//-------------------------------------------------------------------------------------------------------------- // gendarmerie_male Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpgendarmerie_male" "worldSaidHelpgendarmerie_male" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredgendarmerie_male" "worldSaidPepTalkScaredgendarmerie_male" "!=1" "required" weight 0 Criterion "NotSaidRoundEndgendarmerie_male" "worldSaidRoundEndgendarmerie_male" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativegendarmerie_male { scene "scenes/gendarmerie_male/fm1_affirmation_01.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_02.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_03.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_04.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_05.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_07.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_08.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_09.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_10.vcd" } Rule Affirmativegendarmerie_male { criteria TLK_Affirmative Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Affirmativegendarmerie_male } Response Agreegendarmerie_male { scene "scenes/gendarmerie_male/fm1_agree_01.vcd" scene "scenes/gendarmerie_male/fm1_agree_02.vcd" scene "scenes/gendarmerie_male/fm1_agree_03.vcd" scene "scenes/gendarmerie_male/fm1_agree_04.vcd" scene "scenes/gendarmerie_male/fm1_agree_05.vcd" scene "scenes/gendarmerie_male/fm1_agree_06.vcd" } Rule Agreegendarmerie_male { criteria TLK_Agree Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Agreegendarmerie_male } Response Blindedgendarmerie_male { scene "scenes/gendarmerie_male/fm1_blinded_01.vcd" scene "scenes/gendarmerie_male/fm1_blinded_02.vcd" scene "scenes/gendarmerie_male/fm1_blinded_03.vcd" scene "scenes/gendarmerie_male/fm1_blinded_04.vcd" scene "scenes/gendarmerie_male/fm1_blinded_05.vcd" scene "scenes/gendarmerie_male/fm1_blinded_06.vcd" scene "scenes/gendarmerie_male/fm1_blinded_07.vcd" scene "scenes/gendarmerie_male/fm1_blinded_08.vcd" } Rule Blindedgendarmerie_male { criteria TLK_Blinded Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Blindedgendarmerie_male } Response Cleargendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_area_clear_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_06.vcd" } Rule Cleargendarmerie_male { criteria TLK_Clear Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Cleargendarmerie_male } Response ClearedAreagendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_area_clear_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_06.vcd" } Rule ClearedAreagendarmerie_male { criteria TLK_ClearedArea Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response ClearedAreagendarmerie_male } Response CoveringFriendgendarmerie_male { scene "scenes/gendarmerie_male/fm1_covering_friend_01.vcd" scene "scenes/gendarmerie_male/fm1_covering_friend_02.vcd" scene "scenes/gendarmerie_male/fm1_covering_friend_03.vcd" scene "scenes/gendarmerie_male/fm1_covering_friend_04.vcd" scene "scenes/gendarmerie_male/fm1_covering_friend_05.vcd" scene "scenes/gendarmerie_male/fm1_covering_friend_06.vcd" scene "scenes/gendarmerie_male/fm1_covering_friend_07.vcd" } Rule CoveringFriendgendarmerie_male { criteria TLK_CoveringFriend Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response CoveringFriendgendarmerie_male } Response DeathCrygendarmerie_male { scene "scenes/gendarmerie_male/fm1_death_01.vcd" scene "scenes/gendarmerie_male/fm1_death_02.vcd" scene "scenes/gendarmerie_male/fm1_death_03.vcd" scene "scenes/gendarmerie_male/fm1_death_04.vcd" scene "scenes/gendarmerie_male/fm1_death_05.vcd" scene "scenes/gendarmerie_male/fm1_death_06.vcd" scene "scenes/gendarmerie_male/fm1_death_07.vcd" scene "scenes/gendarmerie_male/fm1_death_08.vcd" } Rule DeathCrygendarmerie_male { criteria TLK_DeathCry Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response DeathCrygendarmerie_male } Response DefusingBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_defusing_01.vcd" scene "scenes/gendarmerie_male/fm1_defusing_01.vcd" scene "scenes/gendarmerie_male/fm1_defusing_02.vcd" scene "scenes/gendarmerie_male/fm1_defusing_03.vcd" scene "scenes/gendarmerie_male/fm1_defusing_04.vcd" scene "scenes/gendarmerie_male/fm1_defusing_05.vcd" scene "scenes/gendarmerie_male/fm1_defusing_06.vcd" } Rule DefusingBombgendarmerie_male { criteria TLK_DefusingBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkfbihrt_fem:1:1" applycontexttoworld Response DefusingBombgendarmerie_male } Response DefendingBombsiteAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_bombsite_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_04.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_05.vcd" } Rule DefendingBombsiteAgendarmerie_male { criteria TLK_DefendingBombsite Isgendarmerie_male IsTalkgendarmerie_male IsBombSiteA ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response DefendingBombsiteAgendarmerie_male } Response DefendingBombsiteBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_bombsite_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_04.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_05.vcd" } Rule DefendingBombsiteBgendarmerie_male { criteria TLK_DefendingBombsite Isgendarmerie_male IsTalkgendarmerie_male IsBombSiteB ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response DefendingBombsiteBgendarmerie_male } Response Disagreegendarmerie_male { scene "scenes/gendarmerie_male/fm1_disagree_01.vcd" scene "scenes/gendarmerie_male/fm1_disagree_02.vcd" scene "scenes/gendarmerie_male/fm1_disagree_03.vcd" scene "scenes/gendarmerie_male/fm1_disagree_04.vcd" scene "scenes/gendarmerie_male/fm1_disagree_05.vcd" scene "scenes/gendarmerie_male/fm1_disagree_06.vcd" } Rule Disagreegendarmerie_male { criteria TLK_Disagree Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Disagreegendarmerie_male } Response EnemyDowngendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_06.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_07.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_08.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_09.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_10.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_11.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_12.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_13.vcd" } Rule EnemyDowngendarmerie_male { criteria TLK_EnemyDown Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response EnemyDowngendarmerie_male } Response FollowingFriendgendarmerie_male { scene "scenes/gendarmerie_male/fm1_following_friend_01.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_02.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_03.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_04.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_05.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_06.vcd" } Rule FollowingFriendgendarmerie_male { criteria TLK_FollowingFriend Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response FollowingFriendgendarmerie_male } Response FriendlyFiregendarmerie_male { scene "scenes/gendarmerie_male/fm1_takingfire_friendly_01.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_02.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_03.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_04.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_05.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_06.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_07.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_08.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_09.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_10.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_11.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_12.vcd" } Rule FriendlyFiregendarmerie_male { criteria TLK_FriendlyFire Isgendarmerie_male IsTalkgendarmerie_male IsBDamage ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response FriendlyFiregendarmerie_male } Response FriendlyFireNoBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_takingfire_friendly_01.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_02.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_03.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_04.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_05.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_06.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_07.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_08.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_09.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_10.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_11.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_friendly_12.vcd" } Rule FriendlyFireNoBgendarmerie_male { criteria TLK_FriendlyFire Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response FriendlyFireNoBgendarmerie_male } Response EscortingHostagesgendarmerie_male { scene "scenes/gendarmerie_male/fm1_escorting_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_03.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_04.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_05.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_06.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_07.vcd" } Rule EscortingHostagesgendarmerie_male { criteria TLK_EscortingHostages Isfbihrt IsTalkfbihrt ApplyContext "Talkfbihrt:1:1" applycontexttoworld Response EscortingHostagesgendarmerie_male } Response GoingToGuardHostageEscapeZonegendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_to_escapezone_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_escapezone_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_escapezone_02.vcd" } Rule GoingToGuardHostageEscapeZonegendarmerie_male { criteria TLK_GoingToGuardHostageEscapeZone Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response GoingToGuardHostageEscapeZonegendarmerie_male } Response GoingToGuardHostagesgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_to_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_hostage_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_hostage_04.vcd" } Rule GoingToGuardHostagesgendarmerie_male { criteria TLK_GoingToGuardHostages Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response GoingToGuardHostagesgendarmerie_male } Response GoingToPlantBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_i_plant_bomb_01.vcd" scene "scenes/gendarmerie_male/fm1_i_plant_bomb_02.vcd" scene "scenes/gendarmerie_male/fm1_i_plant_bomb_03.vcd" } Rule GoingToPlantBombgendarmerie_male { criteria TLK_GoingToPlantBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response GoingToPlantBombgendarmerie_male } Response GoingToPlantBombAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_to_plant_a_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_plant_a_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_plant_a_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_plant_a_04.vcd" } Rule GoingToPlantBombAgendarmerie_male { criteria TLK_GoingToPlantBomb Isgendarmerie_male IsTalkgendarmerie_male IsBombSiteA ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response GoingToPlantBombAgendarmerie_male } Response GoingToPlantBombBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_to_plant_b_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_plant_b_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_plant_b_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_plant_b_04.vcd" } Rule GoingToPlantBombBgendarmerie_male { criteria TLK_GoingToPlantBomb Isgendarmerie_male IsTalkgendarmerie_male IsBombSiteB ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response GoingToPlantBombBgendarmerie_male } Response GuardingHostageEscapeZonegendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_escapezone_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_escapezone_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_escapezone_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_escapezone_04.vcd" scene "scenes/gendarmerie_male/fm1_guarding_escapezone_05.vcd" } Rule GuardingHostageEscapeZonegendarmerie_male { criteria TLK_GuardingHostageEscapeZone Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response GuardingHostageEscapeZonegendarmerie_male } Response GuardingHostagesgendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_hostage_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_hostage_04.vcd" scene "scenes/gendarmerie_male/fm1_guarding_hostage_05.vcd" } Rule GuardingHostagesgendarmerie_male { criteria TLK_GuardingHostages Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response GuardingHostagesgendarmerie_male } Response HostageDowngendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_hostage_death_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_death_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_death_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_death_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_death_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_death_06.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_death_07.vcd" } Rule HostageDowngendarmerie_male { criteria TLK_HostageDown Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response HostageDowngendarmerie_male } Response HeardNoisegendarmerie_male { scene "scenes/gendarmerie_male/fm1_heard_sound_01.vcd" scene "scenes/gendarmerie_male/fm1_heard_sound_02.vcd" scene "scenes/gendarmerie_male/fm1_heard_sound_03.vcd" } Rule HeardNoisegendarmerie_male { criteria TLK_HeardNoise Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response HeardNoisegendarmerie_male } Response TalkingToHostagesgendarmerie_male { scene "scenes/gendarmerie_male/fm1_hostage_ready_01.vcd" scene "scenes/gendarmerie_male/fm1_hostage_ready_02.vcd" scene "scenes/gendarmerie_male/fm1_hostage_ready_03.vcd" scene "scenes/gendarmerie_male/fm1_hostage_ready_04.vcd" scene "scenes/gendarmerie_male/fm1_hostage_ready_05.vcd" } Rule TalkingToHostagesgendarmerie_male { criteria TLK_TalkingToHostages Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkswat:1:1 T" applycontexttoworld Response TalkingToHostagesgendarmerie_male } Response helpgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_help_01.vcd" scene "scenes/gendarmerie_male/fm1_request_help_02.vcd" scene "scenes/gendarmerie_male/fm1_request_help_03.vcd" scene "scenes/gendarmerie_male/fm1_request_help_04.vcd" scene "scenes/gendarmerie_male/fm1_request_help_05.vcd" scene "scenes/gendarmerie_male/fm1_request_help_06.vcd" } Rule helpgendarmerie_male { criteria TLK_help Isgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1,SaidHelpgendarmerie_male:1:3" applycontexttoworld Response helpgendarmerie_male } Response InCombatgendarmerie_male { scene "scenes/gendarmerie_male/fm1_takingfire_01.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_02.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_03.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_04.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_05.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_06.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_07.vcd" } Rule InCombatgendarmerie_male { criteria TLK_InCombat Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response InCombatgendarmerie_male } Response KilledFriendgendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_friend_killed_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_friend_killed_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_friend_killed_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_friend_killed_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_friend_killed_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_friend_killed_06.vcd" scene "scenes/gendarmerie_male/fm1_sees_friend_killed_07.vcd" } Rule KilledFriendgendarmerie_male { criteria TLK_KilledFriend Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response KilledFriendgendarmerie_male } Response KilledMyEnemygendarmerie_male { scene "scenes/gendarmerie_male/fm1_i_killed_enemy_01.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_02.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_03.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_04.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_05.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_06.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_07.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_08.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_09.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_10.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_11.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_12.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_13.vcd" } Rule KilledMyEnemygendarmerie_male { criteria TLK_KilledMyEnemy Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response KilledMyEnemygendarmerie_male } Response LastManStandinggendarmerie_male { scene "scenes/gendarmerie_male/fm1_last_unit_alive_01.vcd" scene "scenes/gendarmerie_male/fm1_last_unit_alive_02.vcd" scene "scenes/gendarmerie_male/fm1_last_unit_alive_03.vcd" scene "scenes/gendarmerie_male/fm1_last_unit_alive_04.vcd" scene "scenes/gendarmerie_male/fm1_last_unit_alive_05.vcd" scene "scenes/gendarmerie_male/fm1_last_unit_alive_06.vcd" scene "scenes/gendarmerie_male/fm1_last_unit_alive_07.vcd" } Rule LastManStandinggendarmerie_male { criteria TLK_LastManStanding Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response LastManStandinggendarmerie_male } Response LostEnemygendarmerie_male { scene "scenes/gendarmerie_male/fm1_lost_sight_enemy_01.vcd" scene "scenes/gendarmerie_male/fm1_lost_sight_enemy_02.vcd" scene "scenes/gendarmerie_male/fm1_lost_sight_enemy_03.vcd" } Rule LostEnemygendarmerie_male { criteria TLK_LostEnemy Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response LostEnemygendarmerie_male } Response Map_ARampgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_ramp_01.vcd" } Rule Map_ARampgendarmerie_male { criteria TLK_Map_ARamp Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_ARampgendarmerie_male } Response Map_Backgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_back.vcd" //Back Entrance } Rule Map_Backgendarmerie_male { criteria TLK_Map_Back Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Backgendarmerie_male } Response Map_BackAlleygendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_back.vcd" //Back Entrance } Rule Map_BackAlleygendarmerie_male { criteria TLK_Map_BackAlley Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_BackAlleygendarmerie_male } Response Map_BackAlleysgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_back.vcd" //Back Entrance } Rule Map_BackAlleysgendarmerie_male { criteria TLK_Map_BackAlleys Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_BackAlleysgendarmerie_male } Response Map_BackEntrancegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_back.vcd" //Back Entrance } Rule Map_BackEntrancegendarmerie_male { criteria TLK_Map_BackEntrance Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_BackEntrancegendarmerie_male } Response Map_BackYardgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_yard_01.vcd" //Back Entrance } Rule Map_BackYardgendarmerie_male { criteria TLK_Map_BackYard Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_BackYardgendarmerie_male } Response Map_BDoorsgendarmerie_male { //scene "scenes/gendarmerie_male/fm1_loc_doubledoors_01.vcd" } Rule Map_BDoorsgendarmerie_male { criteria TLK_Map_BDoors Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_BDoorsgendarmerie_male } Response Map_BPlatformgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_platform.vcd" } Rule Map_BPlatformgendarmerie_male { criteria TLK_Map_BPlatform Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_BPlatformgendarmerie_male } Response Map_bridgegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_bridge.vcd" } Rule Map_bridgegendarmerie_male { criteria TLK_Map_bridge Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_bridgegendarmerie_male } Response Map_Catwalkgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_catwalk.vcd" } Rule Map_Catwalkgendarmerie_male { criteria TLK_Map_Catwalk Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Catwalkgendarmerie_male } Response Map_CTSpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_enemy_spawn.vcd" } Rule Map_CTSpawngendarmerie_male { criteria TLK_Map_CTSpawn Isgendarmerie_male IsTalkgendarmerie_male IsNotar_shoots ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_CTSpawngendarmerie_male } Response Map_DoubleDoorsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_doubledoors_01.vcd" } Rule Map_DoubleDoorsgendarmerie_male { criteria TLK_Map_DoubleDoors Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_DoubleDoorsgendarmerie_male } Response Map_ExtendedAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_a_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_06.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_07.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_08.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_09.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_10.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_11.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_12.vcd" } Rule Map_ExtendedAgendarmerie_male { criteria TLK_Map_ExtendedA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_ExtendedAgendarmerie_male } Response Map_Frontgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_front_01.vcd" } Rule Map_Frontgendarmerie_male { criteria TLK_Map_Front Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Frontgendarmerie_male } Response Map_FrontEntrancegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_front_01.vcd" //Front entrance } Rule Map_FrontEntrancegendarmerie_male { criteria TLK_Map_FrontEntrance Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_FrontEntrancegendarmerie_male } Response Map_Holegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hole.vcd" } Rule Map_Holegendarmerie_male { criteria TLK_Map_Hole Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Holegendarmerie_male } Response Map_LongAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_long.vcd" } Rule Map_LongAgendarmerie_male { criteria TLK_Map_LongA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_LongAgendarmerie_male } Response Map_LongDoorsgendarmerie_male { //scene "scenes/gendarmerie_male/fm1_tmap_cs_source35.vcd" //Long Doors //scene "scenes/gendarmerie_male/fm1_tmap_cs_source36.vcd" //Checking the Long Doors //scene "scenes/gendarmerie_male/fm1_tmap_cs_source37.vcd" //At Long Doors } Rule Map_LongDoorsgendarmerie_male { criteria TLK_Map_LongDoors Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_LongDoorsgendarmerie_male } Response Map_Middlegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_mid_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_06.vcd" } Rule Map_Middlegendarmerie_male { criteria TLK_Map_Middle Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Middlegendarmerie_male } Response Map_MidDoorsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_mid_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_06.vcd" } Rule Map_MidDoorsgendarmerie_male { criteria TLK_Map_MidDoors Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_MidDoorsgendarmerie_male } Response Map_Overpassgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_overpass_01.vcd" } Rule Map_Overpassgendarmerie_male { criteria TLK_Map_Overpass Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Overpassgendarmerie_male } Response Map_PalaceInteriorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_palace.vcd" } Rule Map_PalaceInteriorgendarmerie_male { criteria TLK_Map_PalaceInterior Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_PalaceInteriorgendarmerie_male } Response Map_ShortStairsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_stairs_01.vcd" } Rule Map_ShortStairsgendarmerie_male { criteria TLK_Map_ShortStairs Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_ShortStairsgendarmerie_male } Response Map_Sidegendarmerie_male { //scene "scenes/gendarmerie_male/fm1_tmap_de_dust24.vcd" //Side //scene "scenes/gendarmerie_male/fm1_tmap_de_dust25.vcd" //At the side //scene "scenes/gendarmerie_male/fm1_tmap_de_dust26.vcd" //Checking the side } Rule Map_Sidegendarmerie_male { criteria TLK_Map_Side Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Sidegendarmerie_male } Response Map_SideEntrancegendarmerie_male { //scene "scenes/gendarmerie_male/fm1_tmap_de_dust27.vcd" //Side Entrance //scene "scenes/gendarmerie_male/fm1_tmap_de_dust28.vcd" //I'm checking the side entrance //scene "scenes/gendarmerie_male/fm1_tmap_de_dust29.vcd" //I'm at the side entrance } Rule Map_SideEntrancegendarmerie_male { criteria TLK_Map_SideEntrance Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_SideEntrancegendarmerie_male } Response Map_SnipersNestgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_snipers_nest_01.vcd" } Rule Map_SnipersNestgendarmerie_male { criteria TLK_Map_SnipersNest Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_SnipersNestgendarmerie_male } Response Map_Stairwellgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_stairs_01.vcd" } Rule Map_Stairwellgendarmerie_male { criteria TLK_Map_Stairwell Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Stairwellgendarmerie_male } Response Map_TopofMidgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_mid_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_06.vcd" } Rule Map_TopofMidgendarmerie_male { criteria TLK_Map_TopofMid Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_TopofMidgendarmerie_male } Response Map_TRampgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_ramp_01.vcd" } Rule Map_TRampgendarmerie_male { criteria TLK_Map_TRamp Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_TRampgendarmerie_male } Response Map_TSpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_at_our_spawn_01.vcd" scene "scenes/gendarmerie_male/fm1_at_our_spawn_02.vcd" scene "scenes/gendarmerie_male/fm1_at_our_spawn_03.vcd" } Rule Map_TSpawngendarmerie_male { criteria TLK_Map_TSpawn Isgendarmerie_male IsTalkgendarmerie_male IsNotar_shoots ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_TSpawngendarmerie_male } Response Map_UnderAgendarmerie_male { //scene "scenes/gendarmerie_male/fm1_tmap_cs_source71.vcd" //Under A //scene "scenes/gendarmerie_male/fm1_tmap_cs_source73.vcd" //At Under A } Rule Map_UnderAgendarmerie_male { criteria TLK_Map_UnderA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_UnderAgendarmerie_male } Response Map_Underpassgendarmerie_male { //scene "scenes/gendarmerie_male/fm1_tmap_de_dust33.vcd" //Underpass //scene "scenes/gendarmerie_male/fm1_tmap_de_dust34.vcd" //Taking the underpass //scene "scenes/gendarmerie_male/fm1_tmap_de_dust35.vcd" //At the underpass } Rule Map_Underpassgendarmerie_male { criteria TLK_Map_Underpass Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_Underpassgendarmerie_male } Response Map_UpperTunnelgendarmerie_male { //scene "scenes/gendarmerie_male/fm1_tmap_cs_source74.vcd" //Upper Tunnel //scene "scenes/gendarmerie_male/fm1_tmap_cs_source75.vcd" //Checking the Upper Tunnel } Rule Map_UpperTunnelgendarmerie_male { criteria TLK_Map_UpperTunnel Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Map_UpperTunnelgendarmerie_male } Response Negativegendarmerie_male { scene "scenes/gendarmerie_male/fm1_negative_01.vcd" scene "scenes/gendarmerie_male/fm1_negative_02.vcd" scene "scenes/gendarmerie_male/fm1_negative_03.vcd" scene "scenes/gendarmerie_male/fm1_negative_04.vcd" scene "scenes/gendarmerie_male/fm1_negative_05.vcd" scene "scenes/gendarmerie_male/fm1_negative_06.vcd" scene "scenes/gendarmerie_male/fm1_negative_07.vcd" scene "scenes/gendarmerie_male/fm1_negative_08.vcd" scene "scenes/gendarmerie_male/fm1_negative_09.vcd" } Rule Negativegendarmerie_male { criteria TLK_Negative Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Negativegendarmerie_male } Response NiceShotgendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_06.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_07.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_08.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_09.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_10.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_11.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_12.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_13.vcd" } Rule NiceShotgendarmerie_male { criteria TLK_NiceShot Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response NiceShotgendarmerie_male } Response OnARollBraggendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_team_combo_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_team_combo_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_team_combo_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_team_combo_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_team_combo_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_team_combo_06.vcd" } Rule OnARollBraggendarmerie_male { criteria TLK_OnARollBrag Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response OnARollBraggendarmerie_male } Response NoEnemiesLeftswat { scene "scenes/gendarmerie_male/fm1_enemies_left_none_01.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_none_02.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_none_03.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_none_04.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_none_05.vcd" } Rule NoEnemiesLeftswat { criteria TLK_NoEnemiesLeft Isswat IsTalkswat ApplyContext "Talkswat:1:1" applycontexttoworld Response NoEnemiesLeftswat } Response OneEnemyLeftgendarmerie_male { scene "scenes/gendarmerie_male/fm1_enemies_left_one_01.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_one_02.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_one_03.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_one_04.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_one_05.vcd" } Rule OneEnemyLeftgendarmerie_male { criteria TLK_OneEnemyLeft Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response OneEnemyLeftgendarmerie_male } Response OnMyWaygendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule OnMyWaygendarmerie_male { criteria TLK_OnMyWay Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response OnMyWaygendarmerie_male } Response PepTalkScaredgendarmerie_male { scene "scenes/gendarmerie_male/fm1_round_losing_01.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_02.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_03.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_04.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_05.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_06.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_07.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_08.vcd" scene "scenes/gendarmerie_male/fm1_scared_01.vcd" scene "scenes/gendarmerie_male/fm1_scared_01.vcd" scene "scenes/gendarmerie_male/fm1_scared_02.vcd" scene "scenes/gendarmerie_male/fm1_scared_04.vcd" scene "scenes/gendarmerie_male/fm1_scared_05.vcd" scene "scenes/gendarmerie_male/fm1_scared_06.vcd" scene "scenes/gendarmerie_male/fm1_scared_07.vcd" } Rule PepTalkScaredgendarmerie_male { criteria TLK_ScaredEmote Isgendarmerie_male IsEarlyInRound IsTalkgendarmerie_male NotSaidPepTalkScaredgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1,SaidPepTalkScaredgendarmerie_male:1:15" applycontexttoworld Response PepTalkScaredgendarmerie_male } Response PinnedDowngendarmerie_male { scene "scenes/gendarmerie_male/fm1_pinned_01.vcd" scene "scenes/gendarmerie_male/fm1_pinned_02.vcd" scene "scenes/gendarmerie_male/fm1_pinned_03.vcd" scene "scenes/gendarmerie_male/fm1_pinned_04.vcd" } Rule PinnedDowngendarmerie_male { criteria TLK_PinnedDown Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response PinnedDowngendarmerie_male } Response WhereIsTheBombgendarmerie_male { scene "scenes/swat/querybomb_01.vcd" scene "scenes/swat/querybomb_02.vcd" scene "scenes/swat/querybomb_03.vcd" scene "scenes/swat/querybomb_04.vcd" } Rule WhereIsTheBombgendarmerie_male { criteria TLK_WhereIsTheBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkswat:1:1" applycontexttoworld Response WhereIsTheBombgendarmerie_male } Response PlantingBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_i_plant_bomb_01.vcd" scene "scenes/gendarmerie_male/fm1_i_plant_bomb_02.vcd" scene "scenes/gendarmerie_male/fm1_i_plant_bomb_03.vcd" scene "scenes/gendarmerie_male/fm1_i_plant_bomb_04.vcd" scene "scenes/gendarmerie_male/fm1_i_plant_bomb_05.vcd" } Rule PlantingBombgendarmerie_male { criteria TLK_PlantingBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1,SaidBombPlant:1:20" applycontexttoworld Response PlantingBombgendarmerie_male } Response Radio.Affirmitivegendarmerie_male { scene "scenes/gendarmerie_male/fm1_affirmation_01.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_02.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_03.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_04.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_05.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_07.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_08.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_09.vcd" scene "scenes/gendarmerie_male/fm1_affirmation_10.vcd" } Rule Radio.Affirmitivegendarmerie_male { criteria TLK_Radio.Affirmitive Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Affirmitivegendarmerie_male } Response Radio.Cheergendarmerie_male { scene "scenes/gendarmerie_male/fm1_cheer_01.vcd" scene "scenes/gendarmerie_male/fm1_cheer_02.vcd" scene "scenes/gendarmerie_male/fm1_cheer_03.vcd" scene "scenes/gendarmerie_male/fm1_cheer_04.vcd" scene "scenes/gendarmerie_male/fm1_cheer_06.vcd" scene "scenes/gendarmerie_male/fm1_cheer_07.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_15.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_11.vcd" scene "scenes/gendarmerie_male/fm1_compliment_07.vcd" scene "scenes/gendarmerie_male/fm1_compliment_08.vcd" } Rule Radio.Cheergendarmerie_male { criteria TLK_Radio.Cheer Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Cheergendarmerie_male } Response Radio.Complimentgendarmerie_male { scene "scenes/gendarmerie_male/fm1_compliment_01.vcd" scene "scenes/gendarmerie_male/fm1_compliment_02.vcd" scene "scenes/gendarmerie_male/fm1_compliment_03.vcd" scene "scenes/gendarmerie_male/fm1_compliment_04.vcd" scene "scenes/gendarmerie_male/fm1_compliment_05.vcd" scene "scenes/gendarmerie_male/fm1_compliment_06.vcd" scene "scenes/gendarmerie_male/fm1_compliment_09.vcd" } Rule Radio.Complimentgendarmerie_male { criteria TLK_Radio.Compliment Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Complimentgendarmerie_male } Response WaitingForHumanToDefuseBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_cover_defuse_01.vcd" scene "scenes/gendarmerie_male/fm1_cover_defuse_02.vcd" scene "scenes/gendarmerie_male/fm1_cover_defuse_03.vcd" scene "scenes/gendarmerie_male/fm1_cover_defuse_04.vcd" scene "scenes/gendarmerie_male/fm1_cover_defuse_05.vcd" scene "scenes/gendarmerie_male/fm1_cover_defuse_06.vcd" scene "scenes/gendarmerie_male/fm1_cover_defuse_07.vcd" scene "scenes/gendarmerie_male/fm1_cover_defuse_08.vcd" } Rule WaitingForHumanToDefuseBombgendarmerie_male { criteria TLK_WaitingForHumanToDefuseBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombgendarmerie_male } Response Radio.CoverMegendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_coverme_01.vcd" scene "scenes/gendarmerie_male/fm1_request_coverme_02.vcd" scene "scenes/gendarmerie_male/fm1_request_coverme_03.vcd" } Rule Radio.CoverMegendarmerie_male { criteria TLK_Radio.CoverMe Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.CoverMegendarmerie_male } Response Radio.Decoygendarmerie_male { scene "scenes/gendarmerie_male/fm1_throwing_decoy_01.vcd" scene "scenes/gendarmerie_male/fm1_throwing_decoy_02.vcd" scene "scenes/gendarmerie_male/fm1_throwing_decoy_03.vcd" } Rule Radio.Decoygendarmerie_male { criteria TLK_Radio.Decoy Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Decoygendarmerie_male } Response Radio.EnemyDowngendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_06.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_07.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_08.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_09.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_10.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_11.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_12.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_killed_13.vcd" } Rule Radio.EnemyDowngendarmerie_male { criteria TLK_Radio.EnemyDown Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.EnemyDowngendarmerie_male } Response Radio.EnemySpottedgendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_enemy_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_enemy_06.vcd" } Rule Radio.EnemySpottedgendarmerie_male { criteria TLK_Radio.EnemySpotted Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.EnemySpottedgendarmerie_male } Response Radio.FireInTheHolegendarmerie_male { scene "scenes/gendarmerie_male/fm1_throwing_grenade_01.vcd" scene "scenes/gendarmerie_male/fm1_throwing_grenade_02.vcd" scene "scenes/gendarmerie_male/fm1_throwing_grenade_03.vcd" } Rule Radio.FireInTheHolegendarmerie_male { criteria TLK_Radio.FireInTheHole Isgendarmerie_male IsTalkgendarmerie_male IsNottraining1 ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.FireInTheHolegendarmerie_male } Response Radio.Flashbanggendarmerie_male { scene "scenes/gendarmerie_male/fm1_throwing_flashbang_01.vcd" scene "scenes/gendarmerie_male/fm1_throwing_flashbang_02.vcd" scene "scenes/gendarmerie_male/fm1_throwing_flashbang_03.vcd" } Rule Radio.Flashbanggendarmerie_male { criteria TLK_Radio.Flashbang Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Flashbanggendarmerie_male } Response Radio.FollowMegendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_follow_me_01.vcd" scene "scenes/gendarmerie_male/fm1_request_follow_me_02.vcd" scene "scenes/gendarmerie_male/fm1_request_follow_me_03.vcd" scene "scenes/gendarmerie_male/fm1_request_follow_me_04.vcd" scene "scenes/gendarmerie_male/fm1_request_follow_me_05.vcd" } Rule Radio.FollowMegendarmerie_male { criteria TLK_Radio.FollowMe Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.FollowMegendarmerie_male } Response Radio.GetInPositiongendarmerie_male { scene "scenes/gendarmerie_male/fm1_thankful_01.vcd" scene "scenes/gendarmerie_male/fm1_thankful_02.vcd" scene "scenes/gendarmerie_male/fm1_thankful_04.vcd" } Rule Radio.GetInPositiongendarmerie_male { criteria TLK_Radio.GetInPosition Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GetInPositiongendarmerie_male } Response Radio.GetOutOfTheregendarmerie_male { scene "scenes/gendarmerie_male/fm1_bomb_pre_explosion_01.vcd" scene "scenes/gendarmerie_male/fm1_bomb_pre_explosion_02.vcd" scene "scenes/gendarmerie_male/fm1_bomb_pre_explosion_03.vcd" } Rule Radio.GetOutOfTheregendarmerie_male { criteria TLK_Radio.GetOutOfThere Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GetOutOfTheregendarmerie_male } Response Radio.GoGoGogendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_move_01.vcd" scene "scenes/gendarmerie_male/fm1_request_move_02.vcd" scene "scenes/gendarmerie_male/fm1_request_move_03.vcd" scene "scenes/gendarmerie_male/fm1_request_move_04.vcd" scene "scenes/gendarmerie_male/fm1_request_move_05.vcd" scene "scenes/gendarmerie_male/fm1_request_move_06.vcd" scene "scenes/gendarmerie_male/fm1_request_move_07.vcd" scene "scenes/gendarmerie_male/fm1_request_move_08.vcd" scene "scenes/gendarmerie_male/fm1_request_move_09.vcd" scene "scenes/gendarmerie_male/fm1_request_move_10.vcd" scene "scenes/gendarmerie_male/fm1_request_move_11.vcd" } Rule Radio.GoGoGogendarmerie_male { criteria TLK_Radio.GoGoGo Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoGoGogendarmerie_male } Response Radio.HoldPositiongendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_hold_01.vcd" scene "scenes/gendarmerie_male/fm1_request_hold_02.vcd" scene "scenes/gendarmerie_male/fm1_request_hold_03.vcd" } Rule Radio.HoldPositiongendarmerie_male { criteria TLK_Radio.HoldPosition Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.HoldPositiongendarmerie_male } Response Radio.InPositiongendarmerie_male { scene "scenes/gendarmerie_male/fm1_in_position_01.vcd" scene "scenes/gendarmerie_male/fm1_in_position_02.vcd" scene "scenes/gendarmerie_male/fm1_in_position_03.vcd" scene "scenes/gendarmerie_male/fm1_in_position_04.vcd" scene "scenes/gendarmerie_male/fm1_in_position_05.vcd" scene "scenes/gendarmerie_male/fm1_in_position_06.vcd" scene "scenes/gendarmerie_male/fm1_in_position_07.vcd" scene "scenes/gendarmerie_male/fm1_in_position_08.vcd" } Rule Radio.InPositiongendarmerie_male { criteria TLK_Radio.InPosition Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.InPositiongendarmerie_male } Response radio.letsgogendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_move_01.vcd" scene "scenes/gendarmerie_male/fm1_request_move_02.vcd" scene "scenes/gendarmerie_male/fm1_request_move_03.vcd" scene "scenes/gendarmerie_male/fm1_request_move_04.vcd" scene "scenes/gendarmerie_male/fm1_request_move_05.vcd" scene "scenes/gendarmerie_male/fm1_request_move_06.vcd" scene "scenes/gendarmerie_male/fm1_request_move_07.vcd" scene "scenes/gendarmerie_male/fm1_request_move_08.vcd" scene "scenes/gendarmerie_male/fm1_request_move_09.vcd" scene "scenes/gendarmerie_male/fm1_request_move_10.vcd" scene "scenes/gendarmerie_male/fm1_request_move_11.vcd" } Rule radio.letsgogendarmerie_male { criteria TLK_radio.letsgo Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response radio.letsgogendarmerie_male } Response radio.locknloadgendarmerie_male { scene "scenes/gendarmerie_male/fm1_round_start_01.vcd" scene "scenes/gendarmerie_male/fm1_round_start_02.vcd" scene "scenes/gendarmerie_male/fm1_round_start_03.vcd" scene "scenes/gendarmerie_male/fm1_round_start_04.vcd" scene "scenes/gendarmerie_male/fm1_round_start_05.vcd" scene "scenes/gendarmerie_male/fm1_round_start_06.vcd" scene "scenes/gendarmerie_male/fm1_round_start_08.vcd" scene "scenes/gendarmerie_male/fm1_round_start_07.vcd" scene "scenes/gendarmerie_male/fm1_round_start_09.vcd" scene "scenes/gendarmerie_male/fm1_round_start_10.vcd" scene "scenes/gendarmerie_male/fm1_round_start_11.vcd" } Rule radio.locknloadgendarmerie_male { criteria TLK_radio.locknload Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response radio.locknloadgendarmerie_male } Response Radio.Molotovgendarmerie_male { scene "scenes/gendarmerie_male/fm1_throwing_molotov_01.vcd" scene "scenes/gendarmerie_male/fm1_throwing_molotov_02.vcd" scene "scenes/gendarmerie_male/fm1_throwing_molotov_03.vcd" } Rule Radio.Molotovgendarmerie_male { criteria TLK_Radio.Molotov Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Molotovgendarmerie_male } Response Radio.NeedBackupgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_backup_01.vcd" scene "scenes/gendarmerie_male/fm1_request_backup_02.vcd" scene "scenes/gendarmerie_male/fm1_request_backup_03.vcd" } Rule Radio.NeedBackupgendarmerie_male { criteria TLK_Radio.NeedBackup Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.NeedBackupgendarmerie_male } Response Radio.Negativegendarmerie_male { scene "scenes/gendarmerie_male/fm1_negative_01.vcd" scene "scenes/gendarmerie_male/fm1_negative_02.vcd" scene "scenes/gendarmerie_male/fm1_negative_03.vcd" scene "scenes/gendarmerie_male/fm1_negative_04.vcd" scene "scenes/gendarmerie_male/fm1_negative_05.vcd" scene "scenes/gendarmerie_male/fm1_negative_06.vcd" scene "scenes/gendarmerie_male/fm1_negative_07.vcd" } Rule Radio.Negativegendarmerie_male { criteria TLK_Radio.Negative Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Negativegendarmerie_male } Response Radio.Regroupgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_regroup_01.vcd" scene "scenes/gendarmerie_male/fm1_request_regroup_02.vcd" scene "scenes/gendarmerie_male/fm1_request_regroup_03.vcd" scene "scenes/gendarmerie_male/fm1_request_regroup_04.vcd" scene "scenes/gendarmerie_male/fm1_request_stick_together_01.vcd" scene "scenes/gendarmerie_male/fm1_request_stick_together_02.vcd" scene "scenes/gendarmerie_male/fm1_request_stick_together_03.vcd" } Rule Radio.Regroupgendarmerie_male { criteria TLK_Radio.Regroup Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Regroupgendarmerie_male } Response Radio.ReportingIngendarmerie_male { scene "scenes/gendarmerie_male/fm1_reporting_in_01.vcd" scene "scenes/gendarmerie_male/fm1_reporting_in_02.vcd" scene "scenes/gendarmerie_male/fm1_reporting_in_03.vcd" scene "scenes/gendarmerie_male/fm1_reporting_in_04.vcd" } Rule Radio.ReportingIngendarmerie_male { criteria TLK_Radio.ReportingIn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ReportingIngendarmerie_male } Response Radio.ReportInTeamgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_report_01.vcd" scene "scenes/gendarmerie_male/fm1_request_report_02.vcd" scene "scenes/gendarmerie_male/fm1_request_report_03.vcd" } Rule Radio.ReportInTeamgendarmerie_male { criteria TLK_Radio.ReportInTeam Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ReportInTeamgendarmerie_male } Response Radio.Rogergendarmerie_male { scene "scenes/gendarmerie_male/fm1_agree_01.vcd" scene "scenes/gendarmerie_male/fm1_agree_02.vcd" scene "scenes/gendarmerie_male/fm1_agree_03.vcd" scene "scenes/gendarmerie_male/fm1_agree_04.vcd" scene "scenes/gendarmerie_male/fm1_agree_05.vcd" scene "scenes/gendarmerie_male/fm1_agree_06.vcd" } Rule Radio.Rogergendarmerie_male { criteria TLK_Radio.Roger Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Rogergendarmerie_male } Response Radio.SectorCleargendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_area_clear_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_area_clear_06.vcd" } Rule Radio.SectorCleargendarmerie_male { criteria TLK_Radio.SectorClear Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.SectorCleargendarmerie_male } Response Radio.Smokegendarmerie_male { scene "scenes/gendarmerie_male/fm1_throwing_smoke_01.vcd" scene "scenes/gendarmerie_male/fm1_throwing_smoke_02.vcd" scene "scenes/gendarmerie_male/fm1_throwing_smoke_03.vcd" } Rule Radio.Smokegendarmerie_male { criteria TLK_Radio.Smoke Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Smokegendarmerie_male } Response Radio.StickTogethergendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_stick_together_01.vcd" scene "scenes/gendarmerie_male/fm1_request_stick_together_02.vcd" scene "scenes/gendarmerie_male/fm1_request_stick_together_03.vcd" } Rule Radio.StickTogethergendarmerie_male { criteria TLK_Radio.StickTogether Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.StickTogethergendarmerie_male } Response radio.takingfiregendarmerie_male { scene "scenes/gendarmerie_male/fm1_takingfire_01.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_02.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_03.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_04.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_05.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_06.vcd" scene "scenes/gendarmerie_male/fm1_takingfire_07.vcd" } Rule radio.takingfiregendarmerie_male { criteria TLK_radio.takingfire Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response radio.takingfiregendarmerie_male } Response Radio.TeamFallBackgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_fallback_01.vcd" scene "scenes/gendarmerie_male/fm1_request_fallback_02.vcd" scene "scenes/gendarmerie_male/fm1_request_fallback_03.vcd" scene "scenes/gendarmerie_male/fm1_request_fallback_04.vcd" } Rule Radio.TeamFallBackgendarmerie_male { criteria TLK_Radio.TeamFallBack Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.TeamFallBackgendarmerie_male } Response Radio.Thanksgendarmerie_male { scene "scenes/gendarmerie_male/fm1_thankful_01.vcd" scene "scenes/gendarmerie_male/fm1_thankful_02.vcd" scene "scenes/gendarmerie_male/fm1_thankful_04.vcd" } Rule Radio.Thanksgendarmerie_male { criteria TLK_Radio.Thanks Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Thanksgendarmerie_male } Response Radio.YouTakeThePointgendarmerie_male { scene "scenes/gendarmerie_male/fm1_following_friend_01.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_02.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_03.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_04.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_05.vcd" scene "scenes/gendarmerie_male/fm1_following_friend_06.vcd" } Rule Radio.YouTakeThePointgendarmerie_male { criteria TLK_Radio.YouTakeThePoint Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.YouTakeThePointgendarmerie_male } Response ReportingIngendarmerie_male { scene "scenes/gendarmerie_male/fm1_reporting_in_01.vcd" scene "scenes/gendarmerie_male/fm1_reporting_in_02.vcd" scene "scenes/gendarmerie_male/fm1_reporting_in_03.vcd" scene "scenes/gendarmerie_male/fm1_reporting_in_04.vcd" } Rule ReportingIngendarmerie_male { criteria TLK_ReportingIn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response ReportingIngendarmerie_male } Response RequestReportgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_report_01.vcd" scene "scenes/gendarmerie_male/fm1_request_report_02.vcd" scene "scenes/gendarmerie_male/fm1_request_report_03.vcd" } Rule RequestReportgendarmerie_male { criteria TLK_RequestReport Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response RequestReportgendarmerie_male } Response ScaredEmotegendarmerie_male { scene "scenes/gendarmerie_male/fm1_scared_01.vcd" scene "scenes/gendarmerie_male/fm1_scared_02.vcd" scene "scenes/gendarmerie_male/fm1_scared_03.vcd" scene "scenes/gendarmerie_male/fm1_scared_04.vcd" scene "scenes/gendarmerie_male/fm1_scared_05.vcd" scene "scenes/gendarmerie_male/fm1_scared_06.vcd" scene "scenes/gendarmerie_male/fm1_scared_07.vcd" } Rule ScaredEmotegendarmerie_male { criteria TLK_ScaredEmote Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response ScaredEmotegendarmerie_male } Response SniperKilledgendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_sniper_killed_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_sniper_killed_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_sniper_killed_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_sniper_killed_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_sniper_killed_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_sniper_killed_06.vcd" scene "scenes/gendarmerie_male/fm1_sees_sniper_killed_07.vcd" } Rule SniperKilledgendarmerie_male { criteria TLK_SniperKilled Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response SniperKilledgendarmerie_male } Response SniperWarninggendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_sniper_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_sniper_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_sniper_03.vcd" } Rule SniperWarninggendarmerie_male { criteria TLK_SniperWarning Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response SniperWarninggendarmerie_male } Response SpottedBombergendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_bomb_carrier_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_bomb_carrier_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_bomb_carrier_03.vcd" } Rule SpottedBombergendarmerie_male { criteria TLK_SpottedBomber Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkswat:1:1" applycontexttoworld Response SpottedBombergendarmerie_male } Response SpottedLooseBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_05.vcd" } Rule SpottedLooseBombgendarmerie_male { criteria TLK_SpottedLooseBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response SpottedLooseBombgendarmerie_male } Response ThreeEnemiesLeftgendarmerie_male { scene "scenes/gendarmerie_male/fm1_enemies_left_three_01.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_three_02.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_three_03.vcd" } Rule ThreeEnemiesLeftgendarmerie_male { criteria TLK_ThreeEnemiesLeft Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response ThreeEnemiesLeftgendarmerie_male } Response TwoEnemiesLeftgendarmerie_male { scene "scenes/gendarmerie_male/fm1_enemies_left_two_01.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_two_02.vcd" scene "scenes/gendarmerie_male/fm1_enemies_left_two_03.vcd" } Rule TwoEnemiesLeftgendarmerie_male { criteria TLK_TwoEnemiesLeft Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TwoEnemiesLeftgendarmerie_male } Response WaitingHeregendarmerie_male { scene "scenes/gendarmerie_male/fm1_waiting_here_01.vcd" scene "scenes/gendarmerie_male/fm1_waiting_here_02.vcd" scene "scenes/gendarmerie_male/fm1_waiting_here_03.vcd" scene "scenes/gendarmerie_male/fm1_waiting_here_04.vcd" scene "scenes/gendarmerie_male/fm1_waiting_here_05.vcd" scene "scenes/gendarmerie_male/fm1_waiting_here_06.vcd" scene "scenes/gendarmerie_male/fm1_waiting_here_07.vcd" } Rule WaitingHeregendarmerie_male { criteria TLK_WaitingHere Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response WaitingHeregendarmerie_male } Response WonRoundgendarmerie_male { scene "scenes/gendarmerie_male/fm1_round_won_01.vcd" scene "scenes/gendarmerie_male/fm1_round_won_02.vcd" scene "scenes/gendarmerie_male/fm1_round_won_03.vcd" scene "scenes/gendarmerie_male/fm1_round_won_04.vcd" scene "scenes/gendarmerie_male/fm1_round_won_05.vcd" scene "scenes/gendarmerie_male/fm1_round_won_06.vcd" scene "scenes/gendarmerie_male/fm1_round_won_07.vcd" } Rule WonRoundgendarmerie_male { criteria TLK_WonRound Isgendarmerie_male IsTalkgendarmerie_male NotSaidRoundEndgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1,SaidRoundEndgendarmerie_male:1:10" applycontexttoworld Response WonRoundgendarmerie_male } Response WonRoundCleangendarmerie_male { scene "scenes/gendarmerie_male/fm1_round_won_nocasualities_01.vcd" scene "scenes/gendarmerie_male/fm1_round_won_nocasualities_02.vcd" scene "scenes/gendarmerie_male/fm1_round_won_nocasualities_03.vcd" scene "scenes/gendarmerie_male/fm1_round_won_nocasualities_04.vcd" scene "scenes/gendarmerie_male/fm1_round_won_nocasualities_05.vcd" } Rule WonRoundCleangendarmerie_male { criteria TLK_WonRoundClean Isgendarmerie_male IsAllAlive IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1,SaidRoundEndgendarmerie_male:1:10" applycontexttoworld Response WonRoundCleangendarmerie_male } Response WonRoundQuicklygendarmerie_male { scene "scenes/gendarmerie_male/fm1_round_won_quickly_01.vcd" scene "scenes/gendarmerie_male/fm1_round_won_quickly_02.vcd" scene "scenes/gendarmerie_male/fm1_round_won_quickly_03.vcd" scene "scenes/gendarmerie_male/fm1_round_won_quickly_04.vcd" } Rule WonRoundQuicklygendarmerie_male { criteria TLK_WonRoundQuickly Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1,SaidRoundEndgendarmerie_male:1:10" applycontexttoworld Response WonRoundQuicklygendarmerie_male } Rule AgreeWithPlangendarmerie_male { criteria TLK_AgreeWithPlan Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Agreegendarmerie_male } Rule FollowingCommandergendarmerie_male { criteria TLK_FollowingCommander Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response FollowingFriendgendarmerie_male } Rule FollowingSirgendarmerie_male { criteria TLK_FollowingSir Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response FollowingFriendgendarmerie_male } Rule NiceShotCommandergendarmerie_male { criteria TLK_NiceShotCommander Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response NiceShotgendarmerie_male } Rule NiceShotSirgendarmerie_male { criteria TLK_NiceShotSir Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response NiceShotgendarmerie_male } Rule ThrillEmotegendarmerie_male { criteria TLK_ThrillEmote Isgendarmerie_male IsTalkgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response OnARollBraggendarmerie_male } Rule EnemySpottedgendarmerie_male { criteria TLK_EnemySpotted Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.EnemySpottedgendarmerie_male } Rule radio.gogendarmerie_male { criteria TLK_radio.go Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response radio.letsgogendarmerie_male } Rule radio.moveoutgendarmerie_male { criteria TLK_radio.moveout Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response radio.locknloadgendarmerie_male } Rule Radio.ReportInTeamgendarmerie_male { criteria TLK_Radio.ReportInTeam Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response RequestReportgendarmerie_male } Response TeamLeadWongendarmerie_male { scene "scenes/gendarmerie_male/fm1_round_winning_01.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_02.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_03.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_04.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_05.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_06.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_07.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_08.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_09.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_10.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_11.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_12.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_13.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_14.vcd" scene "scenes/gendarmerie_male/fm1_round_winning_15.vcd" } Rule TeamLeadWongendarmerie_male { criteria TDM_GainedLead Isgendarmerie_male IsTalkgendarmerie_male TDM_ChatterAllowed_T ApplyContext "Talkgendarmerie_male:1:1,TDMChatterT:1:15" applycontexttoworld Response TeamLeadWongendarmerie_male } Response TeamLeadLostgendarmerie_male { scene "scenes/gendarmerie_male/fm1_round_losing_01.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_02.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_03.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_04.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_05.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_06.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_07.vcd" scene "scenes/gendarmerie_male/fm1_round_losing_08.vcd" } Rule TeamLeadLostgendarmerie_male { criteria TDM_LostLead Isgendarmerie_male IsTalkgendarmerie_male TDM_ChatterAllowed_T ApplyContext "Talkgendarmerie_male:1:1,TDMChatterT:1:15" applycontexttoworld Response TeamLeadLostgendarmerie_male } Response Radio.Sorrygendarmerie_male { scene "scenes/gendarmerie_male/fm1_sorry_01.vcd" scene "scenes/gendarmerie_male/fm1_sorry_02.vcd" scene "scenes/gendarmerie_male/fm1_sorry_03.vcd" scene "scenes/gendarmerie_male/fm1_sorry_04.vcd" } Rule Radio.Sorrygendarmerie_male { criteria TLK_Radio.Sorry Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Sorrygendarmerie_male } Response Radio.GoAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_goto_a_01.vcd" } Rule Radio.GoAgendarmerie_male { criteria TLK_Radio.GoA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoAgendarmerie_male } Response Radio.GoBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_goto_b_01.vcd" } Rule Radio.GoBgendarmerie_male { criteria TLK_Radio.GoB Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoBgendarmerie_male } Response Radio.NeedDropgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_weapon_01.vcd" scene "scenes/gendarmerie_male/fm1_request_weapon_02.vcd" scene "scenes/gendarmerie_male/fm1_request_weapon_03.vcd" scene "scenes/gendarmerie_male/fm1_request_weapon_04.vcd" scene "scenes/gendarmerie_male/fm1_request_weapon_05.vcd" } Rule Radio.NeedDropgendarmerie_male { criteria TLK_Radio.NeedDrop Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.NeedDropgendarmerie_male } ///////////////////////////// // LOCATIONS ///////////////////////////////// ////////// Location Only Response Radio.LocBombAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_a_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_06.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_07.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_08.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_09.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_10.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_11.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_12.vcd" } Rule Radio.LocBombAgendarmerie_male { criteria TLK_Radio.LocBombA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocBombAgendarmerie_male } Response Radio.LocBombBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_b_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_06.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_07.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_08.vcd" } Rule Radio.LocBombBgendarmerie_male { criteria TLK_Radio.LocBombB Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocBombBgendarmerie_male } Response Radio.LocBackgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_back.vcd" } Rule Radio.LocBackgendarmerie_male { criteria TLK_Radio.LocBack Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocBackgendarmerie_male } Response Radio.LocC4gendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_c4_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_c4_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_c4_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_c4_06.vcd" } Rule Radio.LocC4gendarmerie_male { criteria TLK_Radio.LocC4 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocC4gendarmerie_male } Response Radio.LocCatwalkgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_catwalk.vcd" } Rule Radio.LocCatwalkgendarmerie_male { criteria TLK_Radio.LocCatwalk Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocCatwalkgendarmerie_male } Response Radio.LocConnectorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_connector_01.vcd" } Rule Radio.LocConnectorgendarmerie_male { criteria TLK_Radio.LocConnector Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocConnectorgendarmerie_male } Response Radio.LocDoorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_door.vcd" } Rule Radio.LocDoorgendarmerie_male { criteria TLK_Radio.LocDoor Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocDoorgendarmerie_male } Response Radio.LocDoubleDoorsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_doubledoors_01.vcd" } Rule Radio.LocDoubleDoorsgendarmerie_male { criteria TLK_Radio.LocDoubleDoors Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocDoubleDoorsgendarmerie_male } Response Radio.LocEnemySpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_enemy_spawn.vcd" } Rule Radio.LocEnemySpawngendarmerie_male { criteria TLK_Radio.LocEnemySpawn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocEnemySpawngendarmerie_male } Response Radio.LocFrontgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_front_01.vcd" } Rule Radio.LocFrontgendarmerie_male { criteria TLK_Radio.LocFront Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocFrontgendarmerie_male } Response Radio.LocHolegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hole.vcd" } Rule Radio.LocHolegendarmerie_male { criteria TLK_Radio.LocHole Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocHolegendarmerie_male } Response Radio.LocHostagegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_03.vcd" } Rule Radio.LocHostagegendarmerie_male { criteria TLK_Radio.LocHostage Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocHostagegendarmerie_male } Response Radio.LocHostageEscapeZonegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_05.vcd" } Rule Radio.LocHostageEscapeZonegendarmerie_male { criteria TLK_Radio.LocHostageEscapeZone Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocHostageEscapeZonegendarmerie_male } Response Radio.LocHutgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hut.vcd" scene "scenes/gendarmerie_male/fm1_loc_hut_02.vcd" } Rule Radio.LocHutgendarmerie_male { criteria TLK_Radio.LocHut Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocHutgendarmerie_male } Response Radio.LocLonggendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_long.vcd" } Rule Radio.LocLonggendarmerie_male { criteria TLK_Radio.LocLong Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocLonggendarmerie_male } Response Radio.LocMidgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_mid_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_05.vcd" } Rule Radio.LocMidgendarmerie_male { criteria TLK_Radio.LocMid Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocMidgendarmerie_male } Response Radio.LocOurSpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_our_spawn_01.vcd" } Rule Radio.LocOurSpawngendarmerie_male { criteria TLK_Radio.LocOurSpawn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocOurSpawngendarmerie_male } Response Radio.LocOverpassgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_overpass_01.vcd" } Rule Radio.LocOverpassgendarmerie_male { criteria TLK_Radio.LocOverpass Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocOverpassgendarmerie_male } Response Radio.LocPalacegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_palace.vcd" } Rule Radio.LocPalacegendarmerie_male { criteria TLK_Radio.LocPalace Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocPalacegendarmerie_male } Response Radio.LocPlatformgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_platform.vcd" } Rule Radio.LocPlatformgendarmerie_male { criteria TLK_Radio.LocPlatform Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocPlatformgendarmerie_male } Response Radio.LocRampgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_ramp_01.vcd" } Rule Radio.LocRampgendarmerie_male { criteria TLK_Radio.LocRamp Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocRampgendarmerie_male } Response Radio.LocSnipersNestgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_snipers_nest_01.vcd" } Rule Radio.LocSnipersNestgendarmerie_male { criteria TLK_Radio.LocSnipersNest Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocSnipersNestgendarmerie_male } Response Radio.LocStairsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_stairs_01.vcd" } Rule Radio.LocStairsgendarmerie_male { criteria TLK_Radio.LocStairs Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocStairsgendarmerie_male } Response Radio.LocYardgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_yard_01.vcd" } Rule Radio.LocYardgendarmerie_male { criteria TLK_Radio.LocYard Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.LocYardgendarmerie_male } ////////// IM AT LOCATION Response Radio.ImAtLocBombAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_bombsite_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_04.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_05.vcd" } Rule Radio.ImAtLocBombAgendarmerie_male { criteria TLK_Radio.ImAtLocBombA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocBombAgendarmerie_male } Response Radio.ImAtLocBombBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_bombsite_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_04.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_05.vcd" } Rule Radio.ImAtLocBombBgendarmerie_male { criteria TLK_Radio.ImAtLocBombB Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocBombBgendarmerie_male } Response Radio.ImAtLocBackgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_back.vcd" } Rule Radio.ImAtLocBackgendarmerie_male { criteria TLK_Radio.ImAtLocBack Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocBackgendarmerie_male } Response Radio.ImAtLocC4gendarmerie_male { scene "scenes/gendarmerie_male/fm1_at_loosebomb_01.vcd" scene "scenes/gendarmerie_male/fm1_at_loosebomb_02.vcd" scene "scenes/gendarmerie_male/fm1_at_loosebomb_03.vcd" scene "scenes/gendarmerie_male/fm1_at_loosebomb_04.vcd" scene "scenes/gendarmerie_male/fm1_at_loosebomb_05.vcd" } Rule Radio.ImAtLocC4gendarmerie_male { criteria TLK_Radio.ImAtLocC4 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocC4gendarmerie_male } Response Radio.ImAtLocCatwalkgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_catwalk.vcd" } Rule Radio.ImAtLocCatwalkgendarmerie_male { criteria TLK_Radio.ImAtLocCatwalk Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocCatwalkgendarmerie_male } Response Radio.ImAtLocConnectorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_connector_01.vcd" } Rule Radio.ImAtLocConnectorgendarmerie_male { criteria TLK_Radio.ImAtLocConnector Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocConnectorgendarmerie_male } Response Radio.ImAtLocDoorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_door.vcd" } Rule Radio.ImAtLocDoorgendarmerie_male { criteria TLK_Radio.ImAtLocDoor Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocDoorgendarmerie_male } Response Radio.ImAtLocDoubleDoorsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_doubledoors_01.vcd" } Rule Radio.ImAtLocDoubleDoorsgendarmerie_male { criteria TLK_Radio.ImAtLocDoubleDoors Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocDoubleDoorsgendarmerie_male } Response Radio.ImAtLocEnemySpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_at_enemy_spawn_01.vcd" scene "scenes/gendarmerie_male/fm1_at_enemy_spawn_02.vcd" scene "scenes/gendarmerie_male/fm1_at_enemy_spawn_03.vcd" } Rule Radio.ImAtLocEnemySpawngendarmerie_male { criteria TLK_Radio.ImAtLocEnemySpawn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocEnemySpawngendarmerie_male } Response Radio.ImAtLocFrontgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_front_01.vcd" } Rule Radio.ImAtLocFrontgendarmerie_male { criteria TLK_Radio.ImAtLocFront Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocFrontgendarmerie_male } Response Radio.ImAtLocHolegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hole.vcd" } Rule Radio.ImAtLocHolegendarmerie_male { criteria TLK_Radio.ImAtLocHole Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocHolegendarmerie_male } Response Radio.ImAtLocHostagegendarmerie_male { scene "scenes/gendarmerie_male/fm1_escorting_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_03.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_04.vcd" scene "scenes/gendarmerie_male/fm1_escorting_hostage_05.vcd" } Rule Radio.ImAtLocHostagegendarmerie_male { criteria TLK_Radio.ImAtLocHostage Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocHostagegendarmerie_male } Response Radio.ImAtLocHostageEscapeZonegendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_hostage_escapezone_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_hostage_escapezone_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_hostage_escapezone_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_hostage_escapezone_04.vcd" } Rule Radio.ImAtLocHostageEscapeZonegendarmerie_male { criteria TLK_Radio.ImAtLocHostageEscapeZone Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocHostageEscapeZonegendarmerie_male } Response Radio.ImAtLocHutgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hut.vcd" scene "scenes/gendarmerie_male/fm1_loc_hut_02.vcd" } Rule Radio.ImAtLocHutgendarmerie_male { criteria TLK_Radio.ImAtLocHut Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocHutgendarmerie_male } Response Radio.ImAtLocLonggendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_long.vcd" } Rule Radio.ImAtLocLonggendarmerie_male { criteria TLK_Radio.ImAtLocLong Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocLonggendarmerie_male } Response Radio.ImAtLocMidgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_mid_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_05.vcd" } Rule Radio.ImAtLocMidgendarmerie_male { criteria TLK_Radio.ImAtLocMid Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocMidgendarmerie_male } Response Radio.ImAtLocOurSpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_at_our_spawn_01.vcd" scene "scenes/gendarmerie_male/fm1_at_our_spawn_02.vcd" } Rule Radio.ImAtLocOurSpawngendarmerie_male { criteria TLK_Radio.ImAtLocOurSpawn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocOurSpawngendarmerie_male } Response Radio.ImAtLocOverpassgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_overpass_01.vcd" } Rule Radio.ImAtLocOverpassgendarmerie_male { criteria TLK_Radio.ImAtLocOverpass Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocOverpassgendarmerie_male } Response Radio.ImAtLocPalacegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_palace.vcd" } Rule Radio.ImAtLocPalacegendarmerie_male { criteria TLK_Radio.ImAtLocPalace Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocPalacegendarmerie_male } Response Radio.ImAtLocPlatformgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_platform.vcd" } Rule Radio.ImAtLocPlatformgendarmerie_male { criteria TLK_Radio.ImAtLocPlatform Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocPlatformgendarmerie_male } Response Radio.ImAtLocRampgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_ramp_01.vcd" } Rule Radio.ImAtLocRampgendarmerie_male { criteria TLK_Radio.ImAtLocRamp Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocRampgendarmerie_male } Response Radio.ImAtLocSnipersNestgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_snipers_nest_01.vcd" } Rule Radio.ImAtLocSnipersNestgendarmerie_male { criteria TLK_Radio.ImAtLocSnipersNest Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocSnipersNestgendarmerie_male } Response Radio.ImAtLocStairsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_stairs_01.vcd" } Rule Radio.ImAtLocStairsgendarmerie_male { criteria TLK_Radio.ImAtLocStairs Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocStairsgendarmerie_male } Response Radio.ImAtLocYardgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_yard_01.vcd" } Rule Radio.ImAtLocYardgendarmerie_male { criteria TLK_Radio.ImAtLocYard Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.ImAtLocYardgendarmerie_male } ////////// OMW TO LOCATION Response Radio.OMWLocBombAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocBombAgendarmerie_male { criteria TLK_Radio.OMWLocBombA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocBombAgendarmerie_male } Response Radio.OMWLocBombBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocBombBgendarmerie_male { criteria TLK_Radio.OMWLocBombB Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocBombBgendarmerie_male } Response Radio.OMWLocBackgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_back.vcd" } Rule Radio.OMWLocBackgendarmerie_male { criteria TLK_Radio.OMWLocBack Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocBackgendarmerie_male } Response Radio.OMWLocC4gendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_to_loosebomb_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_loosebomb_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_loosebomb_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_loosebomb_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_loosebomb_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_loosebomb_06.vcd" } Rule Radio.OMWLocC4gendarmerie_male { criteria TLK_Radio.OMWLocC4 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocC4gendarmerie_male } Response Radio.OMWLocCatwalkgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocCatwalkgendarmerie_male { criteria TLK_Radio.OMWLocCatwalk Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocCatwalkgendarmerie_male } Response Radio.OMWLocConnectorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocConnectorgendarmerie_male { criteria TLK_Radio.OMWLocConnector Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocConnectorgendarmerie_male } Response Radio.OMWLocDoorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocDoorgendarmerie_male { criteria TLK_Radio.OMWLocDoor Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocDoorgendarmerie_male } Response Radio.OMWLocDoubleDoorsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocDoubleDoorsgendarmerie_male { criteria TLK_Radio.OMWLocDoubleDoors Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocDoubleDoorsgendarmerie_male } Response Radio.OMWLocEnemySpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocEnemySpawngendarmerie_male { criteria TLK_Radio.OMWLocEnemySpawn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocEnemySpawngendarmerie_male } Response Radio.OMWLocFrontgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocFrontgendarmerie_male { criteria TLK_Radio.OMWLocFront Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocFrontgendarmerie_male } Response Radio.OMWLocHolegendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocHolegendarmerie_male { criteria TLK_Radio.OMWLocHole Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocHolegendarmerie_male } Response Radio.OMWLocHostagegendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_to_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_hostage_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_hostage_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_hostage_05.vcd" } Rule Radio.OMWLocHostagegendarmerie_male { criteria TLK_Radio.OMWLocHostage Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocHostagegendarmerie_male } Response Radio.OMWLocHostageEscapeZonegendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_to_escapezone_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_escapezone_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_to_escapezone_03.vcd" } Rule Radio.OMWLocHostageEscapeZonegendarmerie_male { criteria TLK_Radio.OMWLocHostageEscapeZone Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocHostageEscapeZonegendarmerie_male } Response Radio.OMWLocHutgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocHutgendarmerie_male { criteria TLK_Radio.OMWLocHut Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocHutgendarmerie_male } Response Radio.OMWLocLonggendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocLonggendarmerie_male { criteria TLK_Radio.OMWLocLong Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocLonggendarmerie_male } Response Radio.OMWLocMidgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocMidgendarmerie_male { criteria TLK_Radio.OMWLocMid Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocMidgendarmerie_male } Response Radio.OMWLocOurSpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocOurSpawngendarmerie_male { criteria TLK_Radio.OMWLocOurSpawn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocOurSpawngendarmerie_male } Response Radio.OMWLocOverpassgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocOverpassgendarmerie_male { criteria TLK_Radio.OMWLocOverpass Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocOverpassgendarmerie_male } Response Radio.OMWLocPalacegendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocPalacegendarmerie_male { criteria TLK_Radio.OMWLocPalace Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocPalacegendarmerie_male } Response Radio.OMWLocPlatformgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocPlatformgendarmerie_male { criteria TLK_Radio.OMWLocPlatform Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocPlatformgendarmerie_male } Response Radio.OMWLocRampgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocRampgendarmerie_male { criteria TLK_Radio.OMWLocRamp Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocRampgendarmerie_male } Response Radio.OMWLocSnipersNestgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocSnipersNestgendarmerie_male { criteria TLK_Radio.OMWLocSnipersNest Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocSnipersNestgendarmerie_male } Response Radio.OMWLocStairsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocStairsgendarmerie_male { criteria TLK_Radio.OMWLocStairs Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocStairsgendarmerie_male } Response Radio.OMWLocYardgendarmerie_male { scene "scenes/gendarmerie_male/fm1_omw_01.vcd" scene "scenes/gendarmerie_male/fm1_omw_02.vcd" scene "scenes/gendarmerie_male/fm1_omw_03.vcd" scene "scenes/gendarmerie_male/fm1_omw_04.vcd" scene "scenes/gendarmerie_male/fm1_omw_05.vcd" scene "scenes/gendarmerie_male/fm1_omw_06.vcd" } Rule Radio.OMWLocYardgendarmerie_male { criteria TLK_Radio.OMWLocYard Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.OMWLocYardgendarmerie_male } ////////// REQUEST GO TO TO LOCATION Response Radio.GoToLocBombAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_a_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_06.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_07.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_08.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_09.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_10.vcd" scene "scenes/gendarmerie_male/fm1_loc_a_11.vcd" } Rule Radio.GoToLocBombAgendarmerie_male { criteria TLK_Radio.GoToLocBombA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocBombAgendarmerie_male } Response Radio.GoToLocBombBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_b_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_05.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_06.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_07.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_08.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_09.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_10.vcd" scene "scenes/gendarmerie_male/fm1_loc_b_11.vcd" } Rule Radio.GoToLocBombBgendarmerie_male { criteria TLK_Radio.GoToLocBombB Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocBombBgendarmerie_male } Response Radio.GoToLocBackgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_back.vcd" } Rule Radio.GoToLocBackgendarmerie_male { criteria TLK_Radio.GoToLocBack Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocBackgendarmerie_male } Response Radio.GoToLocC4gendarmerie_male { scene "scenes/gendarmerie_male/fm1_goto_c4_03.vcd" scene "scenes/gendarmerie_male/fm1_goto_c4_04.vcd" scene "scenes/gendarmerie_male/fm1_goto_c4_05.vcd" scene "scenes/gendarmerie_male/fm1_goto_c4_06.vcd" } Rule Radio.GoToLocC4gendarmerie_male { criteria TLK_Radio.GoToLocC4 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocC4gendarmerie_male } Response Radio.GoToLocCatwalkgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_catwalk.vcd" } Rule Radio.GoToLocCatwalkgendarmerie_male { criteria TLK_Radio.GoToLocCatwalk Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocCatwalkgendarmerie_male } Response Radio.GoToLocConnectorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_connector_01.vcd" } Rule Radio.GoToLocConnectorgendarmerie_male { criteria TLK_Radio.GoToLocConnector Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocConnectorgendarmerie_male } Response Radio.GoToLocDoorgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_door.vcd" } Rule Radio.GoToLocDoorgendarmerie_male { criteria TLK_Radio.GoToLocDoor Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocDoorgendarmerie_male } Response Radio.GoToLocDoubleDoorsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_doubledoors_01.vcd" } Rule Radio.GoToLocDoubleDoorsgendarmerie_male { criteria TLK_Radio.GoToLocDoubleDoors Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocDoubleDoorsgendarmerie_male } Response Radio.GoToLocEnemySpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_enemy_spawn.vcd" } Rule Radio.GoToLocEnemySpawngendarmerie_male { criteria TLK_Radio.GoToLocEnemySpawn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocEnemySpawngendarmerie_male } Response Radio.GoToLocFrontgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_front_01.vcd" } Rule Radio.GoToLocFrontgendarmerie_male { criteria TLK_Radio.GoToLocFront Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocFrontgendarmerie_male } Response Radio.GoToLocHolegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hole.vcd" } Rule Radio.GoToLocHolegendarmerie_male { criteria TLK_Radio.GoToLocHole Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocHolegendarmerie_male } Response Radio.GoToLocHostagegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_04.vcd" } Rule Radio.GoToLocHostagegendarmerie_male { criteria TLK_Radio.GoToLocHostage Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocHostagegendarmerie_male } Response Radio.GoToLocHostageEscapeZonegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_escape_zone_05.vcd" } Rule Radio.GoToLocHostageEscapeZonegendarmerie_male { criteria TLK_Radio.GoToLocHostageEscapeZone Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocHostageEscapeZonegendarmerie_male } Response Radio.GoToLocHutgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hut.vcd" scene "scenes/gendarmerie_male/fm1_loc_hut_02.vcd" } Rule Radio.GoToLocHutgendarmerie_male { criteria TLK_Radio.GoToLocHut Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocHutgendarmerie_male } Response Radio.GoToLocLonggendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_long.vcd" } Rule Radio.GoToLocLonggendarmerie_male { criteria TLK_Radio.GoToLocLong Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocLonggendarmerie_male } Response Radio.GoToLocMidgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_mid_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_04.vcd" scene "scenes/gendarmerie_male/fm1_loc_mid_05.vcd" } Rule Radio.GoToLocMidgendarmerie_male { criteria TLK_Radio.GoToLocMid Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocMidgendarmerie_male } Response Radio.GoToLocOurSpawngendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_our_spawn_01.vcd" } Rule Radio.GoToLocOurSpawngendarmerie_male { criteria TLK_Radio.GoToLocOurSpawn Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocOurSpawngendarmerie_male } Response Radio.GoToLocOverpassgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_overpass_01.vcd" } Rule Radio.GoToLocOverpassgendarmerie_male { criteria TLK_Radio.GoToLocOverpass Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocOverpassgendarmerie_male } Response Radio.GoToLocPalacegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_palace.vcd" } Rule Radio.GoToLocPalacegendarmerie_male { criteria TLK_Radio.GoToLocPalace Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocPalacegendarmerie_male } Response Radio.GoToLocPlatformgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_platform.vcd" } Rule Radio.GoToLocPlatformgendarmerie_male { criteria TLK_Radio.GoToLocPlatform Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocPlatformgendarmerie_male } Response Radio.GoToLocRampgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_ramp_01.vcd" } Rule Radio.GoToLocRampgendarmerie_male { criteria TLK_Radio.GoToLocRamp Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocRampgendarmerie_male } Response Radio.GoToLocSnipersNestgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_snipers_nest_01.vcd" } Rule Radio.GoToLocSnipersNestgendarmerie_male { criteria TLK_Radio.GoToLocSnipersNest Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocSnipersNestgendarmerie_male } Response Radio.GoToLocStairsgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_stairs_01.vcd" } Rule Radio.GoToLocStairsgendarmerie_male { criteria TLK_Radio.GoToLocStairs Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocStairsgendarmerie_male } Response Radio.GoToLocYardgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_yard_01.vcd" } Rule Radio.GoToLocYardgendarmerie_male { criteria TLK_Radio.GoToLocYard Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.GoToLocYardgendarmerie_male } //////////// /// Numbers //////////// Response Radio.Num1gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_1_01.vcd" } Rule Radio.Num1gendarmerie_male { criteria TLK_Radio.Num1 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num1gendarmerie_male } Response Radio.Num2gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_2_01.vcd" } Rule Radio.Num2gendarmerie_male { criteria TLK_Radio.Num2 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num2gendarmerie_male } Response Radio.Num3gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_3_01.vcd" } Rule Radio.Num3gendarmerie_male { criteria TLK_Radio.Num3 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num3gendarmerie_male } Response Radio.Num4gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_4_01.vcd" } Rule Radio.Num4gendarmerie_male { criteria TLK_Radio.Num4 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num4gendarmerie_male } Response Radio.Num5gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_5_01.vcd" } Rule Radio.Num5gendarmerie_male { criteria TLK_Radio.Num5 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num5gendarmerie_male } Response Radio.Num6gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_6_01.vcd" } Rule Radio.Num6gendarmerie_male { criteria TLK_Radio.Num6 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num6gendarmerie_male } Response Radio.Num7gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_7_01.vcd" } Rule Radio.Num7gendarmerie_male { criteria TLK_Radio.Num7 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num7gendarmerie_male } Response Radio.Num8gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_8_01.vcd" } Rule Radio.Num8gendarmerie_male { criteria TLK_Radio.Num8 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num8gendarmerie_male } Response Radio.Num9gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_9_01.vcd" } Rule Radio.Num9gendarmerie_male { criteria TLK_Radio.Num9 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num9gendarmerie_male } Response Radio.Num10gendarmerie_male { scene "scenes/gendarmerie_male/fm1_code_01.vcd" } Rule Radio.Num10gendarmerie_male { criteria TLK_Radio.Num10 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response Radio.Num10gendarmerie_male } ////////////// /// New Chat UI Rules ///////////// Response TLK_Radio.PlantedAtAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_bomb_planted_01.vcd" scene "scenes/gendarmerie_male/fm1_bomb_planted_02.vcd" scene "scenes/gendarmerie_male/fm1_bomb_planted_03.vcd" } Rule TLK_Radio.PlantedAtAgendarmerie_male { criteria TLK_Radio.PlantedAtA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.PlantedAtAgendarmerie_male } Response TLK_Radio.PlantedAtBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_bomb_planted_01.vcd" scene "scenes/gendarmerie_male/fm1_bomb_planted_02.vcd" scene "scenes/gendarmerie_male/fm1_bomb_planted_03.vcd" } Rule TLK_Radio.PlantedAtBgendarmerie_male { criteria TLK_Radio.PlantedAtB Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.PlantedAtAgendarmerie_male } Response TLK_Radio.RoundLostgendarmerie_male { scene "scenes/gendarmerie_male/fm1_round_lost_01.vcd" scene "scenes/gendarmerie_male/fm1_round_lost_02.vcd" scene "scenes/gendarmerie_male/fm1_round_lost_03.vcd" } Rule TLK_Radio.RoundLostgendarmerie_male { criteria TLK_Radio.RoundLost Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.RoundLostgendarmerie_male } Response TLK_Radio.NeedPlangendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_plan_01.vcd" scene "scenes/gendarmerie_male/fm1_request_plan_02.vcd" scene "scenes/gendarmerie_male/fm1_request_plan_03.vcd" scene "scenes/gendarmerie_male/fm1_request_plan_04.vcd" } Rule TLK_Radio.NeedPlangendarmerie_male { criteria TLK_Radio.NeedPlan Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.NeedPlangendarmerie_male } Response TLK_Radio.NeedLeadergendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_leader_01.vcd" scene "scenes/gendarmerie_male/fm1_request_leader_02.vcd" scene "scenes/gendarmerie_male/fm1_request_leader_03.vcd" } Rule TLK_Radio.NeedLeadergendarmerie_male { criteria TLK_Radio.NeedLeader Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.NeedLeadergendarmerie_male } Response TLK_Radio.SpendRoundgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_spend_01.vcd" scene "scenes/gendarmerie_male/fm1_request_spend_02.vcd" scene "scenes/gendarmerie_male/fm1_request_spend_03.vcd" } Rule TLK_Radio.SpendRoundgendarmerie_male { criteria TLK_Radio.SpendRound Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.SpendRoundgendarmerie_male } Response TLK_Radio.EcoRoundgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_eco_01.vcd" scene "scenes/gendarmerie_male/fm1_request_eco_02.vcd" scene "scenes/gendarmerie_male/fm1_request_eco_03.vcd" } Rule TLK_Radio.EcoRoundgendarmerie_male { criteria TLK_Radio.EcoRound Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.EcoRoundgendarmerie_male } Response TLK_Radio.SpreadOutgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_spreadout_01.vcd" scene "scenes/gendarmerie_male/fm1_request_spreadout_02.vcd" scene "scenes/gendarmerie_male/fm1_request_spreadout_03.vcd" } Rule TLK_Radio.SpreadOutgendarmerie_male { criteria TLK_Radio.SpreadOut Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.SpreadOutgendarmerie_male } Response TLK_Radio.NeedQuietgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_quiet_01.vcd" scene "scenes/gendarmerie_male/fm1_request_quiet_02.vcd" scene "scenes/gendarmerie_male/fm1_request_quiet_03.vcd" scene "scenes/gendarmerie_male/fm1_request_quiet_04.vcd" scene "scenes/gendarmerie_male/fm1_request_quiet_05.vcd" scene "scenes/gendarmerie_male/fm1_request_quiet_06.vcd" scene "scenes/gendarmerie_male/fm1_request_quiet_07.vcd" } Rule TLK_Radio.NeedQuietgendarmerie_male { criteria TLK_Radio.NeedQuiet Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.NeedQuietgendarmerie_male } Response TLK_Radio.NeedSmokegendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_smoke_01.vcd" scene "scenes/gendarmerie_male/fm1_request_smoke_02.vcd" scene "scenes/gendarmerie_male/fm1_request_smoke_03.vcd" } Rule TLK_Radio.NeedSmokegendarmerie_male { criteria TLK_Radio.NeedSmoke Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.NeedSmokegendarmerie_male } Response TLK_Radio.NeedFiregendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_fire_01.vcd" scene "scenes/gendarmerie_male/fm1_request_fire_02.vcd" scene "scenes/gendarmerie_male/fm1_request_fire_03.vcd" } Rule TLK_Radio.NeedFiregendarmerie_male { criteria TLK_Radio.NeedFire Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.NeedFiregendarmerie_male } Response TLK_Radio.NeedDecoygendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_decoy_01.vcd" scene "scenes/gendarmerie_male/fm1_request_decoy_02.vcd" scene "scenes/gendarmerie_male/fm1_request_decoy_03.vcd" } Rule TLK_Radio.NeedDecoygendarmerie_male { criteria TLK_Radio.NeedDecoy Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.NeedDecoygendarmerie_male } Response TLK_Radio.NeedFlashgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_flash_01.vcd" scene "scenes/gendarmerie_male/fm1_request_flash_02.vcd" scene "scenes/gendarmerie_male/fm1_request_flash_03.vcd" } Rule TLK_Radio.NeedFlashgendarmerie_male { criteria TLK_Radio.NeedFlash Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.NeedFlashgendarmerie_male } Response TLK_Radio.ImAttackinggendarmerie_male { scene "scenes/gendarmerie_male/fm1_attacking_01.vcd" scene "scenes/gendarmerie_male/fm1_attacking_02.vcd" scene "scenes/gendarmerie_male/fm1_attacking_03.vcd" scene "scenes/gendarmerie_male/fm1_attacking_04.vcd" scene "scenes/gendarmerie_male/fm1_attacking_05.vcd" scene "scenes/gendarmerie_male/fm1_attacking_06.vcd" scene "scenes/gendarmerie_male/fm1_attacking_07.vcd" scene "scenes/gendarmerie_male/fm1_attacking_08.vcd" scene "scenes/gendarmerie_male/fm1_attacking_09.vcd" } Rule TLK_Radio.ImAttackinggendarmerie_male { criteria TLK_Radio.ImAttacking Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.ImAttackinggendarmerie_male } Response TLK_Radio.IKilledSnipergendarmerie_male { scene "scenes/gendarmerie_male/fm1_i_killed_sniper_01.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_sniper_02.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_sniper_03.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_sniper_04.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_sniper_05.vcd" } Rule TLK_Radio.IKilledSnipergendarmerie_male { criteria TLK_Radio.IKilledSniper Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.IKilledSnipergendarmerie_male } Response TLK_Radio.MyHeadshotgendarmerie_male { scene "scenes/gendarmerie_male/fm1_i_killed_enemy_01.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_02.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_03.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_04.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_05.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_06.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_07.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_08.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_09.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_10.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_11.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_12.vcd" scene "scenes/gendarmerie_male/fm1_i_killed_enemy_13.vcd" } Rule TLK_Radio.MyHeadshotgendarmerie_male { criteria TLK_Radio.MyHeadshot Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.MyHeadshotgendarmerie_male } Response TLK_Radio.SawHeadshotgendarmerie_male { //scene "scenes/gendarmerie_male/fm1_sees_headshot_01.vcd" //scene "scenes/gendarmerie_male/fm1_sees_headshot_02.vcd" //scene "scenes/gendarmerie_male/fm1_sees_headshot_03.vcd" //scene "scenes/gendarmerie_male/fm1_sees_headshot_04.vcd" //scene "scenes/gendarmerie_male/fm1_sees_headshot_05.vcd" //scene "scenes/gendarmerie_male/fm1_sees_headshot_06.vcd" } Rule TLK_Radio.SawHeadshotgendarmerie_male { criteria TLK_Radio.SawHeadshot Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.SawHeadshotgendarmerie_male } Response TLK_Radio.ISeeBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_05.vcd" } Rule TLK_Radio.ISeeBombgendarmerie_male { criteria TLK_Radio.ISeeBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.ISeeBombgendarmerie_male } Response TLK_Radio.WePlantedgendarmerie_male { scene "scenes/gendarmerie_male/fm1_hear_bomb_01.vcd" scene "scenes/gendarmerie_male/fm1_hear_bomb_02.vcd" scene "scenes/gendarmerie_male/fm1_hear_bomb_03.vcd" } Rule TLK_Radio.WePlantedgendarmerie_male { criteria TLK_Radio.WePlanted Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.WePlantedgendarmerie_male } Response TLK_Radio.PickedUpC4gendarmerie_male { scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_01.vcd" scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_02.vcd" scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_03.vcd" } Rule TLK_Radio.PickedUpC4gendarmerie_male { criteria TLK_Radio.PickedUpC4 Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.PickedUpC4gendarmerie_male } Response TLK_Radio.PlantingAtAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_planting_a_01.vcd" scene "scenes/gendarmerie_male/fm1_planting_a_02.vcd" scene "scenes/gendarmerie_male/fm1_planting_a_03.vcd" } Rule TLK_Radio.PlantingAtAgendarmerie_male { criteria TLK_Radio.PlantingAtA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.PlantingAtAgendarmerie_male } Response TLK_Radio.PlantingAtBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_planting_b_01.vcd" scene "scenes/gendarmerie_male/fm1_planting_b_02.vcd" scene "scenes/gendarmerie_male/fm1_planting_b_03.vcd" } Rule TLK_Radio.PlantingAtBgendarmerie_male { criteria TLK_Radio.PlantingAtB Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.PlantingAtBgendarmerie_male } Response TLK_Radio.RequestGetHostagesgendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_04.vcd" } Rule TLK_Radio.RequestGetHostagesgendarmerie_male { criteria TLK_Radio.RequestGetHostages Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.RequestGetHostagesgendarmerie_male } Response TLK_Radio.SeesHostageBeingTakengendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_hostage_stolen_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_stolen_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_stolen_03.vcd" } Rule TLK_Radio.SeesHostageBeingTakengendarmerie_male { criteria TLK_Radio.SeesHostageBeingTaken Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.SeesHostageBeingTakengendarmerie_male } Response TLK_Radio.SeesHostageStolengendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_hostage_stolen_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_stolen_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_hostage_stolen_03.vcd" } Rule TLK_Radio.SeesHostageStolengendarmerie_male { criteria TLK_Radio.SeesHostageStolen Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.SeesHostageStolengendarmerie_male } Response TLK_Radio.SeesEnemiesMultiplegendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_06.vcd" scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_07.vcd" } Rule TLK_Radio.SeesEnemiesMultiplegendarmerie_male { criteria TLK_Radio.SeesEnemiesMultiple Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.SeesEnemiesMultiplegendarmerie_male } // chat wheel fixes Response TLK_Radio.CheckHostagegendarmerie_male { scene "scenes/gendarmerie_male/fm1_loc_hostage_01.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_02.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_03.vcd" scene "scenes/gendarmerie_male/fm1_loc_hostage_04.vcd" } Rule TLK_Radio.CheckHostagegendarmerie_male { criteria TLK_Radio.CheckHostage Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.CheckHostagegendarmerie_male } Response TLK_Radio.NeedGrenadegendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_grenade_01.vcd" scene "scenes/gendarmerie_male/fm1_request_grenade_02.vcd" scene "scenes/gendarmerie_male/fm1_request_grenade_03.vcd" } Rule TLK_Radio.NeedGrenadegendarmerie_male { criteria TLK_Radio.NeedGrenade Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.NeedGrenadegendarmerie_male } Response TLK_Radio.Regroupgendarmerie_male { scene "scenes/gendarmerie_male/fm1_request_regroup_01.vcd" scene "scenes/gendarmerie_male/fm1_request_regroup_02.vcd" scene "scenes/gendarmerie_male/fm1_request_regroup_03.vcd" scene "scenes/gendarmerie_male/fm1_request_regroup_04.vcd" } Rule TLK_Radio.Regroupgendarmerie_male { criteria TLK_Radio.Regroup Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.Regroupgendarmerie_male } Response TLK_Radio.BombsiteCleargendarmerie_male { scene "scenes/gendarmerie_male/fm1_bombsite_clear_01.vcd" scene "scenes/gendarmerie_male/fm1_bombsite_clear_02.vcd" scene "scenes/gendarmerie_male/fm1_bombsite_clear_03.vcd" } Rule TLK_Radio.BombsiteCleargendarmerie_male { criteria TLK_Radio.BombsiteClear Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.BombsiteCleargendarmerie_male } Response TLK_Radio.GuardingAgendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_bombsite_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_04.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_05.vcd" } Rule TLK_Radio.GuardingAgendarmerie_male { criteria TLK_Radio.GuardingA Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.GuardingAgendarmerie_male } Response TLK_Radio.GuardingBgendarmerie_male { scene "scenes/gendarmerie_male/fm1_guarding_bombsite_01.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_02.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_03.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_04.vcd" scene "scenes/gendarmerie_male/fm1_guarding_bombsite_05.vcd" } Rule TLK_Radio.GuardingBgendarmerie_male { criteria TLK_Radio.GuardingB Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.GuardingBgendarmerie_male } Response TLK_Radio.GuardingDroppedBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_at_loosebomb_01.vcd" scene "scenes/gendarmerie_male/fm1_at_loosebomb_02.vcd" scene "scenes/gendarmerie_male/fm1_at_loosebomb_03.vcd" scene "scenes/gendarmerie_male/fm1_at_loosebomb_04.vcd" scene "scenes/gendarmerie_male/fm1_at_loosebomb_05.vcd" } Rule TLK_Radio.GuardingDroppedBombgendarmerie_male { criteria TLK_Radio.GuardingDroppedBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.GuardingDroppedBombgendarmerie_male } Response TLK_Radio.BombCarrierHeregendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_bomb_carrier_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_bomb_carrier_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_bomb_carrier_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_bomb_carrier_04.vcd" } Rule TLK_Radio.BombCarrierHeregendarmerie_male { criteria TLK_Radio.BombCarrierHere Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.BombCarrierHeregendarmerie_male } Response TLK_Radio.WeHaveTheBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_01.vcd" scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_02.vcd" scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_03.vcd" } Rule TLK_Radio.WeHaveTheBombgendarmerie_male { criteria TLK_Radio.WeHaveTheBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.WeHaveTheBombgendarmerie_male } Response TLK_Radio.SeesSingleEnemygendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_one_enemy_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_one_enemy_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_one_enemy_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_one_enemy_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_one_enemy_05.vcd" scene "scenes/gendarmerie_male/fm1_sees_one_enemy_06.vcd" } Rule TLK_Radio.SeesSingleEnemygendarmerie_male { criteria TLK_Radio.SeesSingleEnemy Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.SeesSingleEnemygendarmerie_male } Response TLK_Radio.DroppedBombgendarmerie_male { scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_01.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_02.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_03.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_04.vcd" scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_05.vcd" } Rule TLK_Radio.DroppedBombgendarmerie_male { criteria TLK_Radio.DroppedBomb Isgendarmerie_male IsTalkgendarmerie_male ApplyContext "Talkgendarmerie_male:1:1" applycontexttoworld Response TLK_Radio.DroppedBombgendarmerie_male } //////////////////////////////////// // new chat wheel responses ////////////////////////////////// //~ Response TLK_CW.StickTogethergendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_stick_together_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_stick_together_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_stick_together_03.vcd" //~ } //~ Rule TLK_CW.StickTogethergendarmerie_male //~ { //~ criteria TLK_CW.StickTogether Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.StickTogethergendarmerie_male //~ } //~ Response TLK_CW.FollowMegendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_follow_me_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_follow_me_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_follow_me_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_follow_me_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_follow_me_05.vcd" //~ } //~ Rule TLK_CW.FollowMegendarmerie_male //~ { //~ criteria TLK_CW.FollowMe Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.FollowMegendarmerie_male //~ } //~ Response TLK_CW.SpreadOutgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_spreadout_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_spreadout_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_spreadout_03.vcd" //~ } //~ Rule TLK_CW.SpreadOutgendarmerie_male //~ { //~ criteria TLK_CW.SpreadOut Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.SpreadOutgendarmerie_male //~ } //~ Response TLK_CW.TeamFallBackgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_fallback_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_fallback_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_fallback_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_fallback_04.vcd" //~ } //~ Rule TLK_CW.TeamFallBackgendarmerie_male //~ { //~ criteria TLK_CW.TeamFallBack Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.TeamFallBackgendarmerie_male //~ } //~ Response TLK_CW.CheckHostagegendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_loc_hostage_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_hostage_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_hostage_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_hostage_04.vcd" //~ } //~ Rule TLK_CW.CheckHostagegendarmerie_male //~ { //~ criteria TLK_CW.CheckHostage Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.CheckHostagegendarmerie_male //~ } //~ Response TLK_CW.NeedQuietgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_quiet_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_quiet_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_quiet_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_quiet_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_quiet_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_quiet_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_quiet_07.vcd" //~ } //~ Rule TLK_CW.NeedQuietgendarmerie_male //~ { //~ criteria TLK_CW.NeedQuiet Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedQuietgendarmerie_male //~ } //~ ///////////////////////////// chat wheel section prepare //~ Response TLK_CW.EcoRoundgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_eco_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_eco_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_eco_03.vcd" //~ } //~ Rule TLK_CW.EcoRoundgendarmerie_male //~ { //~ criteria TLK_CW.EcoRound Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.EcoRoundgendarmerie_male //~ } //~ Response TLK_CW.SpendRoundgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_spend_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_spend_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_spend_03.vcd" //~ } //~ Rule TLK_CW.SpendRoundgendarmerie_male //~ { //~ criteria TLK_CW.SpendRound Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.SpendRoundgendarmerie_male //~ } //~ Response TLK_CW.NeedDropgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_weapon_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_weapon_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_weapon_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_weapon_04.vcd" //~ } //~ Rule TLK_CW.NeedDropgendarmerie_male //~ { //~ criteria TLK_CW.NeedDrop Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedDropgendarmerie_male //~ } //~ Response TLK_CW.NeedPlangendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_plan_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_plan_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_plan_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_plan_04.vcd" //~ } //~ Rule TLK_CW.NeedPlangendarmerie_male //~ { //~ criteria TLK_CW.NeedPlan Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedPlangendarmerie_male //~ } //~ Response TLK_CW.GoAgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_loc_a_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_08.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_09.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_10.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_11.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_a_12.vcd" //~ } //~ Rule TLK_CW.GoAgendarmerie_male //~ { //~ criteria TLK_CW.GoA Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoAgendarmerie_male //~ } //~ Response TLK_CW.GoBgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_loc_b_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_08.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_09.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_10.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_b_11.vcd" //~ } //~ Rule TLK_CW.GoBgendarmerie_male //~ { //~ criteria TLK_CW.GoB Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoBgendarmerie_male //~ } //~ Response CW.GoToLocMidgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_loc_mid_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_mid_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_mid_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_mid_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_loc_mid_05.vcd" //~ } //~ Rule CW.GoToLocMidgendarmerie_male //~ { //~ criteria TLK_CW.GoToLocMid Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response CW.GoToLocMidgendarmerie_male //~ } //~ ///////////////////////////// chat wheel section grenades //~ Response TLK_CW.NeedDecoygendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_decoy_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_decoy_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_decoy_03.vcd" //~ } //~ Rule TLK_CW.NeedDecoygendarmerie_male //~ { //~ criteria TLK_CW.NeedDecoy Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedDecoygendarmerie_male //~ } //~ Response TLK_CW.NeedSmokegendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_smoke_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_smoke_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_smoke_03.vcd" //~ } //~ Rule TLK_CW.NeedSmokegendarmerie_male //~ { //~ criteria TLK_CW.NeedSmoke Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedSmokegendarmerie_male //~ } //~ Response TLK_CW.NeedGrenadegendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_grenade_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_grenade_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_grenade_03.vcd" //~ } //~ Rule TLK_CW.NeedGrenadegendarmerie_male //~ { //~ criteria TLK_CW.NeedGrenade Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedGrenadegendarmerie_male //~ } //~ Response TLK_CW.NeedFiregendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_fire_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_fire_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_fire_03.vcd" //~ } //~ Rule TLK_CW.NeedFiregendarmerie_male //~ { //~ criteria TLK_CW.NeedFire Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedFiregendarmerie_male //~ } //~ Response TLK_CW.NeedFlashgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_flash_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_flash_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_flash_03.vcd" //~ } //~ Rule TLK_CW.NeedFlashgendarmerie_male //~ { //~ criteria TLK_CW.NeedFlash Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.NeedFlashgendarmerie_male //~ } //~ ///////////////////////////// chat wheel section defend //~ Response TLK_CW.HoldPositiongendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_hold_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_hold_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_hold_03.vcd" //~ } //~ Rule TLK_CW.HoldPositiongendarmerie_male //~ { //~ criteria TLK_CW.HoldPosition Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.HoldPositiongendarmerie_male //~ } //~ Response TLK_CW.Regroupgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_regroup_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_regroup_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_regroup_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_regroup_04.vcd" //~ } //~ Rule TLK_CW.Regroupgendarmerie_male //~ { //~ criteria TLK_CW.Regroup Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.Regroupgendarmerie_male //~ } //~ ////////////////////////////// chat wheel section bomb //~ Response TLK_CW.GuardingDroppedBombgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_at_loosebomb_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_at_loosebomb_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_at_loosebomb_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_at_loosebomb_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_at_loosebomb_05.vcd" //~ } //~ Rule TLK_CW.GuardingDroppedBombgendarmerie_male //~ { //~ criteria TLK_CW.GuardingDroppedBomb Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.GuardingDroppedBombgendarmerie_male //~ } //~ Response TLK_CW.BombsiteCleargendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_bombsite_clear_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_bombsite_clear_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_bombsite_clear_03.vcd" //~ } //~ Rule TLK_CW.BombsiteCleargendarmerie_male //~ { //~ criteria TLK_CW.BombsiteClear Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombsiteCleargendarmerie_male //~ } //~ Response TLK_CW.DroppedBombgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_dropped_bomb_05.vcd" //~ } //~ Rule TLK_CW.DroppedBombgendarmerie_male //~ { //~ criteria TLK_CW.DroppedBomb Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.DroppedBombgendarmerie_male //~ } //~ Response TLK_CW.WeHaveTheBombgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_03.vcd" //~ } //~ Rule TLK_CW.WeHaveTheBombgendarmerie_male //~ { //~ criteria TLK_CW.WeHaveTheBomb Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.WeHaveTheBombgendarmerie_male //~ } //~ //////////////////////////////// Chat wheel section enemy status //~ Response TLK_CW.SniperWarninggendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_sees_sniper_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_sniper_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_sniper_03.vcd" //~ } //~ Rule TLK_CW.SniperWarninggendarmerie_male //~ { //~ criteria TLK_CW.SniperWarning Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.SniperWarninggendarmerie_male //~ } //~ Response TLK_CW.BombCarrierHeregendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_see_bomb_pickup_04.vcd" //~ } //~ Rule TLK_CW.BombCarrierHeregendarmerie_male //~ { //~ criteria TLK_CW.BombCarrierHere Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombCarrierHeregendarmerie_male //~ } //~ Response TLK_CW.SeesSingleEnemygendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_sees_one_enemy_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_one_enemy_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_one_enemy_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_one_enemy_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_one_enemy_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_one_enemy_06.vcd" //~ } //~ Rule TLK_CW.SeesSingleEnemygendarmerie_male //~ { //~ criteria TLK_CW.SeesSingleEnemy Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesSingleEnemygendarmerie_male //~ } //~ Response TLK_CW.SeesEnemiesMultiplegendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_multiple_enemies_07.vcd" //~ } //~ Rule TLK_CW.SeesEnemiesMultiplegendarmerie_male //~ { //~ criteria TLK_CW.SeesEnemiesMultiple Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesEnemiesMultiplegendarmerie_male //~ } //~ ////////////////// Chat wheel section responses //~ Response TLK_CW.Thanksgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_thankful_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_thankful_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_thankful_04.vcd" //~ } //~ Rule TLK_CW.Thanksgendarmerie_male //~ { //~ criteria TLK_CW.Thanks Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.Thanksgendarmerie_male //~ } //~ Response TLK_CW.Sorrygendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_sorry_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_sorry_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_sorry_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_sorry_04.vcd" //~ } //~ Rule TLK_CW.Sorrygendarmerie_male //~ { //~ criteria TLK_CW.Sorry Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.Sorrygendarmerie_male //~ } //~ Response TLK_CW.Complimentgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_compliment_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_compliment_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_compliment_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_compliment_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_compliment_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_compliment_06.vcd" //~ } //~ Rule TLK_CW.Complimentgendarmerie_male //~ { //~ criteria TLK_CW.Compliment Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.Complimentgendarmerie_male //~ } //~ Response TLK_CW.Agreegendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_agree_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_agree_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_agree_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_agree_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_agree_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_agree_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_08.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_09.vcd" //~ scene "scenes/gendarmerie_male/fm1_affirmation_10.vcd" //~ } //~ Rule TLK_CW.Agreegendarmerie_male //~ { //~ criteria TLK_CW.Agree Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.Agreegendarmerie_male //~ } //~ Response TLK_CW.Disagreegendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_disagree_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_disagree_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_disagree_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_disagree_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_disagree_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_disagree_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_negative_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_negative_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_negative_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_negative_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_negative_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_negative_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_negative_07.vcd" //~ } //~ Rule TLK_CW.Disagreegendarmerie_male //~ { //~ criteria TLK_CW.Disagree Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.Disagreegendarmerie_male //~ } //~ //////////////////////////// Chat wheel section commands //~ Response TLK_CW.GoGoGogendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_move_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_08.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_09.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_10.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_move_11.vcd" //~ } //~ Rule TLK_CW.GoGoGogendarmerie_male //~ { //~ criteria TLK_CW.GoGoGo Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.GoGoGogendarmerie_male //~ } //~ Response TLK_CW.FollowingYougendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_following_friend_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_following_friend_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_following_friend_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_following_friend_04.vcd" //~ } //~ Rule TLK_CW.FollowingYougendarmerie_male //~ { //~ criteria TLK_CW.FollowingYou Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.FollowingYougendarmerie_male //~ } //~ //////////////////////////// Chat wheel section report //~ Response TLK_CW.SeesEnemygendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_sees_enemy_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_enemy_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_enemy_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_enemy_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_enemy_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_enemy_06.vcd" //~ } //~ Rule TLK_CW.SeesEnemygendarmerie_male //~ { //~ criteria TLK_CW.SeesEnemy Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.SeesEnemygendarmerie_male //~ } //~ Response TLK_CW.NeedBackupgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_request_backup_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_backup_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_backup_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_help_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_help_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_help_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_help_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_help_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_request_help_06.vcd" //~ } //~ Rule TLK_CW.NeedBackupgendarmerie_male //~ { //~ criteria TLK_CW.NeedBackup Isgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1,SaidHelpgendarmerie_male:1:3" //~ applycontexttoworld //~ Response TLK_CW.NeedBackupgendarmerie_male //~ } //~ Response TLK_CW.SectorCleargendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_sees_area_clear_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_area_clear_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_area_clear_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_area_clear_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_area_clear_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_sees_area_clear_06.vcd" //~ } //~ Rule TLK_CW.SectorCleargendarmerie_male //~ { //~ criteria TLK_CW.SectorClear Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.SectorCleargendarmerie_male //~ } //~ Response TLK_CW.InPositiongendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_in_position_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_in_position_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_in_position_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_in_position_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_in_position_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_in_position_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_in_position_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_in_position_08.vcd" //~ } //~ Rule TLK_CW.InPositiongendarmerie_male //~ { //~ criteria TLK_CW.InPosition Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.InPositiongendarmerie_male //~ } //~ Response TLK_CW.HeardNoisegendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_heard_sound_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_heard_sound_03.vcd" //~ } //~ Rule TLK_CW.HeardNoisegendarmerie_male //~ { //~ criteria TLK_CW.HeardNoise Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.HeardNoisegendarmerie_male //~ } //~ Response TLK_CW.PepTalkgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_round_start_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_08.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_09.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_10.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_start_11.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_losing_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_losing_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_winning_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_round_winning_06.vcd" //~ } //~ Rule TLK_CW.PepTalkgendarmerie_male //~ { //~ criteria TLK_CW.PepTalk Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.PepTalkgendarmerie_male //~ } //~ Response TLK_CW.Cheergendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_cheer_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_cheer_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_cheer_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_cheer_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_cheer_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_cheer_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_compliment_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_compliment_08.vcd" //~ } //~ Rule TLK_CW.Cheergendarmerie_male //~ { //~ criteria TLK_CW.Cheer Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.Cheergendarmerie_male //~ } //~ Response BarelyDefusedgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_close_call_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_close_call_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_close_call_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_close_call_04.vcd" //~ } //~ Rule BarelyDefusedgendarmerie_male //~ { //~ criteria TLK_BarelyDefused Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkfbihrt_fem:1:1" //~ applycontexttoworld //~ Response BarelyDefusedgendarmerie_male //~ } //~ Response TLK_CW.IFixBombgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_defusing_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_defusing_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_defusing_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_defusing_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_defusing_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_defusing_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_defusing_06.vcd" //~ } //~ Rule TLK_CW.IFixBombgendarmerie_male //~ { //~ criteria TLK_CW.IFixBomb Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.IFixBombgendarmerie_male //~ } //~ Response TLK_CW.YouFixBombgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_cover_defuse_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_cover_defuse_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_cover_defuse_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_cover_defuse_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_cover_defuse_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_cover_defuse_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_cover_defuse_07.vcd" //~ scene "scenes/gendarmerie_male/fm1_cover_defuse_08.vcd" //~ } //~ Rule TLK_CW.YouFixBombgendarmerie_male //~ { //~ criteria TLK_CW.YouFixBomb Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.YouFixBombgendarmerie_male //~ } //~ Response TLK_CW.BombAtgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_guarding_live_bomb_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_guarding_live_bomb_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_guarding_live_bomb_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_guarding_live_bomb_04.vcd" //~ } //~ Rule TLK_CW.BombAtgendarmerie_male //~ { //~ criteria TLK_CW.BombAt Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.BombAtgendarmerie_male //~ } //~ Response TLK_CW.OMWgendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_omw_position_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_omw_position_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_omw_position_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_omw_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_omw_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_omw_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_omw_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_omw_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_omw_06.vcd" //~ } //~ Rule TLK_CW.OMWgendarmerie_male //~ { //~ criteria TLK_CW.OMW Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.OMWgendarmerie_male //~ } //~ Response TLK_CW.CoveringYougendarmerie_male //~ { //~ scene "scenes/gendarmerie_male/fm1_covering_friend_01.vcd" //~ scene "scenes/gendarmerie_male/fm1_covering_friend_02.vcd" //~ scene "scenes/gendarmerie_male/fm1_covering_friend_03.vcd" //~ scene "scenes/gendarmerie_male/fm1_covering_friend_04.vcd" //~ scene "scenes/gendarmerie_male/fm1_covering_friend_05.vcd" //~ scene "scenes/gendarmerie_male/fm1_covering_friend_06.vcd" //~ scene "scenes/gendarmerie_male/fm1_covering_friend_07.vcd" //~ } //~ Rule TLK_CW.CoveringYougendarmerie_male //~ { //~ criteria TLK_CW.CoveringYou Isgendarmerie_male IsTalkgendarmerie_male //~ ApplyContext "Talkgendarmerie_male:1:1" //~ applycontexttoworld //~ Response TLK_CW.CoveringYougendarmerie_male //~ }