//============================================================================================================ // Vortigaunt criteria //============================================================================================================ criterion "IsVortigaunt" "classname" "npc_vortigaunt" required criterion "VortigauntCure" concept" "VORT_CURE" required criterion "VortigauntCureStop" "concept" "VORT_CURESTOP" required criterion "VortigauntCureInterrupt" "concept" "VORT_CURE_INTERRUPT" required criterion "VortigauntAttack" "concept" "VORT_ATTACK" required criterion "VortigauntMad" "concept" "VORT_MAD" required criterion "VortigauntShot" "concept" "VORT_SHOT" required criterion "VortigauntPain" "concept" "VORT_PAIN" required criterion "VortigauntDie" "concept" "VORT_DIE" required criterion "VortigauntKill" "concept" "VORT_KILL" required criterion "VortigauntLineOfFire" "concept" "VORT_LINE_FIRE" required criterion "VortigauntPOk" "concept" "VORT_POK" required criterion "VortigauntExtractBugbait" "concept" "VORT_EXTRACT_START" required criterion "VortigauntExtractBugbaitFinish" "concept" "VORT_EXTRACT_FINISH" required criterion "VortNagKeepMovingOutland_11" "concept" "TLK_VortNag_KeepMoving" required criterion "NotUsedVortResponse01" "UsedVortResponse01" "!=1" "required" weight 0 //============================================================================================================ // Vortigaunt Level Plus Use //============================================================================================================ response VortUseEverywhere { scene "scenes/npc/vortigaunt/vort_affirmed.vcd" scene "scenes/npc/vortigaunt/vort_vortigese05.vcd" scene "scenes/npc/vortigaunt/vort_beofservice.vcd" scene "scenes/npc/vortigaunt/vort_vort_chant21.vcd" scene "scenes/npc/vortigaunt/vort_certainly.vcd" scene "scenes/npc/vortigaunt/vort_vort_chant05.vcd" scene "scenes/npc/vortigaunt/vort_forthefm.vcd" scene "scenes/npc/vortigaunt/vort_freeman.vcd" scene "scenes/npc/vortigaunt/vort_vort_mant04.vcd" scene "scenes/npc/vortigaunt/vort_vort_livetoserve.vcd" } rule VortUseEverywhere { criteria IsVortigaunt ConceptTalkUse NotUsedVortResponse NotInCombat applycontext "UsedVortResponse:1:20" response VortUseEverywhere } response "VortTalkUse01" { scene "scenes/npc/vortigaunt/vort_leadus.vcd" scene "scenes/npc/vortigaunt/vort_leadon.vcd" sequential norepeat } rule VortTalkUse01 { criteria IsVortigaunt ConceptTalkUse IsMap_ep2_outland_01 NotUsedVortResponse01 NotUsedVortResponse NotInCombat applycontext "UsedVortResponse:1:20,UsedVortResponse01:1:30" response VortTalkUse01 } response "VortLabUsedisable11" { scene "scenes\outland_11\vort_silo_maghonor02.vcd" scene "scenes\outland_11\vort_silo_maghonor03.vcd" scene "scenes\eli_lab\vort_elab_goaway.vcd" } rule IsVortLabUseDisable11 { criteria ConceptTalkUse IsVortLabUseDisable NPCIdle NotUsedVortResponse IsMap_ep2_outland_11 applycontext "UsedVortResponse:1:20" response VortLabUsedisable11 } //------------------------------------------------------------------------------------------------------------ criterion "IsNotVortNoticedHurt" "VortNoticedHurt" "!=1" required response "VortNoticeHurt" { NOREPEAT scene "scenes/npc/vortigaunt/vort_combat_combined01.vcd" scene "scenes/npc/vortigaunt/vort_combat_combined02.vcd" } rule VortNoticeHurt { criteria IsVortigaunt ConceptTalkPlayerHurt NoRecentCombatShort IsMap_ep3_outland_03 IsNotVortNoticedHurt PlayerWounded applycontext "VortNoticedHurt:1:300" response VortNoticeHurt } //TLK_VORTIGAUNT_DISPEL response "VortAntlionCombatStart" { scene "scenes/npc/vortigaunt/vort_alert_antlions.vcd" respeakdelay 30 scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30 scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 0 } rule VortAntlionCombatStart { criteria IsVortigaunt ConceptStartCombat EnemyIsAntLion response VortAntlionCombatStart } response "VortAntlionCombatStart2" { scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30 scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 30 } rule VortAntlionCombatStart2 { criteria IsVortigaunt ConceptStartCombat response VortAntlionCombatStart2 } response "VortAntlionAttack" { scene "scenes/npc/vortigaunt/vort_vortigese03.vcd" respeakdelay 15 scene "scenes/npc/vortigaunt/vort_vortigese05.vcd" respeakdelay 15 scene "scenes/npc/vortigaunt/vort_vortigese09.vcd" respeakdelay 15 } rule VortAntlionAttack { criteria IsVortigaunt ConceptTalkAttacking applycontext "VortKill:1:10" response VortAntlionAttack } response "VortigauntPain" { scene "scenes/npc/vortigaunt/vort_vortigese04.vcd" respeakdelay 30 scene "scenes/npc/vortigaunt/vort_vortigese07.vcd" respeakdelay 30 scene "scenes/npc/vortigaunt/vort_vortigese08.vcd" respeakdelay 30 } rule VortigauntPain { criteria IsVortigaunt VortigauntPain response VortigauntPain } criterion "contextvortkill" "VortKill" "1" required response "VortigauntRangedKill" { scene "scenes/npc/vortigaunt/vort_returntoall.vcd" respeakdelay 15 scene "scenes/npc/vortigaunt/vort_yes.vcd" respeakdelay 15 scene "scenes/npc/vortigaunt/vort_tethercut.vcd" respeakdelay 15 scene "scenes/npc/vortigaunt/vort_passon.vcd" respeakdelay 15 scene "scenes/npc/vortigaunt/returnvoid.vcd" respeakdelay 15 } rule VortigauntRangedKill { criteria IsVortigaunt ConceptEnemyDead applycontext "VortKill:1:15" response VortigauntRangedKill } criterion "NotVortPostKill" "VortPostKill" "!=1" required response "VortCombatFun" { NOREPEAT scene "scenes/npc/vortigaunt/vort_prevail.vcd" scene "scenes/npc/vortigaunt/vort_goodfightwithus.vcd" scene "scenes/npc/vortigaunt/vort_killsformidable.vcd" scene "scenes/npc/vortigaunt/vort_goodtogether.vcd" } rule VortCombatFun { criteria IsVortigaunt IsMap_ep3_outland_03 ConceptPlayerKilledNPC contextvortkill NotVortPostKill applycontext "VortPostKill:1:80" response VortCombatFun } criterion "NotVortCompliment" "VortCompliment" "!=1" required response "VortCombatCompliment" { scene "scenes/npc/vortigaunt/vort_excellent.vcd" scene "scenes/npc/vortigaunt/vort_excellentshooting.vcd" scene "scenes/npc/vortigaunt/vort_excellentshot.vcd" scene "scenes/npc/vortigaunt/vort_exceptional.vcd" } rule VortCombatCompliment { criteria IsVortigaunt ConceptPlayerKilledNPC ContextPlayer1Shot NotVortCompliment applycontext "VortCompliment:1:60" response VortCombatCompliment } //response "Vort03Test" //{ // scene "scenes/outland_02/vort_pre_revive_nag01.vcd" // scene "scenes/outland_02/vort_pre_revive_nag02.vcd" // scene "scenes/outland_02/vort_pre_revive_nag03.vcd" // scene "scenes/outland_02/vort_pre_revive_nag04.vcd" // scene "scenes/outland_02/vort_pre_revive_nag05.vcd" //} // //rule Vort03Test //{ // criteria IsVortigaunt IsMap_ep3_outland_03 ConceptTalkLook // response Vort03Test //} criterion "VortsNagPlayerAlyxHealOutland02" "OUTLAND_02_VORTS_NAG_PLAYER" "1" required response "NagPlayerHealAlyxVort" { scene "scenes/outland_02/vort_pre_revive_nag01.vcd" scene "scenes/outland_02/vort_pre_revive_nag02.vcd" scene "scenes/outland_02/vort_pre_revive_nag03.vcd" scene "scenes/outland_02/vort_pre_revive_nag04.vcd" scene "scenes/outland_02/vort_pre_revive_nag05.vcd" } rule NagPlayerHealAlyxVort { criteria IsVortigaunt ConceptVortsNagPlayerAlyxHealOutland02 response NagPlayerHealAlyxVort } criterion "VortAskingForHelp" "SaidProtectUs" "!=1" "required" weight 0 response "VortUnderAttackVort" { scene "scenes/outland_02/vort_turret_weneedhelpcometous.vcd" scene "scenes/outland_02/vort_turret_weareunderattackdefendus.vcd" scene "scenes/outland_02/vort_turret_defendus.vcd" scene "scenes/outland_02/vort_turret_protectalyx.vcd" scene "scenes/outland_02/vort_turret_protectus.vcd" } rule VortUnderAttackVort { criteria IsVortigaunt VortigauntPain IsVortHealingAlyx VortAskingForHelp applycontext "SaidProtectUs:1:2,VortNeedsHelp:1:10" response VortUnderAttackVort } response "NagPlayerKeepMovingOutland_11Vort" { scene "scenes/outland_11/vort_fmadvance.vcd" scene "scenes/outland_11/vort_hastefm.vcd" scene "scenes/outland_11/vort_fmmustmove.vcd" } rule NagPlayerKeepMovingOutland_11Vort { criteria IsVortigaunt PlayerNear VortNagKeepMovingOutland_11 response NagPlayerKeepMovingOutland_11Vort } //============================================================================================================ // Vortigaunt Hello speech //============================================================================================================ response "VortigauntHello" { // scene "scenes/npc/vortigaunt/wellmet.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/isitthefm.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/itisthefm.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/thefreeman.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/beofservice.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/greetingsfm.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/neuroprints.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/salute.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/trulyitis.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/takeus.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/webeofuse.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/corporeal.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/seebeforeoureye.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/morethanmeets.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/weknowyou.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/putaside.vcd" delay "3,3.5" speakonce // scene "scenes/npc/vortigaunt/mystery.vcd" delay "3,3.5" speakonce } rule VortigauntTlkHello { criteria IsVortigaunt ConceptTalkHello PlayerNear SeePlayer response VortigauntHello } //------------------------------------------------------------------------------------------------------------ rule VortigauntPlayerHello { criteria IsVortigaunt ConceptTalkPHello response NullResponse } //============================================================================================================ // Vortigaunt Questions & Responses speech //============================================================================================================ response "VortigauntQuestion" { // scene "scenes/npc/vortigaunt/vques01.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques02.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques03.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques04.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques05.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques06.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques07.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques08.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques09.vcd" delay 1 // scene "scenes/npc/vortigaunt/vques10.vcd" delay 1 // } rule VortigauntTlkQuestion { criteria IsVortigaunt ConceptTalkQuestion response VortigauntQuestion } //------------------------------------------------------------------------------------------------------------ response "VortigauntAnswer" { // scene "scenes/npc/vortigaunt/vanswer01.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer02.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer03.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer04.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer05.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer06.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer07.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer08.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer09.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer10.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer11.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer12.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer13.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer14.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer15.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer16.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer17.vcd" delay 1 // scene "scenes/npc/vortigaunt/vanswer18.vcd" delay 1 } rule VortigauntTlkAnswer { criteria IsVortigaunt ConceptTalkAnswer response VortigauntAnswer } //------------------------------------------------------------------------------------------------------------ response "VortigauntTalkUse" { sequential norepeat } rule VortigauntTalkUse { criteria IsVortigaunt ConceptTalkUse response VortigauntTalkUse } //============================================================================================================ // Vortigaunt Combat speech //============================================================================================================ response "VortigauntCure" { scene "scenes/npc/vortigaunt/allowrecharge.vcd" defaultdelay scene "scenes/npc/vortigaunt/wewillcharge.vcd" defaultdelay scene "scenes/npc/vortigaunt/fmcanuse.vcd" defaultdelay scene "scenes/npc/vortigaunt/here.vcd" defaultdelay scene "scenes/npc/vortigaunt/acceptenergy.vcd" defaultdelay scene "scenes/npc/vortigaunt/holdstill.vcd" defaultdelay scene "scenes/npc/vortigaunt/acceptcharge.vcd" defaultdelay scene "scenes/npc/vortigaunt/weshare.vcd" defaultdelay scene "scenes/npc/vortigaunt/prepare.vcd" defaultdelay } rule VortigauntCure { criteria IsVortigaunt VortigauntCure response VortigauntCure } //------------------------------------------------------------------------------------------------------------ response "VortigauntCureStop" { scene "scenes/npc/vortigaunt/allwecanspare.vcd" defaultdelay scene "scenes/npc/vortigaunt/allfornow.vcd" defaultdelay scene "scenes/npc/vortigaunt/thatisall.vcd" defaultdelay scene "scenes/npc/vortigaunt/done.vcd" defaultdelay scene "scenes/npc/vortigaunt/keepfmsafe.vcd" defaultdelay } rule VortigauntCureStop { criteria IsVortigaunt VortigauntCureStop response VortigauntCureStop } //------------------------------------------------------------------------------------------------------------ response "VortigauntCureInterrupt" { scene "scenes/npc/vortigaunt/holdorcantcharge.vcd" defaultdelay scene "scenes/npc/vortigaunt/hold.vcd" defaultdelay scene "scenes/npc/vortigaunt/halt.vcd" defaultdelay scene "scenes/npc/vortigaunt/fmstandstill.vcd" defaultdelay scene "scenes/npc/vortigaunt/ifyoumove.vcd" defaultdelay scene "scenes/npc/vortigaunt/movingtarget.vcd" defaultdelay } rule VortigauntCureInterrupt { criteria IsVortigaunt VortigauntCureInterrupt response VortigauntCureInterrupt } //------------------------------------------------------------------------------------------------------------ response "VortigauntAttack" { scene "scenes/npc/vortigaunt/tothevoid.vcd" defaultdelay scene "scenes/npc/vortigaunt/allinoneinall.vcd" defaultdelay scene "scenes/npc/vortigaunt/giveover.vcd" defaultdelay scene "scenes/npc/vortigaunt/weclaimyou.vcd" defaultdelay scene "scenes/npc/vortigaunt/undeserving.vcd" defaultdelay scene "scenes/npc/vortigaunt/satisfaction.vcd" defaultdelay scene "scenes/npc/vortigaunt/regrettable.vcd" defaultdelay scene "scenes/npc/vortigaunt/allowme.vcd" defaultdelay scene "scenes/npc/vortigaunt/livetoserve.vcd" defaultdelay scene "scenes/npc/vortigaunt/returnvoid.vcd" defaultdelay } rule VortigauntAttack { criteria IsVortigaunt VortigauntAttack response VortigauntAttack } //------------------------------------------------------------------------------------------------------------ response "VortigauntMad" { // sentence "VORT_MAD" soundlevel "SNDLVL_NORM" delay "4" } rule VortigauntMad { criteria IsVortigaunt VortigauntMad response VortigauntMad } //------------------------------------------------------------------------------------------------------------ response "VortigauntShot" { // sentence "VORT_SHOT" soundlevel "SNDLVL_NORM" delay "4" } rule VortigauntShot { criteria IsVortigaunt VortigauntShot response VortigauntShot } //------------------------------------------------------------------------------------------------------------ //response "VortigauntPain" //{ // sentence "VORT_PAIN" defaultdelay //} //rule VortigauntPain //{ // criteria IsVortigaunt VortigauntPain // response VortigauntPain //} //------------------------------------------------------------------------------------------------------------ response "VortigauntDie" { // sentence "VORT_DIE" defaultdelay } rule VortigauntDie { criteria IsVortigaunt VortigauntDie response VortigauntDie } //------------------------------------------------------------------------------------------------------------ response "VortigauntKill" { scene "scenes/npc/vortigaunt/forthefm.vcd" delay 4 scene "scenes/npc/vortigaunt/forfreedom.vcd" delay 4 scene "scenes/npc/vortigaunt/tethercut.vcd" delay 4 scene "scenes/npc/vortigaunt/troubleus.vcd" delay 4 scene "scenes/npc/vortigaunt/dreamed.vcd" delay 4 scene "scenes/npc/vortigaunt/energyempower.vcd" delay 4 scene "scenes/npc/vortigaunt/empowerus.vcd" delay 4 scene "scenes/npc/vortigaunt/surge.vcd" delay 4 scene "scenes/npc/vortigaunt/yes.vcd" delay 4 scene "scenes/npc/vortigaunt/passon.vcd" delay 4 scene "scenes/npc/vortigaunt/nodenexus.vcd" delay 4 scene "scenes/npc/vortigaunt/returntoall.vcd" delay 4 } rule VortigauntKill { criteria IsVortigaunt VortigauntKill response VortigauntKill } //------------------------------------------------------------------------------------------------------------ response "VortigauntLineOfFire" { scene "scenes/npc/vortigaunt/cautionfm.vcd" delay 4 scene "scenes/npc/vortigaunt/caution.vcd" delay 4 scene "scenes/npc/vortigaunt/fmbeware.vcd" delay 4 scene "scenes/npc/vortigaunt/ware.vcd" delay 4 scene "scenes/npc/vortigaunt/fmmustbeware.vcd" delay 4 scene "scenes/npc/vortigaunt/warefm.vcd" delay 4 scene "scenes/npc/vortigaunt/fminway.vcd" delay 4 scene "scenes/npc/vortigaunt/standclear.vcd" delay 4 scene "scenes/npc/vortigaunt/fmmustmove.vcd" delay 4 scene "scenes/npc/vortigaunt/warningfm.vcd" delay 4 scene "scenes/npc/vortigaunt/cannotfire.vcd" delay 4 } rule VortigauntLineOfFire { criteria IsVortigaunt VortigauntLineOfFire response VortigauntLineOfFire } //------------------------------------------------------------------------------------------------------------ response "VortigauntPOk" { // sentence "VORT_POK" soundlevel "SNDLVL_NORM" delay "2" } rule VortigauntPOk { criteria IsVortigaunt VortigauntPOk response VortigauntLineOfFire } //============================================================================================================ // Vortigaunt Misc speech //============================================================================================================ response "VortigauntIdle" { // scene "scenes/npc/vortigaunt/poet.vcd" // scene "scenes/npc/vortigaunt/hopeless.vcd" // scene "scenes/npc/vortigaunt/alldear.vcd" // scene "scenes/npc/vortigaunt/prevail.vcd" // scene "scenes/npc/vortigaunt/seenworse.vcd" // scene "scenes/npc/vortigaunt/persevere.vcd" // scene "scenes/npc/vortigaunt/worthless.vcd" // scene "scenes/npc/vortigaunt/whereto.vcd" } rule VortigauntTlkIdle { criteria IsVortigaunt ConceptTalkIdle response VortigauntIdle } //------------------------------------------------------------------------------------------------------------ rule VortigauntPlayerIdle { criteria IsVortigaunt ConceptTalkPIdle response NullResponse } //------------------------------------------------------------------------------------------------------------ response "VortigauntStare" { // scene "scenes/npc/vortigaunt/optical.vcd" // scene "scenes/npc/vortigaunt/unclear.vcd" // scene "scenes/npc/vortigaunt/opaque.vcd" // scene "scenes/npc/vortigaunt/rememberus.vcd" // scene "scenes/npc/vortigaunt/stillhere.vcd" // scene "scenes/npc/vortigaunt/calm.vcd" } rule VortigauntTlkStare { criteria IsVortigaunt ConceptTalkStare response VortigauntStare } //------------------------------------------------------------------------------------------------------------ response "VortigauntOk" { scene "scenes/npc/vortigaunt/itishonor.vcd" scene "scenes/npc/vortigaunt/wehonored.vcd" scene "scenes/npc/vortigaunt/ourhonor.vcd" scene "scenes/npc/vortigaunt/honorfollow.vcd" scene "scenes/npc/vortigaunt/accompany.vcd" scene "scenes/npc/vortigaunt/gladly.vcd" scene "scenes/npc/vortigaunt/pleasure.vcd" scene "scenes/npc/vortigaunt/wefollowfm.vcd" scene "scenes/npc/vortigaunt/honorours.vcd" scene "scenes/npc/vortigaunt/gloriousend.vcd" scene "scenes/npc/vortigaunt/bodyyours.vcd" scene "scenes/npc/vortigaunt/allwehave.vcd" scene "scenes/npc/vortigaunt/weareyours.vcd" scene "scenes/npc/vortigaunt/dedicate.vcd" scene "scenes/npc/vortigaunt/mutual.vcd" scene "scenes/npc/vortigaunt/leadus.vcd" scene "scenes/npc/vortigaunt/onward.vcd" scene "scenes/npc/vortigaunt/forward.vcd" scene "scenes/npc/vortigaunt/propitious.vcd" scene "scenes/npc/vortigaunt/leadon.vcd" scene "scenes/npc/vortigaunt/fmhonorsus.vcd" scene "scenes/npc/vortigaunt/fmdoesushonor.vcd" scene "scenes/npc/vortigaunt/yesforward.vcd" scene "scenes/npc/vortigaunt/wewillhelp.vcd" scene "scenes/npc/vortigaunt/assent.vcd" } rule VortigauntTlkStartFollow { criteria IsVortigaunt ConceptTalkStartFollow response VortigauntOk } //------------------------------------------------------------------------------------------------------------ response "VortigauntWait" { scene "scenes/npc/vortigaunt/canconvince.vcd" scene "scenes/npc/vortigaunt/fmknowsbest.vcd" scene "scenes/npc/vortigaunt/willremain.vcd" scene "scenes/npc/vortigaunt/fearfailed.vcd" scene "scenes/npc/vortigaunt/servebetterhere.vcd" scene "scenes/npc/vortigaunt/certainly.vcd" scene "scenes/npc/vortigaunt/herewestay.vcd" scene "scenes/npc/vortigaunt/asyouwish.vcd" scene "scenes/npc/vortigaunt/ourplacehere.vcd" scene "scenes/npc/vortigaunt/affirmed.vcd" } rule VortigauntTlkStopFollow { criteria IsVortigaunt ConceptTalkStopFollow response VortigauntWait } //------------------------------------------------------------------------------------------------------------ response "VortigauntStop" { // sentence "VORT_STOP" delay "2,2.5" soundlevel "SNDLVL_NORM" } rule VortigauntTlkStop { criteria IsVortigaunt ConceptTalkStop response VortigauntStop } //------------------------------------------------------------------------------------------------------------ response "VortigauntScared" { // sentence "VORT_SCARED" delay "0,0.4" } rule VortigauntTlkNoShoot { criteria IsVortigaunt ConceptTalkNoShoot response VortigauntScared } //------------------------------------------------------------------------------------------------------------ response "VortigauntCureA" { // sentence "VORT_CUREA" defaultdelay speakonce } rule VortigauntPlayerHurt1 { criteria IsVortigaunt ConceptTalkPlayerHurt1 response VortigauntCureA } //------------------------------------------------------------------------------------------------------------ response "VortigauntCureB" { // sentence "VORT_CUREB" defaultdelay speakonce } rule VortigauntPlayerHurt2 { criteria IsVortigaunt ConceptTalkPlayerHurt2 response VortigauntCureB } //------------------------------------------------------------------------------------------------------------ response "VortigauntCureC" { // sentence "VORT_CUREC" defaultdelay speakonce } rule VortigauntPlayerHurt3 { criteria IsVortigaunt ConceptTalkPlayerHurt3 response VortigauntCureC } //------------------------------------------------------------------------------------------------------------ response "VortigauntPQuest" { // sentence "VORT_PQUEST" defaultdelay } rule VortigauntPlayerQuestion { criteria IsVortigaunt ConceptTalkPQuestion response VortigauntPQuest } //------------------------------------------------------------------------------------------------------------ response "VortigauntSmell" { // sentence "VORT_SMELL" defaultdelay respeakdelay "60" } rule VortigauntTlkSmell { criteria IsVortigaunt ConceptTalkSmell response VortigauntSmell } //------------------------------------------------------------------------------------------------------------ response "VortigauntWound" { // sentence "VORT_WOUND" speakonce defaultdelay } rule VortigauntTlkWound { criteria IsVortigaunt ConceptTalkWound response VortigauntWound } //------------------------------------------------------------------------------------------------------------ response "VortigauntMortal" { // sentence "VORT_MORTAL" speakonce defaultdelay } rule VortigauntTlkMortal { criteria IsVortigaunt ConceptTalkMortal response VortigauntMortal } //============================================================================================================ // Vortigaunt Leader speech (a vortigaunt that's leading the player somewhere) //============================================================================================================ response "VortigauntLeadStart" { scene "scenes/npc/vortigaunt/fmmustfollow.vcd" } rule VortigauntLeadStart { criteria IsVortigaunt ConceptLeadStart response VortigauntLeadStart } //------------------------------------------------------------------------------------------------------------ response "VortigauntLeadCatchup" { scene "scenes/npc/vortigaunt/yesforward.vcd" scene "scenes/npc/vortigaunt/followfm.vcd" } rule VortigauntLeadCatchup { criteria IsVortigaunt ConceptLeadCatchup response VortigauntLeadCatchup } //============================================================================================================ // Vortigaunt coast specific speech //============================================================================================================ response "VortigauntExtractBugbait" { scene "scenes/coast/bugbait/vort_extract01.vcd" defaultdelay } rule VortigauntTlkExtractBugbait { criteria IsVortigaunt VortigauntExtractBugbait response VortigauntExtractBugbait } //------------------------------------------------------------------------------------------------------------ response "VortigauntExtractBugbaitFinish" { scene "scenes/coast/bugbait/vort_podsforyou01.vcd" defaultdelay } rule VortigauntTlkExtractBugbaitFinish { criteria IsVortigaunt VortigauntExtractBugbaitFinish response VortigauntExtractBugbaitFinish } //------------------------------------------------------------------------------------------------------------ response "VortigauntGetBugbait" { scene "scenes/coast/bugbait/vort_podnag.vcd" defaultdelay } rule VortigauntTlkLeadGetBugbait { criteria IsVortigaunt ConceptLeadMissingWeapon response VortigauntGetBugbait }