//-------------------------------------------------------------------------------------------------------------- // Producer Response Rule File //-------------------------------------------------------------------------------------------------------------- //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankProducer { speak "Producer_Blank" noscene //Blank } Response L4D1PlayerNiceShotProducer { scene "scenes/Producer/NiceShot01.vcd" //Nice shot. } Rule L4D1PlayerNiceShotProducer { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsProducer IsSubjectDistNear1500 IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeaking ChanceToFire70Percent Response L4D1PlayerNiceShotProducer } Response L4D1PlayerNiceShotFrancisProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing04.vcd" //Francis! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing05.vcd" //Nice shot Francis! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing06.vcd" //Thanks Francis! } Rule L4D1PlayerNiceShotFrancisProducer { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsProducer IsSubjectDistNear1500 IsTalk IsTalkProducer IsWorldTalkProducer SubjectIsBiker ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotFrancisProducer } Response L4D1PlayerNiceShotLouisProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing01.vcd" //Nice Louis! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing02.vcd" //Nice shooting Louis! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing03.vcd" //All right Louis! } Rule L4D1PlayerNiceShotLouisProducer { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsProducer IsSubjectDistNear1500 IsTalk IsTalkProducer IsWorldTalkProducer SubjectIsManager ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotLouisProducer } Response L4D1PlayerNiceShotZoeyProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing07.vcd" //Thanks Zoey! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing08.vcd" //Nice shot Zoey! } Rule L4D1PlayerNiceShotZoeyProducer { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsProducer IsSubjectDistNear1500 IsTalk IsTalkProducer IsWorldTalkProducer SubjectIsTeenGirl ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotZoeyProducer } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response C6M3GasPourProducer { scene "scenes/Producer/DLC1_C6M3_Cans02.vcd" //I got this one. scene "scenes/Producer/DLC1_C6M3_Cans03.vcd" //Pouring! scene "scenes/Producer/DLC1_C6M3_Cans04.vcd" //Pouring this one in. scene "scenes/Producer/DLC1_C6M3_Cans05.vcd" //Cover me, filling the generator. scene "scenes/Producer/DLC1_C6M3_Cans06.vcd" //Cover me, pouring! } Rule C6M3GasPourProducer { criteria ConceptPlayerPourStarted IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotScavenge isC6M3_Port ChanceToFire70Percent ApplyContext "TalkProducer:1:2" Response C6M3GasPourProducer } //-------------------------------------------------------------------------------------------------------------- // C6M1 //-------------------------------------------------------------------------------------------------------------- Response C6M1_IntotheparkNoHealthProducer { scene "scenes/Producer/DLC1_C6M1_IntoPark03.vcd" //Make sure to grab a health kit. scene "scenes/Producer/DLC1_C6M1_IntoPark04.vcd" //Make sure to grab a health kit. scene "scenes/Producer/DLC1_C6M1_IntoPark05.vcd" //Everyone grab a health kit. } Rule C6M1_IntotheparkNoHealthProducer { criteria ConceptC6M1_IntotheparkNoHealth IsProducer Response C6M1_IntotheparkNoHealthProducer } Response C6M1Intro_01Biker03Producer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting06.vcd" then Biker C6M1Intro_06a foo:0 -2.023 //Hey there, can you lower the bridge. } Rule C6M1Intro_01Biker03Producer { criteria ConceptintroC6M1 IsProducer IsFrancisIntroActor IsNotSaidIntroScene FrancisGroup3 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01Biker03Producer } Response C6M1Intro_01Biker04Producer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting37.vcd" then Biker C6M1Intro_18a foo:0 -3.074 //If you lower the bridge I'll tell you how old I am. scene "scenes/Producer/DLC1_C6M1_InitialMeeting43.vcd" then Biker C6M1Intro_19a foo:0 -8.658 //Okay, if you lower the bridge (to group) ugh…. I will give you a kiss. } Rule C6M1Intro_01Biker04Producer { criteria ConceptintroC6M1 IsProducer IsFrancisIntroActor IsNotSaidIntroScene FrancisGroup4 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01Biker04Producer } Response C6M1Intro_01TeenGirl03Producer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting01.vcd" then TeenGirl C6M1Intro_03a foo:0 -3.225 //Hey up there! You wanna let the bridge down? scene "scenes/Producer/DLC1_C6M1_InitialMeeting32.vcd" then TeenGirl C6M1Intro_17a foo:0 -3.721 //(exasperated) Really? Isn't there some way you can just lower it? } Rule C6M1Intro_01TeenGirl03Producer { criteria ConceptintroC6M1 IsProducer IsZoeyIntroActor IsNotSaidIntroScene MoreThan40 LessThan60 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01TeenGirl03Producer } Response C6M1Intro_05aProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting02.vcd" then Biker C6M1Intro_05b foo:0 -2.451 //Uh, do you know how we can get to the other side? } Rule C6M1Intro_05aProducer { criteria ConceptC6M1Intro_05a IsProducer Response C6M1Intro_05aProducer } Response C6M1Intro_05cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting03.vcd" then Biker C6M1Intro_05d foo:0 -1.958 //You aren't from around these parts are you? } Rule C6M1Intro_05cProducer { criteria ConceptC6M1Intro_05c IsProducer Response C6M1Intro_05cProducer } Response C6M1Intro_05eProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting04.vcd" then Any WorldC6M1_HistoricTour foo:0 -1.874 //Great. All right. scene "scenes/Producer/DLC1_C6M1_InitialMeeting05.vcd" //Great. Can't help us with directions, probably can't shoot a gun. } Rule C6M1Intro_05eProducer { criteria ConceptC6M1Intro_05e IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_05eProducer } Response C6M1Intro_06bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting07.vcd" then Biker C6M1Intro_06c foo:0 -2.236 //Is the road even clear on the other side? } Rule C6M1Intro_06bProducer { criteria ConceptC6M1Intro_06b IsProducer Response C6M1Intro_06bProducer } Response C6M1Intro_06dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting08.vcd" then Biker C6M1Intro_06e foo:0 -0.709 //Then it's a date. } Rule C6M1Intro_06dProducer { criteria ConceptC6M1Intro_06d IsProducer Response C6M1Intro_06dProducer } Response C6M1Intro_07cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting09.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //(to group) Maybe, but at least he's no zombie. OKAY! scene "scenes/Producer/DLC1_C6M1_InitialMeeting11.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //(to group) Maybe, but at least he's no zombie. } Rule C6M1Intro_07cProducer { criteria ConceptC6M1Intro_07c IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_07cProducer } Response C6M1Intro_09eProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting12.vcd" then Producer C6M1Intro_09f foo:0 -2.022 //Uh, Nick. He's talking to me. } Rule C6M1Intro_09eProducer { criteria ConceptC6M1Intro_09e IsProducer Response C6M1Intro_09eProducer } Response C6M1Intro_09fProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting13.vcd" then Biker C6M1Intro_09g foo:0 -1.643 //Hey! Can you lower the bridge. } Rule C6M1Intro_09fProducer { criteria ConceptC6M1Intro_09f IsProducer Response C6M1Intro_09fProducer } Response C6M1Intro_10bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting14.vcd" then Biker C6M1Intro_10c foo:0 -4.931 //Hey, hey boys. Okay, if we get to the other side can you help us lower it? } Rule C6M1Intro_10bProducer { criteria ConceptC6M1Intro_10b IsProducer Response C6M1Intro_10bProducer } Response C6M1Intro_10dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting15.vcd" then Producer C6M1Intro_10e foo:0 -2.369 //See Nick, you should try being nice sometime. scene "scenes/Producer/DLC1_C6M1_InitialMeeting16.vcd" then Producer C6M1Intro_10e foo:0 -2.026 //See Nick, you should try being nice sometime. } Rule C6M1Intro_10dProducer { criteria ConceptC6M1Intro_10d IsProducer Response C6M1Intro_10dProducer } Response C6M1Intro_10eProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting18.vcd" //THANK YOU! scene "scenes/Producer/DLC1_C6M1_InitialMeeting19.vcd" //THANK YOU, VERY MUCH! } Rule C6M1Intro_10eProducer { criteria ConceptC6M1Intro_10e IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_10eProducer } Response C6M1Intro_12aProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting20.vcd" then Mechanic C6M1Intro_12b foo:0 -2.341 //Ellis you going to answer her? scene "scenes/Producer/DLC1_C6M1_InitialMeeting21.vcd" then Mechanic C6M1Intro_12b foo:0 -2.595 //Ellis you going to answer her? } Rule C6M1Intro_12aProducer { criteria ConceptC6M1Intro_12a IsProducer Response C6M1Intro_12aProducer } Response C6M1Intro_12cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting22.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //He's got it. We'll see you on the other side. scene "scenes/Producer/DLC1_C6M1_InitialMeeting23.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //He's got it. We'll see you on the other side. } Rule C6M1Intro_12cProducer { criteria ConceptC6M1Intro_12c IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_12cProducer } Response C6M1Intro_14dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting24.vcd" //Let's go, real charming Nick. scene "scenes/Producer/DLC1_C6M1_InitialMeeting25.vcd" //Let's go, real charming Nick. scene "scenes/Producer/DLC1_C6M1_InitialMeeting26.vcd" //And you were a con man? scene "scenes/Producer/DLC1_C6M1_InitialMeeting27.vcd" //Huh? And you were a con man? scene "scenes/Producer/DLC1_C6M1_InitialMeeting28.vcd" //I- I can't believe you were a con man. scene "scenes/Producer/DLC1_C6M1_InitialMeeting29.vcd" //I can't believe you were a con man. } Rule C6M1Intro_14dProducer { criteria ConceptC6M1Intro_14d IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_14dProducer } Response C6M1Intro_15cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting30.vcd" then TeenGirl C6M1Intro_15d foo:0 -2.339 //I can't believe you used to be a con artist. scene "scenes/Producer/DLC1_C6M1_InitialMeeting31.vcd" then TeenGirl C6M1Intro_15d foo:0 -3.277 //I can't believe you used to be a con artist. } Rule C6M1Intro_15cProducer { criteria ConceptC6M1Intro_15c IsProducer Response C6M1Intro_15cProducer } Response C6M1Intro_17bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting33.vcd" then TeenGirl C6M1Intro_17c foo:0 -4.790 //Can you try? I don't think its going to be easy to get to the other side of the river. } Rule C6M1Intro_17bProducer { criteria ConceptC6M1Intro_17b IsProducer Response C6M1Intro_17bProducer } Response C6M1Intro_17dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting34.vcd" //Well shit. scene "scenes/Producer/DLC1_C6M1_InitialMeeting35.vcd" //Well shit. scene "scenes/Producer/DLC1_C6M1_InitialMeeting36.vcd" //Well shit. } Rule C6M1Intro_17dProducer { criteria ConceptC6M1Intro_17d IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_17dProducer } Response C6M1Intro_18bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting38.vcd" then Biker C6M1Intro_18c foo:0 -2.243 //I want to call you an asshole... I do. scene "scenes/Producer/DLC1_C6M1_InitialMeeting39.vcd" then Biker C6M1Intro_18c foo:0 -1.339 //Ah ha. Really? } Rule C6M1Intro_18bProducer { criteria ConceptC6M1Intro_18b IsProducer Response C6M1Intro_18bProducer } Response C6M1Intro_18dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting40.vcd" then Biker C6M1Intro_18e foo:0 -2.015 //So it isn't worth getting to the other side? scene "scenes/Producer/DLC1_C6M1_InitialMeeting41.vcd" then Biker C6M1Intro_18e foo:0 -1.958 //Really, it's not worth getting to the other side? scene "scenes/Producer/DLC1_C6M1_InitialMeeting42.vcd" then Biker C6M1Intro_18e foo:0 -2.960 //Bulllshit! So, it's not worth getting to the other side? } Rule C6M1Intro_18dProducer { criteria ConceptC6M1Intro_18d IsProducer Response C6M1Intro_18dProducer } Response C6M1Intro_19bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting44.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //Yeah, that sounds simple. } Rule C6M1Intro_19bProducer { criteria ConceptC6M1Intro_19b IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_19bProducer } Response C6M1Intro_20aProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting45.vcd" then Producer C6M1Intro_20b foo:0 -0.951 //What the? scene "scenes/Producer/DLC1_C6M1_InitialMeeting46.vcd" then Producer C6M1Intro_20b foo:0 -1.214 //(to group) Is he being serious? scene "scenes/Producer/DLC1_C6M1_InitialMeeting48.vcd" then Producer C6M1Intro_20b foo:0 -1.464 //(to group) Is he being serious? } Rule C6M1Intro_20aProducer { criteria ConceptC6M1Intro_20a IsProducer Response C6M1Intro_20aProducer } Response C6M1Intro_20bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting47.vcd" then Biker C6M1Intro_20c foo:0 -2.037 //No. Can you lower the bridge? scene "scenes/Producer/DLC1_C6M1_InitialMeeting49.vcd" then Biker C6M1Intro_20c foo:0 -2.417 //No. Can you lower the bridge? } Rule C6M1Intro_20bProducer { criteria ConceptC6M1Intro_20b IsProducer Response C6M1Intro_20bProducer } Response C6M1Intro_20dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting50.vcd" then Biker C6M1Intro_20e foo:0 -4.900 //Okay, then, yes, we are vampires? All of us are vampires? scene "scenes/Producer/DLC1_C6M1_InitialMeeting51.vcd" then Biker C6M1Intro_20e foo:0 -5.295 //Okay, then, yes, we are vampires? All of us are vampires? } Rule C6M1Intro_20dProducer { criteria ConceptC6M1Intro_20d IsProducer Response C6M1Intro_20dProducer } Response C6M1Intro_20gProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting53.vcd" //Dear lord, why'd I ever leave Cleveland. } Rule C6M1Intro_20gProducer { criteria ConceptC6M1Intro_20g IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_20gProducer } Response C6M1Intro_22aProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting54.vcd" then TeenGirl C6M1Intro_22b foo:0 -3.403 //Oh thank god! I thought I was the last woman on earth. } Rule C6M1Intro_22aProducer { criteria ConceptC6M1Intro_22a IsProducer Response C6M1Intro_22aProducer } Response C6M1Intro_22cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting55.vcd" then TeenGirl C6M1Intro_22d foo:0 -2.930 //Can you lower the bridge? We need to get across the river. } Rule C6M1Intro_22cProducer { criteria ConceptC6M1Intro_22c IsProducer Response C6M1Intro_22cProducer } Response C6M1Intro_22fProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting56.vcd" then TeenGirl C6M1Intro_22g foo:0 -3.037 //If that's what we gotta do, that we gotta do. } Rule C6M1Intro_22fProducer { criteria ConceptC6M1Intro_22f IsProducer Response C6M1Intro_22fProducer } Response C6M1Intro_22hProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting59.vcd" //Take care. scene "scenes/Producer/DLC1_C6M1_InitialMeeting60.vcd" //You too. } Rule C6M1Intro_22hProducer { criteria ConceptC6M1Intro_22h IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_22hProducer } Response LeavingC6M1StartProducer { scene "scenes/Producer/blank.vcd" // } Rule LeavingC6M1StartProducer { criteria ConceptSurvivorLeavingCheckpoint IsProducer ApplyContext "LeftC6M1Start:1:0" applycontexttoworld Response LeavingC6M1StartProducer } Response RemWorldC6M1_WeddingWarn01Producer { scene "scenes/Producer/DLC1_C6M1_Wedding01.vcd" //Do they ever? scene "scenes/Producer/DLC1_C6M1_Wedding02.vcd" //Do they ever? } Rule RemWorldC6M1_WeddingWarn01Producer { criteria ConceptRemWorldC6M1_WeddingWarn01 IsProducer IsSubjectDistNear800 ApplyContext "AtWedding:1:60" applycontexttoworld Response RemWorldC6M1_WeddingWarn01Producer } Response WorldC6M1_HistoricTourProducer { scene "scenes/Producer/DLC1_C6M1_HistoricSign01.vcd" then Coach HistoricTour02a foo:0 -3.829 //Uh, Coach, you know anything about this under the river tour? scene "scenes/Producer/DLC1_C6M1_HistoricSign02.vcd" then Coach HistoricTour02a foo:0 -2.545 //Coach, you know anything about this under the river tour? scene "scenes/Producer/DLC1_C6M1_HistoricSign10.vcd" //Hey, we can try this under-the-river tour to get across. scene "scenes/Producer/DLC1_C6M1_HistoricSign11.vcd" //We can try this under-the-river tour to get across. scene "scenes/Producer/DLC1_C6M1_HistoricSign12.vcd" //If we can't go over the river, we can always try under. } Rule WorldC6M1_HistoricTourProducer { criteria ConceptWorldC6M1_HistoricTour IsProducer IsNotLeftC6M1Start Response WorldC6M1_HistoricTourProducer } Response WorldC6M1_PostWedding02aProducer { scene "scenes/Producer/DLC1_C6M1_WeddingPostWitch02.vcd" //Is that really how your brain works? } Rule WorldC6M1_PostWedding02aProducer { criteria ConceptWorldC6M1_PostWedding02a IsProducer IsSubjectDistNear800 Response WorldC6M1_PostWedding02aProducer } Response WorldC6M1_WeddingWarn03bProducer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch01.vcd" //Both of you. Shut up. scene "scenes/Producer/DLC1_C6M1_WeddingWitch02.vcd" //(Whispered) WOULD YOU GUYS SHUT UP! } Rule WorldC6M1_WeddingWarn03bProducer { criteria ConceptWorldC6M1_WeddingWarn03b IsProducer ApplyContext "AtWedding:1:60" applycontexttoworld Response WorldC6M1_WeddingWarn03bProducer } //-------------------------------------------------------------------------------------------------------------- // C6M2 //-------------------------------------------------------------------------------------------------------------- Response C6M2_OpenGate1Producer { scene "scenes/Producer/DLC1_C6M1_AlarmDoorOpen01.vcd" //I opened it! scene "scenes/Producer/DLC1_C6M1_AlarmDoorOpen02.vcd" //I opened it, let's go! scene "scenes/Producer/DLC1_C6M2_Bridge1RaiseHitIt01.vcd" //I hit it. scene "scenes/Producer/DLC1_C6M2_Bridge1RaiseHitIt03.vcd" //I hit it. } Rule C6M2_OpenGate1Producer { criteria ConceptC6M2_OpenGate1 IsProducer ApplyContext "SaidOpenedGate1:1:0" applycontexttoworld Response C6M2_OpenGate1Producer } Response C6M2_OpenGate2Producer { scene "scenes/Producer/DLC1_C6M1_AlarmDoorOpen02.vcd" //I opened it, let's go! } Rule C6M2_OpenGate2Producer { criteria ConceptC6M2_OpenGate2 IsProducer ApplyContext "Said:OpenedGate2:1:0" applycontexttoworld Response C6M2_OpenGate2Producer } Response C6M2SafeRoomProducer { scene "scenes/Producer/blank.vcd" then any C6M2SafeRoom2 foo:0 3 // } Rule C6M2SafeRoomProducer { criteria ConceptTalkIdle Joined3 IsProducer isC6m2_bedlam IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M2SafeRoom:1:0" applycontexttoworld Response C6M2SafeRoomProducer } Response DLC1_C6M2_SafeRoomConvo01aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo01.vcd" then Gambler DLC1_C6M2_SafeRoomConvo01b foo:0 -2.711 //Compared to you Nick, he was down right nice. } Rule DLC1_C6M2_SafeRoomConvo01aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo01a IsProducer Response DLC1_C6M2_SafeRoomConvo01aProducer } Response DLC1_C6M2_SafeRoomConvo03aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo02.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo03b foo:0 -2.886 //Sweety, it's just a car. } Rule DLC1_C6M2_SafeRoomConvo03aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo03a IsProducer Response DLC1_C6M2_SafeRoomConvo03aProducer } Response DLC1_C6M2_SafeRoomConvo03cProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo04.vcd" //Calm down Ellis. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo05.vcd" //Feel better now? } Rule DLC1_C6M2_SafeRoomConvo03cProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo03c IsProducer Response DLC1_C6M2_SafeRoomConvo03cProducer } Response DLC1_C6M2_SafeRoomConvo04aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo06.vcd" //You'll be back with her soon enough. Also she's a car. And this is creepy. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo07.vcd" //You'll be back with her soon enough. Also she's a car. And this is creepy. } Rule DLC1_C6M2_SafeRoomConvo04aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo04a IsProducer Response DLC1_C6M2_SafeRoomConvo04aProducer } Response DLC1_C6M2_SafeRoomConvo06aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo09.vcd" //I have a bunch of good memories, too... of never once going to a boiled peanut festival. } Rule DLC1_C6M2_SafeRoomConvo06aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo06a IsProducer Response DLC1_C6M2_SafeRoomConvo06aProducer } Response DLC1_C6M2_SafeRoomConvo07Producer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo15.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08a foo:0 -1.679 //Do you think we can trust that guy? } Rule DLC1_C6M2_SafeRoomConvo07Producer { criteria ConceptC6M2SafeRoom2 IsProducer IsFrancisIntroActor FrancisGroup3 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo07Producer } Response DLC1_C6M2_SafeRoomConvo07aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo10.vcd" //Sweety, she'd be crazy not to. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo14.vcd" //Out of all the men left? Sure. } Rule DLC1_C6M2_SafeRoomConvo07aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo07a IsProducer Response DLC1_C6M2_SafeRoomConvo07aProducer } Response DLC1_C6M2_SafeRoomConvo08bProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo16.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08c foo:0 -1.262 //What!?! scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo19.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08c foo:0 -0.750 //What!?! } Rule DLC1_C6M2_SafeRoomConvo08bProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo08b IsProducer Response DLC1_C6M2_SafeRoomConvo08bProducer } Response DLC1_C6M2_SafeRoomConvo08dProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo17.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08e foo:0 -0.977 //I don't believe this. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo20.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08e foo:0 -2.271 //I don't believe this. } Rule DLC1_C6M2_SafeRoomConvo08dProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo08d IsProducer Response DLC1_C6M2_SafeRoomConvo08dProducer } Response DLC1_C6M2_SafeRoomConvo08fProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo18.vcd" //He is better looking than you. } Rule DLC1_C6M2_SafeRoomConvo08fProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo08f IsProducer Response DLC1_C6M2_SafeRoomConvo08fProducer } Response DLC1_C6M2_SafeRoomConvo10aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo22.vcd" then Gambler DLC1_C6M2_SafeRoomConvo10b foo:0 -2.753 //(laughter) You're kidding right? scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo23.vcd" then Gambler DLC1_C6M2_SafeRoomConvo10b foo:0 -1.652 //(laughter) You're kidding right? } Rule DLC1_C6M2_SafeRoomConvo10aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo10a IsProducer Response DLC1_C6M2_SafeRoomConvo10aProducer } Response DLC1_C6M2_SafeRoomConvo10cProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo24.vcd" then Gambler DLC1_C6M2_SafeRoomConvo10d foo:0 -3.678 //Oh, you are going to love the under-the-river tour. } Rule DLC1_C6M2_SafeRoomConvo10cProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo10c IsProducer Response DLC1_C6M2_SafeRoomConvo10cProducer } Response DLC1_C6M2_SafeRoomConvo13Producer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo26.vcd" then Producer DLC1_C6M2_SafeRoomConvo14a foo:0 -1.209 //(to self)We need to get motivated. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo27.vcd" then Producer DLC1_C6M2_SafeRoomConvo14a foo:0 -2.664 //(to self)We need to get motivated. How we gonna get motivated... } Rule DLC1_C6M2_SafeRoomConvo13Producer { criteria ConceptC6M2SafeRoom2 IsProducer IsZoeyIntroActor ZoeyGroup3 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo13Producer } Response DLC1_C6M2_SafeRoomConvo14aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo30.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo14b foo:0 -5.157 //Hey, Ellis? I hear there's a Stock Car museum in New Orleans. } Rule DLC1_C6M2_SafeRoomConvo14aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo14a IsProducer Response DLC1_C6M2_SafeRoomConvo14aProducer } Response DLC1_C6M2_SafeRoomConvo14cProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo28.vcd" then Coach DLC1_C6M2_SafeRoomConvo14d foo:0 -3.757 //Coach. We make it to New Orleans, there's a Cheeseburger museum. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo29.vcd" then Coach DLC1_C6M2_SafeRoomConvo14d foo:0 -4.800 //Coach. We make it to New Orleans, there's a Cheeseburger museum. } Rule DLC1_C6M2_SafeRoomConvo14cProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo14c IsProducer Response DLC1_C6M2_SafeRoomConvo14cProducer } Response DLC1_C6M2_SafeRoomConvo14eProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo31.vcd" then Gambler DLC1_C6M2_SafeRoomConvo14f foo:0 -0.987 //Nick, there's a- } Rule DLC1_C6M2_SafeRoomConvo14eProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo14e IsProducer Response DLC1_C6M2_SafeRoomConvo14eProducer } Response DLC1_C6M2_SafeRoomConvo15aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo32.vcd" then Coach DLC1_C6M2_SafeRoomConvo15b foo:0 -3.064 //Oh, I just keep hoping I wake up every day. } Rule DLC1_C6M2_SafeRoomConvo15aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo15a IsProducer Response DLC1_C6M2_SafeRoomConvo15aProducer } Response DLC1_C6M2_SafeRoomConvo16Producer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo37.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo17a foo:0 -10.043 //Ellis honey, I've been thinking. Somewhere down the road, do you think we can trade up for a car with, let's say, working doors and a backseat? } Rule DLC1_C6M2_SafeRoomConvo16Producer { criteria ConceptC6M2SafeRoom2 IsProducer IsFrancisIntroActor IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo16Producer } Response DLC1_C6M2_SafeRoomConvo16aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo33.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16b foo:0 -5.036 //Ellis honey, you do know that eventually we'll have to leave that car behind. Right? scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo34.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16b foo:0 -4.510 //Ellis honey, you do know that eventually we'll have to leave that car behind. Right? } Rule DLC1_C6M2_SafeRoomConvo16aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo16a IsProducer Response DLC1_C6M2_SafeRoomConvo16aProducer } Response DLC1_C6M2_SafeRoomConvo16cProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo35.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16d foo:0 -3.803 //Ya know, I just don't think the military is going to air lift the car to safety. } Rule DLC1_C6M2_SafeRoomConvo16cProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo16c IsProducer Response DLC1_C6M2_SafeRoomConvo16cProducer } Response DLC1_C6M2_SafeRoomConvo17bProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo38.vcd" //Oh! Actually, does anyone want to put that to a vote? scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo39.vcd" //Uhh! Actually, does anyone want to put that to a vote? } Rule DLC1_C6M2_SafeRoomConvo17bProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo17b IsProducer Response DLC1_C6M2_SafeRoomConvo17bProducer } Response DLC1_C6M2_SafeRoomConvo18aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo40.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo18b foo:0 -2.626 //Ellis, ask yourself, what would Keith do? } Rule DLC1_C6M2_SafeRoomConvo18aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo18a IsProducer Response DLC1_C6M2_SafeRoomConvo18aProducer } Response DLC1_C6M2_SafeRoomConvo18dProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo41.vcd" then Coach DLC1_C6M2_SafeRoomConvo18e foo:0 -1.428 //AH! I wasn't thinking. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo42.vcd" then Coach DLC1_C6M2_SafeRoomConvo18e foo:0 -1.354 //AH! I wasn't thinking. } Rule DLC1_C6M2_SafeRoomConvo18dProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo18d IsProducer Response DLC1_C6M2_SafeRoomConvo18dProducer } Response DLC1_C6M2_SafeRoomConvo19aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo43.vcd" //You're looking good coach. } Rule DLC1_C6M2_SafeRoomConvo19aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo19a IsProducer Response DLC1_C6M2_SafeRoomConvo19aProducer } Response DLC1_C6M2_SafeRoomConvo20aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo44.vcd" //Well anybody who survives this shit is gonna be in GREAT shape. } Rule DLC1_C6M2_SafeRoomConvo20aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo20a IsProducer Response DLC1_C6M2_SafeRoomConvo20aProducer } Response DLC1_C6M2_SafeRoomConvo21aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo46.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo21b foo:0 -3.574 //Right... and the zombie apocalypse? scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo47.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo21b foo:0 -2.638 //And the... zombie apocalypse? } Rule DLC1_C6M2_SafeRoomConvo21aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo21a IsProducer Response DLC1_C6M2_SafeRoomConvo21aProducer } Response WorldC6M2_InSewer101aProducer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater03.vcd" then Producer WorldC6M2_InSewer101b foo:0 -2.388 //Nick, I'm pretty sure this is sewage. } Rule WorldC6M2_InSewer101aProducer { criteria ConceptWorldC6M2_InSewer101a IsProducer Response WorldC6M2_InSewer101aProducer } Response WorldC6M2_InSewer102bProducer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater02.vcd" //Yeah, it's sewage. } Rule WorldC6M2_InSewer102bProducer { criteria ConceptWorldC6M2_InSewer102b IsProducer Response WorldC6M2_InSewer102bProducer } Response WorldC6M2_InSewer202aProducer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater07.vcd" //Ugh-gh-gh-gh-gh. scene "scenes/Producer/DLC1_C6M2_Phase2InWater08.vcd" //[laughing] Ellis! I'm not laughing, I'm not! I'm not laughing. scene "scenes/Producer/DLC1_C6M2_Phase2InWater09.vcd" //Okay, Carl. } Rule WorldC6M2_InSewer202aProducer { criteria ConceptWorldC6M2_InSewer202a IsProducer Response WorldC6M2_InSewer202aProducer } Response WorldC6M2_OnTourWalk101aProducer { scene "scenes/Producer/DLC1_C6M2_HistoricTour03.vcd" then Producer WorldC6M2_OnTourWalk101b foo:0 -0.850 //Shithole? } Rule WorldC6M2_OnTourWalk101aProducer { criteria ConceptWorldC6M2_OnTourWalk101a IsProducer Response WorldC6M2_OnTourWalk101aProducer } Response WorldC6M2_OnTourWalk101bProducer { scene "scenes/Producer/DLC1_C6M2_HistoricTour02.vcd" //Sorry Coach. scene "scenes/Producer/DLC1_C6M2_HistoricTour04.vcd" //Sorry Coach. } Rule WorldC6M2_OnTourWalk101bProducer { criteria ConceptWorldC6M2_OnTourWalk101b IsProducer Response WorldC6M2_OnTourWalk101bProducer } Response WorldC6M2_OnTourWalk102bProducer { scene "scenes/Producer/DLC1_C6M2_HistoricTour05.vcd" //Shut up, Nick. scene "scenes/Producer/DLC1_C6M2_HistoricTour06.vcd" //Shut up, Nick. } Rule WorldC6M2_OnTourWalk102bProducer { criteria ConceptWorldC6M2_OnTourWalk102b IsProducer Response WorldC6M2_OnTourWalk102bProducer } Response WorldC6M2_Phase201aProducer { scene "scenes/Producer/DLC1_C6M2_Phase201.vcd" //It better. scene "scenes/Producer/DLC1_C6M2_Phase202.vcd" //It better. } Rule WorldC6M2_Phase201aProducer { criteria ConceptWorldC6M2_Phase201a IsProducer Response WorldC6M2_Phase201aProducer } Response WorldC6M2_Tattoo01a>Producer { scene "scenes/Producer/DLC1_C6M2_Tattoo01.vcd" then Gambler WorldC6M2_Tattoo01b> foo:0 -2.084 //Hm. Sorry, I didn't get his name. scene "scenes/Producer/DLC1_C6M2_Tattoo02.vcd" then Gambler WorldC6M2_Tattoo01b> foo:0 -2.432 //Damn. Sorry. I didn't get his name. scene "scenes/Producer/DLC1_C6M2_Tattoo03.vcd" then Gambler WorldC6M2_Tattoo01b> foo:0 -2.005 //Sorry. I forgot his name. } Rule WorldC6M2_Tattoo01a>Producer { criteria ConceptWorldC6M2_Tattoo01a> IsProducer Response WorldC6M2_Tattoo01a>Producer } Response WorldC6M2_Tattoo02a>Producer { scene "scenes/Producer/DLC1_C6M2_Tattoo04.vcd" then Coach WorldC6M2_Tattoo02b> foo:0 -0.489 //Where? scene "scenes/Producer/DLC1_C6M2_Tattoo05.vcd" then Coach WorldC6M2_Tattoo02b> foo:0 -0.736 //Where? } Rule WorldC6M2_Tattoo02a>Producer { criteria ConceptWorldC6M2_Tattoo02a> IsProducer Response WorldC6M2_Tattoo02a>Producer } Response WorldC6M2_Tattoo02c>Producer { scene "scenes/Producer/DLC1_C6M2_Tattoo08.vcd" //Please be the ankle, please be the ankle. scene "scenes/Producer/DLC1_C6M2_Tattoo09.vcd" //Please be the ankle, please be the ankle. } Rule WorldC6M2_Tattoo02c>Producer { criteria ConceptWorldC6M2_Tattoo02c> IsProducer Response WorldC6M2_Tattoo02c>Producer } Response WorldC6M2_Tattoo02d>Producer { scene "scenes/Producer/DLC1_C6M2_Tattoo06.vcd" //Burgh-gh-gh-gh-gh. scene "scenes/Producer/DLC1_C6M2_Tattoo07.vcd" //Ughhh. } Rule WorldC6M2_Tattoo02d>Producer { criteria ConceptWorldC6M2_Tattoo02d> IsProducer Response WorldC6M2_Tattoo02d>Producer } Response WorldC6M2_TourEntrance01aProducer { scene "scenes/Producer/DLC1_C6M2_TicketCounter02.vcd" //Who am I kidding? } Rule WorldC6M2_TourEntrance01aProducer { criteria ConceptWorldC6M2_TourEntrance01a IsProducer Response WorldC6M2_TourEntrance01aProducer } //-------------------------------------------------------------------------------------------------------------- // C6M3 //-------------------------------------------------------------------------------------------------------------- Response C6M3_BridgeDownProducer { scene "scenes/Producer/DLC1_C6M2_Bridge2Up02.vcd" //It's here, let's go! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun02.vcd" //Come on, let's get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun02.vcd" //Come on, let's get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge's down, let's go! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge's down, let's go! } Rule C6M3_BridgeDownProducer { criteria ConceptC6M3_BridgeDown IsProducer ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeDownProducer } Response C6M3_BridgeGettoCarProducer { scene "scenes/Producer/DLC1_C6M2_Bridge2Up02.vcd" //It's here, let's go! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun02.vcd" //Come on, let's get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun02.vcd" //Come on, let's get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge's down, let's go! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge's down, let's go! } Rule C6M3_BridgeGettoCarProducer { criteria ConceptGetToVehicle IsProducer IsNotSaidGetToCar Isc6m3_port ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeGettoCarProducer } Response C6M3_elevatorProducer { scene "scenes/Producer/DLC1_C6M2_Bridge1RaiseActive03.vcd" predelay ".5" //Even the elevators are slow in the south. scene "scenes/Producer/DLC1_C6M3_Elevator01.vcd" predelay ".5" //Let's fill the generator as fast as we can. scene "scenes/Producer/DLC1_C6M3_Elevator02.vcd" predelay ".5" //Something bad happened here. I don't have a good feeling about this. scene "scenes/Producer/DLC1_C6M3_Elevator03.vcd" predelay ".5" //You know its going to be bad if they wouldn't risk it. scene "scenes/Producer/DLC1_C6M3_Elevator04.vcd" predelay ".5" //I wish they would come with us, safety in numbers. scene "scenes/Producer/DLC1_C6M3_Elevator05.vcd" predelay ".5" //After a few hours in the car with you guys, it's nice to hear some new voices. scene "scenes/Producer/DLC1_C6M3_Elevator06.vcd" predelay ".5" //There names are Zoey, Louis and Francis right? } Rule C6M3_elevatorProducer { criteria Conceptc6m3_elevatorCancel IsProducer IsNotSaidC6M3Elevator IsC6M3_port ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorProducer } Response C6M3_GivenItemBikerProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items04.vcd" //Thanks guys! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items05.vcd" //Thank you guys! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items06.vcd" //Thanks Francis. scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items08.vcd" odds 1 //Thanks sexy guy in the vest. } Rule C6M3_GivenItemBikerProducer { criteria ConceptPlayerPickup IsProducer IsDonorBiker Isc6m3_portHeavy Response C6M3_GivenItemBikerProducer } Response C6M3_GivenItemTeenGirlProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items01.vcd" //Thanks Zoey! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items02.vcd" //Thanks Zoey! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items03.vcd" //Thank for the help Zoey! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items07.vcd" //Thanks for the stuff! } Rule C6M3_GivenItemTeenGirlProducer { criteria ConceptPlayerPickup IsProducer IsDonorTeenGirl Isc6m3_portHeavy Response C6M3_GivenItemTeenGirlProducer } Response C6M3SafeRoomProducer { scene "scenes/Producer/blank.vcd" then any C6M3SafeRoom2 foo:0 3 // } Rule C6M3SafeRoomProducer { criteria ConceptTalkIdle Joined3 IsProducer isC6m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M3SafeRoom:1:0" applycontexttoworld Response C6M3SafeRoomProducer } Response DLC1_C6M3_SafeRoomConvo01Producer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo01.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo01a foo:0 -1.260 //Do you think he's waiting for us? } Rule DLC1_C6M3_SafeRoomConvo01Producer { criteria ConceptC6M3SafeRoom2 IsProducer IsNotSaidC6M3SafeRoom2 IsFrancisIntroActor FrancisGroup3 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo01Producer } Response DLC1_C6M3_SafeRoomConvo01bProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo02.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo01c foo:0 -0.926 //Ellis! } Rule DLC1_C6M3_SafeRoomConvo01bProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo01b IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo01bProducer } Response DLC1_C6M3_SafeRoomConvo02a1Producer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo03.vcd" then Gambler DLC1_C6M3_SafeRoomConvo02b foo:0 -0.760 //He'll be there. } Rule DLC1_C6M3_SafeRoomConvo02a1Producer { criteria ConceptDLC1_C6M3_SafeRoomConvo02a1 IsProducer Response DLC1_C6M3_SafeRoomConvo02a1Producer } Response DLC1_C6M3_SafeRoomConvo02cProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo05.vcd" then Gambler DLC1_C6M3_SafeRoomConvo02d foo:0 -1.258 //I just have a good feeling. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo06.vcd" then Gambler DLC1_C6M3_SafeRoomConvo02d foo:0 -2.508 //It's a woman thing; I just have a good feeling. } Rule DLC1_C6M3_SafeRoomConvo02cProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo02c IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo02cProducer } Response DLC1_C6M3_SafeRoomConvo04bProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo07.vcd" then Gambler DLC1_C6M3_SafeRoomConvo04c foo:0 -2.568 //Just be your own sweet self, Ellis. } Rule DLC1_C6M3_SafeRoomConvo04bProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo04b IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo04bProducer } Response DLC1_C6M3_SafeRoomConvo04dProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo09.vcd" //I just think Nick is jealous. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo10.vcd" //Nick is just jealous. } Rule DLC1_C6M3_SafeRoomConvo04dProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo04d IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo04dProducer } Response DLC1_C6M3_SafeRoomConvo05cProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo11.vcd" then Gambler DLC1_C6M3_SafeRoomConvo05d foo:0 -1.309 //Nick. Leave him alone. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo12.vcd" then Gambler DLC1_C6M3_SafeRoomConvo05d foo:0 -0.901 //Leave him alone. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo13.vcd" //Ellis, you'll be fine. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo14.vcd" //Nick, you need to find a woman who hates herself, she'll love you. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo15.vcd" //Nick, I don't think she's deaf, so she isn't going to like you. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo16.vcd" //Nick, being one of the last two women in the world alive. I can safely safe, at least half of the women in this world hate you. } Rule DLC1_C6M3_SafeRoomConvo05cProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo05c IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo05cProducer } Response DLC1_C6M3_SafeRoomConvo06aProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo17.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo06b foo:0 -3.045 //I think someone has a crush on that "awesome" biker dude. } Rule DLC1_C6M3_SafeRoomConvo06aProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo06a IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo06aProducer } Response DLC1_C6M3_SafeRoomConvo07Producer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo20.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo07a foo:0 -3.413 //I hope that girl is still waiting for us. } Rule DLC1_C6M3_SafeRoomConvo07Producer { criteria ConceptC6M3SafeRoom2 IsProducer IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo07Producer } Response DLC1_C6M3_SafeRoomConvo07bProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo18.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo07c foo:0 -4.242 //Ellis, she shouted at you for five seconds from a bridge. } Rule DLC1_C6M3_SafeRoomConvo07bProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo07b IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo07bProducer } Response DLC1_C6M3_SafeRoomConvo08gProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo21.vcd" //Great. Thanks, Coach. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo22.vcd" //Thanks, Coach. } Rule DLC1_C6M3_SafeRoomConvo08gProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo08g IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo08gProducer } Response DLC1_C6M3_SafeRoomConvo09Producer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo23.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo09a foo:0 -4.131 //Ellis, so uh, where are you going to take that Zoey girl on your first date? scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo24.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo09a foo:0 -3.778 //Ellis, so uh, where are you going to take Zoey on your first date? } Rule DLC1_C6M3_SafeRoomConvo09Producer { criteria ConceptC6M3SafeRoom2 IsProducer IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor ZoeyGroup1 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo09Producer } Response DLC1_C6M3_SafeRoomConvo09bProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo25.vcd" //Oh, yeah, um... What woman wouldn't love that. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo27.vcd" //Uh... Lucky girl. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo28.vcd" //Lucky girl. } Rule DLC1_C6M3_SafeRoomConvo09bProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo09b IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo09bProducer } Response IncapBounceProducer { scene "scenes/Producer/blank.vcd" then Biker InCapBounce2 foo:0 0 // } Rule IncapBounceProducer { criteria ConceptSurvivorIncapacitated IsProducer IsNotSaidInCapBounce isC6m3_port ApplyContext "SaidInCapBounce:1:0" applycontexttoworld Response IncapBounceProducer } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response C6M3_CansDoneProducer { scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun04.vcd" then any EmphaticArriveRun foo:0 -1.498 //Everyone to the car! } Rule C6M3_CansDoneProducer { criteria Conceptc6m3escapeready IsProducer IsC6M3_Port IsNotSaidc6m3escapeready ApplyContext "Saidc6m3escapeready:1:0,Talk:1:5" applycontexttoworld Response C6M3_CansDoneProducer } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response L4D1AlsoSpottedTankProducer { scene "scenes/Producer/DLC1_L4D1Tank01.vcd" //Holy shit! scene "scenes/Producer/DLC1_L4D1Tank02.vcd" //Holy shit! Holy shit! Holy shit! Holy SHIT! scene "scenes/Producer/DLC1_L4D1Tank03.vcd" odds 1 //Two tanks! scene "scenes/Producer/DLC1_L4D1Tank04.vcd" //Boys we got tanks! scene "scenes/Producer/DLC1_L4D1Tank05.vcd" //Lead the tanks back to Louis. scene "scenes/Producer/DLC1_L4D1Tank06.vcd" odds 1 //We got two too many tanks. scene "scenes/Producer/DLC1_L4D1Tank07.vcd" //TANKS! scene "scenes/Producer/DLC1_L4D1Tank08.vcd" //Lead the tanks back to Louis. scene "scenes/Producer/DLC1_L4D1Tank09.vcd" odds 1 //Whoa. We got two too many tanks. } Rule L4D1AlsoSpottedTankProducer { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Isc6m3_port ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1AlsoSpottedTankProducer } Response L4D1SpottedTankProducer { scene "scenes/Producer/DLC1_L4D1Tank01.vcd" //Holy shit! scene "scenes/Producer/DLC1_L4D1Tank02.vcd" //Holy shit! Holy shit! Holy shit! Holy SHIT! scene "scenes/Producer/DLC1_L4D1Tank03.vcd" odds 1 //Two tanks! scene "scenes/Producer/DLC1_L4D1Tank04.vcd" //Boys we got tanks! scene "scenes/Producer/DLC1_L4D1Tank05.vcd" //Lead the tanks back to Louis. scene "scenes/Producer/DLC1_L4D1Tank06.vcd" odds 1 //We got two too many tanks. scene "scenes/Producer/DLC1_L4D1Tank07.vcd" //TANKS! scene "scenes/Producer/DLC1_L4D1Tank08.vcd" //Lead the tanks back to Louis. scene "scenes/Producer/DLC1_L4D1Tank09.vcd" odds 1 //Whoa. We got two too many tanks. } Rule L4D1SpottedTankProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Isc6m3_port IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1SpottedTankProducer } Response SurvivorSpottedFallenProducer { norepeat scene "scenes/Producer/DLC1_FallenSurvior01.vcd" //Get that zombie! scene "scenes/Producer/DLC1_FallenSurvior03.vcd" //Stop that zombie! scene "scenes/Producer/DLC1_FallenSurvior04.vcd" //That zombie's carrying something! } Rule SurvivorSpottedFallenProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeFallen IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidFallenWarn IsNotSpeakingWeight0 ApplyContext "SaidFallenWarn:1:20" applycontexttoworld Response SurvivorSpottedFallenProducer } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerWitchChasingC6M1Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitchChasing01.vcd" //Ahh I pissed off another bride! scene "scenes/Producer/DLC1_C6M1_WeddingWitchChasing02.vcd" //Kill the bride! Kill the bride! scene "scenes/Producer/DLC1_C6M1_WeddingWitchChasing03.vcd" //Kill the bride! } Rule PlayerWitchChasingC6M1Producer { criteria ConceptPlayerExertionMinor IsProducer IsWitchPresent SubjectIsNotWitch IsNotSaidProducerWitchChasing IsSaidProducerWitchAttacking isc6m1_riverbank ApplyContext "SaidProducerWitchChasing:1:15,TalkProducer:1:2" forceweight 20 Response PlayerWitchChasingC6M1Producer } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkremark_MidnightRidersBusProducer { scene "scenes/Producer/DLC1_C6M2_MidnightRiders01.vcd" //Was that a bus? scene "scenes/Producer/DLC1_C6M2_MidnightRiders02.vcd" //Was that a tour bus? } Rule PlayerRemarkremark_MidnightRidersBusProducer { criteria ConceptRemark IsProducer Isremark_MidnightRidersBus IsNotSaidremark_MidnightRidersBus IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1500 IsNotSpeakingWeight0 ApplyContext "Saidremark_MidnightRidersBus:1:0" applycontexttoworld Response PlayerRemarkremark_MidnightRidersBusProducer } Response PlayerRemarkWorldC6M1_AcrossHereProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley04.vcd" //We can cross-over up there. } Rule PlayerRemarkWorldC6M1_AcrossHereProducer { criteria ConceptRemark IsProducer IsWorldC6M1_AcrossHere IsNotSaidWorldC6M1_AcrossHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AcrossHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AcrossHereProducer } Response PlayerRemarkWorldC6M1_AlleyBelowProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley02.vcd" //Down this alley. } Rule PlayerRemarkWorldC6M1_AlleyBelowProducer { criteria ConceptRemark IsProducer IsWorldC6M1_AlleyBelow IsNotSaidWorldC6M1_AlleyBelow IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyBelow:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyBelowProducer } Response PlayerRemarkWorldC6M1_AlleyIntoBuildingProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley03.vcd" //We need to get into the building. scene "scenes/Producer/DLC1_C6M1_BackAlley05.vcd" //We can cross-over up there. } Rule PlayerRemarkWorldC6M1_AlleyIntoBuildingProducer { criteria ConceptRemark IsProducer IsWorldC6M1_AlleyIntoBuilding IsNotSaidWorldC6M1_AlleyIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyIntoBuildingProducer } Response PlayerRemarkWorldC6M1_InAptsProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley06.vcd" //Let's search these rooms. } Rule PlayerRemarkWorldC6M1_InAptsProducer { criteria ConceptRemark IsProducer IsWorldC6M1_InApts IsNotSaidWorldC6M1_InApts IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_InApts:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_InAptsProducer } Response PlayerRemarkWorldC6M1_IntotheparkProducer { scene "scenes/Producer/DLC1_C6M1_IntoPark01.vcd" //Through this park. scene "scenes/Producer/DLC1_C6M1_IntoPark02.vcd" //Down into the park. scene "scenes/Producer/DLC1_C6M1_IntoPark06.vcd" //Ellis, I really think the car will be okay on its own. } Rule PlayerRemarkWorldC6M1_IntotheparkProducer { criteria ConceptRemark IsProducer IsWorldC6M1_Intothepark IsNotSaidWorldC6M1_Intothepark IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_Intothepark:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntotheparkProducer } Response PlayerRemarkWorldC6M1_IntoThePark2Producer { scene "scenes/Producer/DLC1_C6M1_IntoPark01.vcd" //Through this park. } Rule PlayerRemarkWorldC6M1_IntoThePark2Producer { criteria ConceptRemark IsProducer IsWorldC6M1_IntoThePark2 IsNotSaidWorldC6M1_IntoThePark2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoThePark2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoThePark2Producer } Response PlayerRemarkWorldC6M1_IntoTheStoreProducer { scene "scenes/Producer/DLC1_C6M1_IntoStore01.vcd" //Through this store. scene "scenes/Producer/DLC1_C6M1_IntoStore02.vcd" //Through the store. scene "scenes/Producer/DLC1_C6M1_IntoStore04.vcd" //Guns in the store. } Rule PlayerRemarkWorldC6M1_IntoTheStoreProducer { criteria ConceptRemark IsProducer IsWorldC6M1_IntoTheStore IsNotSaidWorldC6M1_IntoTheStore IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoTheStore:1:0,JustSaidWorldC6M1_IntoTheStore:1:30" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoTheStoreProducer } Response PlayerRemarkWorldC6M1_PostWeddingProducer { scene "scenes/Producer/DLC1_C6M1_WeddingPostWitch03.vcd" //Check the tents. scene "scenes/Producer/DLC1_C6M1_WeddingPostWitch04.vcd" //Well, this isn't the worst wedding I've ever been to. scene "scenes/Producer/DLC1_C6M1_WeddingPostWitch07.vcd" //Check the tents. } Rule PlayerRemarkWorldC6M1_PostWeddingProducer { criteria ConceptRemark IsProducer IsWorldC6M1_PostWedding IsNotSaidWorldC6M1_PostWedding IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_PostWedding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_PostWeddingProducer } Response PlayerRemarkWorldC6M1_SafeRoomAlleyProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley01.vcd" //Behind this bus. scene "scenes/Producer/DLC1_C6M1_SafeRoomAhead01.vcd" //Safe house! } Rule PlayerRemarkWorldC6M1_SafeRoomAlleyProducer { criteria ConceptRemark IsProducer IsWorldC6M1_SafeRoomAlley IsNotSaidWorldC6M1_SafeRoomAlley IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_SafeRoomAlley:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_SafeRoomAlleyProducer } Response PlayerRemarkWorldC6M1_ThroughBarProducer { scene "scenes/Producer/MiscDirectional01.vcd" //Through here! scene "scenes/Producer/MiscDirectional11.vcd" //Let's go through here! } Rule PlayerRemarkWorldC6M1_ThroughBarProducer { criteria ConceptRemark IsProducer IsWorldC6M1_ThroughBar IsNotSaidWorldC6M1_ThroughBar IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_ThroughBar:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_ThroughBarProducer } Response PlayerRemarkWorldC6M1_UpHereProducer { scene "scenes/Producer/MiscDirectional26.vcd" //We can get up here! scene "scenes/Producer/WorldC3M251.vcd" //We can get through up here. } Rule PlayerRemarkWorldC6M1_UpHereProducer { criteria ConceptRemark IsProducer IsWorldC6M1_UpHere IsNotSaidWorldC6M1_UpHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpHereProducer } Response PlayerRemarkWorldC6M1_UpTheStairsProducer { scene "scenes/Producer/DLC1_C6M1_Upstairs02.vcd" //Let's go upstairs. } Rule PlayerRemarkWorldC6M1_UpTheStairsProducer { criteria ConceptRemark IsProducer IsWorldC6M1_UpTheStairs IsNotSaidWorldC6M1_UpTheStairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairsProducer } Response PlayerRemarkWorldC6M1_UpTheStairs2Producer { scene "scenes/Producer/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Producer/DLC1_C6M1_Upstairs03.vcd" //Go upstairs. scene "scenes/Producer/DLC1_C6M2_UpStairs01.vcd" //Up the stairs! } Rule PlayerRemarkWorldC6M1_UpTheStairs2Producer { criteria ConceptRemark IsProducer IsWorldC6M1_UpTheStairs2 IsNotSaidWorldC6M1_UpTheStairs2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairs2Producer } Response PlayerRemarkWorldC6M1_WeddingWarnProducer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch09.vcd" //I don't know what she's crying about, at least she got married. scene "scenes/Producer/DLC1_C6M1_WeddingWitch12.vcd" //You see? This is why I hate weddings. scene "scenes/Producer/DLC1_C6M1_WeddingWitch13.vcd" //This is one time I don't mind being the bridesmaid. scene "scenes/Producer/DLC1_C6M1_WeddingWitch15.vcd" //Something old, something new, something about to rip your guts out. } Rule PlayerRemarkWorldC6M1_WeddingWarnProducer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnProducer } Response PlayerRemarkWorldC6M1_WeddingWarn1Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch09.vcd" //I don't know what she's crying about, at least she got married. scene "scenes/Producer/DLC1_C6M1_WeddingWitch12.vcd" //You see? This is why I hate weddings. scene "scenes/Producer/DLC1_C6M1_WeddingWitch13.vcd" //This is one time I don't mind being the bridesmaid. scene "scenes/Producer/DLC1_C6M1_WeddingWitch15.vcd" //Something old, something new, something about to rip your guts out. } Rule PlayerRemarkWorldC6M1_WeddingWarn1Producer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn1 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn1Producer } Response PlayerRemarkWorldC6M1_WeddingWarn2Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch09.vcd" //I don't know what she's crying about, at least she got married. scene "scenes/Producer/DLC1_C6M1_WeddingWitch12.vcd" //You see? This is why I hate weddings. scene "scenes/Producer/DLC1_C6M1_WeddingWitch13.vcd" //This is one time I don't mind being the bridesmaid. scene "scenes/Producer/DLC1_C6M1_WeddingWitch15.vcd" //Something old, something new, something about to rip your guts out. } Rule PlayerRemarkWorldC6M1_WeddingWarn2Producer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn2 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn2Producer } Response PlayerRemarkWorldC6M1_WeddingWarn3Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch09.vcd" //I don't know what she's crying about, at least she got married. scene "scenes/Producer/DLC1_C6M1_WeddingWitch12.vcd" //You see? This is why I hate weddings. scene "scenes/Producer/DLC1_C6M1_WeddingWitch13.vcd" //This is one time I don't mind being the bridesmaid. scene "scenes/Producer/DLC1_C6M1_WeddingWitch15.vcd" //Something old, something new, something about to rip your guts out. } Rule PlayerRemarkWorldC6M1_WeddingWarn3Producer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn3 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn3Producer } Response PlayerRemarkWorldC6M1_WeddingWarnAngelProducer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch10.vcd" //Hey Ellis look, it's another angel. } Rule PlayerRemarkWorldC6M1_WeddingWarnAngelProducer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnAngelProducer } Response PlayerRemarkWorldC6M2_AcrossPlankProducer { scene "scenes/Producer/DLC1_C6M2_OverPlank01.vcd" //Quick over this plank. scene "scenes/Producer/DLC1_C6M2_OverPlank02.vcd" //Hurry up over this plank. scene "scenes/Producer/DLC1_C6M2_OverPlank03.vcd" //I am not looking down. } Rule PlayerRemarkWorldC6M2_AcrossPlankProducer { criteria ConceptRemark IsProducer IsWorldC6M2_AcrossPlank IsNotSaidWorldC6M2_AcrossPlank IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear250 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AcrossPlank:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AcrossPlankProducer } Response PlayerRemarkWorldC6M2_AfterGate1Producer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater11.vcd" //Don't stop, let's go! scene "scenes/Producer/DLC1_C6M2_Phase2InWater12.vcd" //Keep moving! } Rule PlayerRemarkWorldC6M2_AfterGate1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_AfterGate1 IsNotSaidWorldC6M2_AfterGate1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate1Producer } Response PlayerRemarkWorldC6M2_AfterGate2Producer { scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder01.vcd" //Nick, you've got a turd on your shoulder. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder02.vcd" //Nick, you've got a turd on your shoulder. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder03.vcd" //Nick, there's something on your shoulder. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder04.vcd" //There goes my boots. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder05.vcd" //That alarm is not turning off. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder06.vcd" //We need to keep running. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder07.vcd" //We need to keep running. } Rule PlayerRemarkWorldC6M2_AfterGate2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_AfterGate2 IsNotSaidWorldC6M2_AfterGate2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate2Producer } Response PlayerRemarkWorldC6M2_DownHereProducer { scene "scenes/Producer/MiscDirectional05.vcd" //Down here! scene "scenes/Producer/World10.vcd" //Down here. scene "scenes/Producer/WorldC2M108.vcd" //Down here! } Rule PlayerRemarkWorldC6M2_DownHereProducer { criteria ConceptRemark IsProducer IsWorldC6M2_DownHere IsNotSaidWorldC6M2_DownHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownHereProducer } Response PlayerRemarkWorldC6M2_DownIntoBuildingProducer { scene "scenes/Producer/DLC1_C6M2_UpThroughBuilding01.vcd" //Through here. scene "scenes/Producer/DLC1_C6M2_UpThroughBuilding02.vcd" //In here. scene "scenes/Producer/DLC1_C6M2_UpThroughBuilding03.vcd" //Through this building. } Rule PlayerRemarkWorldC6M2_DownIntoBuildingProducer { criteria ConceptRemark IsProducer IsWorldC6M2_DownIntoBuilding IsNotSaidWorldC6M2_DownIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownIntoBuildingProducer } Response PlayerRemarkWorldC6M2_FinalLadderProducer { scene "scenes/Producer/DLC1_C6M2_UpLadder01.vcd" //Another ladder. scene "scenes/Producer/DLC1_C6M2_UpLadder02.vcd" //We can get up here. } Rule PlayerRemarkWorldC6M2_FinalLadderProducer { criteria ConceptRemark IsProducer IsWorldC6M2_FinalLadder IsNotSaidWorldC6M2_FinalLadder IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalLadder:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalLadderProducer } Response PlayerRemarkWorldC6M2_FinalWaterProducer { scene "scenes/Producer/DLC1_C6M2_FinalWater01.vcd" //Back in the water! scene "scenes/Producer/DLC1_C6M2_FinalWater02.vcd" //Yay, back in the water! scene "scenes/Producer/DLC1_C6M2_FinalWater03.vcd" //Yay, great, back in the water! scene "scenes/Producer/DLC1_C6M2_FinalWater04.vcd" //(Sarcastically) Yay! More water! } Rule PlayerRemarkWorldC6M2_FinalWaterProducer { criteria ConceptRemark IsProducer IsWorldC6M2_FinalWater IsNotSaidWorldC6M2_FinalWater IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWater:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterProducer } Response PlayerRemarkWorldC6M2_FinalWaterGoGoProducer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater11.vcd" //Don't stop, let's go! scene "scenes/Producer/DLC1_C6M2_Phase2InWater12.vcd" //Keep moving! scene "scenes/Producer/WorldC4M2B25.vcd" //KEEP MOVING! } Rule PlayerRemarkWorldC6M2_FinalWaterGoGoProducer { criteria ConceptRemark IsProducer IsWorldC6M2_FinalWaterGoGo IsNotSaidWorldC6M2_FinalWaterGoGo IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWaterGoGo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGoGoProducer } Response PlayerRemarkWorldC6M2_InJazzClubProducer { scene "scenes/Producer/DLC1_C6M2_JazzClub01.vcd" //Into the club. scene "scenes/Producer/DLC1_C6M2_JazzClub02.vcd" //The tour is in the club. scene "scenes/Producer/DLC1_C6M2_JazzClub03.vcd" //The tour is in the club. } Rule PlayerRemarkWorldC6M2_InJazzClubProducer { criteria ConceptRemark IsProducer IsWorldC6M2_InJazzClub IsNotSaidWorldC6M2_InJazzClub IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1000 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InJazzClub:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InJazzClubProducer } Response PlayerRemarkWorldC6M2_InSewer1Producer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater01.vcd" //Nick, I'm pretty sure this is sewage. scene "scenes/Producer/DLC1_C6M2_Phase2InWater10.vcd" //This is more interesting than phase one. } Rule PlayerRemarkWorldC6M2_InSewer1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_InSewer1 IsNotSaidWorldC6M2_InSewer1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer1Producer } Response PlayerRemarkWorldC6M2_InSewer2Producer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater05.vcd" then Gambler WorldC6M2_InSewer201a foo:0 -2.052 //Hey, Nick! Splash fight! } Rule PlayerRemarkWorldC6M2_InSewer2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_InSewer2 IsNotSaidWorldC6M2_InSewer2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsSaidWorldC6M2_InSewer1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer2Producer } Response PlayerRemarkWorldC6M2_InSewerLadder1Producer { scene "scenes/Producer/DLC1_C6M2_UpLadder101.vcd" //Out of the water! scene "scenes/Producer/DLC1_C6M2_UpLadder102.vcd" //Out of the water! scene "scenes/Producer/DLC1_C6M2_UpLadder103.vcd" //Let's get out! } Rule PlayerRemarkWorldC6M2_InSewerLadder1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_InSewerLadder1 IsNotSaidWorldC6M2_InSewerLadder1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewerLadder1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewerLadder1Producer } Response PlayerRemarkWorldC6M2_IntoConstructionProducer { scene "scenes/Producer/DLC1_C6M2_ConstructionSite01.vcd" //Let's jump down. scene "scenes/Producer/DLC1_C6M2_ConstructionSite02.vcd" //Down into the construction site. } Rule PlayerRemarkWorldC6M2_IntoConstructionProducer { criteria ConceptRemark IsProducer IsWorldC6M2_IntoConstruction IsNotSaidWorldC6M2_IntoConstruction IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoConstruction:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoConstructionProducer } Response PlayerRemarkWorldC6M2_IntoPoolHallProducer { scene "scenes/Producer/DLC1_C6M2_IntoPoolHall01.vcd" //Get into the pool hall. scene "scenes/Producer/DLC1_C6M2_IntoPoolHall02.vcd" //We can climb in through the window. } Rule PlayerRemarkWorldC6M2_IntoPoolHallProducer { criteria ConceptRemark IsProducer IsWorldC6M2_IntoPoolHall IsNotSaidWorldC6M2_IntoPoolHall IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoPoolHall:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoPoolHallProducer } Response PlayerRemarkWorldC6M2_JukeBoxProducer { scene "scenes/Producer/DLC1_C6M2_StartingJukeBox01.vcd" //Ugh. This jukebox sucks. scene "scenes/Producer/DLC1_C6M2_StartingJukeBox02.vcd" //Ugh. This jukebox sucks. } Rule PlayerRemarkWorldC6M2_JukeBoxProducer { criteria ConceptRemark IsProducer IsWorldC6M2_JukeBox IsNotSaidWorldC6M2_JukeBox IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JukeBox:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JukeBoxProducer } Response PlayerRemarkWorldC6M2_JumpDownProducer { scene "scenes/Producer/DLC1_C6M2_Phase2JumpInWater01.vcd" //Let's jump together. scene "scenes/Producer/DLC1_C6M2_Phase2JumpInWater02.vcd" //Why is it always water? } Rule PlayerRemarkWorldC6M2_JumpDownProducer { criteria ConceptRemark IsProducer IsWorldC6M2_JumpDown IsNotSaidWorldC6M2_JumpDown IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JumpDown:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JumpDownProducer } Response PlayerRemarkWorldC6M2_OnTourWalk1Producer { scene "scenes/Producer/DLC1_C6M2_HistoricTour09.vcd" //Follow the walkway. scene "scenes/Producer/DLC1_C6M2_HistoricTour10.vcd" //Keep to the walkway. scene "scenes/Producer/DLC1_C6M2_HistoricTour11.vcd" //Stay off the dirt, it's historical. } Rule PlayerRemarkWorldC6M2_OnTourWalk1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_OnTourWalk1 IsNotSaidWorldC6M2_OnTourWalk1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk1Producer } Response PlayerRemarkWorldC6M2_OnTourWalk2Producer { scene "scenes/Producer/DLC1_C6M2_HistoricTour07.vcd" //Only in the South would this pass for a museum. } Rule PlayerRemarkWorldC6M2_OnTourWalk2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_OnTourWalk2 IsNotSaidWorldC6M2_OnTourWalk2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk2Producer } Response PlayerRemarkWorldC6M2_OnTourWalk3Producer { scene "scenes/Producer/DLC1_C6M2_HistoricTour08.vcd" //Five dollars well spent. } Rule PlayerRemarkWorldC6M2_OnTourWalk3Producer { criteria ConceptRemark IsProducer IsWorldC6M2_OnTourWalk3 IsNotSaidWorldC6M2_OnTourWalk3 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk3:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk3Producer } Response PlayerRemarkWorldC6M2_OpenGate1Producer { scene "scenes/Producer/DLC1_C6M1_AlarmDoor01.vcd" //Get ready an alarm is going to sound when we open this. scene "scenes/Producer/DLC1_C6M2_Bridge1Raise02.vcd" //Get ready to go once we hit this button. } Rule PlayerRemarkWorldC6M2_OpenGate1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_OpenGate1 IsNotSaidWorldC6M2_OpenGate1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate1Producer } Response PlayerRemarkWorldC6M2_Phase2Producer { scene "scenes/Producer/DLC1_C6M2_Phase203.vcd" //Another phase? I'm still not done thinking about phase one. scene "scenes/Producer/DLC1_C6M2_Phase204.vcd" //Phase two? Phase one was finished? scene "scenes/Producer/DLC1_C6M2_Phase205.vcd" //I hope phase two is as good as phase one. scene "scenes/Producer/DLC1_C6M2_Phase207.vcd" //I've never had so much fun learning. scene "scenes/Producer/DLC1_C6M2_Phase208.vcd" //That was almost as bad as the Seattle underground tour. } Rule PlayerRemarkWorldC6M2_Phase2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_Phase2 IsNotSaidWorldC6M2_Phase2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2Producer } Response PlayerRemarkWorldC6M2_Phase2DownProducer { scene "scenes/Producer/DLC1_C6M2_Phase209.vcd" //Down the stairs! } Rule PlayerRemarkWorldC6M2_Phase2DownProducer { criteria ConceptRemark IsProducer IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownProducer } Response PlayerRemarkWorldC6M2_Phase2DownIntenseProducer { scene "scenes/Producer/DLC1_C6M2_Phase210.vcd" //Down, go down! } Rule PlayerRemarkWorldC6M2_Phase2DownIntenseProducer { criteria ConceptRemark IsProducer IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IntensityOver75 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownIntenseProducer } Response PlayerRemarkWorldC6M2_PostGate1xProducer { scene "scenes/Producer/DLC1_C6M2_BridgeCollapse01.vcd" //Back in the water. } Rule PlayerRemarkWorldC6M2_PostGate1xProducer { criteria ConceptRemark IsProducer IsWorldC6M2_PostGate1 IsNotSaidWorldC6M2_PostGate1 IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_PostGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_PostGate1xProducer } Response PlayerRemarkWorldC6M2_SafeRoomProducer { scene "scenes/Producer/DLC1_C6M2_Saferoom01.vcd" //Saferoom! } Rule PlayerRemarkWorldC6M2_SafeRoomProducer { criteria ConceptRemark IsProducer IsWorldC6M2_SafeRoom IsNotSaidWorldC6M2_SafeRoom IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear800 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SafeRoomProducer } Response PlayerRemarkWorldC6M2_SuitcaseProducer { scene "scenes/Producer/DLC1_C6M2_SuitcasePistols01.vcd" //Is this your suitcase Nick? scene "scenes/Producer/DLC1_C6M2_SuitcasePistols02.vcd" //Heh. Is this your suitcase Nick? } Rule PlayerRemarkWorldC6M2_SuitcaseProducer { criteria ConceptRemark IsProducer IsWorldC6M2_Suitcase IsNotSaidWorldC6M2_Suitcase IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear100 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Suitcase:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SuitcaseProducer } Response PlayerRemarkWorldC6M2_TourEntranceProducer { scene "scenes/Producer/DLC1_C6M2_TicketCounter01.vcd" then Producer WorldC6M2_TourEntrance01a foo:0 -1.841 //Maybe there's no zombies down here. } Rule PlayerRemarkWorldC6M2_TourEntranceProducer { criteria ConceptRemark IsProducer IsWorldC6M2_TourEntrance IsNotSaidWorldC6M2_TourEntrance IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_TourEntrance:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TourEntranceProducer } Response PlayerRemarkWorldC6M2_UpCatWalkProducer { scene "scenes/Producer/DLC1_C6M2_UpCatwalk01.vcd" //A ladder! scene "scenes/Producer/DLC1_C6M2_UpCatwalk02.vcd" //Thank god, a ladder! scene "scenes/Producer/DLC1_C6M2_UpCatwalk03.vcd" //Thank god, a ladder! } Rule PlayerRemarkWorldC6M2_UpCatWalkProducer { criteria ConceptRemark IsProducer IsWorldC6M2_UpCatWalk IsNotSaidWorldC6M2_UpCatWalk IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpCatWalk:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpCatWalkProducer } Response PlayerRemarkWorldC6M2_UpStairsProducer { scene "scenes/Producer/DLC1_C6M2_UpStairs01.vcd" //Up the stairs! scene "scenes/Producer/DLC1_C6M2_UpStairs02.vcd" //The street's up there! scene "scenes/Producer/DLC1_C6M2_UpStairs03.vcd" //Up the stairs! } Rule PlayerRemarkWorldC6M2_UpStairsProducer { criteria ConceptRemark IsProducer IsWorldC6M2_UpStairs IsNotSaidWorldC6M2_UpStairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairsProducer } Response PlayerRemarkWorldC6M2_UpStairs2Producer { scene "scenes/Producer/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Producer/DLC1_C6M1_Upstairs02.vcd" //Let's go upstairs. scene "scenes/Producer/DLC1_C6M2_UpStairs03.vcd" //Up the stairs! } Rule PlayerRemarkWorldC6M2_UpStairs2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_UpStairs2 IsNotSaidWorldC6M2_UpStairs2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairs2Producer } Response PlayerRemarkWorldC6M3_BridgeRunProducer { scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun01.vcd" then Any WorldC6M3_ByBridge01 foo:0 -0.909 //Get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun06.vcd" then Any WorldC6M3_ByBridge01 foo:0 -1.768 //Thank you guys! GOOD LUCK! } Rule PlayerRemarkWorldC6M3_BridgeRunProducer { criteria ConceptRemark IsProducer IsWorldC6M3_BridgeRun IsNotSaidWorldC6M3_BridgeRun IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_BridgeRun:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_BridgeRunProducer } Response PlayerRemarkWorldC6M3_ByBridgeProducer { scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas01.vcd" //Thanks Louis, sure you don't want to come along? scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas02.vcd" //Thanks Francis, there's room in the car. scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas03.vcd" //Thanks Zoey, us women gotta work together. scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas04.vcd" //Thank you guys for all you've done. scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas05.vcd" //Thanks! Keep safe. scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas06.vcd" //Thanks! Good luck. } Rule PlayerRemarkWorldC6M3_ByBridgeProducer { criteria ConceptRemark IsProducer IsWorldC6M3_ByBridge IsNotSaidWorldC6M3_ByBridge IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsSaidFinalVehicleArrived IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_ByBridge:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_ByBridgeProducer } Response PlayerRemarkWorldFootLockerProducer { scene "scenes/Producer/DLC1_FootLocker02.vcd" //Search the locker. scene "scenes/Producer/DLC1_FootLocker04.vcd" //Check the locker. scene "scenes/Producer/DLC1_FootLocker05.vcd" //Check the lockers. } Rule PlayerRemarkWorldFootLockerProducer { criteria ConceptRemark IsProducer IsWorldFootLocker IsNotSaidWorldFootLocker IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldFootLocker:1:0" applycontexttoworld Response PlayerRemarkWorldFootLockerProducer } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response C6M3_PourFinishedProducer { scene "scenes/Producer/blank.vcd" predelay ".5,1.5" then Manager L4D1_NiceJobPour foo:0 0 // } Rule C6M3_PourFinishedProducer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Isc6m3_port ChanceToFire20Percent ApplyContext "Talk:1:3" Response C6M3_PourFinishedProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response SurvivorNearFinaleC6M3Producer { scene "scenes/Producer/blank.vcd" // } Rule SurvivorNearFinaleC6M3Producer { criteria ConceptPlayerNearFinale IsNotCoughing IsProducer IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkProducer IsNotIncapacitated IsWorldTalkProducer Isc6m3_port ApplyContext "SaidFinaleAhead:1:0" applycontexttoworld Response SurvivorNearFinaleC6M3Producer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupGolfCLubProducer { scene "scenes/Producer/DLC1_GolfClub02.vcd" //Grabbing a golf club. scene "scenes/Producer/DLC1_GolfClub05.vcd" //Grabbing the driver. scene "scenes/Producer/DLC1_GolfClub07.vcd" //Fore! } Rule SurvivorPickupGolfCLubProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpGolfClub IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupGolfCLubProducer } Response SurvivorPickupM60Producer { scene "scenes/Producer/DLC1_M6006.vcd" //I'm taking the big gun. scene "scenes/Producer/DLC1_M6007.vcd" //I'm taking the big gun. scene "scenes/Producer/DLC1_M6008.vcd" //Taking the big gun. scene "scenes/Producer/DLC1_M6009.vcd" //Oh my god, this gun feels good. scene "scenes/Producer/DLC1_M6010.vcd" //I have found my new favorite gun. } Rule SurvivorPickupM60Producer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpM60 IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupM60Producer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response HistoricTour02bProducer { scene "scenes/Producer/DLC1_C6M1_HistoricSign03.vcd" //(sarcastically) Thanks Coach. scene "scenes/Producer/DLC1_C6M1_HistoricSign04.vcd" //(sarcastically) Gee, thanks Coach. scene "scenes/Producer/DLC1_C6M1_HistoricSign05.vcd" //(sarcastically) Uh, gee, glad I asked. scene "scenes/Producer/DLC1_C6M1_HistoricSign06.vcd" //(sarcastically) Gee, thanks Coach. scene "scenes/Producer/DLC1_C6M1_HistoricSign07.vcd" //(sarcastically) Glad I asked. scene "scenes/Producer/DLC1_C6M1_HistoricSign08.vcd" //Good enough. scene "scenes/Producer/DLC1_C6M1_HistoricSign09.vcd" //Well, okay... Good enough. } Rule HistoricTour02bProducer { criteria ConceptHistoricTour02b IsProducer Response HistoricTour02bProducer } Response WeddingWitchDead01Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitchDead01.vcd" //Nick, you scare me. } Rule WeddingWitchDead01Producer { criteria ConceptWeddingWitchDead01 IsProducer Response WeddingWitchDead01Producer } Response WeddingWitchDead04Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitchDead05.vcd" //Yeah, let's just get of here. } Rule WeddingWitchDead04Producer { criteria ConceptWeddingWitchDead04 IsProducer Response WeddingWitchDead04Producer } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response Player.LostCallC6M3Producer { scene "scenes/Producer/blank.vcd" // } Rule Player.LostCallC6M3Producer { criteria ConceptTalkIdle IsProducer IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall Isc6m3_port ChanceToFire100Percent IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response Player.LostCallC6M3Producer } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedGolfClubProducer { scene "scenes/Producer/DLC1_GolfClub01.vcd" //Golf club. scene "scenes/Producer/DLC1_GolfClub03.vcd" //Golf club here. scene "scenes/Producer/DLC1_GolfClub04.vcd" //Club here. scene "scenes/Producer/DLC1_GolfClub06.vcd" //Driver here. } Rule SurvivorSpottedGolfClubProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubProducer } Response SurvivorSpottedGolfClubAutoProducer { scene "scenes/Producer/DLC1_GolfClub01.vcd" //Golf club. scene "scenes/Producer/DLC1_GolfClub03.vcd" //Golf club here. scene "scenes/Producer/DLC1_GolfClub04.vcd" //Club here. scene "scenes/Producer/DLC1_GolfClub06.vcd" //Driver here. } Rule SurvivorSpottedGolfClubAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsGolfClub IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoProducer } Response SurvivorSpottedM60Producer { scene "scenes/Producer/DLC1_M6001.vcd" //There's a big gun. scene "scenes/Producer/DLC1_M6002.vcd" //Big gun here. scene "scenes/Producer/DLC1_M6003.vcd" //Big gun here. scene "scenes/Producer/DLC1_M6004.vcd" //There's a big gun over here. scene "scenes/Producer/DLC1_M6005.vcd" //Man, big gun over here. } Rule SurvivorSpottedM60Producer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60Producer } Response SurvivorSpottedM60AutoProducer { scene "scenes/Producer/DLC1_M6001.vcd" //There's a big gun. scene "scenes/Producer/DLC1_M6002.vcd" //Big gun here. scene "scenes/Producer/DLC1_M6003.vcd" //Big gun here. scene "scenes/Producer/DLC1_M6004.vcd" //There's a big gun over here. scene "scenes/Producer/DLC1_M6005.vcd" //Man, big gun over here. } Rule SurvivorSpottedM60AutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsM60 IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60AutoProducer }