//-------------------------------------------------------------------------------------------------------------- // Coach Response Rule File //-------------------------------------------------------------------------------------------------------------- //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankCoach { speak "Coach_Blank" noscene //Blank } Response L4D1PlayerNiceShotCoach { scene "scenes/Coach/NiceShot01.vcd" //Nice shot.. scene "scenes/Coach/NiceShot03.vcd" //Good one! } Rule L4D1PlayerNiceShotCoach { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsCoach IsSubjectDistNear1500 IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeaking ChanceToFire70Percent Response L4D1PlayerNiceShotCoach } Response L4D1PlayerNiceShotFrancisCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing05.vcd" //Thanks Francis! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing06.vcd" //Nice shot Francis! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing07.vcd" //Nice shot Francis! } Rule L4D1PlayerNiceShotFrancisCoach { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsCoach IsSubjectDistNear1500 IsTalk IsTalkCoach IsWorldTalkCoach SubjectIsBiker ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotFrancisCoach } Response L4D1PlayerNiceShotLouisCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing02.vcd" //Louis in the house! } Rule L4D1PlayerNiceShotLouisCoach { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsCoach IsSubjectDistNear1500 IsTalk IsTalkCoach IsWorldTalkCoach SubjectIsManager ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotLouisCoach } Response L4D1PlayerNiceShotZoeyCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing03.vcd" //Go Zoey! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing04.vcd" //Keep it up Zoey! scene "scenes/Coach/NiceShotFemale01.vcd" //All right girl. } Rule L4D1PlayerNiceShotZoeyCoach { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsCoach IsSubjectDistNear1500 IsTalk IsTalkCoach IsWorldTalkCoach SubjectIsTeenGirl ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotZoeyCoach } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response C6M3GasPourCoach { scene "scenes/Coach/DLC1_C6M3_Cans01.vcd" //Filling the generator. scene "scenes/Coach/DLC1_C6M3_Cans02.vcd" //Pouring a can. scene "scenes/Coach/DLC1_C6M3_Cans03.vcd" //Got a can. scene "scenes/Coach/DLC1_C6M3_Cans04.vcd" //I got this can. } Rule C6M3GasPourCoach { criteria ConceptPlayerPourStarted IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge isC6M3_Port ChanceToFire70Percent ApplyContext "TalkCoach:1:2" Response C6M3GasPourCoach } //-------------------------------------------------------------------------------------------------------------- // C6M1 //-------------------------------------------------------------------------------------------------------------- Response C6M1_IntotheparkNoHealthCoach { scene "scenes/Coach/DLC1_C6M1_IntoPark01.vcd" //Don't run off without a health kit. scene "scenes/Coach/DLC1_C6M1_IntoPark02.vcd" //Grab a health kit. scene "scenes/Coach/DLC1_C6M1_IntoPark03.vcd" //Everyone grab a health kit. scene "scenes/Coach/DLC1_C6M1_IntoPark04.vcd" //Health kits everyone! } Rule C6M1_IntotheparkNoHealthCoach { criteria ConceptC6M1_IntotheparkNoHealth IsCoach Response C6M1_IntotheparkNoHealthCoach } Response C6M1Intro_01TeenGirl04Coach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting01.vcd" then TeenGirl C6M1Intro_04a foo:0 -3.822 //Hey, hello there! You wanna let the bridge down for us? } Rule C6M1Intro_01TeenGirl04Coach { criteria ConceptintroC6M1 IsCoach IsZoeyIntroActor IsNotSaidIntroScene MoreThan60 LessThan100 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01TeenGirl04Coach } Response C6M1Intro_04bCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting02.vcd" then TeenGirl C6M1Intro_04c foo:0 -2.342 //Y'all can't climb down there and save us a trip? } Rule C6M1Intro_04bCoach { criteria ConceptC6M1Intro_04b IsCoach Response C6M1Intro_04bCoach } Response C6M1Intro_08aCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting03.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //Got it. We'll holla back at you when we get there. } Rule C6M1Intro_08aCoach { criteria ConceptC6M1Intro_08a IsCoach Response C6M1Intro_08aCoach } Response C6M1Intro_13bCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting04.vcd" then Mechanic C6M1Intro_13c foo:0 -4.288 //You been killin' zombies for the better part of 2 days boy you can talk to a girl. } Rule C6M1Intro_13bCoach { criteria ConceptC6M1Intro_13b IsCoach Response C6M1Intro_13bCoach } Response C6M1Intro_13eCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting05.vcd" then Mechanic C6M1Intro_13f foo:0 -2.690 //Okay, the boy says thank you. } Rule C6M1Intro_13eCoach { criteria ConceptC6M1Intro_13e IsCoach Response C6M1Intro_13eCoach } Response C6M1Intro_21aCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting07.vcd" then Coach C6M1Intro_21b foo:0 -2.005 //(to group) Tell me this boy ain't for real. scene "scenes/Coach/DLC1_C6M1_InitialMeeting08.vcd" then Coach C6M1Intro_21b foo:0 -1.885 //(to group) Tell me this boy ain't for real. } Rule C6M1Intro_21aCoach { criteria ConceptC6M1Intro_21a IsCoach Response C6M1Intro_21aCoach } Response C6M1Intro_21bCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting06.vcd" then Biker C6M1Intro_21c foo:0 -2.472 //No. Can you lower the bridge? } Rule C6M1Intro_21bCoach { criteria ConceptC6M1Intro_21b IsCoach Response C6M1Intro_21bCoach } Response C6M1Intro_21dCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting09.vcd" then Biker C6M1Intro_21e foo:0 -5.235 //Shit, okay. Yes, we are vampires? All of us are vampires? } Rule C6M1Intro_21dCoach { criteria ConceptC6M1Intro_21d IsCoach Response C6M1Intro_21dCoach } Response C6M1Intro_21gCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting10.vcd" //Dear lord, why'd I ever leave Savannah. } Rule C6M1Intro_21gCoach { criteria ConceptC6M1Intro_21g IsCoach ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_21gCoach } Response C6M1TakeSubMachineGun01Coach { scene "scenes/Coach/DLC1_C6M1_IntoStore04.vcd" //Nick, you gotta pull yourself together. } Rule C6M1TakeSubMachineGun01Coach { criteria ConceptC6M1TakeSubMachineGun01 IsCoach IsGamblerNear800 Response C6M1TakeSubMachineGun01Coach } Response LeavingC6M1StartCoach { scene "scenes/Coach/blank.vcd" // } Rule LeavingC6M1StartCoach { criteria ConceptSurvivorLeavingCheckpoint IsCoach ApplyContext "LeftC6M1Start:1:0" applycontexttoworld Response LeavingC6M1StartCoach } Response WorldC6M1_HistoricTourCoach { scene "scenes/Coach/DLC1_C6M1_HistoricSign01.vcd" then Gambler HistoricTour01a foo:0 -4.418 //Historic Under-the-River Tour! This could be pretty interesting! scene "scenes/Coach/DLC1_C6M1_HistoricSign02.vcd" //Let's all try this under-the-river tour to get across. scene "scenes/Coach/DLC1_C6M1_HistoricSign03.vcd" //Sign says there's an under-the-river tour, that'll get us across. } Rule WorldC6M1_HistoricTourCoach { criteria ConceptWorldC6M1_HistoricTour IsCoach IsNotLeftC6M1Start Response WorldC6M1_HistoricTourCoach } Response WorldC6M1_PostWedding01aCoach { scene "scenes/Coach/DLC1_C6M1_WeddingPostWitch01.vcd" //No Ellis. scene "scenes/Coach/DLC1_C6M1_WeddingPostWitch02.vcd" //Got to keep your head on killin' zombies, Ellis. } Rule WorldC6M1_PostWedding01aCoach { criteria ConceptWorldC6M1_PostWedding01a IsCoach IsSubjectDistNear800 Response WorldC6M1_PostWedding01aCoach } Response WorldC6M1_WeddingWarn03aCoach { scene "scenes/Coach/DLC1_C6M1_WeddingWitch01.vcd" then Producer WorldC6M1_WeddingWarn03b foo:0 -2.229 //Come on, Nick, not the time. } Rule WorldC6M1_WeddingWarn03aCoach { criteria ConceptWorldC6M1_WeddingWarn03a IsCoach ApplyContext "AtWedding:1:60" applycontexttoworld Response WorldC6M1_WeddingWarn03aCoach } Response WorldC6M1_WeddingWarn04aCoach { scene "scenes/Coach/DLC1_C6M1_WeddingWitch02.vcd" //Man, I hope we don't see a tank in a tuxedo. } Rule WorldC6M1_WeddingWarn04aCoach { criteria ConceptWorldC6M1_WeddingWarn04a IsCoach IsSubjectDistNear800 ApplyContext "AtWedding:1:60" applycontexttoworld Response WorldC6M1_WeddingWarn04aCoach } //-------------------------------------------------------------------------------------------------------------- // C6M2 //-------------------------------------------------------------------------------------------------------------- Response C6M2_OpenGate1Coach { scene "scenes/Coach/DLC1_C6M1_AlarmDoorOpen01.vcd" //I opened it. scene "scenes/Coach/DLC1_C6M1_AlarmDoorOpen02.vcd" //Open, let's go! scene "scenes/Coach/DLC1_C6M2_Bridge1RaiseHitIt02.vcd" //I hit it! scene "scenes/Coach/DLC1_C6M2_Bridge2Up03.vcd" //Come on people, don't stand around, let's go! } Rule C6M2_OpenGate1Coach { criteria ConceptC6M2_OpenGate1 IsCoach ApplyContext "SaidOpenedGate1:1:0" applycontexttoworld Response C6M2_OpenGate1Coach } Response C6M2_OpenGate2Coach { scene "scenes/Coach/DLC1_C6M1_AlarmDoorOpen02.vcd" //Open, let's go! scene "scenes/Coach/DLC1_C6M2_Bridge1RaiseActive03.vcd" //That is some slow ass shit. } Rule C6M2_OpenGate2Coach { criteria ConceptC6M2_OpenGate2 IsCoach ApplyContext "Said:OpenedGate2:1:0" applycontexttoworld Response C6M2_OpenGate2Coach } Response C6M2SafeRoomCoach { scene "scenes/Coach/blank.vcd" then any C6M2SafeRoom2 foo:0 3 // } Rule C6M2SafeRoomCoach { criteria ConceptTalkIdle Joined3 IsCoach isC6m2_bedlam IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M2SafeRoom:1:0" applycontexttoworld Response C6M2SafeRoomCoach } Response DLC1_C6M2_SafeRoomConvo01aCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo01.vcd" //Nick. Son. I think we got bigger problems. } Rule DLC1_C6M2_SafeRoomConvo01aCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo01a IsCoach Response DLC1_C6M2_SafeRoomConvo01aCoach } Response DLC1_C6M2_SafeRoomConvo05Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo02.vcd" then Any DLC1_C6M2_SafeRoomConvo06a foo:0 -6.504 //City of Rayford! They used to have a boiled peanut festival here. Good memories. } Rule DLC1_C6M2_SafeRoomConvo05Coach { criteria ConceptC6M2SafeRoom2 IsCoach IsZoeyIntroActor ZoeyGroup4 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo05Coach } Response DLC1_C6M2_SafeRoomConvo09aCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo03.vcd" then Gambler DLC1_C6M2_SafeRoomConvo09b foo:0 -3.735 //Oh, come on, you aren't afraid of a little dirt are you? } Rule DLC1_C6M2_SafeRoomConvo09aCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo09a IsCoach Response DLC1_C6M2_SafeRoomConvo09aCoach } Response DLC1_C6M2_SafeRoomConvo11Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo04.vcd" then Gambler DLC1_C6M2_SafeRoomConvo12a foo:0 -6.163 //I heard all about this under-the-river tour, supposed to be pretty damn good. Real educational. } Rule DLC1_C6M2_SafeRoomConvo11Coach { criteria ConceptC6M2SafeRoom2 IsCoach IsZoeyIntroActor ZoeyGroup4 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo11Coach } Response DLC1_C6M2_SafeRoomConvo12Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo07.vcd" then Gambler DLC1_C6M2_SafeRoomConvo13a foo:0 -3.828 //Nick, tell me you ain't looking forward to this under-the-river tour. } Rule DLC1_C6M2_SafeRoomConvo12Coach { criteria ConceptC6M2SafeRoom2 IsCoach IsFrancisIntroActor FrancisGroup5 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo12Coach } Response DLC1_C6M2_SafeRoomConvo12bCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo05.vcd" then Gambler DLC1_C6M2_SafeRoomConvo12c foo:0 -2.273 //You damn right. Under a river. } Rule DLC1_C6M2_SafeRoomConvo12bCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo12b IsCoach Response DLC1_C6M2_SafeRoomConvo12bCoach } Response DLC1_C6M2_SafeRoomConvo12dCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo06.vcd" //Uh, historical shit. Man, how am I supposed to know? I ain't been there yet. } Rule DLC1_C6M2_SafeRoomConvo12dCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo12d IsCoach Response DLC1_C6M2_SafeRoomConvo12dCoach } Response DLC1_C6M2_SafeRoomConvo13bCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo08.vcd" then Gambler DLC1_C6M2_SafeRoomConvo13c foo:0 -5.477 //Man, Nick you got a find a way to cheer your ass up. We ain't got much to look forward to. } Rule DLC1_C6M2_SafeRoomConvo13bCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo13b IsCoach Response DLC1_C6M2_SafeRoomConvo13bCoach } Response DLC1_C6M2_SafeRoomConvo13dCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo09.vcd" //There you go Nick. Stay positive. scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo10.vcd" //There you go Nick. Stay positive. Maybe you'll knock all his teeth out. } Rule DLC1_C6M2_SafeRoomConvo13dCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo13d IsCoach Response DLC1_C6M2_SafeRoomConvo13dCoach } Response DLC1_C6M2_SafeRoomConvo14dCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo11.vcd" then Producer DLC1_C6M2_SafeRoomConvo14e foo:0 -3.766 //Oh. In my heart, I'm there already. } Rule DLC1_C6M2_SafeRoomConvo14dCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo14d IsCoach Response DLC1_C6M2_SafeRoomConvo14dCoach } Response DLC1_C6M2_SafeRoomConvo15bCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo12.vcd" then Gambler DLC1_C6M2_SafeRoomConvo15c foo:0 -4.894 //Man, I keep hoping we find an open burger tank. } Rule DLC1_C6M2_SafeRoomConvo15bCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo15b IsCoach Response DLC1_C6M2_SafeRoomConvo15bCoach } Response DLC1_C6M2_SafeRoomConvo16a1Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo13.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16b1 foo:0 -4.595 //Ellis, you do know that eventually we're gonna have to leave that car behind. Right? } Rule DLC1_C6M2_SafeRoomConvo16a1Coach { criteria ConceptDLC1_C6M2_SafeRoomConvo16a1 IsCoach Response DLC1_C6M2_SafeRoomConvo16a1Coach } Response DLC1_C6M2_SafeRoomConvo16eCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo14.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16f foo:0 -3.567 //Boy, the Military ain't exactly going to strap it to the bottom of a helicopter. } Rule DLC1_C6M2_SafeRoomConvo16eCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo16e IsCoach Response DLC1_C6M2_SafeRoomConvo16eCoach } Response DLC1_C6M2_SafeRoomConvo18cCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo15.vcd" then Producer DLC1_C6M2_SafeRoomConvo18d foo:0 -.5 //Girl! What are you doing? } Rule DLC1_C6M2_SafeRoomConvo18cCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo18c IsCoach Response DLC1_C6M2_SafeRoomConvo18cCoach } Response DLC1_C6M2_SafeRoomConvo18eCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo16.vcd" //Listen, if you let your guard down for one minute… we all pay the price. } Rule DLC1_C6M2_SafeRoomConvo18eCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo18e IsCoach Response DLC1_C6M2_SafeRoomConvo18eCoach } Response DLC1_C6M2_SafeRoomConvo19Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo17.vcd" then Any DLC1_C6M2_SafeRoomConvo19a foo:0 -5.056 //Man, I just realized with all this runnin', climbin' and fightin', I ain't even had time to eat. scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo20.vcd" then Producer DLC1_C6M2_SafeRoomConvo20a foo:0 -5.299 //All this runnin' we been doing? I bet I lost, what, five pounds. } Rule DLC1_C6M2_SafeRoomConvo19Coach { criteria ConceptC6M2SafeRoom2 IsCoach IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo19Coach } Response DLC1_C6M2_SafeRoomConvo19bCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo18.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo19c foo:0 -8.355 //[happily] I bet I'm losin' some serious weight! [laughs proudly] Two more days, I'll be takin' my BELT in a notch. } Rule DLC1_C6M2_SafeRoomConvo19bCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo19b IsCoach Response DLC1_C6M2_SafeRoomConvo19bCoach } Response DLC1_C6M2_SafeRoomConvo19dCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo19.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo19e foo:0 -1.762 //Man, I forgot about that. } Rule DLC1_C6M2_SafeRoomConvo19dCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo19d IsCoach Response DLC1_C6M2_SafeRoomConvo19dCoach } Response WorldC6M2_InSewer101aCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater01.vcd" //Nick my man, face it. We are walkin' through shit. } Rule WorldC6M2_InSewer101aCoach { criteria ConceptWorldC6M2_InSewer101a IsCoach Response WorldC6M2_InSewer101aCoach } Response WorldC6M2_InSewer102aCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater02.vcd" //Hey Nick, try and keep your head above water. scene "scenes/Coach/DLC1_C6M2_Phase2InWater03.vcd" //Don't trip, Nick. [laughs] scene "scenes/Coach/DLC1_C6M2_Phase2InWater04.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -3.563 //Gotta keep your head above water, man.[laughs] scene "scenes/Coach/DLC1_C6M2_Phase2InWater05.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -4.289 //Nick, if I give you a piggy back ride, will you shut up about the sewer? scene "scenes/Coach/DLC1_C6M2_Phase2InWater06.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -5.061 //Nick, if I give you a piggy back ride, will you shut up about the sewer? } Rule WorldC6M2_InSewer102aCoach { criteria ConceptWorldC6M2_InSewer102a IsCoach Response WorldC6M2_InSewer102aCoach } Response WorldC6M2_InSewer202aCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater07.vcd" //Oh, Jesus! Ellis! } Rule WorldC6M2_InSewer202aCoach { criteria ConceptWorldC6M2_InSewer202a IsCoach Response WorldC6M2_InSewer202aCoach } Response WorldC6M2_InSewerLadder101aCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater08.vcd" //Oh, come on! Jesus! Ellis! } Rule WorldC6M2_InSewerLadder101aCoach { criteria ConceptWorldC6M2_InSewerLadder101a IsCoach Response WorldC6M2_InSewerLadder101aCoach } Response WorldC6M2_OnTourWalk101cCoach { scene "scenes/Coach/DLC1_C6M2_HistoricTour02.vcd" //Yeah. It's a shithole. } Rule WorldC6M2_OnTourWalk101cCoach { criteria ConceptWorldC6M2_OnTourWalk101c IsCoach Response WorldC6M2_OnTourWalk101cCoach } Response WorldC6M2_OnTourWalk103aCoach { scene "scenes/Coach/DLC1_C6M2_HistoricTour05.vcd" //Aw, shut up, Nick scene "scenes/Coach/DLC1_C6M2_HistoricTour06.vcd" //Aw, shut up, Nick } Rule WorldC6M2_OnTourWalk103aCoach { criteria ConceptWorldC6M2_OnTourWalk103a IsCoach Response WorldC6M2_OnTourWalk103aCoach } Response WorldC6M2_Tattoo02b>Coach { scene "scenes/Coach/DLC1_C6M2_Tattoo02.vcd" then Producer WorldC6M2_Tattoo02c> foo:0 -2.512 //Shit, it's allll south of the border. scene "scenes/Coach/DLC1_C6M2_Tattoo03.vcd" then Producer WorldC6M2_Tattoo02d> foo:0 -2.019 //Coach's got a lot of real estate. scene "scenes/Coach/DLC1_C6M2_Tattoo04.vcd" //Hey, Coach keeps his secrets. } Rule WorldC6M2_Tattoo02b>Coach { criteria ConceptWorldC6M2_Tattoo02b> IsCoach Response WorldC6M2_Tattoo02b>Coach } //-------------------------------------------------------------------------------------------------------------- // C6M3 //-------------------------------------------------------------------------------------------------------------- Response C6M3_BridgeDownCoach { scene "scenes/Coach/DLC1_C6M2_Bridge2Up01.vcd" //Bridge here, let's go! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun01.vcd" //Get to the car! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun01.vcd" //Get to the car! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge is down, let's go! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge is down, let's go! scene "scenes/Coach/WorldC1M4B34.vcd" //GET TO THE CAR! scene "scenes/Coach/WorldC1M4B35.vcd" //GET TO THE CAR, PEOPLE! } Rule C6M3_BridgeDownCoach { criteria ConceptC6M3_BridgeDown IsCoach ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeDownCoach } Response C6M3_BridgeGettoCarCoach { scene "scenes/Coach/DLC1_C6M2_Bridge2Up01.vcd" //Bridge here, let's go! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun01.vcd" //Get to the car! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun01.vcd" //Get to the car! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge is down, let's go! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge is down, let's go! scene "scenes/Coach/WorldC1M4B34.vcd" //GET TO THE CAR! scene "scenes/Coach/WorldC1M4B35.vcd" //GET TO THE CAR, PEOPLE! } Rule C6M3_BridgeGettoCarCoach { criteria ConceptGetToVehicle IsCoach IsNotSaidGetToCar Isc6m3_port ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeGettoCarCoach } Response C6M3_elevatorCoach { scene "scenes/Coach/DLC1_C6M3_Elevator01.vcd" predelay ".5" //No messin' around let's get these cans. scene "scenes/Coach/DLC1_C6M3_Elevator03.vcd" predelay ".5" //We do this and get back to the car. scene "scenes/Coach/DLC1_C6M3_Elevator04.vcd" predelay ".5" //Let's fill that generator and then get back to the car. scene "scenes/Coach/DLC1_C6M3_Elevator05.vcd" predelay ".5" //Alright, look, no messin' around let's get these cans. scene "scenes/Coach/DLC1_C6M3_Elevator07.vcd" predelay ".5" //We do this and get back to the car. scene "scenes/Coach/DLC1_C6M3_Elevator08.vcd" predelay ".5" //Let's fill that generator and then get back to the car. } Rule C6M3_elevatorCoach { criteria Conceptc6m3_elevatorCancel IsCoach IsNotSaidC6M3Elevator IsC6M3_port ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorCoach } Response C6M3_elevatorZoeyCoach { scene "scenes/Coach/DLC1_C6M3_Elevator02.vcd" predelay ".5" //Ellis. Keep your mind on the cans not the girl. scene "scenes/Coach/DLC1_C6M3_Elevator06.vcd" predelay ".5" //Ellis. Keep your mind on the cans not the girl. } Rule C6M3_elevatorZoeyCoach { criteria Conceptc6m3_elevatorCancel IsCoach IsNotSaidC6M3Elevator IsC6M3_port IsZoeyIntroActor IsNotVersus ZoeyGroup1 ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorZoeyCoach } Response C6M3_GivenItemBikerCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items01.vcd" //Thanks for sharing! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items02.vcd" //Thanks my man. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items03.vcd" //Man, you guys are all right. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items08.vcd" //Thanks my man. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items11.vcd" //We owe you one. } Rule C6M3_GivenItemBikerCoach { criteria ConceptPlayerPickup IsCoach IsDonorBiker Isc6m3_portHeavy Response C6M3_GivenItemBikerCoach } Response C6M3_GivenItemTeenGirlCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items04.vcd" //Hey, thanks for the supplies. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items05.vcd" //We owe you one. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items07.vcd" //Thanks for sharing! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items09.vcd" //You guys are all right. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items10.vcd" //Thanks for the supplies. } Rule C6M3_GivenItemTeenGirlCoach { criteria ConceptPlayerPickup IsCoach IsDonorTeenGirl Isc6m3_portHeavy Response C6M3_GivenItemTeenGirlCoach } Response C6M3SafeRoomCoach { scene "scenes/Coach/blank.vcd" then any C6M3SafeRoom2 foo:0 3 // } Rule C6M3SafeRoomCoach { criteria ConceptTalkIdle Joined3 IsCoach isC6m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M3SafeRoom:1:0" applycontexttoworld Response C6M3SafeRoomCoach } Response DLC1_C6M3_SafeRoomConvo02eCoach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo01.vcd" //Sometimes you just gotta have faith, Nick. } Rule DLC1_C6M3_SafeRoomConvo02eCoach { criteria ConceptDLC1_C6M3_SafeRoomConvo02e IsCoach IsInStartArea Response DLC1_C6M3_SafeRoomConvo02eCoach } Response DLC1_C6M3_SafeRoomConvo03Coach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo02.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo03a foo:0 -2.358 //Ellis. It's showtime, buddy. } Rule DLC1_C6M3_SafeRoomConvo03Coach { criteria ConceptC6M3SafeRoom2 IsCoach IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor ZoeyGroup2 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo03Coach } Response DLC1_C6M3_SafeRoomConvo04Coach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo04.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo04a foo:0 -2.981 //Ellis, you ready to meet that Zoey girl again? scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo05.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo04a foo:0 -6.746 //Hey, Ellis, you ready to meet that Zoey girl again? [laughs] } Rule DLC1_C6M3_SafeRoomConvo04Coach { criteria ConceptC6M3SafeRoom2 IsCoach IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor ZoeyGroup4 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo04Coach } Response DLC1_C6M3_SafeRoomConvo08Coach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo06.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo08a foo:0 -3.801 //I don't trust that biker. He's probably long gone by now. } Rule DLC1_C6M3_SafeRoomConvo08Coach { criteria ConceptC6M3SafeRoom2 IsCoach IsNotSaidC6M3SafeRoom2 IsFrancisIntroActor IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo08Coach } Response DLC1_C6M3_SafeRoomConvo08bCoach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo07.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo08c foo:0 -3.689 //Minute we left, bet ya he stole the Jimmy Gibbs Jr. } Rule DLC1_C6M3_SafeRoomConvo08bCoach { criteria ConceptDLC1_C6M3_SafeRoomConvo08b IsCoach IsInStartArea Response DLC1_C6M3_SafeRoomConvo08bCoach } Response IncapBounceCoach { scene "scenes/Coach/blank.vcd" then Biker InCapBounce2 foo:0 0 // } Rule IncapBounceCoach { criteria ConceptSurvivorIncapacitated IsCoach IsNotSaidInCapBounce isC6m3_port ApplyContext "SaidInCapBounce:1:0" applycontexttoworld Response IncapBounceCoach } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response C6M3_CansDoneCoach { scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun02.vcd" then any EmphaticArriveRun foo:0 -1.194 //Let's get to the car! } Rule C6M3_CansDoneCoach { criteria Conceptc6m3escapeready IsCoach IsC6M3_Port IsNotSaidc6m3escapeready ApplyContext "Saidc6m3escapeready:1:0,Talk:1:5" applycontexttoworld Response C6M3_CansDoneCoach } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response L4D1AlsoSpottedTankCoach { scene "scenes/Coach/DLC1_L4D1Tank01.vcd" //Lead 'em back to the bridge! scene "scenes/Coach/DLC1_L4D1Tank02.vcd" //Lead the tanks back to the bridge! scene "scenes/Coach/DLC1_L4D1Tank03.vcd" odds 1 //Two tanks! scene "scenes/Coach/DLC1_L4D1Tank04.vcd" odds 1 //Shit! Two tanks! scene "scenes/Coach/DLC1_L4D1Tank05.vcd" odds 1 //Shit! Two tanks! } Rule L4D1AlsoSpottedTankCoach { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Isc6m3_port ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1AlsoSpottedTankCoach } Response L4D1SpottedTankCoach { scene "scenes/Coach/DLC1_L4D1Tank01.vcd" //Lead 'em back to the bridge! scene "scenes/Coach/DLC1_L4D1Tank02.vcd" //Lead the tanks back to the bridge! scene "scenes/Coach/DLC1_L4D1Tank03.vcd" odds 1 //Two tanks! scene "scenes/Coach/DLC1_L4D1Tank04.vcd" odds 1 //Shit! Two tanks! scene "scenes/Coach/DLC1_L4D1Tank05.vcd" odds 1 //Shit! Two tanks! } Rule L4D1SpottedTankCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Isc6m3_port IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1SpottedTankCoach } Response SurvivorSpottedFallenCoach { norepeat scene "scenes/Coach/DLC1_FallenSurvior03.vcd" //Get that zombie! scene "scenes/Coach/DLC1_FallenSurvior04.vcd" //Kill that zombie, it's got something. scene "scenes/Coach/DLC1_FallenSurvior05.vcd" //Get that zombie! scene "scenes/Coach/DLC1_FallenSurvior06.vcd" //Take that zombie out! } Rule SurvivorSpottedFallenCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeFallen IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidFallenWarn IsNotSpeakingWeight0 ApplyContext "SaidFallenWarn:1:20" applycontexttoworld Response SurvivorSpottedFallenCoach } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerWitchChasingC6M1Coach { scene "scenes/Coach/DLC1_C6M1_WeddingWitchChasing01.vcd" //Bride's chasing me! scene "scenes/Coach/DLC1_C6M1_WeddingWitchChasing02.vcd" //Ugly brides chasing me! Brides chasing me! scene "scenes/Coach/DLC1_C6M1_WeddingWitchChasing03.vcd" //Kill the bride! Kill the bride! } Rule PlayerWitchChasingC6M1Coach { criteria ConceptPlayerExertionMinor IsCoach IsWitchPresent SubjectIsNotWitch IsNotSaidCoachWitchChasing IsSaidCoachWitchAttacking isc6m1_riverbank ApplyContext "SaidCoachWitchChasing:1:15,TalkCoach:1:2" forceweight 20 Response PlayerWitchChasingC6M1Coach } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkremark_MidnightRidersBusCoach { scene "scenes/Coach/DLC1_C6M2_MidnightRiders01.vcd" //Man, I think I just saw... nah. scene "scenes/Coach/DLC1_C6M2_MidnightRiders02.vcd" //I must be dreaming. scene "scenes/Coach/DLC1_C6M2_MidnightRiders03.vcd" //I think I just saw... nah. } Rule PlayerRemarkremark_MidnightRidersBusCoach { criteria ConceptRemark IsCoach Isremark_MidnightRidersBus IsNotSaidremark_MidnightRidersBus IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1500 IsNotSpeakingWeight0 ApplyContext "Saidremark_MidnightRidersBus:1:0" applycontexttoworld Response PlayerRemarkremark_MidnightRidersBusCoach } Response PlayerRemarkWorldC6M1_AcrossHereCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley10.vcd" //Get your ass across the walk-way. } Rule PlayerRemarkWorldC6M1_AcrossHereCoach { criteria ConceptRemark IsCoach IsWorldC6M1_AcrossHere IsNotSaidWorldC6M1_AcrossHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AcrossHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AcrossHereCoach } Response PlayerRemarkWorldC6M1_AlleyBelowCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley02.vcd" //Down this alley. scene "scenes/Coach/DLC1_C6M1_BackAlley03.vcd" //We need to get up there. scene "scenes/Coach/DLC1_C6M1_BackAlley04.vcd" //We have to get into this building. scene "scenes/Coach/DLC1_C6M1_BackAlley05.vcd" //Let's all get up there. scene "scenes/Coach/DLC1_C6M1_BackAlley06.vcd" //Down this alley. scene "scenes/Coach/DLC1_C6M1_BackAlley07.vcd" //Down here. } Rule PlayerRemarkWorldC6M1_AlleyBelowCoach { criteria ConceptRemark IsCoach IsWorldC6M1_AlleyBelow IsNotSaidWorldC6M1_AlleyBelow IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyBelow:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyBelowCoach } Response PlayerRemarkWorldC6M1_AlleyIntoBuildingCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley08.vcd" //Into these apartments. scene "scenes/Coach/DLC1_C6M1_BackAlley09.vcd" //Across the walk-way. scene "scenes/Coach/DLC1_C6M1_BackAlley14.vcd" //Y'all get in there. } Rule PlayerRemarkWorldC6M1_AlleyIntoBuildingCoach { criteria ConceptRemark IsCoach IsWorldC6M1_AlleyIntoBuilding IsNotSaidWorldC6M1_AlleyIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyIntoBuildingCoach } Response PlayerRemarkWorldC6M1_InAptsCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley12.vcd" //In here. scene "scenes/Coach/DLC1_C6M1_BackAlley13.vcd" //Get in there. scene "scenes/Coach/DLC1_C6M1_BackAlley15.vcd" //Search these rooms for supplies. scene "scenes/Coach/DLC1_C6M1_BackAlley16.vcd" //We're goin' this way.. } Rule PlayerRemarkWorldC6M1_InAptsCoach { criteria ConceptRemark IsCoach IsWorldC6M1_InApts IsNotSaidWorldC6M1_InApts IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_InApts:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_InAptsCoach } Response PlayerRemarkWorldC6M1_IntoTheStoreCoach { scene "scenes/Coach/DLC1_C6M1_IntoStore01.vcd" //Through this store. scene "scenes/Coach/DLC1_C6M1_IntoStore02.vcd" //Guns in the store. scene "scenes/Coach/DLC1_C6M1_IntoStore03.vcd" //Let's get in the store. } Rule PlayerRemarkWorldC6M1_IntoTheStoreCoach { criteria ConceptRemark IsCoach IsWorldC6M1_IntoTheStore IsNotSaidWorldC6M1_IntoTheStore IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoTheStore:1:0,JustSaidWorldC6M1_IntoTheStore:1:30" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoTheStoreCoach } Response PlayerRemarkWorldC6M1_PostWeddingCoach { scene "scenes/Coach/DLC1_C6M1_WeddingPostWitch03.vcd" //Check those tents. } Rule PlayerRemarkWorldC6M1_PostWeddingCoach { criteria ConceptRemark IsCoach IsWorldC6M1_PostWedding IsNotSaidWorldC6M1_PostWedding IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_PostWedding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_PostWeddingCoach } Response PlayerRemarkWorldC6M1_SafeRoomAlleyCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley01.vcd" //Behind this bus. scene "scenes/Coach/DLC1_C6M1_SafeRoomAhead01.vcd" //Safe room back here! } Rule PlayerRemarkWorldC6M1_SafeRoomAlleyCoach { criteria ConceptRemark IsCoach IsWorldC6M1_SafeRoomAlley IsNotSaidWorldC6M1_SafeRoomAlley IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_SafeRoomAlley:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_SafeRoomAlleyCoach } Response PlayerRemarkWorldC6M1_ThroughBarCoach { scene "scenes/Coach/MiscDirectional07.vcd" //Through here! scene "scenes/Coach/World05.vcd" //Through here. scene "scenes/Coach/WorldC1M1B139.vcd" //Let's go through here. } Rule PlayerRemarkWorldC6M1_ThroughBarCoach { criteria ConceptRemark IsCoach IsWorldC6M1_ThroughBar IsNotSaidWorldC6M1_ThroughBar IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_ThroughBar:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_ThroughBarCoach } Response PlayerRemarkWorldC6M1_UpHereCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley11.vcd" //Back this way. scene "scenes/Coach/World12.vcd" //Up here. } Rule PlayerRemarkWorldC6M1_UpHereCoach { criteria ConceptRemark IsCoach IsWorldC6M1_UpHere IsNotSaidWorldC6M1_UpHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpHereCoach } Response PlayerRemarkWorldC6M1_UpTheStairsCoach { scene "scenes/Coach/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Coach/DLC1_C6M1_Upstairs02.vcd" //Let's try upstairs. } Rule PlayerRemarkWorldC6M1_UpTheStairsCoach { criteria ConceptRemark IsCoach IsWorldC6M1_UpTheStairs IsNotSaidWorldC6M1_UpTheStairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairsCoach } Response PlayerRemarkWorldC6M1_UpTheStairs2Coach { scene "scenes/Coach/DLC1_C6M2_UpStairs01.vcd" //Up the stairs. } Rule PlayerRemarkWorldC6M1_UpTheStairs2Coach { criteria ConceptRemark IsCoach IsWorldC6M1_UpTheStairs2 IsNotSaidWorldC6M1_UpTheStairs2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairs2Coach } Response PlayerRemarkWorldC6M1_WeddingWarnCoach { scene "scenes/Coach/DLC1_C6M1_Wedding01.vcd" then Producer RemWorldC6M1_WeddingWarn01 foo:0 -2.989 //Damn. This here wedding didn't end well. scene "scenes/Coach/DLC1_C6M1_Wedding02.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -2.843 //Look, uh, anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding03.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -1.235 //Anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding04.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.711 //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding05.vcd" //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding06.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.403 //Shhh.. does anyone see the wedding cake. } Rule PlayerRemarkWorldC6M1_WeddingWarnCoach { criteria ConceptRemark IsCoach IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnCoach } Response PlayerRemarkWorldC6M1_WeddingWarn1Coach { scene "scenes/Coach/DLC1_C6M1_Wedding01.vcd" then Producer RemWorldC6M1_WeddingWarn01 foo:0 -2.989 //Damn. This here wedding didn't end well. scene "scenes/Coach/DLC1_C6M1_Wedding02.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -2.843 //Look, uh, anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding03.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -1.235 //Anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding04.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.711 //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding05.vcd" //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding06.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.403 //Shhh.. does anyone see the wedding cake. } Rule PlayerRemarkWorldC6M1_WeddingWarn1Coach { criteria ConceptRemark IsCoach IsWorldC6M1_WeddingWarn1 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn1Coach } Response PlayerRemarkWorldC6M1_WeddingWarn2Coach { scene "scenes/Coach/DLC1_C6M1_Wedding01.vcd" then Producer RemWorldC6M1_WeddingWarn01 foo:0 -2.989 //Damn. This here wedding didn't end well. scene "scenes/Coach/DLC1_C6M1_Wedding02.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -2.843 //Look, uh, anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding03.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -1.235 //Anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding04.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.711 //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding05.vcd" //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding06.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.403 //Shhh.. does anyone see the wedding cake. } Rule PlayerRemarkWorldC6M1_WeddingWarn2Coach { criteria ConceptRemark IsCoach IsWorldC6M1_WeddingWarn2 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn2Coach } Response PlayerRemarkWorldC6M1_WeddingWarn3Coach { scene "scenes/Coach/DLC1_C6M1_Wedding01.vcd" then Producer RemWorldC6M1_WeddingWarn01 foo:0 -2.989 //Damn. This here wedding didn't end well. scene "scenes/Coach/DLC1_C6M1_Wedding02.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -2.843 //Look, uh, anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding03.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -1.235 //Anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding04.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.711 //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding05.vcd" //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding06.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.403 //Shhh.. does anyone see the wedding cake. } Rule PlayerRemarkWorldC6M1_WeddingWarn3Coach { criteria ConceptRemark IsCoach IsWorldC6M1_WeddingWarn3 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn3Coach } Response PlayerRemarkWorldC6M2_AcrossPlankCoach { scene "scenes/Coach/DLC1_C6M2_OverPlank01.vcd" //Over this plank. scene "scenes/Coach/DLC1_C6M2_OverPlank02.vcd" //Hurry up and get your asses over this plank. scene "scenes/Coach/DLC1_C6M2_OverPlank03.vcd" //Oh shit, do not look down. scene "scenes/Coach/DLC1_C6M2_OverPlank04.vcd" //Easy now, don't be playin' on this board. } Rule PlayerRemarkWorldC6M2_AcrossPlankCoach { criteria ConceptRemark IsCoach IsWorldC6M2_AcrossPlank IsNotSaidWorldC6M2_AcrossPlank IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear250 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AcrossPlank:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AcrossPlankCoach } Response PlayerRemarkWorldC6M2_AfterGate1Coach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater10.vcd" //Don't stop people! scene "scenes/Coach/DLC1_C6M2_Phase2InWater12.vcd" //Alright, let's keep moving. Unless Nick wants to stop and take a bath } Rule PlayerRemarkWorldC6M2_AfterGate1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_AfterGate1 IsNotSaidWorldC6M2_AfterGate1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate1Coach } Response PlayerRemarkWorldC6M2_AfterGate2Coach { scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder01.vcd" //There's gotta be a ladder here somewhere. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder02.vcd" //Let's find ourselves a ladder. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder03.vcd" //Holla if you see a ladder. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder04.vcd" //We need to get on the catwalks. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder05.vcd" //We need to get out of this shit. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder06.vcd" //Keep running, that alarm ain't goin' off. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder07.vcd" //That alarm is gonna keep goin'! } Rule PlayerRemarkWorldC6M2_AfterGate2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_AfterGate2 IsNotSaidWorldC6M2_AfterGate2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate2Coach } Response PlayerRemarkWorldC6M2_DownHereCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley07.vcd" //Down here. scene "scenes/Coach/MiscDirectional34.vcd" //We can get down here! scene "scenes/Coach/World08.vcd" //Down here. scene "scenes/Coach/WorldC2M114.vcd" //Down here. } Rule PlayerRemarkWorldC6M2_DownHereCoach { criteria ConceptRemark IsCoach IsWorldC6M2_DownHere IsNotSaidWorldC6M2_DownHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownHereCoach } Response PlayerRemarkWorldC6M2_DownIntoBuildingCoach { scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding01.vcd" //Through this building. scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding02.vcd" //In here. scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding03.vcd" //Down these stairs. scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding04.vcd" //Get in there. scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding05.vcd" //Everyone get in there. } Rule PlayerRemarkWorldC6M2_DownIntoBuildingCoach { criteria ConceptRemark IsCoach IsWorldC6M2_DownIntoBuilding IsNotSaidWorldC6M2_DownIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownIntoBuildingCoach } Response PlayerRemarkWorldC6M2_FinalLadderCoach { scene "scenes/Coach/DLC1_C6M2_Bridge2Up02.vcd" //Come on, let's get out of this sewer! scene "scenes/Coach/DLC1_C6M2_UpLadder01.vcd" //A ladder! scene "scenes/Coach/DLC1_C6M2_UpLadder02.vcd" //Up that ladder! } Rule PlayerRemarkWorldC6M2_FinalLadderCoach { criteria ConceptRemark IsCoach IsWorldC6M2_FinalLadder IsNotSaidWorldC6M2_FinalLadder IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalLadder:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalLadderCoach } Response PlayerRemarkWorldC6M2_FinalWaterCoach { scene "scenes/Coach/DLC1_C6M2_FinalWater01.vcd" //Back in the water. scene "scenes/Coach/DLC1_C6M2_FinalWater02.vcd" //Back in the water! scene "scenes/Coach/DLC1_C6M2_FinalWater03.vcd" //Ah hell, more water. scene "scenes/Coach/DLC1_C6M2_FinalWater04.vcd" //Ah hell, back in the water! } Rule PlayerRemarkWorldC6M2_FinalWaterCoach { criteria ConceptRemark IsCoach IsWorldC6M2_FinalWater IsNotSaidWorldC6M2_FinalWater IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWater:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterCoach } Response PlayerRemarkWorldC6M2_FinalWaterGoGoCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater10.vcd" //Don't stop people! scene "scenes/Coach/WorldC4M2B29.vcd" //KEEP MOVING! } Rule PlayerRemarkWorldC6M2_FinalWaterGoGoCoach { criteria ConceptRemark IsCoach IsWorldC6M2_FinalWaterGoGo IsNotSaidWorldC6M2_FinalWaterGoGo IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWaterGoGo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGoGoCoach } Response PlayerRemarkWorldC6M2_InJazzClubCoach { scene "scenes/Coach/DLC1_C6M2_JazzClub01.vcd" //Into the Jazz Club. scene "scenes/Coach/DLC1_C6M2_JazzClub02.vcd" //Tour's in the Jazz Club. } Rule PlayerRemarkWorldC6M2_InJazzClubCoach { criteria ConceptRemark IsCoach IsWorldC6M2_InJazzClub IsNotSaidWorldC6M2_InJazzClub IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1000 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InJazzClub:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InJazzClubCoach } Response PlayerRemarkWorldC6M2_InSewer1Coach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater11.vcd" //Come on now, let's just get through this shit. } Rule PlayerRemarkWorldC6M2_InSewer1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_InSewer1 IsNotSaidWorldC6M2_InSewer1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer1Coach } Response PlayerRemarkWorldC6M2_InSewerLadder1Coach { scene "scenes/Coach/DLC1_C6M2_UpLadder101.vcd" //Let's get out of the water. scene "scenes/Coach/DLC1_C6M2_UpLadder102.vcd" //Everybody up there! scene "scenes/Coach/DLC1_C6M2_UpLadder103.vcd" //All right, out of the water. scene "scenes/Coach/DLC1_C6M2_UpLadder104.vcd" //Everyone up there! } Rule PlayerRemarkWorldC6M2_InSewerLadder1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_InSewerLadder1 IsNotSaidWorldC6M2_InSewerLadder1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewerLadder1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewerLadder1Coach } Response PlayerRemarkWorldC6M2_IntoConstructionCoach { scene "scenes/Coach/DLC1_C6M2_ConstructionSite01.vcd" //Let's get down there. scene "scenes/Coach/DLC1_C6M2_ConstructionSite02.vcd" //Down by the pipe. } Rule PlayerRemarkWorldC6M2_IntoConstructionCoach { criteria ConceptRemark IsCoach IsWorldC6M2_IntoConstruction IsNotSaidWorldC6M2_IntoConstruction IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoConstruction:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoConstructionCoach } Response PlayerRemarkWorldC6M2_IntoPoolHallCoach { scene "scenes/Coach/DLC1_C6M2_IntoPoolHall01.vcd" //Into the pool hall. scene "scenes/Coach/DLC1_C6M2_IntoPoolHall02.vcd" //Get into the pool hall. scene "scenes/Coach/DLC1_C6M2_IntoPoolHall03.vcd" //Go through these windows. } Rule PlayerRemarkWorldC6M2_IntoPoolHallCoach { criteria ConceptRemark IsCoach IsWorldC6M2_IntoPoolHall IsNotSaidWorldC6M2_IntoPoolHall IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoPoolHall:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoPoolHallCoach } Response PlayerRemarkWorldC6M2_JukeBoxCoach { scene "scenes/Coach/DLC1_C6M2_StartingJukeBox01.vcd" //This jukebox is all right. scene "scenes/Coach/DLC1_C6M2_StartingJukeBox02.vcd" //Oh shit, this thing is still on! } Rule PlayerRemarkWorldC6M2_JukeBoxCoach { criteria ConceptRemark IsCoach IsWorldC6M2_JukeBox IsNotSaidWorldC6M2_JukeBox IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JukeBox:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JukeBoxCoach } Response PlayerRemarkWorldC6M2_JumpDownCoach { scene "scenes/Coach/DLC1_C6M2_Phase2JumpInWater01.vcd" //Together people. scene "scenes/Coach/DLC1_C6M2_Phase2JumpInWater02.vcd" //Don't get left behind. } Rule PlayerRemarkWorldC6M2_JumpDownCoach { criteria ConceptRemark IsCoach IsWorldC6M2_JumpDown IsNotSaidWorldC6M2_JumpDown IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JumpDown:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JumpDownCoach } Response PlayerRemarkWorldC6M2_OnTourWalk1Coach { scene "scenes/Coach/DLC1_C6M2_HistoricTour01.vcd" then Any WorldC6M2_OnTourWalk101a foo:0 -2.374 //Man, this is a real... scene "scenes/Coach/DLC1_C6M2_HistoricTour03.vcd" then Gambler WorldC6M2_OnTourWalk102a foo:0 -7.934 //Man, LOOK at all this, uh... uh... Aw, this tour is bullshit. scene "scenes/Coach/DLC1_C6M2_HistoricTour04.vcd" then Gambler WorldC6M2_OnTourWalk102a foo:0 -8.633 //Man, LOOK at all this, uh... uh... Aw, man, this tour is bullshit. scene "scenes/Coach/DLC1_C6M2_HistoricTour09.vcd" //Shit, they must have locked up all the history to keep it safe. } Rule PlayerRemarkWorldC6M2_OnTourWalk1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_OnTourWalk1 IsNotSaidWorldC6M2_OnTourWalk1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk1Coach } Response PlayerRemarkWorldC6M2_OnTourWalk2Coach { scene "scenes/Coach/DLC1_C6M2_HistoricTour07.vcd" //Keep to the walkway. scene "scenes/Coach/DLC1_C6M2_HistoricTour08.vcd" //Follow the walkway. } Rule PlayerRemarkWorldC6M2_OnTourWalk2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_OnTourWalk2 IsNotSaidWorldC6M2_OnTourWalk2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk2Coach } Response PlayerRemarkWorldC6M2_OpenGate1Coach { scene "scenes/Coach/DLC1_C6M1_AlarmDoor01.vcd" //This here door is going to sound when we open it. scene "scenes/Coach/DLC1_C6M1_AlarmDoor02.vcd" //You know this shit's going to get loud. scene "scenes/Coach/DLC1_C6M1_AlarmDoor03.vcd" //Let's get ready before we open that door. scene "scenes/Coach/DLC1_C6M2_Bridge1Raise03.vcd" //Shit, we gotta hit that button. scene "scenes/Coach/DLC1_C6M2_Bridge1Raise04.vcd" //This looks like the only way. } Rule PlayerRemarkWorldC6M2_OpenGate1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_OpenGate1 IsNotSaidWorldC6M2_OpenGate1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate1Coach } Response PlayerRemarkWorldC6M2_OpenGate2Coach { scene "scenes/Coach/DLC1_C6M2_Bridge2Raise02.vcd" //Second time better be the charm. scene "scenes/Coach/DLC1_C6M2_Bridge2Raise03.vcd" //Oh damn, another one of these things? scene "scenes/Coach/DLC1_C6M2_Bridge2Raise04.vcd" //Ellis, don't break it this time. } Rule PlayerRemarkWorldC6M2_OpenGate2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_OpenGate2 IsNotSaidWorldC6M2_OpenGate2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSaidOpenedGate2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate2Coach } Response PlayerRemarkWorldC6M2_Phase2Coach { scene "scenes/Coach/DLC1_C6M2_Phase201.vcd" //Tour's over? Shit. scene "scenes/Coach/DLC1_C6M2_Phase202.vcd" //Tour's over? Bullshit. scene "scenes/Coach/DLC1_C6M2_Phase204.vcd" //Phase two my ass. scene "scenes/Coach/DLC1_C6M2_Phase205.vcd" //Phase two coming in 2010? Shit phase one ain't done. } Rule PlayerRemarkWorldC6M2_Phase2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_Phase2 IsNotSaidWorldC6M2_Phase2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2Coach } Response PlayerRemarkWorldC6M2_Phase2DownCoach { scene "scenes/Coach/DLC1_C6M2_Phase207.vcd" //Down the stairs. } Rule PlayerRemarkWorldC6M2_Phase2DownCoach { criteria ConceptRemark IsCoach IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownCoach } Response PlayerRemarkWorldC6M2_Phase2DownIntenseCoach { scene "scenes/Coach/DLC1_C6M2_Phase208.vcd" //Get your asses down the stairs! scene "scenes/Coach/DLC1_C6M2_Phase209.vcd" //Come on, y'all, haul ass down the stairs! scene "scenes/Coach/DLC1_C6M2_Phase210.vcd" //Haul ass down the stairs! scene "scenes/Coach/DLC1_C6M2_Phase211.vcd" //DOWN DOWN DOWN! } Rule PlayerRemarkWorldC6M2_Phase2DownIntenseCoach { criteria ConceptRemark IsCoach IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IntensityOver75 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownIntenseCoach } Response PlayerRemarkWorldC6M2_PostGate1xCoach { scene "scenes/Coach/DLC1_C6M2_BridgeCollapse01.vcd" //Damn, back in water people. scene "scenes/Coach/DLC1_C6M2_BridgeCollapse02.vcd" //Let's just get this over with. scene "scenes/Coach/DLC1_C6M2_BridgeCollapse03.vcd" //Can't stay up here all day y'all. scene "scenes/Coach/DLC1_C6M2_BridgeCollapse04.vcd" //One more time! } Rule PlayerRemarkWorldC6M2_PostGate1xCoach { criteria ConceptRemark IsCoach IsWorldC6M2_PostGate1 IsNotSaidWorldC6M2_PostGate1 IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_PostGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_PostGate1xCoach } Response PlayerRemarkWorldC6M2_SafeRoomCoach { scene "scenes/Coach/DLC1_C6M2_Saferoom01.vcd" //Saferoom and it's dry! scene "scenes/Coach/DLC1_C6M2_Saferoom02.vcd" //Man, that bridge's gotta be close! } Rule PlayerRemarkWorldC6M2_SafeRoomCoach { criteria ConceptRemark IsCoach IsWorldC6M2_SafeRoom IsNotSaidWorldC6M2_SafeRoom IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SafeRoomCoach } Response PlayerRemarkWorldC6M2_SuitcaseCoach { scene "scenes/Coach/DLC1_C6M2_SuitcasePistols01.vcd" //[singing] "...a suitcase full of pistols and MON-NAY!" } Rule PlayerRemarkWorldC6M2_SuitcaseCoach { criteria ConceptRemark IsCoach IsWorldC6M2_Suitcase IsNotSaidWorldC6M2_Suitcase IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear100 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Suitcase:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SuitcaseCoach } Response PlayerRemarkWorldC6M2_TattooC&RCoach { scene "scenes/Coach/DLC1_C6M2_Tattoo01.vcd" then Producer WorldC6M2_Tattoo02a> foo:0 -5.016 //I got that one, that one-hell, I got most of these. } Rule PlayerRemarkWorldC6M2_TattooC&RCoach { criteria ConceptRemark IsCoach IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsProducerNear800Weight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooC&RCoach } Response PlayerRemarkWorldC6M2_TourEntranceCoach { scene "scenes/Coach/DLC1_C6M2_TicketCounter01.vcd" //Here we go, under the river. } Rule PlayerRemarkWorldC6M2_TourEntranceCoach { criteria ConceptRemark IsCoach IsWorldC6M2_TourEntrance IsNotSaidWorldC6M2_TourEntrance IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_TourEntrance:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TourEntranceCoach } Response PlayerRemarkWorldC6M2_UpCatWalkCoach { scene "scenes/Coach/DLC1_C6M2_UpCatwalk01.vcd" //A ladder! scene "scenes/Coach/DLC1_C6M2_UpCatwalk02.vcd" //Ladder! scene "scenes/Coach/DLC1_C6M2_UpCatwalk03.vcd" //Thank you Jesus, a ladder! } Rule PlayerRemarkWorldC6M2_UpCatWalkCoach { criteria ConceptRemark IsCoach IsWorldC6M2_UpCatWalk IsNotSaidWorldC6M2_UpCatWalk IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpCatWalk:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpCatWalkCoach } Response PlayerRemarkWorldC6M2_UpStairsCoach { scene "scenes/Coach/DLC1_C6M2_UpStairs01.vcd" //Up the stairs. scene "scenes/Coach/DLC1_C6M2_UpStairs02.vcd" //Let's get up to that street. } Rule PlayerRemarkWorldC6M2_UpStairsCoach { criteria ConceptRemark IsCoach IsWorldC6M2_UpStairs IsNotSaidWorldC6M2_UpStairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairsCoach } Response PlayerRemarkWorldC6M2_UpStairs2Coach { scene "scenes/Coach/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Coach/DLC1_C6M1_Upstairs02.vcd" //Let's try upstairs. } Rule PlayerRemarkWorldC6M2_UpStairs2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_UpStairs2 IsNotSaidWorldC6M2_UpStairs2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairs2Coach } Response PlayerRemarkWorldC6M3_BridgeRunCoach { scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun04.vcd" then Any WorldC6M3_ByBridge01 foo:0 -3.325 //Come on people, GET TO THE CAR! GET TO THE CAR! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun05.vcd" then Any WorldC6M3_ByBridge01 foo:0 -1.752 //We gotta run, GO! } Rule PlayerRemarkWorldC6M3_BridgeRunCoach { criteria ConceptRemark IsCoach IsWorldC6M3_BridgeRun IsNotSaidWorldC6M3_BridgeRun IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_BridgeRun:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_BridgeRunCoach } Response PlayerRemarkWorldC6M3_ByBridgeCoach { scene "scenes/Coach/DLC1_C6M3_FinaleFinalGas01.vcd" //You three keep safe. scene "scenes/Coach/DLC1_C6M3_FinaleFinalGas02.vcd" //We owe you. scene "scenes/Coach/DLC1_C6M3_FinaleFinalGas03.vcd" //You good? See y'all! scene "scenes/Coach/DLC1_C6M3_FinaleFinalGas04.vcd" //Well alright. We're gonna remember y'all. } Rule PlayerRemarkWorldC6M3_ByBridgeCoach { criteria ConceptRemark IsCoach IsWorldC6M3_ByBridge IsNotSaidWorldC6M3_ByBridge IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsSaidFinalVehicleArrived IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_ByBridge:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_ByBridgeCoach } Response PlayerRemarkWorldFootLockerCoach { scene "scenes/Coach/DLC1_FootLocker03.vcd" //Open up the locker. scene "scenes/Coach/DLC1_FootLocker04.vcd" //Open the bitch up. scene "scenes/Coach/DLC1_FootLocker05.vcd" //Search the lockers. } Rule PlayerRemarkWorldFootLockerCoach { criteria ConceptRemark IsCoach IsWorldFootLocker IsNotSaidWorldFootLocker IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldFootLocker:1:0" applycontexttoworld Response PlayerRemarkWorldFootLockerCoach } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response C6M3_PourFinishedCoach { scene "scenes/Coach/blank.vcd" predelay ".5,1.5" then Manager L4D1_NiceJobPour foo:0 0 // } Rule C6M3_PourFinishedCoach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Isc6m3_port ChanceToFire20Percent ApplyContext "Talk:1:3" Response C6M3_PourFinishedCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response SurvivorNearFinaleC6M3Coach { scene "scenes/Coach/blank.vcd" // } Rule SurvivorNearFinaleC6M3Coach { criteria ConceptPlayerNearFinale IsNotCoughing IsCoach IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkCoach IsNotIncapacitated IsWorldTalkCoach Isc6m3_port ApplyContext "SaidFinaleAhead:1:0" applycontexttoworld Response SurvivorNearFinaleC6M3Coach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupGolfCLubCoach { scene "scenes/Coach/DLC1_GolfClub03.vcd" //Grabbing a club. scene "scenes/Coach/DLC1_GolfClub04.vcd" //Grabbing a driver. } Rule SurvivorPickupGolfCLubCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpGolfClub IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupGolfCLubCoach } Response SurvivorPickupM60Coach { scene "scenes/Coach/DLC1_M6002.vcd" //Grabbing the big gun. scene "scenes/Coach/DLC1_M6003.vcd" //Grabbing the machine gun. scene "scenes/Coach/DLC1_M6004.vcd" //Shit, this is heavy. scene "scenes/Coach/DLC1_M6005.vcd" //This some goddamn firepower. scene "scenes/Coach/DLC1_M6006.vcd" //Grabbing the gun. } Rule SurvivorPickupM60Coach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpM60 IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupM60Coach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response HistoricTour02aCoach { scene "scenes/Coach/DLC1_C6M1_HistoricSign05.vcd" then Producer HistoricTour02b foo:0 -2.837 //Yeah, it's historic. scene "scenes/Coach/DLC1_C6M1_HistoricSign06.vcd" then Producer HistoricTour02b foo:0 -3.498 //I don't know, goes under the river. } Rule HistoricTour02aCoach { criteria ConceptHistoricTour02a IsCoach Response HistoricTour02aCoach } Response WeddingWitchDead01Coach { scene "scenes/Coach/DLC1_C6M1_WeddingWitchDead01.vcd" //You got problems boy. Deep down problems. } Rule WeddingWitchDead01Coach { criteria ConceptWeddingWitchDead01 IsCoach Response WeddingWitchDead01Coach } Response WeddingWitchDead02Coach { scene "scenes/Coach/DLC1_C6M1_WeddingWitchDead03.vcd" //Yeah, that shit was creeping me out. } Rule WeddingWitchDead02Coach { criteria ConceptWeddingWitchDead02 IsCoach Response WeddingWitchDead02Coach } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response Player.LostCallC6M3Coach { scene "scenes/Coach/blank.vcd" // } Rule Player.LostCallC6M3Coach { criteria ConceptTalkIdle IsCoach IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall Isc6m3_port ChanceToFire100Percent IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response Player.LostCallC6M3Coach } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedGolfClubCoach { scene "scenes/Coach/DLC1_GolfClub01.vcd" //Driver here. scene "scenes/Coach/DLC1_GolfClub02.vcd" //Golf club! } Rule SurvivorSpottedGolfClubCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubCoach } Response SurvivorSpottedGolfClubAutoCoach { scene "scenes/Coach/DLC1_GolfClub01.vcd" //Driver here. scene "scenes/Coach/DLC1_GolfClub02.vcd" //Golf club! } Rule SurvivorSpottedGolfClubAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsGolfClub IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoCoach } Response SurvivorSpottedM60Coach { scene "scenes/Coach/DLC1_M6001.vcd" //Big gun! scene "scenes/Coach/DLC1_M6007.vcd" //Here's a big gun! scene "scenes/Coach/DLC1_M6008.vcd" //Big gun! } Rule SurvivorSpottedM60Coach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60Coach } Response SurvivorSpottedM60AutoCoach { scene "scenes/Coach/DLC1_M6001.vcd" //Big gun! scene "scenes/Coach/DLC1_M6007.vcd" //Here's a big gun! scene "scenes/Coach/DLC1_M6008.vcd" //Big gun! } Rule SurvivorSpottedM60AutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsM60 IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60AutoCoach }