//-------------------------------------------------------------------------------------------------------------- // Orator Response Rule File //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // AutoConvo //-------------------------------------------------------------------------------------------------------------- Response c1m1_elevator_readyOrator { scene "scenes/npcs/orator_blank.vcd" then any c1m1_elevator_ready2 foo:0 0 // } Rule c1m1_elevator_readyOrator { criteria Conceptc1m1_elevator_ready AutoIsNotScavenge AutoIsNotSurvival Response c1m1_elevator_readyOrator } Response Playerc1m1_elevator_startOrator { scene "scenes/npcs/orator_blank.vcd" then any _C1M1_ElevatorHello01 foo:0 0.01 // } Rule Playerc1m1_elevator_startOrator { criteria Conceptc1m1_elevator_start AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidc1m1_elevator_start:1:0,Talk:1:30" applycontexttoworld Response Playerc1m1_elevator_startOrator } Response PlayerC1M2ColaInDoorOrator { scene "scenes/npcs/orator_blank.vcd" then self C1M2ClearingPath foo:0 5 // } Rule PlayerC1M2ColaInDoorOrator { criteria ConceptC1M2ColaInDoor IsNotSaidC1M2ColaInDoor AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2ColaInDoor:1:0" applycontexttoworld Response PlayerC1M2ColaInDoorOrator } //-------------------------------------------------------------------------------------------------------------- // C1M2 //-------------------------------------------------------------------------------------------------------------- Response C1M2InsideGunShopCoach { scene "scenes/npcs/orator_blank.vcd" then coach C1M2InsideGunShop2 foo:0 0 //Blank } Rule C1M2InsideGunShopCoach { criteria ConceptC1M2InsideGunShop PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M2InsideGunShopCoach } Response C1M2InsideGunShopGambler { scene "scenes/npcs/orator_blank.vcd" then gambler C1M2InsideGunShop2 foo:0 0 //Blank } Rule C1M2InsideGunShopGambler { criteria ConceptC1M2InsideGunShop PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M2InsideGunShopGambler } Response C1M2InsideGunShopMechanic { scene "scenes/npcs/orator_blank.vcd" then mechanic C1M2InsideGunShop2 foo:0 0 //Blank } Rule C1M2InsideGunShopMechanic { criteria ConceptC1M2InsideGunShop PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival Response C1M2InsideGunShopMechanic } Response C1M2InsideGunShopProducer { scene "scenes/npcs/orator_blank.vcd" then producer C1M2InsideGunShop2 foo:0 0 //Blank } Rule C1M2InsideGunShopProducer { criteria ConceptC1M2InsideGunShop PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M2InsideGunShopProducer } Response C1M2TankerAttackOrator { scene "scenes/npcs/orator_blank.vcd" then any C1M2TankerAttack2 foo:0 3 // } Rule C1M2TankerAttackOrator { criteria ConceptC1M2TankerAttack IsNotSaidC1M2TankerAttack AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2TankerAttack:1:0" applycontexttoworld Response C1M2TankerAttackOrator } Response WhitakerC1M2ClearingPath { scene "scenes/npcs/orator_blank.vcd" // } Rule WhitakerC1M2ClearingPath { criteria ConceptC1M2ClearingPath AutoIsNotScavenge AutoIsNotSurvival Response WhitakerC1M2ClearingPath } //-------------------------------------------------------------------------------------------------------------- // C2M3 //-------------------------------------------------------------------------------------------------------------- Response c2m3CloseToSafeHouseOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule c2m3CloseToSafeHouseOrator { criteria Conceptc2m3CloseToSafeHouse AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_OkSafehouse:1:0" applycontexttoworld Response c2m3CloseToSafeHouseOrator } Response c2m3NearRubbleOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule c2m3NearRubbleOrator { criteria Conceptc2m3NearRubble AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_TeamNearCoaster:1:0,_auto_OutOfTunnel:1:0" applycontexttoworld Response c2m3NearRubbleOrator } Response c2m3OutOfRubbleOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule c2m3OutOfRubbleOrator { criteria Conceptc2m3OutOfRubble AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_TeamNearCoaster:0:0,_auto_OutOfTunnel:1:0" applycontexttoworld Response c2m3OutOfRubbleOrator } //-------------------------------------------------------------------------------------------------------------- // C2M4 //-------------------------------------------------------------------------------------------------------------- Response c2m4AwayFromGateOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule c2m4AwayFromGateOrator { criteria Conceptc2m4AwayFromGate AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_NearGate:0:0" applycontexttoworld Response c2m4AwayFromGateOrator } Response C2M4NearGateOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C2M4NearGateOrator { criteria ConceptC2M4NearGate AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_NearGate:1:0" applycontexttoworld Response C2M4NearGateOrator } Response Conceptc2m4GateOpenOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule Conceptc2m4GateOpenOrator { criteria Conceptc2m4GateOpen AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_GateOpen:1:0,_auto_TimerLockA:1:1" applycontexttoworld Response Conceptc2m4GateOpenOrator } //-------------------------------------------------------------------------------------------------------------- // C2M5 //-------------------------------------------------------------------------------------------------------------- Response C2M5_Button2Orator { scene "scenes/npcs/orator_blank.vcd" then any C2M5_Button2Yell foo:0 2.0 // } Rule C2M5_Button2Orator { criteria Conceptc2m5Button2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5,WarnMegaMob:1:300,SaidSpecialWarn:1:30,_auto_Button2:1:0" applycontexttoworld Response C2M5_Button2Orator } Response C2M5_OratorBlank01Orator { scene "scenes/npcs/orator_blank.vcd" // } Rule C2M5_OratorBlank01Orator { criteria ConceptC2M5_OratorBlank01 AutoIsNotScavenge AutoIsNotSurvival Response C2M5_OratorBlank01Orator } Response C2M5_OratorBlank02Orator { scene "scenes/npcs/orator_blank.vcd" then any C2M5_lipsync002 foo:0 0.01 // } Rule C2M5_OratorBlank02Orator { criteria ConceptC2M5_OratorBlank02 AutoIsNotScavenge AutoIsNotSurvival Response C2M5_OratorBlank02Orator } Response C2M5ChopperComingOrator { scene "scenes/npcs/orator_blank.vcd" then any C2M5_Choppercoming foo:0 0.1 // } Rule C2M5ChopperComingOrator { criteria ConceptC2m5ChopperComing AutoIsNotScavenge AutoIsNotSurvival Response C2M5ChopperComingOrator } Response C2M5ChopperReadyOrator { scene "scenes/npcs/orator_blank.vcd" then orator C2M5_PilotNag foo:0 0.1 // } Rule C2M5ChopperReadyOrator { criteria ConceptC2m5ChopperReady AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_EscapeReady:1:0" applycontexttoworld Response C2M5ChopperReadyOrator } Response C2M5InArenaOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C2M5InArenaOrator { criteria ConceptC2M5InArena AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_100 ApplyContext "_auto_C2M5InArena:1:0,SrcGrp_C2M5_100:1:0" applycontexttoworld Response C2M5InArenaOrator } //-------------------------------------------------------------------------------------------------------------- // C3M1 //-------------------------------------------------------------------------------------------------------------- Response C3M1FerryEndOrator { scene "scenes/npcs/orator_blank.vcd" then any C3M1FerryEnd2 foo:0 0.01 // } Rule C3M1FerryEndOrator { criteria ConceptC3M1FerryEnd AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_Button2:1:0" applycontexttoworld Response C3M1FerryEndOrator } //-------------------------------------------------------------------------------------------------------------- // C3M4 //-------------------------------------------------------------------------------------------------------------- Response C3M4Button2COrator { scene "scenes/npcs/orator_blank.vcd" then coach C3M4Button201 foo:0 0.01 // } Rule C3M4Button2COrator { criteria ConceptC3M4Button2 PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 ApplyContext "_auto_Button1:1:0,_auto_Button2:1:0" applycontexttoworld Response C3M4Button2COrator } Response C3M4Button2GOrator { scene "scenes/npcs/orator_blank.vcd" then gambler C3M4Button201 foo:0 0.01 // } Rule C3M4Button2GOrator { criteria ConceptC3M4Button2 PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 ApplyContext "_auto_Button1:1:0,_auto_Button2:1:0" applycontexttoworld Response C3M4Button2GOrator } Response C3M4Button2MOrator { scene "scenes/npcs/orator_blank.vcd" then mechanic C3M4Button201 foo:0 0.01 // } Rule C3M4Button2MOrator { criteria ConceptC3M4Button2 PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 ApplyContext "_auto_Button1:1:0,_auto_Button2:1:0" applycontexttoworld Response C3M4Button2MOrator } Response C3M4Button2POrator { scene "scenes/npcs/orator_blank.vcd" then producer C3M4Button201 foo:0 0.01 // } Rule C3M4Button2POrator { criteria ConceptC3M4Button2 PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 ApplyContext "_auto_Button1:1:0,_auto_Button2:1:0" applycontexttoworld Response C3M4Button2POrator } Response C3M4GateExplosionOrator { scene "scenes/npcs/orator_blank.vcd" then any C3M4GateBlow01 foo:0 0.01 // } Rule C3M4GateExplosionOrator { criteria Conceptc3m4GateExplosion AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_GateExploded:1:0" applycontexttoworld Response C3M4GateExplosionOrator } //-------------------------------------------------------------------------------------------------------------- // C4General //-------------------------------------------------------------------------------------------------------------- Response C4BigStormHitsCoachOrator { scene "scenes/npcs/orator_blank.vcd" then Coach _C4_BigStormHits01 foo:0 0.01 // } Rule C4BigStormHitsCoachOrator { criteria Conceptc4_storm_start _auto_NotC4CoachInCover ApplyContext "Talk:1:2,_auto_TimerLockA:1:5,_auto_TimerA:1:25" applycontexttoworld Response C4BigStormHitsCoachOrator } Response C4BigStormHitsGamblerOrator { scene "scenes/npcs/orator_blank.vcd" then Gambler _C4_BigStormHits01 foo:0 0.01 // } Rule C4BigStormHitsGamblerOrator { criteria Conceptc4_storm_start _auto_NotC4GamblerInCover ApplyContext "Talk:1:2,_auto_TimerLockA:1:5,_auto_TimerA:1:25" applycontexttoworld Response C4BigStormHitsGamblerOrator } Response C4BigStormHitsMechanicOrator { scene "scenes/npcs/orator_blank.vcd" then Mechanic _C4_BigStormHits01 foo:0 0.01 // } Rule C4BigStormHitsMechanicOrator { criteria Conceptc4_storm_start _auto_NotC4MechanicInCover ApplyContext "Talk:1:2,_auto_TimerLockA:1:5,_auto_TimerA:1:25" applycontexttoworld Response C4BigStormHitsMechanicOrator } Response C4BigStormHitsProducerOrator { scene "scenes/npcs/orator_blank.vcd" then Producer _C4_BigStormHits01 foo:0 0.01 // } Rule C4BigStormHitsProducerOrator { criteria Conceptc4_storm_start _auto_NotC4ProducerInCover ApplyContext "Talk:1:2,_auto_TimerLockA:1:5,_auto_TimerA:1:25" applycontexttoworld Response C4BigStormHitsProducerOrator } //-------------------------------------------------------------------------------------------------------------- // C4M2 //-------------------------------------------------------------------------------------------------------------- Response C4M2ElevatorHereOrator { scene "scenes/npcs/orator_blank.vcd" then any _c4m2_ElevatorHere01 foo:0 0.01 // } Rule C4M2ElevatorHereOrator { criteria Conceptc4m2_elevator_arrived AutoIsNotScavenge AutoIsNotSurvival ismap_c4m2_sugarmill_a Response C4M2ElevatorHereOrator } Response C4M2EnterCaneCoachOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C4M2EnterCaneCoachOrator { criteria Conceptc4m2_enter_canefield PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival _auto_NotCaneExitedCoach ApplyContext "_auto_CoachInCane:1:0" applycontexttoworld Response C4M2EnterCaneCoachOrator } Rule C4M2EnterCaneGamblerOrator { criteria Conceptc4m2_enter_canefield PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival _auto_NotCaneExitedGambler ApplyContext "_auto_GamblerInCane:1:0" applycontexttoworld Response C4M2EnterCaneCoachOrator } Rule C4M2EnterCaneMechanicOrator { criteria Conceptc4m2_enter_canefield PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotCaneExitedMechanic ApplyContext "_auto_MechanicInCane:1:0" applycontexttoworld Response C4M2EnterCaneCoachOrator } Rule C4M2EnterCaneProducerOrator { criteria Conceptc4m2_enter_canefield PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival _auto_NotCaneExitedProducer ApplyContext "_auto_ProducerInCane:1:0" applycontexttoworld Response C4M2EnterCaneCoachOrator } Response C4M2EnterWitchvilleCoachOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C4M2EnterWitchvilleCoachOrator { criteria Conceptc4m2_enter_witchville PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "CoachInWitchville:1:0,SaidLotsOfWitches:1:20" applycontexttoworld Response C4M2EnterWitchvilleCoachOrator } Response C4M2EnterWitchvilleGamblerOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C4M2EnterWitchvilleGamblerOrator { criteria Conceptc4m2_enter_witchville PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "GamblerInWitchville:1:0,SaidLotsOfWitches:1:20" applycontexttoworld Response C4M2EnterWitchvilleGamblerOrator } Response C4M2EnterWitchvilleMechanicOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C4M2EnterWitchvilleMechanicOrator { criteria Conceptc4m2_enter_witchville PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "MechanicInWitchville:1:0,SaidLotsOfWitches:1:20" applycontexttoworld Response C4M2EnterWitchvilleMechanicOrator } Response C4M2EnterWitchvilleProducerOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C4M2EnterWitchvilleProducerOrator { criteria Conceptc4m2_enter_witchville PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "ProducerInWitchville:1:0,SaidLotsOfWitches:1:20" applycontexttoworld Response C4M2EnterWitchvilleProducerOrator } Response C4M2ExitCaneCoachOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C4M2ExitCaneCoachOrator { criteria Conceptc4m2_exit_canefield PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CoachInCane:0:0,_auto_CaneExitedCoach:1:0" applycontexttoworld Response C4M2ExitCaneCoachOrator } Rule C4M2ExitCaneGamblerOrator { criteria Conceptc4m2_exit_canefield PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_GamblerInCane:0:0,_auto_CaneExitedGambler:1:0" applycontexttoworld Response C4M2ExitCaneCoachOrator } Rule C4M2ExitCaneMechanicOrator { criteria Conceptc4m2_exit_canefield PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_MechanicInCane:0:0,_auto_CaneExitedMechanic:1:0" applycontexttoworld Response C4M2ExitCaneCoachOrator } Rule C4M2ExitCaneProducerOrator { criteria Conceptc4m2_exit_canefield PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_ProducerInCane:0:0,_auto_CaneExitedProducer:1:0" applycontexttoworld Response C4M2ExitCaneCoachOrator } //-------------------------------------------------------------------------------------------------------------- // C5M1 //-------------------------------------------------------------------------------------------------------------- Response C5M1FlyByOrator { scene "scenes/npcs/orator_blank.vcd" then any C5M1Flyby01 foo:0 0.01 //Blank } Rule C5M1FlyByOrator { criteria ConceptC5M1Flyby AutoIsNotScavenge AutoIsNotSurvival ismap_c5m1_waterfront IsNotSrcGrp_C5M1_FLYBY01 ApplyContext "SrcGrp_C5M1_FLYBY01:1:0" applycontexttoworld Response C5M1FlyByOrator } //-------------------------------------------------------------------------------------------------------------- // C5M2 //-------------------------------------------------------------------------------------------------------------- Response C5M2_BusDoors01Orator { scene "scenes/npcs/orator_blank.vcd" // } Rule C5M2_BusDoors01Orator { criteria ConceptC5M2_BusDoors01 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_DoorOpen:1:0" applycontexttoworld Response C5M2_BusDoors01Orator } Response C5M2AlarmOffOrator { scene "scenes/npcs/orator_blank.vcd" then any WorldC502AlarmStopped foo:0 0.01 // } Rule C5M2AlarmOffOrator { criteria ConceptC502AlarmStopped AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_AlarmOff:1:0" applycontexttoworld Response C5M2AlarmOffOrator } Response C5M2AlarmTriggeredOrator { scene "scenes/npcs/orator_blank.vcd" then any WorldC502AlarmButton foo:0 0.01 // } Rule C5M2AlarmTriggeredOrator { criteria ConceptC502AlarmTriggered AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4,_auto_AlarmOn:1:0,_auto_TimerLockA:1:5" applycontexttoworld Response C5M2AlarmTriggeredOrator } //-------------------------------------------------------------------------------------------------------------- // C5M3 //-------------------------------------------------------------------------------------------------------------- Response C5M3InAlarmFieldOrator { scene "scenes/npcs/orator_blank.vcd" then any C5M1Flyby01 foo:0 0.01 //Blank } Rule C5M3InAlarmFieldOrator { criteria ConceptC5M3InAlarmField AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_InAlarmField:1:0,_auto_TimerLockA:1:3" applycontexttoworld Response C5M3InAlarmFieldOrator } Response C5M3JetsCOrator { scene "scenes/npcs/orator_blank.vcd" then coach C5M3Jets2 foo:0 2 //Blank } Rule C5M3JetsCOrator { criteria Conceptc5m3Jets PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_BridgeBomb:1:0,_auto_TimerLockA:1:7,_auto_AlarmFieldOn:1:0" applycontexttoworld Response C5M3JetsCOrator } Response C5M3JetsGOrator { scene "scenes/npcs/orator_blank.vcd" then gambler C5M3Jets2 foo:0 2 //Blank } Rule C5M3JetsGOrator { criteria Conceptc5m3Jets PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_BridgeBomb:1:0,_auto_TimerLockA:1:7,_auto_AlarmFieldOn:1:0" applycontexttoworld Response C5M3JetsGOrator } Response C5M3JetsMOrator { scene "scenes/npcs/orator_blank.vcd" then mechanic C5M3Jets2 foo:0 2 //Blank } Rule C5M3JetsMOrator { criteria Conceptc5m3Jets PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_BridgeBomb:1:0,_auto_TimerLockA:1:7,_auto_AlarmFieldOn:1:0" applycontexttoworld Response C5M3JetsMOrator } Response C5M3JetsPOrator { scene "scenes/npcs/orator_blank.vcd" then producer C5M3Jets2 foo:0 2 //Blank } Rule C5M3JetsPOrator { criteria Conceptc5m3Jets PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_BridgeBomb:1:0,_auto_TimerLockA:1:7,_auto_AlarmFieldOn:1:0" applycontexttoworld Response C5M3JetsPOrator } Response C5M3OutOfAlarmFieldOrator { scene "scenes/npcs/orator_blank.vcd" then any C5M1Flyby01 foo:0 0.01 //Blank } Rule C5M3OutOfAlarmFieldOrator { criteria ConceptC5M3OutOfAlarmField AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_InAlarmField:0:0" applycontexttoworld Response C5M3OutOfAlarmFieldOrator } //-------------------------------------------------------------------------------------------------------------- // C5M4 //-------------------------------------------------------------------------------------------------------------- Response C5M4BombExtOrator { scene "scenes/npcs/orator_blank.vcd" then any C5M4BombExt01 foo:0 0.01 //Blank scene "scenes/npcs/orator_blank.vcd" then any C5M4BombInt01 foo:0 0.5 //Blank } Rule C5M4BombExtOrator { criteria Conceptc5m4bombingexterior AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C5M4BOMB_100 _auto_NotBomb1 _auto_NotInMiniFinale _auto_NotSawBridge _auto_NotTellingStory ApplyContext "Saidremark_caralarm:1:0,_auto_StoryGate:1:15,SrcGrp_C5M4BOMB_100:1:0" applycontexttoworld Response C5M4BombExtOrator } Response C5M4BombInt1Orator { scene "scenes/npcs/orator_blank.vcd" then any C5M4BombInt01 foo:0 2.7 //Blank } Rule C5M4BombInt1Orator { criteria Conceptc5m4bombingInterior AutoIsNotScavenge AutoIsNotSurvival _auto_NotBomb1 _auto_NotInMiniFinale _auto_NotSawBridge _auto_NotTellingStory ApplyContext "Saidremark_caralarm:1:0,_auto_StoryGate:1:15" applycontexttoworld Response C5M4BombInt1Orator } Response C5M4BombInt2Orator { scene "scenes/npcs/orator_blank.vcd" then any C5M4BombInt02 foo:0 2.7 //Blank } Rule C5M4BombInt2Orator { criteria Conceptc5m4bombingInterior ChanceToFire70Percent AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea _auto_IsBomb1 _auto_NotBomb2 _auto_NotInMiniFinale _auto_NotSawBridge Response C5M4BombInt2Orator } Response C5M4BombInt3Orator { scene "scenes/npcs/orator_blank.vcd" then any C5M4BombInt03 foo:0 2.7 //Blank } Rule C5M4BombInt3Orator { criteria Conceptc5m4bombingInterior ChanceToFire70Percent AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea _auto_IsBomb1 _auto_IsBomb2 _auto_NotBomb3 _auto_NotInMiniFinale _auto_NotSawBridge Response C5M4BombInt3Orator } Rule C5M4BombInt4Orator { criteria Conceptc5m4bombingInterior ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea _auto_IsBomb3 _auto_NotInMiniFinale _auto_NotSawBridge forceweight 200 Response C5M4BombInt3Orator } //-------------------------------------------------------------------------------------------------------------- // C5M5 //-------------------------------------------------------------------------------------------------------------- Response C5M5Button2Orator { scene "scenes/npcs/orator_blank.vcd" then all C5M5_Button2 foo:0 0.01 // } Rule C5M5Button2Orator { criteria ConceptC5M5Button2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3,_auto_Button2:1:0" applycontexttoworld Response C5M5Button2Orator } Response C5M5Button2EllisOrator { scene "scenes/npcs/orator_blank.vcd" then mechanic C5M5_Button2099 foo:0 0.01 // } Rule C5M5Button2EllisOrator { criteria ConceptC5M5Button2 PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3,_auto_Button2:1:0" applycontexttoworld Response C5M5Button2EllisOrator } Response C5M5GateDownOrator { scene "scenes/npcs/orator_blank.vcd" then any C5M5_GateDown foo:0 0.01 // } Rule C5M5GateDownOrator { criteria ConceptC5M5GateOpen AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:0:0" applycontexttoworld Response C5M5GateDownOrator } //-------------------------------------------------------------------------------------------------------------- // Orator //-------------------------------------------------------------------------------------------------------------- Response C1M3AlarmOffCoach { scene "scenes/npcs/orator_blank.vcd" then coach C1M3AlarmOff2 foo:0 0 // } Rule C1M3AlarmOffCoach { criteria ConceptC1M3AlarmOff PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3AlarmOff:1:0" applycontexttoworld Response C1M3AlarmOffCoach } Response C1M3AlarmOffGambler { scene "scenes/npcs/orator_blank.vcd" then gambler C1M3AlarmOff2 foo:0 0 // } Rule C1M3AlarmOffGambler { criteria ConceptC1M3AlarmOff PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3AlarmOff:1:0" applycontexttoworld Response C1M3AlarmOffGambler } Response C1M3AlarmOffMechanic { scene "scenes/npcs/orator_blank.vcd" then mechanic C1M3AlarmOff2 foo:0 0 // } Rule C1M3AlarmOffMechanic { criteria ConceptC1M3AlarmOff PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3AlarmOff:1:0" applycontexttoworld Response C1M3AlarmOffMechanic } Response C1M3AlarmOffProducer { scene "scenes/npcs/orator_blank.vcd" then producer C1M3AlarmOff2 foo:0 0 // } Rule C1M3AlarmOffProducer { criteria ConceptC1M3AlarmOff PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3AlarmOff:1:0" applycontexttoworld Response C1M3AlarmOffProducer } Response C1M3BrokeWindowCoach { scene "scenes/npcs/orator_blank.vcd" then coach C1M3BrokeWindow2 foo:0 0 // } Rule C1M3BrokeWindowCoach { criteria ConceptC1M3BrokeWindow PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3BrokeWindow ApplyContext "SaidC1M3BrokeWindow:1:0" applycontexttoworld Response C1M3BrokeWindowCoach } Response C1M3BrokeWindowGambler { scene "scenes/npcs/orator_blank.vcd" then gambler C1M3BrokeWindow2 foo:0 0 // } Rule C1M3BrokeWindowGambler { criteria ConceptC1M3BrokeWindow PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3BrokeWindow ApplyContext "SaidC1M3BrokeWindow:1:0" applycontexttoworld Response C1M3BrokeWindowGambler } Response C1M3BrokeWindowMechanic { scene "scenes/npcs/orator_blank.vcd" then mechanic C1M3BrokeWindow2 foo:0 0 // } Rule C1M3BrokeWindowMechanic { criteria ConceptC1M3BrokeWindow PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3BrokeWindow ApplyContext "SaidC1M3BrokeWindow:1:0" applycontexttoworld Response C1M3BrokeWindowMechanic } Response C1M3BrokeWindowProducer { scene "scenes/npcs/orator_blank.vcd" then producer C1M3BrokeWindow2 foo:0 0 // } Rule C1M3BrokeWindowProducer { criteria ConceptC1M3BrokeWindow PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3BrokeWindow ApplyContext "SaidC1M3BrokeWindow:1:0" applycontexttoworld Response C1M3BrokeWindowProducer } Response C1M3DoorAlarmOratorCoach { scene "scenes/npcs/orator_blank.vcd" then coach C1M3DoorAlarm2 foo:0 0 // } Rule C1M3DoorAlarmOratorCoach { criteria ConceptC1M3AlarmDoor PanicEventCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M3DoorAlarmOratorCoach } Response C1M3DoorAlarmOratorGambler { scene "scenes/npcs/orator_blank.vcd" then gambler C1M3DoorAlarm2 foo:0 0 // } Rule C1M3DoorAlarmOratorGambler { criteria ConceptC1M3AlarmDoor PanicEventGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M3DoorAlarmOratorGambler } Response C1M3DoorAlarmOratorMechanic { scene "scenes/npcs/orator_blank.vcd" then mechanic C1M3DoorAlarm2 foo:0 0 // } Rule C1M3DoorAlarmOratorMechanic { criteria ConceptC1M3AlarmDoor PanicEventMechanic AutoIsNotScavenge AutoIsNotSurvival Response C1M3DoorAlarmOratorMechanic } Response C1M3DoorAlarmOratorProducer { scene "scenes/npcs/orator_blank.vcd" then producer C1M3DoorAlarm2 foo:0 0 // } Rule C1M3DoorAlarmOratorProducer { criteria ConceptC1M3AlarmDoor PanicEventProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M3DoorAlarmOratorProducer } Response oratorc4m1_rainingOrator { scene "scenes/npcs/orator_blank.vcd" then Gambler _c4m1_rainresponse foo:0 0.01 // scene "scenes/npcs/orator_blank.vcd" then Coach _c4m1_rainresponse foo:0 0.01 // scene "scenes/npcs/orator_blank.vcd" then Producer _c4m1_rainresponse foo:0 0.01 // scene "scenes/npcs/orator_blank.vcd" then Mechanic _c4m1_rainresponse foo:0 0.01 // } Rule oratorc4m1_rainingOrator { criteria Conceptc4m1_raining AutoIsNotScavenge AutoIsNotSurvival Response oratorc4m1_rainingOrator } Response ShotMannequinCoachOrator { scene "scenes/npcs/orator_blank.vcd" then coach ShotMannequin2 foo:0 0 // } Rule ShotMannequinCoachOrator { criteria ConceptShotMannequin PanicEventCoach ApplyContext "ShotMannCoach:++1" applycontexttoworld Response ShotMannequinCoachOrator } Response ShotMannequinGamblerOrator { scene "scenes/npcs/orator_blank.vcd" then gambler ShotMannequin2 foo:0 0 // } Rule ShotMannequinGamblerOrator { criteria ConceptShotMannequin PanicEventGambler ApplyContext "ShotMannGambler:++1" applycontexttoworld Response ShotMannequinGamblerOrator } Response ShotMannequinmechanicOrator { scene "scenes/npcs/orator_blank.vcd" then mechanic ShotMannequin2 foo:0 0 // } Rule ShotMannequinmechanicOrator { criteria ConceptShotMannequin PanicEventMechanic ApplyContext "ShotMannMechanic:++1" applycontexttoworld Response ShotMannequinmechanicOrator } Response ShotMannequinProducerOrator { scene "scenes/npcs/orator_blank.vcd" then producer ShotMannequin2 foo:0 0 // } Rule ShotMannequinProducerOrator { criteria ConceptShotMannequin PanicEventProducer ApplyContext "ShotMannProducer:++1" applycontexttoworld Response ShotMannequinProducerOrator } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response C3M1FerryButtonOrator { scene "scenes/npcs/orator_blank.vcd" // } Rule C3M1FerryButtonOrator { criteria ConceptC3M1FerryButton AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLanded2:1:0" applycontexttoworld Response C3M1FerryButtonOrator }