//-------------------------------------------------------------------------------------------------------------- // Soldier2 Response Rule File //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // C5M5 //-------------------------------------------------------------------------------------------------------------- Response C5M5_Soldier2Soldier2 { sequential norepeat scene "scenes/npcs/Soldier2_CHATTER01.vcd" then orator C5M5_Soldier1 foo:0 0.01 //This is Rescue 7. Over. scene "scenes/npcs/Soldier2_CHATTER03.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Repair ETA is ten minutes. Over. scene "scenes/npcs/Soldier2_CHATTER04.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Ten minutes. Over. scene "scenes/npcs/Soldier2_CHATTER05.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Roger, Papa Gator. Fifteen minutes. Ah, be advised we have seen flashes on the west bank. Ah, visually confirm west bank is clear. Over. scene "scenes/npcs/Soldier2_CHATTER06.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Negative. We are seeing something. Over. scene "scenes/npcs/Soldier2_CHATTER08.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Ahh, unclear. It- scene "scenes/npcs/Soldier2_CHATTER09.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Papa Gator, we're not sure. We are seeing, ah, multiple personnel and small arms fire. What is our current ROE? Over. scene "scenes/npcs/Soldier2_CHATTER10.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Roger, Papa Gator. All personnel on floating LZ. Clear for last Buzzard run. Over. scene "scenes/npcs/Soldier2_CHATTER12.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Ah-firmative. Out. } Rule C5M5_Soldier2Soldier2 { criteria ConceptC5M5_Soldier2 AutoIsNotScavenge AutoIsNotSurvival _auto_IsSoldierChatter _auto_NotButton2 Response C5M5_Soldier2Soldier2 } Response C5M5_Soldier2Conv01Soldier2 { scene "scenes/npcs/Soldier2_SURVIVORTALK02.vcd" then orator C5M5_Soldier1Conv06 foo:0 0.01 //Affirmative, Papa Gator. } Rule C5M5_Soldier2Conv01Soldier2 { criteria ConceptC5M5_Soldier2Conv01 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C5M5_Soldier2Conv01Soldier2 } Response C5M5StartHeliNagSoldier2 { scene "scenes/npcs/Soldier2_ChopperNag01.vcd" then orator C5M5StartHeliNag foo:0 5 //Get into the helicopter scene "scenes/npcs/Soldier2_ChopperNag02.vcd" then orator C5M5StartHeliNag foo:0 5 //Get to the chopper. scene "scenes/npcs/Soldier2_ChopperNag03.vcd" then orator C5M5StartHeliNag foo:0 5 //Get to the helicopter scene "scenes/npcs/Soldier2_ChopperNag04.vcd" then orator C5M5StartHeliNag foo:0 5 //To the helicopter scene "scenes/npcs/Soldier2_ChopperNag05.vcd" then orator C5M5StartHeliNag foo:0 5 //Get in here. scene "scenes/npcs/Soldier2_ChopperNag06.vcd" then orator C5M5StartHeliNag foo:0 5 //Everyone in the helicopter scene "scenes/npcs/Soldier2_ChopperNag07.vcd" then orator C5M5StartHeliNag foo:0 5 //We're taking off. scene "scenes/npcs/Soldier2_ChopperNag08.vcd" then orator C5M5StartHeliNag foo:0 5 //We're taking off. scene "scenes/npcs/Soldier2_ChopperNag09.vcd" then orator C5M5StartHeliNag foo:0 5 //Let's go! Everyone to the helicopter scene "scenes/npcs/Soldier2_ChopperNag10.vcd" then orator C5M5StartHeliNag foo:0 5 //Get into the helicopter scene "scenes/npcs/Soldier2_ChopperNag11.vcd" then orator C5M5StartHeliNag foo:0 5 //Get to the helicopter scene "scenes/npcs/Soldier2_ChopperNag12.vcd" then orator C5M5StartHeliNag foo:0 5 //To the helicopter scene "scenes/npcs/Soldier2_ChopperNag13.vcd" then orator C5M5StartHeliNag foo:0 5 //Get in here. scene "scenes/npcs/Soldier2_ChopperNag14.vcd" then orator C5M5StartHeliNag foo:0 5 //Everyone in the helicopter scene "scenes/npcs/Soldier2_ChopperNag15.vcd" then orator C5M5StartHeliNag foo:0 5 //We're taking off. scene "scenes/npcs/Soldier2_ChopperNag16.vcd" then orator C5M5StartHeliNag foo:0 5 //Let's go! Everyone to the helicopter } Rule C5M5StartHeliNagSoldier2 { criteria ConceptC5M5StartHeliNag IsMapc5m5_bridge AutoIsNotScavenge AutoIsNotSurvival _auto_IsGetToHeli Response C5M5StartHeliNagSoldier2 }