//-------------------------------------------------------------------------------------------------------------- // Finales Response Rule File // AUTO-GENERATED ON 03/05/09 03:52:42 PM - DO NOT HAND EDIT! //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // GENERAL CRITERIA //-------------------------------------------------------------------------------------------------------------- criterion "ChurchGuyPhase1" "worldChurchguyPhase" "<1" required //Used to gate churchguy far babbling criterion "ChurchGuyPhase2" "worldChurchguyPhase2" "<1" required //Used to gate churchguy close babbling criterion "ChurchguyPhase3" "worldChurchguyPhase3" "<1" required //Used to gate churchguy button press speech criterion "FrancisTriedCopGambit" "worldFrancisTriedCopGambit" "=1" required //Francis tried the cop gambit criterion "BoatPhase1" "worldBoatPhase1" "<1" required //Used to gate boat couple initial attract announcement cycle criterion "NotAmandaScene1" "worldAmandaScene1" "<1" required //Gate for Amanda boradcast loop response criterion "NotAmandaScene2" "worldAmandaScene2" "<1" required //Gate for Amanda boradcast loop response criterion "NotAmandaScene3" "worldAmandaScene3" "<1" required //Gate for Amanda boradcast loop response criterion "NotAmandaScene4" "worldAmandaScene4" "<1" required //Gate for Amanda boradcast loop response criterion "BoatPhase2" "worldBoatPhase2" "<1" required //Used to gate boat couple button press 1 criterion "BoatIntransit1" "worldBoatIntransit" "<1" required //First boat finale breather criterion "BoatIntransit2" "worldBoatIntransit" "=1" required //Second boat finale breather criterion "BoatIntransit3" "worldBoatIntransit" "=2" required //Third boat finale breather criterion "BoatIntransit4" "worldBoatIntransit" "=3" required //Fourth boat finale breather criterion "BoatIntransit5" "worldBoatIntransit" "=4" required //Fifth boat finale breather criterion "BoatIntransit6" "worldBoatIntransit" "=5" required //Sixth boat finale breather criterion "BoatIntransit7" "worldBoatIntransit" "=6" required //Seventh boat finale breather criterion "BoatIntransit8" "worldBoatIntransit" "=7" required //Eighth boat finale breather criterion "ChanceToFire25Percent" "randomnum" "<=25" required //25% chance criterion "ExtraWeight10" "randomnum" ">=0" required weight 10 //Add 10 extra weight to a rule criterion "BoatWaiting" "worldBoatLeaving" "<1" required //Set to 1 when the boat pulls out of the dock criterion "PlaneLoop1" "worldPlaneLoop1" "<1" required //Used to gate planeguy initial attract loop criterion "PlaneLoop2" "worldPlaneLoop2" "<1" required //Used to gate planeguy button 2 nag criterion "PlaneLoop3" "worldPlaneLoop3" "<1" required //Used to gate "GET TO THE PLANE!" loop. criterion "ChurchguyTurnLoop" "worldChurchguyTurnLoop" "<1" required //Used to gate the churchguy turning into a zombie loop criterion "FarmPhase2" "worldFarmPhase2" "<1" required //Used to gate farm button1 loop criterion "FarmPhase3" "worldFarmPhase3" "<1" required //Used to gate farm button2 loop criterion "PlaneIntransit1" "worldPlaneIntransit" "<1" required //First Plane finale breather criterion "PlaneIntransit2" "worldPlaneIntransit" "=1" required //2nd Plane finale breather criterion "PlaneIntransit3" "worldPlaneIntransit" "=2" required //3rd Plane finale breather criterion "PlaneIntransit4" "worldPlaneIntransit" "=3" required //4th Plane finale breather criterion "PlaneIntransit5" "worldPlaneIntransit" "=4" required //5th Plane finale breather criterion "IsTouchedDoor" "worldTouchedDoor" "=1" required //Gates churchguy trigger //-------------------------------------------------------------------------------------------------------------- // BOAT FINALE //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- //Inital broadcast from boat couple as survivors approach boathouse (ONGOING LOOP) //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock500" "Concept" "ConceptBlock500" required response ConceptBlock500 { scene "scenes/npcs/boatman_radioinitialbroadcast02.vcd" then self ConceptBlock500 foo:0 10 // If there is anyone out there. This is John and Amanda Slater. We are a small fishing vessel anchored off Riverside. scene "scenes/npcs/boatman_radioinitialbroadcast03.vcd" then self ConceptBlock500 foo:0 10 // If there are any survivors, please respond. scene "scenes/npcs/boatman_radioinitialbroadcast05.vcd" then self ConceptBlock500 foo:0 10 // If you can hear me, please respond! scene "scenes/npcs/boatman_radioinitialbroadcast07.vcd" then self ConceptBlock500 foo:0 10 // Is there anybody out there? scene "scenes/npcs/boatman_radioinitialbroadcast08.vcd" then self ConceptBlock500 foo:0 10 // John and Amanda Slater! We are a fishing vessel anchored off Riverside! Come in please! scene "scenes/npcs/boatman_radioinitialbroadcast09.vcd" then self ConceptBlock500 foo:0 10 // Come in, refugees! If you can hear this. scene "scenes/npcs/boatman_radioinitialbroadcast11.vcd" then self ConceptBlock500 foo:0 10 // Anybody? Come on, please respond. scene "scenes/npcs/boatman_radioinitialbroadcast12.vcd" then self ConceptBlock500 foo:0 10 // We have provisions and a route to safety. We just need to get there alive. Anyone with firepower, respond. scene "scenes/npcs/boatman_radioinitialbroadcast13.vcd" then self ConceptBlock500 foo:0 10 // We will ferry anyone with firearms and ammo. Please respond. scene "scenes/npcs/boatman_radioinitialbroadcast14.vcd" then self ConceptBlock500 foo:0 10 // We are anchored off Riverside. Anyone on this frequency with weapons and ammo, please respond. scene "scenes/npcs/boatman_radioinitialbroadcast15.vcd" then self ConceptBlock500 foo:0 10 // Attention anyone with ammo and firearms. If you can hear me, please respond. scene "scenes/npcs/boatman_radioinitialbroadcast16.vcd" then self ConceptBlock500 foo:0 10 // Anyone with some firepower on this frequency, pick up. scene "scenes/npcs/boatman_radioinitialbroadcast17.vcd" then self ConceptBlock500 foo:0 10 // Come in, anyone armed. Please pick up. scene "scenes/npcs/boatman_radioinitialbroadcast18.vcd" then self ConceptBlock500 foo:0 10 // If you can hear me, pick up! scene "scenes/npcs/boatman_radioinitialbroadcast19.vcd" then self ConceptBlock500 foo:0 10 // If you're out there and you're armed, pick up! } rule ConceptBlock500 { criteria ConceptBlock500 BoatPhase1 response ConceptBlock500 } //-------------------------------------------------------------------------------------------------------------- //Inital broadcast from boat couple as survivors approach boathouse (FIRST FIRE ONLY) //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock501" "Concept" "boat_radio_broadcast" required response ConceptBlock501 { scene "scenes/npcs/boatman_radioinitialbroadcast02.vcd" then self ConceptBlock500 foo:0 6 // If there is anyone out there. This is John and Amanda Slater. We are a small fishing vessel anchored off Riverside. } rule ConceptBlock501 { criteria ConceptBlock501 BoatPhase1 response ConceptBlock501 } //-------------------------------------------------------------------------------------------------------------- //NamVet hits radio button first time //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock514" "Concept" "boat_radio_button1" required response ConceptBlock514 { scene "scenes/npcs/boatman_blank.vcd" then NamVet ConceptBlock515 foo:0 .05 // [BLANK] } rule ConceptBlock514 { criteria ConceptBlock514 BoatPhase2 PanicEventNamVet ApplyContext "BoatPhase1:1:5000" ApplyContextToWorld response ConceptBlock514 } criterion "ConceptBlock515" "Concept" "ConceptBlock515" required response ConceptBlock515 { scene "scenes/NamVet/revivefrienda07.vcd" then orator_boat_radio ConceptBlock522 foo:0 -1.136 // How ya doin'? scene "scenes/NamVet/worldfarmhousenpc02.vcd" then orator_boat_radio ConceptBlock522 foo:0 -0.720 // Hello? } rule ConceptBlock515 { criteria ConceptBlock515 BoatPhase2 isNAMVET response ConceptBlock515 } //-------------------------------------------------------------------------------------------------------------- //Biker hits radio button first time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock514" "Concept" "boat_radio_button1" required response ConceptBlock516 { scene "scenes/npcs/boatman_blank.vcd" then Biker ConceptBlock517 foo:0 .05 // [BLANK] } rule ConceptBlock516 { criteria ConceptBlock514 BoatPhase2 PanicEventBiker ApplyContext "BoatPhase1:1:5000" ApplyContextToWorld response ConceptBlock516 } criterion "ConceptBlock517" "Concept" "ConceptBlock517" required response ConceptBlock517 { scene "scenes/Biker/revivefrienda07.vcd" then orator_boat_radio ConceptBlock522 foo:0 -0.863 // How ya doin'? scene "scenes/Biker/worldfarmhousenpc01.vcd" then orator_boat_radio ConceptBlock522 foo:0 -1.493 // Uh, hello? } rule ConceptBlock517 { criteria ConceptBlock517 BoatPhase2 isBIKER response ConceptBlock517 } //-------------------------------------------------------------------------------------------------------------- //TeenGirl hits radio button first time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock514" "Concept" "boat_radio_button1" required response ConceptBlock518 { scene "scenes/npcs/boatman_blank.vcd" then TeenGirl ConceptBlock519 foo:0 .05 // [BLANK] } rule ConceptBlock518 { criteria ConceptBlock514 BoatPhase2 PanicEventTeenGirl ApplyContext "BoatPhase1:1:5000" ApplyContextToWorld response ConceptBlock518 } criterion "ConceptBlock519" "Concept" "ConceptBlock519" required response ConceptBlock519 { scene "scenes/TeenGirl/scenariojoin12.vcd" then orator_boat_radio ConceptBlock522 foo:0 -0.636 // Hello! } rule ConceptBlock519 { criteria ConceptBlock519 BoatPhase2 isTEENGIRL response ConceptBlock519 } //-------------------------------------------------------------------------------------------------------------- //Manager hits radio button first time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock514" "Concept" "boat_radio_button1" required response ConceptBlock520 { scene "scenes/npcs/boatman_blank.vcd" then Manager ConceptBlock521 foo:0 .05 // [BLANK] } rule ConceptBlock520 { criteria ConceptBlock514 BoatPhase2 PanicEventManager ApplyContext "BoatPhase1:1:5000" ApplyContextToWorld response ConceptBlock520 } criterion "ConceptBlock521" "Concept" "ConceptBlock521" required response ConceptBlock521 { scene "scenes/Manager/worldfarmhousenpc01.vcd" then orator_boat_radio ConceptBlock522 foo:0 -0.992 // Hello? scene "scenes/Manager/worldfarmhousenpc16.vcd" then orator_boat_radio ConceptBlock522 foo:0 -0.948 // Hello? } rule ConceptBlock521 { criteria ConceptBlock521 BoatPhase2 isMANAGER response ConceptBlock521 } criterion "ConceptBlock522" "Concept" "ConceptBlock522" required response ConceptBlock522 { scene "scenes/npcs/boatman_radiobutton111.vcd" then self ConceptBlock523 foo:0 .1 // Hello? Hello! } rule ConceptBlock522 { criteria ConceptBlock522 BoatPhase2 response ConceptBlock522 } criterion "ConceptBlock523" "Concept" "ConceptBlock523" required response ConceptBlock523 { scene "scenes/npcs/boatman_radiobutton110.vcd" then self ConceptBlock525 foo:0 6 // We're heading to the military outpost upriver. We can come get you in ten minutes. Arm yourselves for the trip and tell me when to head out. } rule ConceptBlock523 { criteria ConceptBlock523 BoatPhase2 response ConceptBlock523 } //-------------------------------------------------------------------------------------------------------------- //Boat 2nd button push nags //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock525" "Concept" "ConceptBlock525" required response ConceptBlock525 { scene "scenes/npcs/boatman_radionag01.vcd" then self ConceptBlock525 foo:0 6 // Tell us when you are ready to be picked up! scene "scenes/npcs/boatman_radionag02.vcd" then self ConceptBlock525 foo:0 6 // Let us know when you're ready to be picked up! scene "scenes/npcs/boatman_radionag03.vcd" then self ConceptBlock525 foo:0 6 // Tell us when you are ready to be picked up! scene "scenes/npcs/boatman_radionag04.vcd" then self ConceptBlock525 foo:0 6 // Let us know when you're ready to be picked up! scene "scenes/npcs/boatman_radionag05.vcd" then self ConceptBlock525 foo:0 6 // Use the radio to let us know when you're ready for pickup! scene "scenes/npcs/boatman_radiobutton108.vcd" then self ConceptBlock525 foo:0 6 // They're gonna swarm when we come in. Stock up and radio back when you're ready. scene "scenes/npcs/boatman_blank.vcd" then self ConceptBlock525 foo:0 6 // [BLANK] scene "scenes/npcs/boatman_blank.vcd" then self ConceptBlock525 foo:0 6 // [BLANK] scene "scenes/npcs/boatman_blank.vcd" then self ConceptBlock525 foo:0 6 // [BLANK] } rule ConceptBlock525 { criteria ConceptBlock525 BoatPhase2 response ConceptBlock525 } //-------------------------------------------------------------------------------------------------------------- //Biker hits radio button first time [COP GAMBIT] //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock514" "Concept" "boat_radio_button1" required response ConceptBlock526 { scene "scenes/npcs/boatman_blank.vcd" then Biker ConceptBlock527 foo:0 .05 // [BLANK] } rule ConceptBlock526 { criteria ConceptBlock514 BoatPhase2 PanicEventBiker ChanceToFire10Percent ApplyContext "BoatPhase1:1:5000,FrancisTriedCopGambit:1:500,Talk:1:20" ApplyContextToWorld response ConceptBlock526 } criterion "ConceptBlock527" "Concept" "ConceptBlock527" required response ConceptBlock527 { scene "scenes/Biker/worldsmalltownnpcboatman14.vcd" then orator_boat_radio ConceptBlock528 foo:0 -6.401 // Attention boat owner: We are the cops. I command you to pick us up. } rule ConceptBlock527 { criteria ConceptBlock527 BoatPhase2 isBIKER response ConceptBlock527 } criterion "ConceptBlock528" "Concept" "ConceptBlock528" required response ConceptBlock528 { scene "scenes/npcs/boatman_radiobutton123.vcd" then self ConceptBlock530 foo:0 .05 // Hello? Honey, it's the police! } rule ConceptBlock528 { criteria ConceptBlock528 BoatPhase2 response ConceptBlock528 } criterion "ConceptBlock530" "Concept" "ConceptBlock530" required response ConceptBlock530 { scene "scenes/npcs/boatman_radiobutton124.vcd" then self ConceptBlock531 foo:0 7 // POLICE, RADIO US BACK WHEN YOU ARE READY FOR PICKUP! } rule ConceptBlock530 { criteria ConceptBlock530 BoatPhase2 response ConceptBlock530 } //-------------------------------------------------------------------------------------------------------------- //Boat 2nd button push nags [COP GAMBIT] //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock531" "Concept" "ConceptBlock531" required response ConceptBlock531 { scene "scenes/npcs/boatman_radionag01.vcd" then self ConceptBlock531 foo:0 10 // Tell us when you are ready to be picked up! scene "scenes/npcs/boatman_radionag02.vcd" then self ConceptBlock531 foo:0 10 // Let us know when you're ready to be picked up! scene "scenes/npcs/boatman_radionag03.vcd" then self ConceptBlock531 foo:0 10 // Tell us when you are ready to be picked up! scene "scenes/npcs/boatman_radionag04.vcd" then self ConceptBlock531 foo:0 10 // Let us know when you're ready to be picked up! scene "scenes/npcs/boatman_radionag05.vcd" then self ConceptBlock531 foo:0 10 // Use the radio to let us know when you're ready for pickup! scene "scenes/npcs/boatman_radiobutton108.vcd" then self ConceptBlock531 foo:0 10 // They're gonna swarm when we come in. Stock up and radio back when you're ready. scene "scenes/npcs/boatman_blank.vcd" then self ConceptBlock531 foo:0 10 // [BLANK] scene "scenes/npcs/boatman_blank.vcd" then self ConceptBlock531 foo:0 10 // [BLANK] scene "scenes/npcs/boatman_blank.vcd" then self ConceptBlock531 foo:0 10 // [BLANK] scene "scenes/npcs/boatman_radionag07.vcd" then self ConceptBlock531 foo:0 10 // Police: Let us know when you're ready to be picked up. } rule ConceptBlock531 { criteria ConceptBlock531 BoatPhase2 response ConceptBlock531 } //-------------------------------------------------------------------------------------------------------------- //NamVet hits radio button second time //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock532" "Concept" "boat_radio_button2" required response ConceptBlock532 { scene "scenes/npcs/boatman_blank.vcd" then NamVet ConceptBlock536 foo:0 .05 // [BLANK] } rule ConceptBlock532 { criteria ConceptBlock532 PanicEventNamVet ApplyContext "BoatPhase2:1:5000" ApplyContextToWorld response ConceptBlock532 } //-------------------------------------------------------------------------------------------------------------- //Biker hits radio button second time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock532" "Concept" "boat_radio_button2" required response ConceptBlock533 { scene "scenes/npcs/boatman_blank.vcd" then Biker ConceptBlock537 foo:0 .05 // [BLANK] } rule ConceptBlock533 { criteria ConceptBlock532 PanicEventBiker ApplyContext "BoatPhase2:1:5000" ApplyContextToWorld response ConceptBlock533 } //-------------------------------------------------------------------------------------------------------------- //TeenGirl hits radio button second time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock532" "Concept" "boat_radio_button2" required response ConceptBlock534 { scene "scenes/npcs/boatman_blank.vcd" then TeenGirl ConceptBlock538 foo:0 .05 // [BLANK] } rule ConceptBlock534 { criteria ConceptBlock532 PanicEventTeenGirl ApplyContext "BoatPhase2:1:5000" ApplyContextToWorld response ConceptBlock534 } //-------------------------------------------------------------------------------------------------------------- //Manager hits radio button second time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock532" "Concept" "boat_radio_button2" required response ConceptBlock535 { scene "scenes/npcs/boatman_blank.vcd" then Manager ConceptBlock539 foo:0 .05 // [BLANK] } rule ConceptBlock535 { criteria ConceptBlock532 PanicEventManager ApplyContext "BoatPhase2:1:5000" ApplyContextToWorld response ConceptBlock535 } criterion "ConceptBlock536" "Concept" "ConceptBlock536" required response ConceptBlock536 { scene "scenes/NamVet/worldsmalltownnpcboatman04.vcd" then orator_boat_radio ConceptBlock540 foo:0 -2.304 // Go on and head out. We're ready. scene "scenes/NamVet/worldsmalltownnpcboatman05.vcd" then orator_boat_radio ConceptBlock540 foo:0 -2.368 // Come and get us. We're good to go. } rule ConceptBlock536 { criteria ConceptBlock536 isNAMVET response ConceptBlock536 } criterion "ConceptBlock537" "Concept" "ConceptBlock537" required response ConceptBlock537 { scene "scenes/Biker/worldsmalltownnpcboatman03.vcd" then orator_boat_radio ConceptBlock540 foo:0 -1.183 // Come get us! scene "scenes/Biker/worldfarmhousenpc05.vcd" then orator_boat_radio ConceptBlock540 foo:0 -0.950 // We're all set! scene "scenes/Biker/worldfarmhousenpc04.vcd" then orator_boat_radio ConceptBlock540 foo:0 -0.903 // We're ready! } rule ConceptBlock537 { criteria ConceptBlock537 isBIKER response ConceptBlock537 } criterion "ConceptBlock538" "Concept" "ConceptBlock538" required response ConceptBlock538 { scene "scenes/TeenGirl/answerready04.vcd" then orator_boat_radio ConceptBlock540 foo:0 -0.875 // Let's go. } rule ConceptBlock538 { criteria ConceptBlock538 isTEENGIRL response ConceptBlock538 } criterion "ConceptBlock539" "Concept" "ConceptBlock539" required response ConceptBlock539 { scene "scenes/Manager/worldsmalltownnpcboatman10.vcd" then orator_boat_radio ConceptBlock540 foo:0 -1.666 // Go on and head out. We're ready. } rule ConceptBlock539 { criteria ConceptBlock539 isMANAGER response ConceptBlock539 } //-------------------------------------------------------------------------------------------------------------- //Boatcouple responds to 2nd button press //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock540" "Concept" "ConceptBlock540" required response ConceptBlock540 { scene "scenes/npcs/boatman_radiobutton205.vcd" // We'll be there in ten minutes. scene "scenes/npcs/boatman_radiobutton212.vcd" // Allright, we're on our way. Make sure you clear the area. I don't want our first act of kindness to be our last. scene "scenes/npcs/boatman_radiobutton207.vcd" // Alright, we're on our way. } rule ConceptBlock540 { criteria ConceptBlock540 response ConceptBlock540 } //-------------------------------------------------------------------------------------------------------------- //Anyone hits the radio button 2nd time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock532" "Concept" "boat_radio_button2" required response ConceptBlock541 { scene "scenes/npcs/boatman_radiobutton201.vcd" then self ConceptBlock542 foo:0 0.05 // Perfect. } rule ConceptBlock541 { criteria ConceptBlock532 ChanceToFire30Percent ExtraWeight10 ApplyContext "BoatPhase2:1:5000" ApplyContextToWorld response ConceptBlock541 } criterion "ConceptBlock542" "Concept" "ConceptBlock542" required response ConceptBlock542 { scene "scenes/npcs/boatman_radiointransit01.vcd" // Should be there in ten minutes! } rule ConceptBlock542 { criteria ConceptBlock542 response ConceptBlock542 } //-------------------------------------------------------------------------------------------------------------- //Boat In Transit nag 1 //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock547" "Concept" "boat_radio_intransit" required response ConceptBlock547 { scene "scenes/npcs/boatman_radiointransit03.vcd" // Be there in about five minutes! } rule ConceptBlock547 { criteria ConceptBlock547 BoatIntransit1 ApplyContext "BoatInTransit:1:5000" ApplyContextToWorld response ConceptBlock547 } //-------------------------------------------------------------------------------------------------------------- //Boat In Transit nag 2 //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock547" "Concept" "boat_radio_intransit" required response ConceptBlock548 { scene "scenes/npcs/boatman_radiointransit07.vcd" // We'll be there in three minutes! } rule ConceptBlock548 { criteria ConceptBlock547 BoatIntransit2 ApplyContext "BoatInTransit:2:5000" ApplyContextToWorld response ConceptBlock548 } //-------------------------------------------------------------------------------------------------------------- //Boat In Transit nag 3 //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock547" "Concept" "boat_radio_intransit" required response ConceptBlock549 { scene "scenes/npcs/boatman_radiointransit06.vcd" // We'll be there in two minutes! } rule ConceptBlock549 { criteria ConceptBlock547 BoatIntransit3 ApplyContext "BoatInTransit:3:5000" ApplyContextToWorld response ConceptBlock549 } //-------------------------------------------------------------------------------------------------------------- //Boat In Transit nag 4 //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock547" "Concept" "boat_radio_intransit" required response ConceptBlock550 { scene "scenes/npcs/boatman_radiointransit08.vcd" // We can see the shore! We're coming. } rule ConceptBlock550 { criteria ConceptBlock547 BoatIntransit4 ApplyContext "BoatInTransit:4:5000" ApplyContextToWorld response ConceptBlock550 } //-------------------------------------------------------------------------------------------------------------- //Boat pulls into dock //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock561" "Concept" "boat_speaker_arrived" required response ConceptBlock561 { scene "scenes/npcs/boatman_radioarrived01.vcd" then orator_boat_radio ConceptBlock563 foo:0 4 // All aboard, folks! } rule ConceptBlock561 { criteria ConceptBlock561 BoatWaiting response ConceptBlock561 } //-------------------------------------------------------------------------------------------------------------- //Boat pulls into dock loop //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock563" "Concept" "ConceptBlock563" required response ConceptBlock563 { scene "scenes/npcs/boatman_radioarrived01.vcd" then orator_boat_radio ConceptBlock563 foo:0 4 // All aboard, folks! scene "scenes/npcs/boatman_radioarrived02.vcd" then orator_boat_radio ConceptBlock563 foo:0 4 // Get in! Get in! scene "scenes/npcs/boatman_radioarrived03.vcd" then orator_boat_radio ConceptBlock563 foo:0 4 // We ain't got all day, let's do this already! scene "scenes/npcs/boatman_radioarrived06.vcd" then orator_boat_radio ConceptBlock563 foo:0 4 // Come on, come on! We're not waiting around here all day! scene "scenes/npcs/boatman_radioarrived07.vcd" then orator_boat_radio ConceptBlock563 foo:0 4 // Let's go, we're here, we're here! Come on! scene "scenes/npcs/boatman_radioarrived08.vcd" then orator_boat_radio ConceptBlock563 foo:0 4 // The boat's here! Hello?!? Get in the boat! } rule ConceptBlock563 { criteria ConceptBlock563 BoatWaiting response ConceptBlock563 } //-------------------------------------------------------------------------------------------------------------- // CHURCH FINALE //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- //Initial Churchguy babbling before he notices the survivors. //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock001" "Concept" "churchguy_far" required response ConceptBlock001 { scene "scenes/npcs/churchguy_radioinitialbroadcast01.vcd" then self churchguy_far foo:0 .05 // I trusted you. You said you were immune. You said you were immune. scene "scenes/npcs/churchguy_radioinitialbroadcast03.vcd" then self churchguy_far foo:0 .05 // Better safe than sorry. I can't believe he bit me. Never should have let him in. Can't believe he bit me. scene "scenes/npcs/churchguy_radioinitialbroadcast04.vcd" then self churchguy_far foo:0 .05 // Won't fool me twice. I can't believe he bit me, I can't believe he bit me. scene "scenes/npcs/churchguy_radioinitialbroadcast05.vcd" then self churchguy_far foo:0 .05 // Better safe than sorry. No matter how human they look. Won't be fooled twice. scene "scenes/npcs/churchguy_radioinitialbroadcast06.vcd" then self churchguy_far foo:0 .05 // It's been an hour. Been an hour. Must be immune. That's right, must be immune. No. I have to be immune. scene "scenes/npcs/churchguy_radioinitialbroadcast07.vcd" then self churchguy_far foo:0 .05 // Better safe than sorry. Better safe than sorry. Better safe than sorry. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast02.vcd" then self churchguy_far foo:0 .05 // I trusted you. You said you were immune. You said you were immune. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast24.vcd" then self churchguy_far foo:0 .05 // Better safe than sorry. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast08.vcd" then self churchguy_far foo:0 .05 // Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast09.vcd" then self churchguy_far foo:0 .05 // I can't believe he bit me. I never should have let him in. I can't believe he bit me. scene "scenes/npcs/churchguy_radioinitialbroadcast10.vcd" then self churchguy_far foo:0 .05 // Won't fool me twice. I can't believe he bit me! Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast11.vcd" then self churchguy_far foo:0 .05 // Don't get fooled twice. Don't get fooled twice. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast12.vcd" then self churchguy_far foo:0 .05 // I can't believe he bit me, that's - Don't get fooled twice. scene "scenes/npcs/churchguy_radioinitialbroadcast26.vcd" then self churchguy_far foo:0 .05 // Better safe than sorry. Better safe than sorry. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast27.vcd" then self churchguy_far foo:0 .05 // Better safe than sorry. Better safe than sorry. Better safe than sorry. [cough] scene "scenes/npcs/churchguy_radioinitialbroadcast28.vcd" then self churchguy_far foo:0 .05 // I can't believe he bit me. I never should have let him in. I can't believe he bit me. scene "scenes/npcs/churchguy_radioinitialbroadcast29.vcd" then self churchguy_far foo:0 .05 // Better safe than sorry. } rule ConceptBlock001 { criteria ConceptBlock001 ChurchguyPhase1 ApplyContext "SaidSafeSpotAhead:1:120" ApplyContextToWorld response ConceptBlock001 } //-------------------------------------------------------------------------------------------------------------- // [SEQUENCE START] Churchguy babbling after he notices the survivors. //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock002A" "Concept" "churchguy_close" required response ConceptBlock002A { scene "scenes/npcs/churchguy_radioinitialbroadcast13.vcd" then self ConceptBlock002B foo:0 .5 // Who's there? } rule ConceptBlock002A { criteria ConceptBlock002A ChurchguyPhase2 ApplyContext "ChurchguyPhase:1:100,SaidSafeSpotAhead:1:120" ApplyContextToWorld response ConceptBlock002A } criterion "ConceptBlock002B" "Concept" "ConceptBlock002B" required response ConceptBlock002B { scene "scenes/npcs/churchguy_radioinitialbroadcast14.vcd" then self ConceptBlock002C foo:0 .5 // Is someone there? } rule ConceptBlock002B { criteria ConceptBlock002B ChurchguyPhase2 response ConceptBlock002B } criterion "ConceptBlock002C" "Concept" "ConceptBlock002C" required response ConceptBlock002C { scene "scenes/npcs/churchguy_radioinitialbroadcast16.vcd" then self ConceptBlock053 foo:0 3 // I've got a bell in here! } rule ConceptBlock002C { criteria ConceptBlock002C ChurchguyPhase2 response ConceptBlock002C } // [SEQUENCE END] Churchguy babbling after he notices the survivors. criterion "ConceptBlock004" "Concept" "ConceptBlock004" required response ConceptBlock004 { scene "scenes/npcs/churchguy_radiobutton113.vcd" fire relay_churchbell Trigger 2.9 then self ConceptBlock005 foo:0 .05 // I can make you leave. Don't believe me? [bell] } rule ConceptBlock004 { criteria ConceptBlock004 IsTouchedDoor response ConceptBlock004 } criterion "ConceptBlock005" "Concept" "ConceptBlock005" required response ConceptBlock005 { scene "scenes/npcs/churchguy_radiobutton114.vcd" then self ConceptBlock006 foo:0 .05 // HOW ABOUT NOW? } rule ConceptBlock005 { criteria ConceptBlock005 response ConceptBlock005 } criterion "ConceptBlock006" "Concept" "ConceptBlock006" required response ConceptBlock006 { scene "scenes/npcs/churchguy_radiobutton1extended40.vcd" then self ConceptBlock007 foo:0 .05 // Ding dong! Ding dong! } rule ConceptBlock006 { criteria ConceptBlock006 response ConceptBlock006 } criterion "ConceptBlock007" "Concept" "ConceptBlock007" required response ConceptBlock007 { scene "scenes/npcs/churchguy_radiobutton1extended43.vcd" fire relay_panicevent Trigger 1.6 then any conceptnuttier foo:0 .1 // Dinner's served! Come and get it! } rule ConceptBlock007 { criteria ConceptBlock007 ApplyContext "Talk:0:0" ApplyContextToWorld response ConceptBlock007 } //-------------------------------------------------------------------------------------------------------------- //Biker presses the churchguy button //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock008" "Concept" "churchguy_button" required response ConceptBlock008 { scene "scenes/npcs/churchguy_radioinitialbroadcast13.vcd" then Biker ConceptBlock009 foo:0 .05 // Who's there? scene "scenes/npcs/churchguy_radiobutton110.vcd" then Biker ConceptBlock040 foo:0 .05 // Go away! No one gets in! } rule ConceptBlock008 { criteria ConceptBlock008 PanicEventBiker ChurchguyPhase3 ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0" ApplyContextToWorld response ConceptBlock008 } criterion "ConceptBlock009" "Concept" "ConceptBlock009" required response ConceptBlock009 { scene "scenes/Biker/worldsmalltownnpcbellman04.vcd" then churchguy ConceptBlock011 foo:0 -6.542 // Well, let's see: I'm Francis, and that's Grandpa Bill, and - THERE'S ZOMBIES OUT HERE OPEN THE GODDAMN DOOR. scene "scenes/Biker/worldsmalltownnpcbellman02.vcd" then churchguy ConceptBlock011 foo:0 -1.965 // Just open the goddamn door. } rule ConceptBlock009 { criteria ConceptBlock009 isBIKER response ConceptBlock009 } //-------------------------------------------------------------------------------------------------------------- //Churchguy responds to Francis telling him they're cops //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock010" "Concept" "ConceptBlock010" required response ConceptBlock010 { scene "scenes/npcs/churchguy_radiobutton1extended25.vcd" fire relay_churchbell Trigger 1 then self ConceptBlock006 foo:0 .05 // You don't sound like cops! } rule ConceptBlock010 { criteria ConceptBlock010 IsTouchedDoor response ConceptBlock010 } //-------------------------------------------------------------------------------------------------------------- //Churchguy responds to Francis being a smartass //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock011" "Concept" "ConceptBlock011" required response ConceptBlock011 { scene "scenes/npcs/churchguy_radiobutton110.vcd" fire relay_churchbell Trigger 1 then self ConceptBlock006 foo:0 .05 // Go away! No one gets in! } rule ConceptBlock011 { criteria ConceptBlock011 IsTouchedDoor response ConceptBlock011 } //-------------------------------------------------------------------------------------------------------------- //NamVet responds to Churchguy ringing the bell //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock012" "Concept" "ConceptNuttier" required response ConceptBlock012 { scene "scenes/NamVet/worldsmalltownnpcbellman03.vcd" // This guy's nuttier than candy bar shit. scene "scenes/NamVet/worldsmalltownnpcbellman04.vcd" // I don't believe this. } rule ConceptBlock012 { criteria ConceptBlock012 IsNamVet response ConceptBlock012 } //-------------------------------------------------------------------------------------------------------------- //Biker responds to Churchguy ringing the bell //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock012" "Concept" "ConceptNuttier" required response ConceptBlock013 { scene "scenes/Biker/worldsmalltownnpcbellman05.vcd" // I am going to tear that bell down and shove it up your ass! scene "scenes/Biker/worldsmalltown03npc03.vcd" // If we live through this, I'm gonna frickin' kill that guy. } rule ConceptBlock013 { criteria ConceptBlock012 IsBiker response ConceptBlock013 } //-------------------------------------------------------------------------------------------------------------- //Manager presses the churchguy button //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required response ConceptBlock014 { scene "scenes/npcs/churchguy_radiobutton101.vcd" then Manager ConceptBlock015 foo:0 .05 // No one gets in here until I know you're immune! scene "scenes/npcs/churchguy_radiobutton1extended34.vcd" then Manager ConceptBlock015 foo:0 .05 // I'm not letting you in until I'm sure you're immune. scene "scenes/npcs/churchguy_radiobutton1extended12.vcd" then Manager ConceptBlock017 foo:0 .05 // I'm the one who decides who gets through this door. scene "scenes/npcs/churchguy_radiobutton110.vcd" then Manager ConceptBlock019 foo:0 .05 // Go away! No one gets in! } rule ConceptBlock014 { criteria ConceptBlock008 PanicEventManager ChurchguyPhase3 ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0" ApplyContextToWorld response ConceptBlock014 } criterion "ConceptBlock015" "Concept" "ConceptBlock015" required response ConceptBlock015 { scene "scenes/Manager/worldsmalltownnpcbellman01.vcd" then churchguy ConceptBlock016 foo:0 -3.936 // Sir, please! We are NOT infected. } rule ConceptBlock015 { criteria ConceptBlock015 isMANAGER response ConceptBlock015 } criterion "ConceptBlock016" "Concept" "ConceptBlock016" required response ConceptBlock016 { scene "scenes/npcs/churchguy_radiobutton1extended35.vcd" fire relay_churchbell Trigger 2.85 then self ConceptBlock006 foo:0 .3 // Not infected? Not infected? Prove it! [bell] } rule ConceptBlock016 { criteria ConceptBlock016 IsTouchedDoor response ConceptBlock016 } criterion "ConceptBlock017" "Concept" "ConceptBlock017" required response ConceptBlock017 { scene "scenes/Manager/genericresponses02.vcd" then churchguy ConceptBlock018 foo:0 -0.692 // [Disbelief] What? } rule ConceptBlock017 { criteria ConceptBlock017 isMANAGER response ConceptBlock017 } criterion "ConceptBlock018" "Concept" "ConceptBlock018" required response ConceptBlock018 { scene "scenes/npcs/churchguy_radiobutton107.vcd" fire relay_churchbell Trigger 8.5 then self ConceptBlock006 foo:0 .05 // My safehouse! Come here! No! Stay out! Slide your guns under the door! No! Go away! Better safe than sorry! Better safe than sorry! Better safe than sorry! } rule ConceptBlock018 { criteria ConceptBlock018 IsTouchedDoor response ConceptBlock018 } criterion "ConceptBlock019" "Concept" "ConceptBlock019" required response ConceptBlock019 { scene "scenes/Manager/worldsmalltownnpcbellman08.vcd" then churchguy ConceptBlock020 foo:0 -7.143 // Mister, if one of us get killed out here, I am gonna shoot my way in there and beat you to death with my gun! } rule ConceptBlock019 { criteria ConceptBlock019 isMANAGER response ConceptBlock019 } criterion "ConceptBlock020" "Concept" "ConceptBlock020" required response ConceptBlock020 { scene "scenes/npcs/churchguy_radiobutton1extended31.vcd" fire relay_churchbell Trigger 1.6 then self ConceptBlock006 foo:0 .05 // Trying to intimidate me? [bell] Didn't help. scene "scenes/npcs/churchguy_radiobutton1extended07.vcd" fire relay_churchbell Trigger 1 then self ConceptBlock005 foo:0 1 // Really? } rule ConceptBlock020 { criteria ConceptBlock020 IsTouchedDoor response ConceptBlock020 } //-------------------------------------------------------------------------------------------------------------- //Francis responds to Churchguy ringing the bell after trying Cop thing //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock012" "Concept" "ConceptNuttier" required response ConceptBlock021 { scene "scenes/Biker/worldsmalltownnpcbellman13.vcd" // Man, I don't think the cop thing worked. } rule ConceptBlock021 { criteria ConceptBlock012 IsBiker FrancisTriedCopGambit response ConceptBlock021 } //-------------------------------------------------------------------------------------------------------------- //Biker presses the churchguy button (Special Cop Response) //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required response ConceptBlock022 { scene "scenes/npcs/churchguy_radiobutton110.vcd" then Biker ConceptBlock023 foo:0 .05 // Go away! No one gets in! } rule ConceptBlock022 { criteria ConceptBlock008 PanicEventBiker ChurchguyPhase3 ChanceToFire10Percent ChanceToFire10Percent ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,FrancisTriedCopGambit:1:45,Talk:1:20,TouchedDoor:1:0" ApplyContextToWorld response ConceptBlock022 } criterion "ConceptBlock023" "Concept" "ConceptBlock023" required response ConceptBlock023 { scene "scenes/Biker/worldsmalltownnpcbellman03.vcd" then churchguy ConceptBlock010 foo:0 -1.753 // We're cops. Open up. } rule ConceptBlock023 { criteria ConceptBlock023 isBIKER response ConceptBlock023 } //-------------------------------------------------------------------------------------------------------------- //NamVet presses the churchguy button //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required response ConceptBlock024 { scene "scenes/npcs/churchguy_radiobutton101.vcd" then NamVet ConceptBlock025 foo:0 .05 // No one gets in here until I know you're immune! scene "scenes/npcs/churchguy_radiobutton1extended34.vcd" then NamVet ConceptBlock025 foo:0 .05 // I'm not letting you in until I'm sure you're immune. scene "scenes/npcs/churchguy_radiobutton1extended18.vcd" then self ConceptBlock027 foo:0 .05 // [loud] NO! } rule ConceptBlock024 { criteria ConceptBlock008 PanicEventNamVet ChurchguyPhase3 ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0" ApplyContextToWorld response ConceptBlock024 } criterion "ConceptBlock025" "Concept" "ConceptBlock025" required response ConceptBlock025 { scene "scenes/NamVet/worldsmalltownnpcbellman02.vcd" then churchguy ConceptBlock026 foo:0 -3.072 // We're as human as they come, son. I promise you. scene "scenes/NamVet/worldsmalltownnpcbellman01.vcd" then churchguy ConceptBlock026 foo:0 -6.624 // Son, we're immune, we're tired, and there's infected in the damn woods. Now cut the shit and let us in! } rule ConceptBlock025 { criteria ConceptBlock025 isNAMVET response ConceptBlock025 } criterion "ConceptBlock026" "Concept" "ConceptBlock026" required response ConceptBlock026 { scene "scenes/npcs/churchguy_radiobutton1extended35.vcd" fire relay_churchbell Trigger 2.8 then self ConceptBlock006 foo:0 .05 // Not infected? Not infected? Prove it! [bell] scene "scenes/npcs/churchguy_radiobutton1extended13.vcd" fire relay_churchbell Trigger 6.1 then self ConceptBlock006 foo:0 .05 // I - I opened the door before, and I got bit for my trouble. [bell] Better safe than sorry. Better safe than sorry! scene "scenes/npcs/churchguy_radiobutton1extended11.vcd" fire relay_churchbell Trigger 3.2 then self ConceptBlock006 foo:0 .05 // Only when I know you're human. Get ready for the test. [bell] scene "scenes/npcs/churchguy_radiobutton1extended03.vcd" fire relay_churchbell Trigger 5.3 then self ConceptBlock006 foo:0 .05 // Nonono! You said that last time! You said that last time. I trusted you last time! } rule ConceptBlock026 { criteria ConceptBlock026 IsTouchedDoor response ConceptBlock026 } criterion "ConceptBlock027" "Concept" "ConceptBlock027" required response ConceptBlock027 { scene "scenes/npcs/churchguy_radiobutton1extended20.vcd" then Namvet ConceptBlock028 foo:0 .05 // Nobody rides for free! Ding dong! scene "scenes/npcs/churchguy_radiobutton1extended19.vcd" then Namvet ConceptBlock028 foo:0 .05 // You think you're special with your leather jackets and your fancy blood? } rule ConceptBlock027 { criteria ConceptBlock027 response ConceptBlock027 } criterion "ConceptBlock028" "Concept" "ConceptBlock028" required response ConceptBlock028 { scene "scenes/NamVet/worldsmalltownnpcbellman07.vcd" then churchguy ConceptBlock029 foo:0 -5.856 // I don't believe this shit. We're arguin' for our lives here with a damn mental moron! scene "scenes/NamVet/genericresponses02.vcd" then churchguy ConceptBlock030 foo:0 -0.728 // [Disbelief] What? scene "scenes/NamVet/reactiondisgusted04.vcd" then churchguy ConceptBlock030 foo:0 -1.820 // Oh shit. } rule ConceptBlock028 { criteria ConceptBlock028 isNAMVET response ConceptBlock028 } criterion "ConceptBlock029" "Concept" "ConceptBlock029" required response ConceptBlock029 { scene "scenes/npcs/churchguy_radiobutton1extended21.vcd" fire relay_churchbell Trigger 1.6 then churchguy ConceptBlock006 foo:0 .05 // I am not a mental moron! } rule ConceptBlock029 { criteria ConceptBlock029 IsTouchedDoor response ConceptBlock029 } criterion "ConceptBlock030" "Concept" "ConceptBlock030" required response ConceptBlock030 { scene "scenes/npcs/churchguy_radiobutton105.vcd" fire relay_churchbell Trigger 5.15 then churchguy ConceptBlock006 foo:0 .1 // I'm gonna ring this bell. I'm going to ring this bell! And they'll come! And they'll finish the job. } rule ConceptBlock030 { criteria ConceptBlock030 IsTouchedDoor response ConceptBlock030 } //-------------------------------------------------------------------------------------------------------------- //TeenGirl presses the churchguy button //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required response ConceptBlock031 { scene "scenes/npcs/churchguy_radiobutton109.vcd" then TeenGirl ConceptBlock032 foo:0 .05 // No one gets in! [bell] scene "scenes/npcs/churchguy_radiobutton110.vcd" then TeenGirl ConceptBlock032 foo:0 .05 // Go away! No one gets in! scene "scenes/npcs/churchguy_radiobutton1extended18.vcd" then self ConceptBlock036 foo:0 .05 // [loud] NO! scene "scenes/npcs/churchguy_radiobutton106.vcd" then TeenGirl ConceptBlock037 foo:0 .05 // No! My safehouse! I've got the bell! You stay the hell out! } rule ConceptBlock031 { criteria ConceptBlock008 PanicEventTeenGirl ChurchguyPhase3 ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0" ApplyContextToWorld response ConceptBlock031 } criterion "ConceptBlock032" "Concept" "ConceptBlock032" required response ConceptBlock032 { scene "scenes/TeenGirl/worldairport05npc02.vcd" then churchguy ConceptBlock033 foo:0 -3.563 // You know, we can *make* you open that goddamn door. scene "scenes/TeenGirl/worldsmalltown03npc03.vcd" then churchguy ConceptBlock034 foo:0 -3.648 // Hey! Jerkass. Why don't you just open the goddamn door? scene "scenes/TeenGirl/worldsmalltown03npc05.vcd" then churchguy ConceptBlock030 foo:0 -2.816 // You're not gonna just open the door? Really? } rule ConceptBlock032 { criteria ConceptBlock032 isTEENGIRL response ConceptBlock032 } criterion "ConceptBlock033" "Concept" "ConceptBlock033" required response ConceptBlock033 { scene "scenes/npcs/churchguy_radiobutton1extended07.vcd" fire relay_churchbell Trigger 0.68 then self ConceptBlock005 foo:0 .5 // Really? scene "scenes/npcs/churchguy_radiobutton1extended23.vcd" fire relay_churchbell Trigger 0.89 then self ConceptBlock005 foo:0 .5 // Can you really? [bell] scene "scenes/npcs/churchguy_radiobutton1extended32.vcd" fire relay_churchbell Trigger 2.5 then self ConceptBlock006 foo:0 .4 // Well, you'll have to be alive to do that. [bell] } rule ConceptBlock033 { criteria ConceptBlock033 IsTouchedDoor response ConceptBlock033 } criterion "ConceptBlock034" "Concept" "ConceptBlock034" required response ConceptBlock034 { scene "scenes/npcs/churchguy_radiobutton1extended10.vcd" fire relay_churchbell Trigger 4.3 then self ConceptBlock006 foo:0 .5 // Only when you can prove you're immune. And I know just how to do it. [bell] scene "scenes/npcs/churchguy_radiobutton1extended11.vcd" fire relay_churchbell Trigger 3.2 then self ConceptBlock006 foo:0 .5 // Only when I know you're human. Get ready for the test. [bell] } rule ConceptBlock034 { criteria ConceptBlock034 IsTouchedDoor response ConceptBlock034 } criterion "ConceptBlock035" "Concept" "ConceptBlock035" required response ConceptBlock035 { scene "scenes/TeenGirl/genericresponses02.vcd" then churchguy ConceptBlock030 foo:0 -0.426 // [Disbelief] What? } rule ConceptBlock035 { criteria ConceptBlock035 isTEENGIRL response ConceptBlock035 } criterion "ConceptBlock036" "Concept" "ConceptBlock036" required response ConceptBlock036 { scene "scenes/npcs/churchguy_radiobutton1extended20.vcd" then TeenGirl ConceptBlock035 foo:0 .05 // Nobody rides for free! Ding dong! scene "scenes/npcs/churchguy_radiobutton1extended19.vcd" then TeenGirl ConceptBlock035 foo:0 .05 // You think you're special with your leather jackets and your fancy blood? } rule ConceptBlock036 { criteria ConceptBlock036 response ConceptBlock036 } criterion "ConceptBlock037" "Concept" "ConceptBlock037" required response ConceptBlock037 { scene "scenes/TeenGirl/worldairport05npc07.vcd" then churchguy ConceptBlock038 foo:0 -1.056 // What a dick. } rule ConceptBlock037 { criteria ConceptBlock037 isTEENGIRL response ConceptBlock037 } criterion "ConceptBlock038" "Concept" "ConceptBlock038" required response ConceptBlock038 { scene "scenes/npcs/churchguy_radioinitialbroadcast22.vcd" then self ConceptBlock039 foo:0 .1 // I heard that! } rule ConceptBlock038 { criteria ConceptBlock038 response ConceptBlock038 } criterion "ConceptBlock039" "Concept" "ConceptBlock039" required response ConceptBlock039 { scene "scenes/npcs/churchguy_radiobutton1extended28.vcd" fire relay_churchbell Trigger 1.8 then self ConceptBlock006 foo:0 .2 // Your word means shit to me! [bell] } rule ConceptBlock039 { criteria ConceptBlock039 IsTouchedDoor response ConceptBlock039 } criterion "ConceptBlock040" "Concept" "ConceptBlock040" required response ConceptBlock040 { scene "scenes/Biker/worldairport05npc02.vcd" then churchguy ConceptBlock033 foo:0 -4.736 // Listen candy-pants, we can *make* you open that goddamn door. scene "scenes/Biker/swear14.vcd" then biker ConceptBlock044 foo:0 -1.040 // Ah hell. } rule ConceptBlock040 { criteria ConceptBlock040 isBIKER response ConceptBlock040 } criterion "ConceptBlock041" "Concept" "ConceptBlock041" required response ConceptBlock041 { scene "scenes/npcs/churchguy_radioinitialbroadcast22.vcd" then self ConceptBlock042 foo:0 .2 // I heard that! } rule ConceptBlock041 { criteria ConceptBlock041 response ConceptBlock041 } criterion "ConceptBlock042" "Concept" "ConceptBlock042" required response ConceptBlock042 { scene "scenes/npcs/churchguy_radiobutton1extended12.vcd" then self ConceptBlock043 foo:0 .05 // I'm the one who decides who gets through this door. } rule ConceptBlock042 { criteria ConceptBlock042 response ConceptBlock042 } criterion "ConceptBlock043" "Concept" "ConceptBlock043" required response ConceptBlock043 { scene "scenes/npcs/churchguy_radiobutton1extended20.vcd" fire relay_churchbell Trigger 1.1 then self ConceptBlock007 foo:0 .05 // Nobody rides for free! Ding dong! } rule ConceptBlock043 { criteria ConceptBlock043 IsTouchedDoor response ConceptBlock043 } criterion "ConceptBlock044" "Concept" "ConceptBlock044" required response ConceptBlock044 { scene "scenes/Biker/worldairport05npc01.vcd" then churchguy ConceptBlock041 foo:0 -3.280 // Everyone but us is either a zombie or an asshole. } rule ConceptBlock044 { criteria ConceptBlock044 isBIKER response ConceptBlock044 } criterion "ConceptBlock049" "Concept" "ConceptBlock049" required response ConceptBlock049 { scene "scenes/Biker/genericresponses02.vcd" then churchguy ConceptBlock004 foo:0 -0.800 // [Disbelief] What? } rule ConceptBlock049 { criteria ConceptBlock049 isBIKER response ConceptBlock049 } criterion "ConceptBlock050" "Concept" "ConceptBlock050" required response ConceptBlock050 { scene "scenes/Manager/genericresponses02.vcd" then churchguy ConceptBlock004 foo:0 -0.692 // [Disbelief] What? } rule ConceptBlock050 { criteria ConceptBlock050 isMANAGER response ConceptBlock050 } criterion "ConceptBlock051" "Concept" "ConceptBlock051" required response ConceptBlock051 { scene "scenes/NamVet/genericresponses02.vcd" then churchguy ConceptBlock004 foo:0 -0.728 // [Disbelief] What? } rule ConceptBlock051 { criteria ConceptBlock051 isNAMVET response ConceptBlock051 } criterion "ConceptBlock052" "Concept" "ConceptBlock052" required response ConceptBlock052 { scene "scenes/TeenGirl/genericresponses02.vcd" then churchguy ConceptBlock004 foo:0 -0.426 // [Disbelief] What? } rule ConceptBlock052 { criteria ConceptBlock052 isTEENGIRL response ConceptBlock052 } //-------------------------------------------------------------------------------------------------------------- //Churchguy random babbling after he hears survivors //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock053" "Concept" "ConceptBlock053" required response ConceptBlock053 { scene "scenes/npcs/churchguy_radioinitialbroadcast01.vcd" then self ConceptBlock053 foo:0 .05 // I trusted you. You said you were immune. You said you were immune. scene "scenes/npcs/churchguy_radioinitialbroadcast03.vcd" then self ConceptBlock053 foo:0 .05 // Better safe than sorry. I can't believe he bit me. Never should have let him in. Can't believe he bit me. scene "scenes/npcs/churchguy_radioinitialbroadcast04.vcd" then self ConceptBlock053 foo:0 .05 // Won't fool me twice. I can't believe he bit me, I can't believe he bit me. scene "scenes/npcs/churchguy_radioinitialbroadcast05.vcd" then self ConceptBlock053 foo:0 .05 // Better safe than sorry. No matter how human they look. Won't be fooled twice. scene "scenes/npcs/churchguy_radioinitialbroadcast06.vcd" then self ConceptBlock053 foo:0 .05 // It's been an hour. Been an hour. Must be immune. That's right, must be immune. No. I have to be immune. scene "scenes/npcs/churchguy_radioinitialbroadcast07.vcd" then self ConceptBlock053 foo:0 .05 // Better safe than sorry. Better safe than sorry. Better safe than sorry. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast02.vcd" then self ConceptBlock053 foo:0 .05 // I trusted you. You said you were immune. You said you were immune. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast24.vcd" then self ConceptBlock053 foo:0 .05 // Better safe than sorry. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast08.vcd" then self ConceptBlock053 foo:0 .05 // Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast09.vcd" then self ConceptBlock053 foo:0 .05 // I can't believe he bit me. I never should have let him in. I can't believe he bit me. scene "scenes/npcs/churchguy_radioinitialbroadcast10.vcd" then self ConceptBlock053 foo:0 .05 // Won't fool me twice. I can't believe he bit me! Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast11.vcd" then self ConceptBlock053 foo:0 .05 // Don't get fooled twice. Don't get fooled twice. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast12.vcd" then self ConceptBlock053 foo:0 .05 // I can't believe he bit me, that's - Don't get fooled twice. scene "scenes/npcs/churchguy_radioinitialbroadcast26.vcd" then self ConceptBlock053 foo:0 .05 // Better safe than sorry. Better safe than sorry. Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast27.vcd" then self ConceptBlock053 foo:0 .05 // Better safe than sorry. Better safe than sorry. Better safe than sorry. [cough] scene "scenes/npcs/churchguy_radioinitialbroadcast28.vcd" then self ConceptBlock053 foo:0 .05 // I can't believe he bit me. I never should have let him in. I can't believe he bit me. scene "scenes/npcs/churchguy_radioinitialbroadcast29.vcd" then self ConceptBlock053 foo:0 .05 // Better safe than sorry. scene "scenes/npcs/churchguy_radioinitialbroadcast13.vcd" then self ConceptBlock053 foo:0 3 // Who's there? scene "scenes/npcs/churchguy_radioinitialbroadcast14.vcd" then self ConceptBlock053 foo:0 3 // Is someone there? scene "scenes/npcs/churchguy_radioinitialbroadcast18.vcd" then self ConceptBlock053 foo:0 3 // What's going on out there! scene "scenes/npcs/churchguy_radioinitialbroadcast17.vcd" then self ConceptBlock053 foo:0 3 // I'm gonna start ringin' this church bell if you don't say something. scene "scenes/npcs/churchguy_radioinitialbroadcast15.vcd" then self ConceptBlock053 foo:0 3 // Don't make me use this bell! scene "scenes/npcs/churchguy_radioinitialbroadcast20.vcd" then self ConceptBlock053 foo:0 3 // I can hear you out there! } rule ConceptBlock053 { criteria ConceptBlock053 ChurchguyPhase2 ApplyContext "SaidSafeSpotAhead:1:120" ApplyContextToWorld response ConceptBlock053 } //-------------------------------------------------------------------------------------------------------------- //Biker presses the churchguy button [SPECIAL NAMVET RESPONSE] //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required response ConceptBlock555 { scene "scenes/npcs/churchguy_radiobutton110.vcd" then Biker ConceptBlock558 foo:0 0.05 // Go away! No one gets in! } rule ConceptBlock555 { criteria ConceptBlock008 PanicEventBiker ChurchguyPhase3 ChanceToFire25Percent IsNamVetAlive ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0" ApplyContextToWorld response ConceptBlock555 } criterion "ConceptBlock556" "Concept" "ConceptBlock556" required response ConceptBlock556 { scene "scenes/NamVet/generic41.vcd" then churchguy ConceptBlock557 foo:0 -0.6 // [indignant] Hey! } rule ConceptBlock556 { criteria ConceptBlock556 isNAMVET response ConceptBlock556 } criterion "ConceptBlock557" "Concept" "ConceptBlock557" required response ConceptBlock557 { scene "scenes/npcs/churchguy_radiobutton1extended16.vcd" then self ConceptBlock559 foo:0 0.05 // Do you think I care how old you are? } rule ConceptBlock557 { criteria ConceptBlock557 response ConceptBlock557 } criterion "ConceptBlock558" "Concept" "ConceptBlock558" required response ConceptBlock558 { scene "scenes/Biker/worldairport05npc04.vcd" then NamVet ConceptBlock556 foo:0 -3.0 // Have a heart, we gotta a helpless old man with us! } rule ConceptBlock558 { criteria ConceptBlock558 isBIKER response ConceptBlock558 } criterion "ConceptBlock559" "Concept" "ConceptBlock559" required response ConceptBlock559 { scene "scenes/npcs/churchguy_radiobutton1extended19.vcd" then self ConceptBlock560 foo:0 0.05 // You think you're special with your leather jackets and your fancy blood? } rule ConceptBlock559 { criteria ConceptBlock559 response ConceptBlock559 } criterion "ConceptBlock560" "Concept" "ConceptBlock560" required response ConceptBlock560 { scene "scenes/npcs/churchguy_radiobutton1extended18.vcd" then self ConceptBlock043 foo:0 0.05 // [loud] NO! } rule ConceptBlock560 { criteria ConceptBlock560 response ConceptBlock560 } //-------------------------------------------------------------------------------------------------------------- //Chruchguy turning into a zombie loop //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock573" "Concept" "churchguy_door_unlocked" required response ConceptBlock573 { scene "scenes/npcs/churchguy_radiocombatcolor01.vcd" then self churchguy_door_unlocked foo:0 .05 // I can't believe he bit me. Better safe than - [groan] Better safe than [graon] [choke] scene "scenes/npcs/churchguy_radiocombatcolor02.vcd" then self churchguy_door_unlocked foo:0 .05 // Better safe than - [growl] Better safe than [growl] scene "scenes/npcs/churchguy_radiocombatcolor03.vcd" then self churchguy_door_unlocked foo:0 .05 // Better safe than - [growl] scene "scenes/npcs/churchguy_radiocombatcolor04.vcd" then self churchguy_door_unlocked foo:0 .05 // [choking growl] scene "scenes/npcs/churchguy_radiocombatcolor05.vcd" then self churchguy_door_unlocked foo:0 .05 // Must be immune - [groan] Must be immune [scream] } rule ConceptBlock573 { criteria ConceptBlock573 ChurchguyTurnLoop response ConceptBlock573 } //-------------------------------------------------------------------------------------------------------------- //Survivor opens churchguy door //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock574" "Concept" "churchguy_door_opened" required response ConceptBlock574 { scene "scenes/npcs/churchguy_zombieyell.vcd" // } rule ConceptBlock574 { criteria ConceptBlock574 ApplyContext "ChurchguyTurnLoop:1:7" ApplyContextToWorld response ConceptBlock574 } //-------------------------------------------------------------------------------------------------------------- // ELEV FINALE //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- //Elevator Door Closes in Hospital //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock600" "Concept" "elevator_closed" required response ConceptBlock600 { scene "scenes/npcs/orator_blank.vcd" then any elevator_conversation foo:0 5 // [BLANK] } rule ConceptBlock600 { criteria ConceptBlock600 ApplyContext "Talk:1:16" ApplyContextToWorld response ConceptBlock600 } //-------------------------------------------------------------------------------------------------------------- //NamVet //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock606 { scene "scenes/NamVet/generic33.vcd" then biker ConceptBlock607 foo:0 -5.151 // We been immune so far, but - well, if I start to turn, promise you'll shoot me. } rule ConceptBlock606 { criteria ConceptBlock606 IsNamVet IsNamVetAlive IsBikerAlive response ConceptBlock606 } criterion "ConceptBlock607" "Concept" "ConceptBlock607" required response ConceptBlock607 { scene "scenes/Biker/generic13.vcd" then namvet ConceptBlock608 foo:0 -3.808 // What if just your beard starts to turn? Can I shoot that? } rule ConceptBlock607 { criteria ConceptBlock607 isBIKER response ConceptBlock607 } criterion "ConceptBlock608" "Concept" "ConceptBlock608" required response ConceptBlock608 { scene "scenes/NamVet/generic14.vcd" // Don't be an ass, Francis. scene "scenes/NamVet/generic22.vcd" // Close your mouth and open your eyes, Francis. You'll aim better. scene "scenes/NamVet/generic23.vcd" // A few years in the service mighta slimmed you down and shut you up, Francis. scene "scenes/NamVet/generic24.vcd" // You know who's gonna survive this mess, Francis? It ain't the fella makin' jokes. scene "scenes/NamVet/generic27.vcd" // Speak up, Francis. Your voice got all muffled from yer head being so far up yer ass. scene "scenes/NamVet/genericresponses12.vcd" // [laughing] You are an idiot. } rule ConceptBlock608 { criteria ConceptBlock608 isNAMVET response ConceptBlock608 } //-------------------------------------------------------------------------------------------------------------- //Manager //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock609 { scene "scenes/Manager/zombiegenericshort11.vcd" then self ConceptBlock610 foo:0 -1.557 // Ahhh, this ain't so bad. } rule ConceptBlock609 { criteria ConceptBlock606 IsManager IsManagerAlive IsNamVetAlive response ConceptBlock609 } criterion "ConceptBlock610" "Concept" "ConceptBlock610" required response ConceptBlock610 { scene "scenes/Manager/zombiegenericshort18.vcd" then NamVet ConceptBlock611 foo:0 -2.646 // Humanity's gonna bounce right back, you watch. } rule ConceptBlock610 { criteria ConceptBlock610 isMANAGER response ConceptBlock610 } criterion "ConceptBlock611" "Concept" "ConceptBlock611" required response ConceptBlock611 { scene "scenes/NamVet/generic44.vcd" // We're fightin' a war of attrition with a horde of brainless killing machines. I ain't exactly optimistic about our chances. } rule ConceptBlock611 { criteria ConceptBlock611 isNAMVET response ConceptBlock611 } //-------------------------------------------------------------------------------------------------------------- //Biker Short Laugh //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock612" "Concept" "elevatorShortLaugh" required response ConceptBlock612 { scene "scenes/Biker/laughter05.vcd" // scene "scenes/Biker/laughter09.vcd" // scene "scenes/Biker/reactionpositive01.vcd" // [laugh] } rule ConceptBlock612 { criteria ConceptBlock612 IsBiker response ConceptBlock612 } //-------------------------------------------------------------------------------------------------------------- //Manager Short Laugh //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock612" "Concept" "elevatorShortLaugh" required response ConceptBlock613 { scene "scenes/Manager/laughter01.vcd" // } rule ConceptBlock613 { criteria ConceptBlock612 IsManager response ConceptBlock613 } //-------------------------------------------------------------------------------------------------------------- //NamVet SHort Laugh //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock612" "Concept" "elevatorShortLaugh" required response ConceptBlock614 { scene "scenes/NamVet/laughter14.vcd" // scene "scenes/NamVet/laughter10.vcd" // } rule ConceptBlock614 { criteria ConceptBlock612 IsNamVet response ConceptBlock614 } //-------------------------------------------------------------------------------------------------------------- //TeenGirl Short Laugh //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock612" "Concept" "elevatorShortLaugh" required response ConceptBlock615 { scene "scenes/TeenGirl/positivenoise02.vcd" // [laugh] scene "scenes/TeenGirl/laughter21.vcd" // scene "scenes/TeenGirl/laughter20.vcd" // } rule ConceptBlock615 { criteria ConceptBlock612 IsTeenGirl response ConceptBlock615 } //-------------------------------------------------------------------------------------------------------------- //MANAGER BURP //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock616 { scene "scenes/Manager/generic14.vcd" then all elevatorShortLaugh foo:0 -0.4 // BELCHE - excuse me } rule ConceptBlock616 { criteria ConceptBlock606 IsManager IsManagerAlive IsNotAlone ApplyContext "TalkManager:1:4" response ConceptBlock616 } //-------------------------------------------------------------------------------------------------------------- //Teengirl Zombie bullshit //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock617 { scene "scenes/TeenGirl/generic26.vcd" // I can't get over how fast they all are. It's not even fair! I'm calling zombie bullshit on that, you know? [laughing at self] They're not allowed to be so fast. } rule ConceptBlock617 { criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsNotAlone response ConceptBlock617 } //-------------------------------------------------------------------------------------------------------------- //Teengirl Zombie bullshit //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock618 { scene "scenes/TeenGirl/generic04.vcd" then manager ConceptBlock619 foo:0 -3.568 // You think one day its all just gonna go back to normal? } rule ConceptBlock618 { criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsManagerAlive response ConceptBlock618 } criterion "ConceptBlock619" "Concept" "ConceptBlock619" required response ConceptBlock619 { scene "scenes/Manager/zombiegenericshort18.vcd" then teengirl ConceptBlock620 foo:0 -2.646 // Humanity's gonna bounce right back, you watch. } rule ConceptBlock619 { criteria ConceptBlock619 isMANAGER response ConceptBlock619 } criterion "ConceptBlock620" "Concept" "ConceptBlock620" required response ConceptBlock620 { scene "scenes/TeenGirl/generic15.vcd" // You're an optimist. I'll give you that, Louis. } rule ConceptBlock620 { criteria ConceptBlock620 isTEENGIRL response ConceptBlock620 } //-------------------------------------------------------------------------------------------------------------- //NamVet Great Zombie attack of 57 //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock621 { scene "scenes/NamVet/generic49.vcd" then teengirl ConceptBlock622 foo:0 -6.6 // You call this a zombie apocalypse? It don't hold a candle to the great zombie attack of 1957. [beat] Nah, I'm horseshittin' ya. } rule ConceptBlock621 { criteria ConceptBlock606 IsNamVet IsNamVetAlive IsTeenGirlAlive response ConceptBlock621 } criterion "ConceptBlock622" "Concept" "ConceptBlock622" required response ConceptBlock622 { scene "scenes/TeenGirl/genericresponses02.vcd" // [Disbelief] What? } rule ConceptBlock622 { criteria ConceptBlock622 isTEENGIRL response ConceptBlock622 } //-------------------------------------------------------------------------------------------------------------- //MANAGER rifle range //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock623 { scene "scenes/Manager/generic20.vcd" then biker ConceptBlock624 foo:0 -5.7 // Guys at the office used to laugh when I'd hit the rifle range on my lunch break. Ain't so damn funny now, is it? } rule ConceptBlock623 { criteria ConceptBlock606 IsManager IsManagerAlive IsBikerAlive response ConceptBlock623 } criterion "ConceptBlock624" "Concept" "ConceptBlock624" required response ConceptBlock624 { scene "scenes/Biker/laughter10.vcd" // } rule ConceptBlock624 { criteria ConceptBlock624 isBIKER response ConceptBlock624 } //-------------------------------------------------------------------------------------------------------------- //BIKER VAMPIRES //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock625 { scene "scenes/Biker/vampires01.vcd" then manager ConceptBlock626 foo:0 -3.371 // Where the hell did all these vampires come from? } rule ConceptBlock625 { criteria ConceptBlock606 IsBiker IsBikerAlive IsManagerAlive response ConceptBlock625 } criterion "ConceptBlock626" "Concept" "ConceptBlock626" required response ConceptBlock626 { scene "scenes/Manager/genericresponses25.vcd" then biker ConceptBlock627 foo:0 -2.219 // Tell me you ain't serious. } rule ConceptBlock626 { criteria ConceptBlock626 isMANAGER response ConceptBlock626 } criterion "ConceptBlock627" "Concept" "ConceptBlock627" required response ConceptBlock627 { scene "scenes/Biker/generic65.vcd" then manager ConceptBlock628 foo:0 -0.614 // What? } rule ConceptBlock627 { criteria ConceptBlock627 isBIKER response ConceptBlock627 } criterion "ConceptBlock628" "Concept" "ConceptBlock628" required response ConceptBlock628 { scene "scenes/Manager/generic23.vcd" then biker ConceptBlock629 foo:0 -2.239 // They're ZOMBIES, Francis. } rule ConceptBlock628 { criteria ConceptBlock628 isMANAGER response ConceptBlock628 } criterion "ConceptBlock629" "Concept" "ConceptBlock629" required response ConceptBlock629 { scene "scenes/Biker/vampires06.vcd" // Yeah whatever you say, Professor Monster. } rule ConceptBlock629 { criteria ConceptBlock629 isBIKER response ConceptBlock629 } //-------------------------------------------------------------------------------------------------------------- //BIKER COPS //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock630 { scene "scenes/Biker/generic70.vcd" then manager ConceptBlock631 foo:0 -2.564 // If we meet anyone. Tell 'em we're cops. } rule ConceptBlock630 { criteria ConceptBlock606 IsBiker IsBikerAlive IsManagerAlive response ConceptBlock630 } criterion "ConceptBlock631" "Concept" "ConceptBlock631" required response ConceptBlock631 { scene "scenes/Manager/genericresponses02.vcd" then biker ConceptBlock632 foo:0 -0.692 // [Disbelief] What? } rule ConceptBlock631 { criteria ConceptBlock631 isMANAGER response ConceptBlock631 } criterion "ConceptBlock632" "Concept" "ConceptBlock632" required response ConceptBlock632 { scene "scenes/Biker/generic68.vcd" then self ConceptBlock633 foo:0 -3.275 // Most people'll do anything if a cop tells 'em to. } rule ConceptBlock632 { criteria ConceptBlock632 isBIKER response ConceptBlock632 } criterion "ConceptBlock633" "Concept" "ConceptBlock633" required response ConceptBlock633 { scene "scenes/Biker/generic71.vcd" // Trust me. } rule ConceptBlock633 { criteria ConceptBlock633 isBIKER response ConceptBlock633 } //-------------------------------------------------------------------------------------------------------------- //NamVet Biker handsome //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock634 { scene "scenes/NamVet/reactionapprehensive01.vcd" then biker ConceptBlock635 foo:0 -2.742 // I have a bad feeling about this } rule ConceptBlock634 { criteria ConceptBlock606 IsNamVet IsNamVetAlive IsBikerAlive response ConceptBlock634 } criterion "ConceptBlock635" "Concept" "ConceptBlock635" required response ConceptBlock635 { scene "scenes/Biker/playerrevive03.vcd" then any elevatorShortLaugh foo:0 -4.863 // Hey, look on the bright side: even if you don't make it, I'll still be really handsome. } rule ConceptBlock635 { criteria ConceptBlock635 isBIKER response ConceptBlock635 } //-------------------------------------------------------------------------------------------------------------- //Manager pretty mouth //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock636 { scene "scenes/Manager/generic22.vcd" then biker ConceptBlock637 foo:0 -1.809 // How long were you in prison, Francis? } rule ConceptBlock636 { criteria ConceptBlock606 IsManager IsManagerAlive IsBikerAlive response ConceptBlock636 } criterion "ConceptBlock637" "Concept" "ConceptBlock637" required response ConceptBlock637 { scene "scenes/Biker/generic09.vcd" then any elevatorShortLaugh foo:0 -2.795 // Long enough to know you got a pretty mouth. } rule ConceptBlock637 { criteria ConceptBlock637 isBIKER response ConceptBlock637 } //-------------------------------------------------------------------------------------------------------------- //TeenGirl vet peace on earth //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock638 { scene "scenes/TeenGirl/generic04.vcd" then namvet ConceptBlock639 foo:0 -3.568 // You think one day its all just gonna go back to normal? } rule ConceptBlock638 { criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsNamVetAlive response ConceptBlock638 } criterion "ConceptBlock639" "Concept" "ConceptBlock639" required response ConceptBlock639 { scene "scenes/NamVet/generic29.vcd" then manager ConceptBlock640 foo:0 -6.3 // I'll see peace back on earth if I gotta murder every one of these bastards with my bare goddamn hands. } rule ConceptBlock639 { criteria ConceptBlock639 isNAMVET response ConceptBlock639 } criterion "ConceptBlock640" "Concept" "ConceptBlock640" required response ConceptBlock640 { scene "scenes/Manager/reactionpositive10.vcd" then namvet ConceptBlock641 foo:0 -0.98 // That's what I'm talkin' about } rule ConceptBlock640 { criteria ConceptBlock640 isMANAGER response ConceptBlock640 } criterion "ConceptBlock641" "Concept" "ConceptBlock641" required response ConceptBlock641 { scene "scenes/NamVet/generic32.vcd" // Damn straight. } rule ConceptBlock641 { criteria ConceptBlock641 isNAMVET response ConceptBlock641 } //-------------------------------------------------------------------------------------------------------------- //TeenGirl farts //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock642 { scene "scenes/Biker/worldhospital0403.vcd" then teengirl ConceptBlock643 foo:0 -3.587 // Which one of you jackasses just beefed? } rule ConceptBlock642 { criteria ConceptBlock606 IsBiker IsBikerAlive IsTeenGirlAlive response ConceptBlock642 } criterion "ConceptBlock643" "Concept" "ConceptBlock643" required response ConceptBlock643 { scene "scenes/TeenGirl/sorry13.vcd" // Oops, sorry } rule ConceptBlock643 { criteria ConceptBlock643 isTEENGIRL response ConceptBlock643 } //-------------------------------------------------------------------------------------------------------------- //Death gonna pry me off the earth //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock644 { scene "scenes/Biker/generic30.vcd" then manager ConceptBlock645 foo:0 -2.304 // Hey Louis, you look like shit. } rule ConceptBlock644 { criteria ConceptBlock606 IsBiker IsBikerAlive IsManagerAlive response ConceptBlock644 } criterion "ConceptBlock645" "Concept" "ConceptBlock645" required response ConceptBlock645 { scene "scenes/Manager/zombiegenericlong02.vcd" then namvet ConceptBlock641 foo:0 -3.533 // I ain't dyin', man. Death gonna have to pry me off the Earth. scene "scenes/Manager/zombiegenericlong03.vcd" then any elevatorshortlaugh foo:0 -5.787 // If I go down, go on without me. Actually, wait, no Save my ass. scene "scenes/Manager/zombiegenericlong14.vcd" then any elevatorshortlaugh foo:0 -4.456 // I ain't got time to bleed. Oh hell, I *AM* bleedin'! scene "scenes/Manager/goingtodielight16.vcd" then any elevatorshortlaugh foo:0 -6.690 // I don't wanna die. I know nobody wants to die, but I'm like, fifty times that. } rule ConceptBlock645 { criteria ConceptBlock645 isMANAGER response ConceptBlock645 } //-------------------------------------------------------------------------------------------------------------- //teengirl Game over man! //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock646 { scene "scenes/NamVet/generic34.vcd" then teengirl ConceptBlock647 foo:0 -8.25 // Even bein' in a war doesn't prepare you for this. They never stop. They come at you and come at you and they *never* goddamn *stop*. } rule ConceptBlock646 { criteria ConceptBlock606 IsNamVet IsNamVetAlive IsTeenGirlAlive response ConceptBlock646 } criterion "ConceptBlock647" "Concept" "ConceptBlock647" required response ConceptBlock647 { scene "scenes/TeenGirl/genericresponses37.vcd" then namvet ConceptBlock648 foo:0 -2.34 // Game over man! Game over! } rule ConceptBlock647 { criteria ConceptBlock647 isTEENGIRL response ConceptBlock647 } criterion "ConceptBlock648" "Concept" "ConceptBlock648" required response ConceptBlock648 { scene "scenes/NamVet/uncertain01.vcd" then teengirl ConceptBlock649 foo:0 -0.7 // What the hell was that? } rule ConceptBlock648 { criteria ConceptBlock648 isNAMVET response ConceptBlock648 } criterion "ConceptBlock649" "Concept" "ConceptBlock649" required response ConceptBlock649 { scene "scenes/TeenGirl/laughter20.vcd" then manager ConceptBlock650 foo:0 -0.15 // } rule ConceptBlock649 { criteria ConceptBlock649 isTEENGIRL response ConceptBlock649 } criterion "ConceptBlock650" "Concept" "ConceptBlock650" required response ConceptBlock650 { scene "scenes/Manager/laughter01.vcd" // } rule ConceptBlock650 { criteria ConceptBlock650 isMANAGER response ConceptBlock650 } //-------------------------------------------------------------------------------------------------------------- //Humming //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock651 { scene "scenes/Biker/nervoushumming01.vcd" then namvet ConceptBlock653 foo:0 -5.4 // [Not-So-Nervous Humming] } rule ConceptBlock651 { criteria ConceptBlock606 IsBiker IsBikerAlive IsNamVetAlive response ConceptBlock651 } criterion "ConceptBlock652" "Concept" "ConceptBlock652" required response ConceptBlock652 { scene "scenes/Manager/nervouswhislte01.vcd" then teengirl ConceptBlock654 foo:0 0.6 // [Nervous Whistle] } rule ConceptBlock652 { criteria ConceptBlock652 isMANAGER response ConceptBlock652 } criterion "ConceptBlock653" "Concept" "ConceptBlock653" required response ConceptBlock653 { scene "scenes/NamVet/nervoushumming01.vcd" then manager ConceptBlock652 foo:0 -3.2 // [Nervous Humming] } rule ConceptBlock653 { criteria ConceptBlock653 isNAMVET response ConceptBlock653 } criterion "ConceptBlock654" "Concept" "ConceptBlock654" required response ConceptBlock654 { scene "scenes/TeenGirl/worldhospital0401.vcd" // So um... yeah. } rule ConceptBlock654 { criteria ConceptBlock654 isTEENGIRL response ConceptBlock654 } //-------------------------------------------------------------------------------------------------------------- //WE ARE UNSTOPPABLE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock655 { scene "scenes/TeenGirl/generic03.vcd" then manager ConceptBlock656 foo:0 -2.983 // Things like this never end well } rule ConceptBlock655 { criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsManagerAlive response ConceptBlock655 } criterion "ConceptBlock656" "Concept" "ConceptBlock656" required response ConceptBlock656 { scene "scenes/Manager/zombiegenericshort10.vcd" then teengirl ConceptBlock657 foo:0 -2.571 // Come on, cheer up! We're almost through! } rule ConceptBlock656 { criteria ConceptBlock656 isMANAGER response ConceptBlock656 } criterion "ConceptBlock657" "Concept" "ConceptBlock657" required response ConceptBlock657 { scene "scenes/TeenGirl/namelouis10.vcd" then manager ConceptBlock658 foo:0 -1.218 // Louis (quiet) } rule ConceptBlock657 { criteria ConceptBlock657 isTEENGIRL response ConceptBlock657 } criterion "ConceptBlock658" "Concept" "ConceptBlock658" required response ConceptBlock658 { scene "scenes/Manager/hurrah11.vcd" then manager ConceptBlock659 foo:0 -1.708 // We are unstoppable. } rule ConceptBlock658 { criteria ConceptBlock658 isMANAGER response ConceptBlock658 } criterion "ConceptBlock659" "Concept" "ConceptBlock659" required response ConceptBlock659 { scene "scenes/Manager/hurrah12.vcd" then teengirl ConceptBlock662 foo:0 -2.989 // That's right, we should call ourselves the unstoppables } rule ConceptBlock659 { criteria ConceptBlock659 isMANAGER response ConceptBlock659 } criterion "ConceptBlock660" "Concept" "ConceptBlock660" required response ConceptBlock660 { scene "scenes/Manager/hurrah10.vcd" then TeenGirl ConceptBlock661 foo:0 -3.9 // Nothing can stop us, do you hear me? Nothing can stop us! } rule ConceptBlock660 { criteria ConceptBlock660 isMANAGER response ConceptBlock660 } criterion "ConceptBlock661" "Concept" "ConceptBlock661" required response ConceptBlock661 { scene "scenes/TeenGirl/laughter11.vcd" then namvet ConceptBlock663 foo:0 -0.4 // } rule ConceptBlock661 { criteria ConceptBlock661 isTEENGIRL response ConceptBlock661 } criterion "ConceptBlock662" "Concept" "ConceptBlock662" required response ConceptBlock662 { scene "scenes/TeenGirl/positivenoise02.vcd" then manager ConceptBlock660 foo:0 -0.01 // [laugh] } rule ConceptBlock662 { criteria ConceptBlock662 isTEENGIRL response ConceptBlock662 } criterion "ConceptBlock663" "Concept" "ConceptBlock663" required response ConceptBlock663 { scene "scenes/NamVet/violenceawe06.vcd" // Whoa-ho-ho. } rule ConceptBlock663 { criteria ConceptBlock663 isNAMVET response ConceptBlock663 } //-------------------------------------------------------------------------------------------------------------- //CUB SCOUTS //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock664 { scene "scenes/Manager/zombiegenericlong11.vcd" then any elevatorShortLaugh foo:0 -5.43 // Any of you guys in the Cub Scouts? Surprisingly ineffective at preparin' you for some shit like this. } rule ConceptBlock664 { criteria ConceptBlock606 IsManager IsManagerAlive IsNotAlone response ConceptBlock664 } //-------------------------------------------------------------------------------------------------------------- //Bridge is ready to cross in smalltown02 mini-finale //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock665" "Concept" "BridgeReadyToCross" required response ConceptBlock665 { scene "scenes/npcs/orator_blank.vcd" then any BridgeCrossAlert foo:0 0.05 // [BLANK] } rule ConceptBlock665 { criteria ConceptBlock665 response ConceptBlock665 } //-------------------------------------------------------------------------------------------------------------- //Actual response to Bridge is ready to cross in smalltown02 mini-finale //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock666" "Concept" "BridgeCrossAlert" required response ConceptBlock666 { scene "scenes/TeenGirl/pathclear02.vcd" then any bridgegogogo foo:0 0.5 // We're good to go! Come on! } rule ConceptBlock666 { criteria ConceptBlock666 isTEENGIRL response ConceptBlock666 } //-------------------------------------------------------------------------------------------------------------- //Actual response to Bridge is ready to cross in smalltown02 mini-finale //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock666" "Concept" "BridgeCrossAlert" required response ConceptBlock667 { scene "scenes/Biker/pathclear02.vcd" then any bridgegogogo foo:0 0.5 // We're good to go! Come on! } rule ConceptBlock667 { criteria ConceptBlock666 isBIKER response ConceptBlock667 } //-------------------------------------------------------------------------------------------------------------- //Actual response to Bridge is ready to cross in smalltown02 mini-finale //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock666" "Concept" "BridgeCrossAlert" required response ConceptBlock668 { scene "scenes/NamVet/worldfarmhouse0414.vcd" then any bridgegogogo foo:0 0.5 // Cross the bridge! Go go go! } rule ConceptBlock668 { criteria ConceptBlock666 isNAMVET response ConceptBlock668 } criterion "ConceptBlock669" "Concept" "Bridgegogogo" required response ConceptBlock669 { scene "scenes/Manager/emphaticgo04.vcd" // GO! } rule ConceptBlock669 { criteria ConceptBlock669 isMANAGER response ConceptBlock669 } // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock669" "Concept" "Bridgegogogo" required response ConceptBlock670 { scene "scenes/Biker/emphaticgo03.vcd" // Go go go! } rule ConceptBlock670 { criteria ConceptBlock669 isBIKER response ConceptBlock670 } // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock669" "Concept" "Bridgegogogo" required response ConceptBlock671 { scene "scenes/NamVet/emphaticgo01.vcd" // go go go scene "scenes/NamVet/emphaticrun04.vcd" // HAUL ASS! } rule ConceptBlock671 { criteria ConceptBlock669 isNAMVET response ConceptBlock671 } //-------------------------------------------------------------------------------------------------------------- //Bridge is ready to cross in Farm03 mini-finale //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock665" "Concept" "BridgeReadyToCross" required response ConceptBlock672 { scene "scenes/npcs/orator_blank.vcd" then any BridgeCrossAlertFarm03 foo:0 0.05 // [BLANK] } rule ConceptBlock672 { criteria ConceptBlock665 IsFarm03 ApplyContext "Farm03BridgeDown:1:0" ApplyContextToWorld response ConceptBlock672 } //-------------------------------------------------------------------------------------------------------------- //Actual response to Bridge is ready to cross in smalltown02 mini-finale //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock673" "Concept" "BridgeCrossAlertFarm03" required response ConceptBlock673 { scene "scenes/TeenGirl/pathclear02.vcd" then any bridgegogogo foo:0 0.5 // We're good to go! Come on! } rule ConceptBlock673 { criteria ConceptBlock673 isTEENGIRL response ConceptBlock673 } //-------------------------------------------------------------------------------------------------------------- //Actual response to Bridge is ready to cross in smalltown02 mini-finale //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock673" "Concept" "BridgeCrossAlertFarm03" required response ConceptBlock674 { scene "scenes/Biker/pathclear02.vcd" then any bridgegogogo foo:0 0.5 // We're good to go! Come on! scene "scenes/Biker/worldfarmhouse0313.vcd" then any bridgegogogo foo:0 0.5 // We can get up there now! } rule ConceptBlock674 { criteria ConceptBlock673 isBIKER response ConceptBlock674 } //-------------------------------------------------------------------------------------------------------------- //TrainCarUnhooked Biker //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock675" "Concept" "TrainUnhooked" required response ConceptBlock675 { scene "scenes/npcs/orator_blank.vcd" then biker TrainUnhookedBiker foo:0 0.05 // [BLANK] } rule ConceptBlock675 { criteria ConceptBlock675 IsFarm03 PanicEventBiker ApplyContext "Farm03Unhooked:1:0,SaidFarm03_path06:1:0" ApplyContextToWorld response ConceptBlock675 } //-------------------------------------------------------------------------------------------------------------- //TrainCarUnhooked Biker //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock676" "Concept" "TrainUnhookedBiker" required response ConceptBlock676 { scene "scenes/Biker/worldfarmhouse0312.vcd" // Watch out for the train! } rule ConceptBlock676 { criteria ConceptBlock676 IsBiker response ConceptBlock676 } //-------------------------------------------------------------------------------------------------------------- //TrainCarUnhooked NamVet //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock675" "Concept" "TrainUnhooked" required response ConceptBlock677 { scene "scenes/npcs/orator_blank.vcd" then NamVet TrainUnhookedNamVet foo:0 0.05 // [BLANK] } rule ConceptBlock677 { criteria ConceptBlock675 IsFarm03 PanicEventNamVet ApplyContext "Farm03Unhooked:1:0,SaidFarm03_path06:1:0" ApplyContextToWorld response ConceptBlock677 } //-------------------------------------------------------------------------------------------------------------- //TrainCarUnhooked NamVet //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock678" "Concept" "TrainUnhookedNamVet" required response ConceptBlock678 { scene "scenes/NamVet/worldfarmhouse0311.vcd" // All Aboard! } rule ConceptBlock678 { criteria ConceptBlock678 IsNamVet response ConceptBlock678 } //-------------------------------------------------------------------------------------------------------------- //TrainCarUnhooked TeenGirl //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock675" "Concept" "TrainUnhooked" required response ConceptBlock679 { scene "scenes/npcs/orator_blank.vcd" then TeenGirl TrainUnhookedTeenGirl foo:0 0.05 // [BLANK] } rule ConceptBlock679 { criteria ConceptBlock675 IsFarm03 PanicEventTeenGirl ApplyContext "Farm03Unhooked:1:0,SaidFarm03_path06:1:0" ApplyContextToWorld response ConceptBlock679 } //-------------------------------------------------------------------------------------------------------------- //TrainCarUnhooked TeenGirl //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock680" "Concept" "TrainUnhookedTeenGirl" required response ConceptBlock680 { scene "scenes/TeenGirl/nicejob51.vcd" // Okay. } rule ConceptBlock680 { criteria ConceptBlock680 IsTeenGirl response ConceptBlock680 } //-------------------------------------------------------------------------------------------------------------- //TrainCarUnhooked Manager //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock675" "Concept" "TrainUnhooked" required response ConceptBlock681 { scene "scenes/npcs/orator_blank.vcd" then Manager TrainUnhookedManager foo:0 0.05 // [BLANK] } rule ConceptBlock681 { criteria ConceptBlock675 IsFarm03 PanicEventManager ApplyContext "Farm03Unhooked:1:0,SaidFarm03_path06:1:0" ApplyContextToWorld response ConceptBlock681 } //-------------------------------------------------------------------------------------------------------------- //TrainCarUnhooked Manager //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock682" "Concept" "TrainUnhookedManager" required response ConceptBlock682 { scene "scenes/Manager/lookout05.vcd" // Heads up! } rule ConceptBlock682 { criteria ConceptBlock682 IsManager response ConceptBlock682 } //-------------------------------------------------------------------------------------------------------------- //Plane Crash in Airport05_Runway //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock685" "Concept" "PlaneCrash" required response ConceptBlock685 { scene "scenes/npcs/orator_blank.vcd" then all PlaneCrashResponse foo:0 0.05 // [BLANK] } rule ConceptBlock685 { criteria ConceptBlock685 response ConceptBlock685 } //-------------------------------------------------------------------------------------------------------------- //Plane Crash in Airport05_Runway Biker response //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock686" "Concept" "PlaneCrashResponse" required response ConceptBlock686 { scene "scenes/Biker/violenceawe02.vcd" predelay ".5,2" // Jee-zus... scene "scenes/Biker/violenceawe03.vcd" predelay ".5,2" // Holy crap. scene "scenes/Biker/violenceawe04.vcd" predelay ".5,2" // Whoa. scene "scenes/Biker/violenceawe05.vcd" predelay ".5,2" // Holy shit... scene "scenes/Biker/violenceawe06.vcd" predelay ".5,2" // Did you see that? } rule ConceptBlock686 { criteria ConceptBlock686 isBIKER response ConceptBlock686 } //-------------------------------------------------------------------------------------------------------------- //Plane Crash in Airport05_Runway NamVet response //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock686" "Concept" "PlaneCrashResponse" required response ConceptBlock687 { scene "scenes/NamVet/violenceawe01.vcd" predelay ".5,2" // Jee-zus... scene "scenes/NamVet/violenceawe04.vcd" predelay ".5,2" // Holy shit... scene "scenes/NamVet/violenceawe07.vcd" predelay ".5,2" // Holy Mother of God... } rule ConceptBlock687 { criteria ConceptBlock686 isNAMVET response ConceptBlock687 } //-------------------------------------------------------------------------------------------------------------- //Plane Crash in Airport05_Runway Manager response //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock686" "Concept" "PlaneCrashResponse" required response ConceptBlock688 { scene "scenes/Manager/violenceawe01.vcd" predelay ".5,2" // Whoa! scene "scenes/Manager/violenceawe02.vcd" predelay ".5,2" // Jee-zus... scene "scenes/Manager/violenceawe05.vcd" predelay ".5,2" // Holy shit... scene "scenes/Manager/violenceawe10.vcd" predelay ".5,2" // Holy shit... scene "scenes/Manager/violenceawe08.vcd" predelay ".5,2" // Jee-zus... } rule ConceptBlock688 { criteria ConceptBlock686 isMANAGER response ConceptBlock688 } //-------------------------------------------------------------------------------------------------------------- //Plane Crash in Airport05_Runway TeenGirl response //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock686" "Concept" "PlaneCrashResponse" required response ConceptBlock689 { scene "scenes/TeenGirl/violenceawe02.vcd" predelay ".5,2" // Jee-zus... scene "scenes/TeenGirl/violenceawe03.vcd" predelay ".5,2" // Holy crap. scene "scenes/TeenGirl/violenceawe01.vcd" predelay ".5,2" // Wha-hoa! scene "scenes/TeenGirl/violenceawe05.vcd" predelay ".5,2" // Holy shit... scene "scenes/TeenGirl/violenceawe06.vcd" predelay ".5,2" // Did you see that? scene "scenes/TeenGirl/violenceawe11.vcd" predelay ".5,2" // Whoa. scene "scenes/TeenGirl/violenceawe12.vcd" predelay ".5,2" // Jee-zus... scene "scenes/TeenGirl/violenceawe13.vcd" predelay ".5,2" // Holy crap. scene "scenes/TeenGirl/violenceawe15.vcd" predelay ".5,2" // Holy shit... scene "scenes/TeenGirl/violenceawe16.vcd" predelay ".5,2" // Did you see that? } rule ConceptBlock689 { criteria ConceptBlock686 isTEENGIRL response ConceptBlock689 } //-------------------------------------------------------------------------------------------------------------- //BIKER Not giving in to vampires //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock695 { scene "scenes/Biker/goingtodielight11.vcd" then namvet ConceptBlock696 foo:0 -3.7 // I ain't gonna let these goddamn vampires beat me. } rule ConceptBlock695 { criteria ConceptBlock606 IsBiker IsBikerAlive IsNamVetAlive response ConceptBlock695 } criterion "ConceptBlock696" "Concept" "ConceptBlock696" required response ConceptBlock696 { scene "scenes/NamVet/generic39.vcd" then biker ConceptBlock697 foo:0 -1.3 // They're zombies, Francis. } rule ConceptBlock696 { criteria ConceptBlock696 isNAMVET response ConceptBlock696 } criterion "ConceptBlock697" "Concept" "ConceptBlock697" required response ConceptBlock697 { scene "scenes/Biker/vampires10.vcd" // *What*ever. } rule ConceptBlock697 { criteria ConceptBlock697 isBIKER response ConceptBlock697 } //-------------------------------------------------------------------------------------------------------------- //BIKER Not giving in to vampires //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock698 { scene "scenes/Biker/doubledeathresponse01.vcd" then any ResponseWeCanStill foo:0 -3.984 // Two left. Allright. We can still do this. scene "scenes/Biker/doubledeathresponse02.vcd" then any ResponseTwoLeftShit foo:0 -2.182 // Just two of us left. Shit. scene "scenes/Biker/doubledeathresponse03.vcd" then any ResponseTougherFriends foo:0 -2.551 // You and me gotta find some tougher friends. } rule ConceptBlock698 { criteria ConceptBlock606 IsBiker IsBikerAlive IsWithOne IsWithOne response ConceptBlock698 } criterion "ConceptBlock699" "Concept" "ResponseTougherFriends" required response ConceptBlock699 { scene "scenes/Manager/genericresponses16.vcd" // Hell yes. scene "scenes/Manager/genericresponses32.vcd" // You're damn right. scene "scenes/Manager/yes01.vcd" // Allright. scene "scenes/Manager/yes02.vcd" // Yeah. } rule ConceptBlock699 { criteria ConceptBlock699 IsManager IsManagerALive response ConceptBlock699 } // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock699" "Concept" "ResponseTougherFriends" required response ConceptBlock700 { scene "scenes/NamVet/genericresponses06.vcd" // I'll say. scene "scenes/NamVet/yes03.vcd" // Yeah. } rule ConceptBlock700 { criteria ConceptBlock699 IsNamVet IsNamVetAlive response ConceptBlock700 } // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock699" "Concept" "ResponseTougherFriends" required response ConceptBlock701 { scene "scenes/TeenGirl/yes17.vcd" // Yep } rule ConceptBlock701 { criteria ConceptBlock699 IsTeenGirl IsTeenGirlAlive response ConceptBlock701 } criterion "ConceptBlock702" "Concept" "ResponseTwoLeftShit" required response ConceptBlock702 { scene "scenes/Manager/swears05.vcd" // Shit. } rule ConceptBlock702 { criteria ConceptBlock702 IsManager IsManagerALive response ConceptBlock702 } // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock702" "Concept" "ResponseTwoLeftShit" required response ConceptBlock703 { scene "scenes/NamVet/reactiondisgusted04.vcd" // Oh shit. } rule ConceptBlock703 { criteria ConceptBlock702 IsNamVet IsNamVetAlive response ConceptBlock703 } // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock702" "Concept" "ResponseTwoLeftShit" required response ConceptBlock704 { scene "scenes/TeenGirl/swear14.vcd" // Shit. } rule ConceptBlock704 { criteria ConceptBlock702 IsTeenGirl IsTeenGirlAlive response ConceptBlock704 } criterion "ConceptBlock705" "Concept" "ResponseWeCanStill" required response ConceptBlock705 { scene "scenes/Manager/genericresponses40.vcd" // Hell yeah. scene "scenes/Manager/genericresponses16.vcd" // Hell yes. scene "scenes/Manager/genericresponses32.vcd" // You're damn right. } rule ConceptBlock705 { criteria ConceptBlock705 IsManager IsManagerALive response ConceptBlock705 } // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock705" "Concept" "ResponseWeCanStill" required response ConceptBlock706 { scene "scenes/TeenGirl/taunt21.vcd" // YESSS! scene "scenes/TeenGirl/reactionnegativespecial11.vcd" // Great. scene "scenes/TeenGirl/yes17.vcd" // Yep } rule ConceptBlock706 { criteria ConceptBlock705 IsTeenGirl IsTeenGirlAlive response ConceptBlock706 } // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock705" "Concept" "ResponseWeCanStill" required response ConceptBlock707 { scene "scenes/NamVet/generic32.vcd" // Damn straight. scene "scenes/NamVet/youarewelcome10.vcd" // Yeah, yeah, yeah. scene "scenes/NamVet/youarewelcome14.vcd" // Yeah, okay, it don't mean we're married now } rule ConceptBlock707 { criteria ConceptBlock705 IsNamVet IsNamVetAlive response ConceptBlock707 } //-------------------------------------------------------------------------------------------------------------- //BIKER I don't hate vests //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock708 { scene "scenes/Biker/worldhospital0409.vcd" then self ConceptBlock709 foo:0 2.0 // I hate elevators. } rule ConceptBlock708 { criteria ConceptBlock606 IsBiker IsBikerAlive IsNamVetAlive response ConceptBlock708 } criterion "ConceptBlock709" "Concept" "ConceptBlock709" required response ConceptBlock709 { scene "scenes/Biker/worldhospital0501.vcd" then self ConceptBlock710 foo:0 2.0 // I hate helicopters. } rule ConceptBlock709 { criteria ConceptBlock709 isBIKER response ConceptBlock709 } criterion "ConceptBlock710" "Concept" "ConceptBlock710" required response ConceptBlock710 { scene "scenes/Biker/worldhospital0404.vcd" then NamVet ConceptBlock711 foo:0 -4.64 // I hate hospitals. And doctors and lawyers and cops... } rule ConceptBlock710 { criteria ConceptBlock710 isBIKER response ConceptBlock710 } criterion "ConceptBlock711" "Concept" "ConceptBlock711" required response ConceptBlock711 { scene "scenes/NamVet/generic03.vcd" then Biker ConceptBlock712 foo:0 -2.721 // Francis, is there anything you don't hate? } rule ConceptBlock711 { criteria ConceptBlock711 isNAMVET response ConceptBlock711 } criterion "ConceptBlock712" "Concept" "ConceptBlock712" required response ConceptBlock712 { scene "scenes/Biker/worldsmalltown0513.vcd" // You know what I don't hate? I don't hate vests. } rule ConceptBlock712 { criteria ConceptBlock712 isBIKER response ConceptBlock712 } //-------------------------------------------------------------------------------------------------------------- //BIKER Singing //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock713 { scene "scenes/Biker/nervoushumming01.vcd" // [Not-So-Nervous Humming] } rule ConceptBlock713 { criteria ConceptBlock606 IsBiker IsBikerAlive IsAlone response ConceptBlock713 } //-------------------------------------------------------------------------------------------------------------- //NAMVET humming //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock714 { scene "scenes/NamVet/nervoushumming01.vcd" then self ConceptBlock715 foo:0 -10.484 // [Nervous Humming] } rule ConceptBlock714 { criteria ConceptBlock606 IsNamVet IsNamVetAlive IsAlone response ConceptBlock714 } criterion "ConceptBlock715" "Concept" "ConceptBlock715" required response ConceptBlock715 { scene "scenes/NamVet/reactionpositive05.vcd" // [chuckles and giggles] } rule ConceptBlock715 { criteria ConceptBlock715 isNAMVET response ConceptBlock715 } //-------------------------------------------------------------------------------------------------------------- //NAMVET humming //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock716 { scene "scenes/Manager/nervouswhislte01.vcd" then self ConceptBlock717 foo:0 3.0 // [Nervous Whistle] } rule ConceptBlock716 { criteria ConceptBlock606 IsManager IsManagerAlive IsAlone response ConceptBlock716 } criterion "ConceptBlock717" "Concept" "ConceptBlock717" required response ConceptBlock717 { scene "scenes/Manager/hurrah16.vcd" // I am bad, yes I am bad, YES I AM! WOO! } rule ConceptBlock717 { criteria ConceptBlock717 isMANAGER response ConceptBlock717 } criterion "ConceptBlock718" "Concept" "ConceptBlock718" required response ConceptBlock718 { } rule ConceptBlock718 { criteria ConceptBlock718 response ConceptBlock718 } //-------------------------------------------------------------------------------------------------------------- //NAMVET humming //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock719 { scene "scenes/TeenGirl/nervouswhislte05.vcd" // [Nervous Whistle] } rule ConceptBlock719 { criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsAlone response ConceptBlock719 } //-------------------------------------------------------------------------------------------------------------- //MANAGER Francis to read //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required response ConceptBlock720 { scene "scenes/Manager/zombiegenericlong15.vcd" then biker ConceptBlock721 foo:0 -8.2 // When things go back to normal, Zoe, Bill-I'm giving you both jobs. Francis, I'm gonna teach your ass how to read. } rule ConceptBlock720 { criteria ConceptBlock606 IsManager IsManagerAlive IsAllAlive response ConceptBlock720 } criterion "ConceptBlock721" "Concept" "ConceptBlock721" required response ConceptBlock721 { scene "scenes/Biker/genericresponses12.vcd" // [laughing] Go to hell. } rule ConceptBlock721 { criteria ConceptBlock721 isBIKER response ConceptBlock721 } //-------------------------------------------------------------------------------------------------------------- // FARM FINALE //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- //Farm radio attract loop //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock575" "Concept" "farm_radio_broadcast" required response ConceptBlock575 { scene "scenes/npcs/soldier_radioinitialbroadcast06.vcd" then self farm_radio_broadcast foo:0 7 // This is an emergency broadcast from the US Military. Please respond. scene "scenes/npcs/soldier_radioinitialbroadcast01.vcd" then self farm_radio_broadcast foo:0 7 // This is an emergency broadcast from the American Safety Zone. Please respond. } rule ConceptBlock575 { criteria ConceptBlock575 FarmPhase1 response ConceptBlock575 } //-------------------------------------------------------------------------------------------------------------- //Biker Presses farm radio button //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock576" "Concept" "farm_radio_button1" required response ConceptBlock576 { scene "scenes/npcs/soldier_blank.vcd" then biker ConceptBlock577 foo:0 .05 // [BLANK] } rule ConceptBlock576 { criteria ConceptBlock576 FarmPhase2 PanicEventBiker ApplyContext "FarmPhase1:1:5000" ApplyContextToWorld response ConceptBlock576 } criterion "ConceptBlock577" "Concept" "ConceptBlock577" required response ConceptBlock577 { scene "scenes/Biker/worldfarmhousenpc01.vcd" then orator_farm_radio ConceptBlock582 foo:0 -1.493 // Uh, hello? } rule ConceptBlock577 { criteria ConceptBlock577 isBIKER response ConceptBlock577 } //-------------------------------------------------------------------------------------------------------------- //NamVet Presses farm radio button //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock576" "Concept" "farm_radio_button1" required response ConceptBlock578 { scene "scenes/npcs/soldier_blank.vcd" then NamVet ConceptBlock579 foo:0 .05 // [BLANK] } rule ConceptBlock578 { criteria ConceptBlock576 FarmPhase2 PanicEventNamVet ApplyContext "FarmPhase1:1:5000" ApplyContextToWorld response ConceptBlock578 } criterion "ConceptBlock579" "Concept" "ConceptBlock579" required response ConceptBlock579 { scene "scenes/NamVet/worldfarmhousenpc02.vcd" then orator_farm_radio ConceptBlock582 foo:0 -0.720 // Hello? } rule ConceptBlock579 { criteria ConceptBlock579 isNAMVET response ConceptBlock579 } //-------------------------------------------------------------------------------------------------------------- //Manager Presses farm radio button //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock576" "Concept" "farm_radio_button1" required response ConceptBlock580 { scene "scenes/npcs/soldier_blank.vcd" then Manager ConceptBlock581 foo:0 .05 // [BLANK] } rule ConceptBlock580 { criteria ConceptBlock576 FarmPhase2 PanicEventManager ApplyContext "FarmPhase1:1:5000" ApplyContextToWorld response ConceptBlock580 } criterion "ConceptBlock581" "Concept" "ConceptBlock581" required response ConceptBlock581 { scene "scenes/Manager/worldfarmhousenpc01.vcd" then orator_farm_radio ConceptBlock582 foo:0 -0.992 // Hello? } rule ConceptBlock581 { criteria ConceptBlock581 isMANAGER response ConceptBlock581 } criterion "ConceptBlock582" "Concept" "ConceptBlock582" required response ConceptBlock582 { scene "scenes/npcs/soldier_radiobutton101.vcd" then self ConceptBlock583 foo:0 .5 // Holy shit. Captain, someone actually responded! scene "scenes/npcs/soldier_radiobutton108.vcd" then self ConceptBlock583 foo:0 .5 // I do not believe it. Captain, somebody's survived out there! scene "scenes/npcs/soldier_radiobutton109.vcd" then self ConceptBlock583 foo:0 .5 // Jesus Christ. Captain, we got somebody alive out there! } rule ConceptBlock582 { criteria ConceptBlock582 response ConceptBlock582 } criterion "ConceptBlock583" "Concept" "ConceptBlock583" required response ConceptBlock583 { scene "scenes/npcs/soldier_radiobutton113.vcd" then self ConceptBlock586 foo:0 15 // We read you loud and clear, survivors! We are prepping an extraction team. Prepare yourselves and radio back when you're ready. } rule ConceptBlock583 { criteria ConceptBlock583 response ConceptBlock583 } //-------------------------------------------------------------------------------------------------------------- //TeenGirl Presses farm radio button //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock576" "Concept" "farm_radio_button1" required response ConceptBlock584 { scene "scenes/npcs/soldier_blank.vcd" then TeenGirl ConceptBlock585 foo:0 .05 // [BLANK] } rule ConceptBlock584 { criteria ConceptBlock576 FarmPhase2 PanicEventTeenGirl ApplyContext "FarmPhase1:1:5000" ApplyContextToWorld response ConceptBlock584 } criterion "ConceptBlock585" "Concept" "ConceptBlock585" required response ConceptBlock585 { scene "scenes/TeenGirl/scenariojoin12.vcd" then orator_farm_radio ConceptBlock582 foo:0 -0.636 // Hello! } rule ConceptBlock585 { criteria ConceptBlock585 isTEENGIRL response ConceptBlock585 } //-------------------------------------------------------------------------------------------------------------- //Post-Button1 buttno 2 nag loop //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock586" "Concept" "ConceptBlock586" required response ConceptBlock586 { scene "scenes/npcs/soldier_radionag01.vcd" then self ConceptBlock586 foo:0 10 // Please advise when ready! scene "scenes/npcs/soldier_radionag02.vcd" then self ConceptBlock586 foo:0 10 // Please advise when ready. scene "scenes/npcs/soldier_radiobutton202.vcd" then self ConceptBlock586 foo:0 10 // We are prepped and good to go. Advise when ready! } rule ConceptBlock586 { criteria ConceptBlock586 FarmPhase2 response ConceptBlock586 } //-------------------------------------------------------------------------------------------------------------- //Biker Presses farm radio button second time //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock587" "Concept" "farm_radio_button2" required response ConceptBlock587 { scene "scenes/npcs/soldier_blank.vcd" then biker ConceptBlock588 foo:0 .05 // [BLANK] } rule ConceptBlock587 { criteria ConceptBlock587 PanicEventBiker ApplyContext "FarmPhase2:1:5000,SaidRadioTriggered:1:500" ApplyContextToWorld response ConceptBlock587 } criterion "ConceptBlock588" "Concept" "ConceptBlock588" required response ConceptBlock588 { scene "scenes/Biker/worldfarmhousenpc04.vcd" then orator_farm_radio ConceptBlock589 foo:0 -0.903 // We're ready! scene "scenes/Biker/worldfarmhousenpc05.vcd" then orator_farm_radio ConceptBlock589 foo:0 -0.950 // We're all set! scene "scenes/Biker/worldfarmhousenpc06.vcd" then orator_farm_radio ConceptBlock589 foo:0 -1.013 // Come get us! scene "scenes/Biker/worldfarmhousenpc03.vcd" then orator_farm_radio ConceptBlock589 foo:0 -1.408 // Rodger dodger. } rule ConceptBlock588 { criteria ConceptBlock588 isBIKER ApplyContext "FarmPhase2:1:5000" ApplyContextToWorld response ConceptBlock588 } criterion "ConceptBlock589" "Concept" "ConceptBlock589" required response ConceptBlock589 { scene "scenes/npcs/soldier_radiobutton201.vcd" // Read you loud and clear! Get ready, we're on our way! scene "scenes/npcs/soldier_radiobutton206.vcd" // Roger that, survivors. We are on our way. scene "scenes/npcs/soldier_radiobutton207.vcd" // Roger, survivors, we are go. ETA in ten minutes. scene "scenes/npcs/soldier_radiobutton208.vcd" // That is a go, survivors. Be advised it will take us ten minutes to reach you. scene "scenes/npcs/soldier_radiobutton209.vcd" // Copy that, survivors. It'll take us a good ten minutes to reach you. Dig in and hold on, you got me? scene "scenes/npcs/soldier_radiobutton210.vcd" // Copy that, survivors. We're coming for you! Hang on! } rule ConceptBlock589 { criteria ConceptBlock589 response ConceptBlock589 } //-------------------------------------------------------------------------------------------------------------- //Anyone presses farm radio button second time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock587" "Concept" "farm_radio_button2" required response ConceptBlock590 { scene "scenes/npcs/soldier_radiobutton201.vcd" // Read you loud and clear! Get ready, we're on our way! scene "scenes/npcs/soldier_radiobutton205.vcd" // We read you just fine. We're on our way. scene "scenes/npcs/soldier_radiobutton206.vcd" // Roger that, survivors. We are on our way. scene "scenes/npcs/soldier_radiobutton207.vcd" // Roger, survivors, we are go. ETA in ten minutes. scene "scenes/npcs/soldier_radiobutton208.vcd" // That is a go, survivors. Be advised it will take us ten minutes to reach you. scene "scenes/npcs/soldier_radiobutton209.vcd" // Copy that, survivors. It'll take us a good ten minutes to reach you. Dig in and hold on, you got me? scene "scenes/npcs/soldier_radiobutton210.vcd" // Copy that, survivors. We're coming for you! Hang on! } rule ConceptBlock590 { criteria ConceptBlock587 ApplyContext "FarmPhase2:1:5000" ApplyContextToWorld response ConceptBlock590 } //-------------------------------------------------------------------------------------------------------------- //NamVet Presses farm radio button second time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock587" "Concept" "farm_radio_button2" required response ConceptBlock591 { scene "scenes/npcs/soldier_blank.vcd" then NamVet ConceptBlock592 foo:0 .05 // [BLANK] } rule ConceptBlock591 { criteria ConceptBlock587 PanicEventNamVet ApplyContext "FarmPhase2:1:5000,SaidRadioTriggered:1:500" ApplyContextToWorld response ConceptBlock591 } criterion "ConceptBlock592" "Concept" "ConceptBlock592" required response ConceptBlock592 { scene "scenes/NamVet/worldfarmhousenpc05.vcd" then orator_farm_radio ConceptBlock589 foo:0 -1.440 // We're ready, soldier. scene "scenes/NamVet/worldfarmhousenpc07.vcd" then orator_farm_radio ConceptBlock589 foo:0 -1.680 // We're good to go, son. } rule ConceptBlock592 { criteria ConceptBlock592 isNAMVET response ConceptBlock592 } //-------------------------------------------------------------------------------------------------------------- //Manager Presses farm radio button second time //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock587" "Concept" "farm_radio_button2" required response ConceptBlock593 { scene "scenes/npcs/soldier_blank.vcd" then Manager ConceptBlock594 foo:0 .05 // [BLANK] } rule ConceptBlock593 { criteria ConceptBlock587 PanicEventManager ApplyContext "FarmPhase2:1:5000,SaidRadioTriggered:1:500" ApplyContextToWorld response ConceptBlock593 } criterion "ConceptBlock594" "Concept" "ConceptBlock594" required response ConceptBlock594 { scene "scenes/Manager/worldfarmhousenpc05.vcd" then orator_farm_radio ConceptBlock589 foo:0 -2.997 // We're set to go, sir! Any time you're ready. scene "scenes/Manager/worldfarmhousenpc07.vcd" then orator_farm_radio ConceptBlock589 foo:0 -2.178 // Man, we're good to go whenever you are. } rule ConceptBlock594 { criteria ConceptBlock594 isMANAGER response ConceptBlock594 } //-------------------------------------------------------------------------------------------------------------- //Biker Presses farm radio button [COP GAMBIT] //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock576" "Concept" "farm_radio_button1" required response ConceptBlock595 { scene "scenes/npcs/soldier_blank.vcd" then biker ConceptBlock596 foo:0 .05 // [BLANK] } rule ConceptBlock595 { criteria ConceptBlock576 FarmPhase2 PanicEventBiker ChanceToFire10Percent ApplyContext "FarmPhase1:1:5000" ApplyContextToWorld response ConceptBlock595 } criterion "ConceptBlock596" "Concept" "ConceptBlock596" required response ConceptBlock596 { scene "scenes/Biker/worldfarmhousenpc02.vcd" then orator_farm_radio ConceptBlock597 foo:0 -5.902 // Attention Army: This is the cops. } rule ConceptBlock596 { criteria ConceptBlock596 isBIKER response ConceptBlock596 } criterion "ConceptBlock597" "Concept" "ConceptBlock597" required response ConceptBlock597 { scene "scenes/npcs/soldier_radiobutton110.vcd" then self ConceptBlock598 foo:0 .8 // Jesus Christ. Captain, we got survivors. They say they're cops! } rule ConceptBlock597 { criteria ConceptBlock597 response ConceptBlock597 } criterion "ConceptBlock598" "Concept" "ConceptBlock598" required response ConceptBlock598 { scene "scenes/npcs/soldier_radiobutton105.vcd" then self ConceptBlock586 foo:0 15 // We'll come get you! Convoy's gonna stir up the infected, though. Prepare yourselves and advise when ready, over. } rule ConceptBlock598 { criteria ConceptBlock598 response ConceptBlock598 } //-------------------------------------------------------------------------------------------------------------- // PLANE FINALE //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- //Plane initiate attract loop //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock564" "Concept" "plane_radio_broadcast" required response ConceptBlock564 { scene "scenes/npcs/planepilot_radioinitialbroadcast06.vcd" then self ConceptBlock565 foo:0 12 // Hey! You there! Y'all wanna get me fueled up? } rule ConceptBlock564 { criteria ConceptBlock564 PlaneLoop1 response ConceptBlock564 } //-------------------------------------------------------------------------------------------------------------- //Plane attract loop //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock565" "Concept" "ConceptBlock565" required response ConceptBlock565 { scene "scenes/npcs/planepilot_radioinitialbroadcast06.vcd" then self ConceptBlock565 foo:0 12 // Hey! You there! Y'all wanna get me fueled up? scene "scenes/npcs/planepilot_radioinitialbroadcast07.vcd" then self ConceptBlock565 foo:0 12 // Hey there! Don't suppose y'all wanna gas me up? scene "scenes/npcs/planepilot_radioinitialbroadcast09.vcd" then self ConceptBlock565 foo:0 12 // Hey! You there! Gas me up, I'll getcha outta here! scene "scenes/npcs/planepilot_radioinitialbroadcast10.vcd" then self ConceptBlock565 foo:0 12 // I get fuelled up, I can git goin here! Come on, you folks with me? scene "scenes/npcs/planepilot_radioinitialbroadcast18.vcd" then self ConceptBlock565 foo:0 12 // You! Yes you! Come talk to me on the radio! } rule ConceptBlock565 { criteria ConceptBlock565 PlaneLoop1 response ConceptBlock565 } //-------------------------------------------------------------------------------------------------------------- //Survivor presses radio button //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock566" "Concept" "plane_radio_button1" required response ConceptBlock566 { scene "scenes/npcs/planepilot_radiobutton105.vcd" then self ConceptBlock567 foo:0 .2 // Alright! Gas me up, and we can fly out of here! } rule ConceptBlock566 { criteria ConceptBlock566 PlaneLoop2 ApplyContext "PlaneLoop1:1:1000" ApplyContextToWorld response ConceptBlock566 } criterion "ConceptBlock567" "Concept" "ConceptBlock567" required response ConceptBlock567 { scene "scenes/npcs/planepilot_radiobutton104.vcd" then self ConceptBlock568 foo:0 15 // The pump's gonna make a real racket. So you make sure you're ready for a fight before you start 'er up. } rule ConceptBlock567 { criteria ConceptBlock567 PlaneLoop2 response ConceptBlock567 } //-------------------------------------------------------------------------------------------------------------- //Button press 2 nag //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock568" "Concept" "ConceptBlock568" required response ConceptBlock568 { scene "scenes/npcs/planepilot_radionag04.vcd" then self ConceptBlock568 foo:0 20 // Hit the fuel button and let's get outta here! } rule ConceptBlock568 { criteria ConceptBlock568 PlaneLoop2 response ConceptBlock568 } //-------------------------------------------------------------------------------------------------------------- //Survivor starts gas pump //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock569" "Concept" "plane_radio_button2" required response ConceptBlock569 { scene "scenes/npcs/planepilot_radiobutton203.vcd" then self ConceptBlock570 foo:0 .05 // That did it! I can hear the truck pumpin'! } rule ConceptBlock569 { criteria ConceptBlock569 ApplyContext "PlaneLoop2:1:1000" ApplyContextToWorld response ConceptBlock569 } criterion "ConceptBlock570" "Concept" "ConceptBlock570" required response ConceptBlock570 { scene "scenes/npcs/planepilot_radiobutton205.vcd" // Hold 'em off for me while I fuel up! } rule ConceptBlock570 { criteria ConceptBlock570 response ConceptBlock570 } //-------------------------------------------------------------------------------------------------------------- //Plane's fueled and ready to fly! //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock571" "Concept" "plane_radio_ready" required response ConceptBlock571 { scene "scenes/npcs/planepilot_radioarrived01.vcd" // Alright, we're fueled up! Get in! } rule ConceptBlock571 { criteria ConceptBlock571 response ConceptBlock571 } //-------------------------------------------------------------------------------------------------------------- //Plane's fueled and ready to fly! //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock572" "Concept" "ConceptBlock572" required response ConceptBlock572 { scene "scenes/npcs/planepilot_radioarrived10.vcd" then self ConceptBlock572 foo:0 4 // What're you waitin' for, your row to be called? Get in! } rule ConceptBlock572 { criteria ConceptBlock572 PlaneLoop3 response ConceptBlock572 } //-------------------------------------------------------------------------------------------------------------- //Plane In Transit nag 1 //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required response ConceptBlock690 { scene "scenes/npcs/planepilot_radiointransit01.vcd" // Gas tank's a quarter full! Sorry, guys, still a ways yet! } rule ConceptBlock690 { criteria ConceptBlock690 PlaneIntransit1 ApplyContext "PlaneInTransit:1:0" ApplyContextToWorld response ConceptBlock690 } //-------------------------------------------------------------------------------------------------------------- //Plane In Transit nag 2 //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required response ConceptBlock691 { scene "scenes/npcs/planepilot_radiointransit02.vcd" // Fuel gauge at halfway, folks! Hang in there! } rule ConceptBlock691 { criteria ConceptBlock690 PlaneIntransit2 ApplyContext "PlaneInTransit:2:0" ApplyContextToWorld response ConceptBlock691 } //-------------------------------------------------------------------------------------------------------------- //Plane In Transit nag 3 //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required response ConceptBlock692 { scene "scenes/npcs/planepilot_radiointransit03.vcd" // Fuel gauge at three-quarters, people! Almost there! } rule ConceptBlock692 { criteria ConceptBlock690 PlaneIntransit3 ApplyContext "PlaneInTransit:3:0" ApplyContextToWorld response ConceptBlock692 } //-------------------------------------------------------------------------------------------------------------- //Plane In Transit nag 4 //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required response ConceptBlock693 { scene "scenes/npcs/planepilot_radiocombatcolor28.vcd" // More comin'. Look alive. scene "scenes/npcs/planepilot_radiocombatcolor29.vcd" // Look out! More on the way! scene "scenes/npcs/planepilot_radiocombatcolor08.vcd" // You're doing great! } rule ConceptBlock693 { criteria ConceptBlock690 PlaneIntransit4 ApplyContext "PlaneInTransit:4:0" ApplyContextToWorld response ConceptBlock693 } //-------------------------------------------------------------------------------------------------------------- //Plane In Transit nag 5 //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required response ConceptBlock694 { scene "scenes/npcs/planepilot_radiointransit04.vcd" // Fuel gauge near the top! We are just about good to go! scene "scenes/npcs/planepilot_radiointransit05.vcd" // Gas tank's almost full! We are just about good to go! } rule ConceptBlock694 { criteria ConceptBlock690 PlaneIntransit5 ApplyContext "PlaneInTransit:5:0" ApplyContextToWorld response ConceptBlock694 } //-------------------------------------------------------------------------------------------------------------- // ZREV FINALE //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- //Biker*ConceptPlayerReviveFriend //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptPlayerReviveFriend" "Concept" "*ConceptPlayerReviveFriend" required response ConceptBlock950 { scene "scenes/Biker/revivefrienda01.vcd" then subject GettingRevived foo:0 -0.977 // You okay? scene "scenes/Biker/revivefrienda02.vcd" then subject GettingRevived foo:0 -0.864 // How d'ya feel? scene "scenes/Biker/revivefrienda03.vcd" then subject GettingRevived foo:0 -0.849 // Can you make it? scene "scenes/Biker/revivefrienda04.vcd" then subject GettingRevived foo:0 -1.056 // You gonna make it? scene "scenes/Biker/revivefrienda05.vcd" then subject GettingRevived foo:0 -0.992 // How bad are you? scene "scenes/Biker/revivefrienda07.vcd" then subject GettingRevived foo:0 -0.863 // How ya doin'? } rule ConceptBlock950 { criteria ConceptPlayerReviveFriend IsNotCoughing Isbiker IsTalk IsTalkbiker ChanceToFire80Percent ApplyContext "ReviveTalk:1:5,Talkbiker:1:4" response ConceptBlock950 } //-------------------------------------------------------------------------------------------------------------- //Manager*ConceptPlayerReviveFriend //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptPlayerReviveFriend" "Concept" "*ConceptPlayerReviveFriend" required response ConceptBlock951 { scene "scenes/Manager/revivefrienda01.vcd" then subject GettingRevived foo:0 -0.863 // You okay? scene "scenes/Manager/revivefrienda02.vcd" then subject GettingRevived foo:0 -0.848 // How d'ya feel? scene "scenes/Manager/revivefrienda03.vcd" then subject GettingRevived foo:0 -0.957 // Can you make it? scene "scenes/Manager/revivefrienda04.vcd" then subject GettingRevived foo:0 -0.896 // You gonna make it? scene "scenes/Manager/revivefrienda05.vcd" then subject GettingRevived foo:0 -1.184 // How bad are you? scene "scenes/Manager/revivefrienda07.vcd" then subject GettingRevived foo:0 -0.832 // How ya doin'? } rule ConceptBlock951 { criteria ConceptPlayerReviveFriend IsNotCoughing Ismanager IsTalk IsTalkmanager ChanceToFire80Percent ApplyContext "ReviveTalk:1:5,Talkmanager:1:4" response ConceptBlock951 } //-------------------------------------------------------------------------------------------------------------- //Namvet*ConceptPlayerReviveFriend //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptPlayerReviveFriend" "Concept" "*ConceptPlayerReviveFriend" required response ConceptBlock952 { scene "scenes/NamVet/revivefrienda01.vcd" then subject GettingRevived foo:0 -1.216 // You okay? scene "scenes/NamVet/revivefrienda02.vcd" then subject GettingRevived foo:0 -0.976 // How ya feelin'? scene "scenes/NamVet/revivefrienda03.vcd" then subject GettingRevived foo:0 -0.944 // Can you make it? scene "scenes/NamVet/revivefrienda04.vcd" then subject GettingRevived foo:0 -0.993 // You gonna make it? scene "scenes/NamVet/revivefrienda05.vcd" then subject GettingRevived foo:0 -1.167 // How bad are you? scene "scenes/NamVet/revivefrienda07.vcd" then subject GettingRevived foo:0 -1.136 // How ya doin'? scene "scenes/NamVet/revivefrienda08.vcd" then subject GettingRevived foo:0 -1.232 // Can you walk? } rule ConceptBlock952 { criteria ConceptPlayerReviveFriend IsNotCoughing Isnamvet IsTalk IsTalknamvet ChanceToFire80Percent ApplyContext "ReviveTalk:1:5,Talknamvet:1:4" response ConceptBlock952 } //-------------------------------------------------------------------------------------------------------------- //Teengirl*ConceptPlayerReviveFriend //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptPlayerReviveFriend" "Concept" "*ConceptPlayerReviveFriend" required response ConceptBlock953 { scene "scenes/TeenGirl/revivefrienda01.vcd" then subject GettingRevived foo:0 -0.981 // You okay? scene "scenes/TeenGirl/revivefrienda02.vcd" then subject GettingRevived foo:0 -0.960 // You okay? scene "scenes/TeenGirl/revivefrienda03.vcd" then subject GettingRevived foo:0 -1.035 // How do you feel? scene "scenes/TeenGirl/revivefrienda04.vcd" then subject GettingRevived foo:0 -1.128 // Can you make it? scene "scenes/TeenGirl/revivefrienda05.vcd" then subject GettingRevived foo:0 -1.035 // You gonna make it? scene "scenes/TeenGirl/revivefrienda06.vcd" then subject GettingRevived foo:0 -1.239 // How bad are you? scene "scenes/TeenGirl/revivefrienda08.vcd" then subject GettingRevived foo:0 -0.879 // How ya doin'? } rule ConceptBlock953 { criteria ConceptPlayerReviveFriend IsNotCoughing Isteengirl IsTalk IsTalkteengirl ChanceToFire80Percent ApplyContext "ReviveTalk:1:5,Talkteengirl:1:4" response ConceptBlock953 } //-------------------------------------------------------------------------------------------------------------- //BikerGettingRevived //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock954" "Concept" "GettingRevived" required response ConceptBlock954 { scene "scenes/Biker/gettingrevived01.vcd" then subject ReviveBgo foo:0 -1.964 // I'm okay. scene "scenes/Biker/gettingrevived02.vcd" then subject ReviveBgo foo:0 -1.887 // No, no, I'm allright. scene "scenes/Biker/gettingrevived03.vcd" then subject ReviveBfine foo:0 -1.066 // [groan] scene "scenes/Biker/gettingrevived04.vcd" then subject ReviveBfine foo:0 -2.269 // Hell if I know. scene "scenes/Biker/gettingrevived05.vcd" then subject ReviveBgo foo:0 -3.925 // Ah, hey, is this my blood? scene "scenes/Biker/gettingrevived07.vcd" then subject ReviveBgo foo:0 -0.909 // I'll make it. scene "scenes/Biker/gettingrevived08.vcd" then subject ReviveBgo foo:0 -1.634 // I'll live, I'll live. scene "scenes/Biker/gettingrevived09.vcd" then subject ReviveBfine foo:0 -3.072 // Uh, how's my face? scene "scenes/Biker/gettingrevived10.vcd" then subject ReviveBfine foo:0 -2.372 // I've been better. scene "scenes/Biker/gettingrevived14.vcd" // Good thing I'm indestructible. scene "scenes/Biker/gettingrevived15.vcd" // You... should see the other hundred guys. } rule ConceptBlock954 { criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt Isbiker IsTalk IsTalkbiker ApplyContext "IsComplain:1:20,ReviveTalk:1:5,Talkbiker:1:4" response ConceptBlock954 } //-------------------------------------------------------------------------------------------------------------- //ManagerGettingRevived //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock954" "Concept" "GettingRevived" required response ConceptBlock955 { scene "scenes/Manager/gettingrevived01.vcd" then subject ReviveBgo foo:0 -1.022 // I'm okay. scene "scenes/Manager/gettingrevived02.vcd" then subject ReviveBgo foo:0 -1.280 // I'm allright. scene "scenes/Manager/gettingrevived04.vcd" then subject ReviveBgo foo:0 -1.287 // I don't even know. scene "scenes/Manager/gettingrevived05.vcd" then subject ReviveBfine foo:0 -2.278 // Aw hell, I'm bleedin'. scene "scenes/Manager/gettingrevived07.vcd" then subject ReviveBgo foo:0 -1.046 // I'll make it. scene "scenes/Manager/gettingrevived08.vcd" then subject ReviveBgo foo:0 -1.581 // I'll live. scene "scenes/Manager/gettingrevived09.vcd" then subject ReviveBgo foo:0 -1.846 // I can shake it off. scene "scenes/Manager/gettingrevived10.vcd" then subject ReviveBgo foo:0 -1.086 // Just help me up. scene "scenes/Manager/gettingrevived11.vcd" then subject ReviveBgo foo:0 -1.376 // I ain't done yet. } rule ConceptBlock955 { criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt Ismanager IsTalk IsTalkmanager ApplyContext "IsComplain:1:20,ReviveTalk:1:5,Talkmanager:1:4" response ConceptBlock955 } //-------------------------------------------------------------------------------------------------------------- //NamvetGettingRevived //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock954" "Concept" "GettingRevived" required response ConceptBlock956 { scene "scenes/NamVet/gettingrevived01.vcd" then subject ReviveBgo foo:0 -1.600 // I'm okay. scene "scenes/NamVet/gettingrevived02.vcd" then subject ReviveBgo foo:0 -1.685 // I'm allright. scene "scenes/NamVet/gettingrevived04.vcd" then subject ReviveBfine foo:0 -1.451 // Hell if I know. scene "scenes/NamVet/gettingrevived05.vcd" then subject ReviveBgo foo:0 -2.417 // Most of this blood ain't mine. scene "scenes/NamVet/gettingrevived07.vcd" then subject ReviveBgo foo:0 -1.856 // I'll make it. scene "scenes/NamVet/gettingrevived08.vcd" then subject ReviveBgo foo:0 -1.216 // I'll live. scene "scenes/NamVet/gettingrevived09.vcd" then subject ReviveBgo foo:0 -1.663 // Hell, I'll live. scene "scenes/NamVet/gettingrevived10.vcd" then subject ReviveBgo foo:0 -1.408 // I've had worse. scene "scenes/NamVet/gettingrevived13.vcd" then subject ReviveBfine foo:0 -2.204 // Well, I ain't *good*. } rule ConceptBlock956 { criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt Isnamvet IsTalk IsTalknamvet ApplyContext "IsComplain:1:20,ReviveTalk:1:5,Talknamvet:1:4" response ConceptBlock956 } //-------------------------------------------------------------------------------------------------------------- //TeengirlGettingRevived //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock954" "Concept" "GettingRevived" required response ConceptBlock957 { scene "scenes/TeenGirl/gettingrevived01.vcd" then subject ReviveBgo foo:0 -0.672 // I'm okay. scene "scenes/TeenGirl/gettingrevived02.vcd" then subject ReviveBgo foo:0 -1.230 // I'm fine. scene "scenes/TeenGirl/gettingrevived03.vcd" then subject ReviveBfine foo:0 -1.465 // Oh shit. scene "scenes/TeenGirl/gettingrevived04.vcd" then subject ReviveBfine foo:0 -1.400 // I don't know. scene "scenes/TeenGirl/gettingrevived07.vcd" then subject ReviveBgo foo:0 -1.761 // I'll make it. scene "scenes/TeenGirl/gettingrevived08.vcd" then subject ReviveBfine foo:0 -2.362 // How do I look? scene "scenes/TeenGirl/gettingrevived09.vcd" then subject ReviveBfine foo:0 -1.435 // Is it bad? scene "scenes/TeenGirl/gettingrevived10.vcd" then subject ReviveBfine foo:0 -1.008 // How bad is it? } rule ConceptBlock957 { criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt Isteengirl IsTalk IsTalkteengirl ApplyContext "IsComplain:1:20,ReviveTalk:1:5,Talkteengirl:1:4" response ConceptBlock957 } //-------------------------------------------------------------------------------------------------------------- //NamvetGettingRevived - SPECIAL: NamVetWhoAreYou //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock954" "Concept" "GettingRevived" required response ConceptBlock958 { scene "scenes/NamVet/gettingrevived11.vcd" then subject NamVetWhoAreYou foo:0 -1.643 // [confused from hit on head] Who are you? } rule ConceptBlock958 { criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt IsNamVet IsTalk IsTalkNamVet ChanceToFire2Percent ApplyContext "ReviveTalk:1:5,TalkNamVet:1:4" response ConceptBlock958 } //-------------------------------------------------------------------------------------------------------------- //NamvetNamVetWhoAreYou - SPECIAL: NamVetWhoAreYou Response //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock959" "Concept" "NamVetWhoAreYou" required response ConceptBlock959 { scene "scenes/Biker/genericresponses18.vcd" // [Bill doesn't recognize him] It's Francis! scene "scenes/Biker/genericresponses19.vcd" // [Bill doesn't recognize him] Come on, man, it's Francis! } rule ConceptBlock959 { criteria ConceptBlock959 IsNotCoughing IsBiker IsTalk response ConceptBlock959 } //-------------------------------------------------------------------------------------------------------------- //NamvetNamVetWhoAreYou - SPECIAL: NamVetWhoAreYou Response //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock959" "Concept" "NamVetWhoAreYou" required response ConceptBlock960 { scene "scenes/Manager/genericresponses18.vcd" // [Bill doesn't recognize him] Come on, Bill, it's Louis! } rule ConceptBlock960 { criteria ConceptBlock959 IsNotCoughing IsManager IsTalk response ConceptBlock960 } //-------------------------------------------------------------------------------------------------------------- //NamvetNamVetWhoAreYou - SPECIAL: NamVetWhoAreYou Response //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock959" "Concept" "NamVetWhoAreYou" required response ConceptBlock961 { scene "scenes/TeenGirl/genericresponses21.vcd" // [Bill doesn't recognize her] Bill, it's Zoey! } rule ConceptBlock961 { criteria ConceptBlock959 IsNotCoughing IsTeenGirl IsTalk response ConceptBlock961 } //-------------------------------------------------------------------------------------------------------------- //BikerReviveBgo //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock962 { scene "scenes/Biker/revivefriendb01.vcd" // Up and at 'em. scene "scenes/Biker/revivefriendb02.vcd" // Come on up! scene "scenes/Biker/revivefriendb03.vcd" // Up ya go. scene "scenes/Biker/revivefriendb04.vcd" // You'll be okay. scene "scenes/Biker/revivefriendb05.vcd" // I got ya. scene "scenes/Biker/revivefriendb06.vcd" // Up we go. scene "scenes/Biker/revivefriendb09.vcd" // Come on up. scene "scenes/Biker/revivefriendb10.vcd" // Let's move! } rule ConceptBlock962 { criteria ConceptBlock962 IsNotReviveInterrupt isBIKER ApplyContext "ReviveTalk:1:5,Talkbiker:1:3" response ConceptBlock962 } //-------------------------------------------------------------------------------------------------------------- //BikerReviveBgo SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock963 { scene "scenes/Biker/revivefriendb12.vcd" // Let's get to it, Louis. } rule ConceptBlock963 { criteria ConceptBlock962 IsNotReviveInterrupt FromIsManager ChanceToFire10Percent isBIKER response ConceptBlock963 } //-------------------------------------------------------------------------------------------------------------- //BikerReviveBgo SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock964 { scene "scenes/Biker/revivefriendb13.vcd" // Back to the fight, Billy. } rule ConceptBlock964 { criteria ConceptBlock962 IsNotReviveInterrupt FromIsNamVet ChanceToFire10Percent isBIKER response ConceptBlock964 } //-------------------------------------------------------------------------------------------------------------- //BikerReviveBfine //-------------------------------------------------------------------------------------------------------------- criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock965 { scene "scenes/Biker/revivefriendb07.vcd" // Hell, you're fine. scene "scenes/Biker/revivefriendb08.vcd" // It don't look bad. scene "scenes/Biker/revivefriendb11.vcd" // You're fine. } rule ConceptBlock965 { criteria ConceptBlock965 IsNotReviveInterrupt isBIKER ApplyContext "ReviveTalk:1:5,Talkbiker:1:3" response ConceptBlock965 } //-------------------------------------------------------------------------------------------------------------- //BikerReviveBfine SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock966 { scene "scenes/Biker/revivefriendb14.vcd" // You're fine, Zoey. } rule ConceptBlock966 { criteria ConceptBlock965 IsNotReviveInterrupt FromIsTeenGirl ChanceToFire10Percent isBIKER response ConceptBlock966 } //-------------------------------------------------------------------------------------------------------------- //ManagerReviveBgo //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock967 { scene "scenes/Manager/revivefriendb01.vcd" // Up and at 'em. scene "scenes/Manager/revivefriendb02.vcd" // Come on up! scene "scenes/Manager/revivefriendb03.vcd" // Up ya go. scene "scenes/Manager/revivefriendb05.vcd" // I got ya. scene "scenes/Manager/revivefriendb06.vcd" // Up we go. scene "scenes/Manager/revivefriendb09.vcd" // Come on up. scene "scenes/Manager/revivefriendb10.vcd" // Let's move! } rule ConceptBlock967 { criteria ConceptBlock962 IsNotReviveInterrupt isMANAGER ApplyContext "ReviveTalk:1:5,Talkmanager:1:3" response ConceptBlock967 } //-------------------------------------------------------------------------------------------------------------- //ManagerReviveBgo SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock968 { scene "scenes/Manager/revivefriendb12.vcd" // Come on, Francis. } rule ConceptBlock968 { criteria ConceptBlock962 IsNotReviveInterrupt FromIsBiker ChanceToFire10Percent isMANAGER response ConceptBlock968 } //-------------------------------------------------------------------------------------------------------------- //ManagerReviveBgo SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock969 { scene "scenes/Manager/revivefriendb13.vcd" // Come on, Bill. } rule ConceptBlock969 { criteria ConceptBlock962 IsNotReviveInterrupt FromIsNamVet ChanceToFire10Percent isMANAGER response ConceptBlock969 } //-------------------------------------------------------------------------------------------------------------- //ManagerReviveBfine //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock970 { scene "scenes/Manager/revivefriendb04.vcd" // You'll be okay. scene "scenes/Manager/revivefriendb07.vcd" // You're fine. scene "scenes/Manager/revivefriendb08.vcd" // It doesn't look bad. scene "scenes/Manager/revivefriendb11.vcd" // You'll be fine. } rule ConceptBlock970 { criteria ConceptBlock965 IsNotReviveInterrupt isMANAGER ApplyContext "ReviveTalk:1:5,Talkmanager:1:3" response ConceptBlock970 } //-------------------------------------------------------------------------------------------------------------- //ManagerReviveBfine SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock971 { scene "scenes/Manager/revivefriendb14.vcd" // You'll be fine, girl. } rule ConceptBlock971 { criteria ConceptBlock965 IsNotReviveInterrupt FromIsTeenGirl ChanceToFire10Percent isMANAGER response ConceptBlock971 } //-------------------------------------------------------------------------------------------------------------- //NamvetReviveBgo //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock972 { scene "scenes/NamVet/revivefriendb01.vcd" // Up and at 'em. scene "scenes/NamVet/revivefriendb02.vcd" // Come on up! scene "scenes/NamVet/revivefriendb05.vcd" // I got ya. scene "scenes/NamVet/revivefriendb06.vcd" // Up we go. scene "scenes/NamVet/revivefriendb09.vcd" // Come on up. scene "scenes/NamVet/revivefriendb10.vcd" // Let's move! } rule ConceptBlock972 { criteria ConceptBlock962 IsNotReviveInterrupt isNAMVET ApplyContext "ReviveTalk:1:5,Talknamvet:1:3" response ConceptBlock972 } //-------------------------------------------------------------------------------------------------------------- //NamvetReviveBgo SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock973 { scene "scenes/NamVet/revivefriendb03.vcd" // Up ya go, son. } rule ConceptBlock973 { criteria ConceptBlock962 IsNotReviveInterrupt FromIsManager ChanceToFire10Percent isNAMVET response ConceptBlock973 } //-------------------------------------------------------------------------------------------------------------- //NamvetReviveBgo SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock974 { scene "scenes/NamVet/revivefriendb12.vcd" // Back on yer feet, Louis. } rule ConceptBlock974 { criteria ConceptBlock962 IsNotReviveInterrupt FromIsManager ChanceToFire10Percent isNAMVET response ConceptBlock974 } //-------------------------------------------------------------------------------------------------------------- //NamvetReviveBgo SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock975 { scene "scenes/NamVet/revivefriendb13.vcd" // Looks like yer big mouth still works. } rule ConceptBlock975 { criteria ConceptBlock962 IsNotReviveInterrupt FromIsBiker ChanceToFire5Percent isNAMVET response ConceptBlock975 } //-------------------------------------------------------------------------------------------------------------- //NamvetReviveBfine //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock976 { scene "scenes/NamVet/revivefriendb04.vcd" // You'll be okay. scene "scenes/NamVet/revivefriendb07.vcd" // Hell, you're fine. scene "scenes/NamVet/revivefriendb11.vcd" // You're fine. scene "scenes/NamVet/revivefriendb15.vcd" // You'll be fine. } rule ConceptBlock976 { criteria ConceptBlock965 IsNotReviveInterrupt isNAMVET ApplyContext "ReviveTalk:1:5,Talknamvet:1:3" response ConceptBlock976 } //-------------------------------------------------------------------------------------------------------------- //NamvetReviveBfine SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock977 { scene "scenes/NamVet/revivefriendb14.vcd" // You're okay, Zoey. } rule ConceptBlock977 { criteria ConceptBlock965 IsNotReviveInterrupt FromIsTeenGirl ChanceToFire10Percent isNAMVET response ConceptBlock977 } //-------------------------------------------------------------------------------------------------------------- //TeengirlReviveBgo //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required response ConceptBlock978 { scene "scenes/TeenGirl/revivefriendb01.vcd" // Up and at 'em. scene "scenes/TeenGirl/revivefriendb02.vcd" // Up and at 'em. scene "scenes/TeenGirl/revivefriendb03.vcd" // Come on get up. scene "scenes/TeenGirl/revivefriendb04.vcd" // Up ya go. scene "scenes/TeenGirl/revivefriendb06.vcd" // I got ya. scene "scenes/TeenGirl/revivefriendb07.vcd" // Up we go. scene "scenes/TeenGirl/revivefriendb11.vcd" // Come on up! scene "scenes/TeenGirl/revivefriendb12.vcd" // Let's move! } rule ConceptBlock978 { criteria ConceptBlock962 IsNotReviveInterrupt isTEENGIRL ApplyContext "ReviveTalk:1:5,Talkteengirl:1:3" response ConceptBlock978 } //-------------------------------------------------------------------------------------------------------------- //TeengirlReviveBfine //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock979 { scene "scenes/TeenGirl/revivefriendb05.vcd" // You'll be okay. scene "scenes/TeenGirl/revivefriendb08.vcd" // You're fine. scene "scenes/TeenGirl/revivefriendb09.vcd" // It doesn't look bad. } rule ConceptBlock979 { criteria ConceptBlock965 IsNotReviveInterrupt isTEENGIRL ApplyContext "ReviveTalk:1:5,Talkteengirl:1:3" response ConceptBlock979 } //-------------------------------------------------------------------------------------------------------------- //TeengirlReviveBfine SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock980 { scene "scenes/TeenGirl/revivefriendb14.vcd" // You're okay, Louis. } rule ConceptBlock980 { criteria ConceptBlock965 IsNotReviveInterrupt FromIsManager ChanceToFire10Percent isTEENGIRL response ConceptBlock980 } //-------------------------------------------------------------------------------------------------------------- //TeengirlReviveBfine SPECIAL CASE //-------------------------------------------------------------------------------------------------------------- // USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required response ConceptBlock981 { scene "scenes/TeenGirl/revivefriendb15.vcd" // It's okay, Bill. } rule ConceptBlock981 { criteria ConceptBlock965 IsNotReviveInterrupt FromIsNamVet ChanceToFire10Percent isTEENGIRL response ConceptBlock981 }