombsite B } Rule DefendingBombsiteBseparatist { criteria TLK_DefendingBombsite Isseparatist IsTalkseparatist IsBombSiteB ApplyContext "Talkseparatist:1:1" applycontexttoworld Response DefendingBombsiteBseparatist } Response Disagreeseparatist { scene "scenes/separatist/Disagree01.vcd" //I disagree scene "scenes/separatist/Disagree02.vcd" //I would not agree scene "scenes/separatist/Disagree04.vcd" //No } Rule Disagreeseparatist { criteria TLK_Disagree Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Disagreeseparatist } Response EnemyDownseparatist { scene "scenes/separatist/EnemyDown01.vcd" //He's down scene "scenes/separatist/EnemyDown02.vcd" //I got one scene "scenes/separatist/EnemyDown03.vcd" //Got 'em scene "scenes/separatist/EnemyDown04.vcd" odds 2 //He shall not rise again scene "scenes/separatist/EnemyDown05.vcd" odds 2 //That was his last scene "scenes/separatist/EnemyDown06.vcd" //I have killed one scene "scenes/separatist/EnemyDown07.vcd" odds 2 //We have one less enemy } Rule EnemyDownseparatist { criteria TLK_EnemyDown Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response EnemyDownseparatist } Response FollowingFriendseparatist { scene "scenes/separatist/FollowingFriend01.vcd" //You lead the way scene "scenes/separatist/FollowingFriend03.vcd" //Go ahead, I will follow scene "scenes/separatist/FollowingFriend04.vcd" //Lead the way } Rule FollowingFriendseparatist { criteria TLK_FollowingFriend Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response FollowingFriendseparatist } Response FriendlyFireseparatist { scene "scenes/separatist/FriendlyFire01.vcd" //Do not shoot me, do not shoot me! scene "scenes/separatist/FriendlyFire02.vcd" //Pay attention to what you are doing. scene "scenes/separatist/FriendlyFire03.vcd" //What are you doing? scene "scenes/separatist/FriendlyFire04.vcd" //Have your senses left you? scene "scenes/separatist/FriendlyFire05.vcd" //My friend, I am not the enemy scene "scenes/separatist/FriendlyFire06.vcd" //Save those bullets for them scene "scenes/separatist/FriendlyFire07.vcd" //Do not shoot me again my friend scene "scenes/separatist/FriendlyFire08.vcd" //Are you crazy? } Rule FriendlyFireseparatist { criteria TLK_FriendlyFire Isseparatist IsTalkseparatist IsBDamage ApplyContext "Talkseparatist:1:1" applycontexttoworld Response FriendlyFireseparatist } Response FriendlyFireNoBseparatist { scene "scenes/separatist/FriendlyFire02.vcd" //Pay attention to what you are doing. scene "scenes/separatist/FriendlyFire03.vcd" //What are you doing? scene "scenes/separatist/FriendlyFire04.vcd" //Have your senses left you? scene "scenes/separatist/FriendlyFire05.vcd" //My friend, I am not the enemy scene "scenes/separatist/FriendlyFire08.vcd" //Are you crazy? } Rule FriendlyFireNoBseparatist { criteria TLK_FriendlyFire Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response FriendlyFireNoBseparatist } Response GoingToGuardHostageEscapeZoneseparatist { scene "scenes/separatist/GoingToGuardHostageEscapeZone01.vcd" //I will guard their escape area scene "scenes/separatist/GoingToGuardHostageEscapeZone02.vcd" //I am heading to their escape area scene "scenes/separatist/GoingToGuardHostageEscapeZone03.vcd" //I will surprise them at their escape area } Rule GoingToGuardHostageEscapeZoneseparatist { criteria TLK_GoingToGuardHostageEscapeZone Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response GoingToGuardHostageEscapeZoneseparatist } Response GoingToGuardHostagesseparatist { scene "scenes/separatist/GoingToGuardHostages01.vcd" //Going to guard the hostages scene "scenes/separatist/GoingToGuardHostages02.vcd" //I will protect hostages scene "scenes/separatist/GoingToGuardHostages03.vcd" //I will stay with the hostages scene "scenes/separatist/GoingToGuardHostages04.vcd" //Heading to the hostages } Rule GoingToGuardHostagesseparatist { criteria TLK_GoingToGuardHostages Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response GoingToGuardHostagesseparatist } Response GoingToPlantBombseparatist { scene "scenes/separatist/GoingToPlantBomb01.vcd" //Going to plant the bomb scene "scenes/separatist/GoingToPlantBomb02.vcd" //I am going to plant the bomb scene "scenes/separatist/GoingToPlantBomb03.vcd" //I will plant the bomb } Rule GoingToPlantBombseparatist { criteria TLK_GoingToPlantBomb Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response GoingToPlantBombseparatist } Response GoingToPlantBombAseparatist { scene "scenes/separatist/GoingToPlantBombA01.vcd" //Taking the bomb to A scene "scenes/separatist/GoingToPlantBombA02.vcd" //I am going to planet the bomb at A scene "scenes/separatist/GoingToPlantBombA03.vcd" //I am taking the bomb to A } Rule GoingToPlantBombAseparatist { criteria TLK_GoingToPlantBomb Isseparatist IsTalkseparatist IsBombSiteA ApplyContext "Talkseparatist:1:1" applycontexttoworld Response GoingToPlantBombAseparatist } Response GoingToPlantBombBseparatist { scene "scenes/separatist/GoingToPlantBombB01.vcd" //I am going to planet the bomb at B scene "scenes/separatist/GoingToPlantBombB02.vcd" //Taking the bomb to B } Rule GoingToPlantBombBseparatist { criteria TLK_GoingToPlantBomb Isseparatist IsTalkseparatist IsBombSiteB ApplyContext "Talkseparatist:1:1" applycontexttoworld Response GoingToPlantBombBseparatist } Response GoingToPlantBombCseparatist { scene "scenes/separatist/GoingToPlantBombC01.vcd" //I am going to planet the bomb at C scene "scenes/separatist/GoingToPlantBombC02.vcd" //I am taking the bomb to C scene "scenes/separatist/GoingToPlantBombC03.vcd" //Taking the bomb to C } Rule GoingToPlantBombCseparatist { criteria TLK_GoingToPlantBomb Isseparatist IsTalkseparatist IsBombSiteC ApplyContext "Talkseparatist:1:1" applycontexttoworld Response GoingToPlantBombCseparatist } Response GuardingHostageEscapeZoneseparatist { scene "scenes/separatist/GuardingHostageEscapeZone02.vcd" //I am blocking their escape scene "scenes/separatist/GuardingHostageEscapeZone03.vcd" //I will guard against their escape } Rule GuardingHostageEscapeZoneseparatist { criteria TLK_GuardingHostageEscapeZone Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response GuardingHostageEscapeZoneseparatist } Response GuardingHostagesseparatist { scene "scenes/separatist/GuardingHostages01.vcd" //I am at the hostages scene "scenes/separatist/GuardingHostages02.vcd" //I am with the hostages scene "scenes/separatist/GuardingHostages03.vcd" //I am staying with the hostages scene "scenes/separatist/GuardingHostages04.vcd" //The hostages are with me scene "scenes/separatist/GuardingHostages05.vcd" //The hostages will be safe with me } Rule GuardingHostagesseparatist { criteria TLK_GuardingHostages Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response GuardingHostagesseparatist } Response HeardNoiseseparatist { scene "scenes/separatist/HeardNoise01.vcd" //Did you hear that? scene "scenes/separatist/HeardNoise02.vcd" //What was that noise? scene "scenes/separatist/HeardNoise03.vcd" //I think I heard something } Rule HeardNoiseseparatist { criteria TLK_HeardNoise Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response HeardNoiseseparatist } Response helpseparatist { scene "scenes/separatist/help01.vcd" //I need help here scene "scenes/separatist/help02.vcd" //ahhh... I need help here scene "scenes/separatist/help03.vcd" //I have enemies to share scene "scenes/separatist/help04.vcd" //I regret I need help } Rule helpseparatist { criteria TLK_help Isseparatist ApplyContext "Talkseparatist:1:1,SaidHelpseparatist:1:3" applycontexttoworld Response helpseparatist } Response HostageDownseparatist { scene "scenes/separatist/HostageDown01.vcd" //A hostage is dead scene "scenes/separatist/HostageDown02.vcd" //We are losing hostages scene "scenes/separatist/HostageDown03.vcd" //Who is shooting the hostages? scene "scenes/separatist/HostageDown04.vcd" //We cannot lose the hostages } Rule HostageDownseparatist { criteria TLK_HostageDown Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response HostageDownseparatist } Response HostagesBeingTakenseparatist { scene "scenes/separatist/HostagesBeingTaken01.vcd" //They are taking our hostages! scene "scenes/separatist/HostagesBeingTaken02.vcd" //They are grabbing our hostages! } Rule HostagesBeingTakenseparatist { criteria TLK_HostagesBeingTaken Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response HostagesBeingTakenseparatist } Response HostagesTakenseparatist { scene "scenes/separatist/HostagesTaken01.vcd" //They have our hostages scene "scenes/separatist/HostagesTaken02.vcd" //We must stop them and the hostages scene "scenes/separatist/HostagesTaken03.vcd" //They have taken our hostages } Rule HostagesTakenseparatist { criteria TLK_HostagesTaken Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response HostagesTakenseparatist } Response InCombatseparatist { scene "scenes/separatist/InCombat01.vcd" //I will kill you scene "scenes/separatist/InCombat02.vcd" //Attacking scene "scenes/separatist/InCombat03.vcd" //I am attacking scene "scenes/separatist/InCombat04.vcd" //I am returning fire scene "scenes/separatist/InCombat05.vcd" //I am making this right } Rule InCombatseparatist { criteria TLK_InCombat Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response InCombatseparatist } Response KilledFriendseparatist { scene "scenes/separatist/KilledFriend01.vcd" //What is going on? scene "scenes/separatist/KilledFriend02.vcd" //What is inside that head of yours? scene "scenes/separatist/KilledFriend03.vcd" //Stop we are too few already } Rule KilledFriendseparatist { criteria TLK_KilledFriend Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response KilledFriendseparatist } Response KilledMyEnemyseparatist { scene "scenes/separatist/EnemyDown01.vcd" //He's down scene "scenes/separatist/EnemyDown01.vcd" //He's down scene "scenes/separatist/EnemyDown03.vcd" //Got 'em scene "scenes/separatist/EnemyDown05.vcd" //That was his last } Rule KilledMyEnemyseparatist { criteria TLK_KilledMyEnemy Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response KilledMyEnemyseparatist } Response LastManStandingseparatist { scene "scenes/separatist/LastManStanding01.vcd" odds 10 //As long as one of us survives we all are victorious scene "scenes/separatist/LastManStanding02.vcd" //You dogs couldn't kill me scene "scenes/separatist/LastManStanding03.vcd" //I have triumphed scene "scenes/separatist/LastManStanding04.vcd" //I will live on scene "scenes/separatist/LastManStanding05.vcd" //You will never kill me scene "scenes/separatist/LastManStanding06.vcd" //I am still alive } Rule LastManStandingseparatist { criteria TLK_LastManStanding Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response LastManStandingseparatist } Response LostEnemyseparatist { scene "scenes/separatist/LostEnemy01.vcd" //I have lost them scene "scenes/separatist/LostEnemy02.vcd" //They have gotten away scene "scenes/separatist/LostEnemy03.vcd" //I do not see them anymore } Rule LostEnemyseparatist { criteria TLK_LostEnemy Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response LostEnemyseparatist } Response Map_BackAlleyseparatist { scene "scenes/separatist/tmap_de_inferno09.vcd" //Back Alley scene "scenes/separatist/tmap_de_inferno10.vcd" //At the back Alley } Rule Map_BackAlleyseparatist { criteria TLK_Map_BackAlley Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Map_BackAlleyseparatist } Response Map_Bridgeseparatist { scene "scenes/separatist/tmap_de_inferno17.vcd" //Bridge scene "scenes/separatist/tmap_de_inferno18.vcd" //By the bridge scene "scenes/separatist/tmap_de_inferno19.vcd" //At the bridge } Rule Map_Bridgeseparatist { criteria TLK_Map_Bridge Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Map_Bridgeseparatist } Response Map_CTSpawnseparatist { scene "scenes/separatist/tmap_cs_italy08.vcd" //I am at their entry point. scene "scenes/separatist/tmap_cs_italy09.vcd" //I am checking their entry point scene "scenes/separatist/tmap_cs_italy10.vcd" //At their entry point scene "scenes/separatist/tmap_cs_italy24.vcd" //I am at their insertion Point scene "scenes/separatist/tmap_cs_italy25.vcd" //I have discovered their entry point } Rule Map_CTSpawnseparatist { criteria TLK_Map_CTSpawn Isseparatist IsTalkseparatist IsNotar_shoots ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Map_CTSpawnseparatist } Response Map_Middleseparatist { scene "scenes/separatist/tmap_cs_italy35.vcd" //Middle scene "scenes/separatist/tmap_cs_italy36.vcd" //At the Middle scene "scenes/separatist/tmap_cs_italy37.vcd" //I am in the Middle } Rule Map_Middleseparatist { criteria TLK_Map_Middle Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Map_Middleseparatist } Response Map_TopofMidseparatist { scene "scenes/separatist/tmap_de_inferno32.vcd" //Top of Mid scene "scenes/separatist/tmap_de_inferno33.vcd" //I am at the top of mid scene "scenes/separatist/tmap_de_inferno34.vcd" //Going top of mid } Rule Map_TopofMidseparatist { criteria TLK_Map_TopofMid Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Map_TopofMidseparatist } Response Map_TSpawnseparatist { scene "scenes/separatist/tmap_de_inferno46.vcd" //At our start point scene "scenes/separatist/tmap_de_inferno47.vcd" //I am back where we started scene "scenes/separatist/tmap_de_inferno48.vcd" //At the start point } Rule Map_TSpawnseparatist { criteria TLK_Map_TSpawn Isseparatist IsTalkseparatist IsNotar_shoots ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Map_TSpawnseparatist } Response Negativeseparatist { scene "scenes/separatist/Negative01.vcd" //Negative scene "scenes/separatist/Negative02.vcd" //No my friend scene "scenes/separatist/Negative03.vcd" //No scene "scenes/separatist/Negative04.vcd" //Uh uh } Rule Negativeseparatist { criteria TLK_Negative Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Negativeseparatist } Response NiceShotseparatist { scene "scenes/separatist/NiceShot01.vcd" //Very good shot scene "scenes/separatist/NiceShot02.vcd" //Very good shooting scene "scenes/separatist/NiceShot03.vcd" //Very good scene "scenes/separatist/NiceShot04.vcd" //Very nice scene "scenes/separatist/NiceShot05.vcd" //That was very nice scene "scenes/separatist/NiceShot06.vcd" //Nice shot scene "scenes/separatist/NiceShot07.vcd" //Nice shot my friend scene "scenes/separatist/NiceShot08.vcd" //You got him scene "scenes/separatist/NiceShot09.vcd" //You have done well scene "scenes/separatist/NiceShot10.vcd" odds 3 //Your gun will bring us victory scene "scenes/separatist/NiceShot11.vcd" odds 3 //One less enemy thanks to you } Rule NiceShotseparatist { criteria TLK_NiceShot Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response NiceShotseparatist } Response OnARollBragseparatist { scene "scenes/separatist/OnARollBrag01.vcd" //Yes! scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES! scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble! scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us victory! scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome! scene "scenes/separatist/OnARollBrag07.vcd" //Woooo! scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes! scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours! } Rule OnARollBragseparatist { criteria TLK_OnARollBrag Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response OnARollBragseparatist } Response OneEnemyLeftseparatist { scene "scenes/separatist/OneEnemyLeft01.vcd" //Only 1 man left scene "scenes/separatist/OneEnemyLeft02.vcd" //We got one guy trying to stop us scene "scenes/separatist/OneEnemyLeft03.vcd" //Only one left scene "scenes/separatist/OneEnemyLeft04.vcd" //1 man left scene "scenes/separatist/OneEnemyLeft05.vcd" //Only 1 man left scene "scenes/separatist/OneEnemyLeft06.vcd" //Only one dog still opposes us scene "scenes/separatist/OneEnemyLeft08.vcd" //Only one man between us and victory scene "scenes/separatist/OneEnemyLeft09.vcd" //There is only one left } Rule OneEnemyLeftseparatist { criteria TLK_OneEnemyLeft Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response OneEnemyLeftseparatist } Response OnMyWayseparatist { scene "scenes/separatist/OnMyWay01.vcd" //I am on my way scene "scenes/separatist/OnMyWay02.vcd" //On my way scene "scenes/separatist/OnMyWay04.vcd" //Heading that way } Rule OnMyWayseparatist { criteria TLK_OnMyWay Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response OnMyWayseparatist } Response PepTalkScaredseparatist { scene "scenes/separatist/PepTalk01.vcd" //We can do this scene "scenes/separatist/PepTalk03.vcd" //If I have to, I will do this myself scene "scenes/separatist/PepTalk04.vcd" //Do not worry, we are still strong scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go scene "scenes/separatist/radio.letsgo11.vcd" //Let's go! Let's go! } Rule PepTalkScaredseparatist { criteria TLK_ScaredEmote Isseparatist IsEarlyInRound IsTalkseparatist NotSaidPepTalkScaredseparatist ApplyContext "Talkseparatist:1:1,SaidPepTalkScaredseparatist:1:15" applycontexttoworld Response PepTalkScaredseparatist } Response PinnedDownseparatist { scene "scenes/separatist/PinnedDown01.vcd" //I am under fire scene "scenes/separatist/PinnedDown02.vcd" //They are trying to pin me scene "scenes/separatist/PinnedDown03.vcd" //They think they have me pinned } Rule PinnedDownseparatist { criteria TLK_PinnedDown Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response PinnedDownseparatist } Response PlantingBombseparatist { scene "scenes/separatist/PlantingBomb01.vcd" //Planting scene "scenes/separatist/PlantingBomb02.vcd" //I am planting the bomb scene "scenes/separatist/PlantingBomb05.vcd" //I am setting the bomb } Rule PlantingBombseparatist { criteria TLK_PlantingBomb Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1,SaidBombPlant:1:20" applycontexttoworld Response PlantingBombseparatist } Response PreventEscapeBragseparatist { scene "scenes/separatist/PreventEscapeBrag01.vcd" //I told you these are our hostages scene "scenes/separatist/PreventEscapeBrag03.vcd" //Come back with me my little friends scene "scenes/separatist/PreventEscapeBrag05.vcd" //These men are ours } Rule PreventEscapeBragseparatist { criteria TLK_PreventEscapeBrag Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response PreventEscapeBragseparatist } Response Radio.Affirmitiveseparatist { scene "scenes/separatist/Affirmative01.vcd" //Yes scene "scenes/separatist/Affirmative02.vcd" //Affirmative scene "scenes/separatist/Affirmative03.vcd" //Correct } Rule Radio.Affirmitiveseparatist { criteria TLK_Radio.Affirmitive Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Affirmitiveseparatist } Response Radio.Cheerseparatist { scene "scenes/separatist/OnARollBrag01.vcd" //Yes! scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES! scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble! scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us victory! scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome! scene "scenes/separatist/OnARollBrag07.vcd" //Woooo! scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes! scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours! scene "scenes/separatist/PreventEscapeBrag01.vcd" //I told you these are our hostages scene "scenes/separatist/PreventEscapeBrag03.vcd" //Come back with me my little friends scene "scenes/separatist/PreventEscapeBrag05.vcd" //These men are ours } Rule Radio.Cheerseparatist { criteria TLK_Radio.Cheer Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Cheerseparatist } Response Radio.Complimentseparatist { scene "scenes/separatist/OnARollBrag01.vcd" //Yes! scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES! scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble! scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us victory! scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome! scene "scenes/separatist/OnARollBrag07.vcd" //Woooo! scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes! scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours! } Rule Radio.Complimentseparatist { criteria TLK_Radio.Compliment Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Complimentseparatist } Response Radio.CoverMeseparatist { scene "scenes/separatist/CoverMe01.vcd" //Cover me scene "scenes/separatist/CoverMe02.vcd" //Watch my back scene "scenes/separatist/CoverMe03.vcd" //Hold, cover me } Rule Radio.CoverMeseparatist { criteria TLK_Radio.CoverMe Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.CoverMeseparatist } Response Radio.Decoyseparatist { scene "scenes/separatist/t_decoy01.vcd" //Decoy! scene "scenes/separatist/t_decoy02.vcd" //Decoy's out scene "scenes/separatist/t_decoy03.vcd" //Throwing a decoy } Rule Radio.Decoyseparatist { criteria TLK_Radio.Decoy Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Decoyseparatist } Response Radio.EnemyDownseparatist { scene "scenes/separatist/EnemyDown01.vcd" //He's down scene "scenes/separatist/EnemyDown03.vcd" //Got 'em scene "scenes/separatist/EnemyDown07.vcd" odds 3 //We have one less enemy } Rule Radio.EnemyDownseparatist { criteria TLK_Radio.EnemyDown Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.EnemyDownseparatist } Response Radio.EnemySpottedseparatist { scene "scenes/separatist/Radio.EnemySpotted01.vcd" //There is one scene "scenes/separatist/Radio.EnemySpotted02.vcd" //I see them scene "scenes/separatist/Radio.EnemySpotted03.vcd" //I can see them scene "scenes/separatist/Radio.EnemySpotted04.vcd" //There they are scene "scenes/separatist/Radio.EnemySpotted05.vcd" //I see our enemy } Rule Radio.EnemySpottedseparatist { criteria TLK_Radio.EnemySpotted Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.EnemySpottedseparatist } Response Radio.FireInTheHoleseparatist { scene "scenes/separatist/t_grenade01.vcd" //Grenade! scene "scenes/separatist/t_grenade02.vcd" //I am throwing a grenade. scene "scenes/separatist/t_grenade03.vcd" //Grenade out! scene "scenes/separatist/t_grenade04.vcd" //Grenade! } Rule Radio.FireInTheHoleseparatist { criteria TLK_Radio.FireInTheHole Isseparatist IsTalkseparatist IsNottraining1 ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.FireInTheHoleseparatist } Response Radio.Flashbangseparatist { scene "scenes/separatist/t_flashbang01.vcd" //Flashbang scene "scenes/separatist/t_flashbang02.vcd" //Throwing a Flashbang scene "scenes/separatist/t_flashbang03.vcd" //I am throwing a Flashbang } Rule Radio.Flashbangseparatist { criteria TLK_Radio.Flashbang Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Flashbangseparatist } Response Radio.FollowMeseparatist { scene "scenes/separatist/Radio.FollowMe01.vcd" //Follow me scene "scenes/separatist/Radio.FollowMe02.vcd" //This way scene "scenes/separatist/Radio.FollowMe03.vcd" //Let us go this way scene "scenes/separatist/Radio.FollowMe04.vcd" //Follow me my friend } Rule Radio.FollowMeseparatist { criteria TLK_Radio.FollowMe Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.FollowMeseparatist } Response Radio.GetInPositionseparatist { scene "scenes/separatist/Thanks01.vcd" //Thank you my friend scene "scenes/separatist/Thanks02.vcd" //With much thanks scene "scenes/separatist/Thanks03.vcd" //Thank you } Rule Radio.GetInPositionseparatist { criteria TLK_Radio.GetInPosition Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.GetInPositionseparatist } Response Radio.GetOutOfThereseparatist { scene "scenes/separatist/BombTickingDown01.vcd" //It is going to explode scene "scenes/separatist/BombTickingDown02.vcd" //We are going to do this scene "scenes/separatist/BombTickingDown03.vcd" //They can't stop the bomb now! scene "scenes/separatist/BombTickingDown04.vcd" //Get ready! Get Ready! } Rule Radio.GetOutOfThereseparatist { criteria TLK_Radio.GetOutOfThere Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.GetOutOfThereseparatist } Response Radio.GoGoGoseparatist { scene "scenes/separatist/radio.letsgo01.vcd" //Go go go! scene "scenes/separatist/radio.letsgo02.vcd" //Let's go! scene "scenes/separatist/radio.letsgo03.vcd" //Move it! Move it! scene "scenes/separatist/radio.letsgo04.vcd" //Forward scene "scenes/separatist/radio.letsgo05.vcd" //Let's go my friends scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go } Rule Radio.GoGoGoseparatist { criteria TLK_Radio.GoGoGo Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.GoGoGoseparatist } Response Radio.HoldPositionseparatist { scene "scenes/separatist/RadioBotHold01.vcd" //Hold here scene "scenes/separatist/RadioBotHold02.vcd" //Cover this area scene "scenes/separatist/RadioBotHold03.vcd" //Guard this area } Rule Radio.HoldPositionseparatist { criteria TLK_Radio.HoldPosition Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.HoldPositionseparatist } Response Radio.InPositionseparatist { scene "scenes/separatist/InPosition01.vcd" //I am in position scene "scenes/separatist/InPosition01.vcd" //I am in position scene "scenes/separatist/InPosition02.vcd" //I am ready scene "scenes/separatist/InPosition02.vcd" //I am ready scene "scenes/separatist/InPosition03.vcd" //I am prepared scene "scenes/separatist/InPosition03.vcd" //I am prepared } Rule Radio.InPositionseparatist { criteria TLK_Radio.InPosition Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.InPositionseparatist } Response radio.letsgoseparatist { scene "scenes/separatist/radio.letsgo01.vcd" //Go go go! scene "scenes/separatist/radio.letsgo02.vcd" //Let's go! scene "scenes/separatist/radio.letsgo03.vcd" //Move it! Move it! scene "scenes/separatist/radio.letsgo04.vcd" //Forward scene "scenes/separatist/radio.letsgo05.vcd" //Let's go my friends scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go scene "scenes/separatist/radio.letsgo08.vcd" odds 3 //To victory scene "scenes/separatist/radio.letsgo09.vcd" //Let's go! scene "scenes/separatist/radio.letsgo10.vcd" //We must move scene "scenes/separatist/radio.letsgo11.vcd" //Let's go! Let's go! scene "scenes/separatist/radio.letsgo12.vcd" //Move my friends } Rule radio.letsgoseparatist { criteria TLK_radio.letsgo Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response radio.letsgoseparatist } Response radio.locknloadseparatist { scene "scenes/separatist/ChickenHate01.vcd" odds 2 then Self radiorocknloadchicken1 foo:0 -1.733 //I hate these chickens scene "scenes/separatist/ChickenHate04.vcd" odds 2 //Beware, the birds will give you away scene "scenes/separatist/radio.letsgo09.vcd" //Let's go! scene "scenes/separatist/radio.letsgo09.vcd" //Let's go! scene "scenes/separatist/radio.letsgo10.vcd" //We must move scene "scenes/separatist/radio.letsgo10.vcd" //We must move scene "scenes/separatist/radio.letsgo11.vcd" //Let's go! Let's go! scene "scenes/separatist/radio.letsgo11.vcd" //Let's go! Let's go! scene "scenes/separatist/radio.locknload01.vcd" odds 5 //So that we may be free scene "scenes/separatist/radio.locknload02.vcd" odds 2 //To Victory scene "scenes/separatist/radio.locknload03.vcd" //Be safe my friends scene "scenes/separatist/radio.locknload04.vcd" //Let us be quick scene "scenes/separatist/radio.locknload05.vcd" //Let us go scene "scenes/separatist/radio.locknload06.vcd" //Let's teach these dogs a lesson scene "scenes/separatist/radio.locknload07.vcd" //May we be safe from evil scene "scenes/separatist/radio.locknload10.vcd" //They shall regret this day } Rule radio.locknloadseparatist { criteria TLK_radio.locknload Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response radio.locknloadseparatist } Response Radio.Molotovseparatist { scene "scenes/separatist/t_molotov01.vcd" //Molotov! scene "scenes/separatist/t_molotov02.vcd" //Throwing fire. scene "scenes/separatist/t_molotov04.vcd" odds 3 //Fear my fire scene "scenes/separatist/t_molotov05.vcd" //Fire! } Rule Radio.Molotovseparatist { criteria TLK_Radio.Molotov Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Molotovseparatist } Response Radio.NeedBackupseparatist { scene "scenes/separatist/Radio.NeedBackup01.vcd" //They are shooting at me scene "scenes/separatist/Radio.NeedBackup02.vcd" //They think they can kill me scene "scenes/separatist/Radio.NeedBackup03.vcd" //I could use more guns here } Rule Radio.NeedBackupseparatist { criteria TLK_Radio.NeedBackup Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.NeedBackupseparatist } Response Radio.Negativeseparatist { scene "scenes/separatist/Negative01.vcd" //Negative scene "scenes/separatist/Negative02.vcd" //No my friend scene "scenes/separatist/Negative03.vcd" //No scene "scenes/separatist/Negative04.vcd" //Uh uh } Rule Radio.Negativeseparatist { criteria TLK_Radio.Negative Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Negativeseparatist } Response Radio.Regroupseparatist { scene "scenes/separatist/RadioBotRegroup01.vcd" //Stick together scene "scenes/separatist/RadioBotRegroup02.vcd" //Let us stay together scene "scenes/separatist/RadioBotRegroup03.vcd" //Let us regroup } Rule Radio.Regroupseparatist { criteria TLK_Radio.Regroup Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Regroupseparatist } Response Radio.ReportingInseparatist { scene "scenes/separatist/ReportingIn01.vcd" //I am here my friend scene "scenes/separatist/ReportingIn02.vcd" //Here scene "scenes/separatist/ReportingIn03.vcd" //Yes? } Rule Radio.ReportingInseparatist { criteria TLK_Radio.ReportingIn Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.ReportingInseparatist } Response Radio.ReportInTeamseparatist { scene "scenes/separatist/RequestReport01.vcd" //What is happening? scene "scenes/separatist/RequestReport02.vcd" //What do you see? scene "scenes/separatist/RequestReport03.vcd" //Check in } Rule Radio.ReportInTeamseparatist { criteria TLK_Radio.ReportInTeam Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.ReportInTeamseparatist } Response Radio.Rogerseparatist { scene "scenes/separatist/Affirmative01.vcd" //Yes scene "scenes/separatist/Agree01.vcd" //Agreed scene "scenes/separatist/Agree02.vcd" //I agree scene "scenes/separatist/Agree03.vcd" //Yes, agreed } Rule Radio.Rogerseparatist { criteria TLK_Radio.Roger Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Rogerseparatist } Response Radio.SectorClearseparatist { scene "scenes/separatist/ClearedArea01.vcd" //No one is here scene "scenes/separatist/ClearedArea02.vcd" //This is empty scene "scenes/separatist/ClearedArea04.vcd" //Nothing here } Rule Radio.SectorClearseparatist { criteria TLK_Radio.SectorClear Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.SectorClearseparatist } Response Radio.Smokeseparatist { scene "scenes/separatist/t_smoke01.vcd" //I am throwing smoke. scene "scenes/separatist/t_smoke02.vcd" //Smoke! scene "scenes/separatist/t_smoke03.vcd" //Throwing smoke. } Rule Radio.Smokeseparatist { criteria TLK_Radio.Smoke Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Smokeseparatist } Response Radio.StickTogetherseparatist { scene "scenes/separatist/RadioBotRegroup01.vcd" //Stick together } Rule Radio.StickTogetherseparatist { criteria TLK_Radio.StickTogether Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.StickTogetherseparatist } Response radio.takingfireseparatist { scene "scenes/separatist/Radio.TakingFire01.vcd" //I am under fire scene "scenes/separatist/Radio.TakingFire02.vcd" //I have found them! scene "scenes/separatist/Radio.TakingFire03.vcd" //They are shooting their guns at me scene "scenes/separatist/Radio.TakingFire04.vcd" //Foolish men are shooting at me scene "scenes/separatist/Radio.TakingFire05.vcd" //The pigs are shooting at me scene "scenes/separatist/Radio.TakingFire06.vcd" //They are trying to kill me scene "scenes/separatist/Radio.TakingFire07.vcd" //They think they can kill me } Rule radio.takingfireseparatist { criteria TLK_radio.takingfire Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response radio.takingfireseparatist } Response Radio.TeamFallBackseparatist { scene "scenes/separatist/RadioBotFallBack01.vcd" //Get back! scene "scenes/separatist/RadioBotFallBack02.vcd" //Back! Back! scene "scenes/separatist/RadioBotFallBack05.vcd" //Get back! } Rule Radio.TeamFallBackseparatist { criteria TLK_Radio.TeamFallBack Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.TeamFallBackseparatist } Response Radio.Thanksseparatist { scene "scenes/separatist/Thanks01.vcd" //Thank you my friend scene "scenes/separatist/Thanks02.vcd" //With much thanks scene "scenes/separatist/Thanks03.vcd" //Thank you } Rule Radio.Thanksseparatist { criteria TLK_Radio.Thanks Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Thanksseparatist } Response Radio.YouTakeThePointseparatist { scene "scenes/separatist/FollowingFriend01.vcd" //You lead the way scene "scenes/separatist/FollowingFriend04.vcd" //Lead the way } Rule Radio.YouTakeThePointseparatist { criteria TLK_Radio.YouTakeThePoint Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.YouTakeThePointseparatist } Response radiorocknloadchicken1separatist { scene "scenes/separatist/ChickenHate02.vcd" then Self radiorocknloadchicken2 foo:0 -1.653 //Scrawny little birds } Rule radiorocknloadchicken1separatist { criteria TLK_radiorocknloadchicken1 Isseparatist IsTalkseparatist Response radiorocknloadchicken1separatist } Response radiorocknloadchicken2separatist { scene "scenes/separatist/ChickenHate03.vcd" //Just feathers and bones } Rule radiorocknloadchicken2separatist { criteria TLK_radiorocknloadchicken2 Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response radiorocknloadchicken2separatist } Response ReportingInseparatist { scene "scenes/separatist/ReportingIn01.vcd" //I am here my friend scene "scenes/separatist/ReportingIn02.vcd" //Here scene "scenes/separatist/ReportingIn03.vcd" //Yes? } Rule ReportingInseparatist { criteria TLK_ReportingIn Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response ReportingInseparatist } Response RequestReportseparatist { scene "scenes/separatist/RadioBotQuery01.vcd" //Has anyone seen them? scene "scenes/separatist/RadioBotQuery04.vcd" //Where are they? scene "scenes/separatist/RadioBotQuery05.vcd" //They must be here somewhere scene "scenes/separatist/RequestReport03.vcd" //Check in } Rule RequestReportseparatist { criteria TLK_RequestReport Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response RequestReportseparatist } Response ScaredEmoteseparatist { scene "scenes/separatist/PinnedDown01.vcd" //I am under fire scene "scenes/separatist/ScaredEmote01.vcd" //They think they can scare me scene "scenes/separatist/ScaredEmote02.vcd" //We are not done yet scene "scenes/separatist/ScaredEmote03.vcd" //This was not the plan but we will succeed scene "scenes/separatist/ScaredEmote04.vcd" //Victory is still ours to be had scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go } Rule ScaredEmoteseparatist { criteria TLK_ScaredEmote Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response ScaredEmoteseparatist } Response SniperKilledseparatist { scene "scenes/separatist/SniperKilled01.vcd" //Sniper is down scene "scenes/separatist/SniperKilled02.vcd" //I have gotten the sniper scene "scenes/separatist/SniperKilled03.vcd" //Sniper is no more scene "scenes/separatist/SniperKilled04.vcd" odds 2 //I have taught our sniper friend a lesson } Rule SniperKilledseparatist { criteria TLK_SniperKilled Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response SniperKilledseparatist } Response SniperWarningseparatist { scene "scenes/separatist/SniperWarning01.vcd" //Sniper! scene "scenes/separatist/SniperWarning02.vcd" //Watch out, sniper! scene "scenes/separatist/SniperWarning05.vcd" //Sniper! } Rule SniperWarningseparatist { criteria TLK_SniperWarning Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response SniperWarningseparatist } Response SpottedLooseBombseparatist { scene "scenes/separatist/SpottedLooseBomb01.vcd" //The bomb is on the ground scene "scenes/separatist/SpottedLooseBomb02.vcd" //We need that bomb scene "scenes/separatist/SpottedLooseBomb03.vcd" //Someone must recover the bomb scene "scenes/separatist/SpottedLooseBomb04.vcd" //We have dropped the bomb scene "scenes/separatist/SpottedLooseBomb05.vcd" //We lost the bomb scene "scenes/separatist/SpottedLooseBomb06.vcd" //We have dropped the bomb scene "scenes/separatist/SpottedLooseBomb07.vcd" //Let us get the bomb } Rule SpottedLooseBombseparatist { criteria TLK_SpottedLooseBomb Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response SpottedLooseBombseparatist } Response ThreeEnemiesLeftseparatist { scene "scenes/separatist/ThreeEnemiesLeft01.vcd" //3 left scene "scenes/separatist/ThreeEnemiesLeft02.vcd" //That makes 3 left scene "scenes/separatist/ThreeEnemiesLeft03.vcd" //That makes 3 scene "scenes/separatist/ThreeEnemiesLeft04.vcd" //3 men left scene "scenes/separatist/ThreeEnemiesLeft05.vcd" //3 dogs left scene "scenes/separatist/ThreeEnemiesLeft07.vcd" //Three more } Rule ThreeEnemiesLeftseparatist { criteria TLK_ThreeEnemiesLeft Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response ThreeEnemiesLeftseparatist } Response TwoEnemiesLeftseparatist { scene "scenes/separatist/TwoEnemiesLeft01.vcd" //That makes 2 left scene "scenes/separatist/TwoEnemiesLeft02.vcd" //They are down to two scene "scenes/separatist/TwoEnemiesLeft03.vcd" //Only 2 men left scene "scenes/separatist/TwoEnemiesLeft04.vcd" //That makes 2 left scene "scenes/separatist/TwoEnemiesLeft05.vcd" //That makes 2 scene "scenes/separatist/TwoEnemiesLeft06.vcd" //2 men left } Rule TwoEnemiesLeftseparatist { criteria TLK_TwoEnemiesLeft Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response TwoEnemiesLeftseparatist } Response WaitingHereseparatist { scene "scenes/separatist/WaitingHere01.vcd" //I am waiting here scene "scenes/separatist/WaitingHere02.vcd" //I will wait here scene "scenes/separatist/WaitingHere03.vcd" //I shall stay here } Rule WaitingHereseparatist { criteria TLK_WaitingHere Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response WaitingHereseparatist } Response WonRoundseparatist { scene "scenes/separatist/RadioBotEndSolid01.vcd" //We have defeated the enemy scene "scenes/separatist/RadioBotEndSolid02.vcd" //Our will brought us victory scene "scenes/separatist/RadioBotEndSolid03.vcd" //Remember this day my friends scene "scenes/separatist/RadioBotEndSolid04.vcd" //They will remember this day scene "scenes/separatist/RadioBotEndSolid05.vcd" //It is over } Rule WonRoundseparatist { criteria TLK_WonRound Isseparatist IsTalkseparatist NotSaidRoundEndseparatist ApplyContext "Talkseparatist:1:1,SaidRoundEndseparatist:1:10" applycontexttoworld Response WonRoundseparatist } Response WonRoundCleanseparatist { scene "scenes/separatist/RadioBotEndClean01.vcd" //We did that simply scene "scenes/separatist/RadioBotEndClean02.vcd" //We all survived my friends scene "scenes/separatist/RadioBotEndClean04.vcd" //We shall sleep well tonight scene "scenes/separatist/RadioBotEndClean06.vcd" //Victory is ours } Rule WonRoundCleanseparatist { criteria TLK_WonRoundClean Isseparatist IsAllAlive IsTalkseparatist ApplyContext "Talkseparatist:1:1,SaidRoundEndseparatist:1:10" applycontexttoworld Response WonRoundCleanseparatist } Response WonRoundQuicklyseparatist { scene "scenes/separatist/RadioBotEndClean01.vcd" //We did that simply scene "scenes/separatist/RadioBotEndClean03.vcd" //That was almost too easy my friends scene "scenes/separatist/RadioBotEndClean04.vcd" //We shall sleep well tonight scene "scenes/separatist/RadioBotEndClean05.vcd" //Today was our day scene "scenes/separatist/RadioBotEndClean06.vcd" //Victory is ours } Rule WonRoundQuicklyseparatist { criteria TLK_WonRoundQuickly Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1,SaidRoundEndseparatist:1:10" applycontexttoworld Response WonRoundQuicklyseparatist } Rule AgreeWithPlanseparatist { criteria TLK_AgreeWithPlan Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Agreeseparatist } Rule FollowingCommanderseparatist { criteria TLK_FollowingCommander Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response FollowingFriendseparatist } Rule FollowingSirseparatist { criteria TLK_FollowingSir Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response FollowingFriendseparatist } Rule NiceShotCommanderseparatist { criteria TLK_NiceShotCommander Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response NiceShotseparatist } Rule NiceShotSirseparatist { criteria TLK_NiceShotSir Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response NiceShotseparatist } Rule ThrillEmoteseparatist { criteria TLK_ThrillEmote Isseparatist IsTalkseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response OnARollBragseparatist } Rule EnemySpottedseparatist { criteria TLK_EnemySpotted Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.EnemySpottedseparatist } Rule radio.goseparatist { criteria TLK_radio.go Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response radio.letsgoseparatist } Rule radio.moveoutseparatist { criteria TLK_radio.moveout Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response radio.locknloadseparatist } Rule Radio.ReportInTeamseparatist { criteria TLK_Radio.ReportInTeam Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response RequestReportseparatist } Response TeamLeadWonseparatist { scene "scenes/separatist/OnARollBrag01.vcd" //Yes! scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES! scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble! scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us victory! scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome! scene "scenes/separatist/OnARollBrag07.vcd" //Woooo! scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes! scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours! } Rule TeamLeadWonseparatist { criteria TDM_GainedLead Isseparatist IsTalkseparatist TDM_ChatterAllowed_T ApplyContext "Talkseparatist:1:1,TDMChatterT:1:15" applycontexttoworld Response TeamLeadWonseparatist } Response TeamLeadLostseparatist { scene "scenes/separatist/radio.letsgo01.vcd" //Go go go! scene "scenes/separatist/radio.letsgo02.vcd" //Let's go! scene "scenes/separatist/radio.letsgo03.vcd" //Move it! Move it! scene "scenes/separatist/radio.letsgo04.vcd" //Forward scene "scenes/separatist/radio.letsgo05.vcd" //Let's go my friends scene "scenes/separatist/ScaredEmote01.vcd" //They think they can scare me scene "scenes/separatist/ScaredEmote02.vcd" //We are not done yet scene "scenes/separatist/ScaredEmote03.vcd" //This was not the plan but we will succeed scene "scenes/separatist/ScaredEmote04.vcd" //Victory is still ours to be had scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go } Rule TeamLeadLostseparatist { criteria TDM_LostLead Isseparatist IsTalkseparatist TDM_ChatterAllowed_T ApplyContext "Talkseparatist:1:1,TDMChatterT:1:15" applycontexttoworld Response TeamLeadLostseparatist } Response Radio.Sorryseparatist { scene "scenes/temp/Sorry02.vcd" scene "scenes/temp/Sorry03.vcd" scene "scenes/temp/Sorry12.vcd" } Rule Radio.Sorryseparatist { criteria TLK_Radio.Sorry Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.Sorryseparatist } Response Radio.GoAseparatist { scene "scenes/seal/ctmap_de_aztec04.vcd" } Rule Radio.GoAseparatist { criteria TLK_Radio.GoA Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.GoAseparatist } Response Radio.GoBseparatist { scene "scenes/seal/ctmap_de_aztec11.vcd" } Rule Radio.GoBseparatist { criteria TLK_Radio.GoB Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.GoBseparatist } Response Radio.NeedDropseparatist { scene "scenes/temp/HelpDrop.vcd" } Rule Radio.NeedDropseparatist { criteria TLK_Radio.NeedDrop Isseparatist IsTalkseparatist ApplyContext "Talkseparatist:1:1" applycontexttoworld Response Radio.NeedDropseparatist } //~ //////////////////////////////////// //~ // new chat wheel responses //~ ////////////////////////////////// //~ Response TLK_CW.StickTogetherseparatist //~ { //~ scene "scenes/separatist/RadioBotRegroup01.vcd" //Stick together //~ } //~ Rule TLK_CW.StickTogetherseparatist //~ { //~ criteria TLK_CW.StickTogether Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.StickTogetherseparatist //~ } //~ Response TLK_CW.FollowMeseparatist //~ { //~ scene "scenes/separatist/Radio.FollowMe01.vcd" //~ scene "scenes/separatist/Radio.FollowMe02.vcd" //~ scene "scenes/separatist/Radio.FollowMe03.vcd" //~ scene "scenes/separatist/Radio.FollowMe04.vcd" //~ } //~ Rule TLK_CW.FollowMeseparatist //~ { //~ criteria TLK_CW.FollowMe Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.FollowMeseparatist //~ } //~ Response TLK_CW.SpreadOutseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.SpreadOutseparatist //~ { //~ criteria TLK_CW.SpreadOut Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.SpreadOutseparatist //~ } //~ Response TLK_CW.TeamFallBackseparatist //~ { //~ scene "scenes/separatist/RadioBotFallBack01.vcd" //~ scene "scenes/separatist/RadioBotFallBack02.vcd" //~ scene "scenes/separatist/RadioBotFallBack05.vcd" //~ } //~ Rule TLK_CW.TeamFallBackseparatist //~ { //~ criteria TLK_CW.TeamFallBack Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.TeamFallBackseparatist //~ } //~ Response TLK_CW.CheckHostageseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.CheckHostageseparatist //~ { //~ criteria TLK_CW.CheckHostage Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.CheckHostageseparatist //~ } //~ Response TLK_CW.NeedQuietseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedQuietseparatist //~ { //~ criteria TLK_CW.NeedQuiet Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedQuietseparatist //~ } //~ ///////////////////////////// chat wheel section prepare //~ Response TLK_CW.EcoRoundseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.EcoRoundseparatist //~ { //~ criteria TLK_CW.EcoRound Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.EcoRoundseparatist //~ } //~ Response TLK_CW.SpendRoundseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.SpendRoundseparatist //~ { //~ criteria TLK_CW.SpendRound Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.SpendRoundseparatist //~ } //~ Response TLK_CW.NeedDropseparatist //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.NeedDropseparatist //~ { //~ criteria TLK_CW.NeedDrop Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedDropseparatist //~ } //~ Response TLK_CW.NeedPlanseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedPlanseparatist //~ { //~ criteria TLK_CW.NeedPlan Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedPlanseparatist //~ } //~ Response TLK_CW.GoAseparatist //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.GoAseparatist //~ { //~ criteria TLK_CW.GoA Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoAseparatist //~ } //~ Response TLK_CW.GoBseparatist //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.GoBseparatist //~ { //~ criteria TLK_CW.GoB Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoBseparatist //~ } //~ Response CW.GoToLocMidseparatist //~ { //~ // no lines exist yet //~ } //~ Rule CW.GoToLocMidseparatist //~ { //~ criteria TLK_CW.GoToLocMid Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response CW.GoToLocMidseparatist //~ } //~ ///////////////////////////// chat wheel section grenades //~ Response TLK_CW.NeedDecoyseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedDecoyseparatist //~ { //~ criteria TLK_CW.NeedDecoy Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedDecoyseparatist //~ } //~ Response TLK_CW.NeedSmokeseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedSmokeseparatist //~ { //~ criteria TLK_CW.NeedSmoke Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedSmokeseparatist //~ } //~ Response TLK_CW.NeedGrenadeseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedGrenadeseparatist //~ { //~ criteria TLK_CW.NeedGrenade Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedGrenadeseparatist //~ } //~ Response TLK_CW.NeedFireseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedFireseparatist //~ { //~ criteria TLK_CW.NeedFire Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedFireseparatist //~ } //~ Response TLK_CW.NeedFlashseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.NeedFlashseparatist //~ { //~ criteria TLK_CW.NeedFlash Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedFlashseparatist //~ } //~ ///////////////////////////// chat wheel section defend //~ Response TLK_CW.HoldPositionseparatist //~ { //~ scene "scenes/separatist/RadioBotHold01.vcd" //~ scene "scenes/separatist/RadioBotHold02.vcd" //~ scene "scenes/separatist/RadioBotHold03.vcd" //~ } //~ Rule TLK_CW.HoldPositionseparatist //~ { //~ criteria TLK_CW.HoldPosition Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.HoldPositionseparatist //~ } //~ Response TLK_CW.Regroupseparatist //~ { //~ scene "scenes/separatist/RadioBotRegroup01.vcd" //~ scene "scenes/separatist/RadioBotRegroup02.vcd" //~ scene "scenes/separatist/RadioBotRegroup03.vcd" //~ } //~ Rule TLK_CW.Regroupseparatist //~ { //~ criteria TLK_CW.Regroup Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.Regroupseparatist //~ } //~ ////////////////////////////// chat wheel section bomb //~ Response TLK_CW.GuardingDroppedBombseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.GuardingDroppedBombseparatist //~ { //~ criteria TLK_CW.GuardingDroppedBomb Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.GuardingDroppedBombseparatist //~ } //~ Response TLK_CW.BombsiteClearseparatist //~ { //~ scene "scenes/separatist/clear01.vcd" //~ scene "scenes/separatist/clear02.vcd" //~ scene "scenes/separatist/clearedarea01.vcd" //~ scene "scenes/separatist/clearedarea02.vcd" //~ scene "scenes/separatist/clearedarea03.vcd" //~ scene "scenes/separatist/clearedarea04.vcd" //~ scene "scenes/separatist/clearedarea05.vcd" //~ } //~ Rule TLK_CW.BombsiteClearseparatist //~ { //~ criteria TLK_CW.BombsiteClear Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombsiteClearseparatist //~ } //~ Response TLK_CW.DroppedBombseparatist //~ { //~ scene "scenes/separatist/SpottedLooseBomb01.vcd" //~ scene "scenes/separatist/SpottedLooseBomb02.vcd" //~ scene "scenes/separatist/SpottedLooseBomb03.vcd" //~ scene "scenes/separatist/SpottedLooseBomb04.vcd" //~ scene "scenes/separatist/SpottedLooseBomb05.vcd" //~ scene "scenes/separatist/SpottedLooseBomb06.vcd" //~ scene "scenes/separatist/SpottedLooseBomb07.vcd" //~ } //~ Rule TLK_CW.DroppedBombseparatist //~ { //~ criteria TLK_CW.DroppedBomb Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.DroppedBombseparatist //~ } //~ Response TLK_CW.WeHaveTheBombseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.WeHaveTheBombseparatist //~ { //~ criteria TLK_CW.WeHaveTheBomb Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.WeHaveTheBombseparatist //~ } //~ //////////////////////////////// Chat wheel section enemy status //~ Response TLK_CW.SniperWarningseparatist //~ { //~ scene "scenes/separatist/SniperWarning01.vcd" //~ scene "scenes/separatist/SniperWarning02.vcd" //~ scene "scenes/separatist/SniperWarning05.vcd" //~ } //~ Rule TLK_CW.SniperWarningseparatist //~ { //~ criteria TLK_CW.SniperWarning Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.SniperWarningseparatist //~ } //~ Response TLK_CW.BombCarrierHereseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.BombCarrierHereseparatist //~ { //~ criteria TLK_CW.BombCarrierHere Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombCarrierHereseparatist //~ } //~ Response TLK_CW.SeesSingleEnemyseparatist //~ { //~ scene "scenes/separatist/radio.enemyspotted01.vcd" //~ scene "scenes/separatist/radio.enemyspotted05.vcd" //~ } //~ Rule TLK_CW.SeesSingleEnemyseparatist //~ { //~ criteria TLK_CW.SeesSingleEnemy Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesSingleEnemyseparatist //~ } //~ Response TLK_CW.SeesEnemiesMultipleseparatist //~ { //~ scene "scenes/separatist/radio.enemyspotted02.vcd" //~ scene "scenes/separatist/radio.enemyspotted03.vcd" //~ scene "scenes/separatist/radio.enemyspotted04.vcd" //~ } //~ Rule TLK_CW.SeesEnemiesMultipleseparatist //~ { //~ criteria TLK_CW.SeesEnemiesMultiple Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesEnemiesMultipleseparatist //~ } //~ ////////////////// Chat wheel section responses //~ Response TLK_CW.Thanksseparatist //~ { //~ scene "scenes/separatist/Thanks01.vcd" //~ scene "scenes/separatist/Thanks02.vcd" //~ scene "scenes/separatist/Thanks03.vcd" //~ } //~ Rule TLK_CW.Thanksseparatist //~ { //~ criteria TLK_CW.Thanks Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.Thanksseparatist //~ } //~ Response TLK_CW.Sorryseparatist //~ { //~ //no lines exist yet //~ } //~ Rule TLK_CW.Sorryseparatist //~ { //~ criteria TLK_CW.Sorry Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.Sorryseparatist //~ } //~ Response TLK_CW.Complimentseparatist //~ { //~ scene "scenes/separatist/niceshot03.vcd" //~ scene "scenes/separatist/niceshot04.vcd" //~ scene "scenes/separatist/niceshot05.vcd" //~ scene "scenes/separatist/niceshot10.vcd" //~ } //~ Rule TLK_CW.Complimentseparatist //~ { //~ criteria TLK_CW.Compliment Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.Complimentseparatist //~ } //~ Response TLK_CW.Agreeseparatist //~ { //~ scene "scenes/separatist/agree01.vcd" //~ scene "scenes/separatist/agree02.vcd" //~ scene "scenes/separatist/agree03.vcd" //~ scene "scenes/separatist/agree04.vcd" //~ scene "scenes/separatist/agree05.vcd" //~ scene "scenes/separatist/affirmative01.vcd" //~ scene "scenes/separatist/affirmative02.vcd" //~ scene "scenes/separatist/affirmative03.vcd" //~ } //~ Rule TLK_CW.Agreeseparatist //~ { //~ criteria TLK_CW.Agree Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.Agreeseparatist //~ } //~ Response TLK_CW.Disagreeseparatist //~ { //~ scene "scenes/separatist/Disagree01.vcd" //~ scene "scenes/separatist/Disagree02.vcd" //~ scene "scenes/separatist/Disagree04.vcd" //~ scene "scenes/separatist/negative01.vcd" //~ scene "scenes/separatist/negative02.vcd" //~ scene "scenes/separatist/negative03.vcd" //~ scene "scenes/separatist/negative04.vcd" //~ } //~ Rule TLK_CW.Disagreeseparatist //~ { //~ criteria TLK_CW.Disagree Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.Disagreeseparatist //~ } //~ //////////////////////////// Chat wheel section commands //~ Response TLK_CW.GoGoGoseparatist //~ { //~ scene "scenes/separatist/radio.letsgo01.vcd" //~ scene "scenes/separatist/radio.letsgo02.vcd" //~ scene "scenes/separatist/radio.letsgo03.vcd" //~ scene "scenes/separatist/radio.letsgo04.vcd" //~ scene "scenes/separatist/radio.letsgo05.vcd" //~ scene "scenes/separatist/radio.letsgo06.vcd" //~ scene "scenes/separatist/radio.letsgo08.vcd" //~ scene "scenes/separatist/radio.letsgo09.vcd" //~ scene "scenes/separatist/radio.letsgo10.vcd" //~ scene "scenes/separatist/radio.letsgo11.vcd" //~ scene "scenes/separatist/radio.letsgo12.vcd" //~ } //~ Rule TLK_CW.GoGoGoseparatist //~ { //~ criteria TLK_CW.GoGoGo Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoGoGoseparatist //~ } //~ Response TLK_CW.FollowingYouseparatist //~ { //~ scene "scenes/separatist/FollowingFriend01.vcd" //~ scene "scenes/separatist/FollowingFriend03.vcd" //~ scene "scenes/separatist/FollowingFriend04.vcd" //~ } //~ Rule TLK_CW.FollowingYouseparatist //~ { //~ criteria TLK_CW.FollowingYou Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.FollowingYouseparatist //~ } //~ //////////////////////////// Chat wheel section report //~ Response TLK_CW.SeesEnemyseparatist //~ { //~ scene "scenes/separatist/Radio.EnemySpotted01.vcd" //~ scene "scenes/separatist/Radio.EnemySpotted02.vcd" //~ scene "scenes/separatist/Radio.EnemySpotted03.vcd" //~ scene "scenes/separatist/Radio.EnemySpotted04.vcd" //~ scene "scenes/separatist/Radio.EnemySpotted05.vcd" //~ } //~ Rule TLK_CW.SeesEnemyseparatist //~ { //~ criteria TLK_CW.SeesEnemy Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesEnemyseparatist //~ } //~ Response TLK_CW.NeedBackupseparatist //~ { //~ scene "scenes/separatist/Radio.NeedBackup01.vcd" //~ scene "scenes/separatist/Radio.NeedBackup02.vcd" //~ scene "scenes/separatist/Radio.NeedBackup03.vcd" //~ scene "scenes/separatist/help01.vcd" //~ scene "scenes/separatist/help02.vcd" //~ scene "scenes/separatist/help03.vcd" //~ scene "scenes/separatist/help04.vcd" //~ } //~ Rule TLK_CW.NeedBackupseparatist //~ { //~ criteria TLK_CW.NeedBackup Isseparatist //~ ApplyContext "Talkseparatist:1:1,SaidHelpseparatist:1:3" //~ applycontexttoworld //~ Response TLK_CW.NeedBackupseparatist //~ } //~ Response TLK_CW.SectorClearseparatist //~ { //~ scene "scenes/separatist/Clear01.vcd" //~ scene "scenes/separatist/Clear02.vcd" //~ scene "scenes/separatist/ClearedArea01.vcd" //~ scene "scenes/separatist/ClearedArea02.vcd" //~ scene "scenes/separatist/ClearedArea03.vcd" //~ scene "scenes/separatist/ClearedArea04.vcd" //~ scene "scenes/separatist/ClearedArea05.vcd" //~ } //~ Rule TLK_CW.SectorClearseparatist //~ { //~ criteria TLK_CW.SectorClear Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.SectorClearseparatist //~ } //~ Response TLK_CW.InPositionseparatist //~ { //~ scene "scenes/separatist/InPosition01.vcd" //~ scene "scenes/separatist/InPosition02.vcd" //~ scene "scenes/separatist/InPosition03.vcd" //~ scene "scenes/separatist/waitinghere01.vcd" //~ scene "scenes/separatist/waitinghere02.vcd" //~ scene "scenes/separatist/waitinghere03.vcd" //~ } //~ Rule TLK_CW.InPositionseparatist //~ { //~ criteria TLK_CW.InPosition Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.InPositionseparatist //~ } //~ Response TLK_CW.HeardNoiseseparatist //~ { //~ scene "scenes/separatist/HeardNoise01.vcd" //~ scene "scenes/separatist/HeardNoise02.vcd" //~ scene "scenes/separatist/HeardNoise03.vcd" //~ } //~ Rule TLK_CW.HeardNoiseseparatist //~ { //~ criteria TLK_CW.HeardNoise Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.HeardNoiseseparatist //~ } //~ Response TLK_CW.PepTalkseparatist //~ { //~ scene "scenes/separatist/peptalk01.vcd" //~ scene "scenes/separatist/peptalk03.vcd" //~ scene "scenes/separatist/peptalk04.vcd" //~ scene "scenes/separatist/radio.locknload01.vcd" //So that we may be free //~ scene "scenes/separatist/radio.locknload02.vcd" //We will defeat the mercenaires //~ scene "scenes/separatist/radio.locknload06.vcd" //We will make them cry //~ scene "scenes/separatist/radio.locknload10.vcd" //They shall regret this day //~ } //~ Rule TLK_CW.PepTalkseparatist //~ { //~ criteria TLK_CW.PepTalk Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.PepTalkseparatist //~ } //~ Response TLK_CW.Cheerseparatist //~ { //~ scene "scenes/separatist/OnARollBrag01.vcd" //Yes! //~ scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES! //~ scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours //~ scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble! //~ scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us victory! //~ scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome! //~ scene "scenes/separatist/OnARollBrag07.vcd" //Woooo! //~ scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes! //~ scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours! //~ } //~ Rule TLK_CW.Cheerseparatist //~ { //~ criteria TLK_CW.Cheer Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.Cheerseparatist //~ } //~ Response TLK_CW.IFixBombseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.IFixBombseparatist //~ { //~ criteria TLK_CW.IFixBomb Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.IFixBombseparatist //~ } //~ Response TLK_CW.YouFixBombseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.YouFixBombseparatist //~ { //~ criteria TLK_CW.YouFixBomb Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.YouFixBombseparatist //~ } //~ Response TLK_CW.BombAtseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.BombAtseparatist //~ { //~ criteria TLK_CW.BombAt Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombAtseparatist //~ } //~ Response TLK_CW.OMWseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.OMWseparatist //~ { //~ criteria TLK_CW.OMW Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.OMWseparatist //~ } //~ Response TLK_CW.CoveringYouseparatist //~ { //~ // no lines exist yet //~ } //~ Rule TLK_CW.CoveringYouseparatist //~ { //~ criteria TLK_CW.CoveringYou Isseparatist IsTalkseparatist //~ ApplyContext "Talkseparatist:1:1" //~ applycontexttoworld //~ Response TLK_CW.CoveringYouseparatist //~ }