//-------------------------------------------------------------------------------------------------------------- // Gambler Response Rule File //-------------------------------------------------------------------------------------------------------------- //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankGambler { speak "Gambler_Blank" noscene //Blank } Response L4D1PlayerNiceShotGambler { scene "scenes/Gambler/NiceShot06.vcd" //Nice shooting. scene "scenes/Gambler/NiceShot07.vcd" //Nice shot! scene "scenes/Gambler/NiceShot08.vcd" //Nice shot Ace. } Rule L4D1PlayerNiceShotGambler { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsGambler IsSubjectDistNear1500 IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeaking ChanceToFire70Percent Response L4D1PlayerNiceShotGambler } Response L4D1PlayerNiceShotFrancisGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing01.vcd" //I owe you one, Francis! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing06.vcd" //Nice shot, Francis! } Rule L4D1PlayerNiceShotFrancisGambler { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsGambler IsSubjectDistNear1500 IsTalk IsTalkGambler IsWorldTalkGambler SubjectIsBiker ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotFrancisGambler } Response L4D1PlayerNiceShotLouisGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing02.vcd" //Thanks, Louis! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing08.vcd" //Louis, I am beginning to like you and your gun. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing09.vcd" //Louis, you are a badass with that gun. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing10.vcd" //Louis, you sure you don't want to come with us? We can leave Ellis behind. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing11.vcd" //Louis, you are a badass with that gun. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing12.vcd" //Louis, you sure you don't want to come with us? We can leave Ellis behind. } Rule L4D1PlayerNiceShotLouisGambler { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsGambler IsSubjectDistNear1500 IsTalk IsTalkGambler IsWorldTalkGambler SubjectIsManager ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotLouisGambler } Response L4D1PlayerNiceShotZoeyGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing03.vcd" //Thanks, Zoey! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing05.vcd" //Zoey, all right! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing07.vcd" //Nice shot, Zoey! } Rule L4D1PlayerNiceShotZoeyGambler { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsGambler IsSubjectDistNear1500 IsTalk IsTalkGambler IsWorldTalkGambler SubjectIsTeenGirl ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotZoeyGambler } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response C6M3GasPourGambler { scene "scenes/Gambler/DLC1_C6M3_Cans02.vcd" //I'm filling the generator. scene "scenes/Gambler/DLC1_C6M3_Cans03.vcd" //Pouring it in! scene "scenes/Gambler/DLC1_C6M3_Cans04.vcd" //Another one in! scene "scenes/Gambler/DLC1_C6M3_Cans05.vcd" //Almost outta here! scene "scenes/Gambler/DLC1_C6M3_Cans06.vcd" //Why doesn't anything have enough gas in it? } Rule C6M3GasPourGambler { criteria ConceptPlayerPourStarted IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge isC6M3_Port ChanceToFire70Percent ApplyContext "TalkGambler:1:2" Response C6M3GasPourGambler } //-------------------------------------------------------------------------------------------------------------- // C6M1 //-------------------------------------------------------------------------------------------------------------- Response C6M1_IntotheparkNoHealthGambler { scene "scenes/Gambler/DLC1_C6M1_IntoPark03.vcd" //Grab a health kit. scene "scenes/Gambler/DLC1_C6M1_IntoPark04.vcd" //Everyone grab a health kit. scene "scenes/Gambler/DLC1_C6M1_IntoPark05.vcd" //Don't forget a health kit. scene "scenes/Gambler/DLC1_C6M1_IntoPark06.vcd" //Quick, grab a health kit. } Rule C6M1_IntotheparkNoHealthGambler { criteria ConceptC6M1_IntotheparkNoHealth IsGambler Response C6M1_IntotheparkNoHealthGambler } Response C6M1Intro_01Biker05Gambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting07.vcd" then Biker C6M1Intro_10a foo:0 -9.671 //I'm telling you for the last goddamn time, lower the goddamn bridge you greasy vest wearing monkey. } Rule C6M1Intro_01Biker05Gambler { criteria ConceptintroC6M1 IsGambler IsFrancisIntroActor IsNotSaidIntroScene FrancisGroup5 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01Biker05Gambler } Response C6M1Intro_07bGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting01.vcd" then Producer C6M1Intro_07c foo:0 -1.130 //That guy's no cop. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting02.vcd" then Producer C6M1Intro_07c foo:0 -2.221 //I'll tell ya something; that guy is no cop. } Rule C6M1Intro_07bGambler { criteria ConceptC6M1Intro_07b IsGambler Response C6M1Intro_07bGambler } Response C6M1Intro_09aGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting03.vcd" then Gambler C6M1Intro_09b foo:0 -0.741 //Hey! (Realization someone else is alive) HEEEYYY!! } Rule C6M1Intro_09aGambler { criteria ConceptC6M1Intro_09a IsGambler Response C6M1Intro_09aGambler } Response C6M1Intro_09bGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting04.vcd" then Biker C6M1Intro_09c foo:0 -1.071 //Hey! (Realization someone else is alive) HEEEYYY!! } Rule C6M1Intro_09bGambler { criteria ConceptC6M1Intro_09b IsGambler Response C6M1Intro_09bGambler } Response C6M1Intro_09dGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting05.vcd" then Producer C6M1Intro_09e foo:0 -0.876 //What the... scene "scenes/Gambler/DLC1_C6M1_InitialMeeting06.vcd" then Producer C6M1Intro_09e foo:0 -0.618 //What? } Rule C6M1Intro_09dGambler { criteria ConceptC6M1Intro_09d IsGambler Response C6M1Intro_09dGambler } Response C6M1Intro_10eGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting08.vcd" //Whatever. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting09.vcd" //Whatever. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting10.vcd" //Whatever sweety. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting11.vcd" //Or: I could try is being more attractive to grease ball bikers. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting12.vcd" //Or: I could try is being more attractive to grease ball bikers. } Rule C6M1Intro_10eGambler { criteria ConceptC6M1Intro_10e IsGambler ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_10eGambler } Response C6M1Intro_11dGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting13.vcd" //All right. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting14.vcd" //Yeah, all right. } Rule C6M1Intro_11dGambler { criteria ConceptC6M1Intro_11d IsGambler ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_11dGambler } Response C6M1Intro_14aGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting15.vcd" then Biker C6M1Intro_14b foo:0 -6.925 //Okay, listen to me, jackass, lower the goddamn bridge so we can drive our goddamn car across. } Rule C6M1Intro_14aGambler { criteria ConceptC6M1Intro_14a IsGambler Response C6M1Intro_14aGambler } Response C6M1Intro_14cGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting16.vcd" then Producer C6M1Intro_14d foo:0 -1.100 //(to his group) Do you believe this guy? scene "scenes/Gambler/DLC1_C6M1_InitialMeeting17.vcd" then Producer C6M1Intro_14d foo:0 -1.129 //(to self) I don't believe this guy. } Rule C6M1Intro_14cGambler { criteria ConceptC6M1Intro_14c IsGambler Response C6M1Intro_14cGambler } Response C6M1Intro_15aGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting18.vcd" then TeenGirl C6M1Intro_15b foo:0 -4.406 //That's terrific cupcake, is there a man up there we can talk to? } Rule C6M1Intro_15aGambler { criteria ConceptC6M1Intro_15a IsGambler Response C6M1Intro_15aGambler } Response C6M1Intro_15eGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting19.vcd" //Hey, lighten up. Man, no one can take a joke anymore. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting20.vcd" //Wouldja lighten up? Man, no one can take a joke anymore. } Rule C6M1Intro_15eGambler { criteria ConceptC6M1Intro_15e IsGambler ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_15eGambler } Response C6M1Intro_16aGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting21.vcd" then Biker C6M1Intro_16b foo:0 -3.160 //Well then climb down, you big ape, and help us. } Rule C6M1Intro_16aGambler { criteria ConceptC6M1Intro_16a IsGambler Response C6M1Intro_16aGambler } Response LeavingC6M1StartGambler { scene "scenes/Gambler/blank.vcd" // } Rule LeavingC6M1StartGambler { criteria ConceptSurvivorLeavingCheckpoint IsGambler ApplyContext "LeftC6M1Start:1:0" applycontexttoworld Response LeavingC6M1StartGambler } Response RemWorldC6M1_WeddingWarn02Gambler { scene "scenes/Gambler/DLC1_C6M1_Wedding06.vcd" //Coach, no time for cake. scene "scenes/Gambler/DLC1_C6M1_Wedding07.vcd" //I'll keep an eye out for some. scene "scenes/Gambler/DLC1_C6M1_Wedding08.vcd" //Coach, I'll keep an eye out for some. Okay buddy? } Rule RemWorldC6M1_WeddingWarn02Gambler { criteria ConceptRemWorldC6M1_WeddingWarn02 IsGambler IsSubjectDistNear800 ApplyContext "AtWedding:1:60, CoachCake:1:0" applycontexttoworld Response RemWorldC6M1_WeddingWarn02Gambler } Response WorldC6M1_HistoricTourGambler { scene "scenes/Gambler/DLC1_C6M1_HistoricSign01.vcd" //[reading] "Historic Rayford Under-the-River Tunnel Tour." THAT'll get us across." scene "scenes/Gambler/DLC1_C6M1_HistoricSign03.vcd" //Look, we can just go under the river. Doesn't that sound fun Ellis? scene "scenes/Gambler/DLC1_C6M1_HistoricSign04.vcd" //Look, we can just go under the river. Doesn't that sound like fun Ellis? scene "scenes/Gambler/DLC1_C6M1_HistoricSign05.vcd" //If we can go under the river, we can get to the other side of the bridge. scene "scenes/Gambler/DLC1_C6M1_HistoricSign06.vcd" //Only in the South do I have to go under a goddamn river. scene "scenes/Gambler/DLC1_C6M1_HistoricSign07.vcd" //If we can't take the bridge, let's try this under-the-river tour. scene "scenes/Gambler/DLC1_C6M1_HistoricSign08.vcd" //Okay, explain something to me; how is an under-the-river tour scenic? } Rule WorldC6M1_HistoricTourGambler { criteria ConceptWorldC6M1_HistoricTour IsGambler IsNotLeftC6M1Start Response WorldC6M1_HistoricTourGambler } Response WorldC6M1_PostWedding02aGambler { scene "scenes/Gambler/DLC1_C6M1_WeddingPostWitch02.vcd" //Marrying her is the last thing you should do. } Rule WorldC6M1_PostWedding02aGambler { criteria ConceptWorldC6M1_PostWedding02a IsGambler IsSubjectDistNear800 Response WorldC6M1_PostWedding02aGambler } Response WorldC6M1_WeddingWarn05aGambler { scene "scenes/Gambler/DLC1_C6M1_WeddingPostWitch03.vcd" //Yeah, look Ellis, all women are emotional wrecks who will eventually kill you. scene "scenes/Gambler/DLC1_C6M1_WeddingPostWitch04.vcd" //Yeah, you're about to get mauled to death. } Rule WorldC6M1_WeddingWarn05aGambler { criteria ConceptWorldC6M1_WeddingWarn05a IsGambler IsSubjectDistNear800 Response WorldC6M1_WeddingWarn05aGambler } //-------------------------------------------------------------------------------------------------------------- // C6M2 //-------------------------------------------------------------------------------------------------------------- Response C6M2_OpenGate1Gambler { scene "scenes/Gambler/DLC1_C6M1_AlarmDoorOpen02.vcd" //I opened it. scene "scenes/Gambler/DLC1_C6M2_Bridge1RaiseHitIt01.vcd" //I hit it! } Rule C6M2_OpenGate1Gambler { criteria ConceptC6M2_OpenGate1 IsGambler ApplyContext "SaidOpenedGate1:1:0" applycontexttoworld Response C6M2_OpenGate1Gambler } Response C6M2_OpenGate1aGambler { scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse01.vcd" then Mechanic C6M2_OpenGate1b foo:0 -1.679 //Ellis, what did you just do? } Rule C6M2_OpenGate1aGambler { criteria ConceptC6M2_OpenGate1a IsGambler Response C6M2_OpenGate1aGambler } Response C6M2_OpenGate2Gambler { scene "scenes/Gambler/DLC1_C6M1_AlarmDoorOpen02.vcd" //I opened it. scene "scenes/Gambler/DLC1_C6M2_Bridge1RaiseHitIt03.vcd" //Ahh, Christ, you gotta be kidding me. scene "scenes/Gambler/DLC1_C6M2_Bridge1RaiseHitIt06.vcd" //Ahh, COME ON! } Rule C6M2_OpenGate2Gambler { criteria ConceptC6M2_OpenGate2 IsGambler ApplyContext "Said:OpenedGate2:1:0" applycontexttoworld Response C6M2_OpenGate2Gambler } Response C6M2SafeRoomGambler { scene "scenes/Gambler/blank.vcd" then any C6M2SafeRoom2 foo:0 3 // } Rule C6M2SafeRoomGambler { criteria ConceptTalkIdle Joined3 IsGambler isC6m2_bedlam IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M2SafeRoom:1:0" applycontexttoworld Response C6M2SafeRoomGambler } Response DLC1_C6M2_SafeRoomConvo01Gambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo01.vcd" then Any DLC1_C6M2_SafeRoomConvo01a foo:0 -5.037 //So we find this historic section. Go under the river. And then we kick that biker dude's ass, right? } Rule DLC1_C6M2_SafeRoomConvo01Gambler { criteria ConceptC6M2SafeRoom2 IsGambler IsFrancisIntroActor FrancisGroup5 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo01Gambler } Response DLC1_C6M2_SafeRoomConvo01bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo02.vcd" //Go to hell. } Rule DLC1_C6M2_SafeRoomConvo01bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo01b IsGambler Response DLC1_C6M2_SafeRoomConvo01bGambler } Response DLC1_C6M2_SafeRoomConvo02Gambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo03.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo02a foo:0 -3.153 //I can't believe we're waking this far just to keep a damn car. } Rule DLC1_C6M2_SafeRoomConvo02Gambler { criteria ConceptC6M2SafeRoom2 IsGambler IsFrancisIntroActor FrancisGroup1 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo02Gambler } Response DLC1_C6M2_SafeRoomConvo02bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo04.vcd" //I don't have a problem with leaving the car AND you behind. Okay, Ellis? } Rule DLC1_C6M2_SafeRoomConvo02bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo02b IsGambler Response DLC1_C6M2_SafeRoomConvo02bGambler } Response DLC1_C6M2_SafeRoomConvo06aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo05.vcd" //Boiled nuts? Christ. What is wrong with you Southerners? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo06.vcd" //Boiled nuts? Coah, come on, what is wrong with you Southerners? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo07.vcd" //And you want to live? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo08.vcd" //I hate your life Coach. } Rule DLC1_C6M2_SafeRoomConvo06aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo06a IsGambler Response DLC1_C6M2_SafeRoomConvo06aGambler } Response DLC1_C6M2_SafeRoomConvo07aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo09.vcd" //I think you had a better chance with that witch. } Rule DLC1_C6M2_SafeRoomConvo07aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo07a IsGambler Response DLC1_C6M2_SafeRoomConvo07aGambler } Response DLC1_C6M2_SafeRoomConvo08Gambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo17.vcd" then Coach DLC1_C6M2_SafeRoomConvo09a foo:0 -5.742 //So this under-the-river tour, who wants to bet that is going to be filthy. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo20.vcd" then Producer DLC1_C6M2_SafeRoomConvo10a foo:0 -2.140 //If anybody sees any hand sanitizer let me know. } Rule DLC1_C6M2_SafeRoomConvo08Gambler { criteria ConceptC6M2SafeRoom2 IsGambler IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo08Gambler } Response DLC1_C6M2_SafeRoomConvo08aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo10.vcd" then Producer DLC1_C6M2_SafeRoomConvo08b foo:0 -1.680 //What's a matter Rochelle, playing hard to get? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo11.vcd" then Producer DLC1_C6M2_SafeRoomConvo08b foo:0 -1.761 //What's a matter sweetie, you playing hard to get? } Rule DLC1_C6M2_SafeRoomConvo08aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo08a IsGambler Response DLC1_C6M2_SafeRoomConvo08aGambler } Response DLC1_C6M2_SafeRoomConvo08cGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo12.vcd" then Producer DLC1_C6M2_SafeRoomConvo08d foo:0 -1.860 //I saw the way you were looking at him. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo13.vcd" then Producer DLC1_C6M2_SafeRoomConvo08d foo:0 -2.358 //C'mon... I saw the way you were looking at him. } Rule DLC1_C6M2_SafeRoomConvo08cGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo08c IsGambler Response DLC1_C6M2_SafeRoomConvo08cGambler } Response DLC1_C6M2_SafeRoomConvo08eGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo14.vcd" then Producer DLC1_C6M2_SafeRoomConvo08f foo:0 -2.774 //I don't know... he fills out a vest pretty good. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo15.vcd" then Producer DLC1_C6M2_SafeRoomConvo08f foo:0 -1.303 //He could be the one. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo16.vcd" //Look, there are probably 10 guys left on the planet Rochelle, and you're not getting any younger, sweetie. } Rule DLC1_C6M2_SafeRoomConvo08eGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo08e IsGambler Response DLC1_C6M2_SafeRoomConvo08eGambler } Response DLC1_C6M2_SafeRoomConvo09bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo19.vcd" //Coach, A germ just wiped out the whole planet. So yes. } Rule DLC1_C6M2_SafeRoomConvo09bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo09b IsGambler Response DLC1_C6M2_SafeRoomConvo09bGambler } Response DLC1_C6M2_SafeRoomConvo10Gambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo23.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo11a foo:0 -4.165 //So Ellis, Zoey huh? What do you think? } Rule DLC1_C6M2_SafeRoomConvo10Gambler { criteria ConceptC6M2SafeRoom2 IsGambler IsZoeyIntroActor ZoeyGroup2 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo10Gambler } Response DLC1_C6M2_SafeRoomConvo10bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo21.vcd" then Producer DLC1_C6M2_SafeRoomConvo10c foo:0 -4.362 //Yeah, hahaha a little bit more hand sanitizer and we wouldn't be in this mess. } Rule DLC1_C6M2_SafeRoomConvo10bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo10b IsGambler Response DLC1_C6M2_SafeRoomConvo10bGambler } Response DLC1_C6M2_SafeRoomConvo10dGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo22.vcd" //Under the what now? } Rule DLC1_C6M2_SafeRoomConvo10dGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo10d IsGambler Response DLC1_C6M2_SafeRoomConvo10dGambler } Response DLC1_C6M2_SafeRoomConvo11bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo24.vcd" //Yeah agreed, she is totally out of your league. } Rule DLC1_C6M2_SafeRoomConvo11bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo11b IsGambler Response DLC1_C6M2_SafeRoomConvo11bGambler } Response DLC1_C6M2_SafeRoomConvo12aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo25.vcd" then Coach DLC1_C6M2_SafeRoomConvo12b foo:0 -5.184 //Okay, let me get this straight. It's a tunnel... under the river. Right? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo26.vcd" then Coach DLC1_C6M2_SafeRoomConvo12b foo:0 -4.359 //Let me get this straight, Coach. It's a tunnel... under the river. Right? } Rule DLC1_C6M2_SafeRoomConvo12aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo12a IsGambler Response DLC1_C6M2_SafeRoomConvo12aGambler } Response DLC1_C6M2_SafeRoomConvo12cGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo27.vcd" then Coach DLC1_C6M2_SafeRoomConvo12d foo:0 -3.094 //And this is supposed to teach me about what exactly? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo28.vcd" then Coach DLC1_C6M2_SafeRoomConvo12d foo:0 -2.844 //And this is supposed to teach me about what exactly? } Rule DLC1_C6M2_SafeRoomConvo12cGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo12c IsGambler Response DLC1_C6M2_SafeRoomConvo12cGambler } Response DLC1_C6M2_SafeRoomConvo13aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo29.vcd" then Coach DLC1_C6M2_SafeRoomConvo13b foo:0 -2.783 //I am not looking forward to this under the river tour. } Rule DLC1_C6M2_SafeRoomConvo13aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo13a IsGambler Response DLC1_C6M2_SafeRoomConvo13aGambler } Response DLC1_C6M2_SafeRoomConvo13cGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo30.vcd" //Coach, it's a hole. Oh no, excuse me, an historic hole. Under a river. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo32.vcd" then Coach DLC1_C6M2_SafeRoomConvo13d foo:0 -4.824 //Okay, good point. You know what? I am looking forward to punching that grease bag biker in the mouth. } Rule DLC1_C6M2_SafeRoomConvo13cGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo13c IsGambler Response DLC1_C6M2_SafeRoomConvo13cGambler } Response DLC1_C6M2_SafeRoomConvo14fGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo31.vcd" //Yeah, no, I'm good, I'm good. } Rule DLC1_C6M2_SafeRoomConvo14fGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo14f IsGambler Response DLC1_C6M2_SafeRoomConvo14fGambler } Response DLC1_C6M2_SafeRoomConvo15cGambler { scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever. } Rule DLC1_C6M2_SafeRoomConvo15cGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo15c IsGambler ApplyContext "Talk:1:0.749" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo15cGambler } Response WorldC6M2_AfterGate201aGambler { scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder12.vcd" //Not the time, Ellis. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder13.vcd" //Not the time, Ellis. } Rule WorldC6M2_AfterGate201aGambler { criteria ConceptWorldC6M2_AfterGate201a IsGambler Response WorldC6M2_AfterGate201aGambler } Response WorldC6M2_FinalWater01aGambler { scene "scenes/Gambler/DLC1_C6M2_FinalWater02.vcd" then Mechanic WorldC6M2_FinalWater01b foo:0 -1.524 //I hate you, Ellis! } Rule WorldC6M2_FinalWater01aGambler { criteria ConceptWorldC6M2_FinalWater01a IsGambler Response WorldC6M2_FinalWater01aGambler } Response WorldC6M2_InSewer101cGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater01.vcd" //Ellis. I NEED this. } Rule WorldC6M2_InSewer101cGambler { criteria ConceptWorldC6M2_InSewer101c IsGambler Response WorldC6M2_InSewer101cGambler } Response WorldC6M2_InSewer102bGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater08.vcd" //YES. } Rule WorldC6M2_InSewer102bGambler { criteria ConceptWorldC6M2_InSewer102b IsGambler Response WorldC6M2_InSewer102bGambler } Response WorldC6M2_InSewer201aGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater10.vcd" //Don't you DARE. } Rule WorldC6M2_InSewer201aGambler { criteria ConceptWorldC6M2_InSewer201a IsGambler Response WorldC6M2_InSewer201aGambler } Response WorldC6M2_InSewer202aGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater11.vcd" //Ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater16.vcd" //Ugh } Rule WorldC6M2_InSewer202aGambler { criteria ConceptWorldC6M2_InSewer202a IsGambler Response WorldC6M2_InSewer202aGambler } Response WorldC6M2_InSewerLadder101aGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater12.vcd" //Ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater13.vcd" //Augh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater14.vcd" //Ugh, ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater15.vcd" //Ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater17.vcd" //Ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater18.vcd" //Ugh, ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater19.vcd" //Bad advice. BAD advice. } Rule WorldC6M2_InSewerLadder101aGambler { criteria ConceptWorldC6M2_InSewerLadder101a IsGambler Response WorldC6M2_InSewerLadder101aGambler } Response WorldC6M2_OnTourWalk101aGambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour06.vcd" then Coach WorldC6M2_OnTourWalk101c foo:0 -0.596 //Shithole? } Rule WorldC6M2_OnTourWalk101aGambler { criteria ConceptWorldC6M2_OnTourWalk101a IsGambler Response WorldC6M2_OnTourWalk101aGambler } Response WorldC6M2_OnTourWalk102aGambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour07.vcd" then Any WorldC6M2_OnTourWalk102b foo:0 -0.666 //Toldja. } Rule WorldC6M2_OnTourWalk102aGambler { criteria ConceptWorldC6M2_OnTourWalk102a IsGambler Response WorldC6M2_OnTourWalk102aGambler } Response WorldC6M2_Tattoo01b>Gambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo06.vcd" //I'll just write greasy pig. We'll all know who we are talking about. scene "scenes/Gambler/DLC1_C6M2_Tattoo08.vcd" //I'll just write greasy pig, we all...(laughs) scene "scenes/Gambler/DLC1_C6M2_Tattoo09.vcd" //Greasy pig should be close enough, right? scene "scenes/Gambler/DLC1_C6M2_Tattoo10.vcd" //I'll just write greasy pig. We'll all know who we are talking about. } Rule WorldC6M2_Tattoo01b>Gambler { criteria ConceptWorldC6M2_Tattoo01b> IsGambler Response WorldC6M2_Tattoo01b>Gambler } Response WorldC6M2_Tattoo03a>Gambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo11.vcd" //That is never going to happen, Ellis. scene "scenes/Gambler/DLC1_C6M2_Tattoo12.vcd" then Mechanic WorldC6M2_Tattoo03b> foo:0 -1.811 //I'm gonna get a tattoo that says "no". } Rule WorldC6M2_Tattoo03a>Gambler { criteria ConceptWorldC6M2_Tattoo03a> IsGambler Response WorldC6M2_Tattoo03a>Gambler } //-------------------------------------------------------------------------------------------------------------- // C6M3 //-------------------------------------------------------------------------------------------------------------- Response C6M3_BridgeDownGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun02.vcd" //Bridge is down, to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun02.vcd" //Bridge is down, to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun04.vcd" //GET TO THE CAR, GET TO THE CAR! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun04.vcd" //GET TO THE CAR, GET TO THE CAR! scene "scenes/Gambler/WorldC1M4B35.vcd" //Thank YOU, Jimmy Gibbs, Jr. scene "scenes/Gambler/WorldC1M4B36.vcd" //Get to the car! scene "scenes/Gambler/WorldC1M4B37.vcd" //Would you get to the goddamn car? scene "scenes/Gambler/WorldC1M4B39.vcd" //Everyone to the car! scene "scenes/Gambler/WorldC1M4B40.vcd" //I'm not waiting long, get to the car! scene "scenes/Gambler/WorldC1M4B41.vcd" //Time to leave people! scene "scenes/Gambler/WorldC1M4B43.vcd" //Let's go people, let's go! } Rule C6M3_BridgeDownGambler { criteria ConceptC6M3_BridgeDown IsGambler ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeDownGambler } Response C6M3_BridgeGettoCarGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun02.vcd" //Bridge is down, to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun02.vcd" //Bridge is down, to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun04.vcd" //GET TO THE CAR, GET TO THE CAR! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun04.vcd" //GET TO THE CAR, GET TO THE CAR! scene "scenes/Gambler/WorldC1M4B35.vcd" //Thank YOU, Jimmy Gibbs, Jr. scene "scenes/Gambler/WorldC1M4B36.vcd" //Get to the car! scene "scenes/Gambler/WorldC1M4B37.vcd" //Would you get to the goddamn car? scene "scenes/Gambler/WorldC1M4B39.vcd" //Everyone to the car! scene "scenes/Gambler/WorldC1M4B40.vcd" //I'm not waiting long, get to the car! scene "scenes/Gambler/WorldC1M4B41.vcd" //Time to leave people! scene "scenes/Gambler/WorldC1M4B43.vcd" //Let's go people, let's go! } Rule C6M3_BridgeGettoCarGambler { criteria ConceptGetToVehicle IsGambler IsNotSaidGetToCar Isc6m3_port ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeGettoCarGambler } Response C6M3_elevatorGambler { scene "scenes/Gambler/DLC1_C6M3_Elevator02.vcd" predelay ".5" //I guess they'll help. Right? scene "scenes/Gambler/DLC1_C6M3_Elevator03.vcd" predelay ".5" //First we fill up Gibby's car with gas, now a generator, what next? Don't answer, Ellis. scene "scenes/Gambler/DLC1_C6M3_Elevator04.vcd" predelay ".5" //Let's get these cans fast. scene "scenes/Gambler/DLC1_C6M3_Elevator05.vcd" predelay ".5" //Let's not piss around here, alright? Gas up the generator, let's get out of here. } Rule C6M3_elevatorGambler { criteria Conceptc6m3_elevatorCancel IsGambler IsNotSaidC6M3Elevator IsC6M3_port ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorGambler } Response C6M3_elevatorFrancisGambler { scene "scenes/Gambler/DLC1_C6M3_Elevator01.vcd" predelay ".5" //The minute we get down there, I'm shooting that biker. } Rule C6M3_elevatorFrancisGambler { criteria Conceptc6m3_elevatorCancel IsGambler IsNotSaidC6M3Elevator IsC6M3_port IsFrancisIntroActor IsNotVersus FrancisGroup5 ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorFrancisGambler } Response C6M3_GivenItemBikerGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items01.vcd" //Shit, thanks! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items03.vcd" //Sorry if I was rude before. You guys are all right! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items05.vcd" //Thanks, greaseball! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items07.vcd" //Thanks, pal! } Rule C6M3_GivenItemBikerGambler { criteria ConceptPlayerPickup IsGambler IsDonorBiker Isc6m3_portHeavy Response C6M3_GivenItemBikerGambler } Response C6M3_GivenItemTeenGirlGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items02.vcd" //Thanks, we'll make good use of this. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items06.vcd" //Hey thanks, babe! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items08.vcd" //Got it, thank you! } Rule C6M3_GivenItemTeenGirlGambler { criteria ConceptPlayerPickup IsGambler IsDonorTeenGirl Isc6m3_portHeavy Response C6M3_GivenItemTeenGirlGambler } Response C6M3SafeRoomGambler { scene "scenes/Gambler/blank.vcd" then any C6M3SafeRoom2 foo:0 3 // } Rule C6M3SafeRoomGambler { criteria ConceptTalkIdle Joined3 IsGambler isC6m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M3SafeRoom:1:0" applycontexttoworld Response C6M3SafeRoomGambler } Response DLC1_C6M3_SafeRoomConvo02Gambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo01.vcd" then Producer DLC1_C6M3_SafeRoomConvo02a1 foo:0 -2.706 //I don't trust that biker. He better still be here. } Rule DLC1_C6M3_SafeRoomConvo02Gambler { criteria ConceptC6M3SafeRoom2 IsGambler IsNotSaidC6M3SafeRoom2 IsFrancisIntroActor FrancisGroup5 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo02Gambler } Response DLC1_C6M3_SafeRoomConvo02bGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo04.vcd" then Producer DLC1_C6M3_SafeRoomConvo02c foo:0 -1.357 //You know him that well? } Rule DLC1_C6M3_SafeRoomConvo02bGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo02b IsGambler Response DLC1_C6M3_SafeRoomConvo02bGambler } Response DLC1_C6M3_SafeRoomConvo02dGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo03.vcd" then Any DLC1_C6M3_SafeRoomConvo02e foo:0 -3.014 //You got a good feeling about every scumbag that lives on a bridge. } Rule DLC1_C6M3_SafeRoomConvo02dGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo02d IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo02dGambler } Response DLC1_C6M3_SafeRoomConvo03bGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo05.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo03c foo:0 -1.836 //Like you've been crawling through a sewer. } Rule DLC1_C6M3_SafeRoomConvo03bGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo03b IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo03bGambler } Response DLC1_C6M3_SafeRoomConvo03dGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo06.vcd" //I'm not even going to look. scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo07.vcd" //I'm not even going to look, Ellis. } Rule DLC1_C6M3_SafeRoomConvo03dGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo03d IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo03dGambler } Response DLC1_C6M3_SafeRoomConvo04cGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo09.vcd" then Any DLC1_C6M3_SafeRoomConvo04d foo:0 -5.593 //Don't listen to her. You got five minutes to get this done, Ellis. It is do or die time, buddy. } Rule DLC1_C6M3_SafeRoomConvo04cGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo04c IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo04cGambler } Response DLC1_C6M3_SafeRoomConvo05Gambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo08.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo05a foo:0 -2.866 //So we're about to see that girl again, what's her name? Zoey? } Rule DLC1_C6M3_SafeRoomConvo05Gambler { criteria ConceptC6M3SafeRoom2 IsGambler IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor ZoeyGroup1 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo05Gambler } Response DLC1_C6M3_SafeRoomConvo05bGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo11.vcd" then Producer DLC1_C6M3_SafeRoomConvo05c foo:0 -6.224 //What are you nervous about? You had your chance, you didn't do shit. Now you can watch Nick take care of business. } Rule DLC1_C6M3_SafeRoomConvo05bGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo05b IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo05bGambler } Response DLC1_C6M3_SafeRoomConvo05dGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo12.vcd" //What? I'm a handsome man. scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo13.vcd" //What? I'm a closer. scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo14.vcd" //What? I'm a handsome man, what can I tell ya? scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo15.vcd" //A-B-C. A;ways be closing. } Rule DLC1_C6M3_SafeRoomConvo05dGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo05d IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo05dGambler } Response IncapBounceGambler { scene "scenes/Gambler/blank.vcd" then Biker InCapBounce2 foo:0 0 // } Rule IncapBounceGambler { criteria ConceptSurvivorIncapacitated IsGambler IsNotSaidInCapBounce isC6m3_port ApplyContext "SaidInCapBounce:1:0" applycontexttoworld Response IncapBounceGambler } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response C6M3_CansDoneGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun01.vcd" then any EmphaticArriveRun foo:0 -1.156 //Everyone to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun03.vcd" then any EmphaticArriveRun foo:0 -1.285 //Thanks! We gotta run! } Rule C6M3_CansDoneGambler { criteria Conceptc6m3escapeready IsGambler IsC6M3_Port IsNotSaidc6m3escapeready ApplyContext "Saidc6m3escapeready:1:0,Talk:1:5" applycontexttoworld Response C6M3_CansDoneGambler } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedFallenGambler { norepeat scene "scenes/Gambler/DLC1_FallenSurvior01.vcd" //Kill that zombie, he's got something! scene "scenes/Gambler/DLC1_FallenSurvior02.vcd" //That zombie's got something! Kill it! scene "scenes/Gambler/DLC1_FallenSurvior03.vcd" //Get that zombie! He's got something! scene "scenes/Gambler/DLC1_FallenSurvior05.vcd" //What's that zombie got? scene "scenes/Gambler/DLC1_FallenSurvior06.vcd" //I think that zombie's got something! scene "scenes/Gambler/DLC1_FallenSurvior07.vcd" //That zombie's got something! scene "scenes/Gambler/SeeFallen02.vcd" //Is that a survivor? } Rule SurvivorSpottedFallenGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeFallen IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidFallenWarn IsNotSpeakingWeight0 ApplyContext "SaidFallenWarn:1:20" applycontexttoworld Response SurvivorSpottedFallenGambler } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerWitchChasingC6M1Gambler { scene "scenes/Gambler/DLC1_C6M1_WeddingWitchChasing01.vcd" //Here comes the bride! } Rule PlayerWitchChasingC6M1Gambler { criteria ConceptPlayerExertionMinor IsGambler IsWitchPresent SubjectIsNotWitch IsNotSaidGamblerWitchChasing IsSaidGamblerWitchAttacking isc6m1_riverbank ApplyContext "SaidGamblerWitchChasing:1:15,TalkGambler:1:2" forceweight 20 Response PlayerWitchChasingC6M1Gambler } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkremark_MidnightRidersBusGambler { scene "scenes/Gambler/DLC1_C6M2_MidnightRiders01.vcd" //Did you guys see that? scene "scenes/Gambler/DLC1_C6M2_MidnightRiders02.vcd" //Did you guys see that? scene "scenes/Gambler/DLC1_C6M2_MidnightRiders03.vcd" //What in the hell was that? scene "scenes/Gambler/DLC1_C6M2_MidnightRiders04.vcd" //I must be dreaming. } Rule PlayerRemarkremark_MidnightRidersBusGambler { criteria ConceptRemark IsGambler Isremark_MidnightRidersBus IsNotSaidremark_MidnightRidersBus IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1500 IsNotSpeakingWeight0 ApplyContext "Saidremark_MidnightRidersBus:1:0" applycontexttoworld Response PlayerRemarkremark_MidnightRidersBusGambler } Response PlayerRemarkWorldC6M1_AcrossHereGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley07.vcd" //Across the walk-way. } Rule PlayerRemarkWorldC6M1_AcrossHereGambler { criteria ConceptRemark IsGambler IsWorldC6M1_AcrossHere IsNotSaidWorldC6M1_AcrossHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AcrossHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AcrossHereGambler } Response PlayerRemarkWorldC6M1_AlleyBelowGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley01.vcd" //We've got to get up across these walk-ways. scene "scenes/Gambler/DLC1_C6M1_BackAlley02.vcd" //We've got to get into this building. scene "scenes/Gambler/DLC1_C6M1_BackAlley03.vcd" //We need to get up there. scene "scenes/Gambler/DLC1_C6M1_BackAlley04.vcd" //Down this alley. scene "scenes/Gambler/DLC1_C6M1_BackAlley05.vcd" //Down here. scene "scenes/Gambler/DLC1_C6M1_BackAlley16.vcd" //Down this alley. } Rule PlayerRemarkWorldC6M1_AlleyBelowGambler { criteria ConceptRemark IsGambler IsWorldC6M1_AlleyBelow IsNotSaidWorldC6M1_AlleyBelow IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyBelow:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyBelowGambler } Response PlayerRemarkWorldC6M1_AlleyIntoBuildingGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley06.vcd" //Into the apartments. } Rule PlayerRemarkWorldC6M1_AlleyIntoBuildingGambler { criteria ConceptRemark IsGambler IsWorldC6M1_AlleyIntoBuilding IsNotSaidWorldC6M1_AlleyIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyIntoBuildingGambler } Response PlayerRemarkWorldC6M1_InAptsGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley10.vcd" //Into here. scene "scenes/Gambler/DLC1_C6M1_BackAlley11.vcd" //In here. scene "scenes/Gambler/DLC1_C6M1_BackAlley13.vcd" //Over here. scene "scenes/Gambler/DLC1_C6M1_BackAlley14.vcd" //Let's search these rooms for supplies. } Rule PlayerRemarkWorldC6M1_InAptsGambler { criteria ConceptRemark IsGambler IsWorldC6M1_InApts IsNotSaidWorldC6M1_InApts IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_InApts:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_InAptsGambler } Response PlayerRemarkWorldC6M1_IntotheparkGambler { scene "scenes/Gambler/DLC1_C6M1_IntoPark01.vcd" //Let's go through this park. scene "scenes/Gambler/DLC1_C6M1_IntoPark02.vcd" //Through this park. } Rule PlayerRemarkWorldC6M1_IntotheparkGambler { criteria ConceptRemark IsGambler IsWorldC6M1_Intothepark IsNotSaidWorldC6M1_Intothepark IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_Intothepark:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntotheparkGambler } Response PlayerRemarkWorldC6M1_IntoThePark2Gambler { scene "scenes/Gambler/DLC1_C6M1_IntoPark01.vcd" //Let's go through this park. } Rule PlayerRemarkWorldC6M1_IntoThePark2Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_IntoThePark2 IsNotSaidWorldC6M1_IntoThePark2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoThePark2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoThePark2Gambler } Response PlayerRemarkWorldC6M1_IntoTheStoreGambler { scene "scenes/Gambler/DLC1_C6M1_IntoStore01.vcd" //Through this store. scene "scenes/Gambler/DLC1_C6M1_IntoStore02.vcd" //Let's go through this store. scene "scenes/Gambler/DLC1_C6M1_IntoStore03.vcd" //We can get around through this store. scene "scenes/Gambler/DLC1_C6M1_IntoStore04.vcd" //Guns in this store! } Rule PlayerRemarkWorldC6M1_IntoTheStoreGambler { criteria ConceptRemark IsGambler IsWorldC6M1_IntoTheStore IsNotSaidWorldC6M1_IntoTheStore IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoTheStore:1:0,JustSaidWorldC6M1_IntoTheStore:1:30" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoTheStoreGambler } Response PlayerRemarkWorldC6M1_SafeRoomAlleyGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley17.vcd" //Behind this bus. scene "scenes/Gambler/DLC1_C6M1_SafeRoomAhead01.vcd" //Safe house in this building! scene "scenes/Gambler/DLC1_C6M1_SafeRoomAhead02.vcd" //Safe house back here! } Rule PlayerRemarkWorldC6M1_SafeRoomAlleyGambler { criteria ConceptRemark IsGambler IsWorldC6M1_SafeRoomAlley IsNotSaidWorldC6M1_SafeRoomAlley IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_SafeRoomAlley:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_SafeRoomAlleyGambler } Response PlayerRemarkWorldC6M1_ThroughBarGambler { scene "scenes/Gambler/WorldMisc02.vcd" //Through here. scene "scenes/Gambler/WorldMisc08.vcd" //Through here. } Rule PlayerRemarkWorldC6M1_ThroughBarGambler { criteria ConceptRemark IsGambler IsWorldC6M1_ThroughBar IsNotSaidWorldC6M1_ThroughBar IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_ThroughBar:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_ThroughBarGambler } Response PlayerRemarkWorldC6M1_UpHereGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley08.vcd" //Back this way. scene "scenes/Gambler/DLC1_C6M1_BackAlley09.vcd" //Back this way. scene "scenes/Gambler/DLC1_C6M1_BackAlley15.vcd" //Guess we go this way. scene "scenes/Gambler/WorldMisc01.vcd" //Up here. } Rule PlayerRemarkWorldC6M1_UpHereGambler { criteria ConceptRemark IsGambler IsWorldC6M1_UpHere IsNotSaidWorldC6M1_UpHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpHereGambler } Response PlayerRemarkWorldC6M1_UpTheStairsGambler { scene "scenes/Gambler/DLC1_C6M2_UpStairs01.vcd" //Up these stairs. scene "scenes/Gambler/WorldC2M115.vcd" //Let's try upstairs. } Rule PlayerRemarkWorldC6M1_UpTheStairsGambler { criteria ConceptRemark IsGambler IsWorldC6M1_UpTheStairs IsNotSaidWorldC6M1_UpTheStairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairsGambler } Response PlayerRemarkWorldC6M1_UpTheStairs2Gambler { scene "scenes/Gambler/DLC1_C6M2_UpStairs02.vcd" //Up the stairs! scene "scenes/Gambler/WorldC2M116.vcd" //We have to get up stairs. } Rule PlayerRemarkWorldC6M1_UpTheStairs2Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_UpTheStairs2 IsNotSaidWorldC6M1_UpTheStairs2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs2:1:0,Talk:1:1.596" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairs2Gambler } Response PlayerRemarkWorldC6M1_WeddingWarnGambler { scene "scenes/Gambler/DLC1_C6M1_Wedding01.vcd" //Guess we're crashing this wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding02.vcd" //Oh shit a wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding03.vcd" //Oh Christ, this is more depressing than the zombies. scene "scenes/Gambler/DLC1_C6M1_Wedding04.vcd" //I hate going to weddings. scene "scenes/Gambler/DLC1_C6M1_Wedding05.vcd" //Think we are a little late for the wedding. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch01.vcd" then Coach WorldC6M1_WeddingWarn04a foo:0 -3.613 //Careful! I've seen a bride just like this before. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch04.vcd" //That dress. The crying. This is bringing back some bad memories. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch06.vcd" //This is bringing back some bad memories. } Rule PlayerRemarkWorldC6M1_WeddingWarnGambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnGambler } Response PlayerRemarkWorldC6M1_WeddingWarn1Gambler { scene "scenes/Gambler/DLC1_C6M1_Wedding01.vcd" //Guess we're crashing this wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding02.vcd" //Oh shit a wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding03.vcd" //Oh Christ, this is more depressing than the zombies. scene "scenes/Gambler/DLC1_C6M1_Wedding04.vcd" //I hate going to weddings. scene "scenes/Gambler/DLC1_C6M1_Wedding05.vcd" //Think we are a little late for the wedding. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch01.vcd" then Coach WorldC6M1_WeddingWarn04a foo:0 -3.613 //Careful! I've seen a bride just like this before. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch04.vcd" //That dress. The crying. This is bringing back some bad memories. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch06.vcd" //This is bringing back some bad memories. } Rule PlayerRemarkWorldC6M1_WeddingWarn1Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn1 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn1Gambler } Response PlayerRemarkWorldC6M1_WeddingWarn2Gambler { scene "scenes/Gambler/DLC1_C6M1_Wedding01.vcd" //Guess we're crashing this wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding02.vcd" //Oh shit a wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding03.vcd" //Oh Christ, this is more depressing than the zombies. scene "scenes/Gambler/DLC1_C6M1_Wedding04.vcd" //I hate going to weddings. scene "scenes/Gambler/DLC1_C6M1_Wedding05.vcd" //Think we are a little late for the wedding. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch01.vcd" then Coach WorldC6M1_WeddingWarn04a foo:0 -3.613 //Careful! I've seen a bride just like this before. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch04.vcd" //That dress. The crying. This is bringing back some bad memories. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch06.vcd" //This is bringing back some bad memories. } Rule PlayerRemarkWorldC6M1_WeddingWarn2Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn2 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn2Gambler } Response PlayerRemarkWorldC6M1_WeddingWarn3Gambler { scene "scenes/Gambler/DLC1_C6M1_Wedding01.vcd" //Guess we're crashing this wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding02.vcd" //Oh shit a wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding03.vcd" //Oh Christ, this is more depressing than the zombies. scene "scenes/Gambler/DLC1_C6M1_Wedding04.vcd" //I hate going to weddings. scene "scenes/Gambler/DLC1_C6M1_Wedding05.vcd" //Think we are a little late for the wedding. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch01.vcd" then Coach WorldC6M1_WeddingWarn04a foo:0 -3.613 //Careful! I've seen a bride just like this before. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch04.vcd" //That dress. The crying. This is bringing back some bad memories. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch06.vcd" //This is bringing back some bad memories. } Rule PlayerRemarkWorldC6M1_WeddingWarn3Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn3 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn3Gambler } Response PlayerRemarkWorldC6M1_WeddingWarnAngelGambler { scene "scenes/Gambler/DLC1_C6M1_WeddingWitch09.vcd" then Any WorldC6M1_WeddingWarn03a foo:0 -2.394 //(whispered in Ellis accent) Ellis look, it's another angel. } Rule PlayerRemarkWorldC6M1_WeddingWarnAngelGambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnAngelGambler } Response PlayerRemarkWorldC6M1_WeddingWarnEllisGambler { scene "scenes/Gambler/DLC1_C6M1_WeddingWitch05.vcd" then Any WorldC6M1_WeddingWarn03a foo:0 -3.257 //Ellis, maybe you should grab that dress for your new girlfriend. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch08.vcd" then Any WorldC6M1_WeddingWarn03a foo:0 -3.919 //Ellis, go give the bride a kiss it'll be good luck. Trust me. } Rule PlayerRemarkWorldC6M1_WeddingWarnEllisGambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnEllisGambler } Response PlayerRemarkWorldC6M2_AcrossPlankGambler { scene "scenes/Gambler/DLC1_C6M2_OverPlank01.vcd" //Over this plank. scene "scenes/Gambler/DLC1_C6M2_OverPlank02.vcd" //Watch out for smokers. scene "scenes/Gambler/DLC1_C6M2_OverPlank03.vcd" //Watch out for chargers. scene "scenes/Gambler/DLC1_C6M2_OverPlank04.vcd" //Okay, let's cross this plank quick. scene "scenes/Gambler/DLC1_C6M2_OverPlank05.vcd" //Don't look down. scene "scenes/Gambler/DLC1_C6M2_OverPlank06.vcd" //Watch yourself on this thing. scene "scenes/Gambler/DLC1_C6M2_OverPlank07.vcd" //Watch out for chargers. scene "scenes/Gambler/DLC1_C6M2_OverPlank08.vcd" //Cross quick before a smoker grabs you. } Rule PlayerRemarkWorldC6M2_AcrossPlankGambler { criteria ConceptRemark IsGambler IsWorldC6M2_AcrossPlank IsNotSaidWorldC6M2_AcrossPlank IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear250 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AcrossPlank:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AcrossPlankGambler } Response PlayerRemarkWorldC6M2_AfterGate1Gambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater20.vcd" //Keep moving! scene "scenes/Gambler/DLC1_C6M2_Phase2InWater21.vcd" //Don't stop in the sewer! scene "scenes/Gambler/DLC1_C6M2_Phase2InWater23.vcd" //We gotta keep moving, people. } Rule PlayerRemarkWorldC6M2_AfterGate1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_AfterGate1 IsNotSaidWorldC6M2_AfterGate1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate1Gambler } Response PlayerRemarkWorldC6M2_AfterGate2Gambler { scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder01.vcd" //Ehhh. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder02.vcd" //Ahhh. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder03.vcd" //Ahhh. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder04.vcd" //Ehhh. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder09.vcd" //I am walking through a toilet. Thank you, Jimmy Gibbs. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder11.vcd" //[to self] "Hey, Nick, what's new?" "Oh, not much. I couldn't drive Jimmy Gibby's stock car over a bridge, so I'm crawling through a shit-filled sewer so I can lower it. You?" scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder14.vcd" //Gotta get up on the cat walks. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder15.vcd" //We need to find a ladder. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder16.vcd" //Gotta get back up on the cat walk. } Rule PlayerRemarkWorldC6M2_AfterGate2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_AfterGate2 IsNotSaidWorldC6M2_AfterGate2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate2Gambler } Response PlayerRemarkWorldC6M2_DownHereGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley05.vcd" //Down here. scene "scenes/Gambler/MiscDirectional05.vcd" //Down here! scene "scenes/Gambler/WorldC2M320.vcd" //Down here. scene "scenes/Gambler/WorldC2M321.vcd" //Down here. scene "scenes/Gambler/WorldMisc06.vcd" //Down here. } Rule PlayerRemarkWorldC6M2_DownHereGambler { criteria ConceptRemark IsGambler IsWorldC6M2_DownHere IsNotSaidWorldC6M2_DownHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownHereGambler } Response PlayerRemarkWorldC6M2_DownIntoBuildingGambler { scene "scenes/Gambler/DLC1_C6M2_UpThroughBuilding01.vcd" //Through this building. scene "scenes/Gambler/DLC1_C6M2_UpThroughBuilding02.vcd" //In here. scene "scenes/Gambler/DLC1_C6M2_UpThroughBuilding03.vcd" //Down these stairs. scene "scenes/Gambler/DLC1_C6M2_UpThroughBuilding04.vcd" //Get in there. } Rule PlayerRemarkWorldC6M2_DownIntoBuildingGambler { criteria ConceptRemark IsGambler IsWorldC6M2_DownIntoBuilding IsNotSaidWorldC6M2_DownIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownIntoBuildingGambler } Response PlayerRemarkWorldC6M2_FinalLadderGambler { scene "scenes/Gambler/DLC1_C6M2_UpLadder01.vcd" //Ladder! scene "scenes/Gambler/DLC1_C6M2_UpLadder02.vcd" //Up the ladder! } Rule PlayerRemarkWorldC6M2_FinalLadderGambler { criteria ConceptRemark IsGambler IsWorldC6M2_FinalLadder IsNotSaidWorldC6M2_FinalLadder IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalLadder:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalLadderGambler } Response PlayerRemarkWorldC6M2_FinalWaterGambler { scene "scenes/Gambler/DLC1_C6M2_FinalWater01.vcd" //Back in the water. } Rule PlayerRemarkWorldC6M2_FinalWaterGambler { criteria ConceptRemark IsGambler IsWorldC6M2_FinalWater IsNotSaidWorldC6M2_FinalWater IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWater:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGambler } Response PlayerRemarkWorldC6M2_FinalWaterGoGoGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater20.vcd" //Keep moving! scene "scenes/Gambler/WorldC2M471.vcd" //Keep moving! } Rule PlayerRemarkWorldC6M2_FinalWaterGoGoGambler { criteria ConceptRemark IsGambler IsWorldC6M2_FinalWaterGoGo IsNotSaidWorldC6M2_FinalWaterGoGo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWaterGoGo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGoGoGambler } Response PlayerRemarkWorldC6M2_InJazzClubGambler { scene "scenes/Gambler/DLC1_C6M2_JazzClub01.vcd" //Into the Jazz Club. scene "scenes/Gambler/DLC1_C6M2_JazzClub02.vcd" //Looks like the tour is in the Jazz Club. scene "scenes/Gambler/DLC1_C6M2_JazzClub03.vcd" //The tunnel's in the Club. scene "scenes/Gambler/DLC1_C6M2_JazzClub04.vcd" //The tour's through this Jazz Club. } Rule PlayerRemarkWorldC6M2_InJazzClubGambler { criteria ConceptRemark IsGambler IsWorldC6M2_InJazzClub IsNotSaidWorldC6M2_InJazzClub IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InJazzClub:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InJazzClubGambler } Response PlayerRemarkWorldC6M2_InSewer1Gambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater02.vcd" then Any WorldC6M2_InSewer101a foo:0 -3.475 //(to self) It's just a storm sewer, it is just a STORM sewer… scene "scenes/Gambler/DLC1_C6M2_Phase2InWater03.vcd" then Coach WorldC6M2_InSewer102a foo:0 -2.951 //A sewer filled with bodies. [Sarcastic] This is sanitary. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater05.vcd" //Here's a pleasant thought: Any one of us gets pounced, we are going to be fully submerged in shit water. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater06.vcd" //Seriously, is nobody else freaked out right now? We are walking through a SEWER. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater07.vcd" then Coach WorldC6M2_InSewer102a foo:0 -3.379 //A sewer filled with bodies. [Sarcastic] This is sanitary. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater22.vcd" //Oh, this is some gross shit. } Rule PlayerRemarkWorldC6M2_InSewer1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_InSewer1 IsNotSaidWorldC6M2_InSewer1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer1Gambler } Response PlayerRemarkWorldC6M2_InSewer2Gambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater04.vcd" //I am breathing shit air into my lungs, it is being absorbed into my bloodstream. I am literally full of shit. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater09.vcd" //Seriously, look, I will pay any one of you a thousand dollars right now to give me a piggyback ride. } Rule PlayerRemarkWorldC6M2_InSewer2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_InSewer2 IsNotSaidWorldC6M2_InSewer2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsSaidWorldC6M2_InSewer1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer2Gambler } Response PlayerRemarkWorldC6M2_InSewerLadder1Gambler { scene "scenes/Gambler/DLC1_C6M2_UpLadder102.vcd" //Everyone out of the pool. } Rule PlayerRemarkWorldC6M2_InSewerLadder1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_InSewerLadder1 IsNotSaidWorldC6M2_InSewerLadder1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewerLadder1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewerLadder1Gambler } Response PlayerRemarkWorldC6M2_IntoConstructionGambler { scene "scenes/Gambler/DLC1_C6M2_ConstructionSite01.vcd" //Drop down here. scene "scenes/Gambler/DLC1_C6M2_ConstructionSite02.vcd" //Into the construction site. } Rule PlayerRemarkWorldC6M2_IntoConstructionGambler { criteria ConceptRemark IsGambler IsWorldC6M2_IntoConstruction IsNotSaidWorldC6M2_IntoConstruction IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoConstruction:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoConstructionGambler } Response PlayerRemarkWorldC6M2_IntoPoolHallGambler { scene "scenes/Gambler/DLC1_C6M2_IntoPoolHall01.vcd" //Get into the pool hall! scene "scenes/Gambler/DLC1_C6M2_IntoPoolHall02.vcd" //Jump in through the window. scene "scenes/Gambler/DLC1_C6M2_IntoPoolHall03.vcd" //Go in the window. } Rule PlayerRemarkWorldC6M2_IntoPoolHallGambler { criteria ConceptRemark IsGambler IsWorldC6M2_IntoPoolHall IsNotSaidWorldC6M2_IntoPoolHall IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoPoolHall:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoPoolHallGambler } Response PlayerRemarkWorldC6M2_JukeBoxGambler { scene "scenes/Gambler/DLC1_C6M2_IntoPoolHall04.vcd" //Hit the jukebox. scene "scenes/Gambler/DLC1_C6M2_StartingJukeBox01.vcd" //Let's hear some music. } Rule PlayerRemarkWorldC6M2_JukeBoxGambler { criteria ConceptRemark IsGambler IsWorldC6M2_JukeBox IsNotSaidWorldC6M2_JukeBox IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JukeBox:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JukeBoxGambler } Response PlayerRemarkWorldC6M2_JumpDownGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2JumpInWater01.vcd" //Let's do this together. scene "scenes/Gambler/DLC1_C6M2_Phase2JumpInWater02.vcd" //Who wants to jump first? } Rule PlayerRemarkWorldC6M2_JumpDownGambler { criteria ConceptRemark IsGambler IsWorldC6M2_JumpDown IsNotSaidWorldC6M2_JumpDown IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JumpDown:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JumpDownGambler } Response PlayerRemarkWorldC6M2_OnTourWalk1Gambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour01.vcd" //Stay on the walkway. scene "scenes/Gambler/DLC1_C6M2_HistoricTour02.vcd" //Follow the walkway. scene "scenes/Gambler/DLC1_C6M2_HistoricTour03.vcd" //Jesus, this place sucks. scene "scenes/Gambler/DLC1_C6M2_HistoricTour08.vcd" then Coach WorldC6M2_OnTourWalk103a foo:0 -4.828 //[sarcastic] Yeah. Tunnels. You're right, Coach, you're so right. History is coming alive. } Rule PlayerRemarkWorldC6M2_OnTourWalk1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OnTourWalk1 IsNotSaidWorldC6M2_OnTourWalk1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk1Gambler } Response PlayerRemarkWorldC6M2_OnTourWalk2Gambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour09.vcd" //So... it's an antique basement, then. Fanntastic. scene "scenes/Gambler/DLC1_C6M2_HistoricTour10.vcd" //Why is everything "historic" always so goddamn filthy? } Rule PlayerRemarkWorldC6M2_OnTourWalk2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OnTourWalk2 IsNotSaidWorldC6M2_OnTourWalk2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk2Gambler } Response PlayerRemarkWorldC6M2_OnTourWalk3Gambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour04.vcd" //From one con man to another: five bucks for this? I tip my hat to you, Rayford. scene "scenes/Gambler/DLC1_C6M2_HistoricTour05.vcd" //Five goddamn dollars for an under-the-river tour? Well played, Rayford. Well played. } Rule PlayerRemarkWorldC6M2_OnTourWalk3Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OnTourWalk3 IsNotSaidWorldC6M2_OnTourWalk3 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk3:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk3Gambler } Response PlayerRemarkWorldC6M2_OpenGate1Gambler { scene "scenes/Gambler/DLC1_C6M1_AlarmDoor01.vcd" //Goddamn alarm door. scene "scenes/Gambler/DLC1_C6M1_AlarmDoor02.vcd" //When we open this door its gonna alert the zombies. scene "scenes/Gambler/DLC1_C6M1_AlarmDoor03.vcd" //Shit, alarm door. scene "scenes/Gambler/DLC1_C6M1_AlarmDoor06.vcd" //Let's get ready! scene "scenes/Gambler/DLC1_C6M1_AlarmDoor07.vcd" //This is gonna get noisy. scene "scenes/Gambler/DLC1_C6M2_Bridge1Raise04.vcd" //Get ready to run. } Rule PlayerRemarkWorldC6M2_OpenGate1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OpenGate1 IsNotSaidWorldC6M2_OpenGate1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate1Gambler } Response PlayerRemarkWorldC6M2_OpenGate2Gambler { scene "scenes/Gambler/DLC1_C6M2_Bridge2Raise02.vcd" //Hope this one works. scene "scenes/Gambler/DLC1_C6M2_Bridge2Raise03.vcd" //This one better work. } Rule PlayerRemarkWorldC6M2_OpenGate2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OpenGate2 IsNotSaidWorldC6M2_OpenGate2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSaidOpenedGate2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate2Gambler } Response PlayerRemarkWorldC6M2_Phase2Gambler { scene "scenes/Gambler/DLC1_C6M2_Phase201.vcd" //Tour ends, time to head down. scene "scenes/Gambler/DLC1_C6M2_Phase202.vcd" //Tour's over. scene "scenes/Gambler/DLC1_C6M2_Phase203.vcd" //Should we wait until they finish? scene "scenes/Gambler/DLC1_C6M2_Phase204.vcd" //Jesus Christ, what did we just pay five bucks for? scene "scenes/Gambler/DLC1_C6M2_Phase206.vcd" then Producer WorldC6M2_Phase201a foo:0 -1.901 //Phase Two? Does this even go through? } Rule PlayerRemarkWorldC6M2_Phase2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_Phase2 IsNotSaidWorldC6M2_Phase2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2Gambler } Response PlayerRemarkWorldC6M2_Phase2DownGambler { scene "scenes/Gambler/DLC1_C6M2_Phase207.vcd" //Let's get off these stairs. scene "scenes/Gambler/DLC1_C6M2_Phase211.vcd" //DOWN THE STAIRS, DOWN THE STAIRS! } Rule PlayerRemarkWorldC6M2_Phase2DownGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownGambler } Response PlayerRemarkWorldC6M2_Phase2DownIntenseGambler { scene "scenes/Gambler/DLC1_C6M2_Phase208.vcd" //Don't stop on the stairs, GO!!! scene "scenes/Gambler/DLC1_C6M2_Phase209.vcd" //GO DOWN! scene "scenes/Gambler/DLC1_C6M2_Phase210.vcd" //DOWN DOWN DOWN! scene "scenes/Gambler/DLC1_C6M2_Phase212.vcd" //DOWN, LET'S GO! } Rule PlayerRemarkWorldC6M2_Phase2DownIntenseGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IntensityOver75 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownIntenseGambler } Response PlayerRemarkWorldC6M2_PostGate1xGambler { scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse02.vcd" //Goddamnit. Back in the shit water. scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse03.vcd" //Goddamnit. We're back in the toilet. scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse04.vcd" //THIS was going to be their goddamn tour? scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse05.vcd" //Great, back to the goddamn history of sewage. } Rule PlayerRemarkWorldC6M2_PostGate1xGambler { criteria ConceptRemark IsGambler IsWorldC6M2_PostGate1 IsNotSaidWorldC6M2_PostGate1 IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_PostGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_PostGate1xGambler } Response PlayerRemarkWorldC6M2_SafeRoomGambler { scene "scenes/Gambler/DLC1_C6M2_Saferoom01.vcd" //Saferoom! } Rule PlayerRemarkWorldC6M2_SafeRoomGambler { criteria ConceptRemark IsGambler IsWorldC6M2_SafeRoom IsNotSaidWorldC6M2_SafeRoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SafeRoomGambler } Response PlayerRemarkWorldC6M2_SuitcaseGambler { scene "scenes/Gambler/DLC1_C6M2_SuitcasePistols01.vcd" //I like the way this guy packs. scene "scenes/Gambler/DLC1_C6M2_SuitcasePistols02.vcd" //Don't mind if I do. } Rule PlayerRemarkWorldC6M2_SuitcaseGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Suitcase IsNotSaidWorldC6M2_Suitcase IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear100 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Suitcase:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SuitcaseGambler } Response PlayerRemarkWorldC6M2_TattooGambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo01.vcd" //Who wants a tattoo? scene "scenes/Gambler/DLC1_C6M2_Tattoo13.vcd" //I've never done a colored tattoo. } Rule PlayerRemarkWorldC6M2_TattooGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooGambler } Response PlayerRemarkWorldC6M2_TattooR&NGambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo07.vcd" then Producer WorldC6M2_Tattoo01a> foo:0 -3.103 //Rochelle, do you want me to tattoo your boyfriend's name on your arm? } Rule PlayerRemarkWorldC6M2_TattooR&NGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsProducerNear800Weight0 FrancisGroup4 IsFrancisIntroActor IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooR&NGambler } Response PlayerRemarkWorldC6M2_TattooZoeyGambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo02.vcd" //Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that. scene "scenes/Gambler/DLC1_C6M2_Tattoo03.vcd" //Hey Ellis, did you get that girl's name? Because you know what? I can tattoo it on your ass. She'll love it. scene "scenes/Gambler/DLC1_C6M2_Tattoo04.vcd" //Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that. } Rule PlayerRemarkWorldC6M2_TattooZoeyGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooZoeyGambler } Response PlayerRemarkWorldC6M2_TattooZoey2Gambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo02.vcd" //Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that. scene "scenes/Gambler/DLC1_C6M2_Tattoo03.vcd" //Hey Ellis, did you get that girl's name? Because you know what? I can tattoo it on your ass. She'll love it. scene "scenes/Gambler/DLC1_C6M2_Tattoo04.vcd" //Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that. } Rule PlayerRemarkWorldC6M2_TattooZoey2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooZoey2Gambler } Response PlayerRemarkWorldC6M2_TourEntranceGambler { scene "scenes/Gambler/DLC1_C6M2_TicketCounter01.vcd" //This'll take us under the river. } Rule PlayerRemarkWorldC6M2_TourEntranceGambler { criteria ConceptRemark IsGambler IsWorldC6M2_TourEntrance IsNotSaidWorldC6M2_TourEntrance IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_TourEntrance:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TourEntranceGambler } Response PlayerRemarkWorldC6M2_UpCatWalkGambler { scene "scenes/Gambler/DLC1_C6M2_UpCatwalk01.vcd" //Thank GOD! scene "scenes/Gambler/DLC1_C6M2_UpCatwalk02.vcd" //A ladder! } Rule PlayerRemarkWorldC6M2_UpCatWalkGambler { criteria ConceptRemark IsGambler IsWorldC6M2_UpCatWalk IsNotSaidWorldC6M2_UpCatWalk IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpCatWalk:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpCatWalkGambler } Response PlayerRemarkWorldC6M2_UpStairsGambler { scene "scenes/Gambler/DLC1_C6M2_UpStairs01.vcd" //Up these stairs. scene "scenes/Gambler/DLC1_C6M2_UpStairs02.vcd" //Up the stairs! scene "scenes/Gambler/DLC1_C6M2_UpStairs03.vcd" //Let's get up to the street. scene "scenes/Gambler/DLC1_C6M2_UpStairs04.vcd" //Let's get to the street. scene "scenes/Gambler/DLC1_C6M2_UpStairs05.vcd" //Let's get to street level. } Rule PlayerRemarkWorldC6M2_UpStairsGambler { criteria ConceptRemark IsGambler IsWorldC6M2_UpStairs IsNotSaidWorldC6M2_UpStairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairsGambler } Response PlayerRemarkWorldC6M2_UpStairs2Gambler { scene "scenes/Gambler/DLC1_C6M2_UpStairs01.vcd" //Up these stairs. scene "scenes/Gambler/DLC1_C6M2_UpStairs02.vcd" //Up the stairs! } Rule PlayerRemarkWorldC6M2_UpStairs2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_UpStairs2 IsNotSaidWorldC6M2_UpStairs2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairs2Gambler } Response PlayerRemarkWorldC6M3_BridgeRunGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun05.vcd" then WorldC6M3_ByBridge01 foo:0 -1.130 //THANKS, YOU THREE! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun06.vcd" then WorldC6M3_ByBridge01 foo:0 -1.378 //GOOD LUCK! THANKS! } Rule PlayerRemarkWorldC6M3_BridgeRunGambler { criteria ConceptRemark IsGambler IsWorldC6M3_BridgeRun IsNotSaidWorldC6M3_BridgeRun IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_BridgeRun:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_BridgeRunGambler } Response PlayerRemarkWorldC6M3_ByBridgeGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas01.vcd" //Thanks, guys. You good? scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas02.vcd" //Thank you. Good luck out there, huh? scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas03.vcd" //You three take care of yourselves. And thanks. scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas04.vcd" //We won't forget this. scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas05.vcd" //Be safe, you three. } Rule PlayerRemarkWorldC6M3_ByBridgeGambler { criteria ConceptRemark IsGambler IsWorldC6M3_ByBridge IsNotSaidWorldC6M3_ByBridge IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsSaidFinalVehicleArrived IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_ByBridge:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_ByBridgeGambler } Response PlayerRemarkWorldFootLockerGambler { scene "scenes/Gambler/DLC1_FootLocker03.vcd" //Let's see what's in here. scene "scenes/Gambler/DLC1_FootLocker04.vcd" //Let's open this up. scene "scenes/Gambler/DLC1_FootLocker06.vcd" //Open it up. } Rule PlayerRemarkWorldFootLockerGambler { criteria ConceptRemark IsGambler IsWorldFootLocker IsNotSaidWorldFootLocker IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldFootLocker:1:0" applycontexttoworld Response PlayerRemarkWorldFootLockerGambler } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response C6M3_PourFinishedGambler { scene "scenes/Gambler/blank.vcd" predelay ".5,1.5" then Manager L4D1_NiceJobPour foo:0 0 // } Rule C6M3_PourFinishedGambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Isc6m3_port ChanceToFire20Percent ApplyContext "Talk:1:3" Response C6M3_PourFinishedGambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response SurvivorNearFinaleC6M3Gambler { scene "scenes/Gambler/blank.vcd" // } Rule SurvivorNearFinaleC6M3Gambler { criteria ConceptPlayerNearFinale IsNotCoughing IsGambler IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkGambler IsNotIncapacitated IsWorldTalkGambler Isc6m3_port ApplyContext "SaidFinaleAhead:1:0" applycontexttoworld Response SurvivorNearFinaleC6M3Gambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response C6M1TakeSubMachineGunGambler { scene "scenes/Gambler/DLC1_C6M1_IntoStore05.vcd" then Coach C6M1TakeSubMachineGun01 foo:0 -2.621 //(picking up gun) Hold on a sec, I'm gonna go back and shoot that jackass. scene "scenes/Gambler/DLC1_C6M1_IntoStore06.vcd" then Coach C6M1TakeSubMachineGun01 foo:0 -2.741 //(picking up gun) Hold on, I'm gonna go back and shoot that tattoo disaster. scene "scenes/Gambler/DLC1_C6M1_IntoStore07.vcd" then Coach C6M1TakeSubMachineGun01 foo:0 -4.066 //(picking up gun - to self) I would love to go back and shoot that vest wearing jackass. } Rule C6M1TakeSubMachineGunGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpSMG IsNotSpeaking ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler IsJustSaidWorldC6M1_IntoTheStore FrancisGroup5 ApplyContext "GamblerPickedUpItem:1:30" Response C6M1TakeSubMachineGunGambler } Response SurvivorPickupGolfCLubGambler { scene "scenes/Gambler/DLC1_GolfClub02.vcd" //Grabbing a golf club. scene "scenes/Gambler/DLC1_GolfClub04.vcd" //Grabbing the driver. } Rule SurvivorPickupGolfCLubGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpGolfClub IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupGolfCLubGambler } Response SurvivorPickupM60Gambler { scene "scenes/Gambler/DLC1_M6004.vcd" //I'm grabbing the big gun. scene "scenes/Gambler/DLC1_M6005.vcd" //Grabbing the chain gun. scene "scenes/Gambler/DLC1_M6006.vcd" //Shit, this is heavy. } Rule SurvivorPickupM60Gambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpM60 IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupM60Gambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response HistoricTour01aGambler { scene "scenes/Gambler/DLC1_C6M1_HistoricSign02.vcd" //Trust me, that won't be the case. } Rule HistoricTour01aGambler { criteria ConceptHistoricTour01a IsGambler Response HistoricTour01aGambler } Response WeddingWitchDead03Gambler { scene "scenes/Gambler/DLC1_C6M1_WeddingWitchDead05.vcd" //That's a good one Coach. scene "scenes/Gambler/DLC1_C6M1_WeddingWitchDead06.vcd" //Coach! That's a good one. } Rule WeddingWitchDead03Gambler { criteria ConceptWeddingWitchDead03 IsGambler Response WeddingWitchDead03Gambler } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response Player.LostCallC6M3Gambler { scene "scenes/Gambler/blank.vcd" // } Rule Player.LostCallC6M3Gambler { criteria ConceptTalkIdle IsGambler IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall Isc6m3_port ChanceToFire100Percent IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response Player.LostCallC6M3Gambler } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedGolfClubGambler { scene "scenes/Gambler/DLC1_GolfClub06.vcd" //Club here! scene "scenes/Gambler/DLC1_GolfClub07.vcd" //Club here! scene "scenes/Gambler/DLC1_GolfClub08.vcd" //Driver here! } Rule SurvivorSpottedGolfClubGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubGambler } Response SurvivorSpottedGolfClubAutoGambler { scene "scenes/Gambler/DLC1_GolfClub06.vcd" //Club here! scene "scenes/Gambler/DLC1_GolfClub07.vcd" //Club here! scene "scenes/Gambler/DLC1_GolfClub08.vcd" //Driver here! } Rule SurvivorSpottedGolfClubAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsGolfClub IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoGambler } Response SurvivorSpottedM60Gambler { scene "scenes/Gambler/DLC1_M6001.vcd" //Now this is a gun. scene "scenes/Gambler/DLC1_M6002.vcd" //Shit, this is a gun. scene "scenes/Gambler/DLC1_M6003.vcd" //Big gun. } Rule SurvivorSpottedM60Gambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60Gambler } Response SurvivorSpottedM60AutoGambler { scene "scenes/Gambler/DLC1_M6001.vcd" //Now this is a gun. scene "scenes/Gambler/DLC1_M6002.vcd" //Shit, this is a gun. scene "scenes/Gambler/DLC1_M6003.vcd" //Big gun. } Rule SurvivorSpottedM60AutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsM60 IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60AutoGambler }