//-------------------------------------------------------------------------------------------------------------- // Manager Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "ManagerNotPickedUpItem" "ManagerPickedUpItem" "!=1" "required" weight 0 Criterion "IsManagerFriendlyFire" "worldManagerFriendlyFire" "1" "required" weight 0 Criterion "IsNotManagerFriendlyFire" "worldManagerFriendlyFire" "!=1" "required" weight 0 Criterion "IsNotAskedForCoverManager" "ManagerAskForCover" "!=1" "required" weight 0 Criterion "IsNotSaidBattleStationsManager" "worldSaidBattleStationsManager" "!=1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankManager { scene "scenes/Manager/blank.vcd" } Response PlayerNiceShotManager { scene "scenes/Manager/NiceShot01.vcd" //Nice shot! scene "scenes/Manager/NiceShot02.vcd" odds 5 //Oh man, great shot. scene "scenes/Manager/NiceShot03.vcd" odds 2 //Wooo, nice baby! scene "scenes/Manager/NiceShot04.vcd" //Whoah. Nice shot. scene "scenes/Manager/NiceShot05.vcd" //Nice one! scene "scenes/Manager/NiceShot07.vcd" //Nice shot! scene "scenes/Manager/NiceShot08.vcd" //Great shot! scene "scenes/Manager/NiceShot09.vcd" //POW! scene "scenes/Manager/NiceShot10.vcd" //Oh, HELL yes. } Rule PlayerNiceShotManager { criteria ConceptPlayerNiceShot IsNotCoughing IsManager IssuerClose IsTalk IsTalkManager ChanceToFire30Percent Response PlayerNiceShotManager } Response ReviveMeINterruptedManager { scene "scenes/Manager/ReactionStartled01.vcd" //AHHHH! scene "scenes/Manager/ReactionStartled02.vcd" //Whoah! scene "scenes/Manager/ReactionStartled04.vcd" //Ah ah! scene "scenes/Manager/Swears02.vcd" //Dammit. } Rule ReviveMeINterruptedManager { criteria ConceptReviveMeInterrupted IsManager ApplyContext "ReviveInterrupt:1:2" applycontexttoworld Response ReviveMeINterruptedManager } Response SurvivorMournBillManager { scene "scenes/Manager/GriefVet06.vcd" //Bill, no! scene "scenes/Manager/GriefVet07.vcd" //Oh no, no, not the old man. scene "scenes/Manager/GriefVet08.vcd" //Ah Bill. Ah, shit. } Rule SurvivorMournBillManager { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsManager IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkManager IsNotIncapacitated Response SurvivorMournBillManager } Response SurvivorMournFrancisManager { scene "scenes/Manager/GriefBiker04.vcd" //Francis! NO! scene "scenes/Manager/GriefBiker05.vcd" //Jesus, Francis! scene "scenes/Manager/GriefBiker06.vcd" //Oh shit. Shit. Shit shit shit. } Rule SurvivorMournFrancisManager { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsManager IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkManager IsNotIncapacitated Response SurvivorMournFrancisManager } Response SurvivorMournZoeyManager { scene "scenes/Manager/GriefFemaleGeneric02.vcd" //Oh this is bad - she's dead. scene "scenes/Manager/GriefTeengirl04.vcd" //Goddamn it zoey wakeup scene "scenes/Manager/GriefTeengirl05.vcd" //Ah! Zoey! scene "scenes/Manager/GriefTeengirl07.vcd" //Damn Zoey scene "scenes/Manager/GriefTeengirl08.vcd" //Zoey, Zoey Goddamnit } Rule SurvivorMournZoeyManager { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsManager IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkManager IsNotIncapacitated Response SurvivorMournZoeyManager } //-------------------------------------------------------------------------------------------------------------- // At Top //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkFarm01_path09Manager { scene "scenes/Manager/SafeSpotAhead04.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/Manager/SafeSpotAhead05.vcd" then any SafeSpotAheadResponse foo:0 0 //There's the safe house! scene "scenes/Manager/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up ahead! } Rule PlayerRemarkFarm01_path09Manager { criteria ConceptRemark IsManager IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkManager IsSubjectNear1500 ApplyContext "SaidFarm01_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09Manager } Response PlayerRemarkSmalltown03_path14Manager { scene "scenes/Manager/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up ahead! } Rule PlayerRemarkSmalltown03_path14Manager { criteria ConceptRemark IsManager IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown03_path14:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14Manager } //-------------------------------------------------------------------------------------------------------------- // AutoResponder //-------------------------------------------------------------------------------------------------------------- Response ThanksGotItemManager { scene "scenes/Manager/Thanks01.vcd" //Thanks. scene "scenes/Manager/Thanks02.vcd" //Thanks. scene "scenes/Manager/Thanks12.vcd" odds 1 //Thanks Dog } Rule ThanksGotItemManager { criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsManager IsTalk IsTalkManager Response ThanksGotItemManager } //-------------------------------------------------------------------------------------------------------------- // AwardSpeech //-------------------------------------------------------------------------------------------------------------- Response HealThanksManager { scene "scenes/Manager/Thanks03.vcd" predelay ".2,.5" //Thanks, I owe you one. scene "scenes/Manager/Thanks08.vcd" predelay ".2,.5" //Thanks, I owe ya a big one. scene "scenes/Manager/Thanks09.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks a lot. scene "scenes/Manager/Thanks10.vcd" predelay ".2,.5" //Whoo, thanks. scene "scenes/Manager/Thanks10.vcd" predelay ".2,.5" //Whoo, thanks. scene "scenes/Manager/Thanks12.vcd" predelay ".2,.5"odds 1 //Thanks Dog } Rule HealThanksManager { criteria ConceptHealedByFriend IsNotCoughing IsManager IsTalk IsTalkManager SubjectIsNotManager ApplyContext "TalkManager:1:2" Response HealThanksManager } Response ReviveThanksManager { scene "scenes/Manager/Thanks03.vcd" predelay ".2,.5" //Thanks, I owe you one. scene "scenes/Manager/Thanks08.vcd" predelay ".2,.5" //Thanks, I owe ya a big one. scene "scenes/Manager/Thanks09.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks a lot. scene "scenes/Manager/Thanks10.vcd" predelay ".2,.5" //Whoo, thanks. scene "scenes/Manager/Thanks10.vcd" predelay ".2,.5" //Whoo, thanks. scene "scenes/Manager/Thanks12.vcd" predelay ".2,.5"odds 1 //Thanks Dog } Rule ReviveThanksManager { criteria ConceptRevivedByFriend IsNotCoughing IsManager ApplyContext "TalkManager:1:2" Response ReviveThanksManager } Response ReviveThanksBillManager { scene "scenes/Manager/ToTheRescueThanks03.vcd" predelay ".2,.5" //Yo, thanks, man. } Rule ReviveThanksBillManager { criteria ConceptRevivedByFriend IsNotCoughing IsManager SubjectIsNamVet ChanceToFire30Percent ApplyContext "TalkManager:1:2" Response ReviveThanksBillManager } Response ReviveThanksFrancisManager { scene "scenes/Manager/ToTheRescueThanks02.vcd" predelay ".2,.5" //Thanks, man! } Rule ReviveThanksFrancisManager { criteria ConceptRevivedByFriend IsNotCoughing IsManager SubjectIsBiker ChanceToFire30Percent ApplyContext "TalkManager:1:2" Response ReviveThanksFrancisManager } Response ReviveThanksZoeyManager { scene "scenes/Manager/Thanks13.vcd" predelay ".2,.5"odds 2 //Girl, thanks } Rule ReviveThanksZoeyManager { criteria ConceptRevivedByFriend IsNotCoughing IsManager SubjectIsTeenGirl ChanceToFire30Percent ApplyContext "TalkManager:1:2" Response ReviveThanksZoeyManager } //-------------------------------------------------------------------------------------------------------------- // Bots //-------------------------------------------------------------------------------------------------------------- Response AutoYouAreWelcomeManager { scene "scenes/Manager/YouAreWelcome03.vcd" //It's fine. scene "scenes/Manager/YouAreWelcome04.vcd" //Any time. scene "scenes/Manager/YouAreWelcome05.vcd" //Hey, no problem. scene "scenes/Manager/YouAreWelcome07.vcd" //Sure. scene "scenes/Manager/YouAreWelcome08.vcd" //Its all good. scene "scenes/Manager/YouAreWelcome09.vcd" //Hey, no problem. scene "scenes/Manager/YouAreWelcome10.vcd" //My pleasure. scene "scenes/Manager/YouAreWelcome13.vcd" //Hey, man, no problem. scene "scenes/Manager/YouAreWelcome14.vcd" //Not a problem. scene "scenes/Manager/YouAreWelcome15.vcd" //You are totally welcome. scene "scenes/Manager/YouAreWelcome16.vcd" //Sure thing, man. scene "scenes/Manager/YouAreWelcome17.vcd" //Sure } Rule AutoYouAreWelcomeManager { criteria ConceptYouWelcome IsNotCoughing IsManager IsTalk IsTalkManager TimeSinceGroupInCombat05 IsNotSpeaking Response AutoYouAreWelcomeManager } Response BotAttentionBattleManager { scene "scenes/Manager/AskReady03.vcd" //Ready for this? scene "scenes/Manager/AskReady05.vcd" //Waddya say, we ready? scene "scenes/Manager/WorldAirportNPC07.vcd" //Okay, let's do it! } Rule BotAttentionBattleManager { criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing IsManager IsNotBotAttention IsTalk IsTalkManager IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20 ApplyContext "SaidBotAttention:1:30" applycontexttoworld Response BotAttentionBattleManager } Response BotHurrahAlsoManager { scene "scenes/Manager/Hurrah03.vcd" //Hell yeah. scene "scenes/Manager/Hurrah14.vcd" //YEAH! scene "scenes/Manager/ReactionPositive09.vcd" //Sweet Baby! scene "scenes/Manager/ReactionPositive10.vcd" //That's what I'm talkin' about scene "scenes/Manager/Taunt03.vcd" //Yeah, baby, Yeah! scene "scenes/Manager/Taunt06.vcd" //Helll yeah, Hell yeah! } Rule BotHurrahAlsoManager { criteria ConceptHurrahAlso IsNotCoughing IsManager IsTalk IsTalkManager IsNotSaidHurrahAlso IsBotIsAvailable ApplyContext "SaidHurrahAlso:1:5" applycontexttoworld Response BotHurrahAlsoManager } Response BotPlayer.YourWelcomeManager { scene "scenes/Manager/YouAreWelcome03.vcd" predelay "1,3.5" //It's fine. scene "scenes/Manager/YouAreWelcome04.vcd" predelay "1,3.5" //Any time. scene "scenes/Manager/YouAreWelcome05.vcd" predelay "1,3.5" //Hey, no problem. scene "scenes/Manager/YouAreWelcome07.vcd" predelay "1,3.5" //Sure. scene "scenes/Manager/YouAreWelcome08.vcd" predelay "1,3.5" //Its all good. scene "scenes/Manager/YouAreWelcome09.vcd" predelay "1,3.5" //Hey, no problem. scene "scenes/Manager/YouAreWelcome10.vcd" predelay "1,3.5" //My pleasure. scene "scenes/Manager/YouAreWelcome13.vcd" predelay "1,3.5" //Hey, man, no problem. scene "scenes/Manager/YouAreWelcome14.vcd" predelay "1,3.5" //Not a problem. scene "scenes/Manager/YouAreWelcome15.vcd" predelay "1,3.5" //You are totally welcome. scene "scenes/Manager/YouAreWelcome16.vcd" predelay "1,3.5" //Sure thing, man. scene "scenes/Manager/YouAreWelcome17.vcd" predelay "1,3.5" //Sure } Rule BotPlayer.YourWelcomeManager { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsManager IsTalk IsTalkManager Response BotPlayer.YourWelcomeManager } Response BotReassureComingManager { scene "scenes/Manager/Yes01.vcd" predelay "1,3.5" //Allright. scene "scenes/Manager/Yes02.vcd" predelay "1,3.5" //Yeah. scene "scenes/Manager/Yes05.vcd" predelay "1,3.5" //Okay. scene "scenes/Manager/Yes07.vcd" predelay "1,3.5" //Yeah, I'm cool with that scene "scenes/Manager/Yes08.vcd" predelay "1,3.5" //Yes scene "scenes/Manager/Yes09.vcd" predelay "1,3.5" //Cool } Rule BotReassureComingManager { criteria ConceptSurvivorBotReassureComing IsNotCoughing IsManager IsTalk IsTalkManager Response BotReassureComingManager } Response BotReassureNearbyManager { scene "scenes/Manager/ImWithYou01.vcd" predelay "1,3.5" //Don't worry, I got your back. scene "scenes/Manager/ImWithYou02.vcd" predelay "1,3.5" //Right behind you. scene "scenes/Manager/ImWithYou03.vcd" predelay "1,3.5" //I'm with ya. } Rule BotReassureNearbyManager { criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsManager IsTalk IsTalkManager Response BotReassureNearbyManager } Response BotYesReadyManager { scene "scenes/Manager/Yes01.vcd" predelay "1,3.5" //Allright. scene "scenes/Manager/Yes02.vcd" predelay "1,3.5" //Yeah. scene "scenes/Manager/Yes05.vcd" predelay "1,3.5" //Okay. scene "scenes/Manager/Yes07.vcd" predelay "1,3.5" //Yeah, I'm cool with that scene "scenes/Manager/Yes08.vcd" predelay "1,3.5" //Yes scene "scenes/Manager/Yes09.vcd" predelay "1,3.5" //Cool } Rule BotYesReadyManager { criteria ConceptSurvivorBotYesReady IsNotCoughing IsManager IsTalk IsTalkManager Response BotYesReadyManager } //-------------------------------------------------------------------------------------------------------------- // Call For Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerCallForRescueManager { speak "Player.Manager_Player.Manager_CallForRescue01" noscene odds 5 //Come on, let me out! I can give you a hand! speak "Player.Manager_CallForRescue02" noscene odds 5 //Come on, let me out! I can help! speak "Player.Manager_CallForRescue03" noscene //I'm trapped in here, let me out! speak "Player.Manager_LostCall01" noscene //Hello? speak "Player.Manager_LostCall03" noscene //Where is everyone? speak "Player.Manager_LostCall04" noscene //Is anyone there? speak "Player.Manager_LostCall05" noscene //Where'd everyone get to? speak "Player.Manager_LostCall06" noscene //Can anyone hear me? } Rule PlayerCallForRescueManager { criteria ConceptCallForRescue IsManager IsTalk IsTalkManager Response PlayerCallForRescueManager } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Crescendo //-------------------------------------------------------------------------------------------------------------- Response crashHowitzerNagManager { scene "scenes/Manager/DLC2M1GunNag02.vcd" //Someone needs to fire that big ass gun. } Rule crashHowitzerNagManager { criteria ConceptTalkIdle IsManager IsNotCoughing NotInCombat IsTalk IsTalkManager NotHowitzerFired IsHowitzerNag IsHowitzerSeen NotNagCrashManager ChanceToFire80Percent NotSurvivalMode ApplyContext "NagHowitzer:1:30,NagCrashManager:1:32" applycontexttoworld Response crashHowitzerNagManager } Response HowitzerBurnEnd00Manager { scene "scenes/Manager/DLC2M1GunEnd03.vcd" //The fire's out! Let's get across that bridge! } Rule HowitzerBurnEnd00Manager { criteria ConceptHowitzerBurnEnd00 IsManager NotCrash01ThroughBridge NotSurvivalMode Response HowitzerBurnEnd00Manager } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Finale //-------------------------------------------------------------------------------------------------------------- Response CrashFinaleGenerator2OnSpkManager { scene "scenes/Manager/ReactionPositive09.vcd" //Sweet Baby! } Rule CrashFinaleGenerator2OnSpkManager { criteria ConceptCrashFinaleGenerator2OnSpk IsManager Response CrashFinaleGenerator2OnSpkManager } Response CrashFinaleGenerator2SpeakManager { scene "scenes/Manager/DLC2M2FinaleButtonPressGen201.vcd" //Come on! Hurry up, hurry up! I'm starting not to like this generator... scene "scenes/Manager/DLC2M2FinaleButtonPressGen202.vcd" //Oh god. Hurry up, hurry up. Goddamit generator, START! scene "scenes/Manager/DLC2M2FinaleButtonPressGen301.vcd" //Start. Start. Damn generator. Start, dammit, start! } Rule CrashFinaleGenerator2SpeakManager { criteria ConceptCrashFinaleGenerator2Speak IsManager Response CrashFinaleGenerator2SpeakManager } Response CrashFinaleGeneratorBreakSpkManager { scene "scenes/Manager/DLC2M2FinaleBreak101.vcd" //The generator's off! scene "scenes/Manager/DLC2M2FinaleBreak201.vcd" //The damn generator broke again! } Rule CrashFinaleGeneratorBreakSpkManager { criteria ConceptCrashFinaleGeneratorBreakSpk IsManager NotSurvivalMode Response CrashFinaleGeneratorBreakSpkManager } Response CrashFinaleGeneratorNagManager { scene "scenes/Manager/DLC2M2FinaleBreak102.vcd" //We need to restart the generator! scene "scenes/Manager/DLC2M2FinaleBreak202.vcd" //Someone needs to restart the generator! } Rule CrashFinaleGeneratorNagManager { criteria ConceptTalkIdle IsManager IsNotCoughing NotInCombat IsTalk IsTalkManager ChanceToFire60Percent IsCrashFinaleGeneratorBroken NotCrashFinaleSaidGeneratorBroken NotNagCrashManager NotSurvivalMode ApplyContext "CrashFinaleSaidGeneratorBroken:1:15,NagCrashManager:1:25" applycontexttoworld Response CrashFinaleGeneratorNagManager } Response CrashFinaleGeneratorSpeakManager { scene "scenes/Manager/DLC2M2FinaleButtonPressGen101.vcd" //Allright, allright. Come onnnn. Come on, catch. scene "scenes/Manager/DLC2M2FinaleButtonPressGen102.vcd" //Allright, allright. Come on baby, start for me. } Rule CrashFinaleGeneratorSpeakManager { criteria ConceptCrashFinaleGeneratorSpeak IsManager Response CrashFinaleGeneratorSpeakManager } Response CrashFinaleGenUnPressSpeakManager { scene "scenes/Manager/Swears10.vcd" //Dammit. } Rule CrashFinaleGenUnPressSpeakManager { criteria ConceptCrashFinaleGeneratorUnPressSpeak IsManager Response CrashFinaleGenUnPressSpeakManager } Response CrashFinaleTruckNagManager { scene "scenes/Manager/ArriveTruck01.vcd" //Get to the truck! TO THE TRUCK! scene "scenes/Manager/ArriveTruck02.vcd" //GET TO THE TRUCK! } Rule CrashFinaleTruckNagManager { criteria ConceptTalkIdle IsManager IsNotCoughing IsCrashFinaleTruckReady NotCrashFinaleTruckNagPaused ChanceToFire60Percent NotNagCrashManager NotSurvivalMode ApplyContext "CrashFinaleTruckNagPaused:1:6,NagCrashManager:1:11" applycontexttoworld Response CrashFinaleTruckNagManager } Response CrashFinaleTruckReadySpkManager { scene "scenes/Manager/DLC2M2FinaleTruckDown01.vcd" //It's down! Get in! } Rule CrashFinaleTruckReadySpkManager { criteria ConceptCrashFinaleTruckReadySpk IsManager IsNotCoughing NotSurvivalMode Response CrashFinaleTruckReadySpkManager } Response CrashFinaleTruckResp01Manager { scene "scenes/Manager/DLC2M2FinaleSetup02.vcd" //If we power up the generator, we can bring down the lift. } Rule CrashFinaleTruckResp01Manager { criteria ConceptCrashFinaleTruckResp01 IsManager Response CrashFinaleTruckResp01Manager } Response IntroCrashWalkingBManager { scene "scenes/Manager/DLC2Intro13.vcd" //I got a baaad feeling about this. Ohp. It passed. I think we're gonna be JUST fine. } Rule IntroCrashWalkingBManager { criteria ConceptIntroCrashWalkingB IsManager Response IntroCrashWalkingBManager } Response PlayerRemarkcrashcourse02_path14Manager { scene "scenes/Manager/DLC2M2Directional05.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //Cool truck! scene "scenes/Manager/DLC2M2Directional06.vcd" then any CrashFinaleTruckResp02 foo:0 0.05 //Looks like they were working here for awhile! } Rule PlayerRemarkcrashcourse02_path14Manager { criteria ConceptRemark IsManager Iscrashcourse02_path14 IsNotSaidcrashcourse02_path14 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 NotCrash02FinaleStarted NotSurvivalMode ApplyContext "Saidcrashcourse02_path14:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path14Manager } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Info Remarkable //-------------------------------------------------------------------------------------------------------------- Response CrashCourseR04Manager { scene "scenes/Manager/DLC2ForLease01.vcd" //I'll be damned. Francis, when'd you learn to read? } Rule CrashCourseR04Manager { criteria ConceptCrashCourseR04 IsManager IsBikerNear500 Response CrashCourseR04Manager } Response CrashCourseR06Manager { scene "scenes/Manager/DLC2Riverside03.vcd" then biker CrashCourseR07 foo:0 0.05 //Canada? Francis, we're in Pennsylvania. } Rule CrashCourseR06Manager { criteria ConceptCrashCourseR06 IsManager Response CrashCourseR06Manager } Response PlayerRemarkcrashcourse01_path04Manager { scene "scenes/Manager/DLC2M1Goal01.vcd" //If we can get on that bridge, I'm sure we can follow the train tracks out of town. } Rule PlayerRemarkcrashcourse01_path04Manager { criteria ConceptRemark IsManager Iscrashcourse01_path04 IsNotSaidcrashcourse01_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear1000 ApplyContext "Saidcrashcourse01_path04:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path04Manager } Response PlayerRemarkcrashcourse01_path05Manager { scene "scenes/Manager/DLC2M1Directional03.vcd" //That truck is blocking the alley. } Rule PlayerRemarkcrashcourse01_path05Manager { criteria ConceptRemark IsManager Iscrashcourse01_path05 IsNotSaidcrashcourse01_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidcrashcourse01_path05:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path05Manager } Response PlayerRemarkcrashcourse01_path06Manager { scene "scenes/Manager/DLC2M1Searching02.vcd" //Anything in this warehouse? } Rule PlayerRemarkcrashcourse01_path06Manager { criteria ConceptRemark IsManager Iscrashcourse01_path06 IsNotSaidcrashcourse01_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidcrashcourse01_path06:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path06Manager } Response PlayerRemarkcrashcourse01_path13Manager { scene "scenes/Manager/DLC2M1Directional06.vcd" //We can cross the river on that bridge. } Rule PlayerRemarkcrashcourse01_path13Manager { criteria ConceptRemark IsManager Iscrashcourse01_path13 IsNotSaidcrashcourse01_path13 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 NotSurvivalMode ApplyContext "Saidcrashcourse01_path13:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path13Manager } Response PlayerRemarkcrashcourse01_path14Manager { scene "scenes/Manager/DLC2M1Directional08.vcd" //We can get back up over here! } Rule PlayerRemarkcrashcourse01_path14Manager { criteria ConceptRemark IsManager Iscrashcourse01_path14 IsNotSaidcrashcourse01_path14 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 NotSurvivalMode ApplyContext "Saidcrashcourse01_path14:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path14Manager } Response PlayerRemarkcrashcourse01_path17Manager { scene "scenes/Manager/DLC2M1Directional10.vcd" //How are we going to get past the barricade? scene "scenes/Manager/DLC2M1GunNag01.vcd" //We can fire that big ass gun to break the barricade! } Rule PlayerRemarkcrashcourse01_path17Manager { criteria ConceptRemark IsManager Iscrashcourse01_path17 IsNotSaidcrashcourse01_path17 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 NotHowitzerFired NotSurvivalMode ApplyContext "Saidcrashcourse01_path17:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path17Manager } Response PlayerRemarkcrashcourse01_path18Manager { scene "scenes/Manager/DLC2M1GunNag01.vcd" //We can fire that big ass gun to break the barricade! } Rule PlayerRemarkcrashcourse01_path18Manager { criteria ConceptRemark IsManager Iscrashcourse01_path18 IsNotSaidcrashcourse01_path18 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 NotHowitzerFired NotSurvivalMode ApplyContext "Saidcrashcourse01_path18:1:0,HowitzerSeen:1:0,NagHowitzer:1:30" applycontexttoworld Response PlayerRemarkcrashcourse01_path18Manager } Response PlayerRemarkcrashcourse01_path20Manager { scene "scenes/Manager/DLC2M1Directional11.vcd" //Riverside! We're headed the right way! scene "scenes/Manager/DLC2Riverside01.vcd" then Biker CrashCourseR08 foo:0 0.05 //If we can just make it to Riverside, we are HOME FREE, guys... } Rule PlayerRemarkcrashcourse01_path20Manager { criteria ConceptRemark IsManager Iscrashcourse01_path20 IsNotSaidcrashcourse01_path20 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "Saidcrashcourse01_path20:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path20Manager } Response PlayerRemarkcrashcourse01_path24Manager { scene "scenes/Manager/DLC2M1Directional12.vcd" //Safehouse down there! } Rule PlayerRemarkcrashcourse01_path24Manager { criteria ConceptRemark IsManager Iscrashcourse01_path24 IsNotSaidcrashcourse01_path24 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 NotSaidCrash01SafeHouse ApplyContext "Saidcrashcourse01_path24:1:0,SaidCrash01Safehouse:1:250" applycontexttoworld Response PlayerRemarkcrashcourse01_path24Manager } Response PlayerRemarkcrashcourse01_path25Manager { scene "scenes/Manager/WorldHospital0408.vcd" //Safe house through here. } Rule PlayerRemarkcrashcourse01_path25Manager { criteria ConceptRemark IsManager Iscrashcourse01_path25 IsNotSaidcrashcourse01_path25 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 NotSaidCrash01SafeHouse ApplyContext "Saidcrashcourse01_path25:1:0,SaidCrash01SafeHouse:1:250" applycontexttoworld Response PlayerRemarkcrashcourse01_path25Manager } Response PlayerRemarkcrashcourse02_path01Manager { scene "scenes/Manager/DLC2MagazineRack01.vcd" //Wall Street Weekly. There's no more Wall Street Weekly. DAMN. } Rule PlayerRemarkcrashcourse02_path01Manager { criteria ConceptRemark IsManager Iscrashcourse02_path01 IsNotSaidcrashcourse02_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear100 ChanceToFire20Percent ApplyContext "Saidcrashcourse02_path01:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path01Manager } //AUTOGENERATED BLANK FOR PlayerRemarkcrashcourse02_path01Manager : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkcrashcourse02_path01Manager { criteria ConceptRemark IsManager Iscrashcourse02_path01 IsNotSaidcrashcourse02_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear100 ApplyContext "Saidcrashcourse02_path01:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankManager } Response PlayerRemarkcrashcourse02_path04Manager { scene "scenes/Manager/DLC2Alley01.vcd" then biker CrashCourseR09 foo:0 0.05 //Hey, Francis. Wasn't this the alley you were born in? } Rule PlayerRemarkcrashcourse02_path04Manager { criteria ConceptRemark IsManager Iscrashcourse02_path04 IsNotSaidcrashcourse02_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 IsBikerAlive IsBikerNear400 ApplyContext "Saidcrashcourse02_path04:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path04Manager } Response PlayerRemarkcrashcourse02_path05Manager { scene "scenes/Manager/DLC2Container01.vcd" //Through this container! } Rule PlayerRemarkcrashcourse02_path05Manager { criteria ConceptRemark IsManager Iscrashcourse02_path05 IsNotSaidcrashcourse02_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "Saidcrashcourse02_path05:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path05Manager } Response PlayerRemarkcrashcourse02_path07Manager { scene "scenes/Manager/DLC2BulletinBoard01.vcd" //'Team building exercise every Tuesday.' Man, they oughtta try this zombie bullshit. } Rule PlayerRemarkcrashcourse02_path07Manager { criteria ConceptRemark IsManager Iscrashcourse02_path07 IsNotSaidcrashcourse02_path07 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear100 ApplyContext "Saidcrashcourse02_path07:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path07Manager } Response PlayerRemarkcrashcourse02_path10Manager { scene "scenes/Manager/DLC2M2Directional04.vcd" //Over that truck! } Rule PlayerRemarkcrashcourse02_path10Manager { criteria ConceptRemark IsManager Iscrashcourse02_path10 IsNotSaidcrashcourse02_path10 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear500 ApplyContext "Saidcrashcourse02_path10:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path10Manager } Response PlayerRemarkcrashcourse02_path11Manager { scene "scenes/Manager/DLC2Recycling01.vcd" //We get out of this alive? I can't WAIT to have to recycle shit again. } Rule PlayerRemarkcrashcourse02_path11Manager { criteria ConceptRemark IsManager Iscrashcourse02_path11 IsNotSaidcrashcourse02_path11 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear500 NotSurvivalMode ApplyContext "Saidcrashcourse02_path11:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path11Manager } Response PlayerRemarkcrashcourse02_path12Manager { scene "scenes/Manager/DLC2M2Directional02.vcd" //Through the truck yard! } Rule PlayerRemarkcrashcourse02_path12Manager { criteria ConceptRemark IsManager Iscrashcourse02_path12 IsNotSaidcrashcourse02_path12 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidcrashcourse02_path12:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path12Manager } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Intro //-------------------------------------------------------------------------------------------------------------- Response IntroCrashR03Manager { scene "scenes/Manager/DLC2Intro02.vcd" then Biker IntroCrashR04 foo:0 0.05 //We're walkin' AWAY from it, ain't we? } Rule IntroCrashR03Manager { criteria ConceptIntroCrashR03 IsManager Response IntroCrashR03Manager } Response IntroCrashR05Manager { scene "scenes/Manager/DLC2Intro08.vcd" then Biker IntroCrashR06 foo:0 0.05 //Great. What is it? } Rule IntroCrashR05Manager { criteria ConceptIntroCrashR05 IsManager Response IntroCrashR05Manager } Response IntroCrashR09Manager { scene "scenes/Manager/DLC2Intro05.vcd" then any IntroCrashR10 foo:0 0.05 //For once, we're in complete agreement, Francis. } Rule IntroCrashR09Manager { criteria ConceptIntroCrashR09 IsManager Response IntroCrashR09Manager } Response IntroCrashR10Manager { scene "scenes/Manager/DLC2Intro06.vcd" //Well, I guess we're walking. scene "scenes/Manager/DLC2Intro10.vcd" //Looks like we're gonna have to walk outta here. } Rule IntroCrashR10Manager { criteria ConceptIntroCrashR10 IsManager Response IntroCrashR10Manager } Response IntroCrashR13Manager { scene "scenes/Manager/DLC2M2Misc01.vcd" then Biker CrashYerKidding foo:0 0.05 //Have you tried turning it off and on again? scene "scenes/Manager/No02.vcd" then Biker IntroCrashR14 foo:0 0.05 //Uh uh. } Rule IntroCrashR13Manager { criteria ConceptIntroCrashR13 IsManager Response IntroCrashR13Manager } Response IntroCrashR15Manager { scene "scenes/Manager/No02.vcd" then Biker IntroCrashR16 foo:0 0.05 //Uh uh. } Rule IntroCrashR15Manager { criteria ConceptIntroCrashR15 IsManager Response IntroCrashR15Manager } Response IntroCrashR17Manager { scene "scenes/Manager/DLC2Intro01.vcd" then Biker IntroCrashR18 foo:0 0.05 //Francis, why would you BET that we're doomed? } Rule IntroCrashR17Manager { criteria ConceptIntroCrashR17 IsManager Response IntroCrashR17Manager } Response IntroCrashR22Manager { scene "scenes/Manager/DLC2Intro07.vcd" then Biker IntroCrashR23 foo:0 0.05 //Look, five minutes ago you hated flying. } Rule IntroCrashR22Manager { criteria ConceptIntroCrashR22 IsManager Response IntroCrashR22Manager } Response IntroCrashR24Manager { scene "scenes/Manager/DLC2Intro09.vcd" then NamVet IntroCrashR25 foo:0 0.05 //That's FUNNY, Francis. Why don't you take your moustache, your little vest and your chaps and go find yourself a PARADE. } Rule IntroCrashR24Manager { criteria ConceptIntroCrashR24 IsManager Response IntroCrashR24Manager } Response IntroCrashR30Manager { scene "scenes/Manager/DLC2Intro12.vcd" //Damn. I had a good feeling about that helicopter, too. } Rule IntroCrashR30Manager { criteria ConceptIntroCrashR30 IsManager ChanceToFire20Percent Response IntroCrashR30Manager } Response IntroCrashR31Manager { scene "scenes/Manager/DLC2Intro11.vcd" //On the bright side: look at all the great scenery we'd have missed if we flew over this in a helicopter, huh? } Rule IntroCrashR31Manager { criteria ConceptIntroCrashR31 IsManager Response IntroCrashR31Manager } Response IntroCrashR36Manager { scene "scenes/Manager/DLC2Intro06.vcd" then Biker IntroCrashR21 foo:0 0.05 //Well, I guess we're walking. } Rule IntroCrashR36Manager { criteria ConceptIntroCrashR36 IsManager Response IntroCrashR36Manager } Response IntroCrashR37Manager { scene "scenes/Manager/DLC2M1Intro01.vcd" then Biker IntroCrashR04 foo:0 0.05 //That was my first time in a helicopter, pretty exciting! scene "scenes/Manager/DLC2Misc01.vcd" then TeenGirl IntroCrashR39 foo:0 0.05 //You know what? I don't think we're gonna see a witch from NOW ON. Who wants to bet me? } Rule IntroCrashR37Manager { criteria ConceptIntroCrashR37 IsManager Response IntroCrashR37Manager } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Lots Intro //-------------------------------------------------------------------------------------------------------------- Response CrashCourseI01Manager { scene "scenes/Manager/GenericResponses24.vcd" //Sounds good. scene "scenes/Manager/GenericResponses35.vcd" //Alright, that's a plan. scene "scenes/Manager/WorldFarmHouseNPC10.vcd" //Sounds good to me. } Rule CrashCourseI01Manager { criteria ConceptCrashCourseI01 IsManager Response CrashCourseI01Manager } Response PlayerRemarkcrashcourse02_introManager { scene "scenes/Manager/DLC2M2Saferoom01.vcd" then any CrashCourseI01 foo:0 0.05 //We should try and find this depot. } Rule PlayerRemarkcrashcourse02_introManager { criteria ConceptRemark IsManager Iscrashcourse02_intro IsNotSaidcrashcourse02_intro IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 IsCrash02IntroReady NotCrash02IntroPaused ApplyContext "Saidcrashcourse02_intro:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_introManager } Response PlayerRemarkcrashcourse02_startaManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerRemarkcrashcourse02_startaManager { criteria ConceptRemark IsManager Iscrashcourse02_starta NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaManager } Rule PlayerRemarkcrashcourse02_startbManager { criteria ConceptRemark IsManager Iscrashcourse02_startb NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaManager } Rule PlayerRemarkcrashcourse02_startcManager { criteria ConceptRemark IsManager Iscrashcourse02_startc NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaManager } Rule PlayerRemarkcrashcourse02_startdManager { criteria ConceptRemark IsManager Iscrashcourse02_startd NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaManager } //-------------------------------------------------------------------------------------------------------------- // Farm Intro //-------------------------------------------------------------------------------------------------------------- Response IntroFarm4Manager { scene "scenes/Manager/WorldFarmHouseNPC10.vcd" //Sounds good to me. } Rule IntroFarm4Manager { criteria ConceptIntroFarm4 IsManager ApplyContext "talk:1:4" applycontexttoworld Response IntroFarm4Manager } //-------------------------------------------------------------------------------------------------------------- // FaultSpeech //-------------------------------------------------------------------------------------------------------------- Response SurvivorBoomerBlunderManager { scene "scenes/Manager/Sorry03.vcd" predelay "1,2" //Sorry about that! scene "scenes/Manager/Sorry04.vcd" predelay "1,2" //Aww, man, sorry. } Rule SurvivorBoomerBlunderManager { criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsManager IsHealthy IsTalk IsTalkManager Response SurvivorBoomerBlunderManager } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response SurvivorFinaleTriggeredBoatManager { scene "scenes/Manager/RadioUsedBoat01.vcd" predelay ".5,1" //Okay, we gotta hold out til the rescue boat gets here. } Rule SurvivorFinaleTriggeredBoatManager { criteria ConceptFinaleTriggered IsTriggeredByManager ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkManager IsManager IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredBoatManager } Response SurvivorFinaleTriggeredFarmManager { scene "scenes/Manager/RadioUsedGeneric01.vcd" predelay ".5,1" //Our ride out of here's on its way. scene "scenes/Manager/RadioUsedTruck01.vcd" predelay ".5,1" //Allright, now we just gotta hold out til the truck gets here. } Rule SurvivorFinaleTriggeredFarmManager { criteria ConceptFinaleTriggered IsTriggeredByManager ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkManager IsManager IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredFarmManager } Response SurvivorFinaleTriggeredRooftopManager { scene "scenes/Manager/RadioUsedChopper01.vcd" predelay ".5,1" //Okay, the chopper's coming. scene "scenes/Manager/RadioUsedGeneric03.vcd" predelay ".5,1" //Help is on the way! I can't believe it, but I think we might actually make it out of here! } Rule SurvivorFinaleTriggeredRooftopManager { criteria ConceptFinaleTriggered IsTriggeredByManager ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkManager IsManager IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredRooftopManager } Response SurvivorFinalVehicleBoatManager { scene "scenes/Manager/ArriveBoat01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the boat! scene "scenes/Manager/ArriveBoat02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the boat! scene "scenes/Manager/ArriveBoat03.vcd" then any EmphaticArriveRun foo:0 0 //Run to the boat! } Rule SurvivorFinalVehicleBoatManager { criteria ConceptGetToVehicle IsManager ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3" applycontexttoworld Response SurvivorFinalVehicleBoatManager } Response SurvivorFinalVehicleFarmManager { scene "scenes/Manager/ArriveTruck01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the truck! TO THE TRUCK! scene "scenes/Manager/ArriveTruck02.vcd" then any EmphaticArriveRun foo:0 0 //GET TO THE TRUCK! } Rule SurvivorFinalVehicleFarmManager { criteria ConceptGetToVehicle IsManager ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleFarmManager } Response SurvivorFinalVehicleFarmSpottedManager { scene "scenes/Manager/ArriveTruckInitial01.vcd" then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go! } Rule SurvivorFinalVehicleFarmSpottedManager { criteria ConceptFinalVehicleSpotted IsManager ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleFarmSpottedManager } Response SurvivorFinalVehicleRooftopManager { scene "scenes/Manager/ArriveChopper01.vcd" then any EmphaticArriveRun foo:0 0 //Everyone in the helicopter! Go! scene "scenes/Manager/ArriveChopper02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the helicopter! } Rule SurvivorFinalVehicleRooftopManager { criteria ConceptGetToVehicle IsManager ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5" applycontexttoworld Response SurvivorFinalVehicleRooftopManager } Response SurvivorFinalVehicleRunwayManager { scene "scenes/Manager/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. GO! scene "scenes/Manager/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. GO! scene "scenes/Manager/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane! scene "scenes/Manager/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane! } Rule SurvivorFinalVehicleRunwayManager { criteria ConceptGetToVehicle IsManager isrunway IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleRunwayManager } Response SurvivorFinalVehicleSpottedBoatManager { scene "scenes/Manager/ArriveBoatInitial01.vcd" then any EmphaticArriveRun foo:0 0 //The boat's here! Let's go! scene "scenes/Manager/ArriveBoatInitial02.vcd" then any EmphaticArriveRun foo:0 0 //Our boat's here! Let's go! } Rule SurvivorFinalVehicleSpottedBoatManager { criteria ConceptFinalVehicleSpotted IsManager ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedBoatManager } Response SurvivorFinalVehicleSpottedRooftopManager { scene "scenes/Manager/ArriveChopperInitial01.vcd" then any EmphaticArriveRun foo:0 0 //The heli's here. Let's go! scene "scenes/Manager/ArriveChopperInitial02.vcd" then any EmphaticArriveRun foo:0 0 //The helicopter's here! Let's go! } Rule SurvivorFinalVehicleSpottedRooftopManager { criteria ConceptFinalVehicleSpotted IsManager ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedRooftopManager } Response SurvivorFinalVehicleSpottedRunwayManager { scene "scenes/Manager/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. GO! scene "scenes/Manager/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane! } Rule SurvivorFinalVehicleSpottedRunwayManager { criteria ConceptFinalVehicleSpotted IsManager ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedRunwayManager } //-------------------------------------------------------------------------------------------------------------- // General Responses //-------------------------------------------------------------------------------------------------------------- Response ResponseLoudDispleasureSwearManager { scene "scenes/Manager/Swears02.vcd" predelay "0.1,0.7" //Dammit. scene "scenes/Manager/Swears03.vcd" predelay "0.1,0.7" //Aw hell. scene "scenes/Manager/Swears05.vcd" predelay "0.1,0.7" //Shit. scene "scenes/Manager/Swears06.vcd" predelay "0.1,0.7" //Ah shit. scene "scenes/Manager/Swears07.vcd" predelay "0.1,0.7" //Shit shit shit. } Rule ResponseLoudDispleasureSwearManager { criteria ConceptPanicEvent IsManager IsNotCoughing IsTalk IsTalkManager ChanceToFire60Percent Response ResponseLoudDispleasureSwearManager } Response ResponseSoftDispleasureSwearManager { scene "scenes/Manager/ReactionApprehensive01.vcd" //I have a bad feeling about this scene "scenes/Manager/ReactionApprehensive03.vcd" //I don't like this one damn bit. scene "scenes/Manager/Swears05.vcd" //Shit. scene "scenes/Manager/Swears10.vcd" //Dammit. scene "scenes/Manager/Swears11.vcd" //Aw hell. scene "scenes/Manager/Swears12.vcd" //Shit. scene "scenes/Manager/Swears13.vcd" //Ah shit. scene "scenes/Manager/Swears16.vcd" //That's some country-ass bullshit. } Rule ResponseSoftDispleasureSwearManager { criteria ConceptResponseSoftDispleasureSwear IsManager IsNotCoughing NotInCombat IsTalk IsTalkManager IssuerMediumClose Response ResponseSoftDispleasureSwearManager } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorAskBillForHealthManager { scene "scenes/Manager/PlayerSuggestHealthSpecific06.vcd" //Bill, Bill... first aid kit? scene "scenes/Manager/PlayerSuggestHealthSpecific07.vcd" //Bill, could I get some first aid? } Rule SurvivorAskBillForHealthManager { criteria ConceptAskForHealth2 IsManager SubjectIsNamVet IsSubjectNear400 Response SurvivorAskBillForHealthManager } Response SurvivorAskForHealthManager { scene "scenes/Manager/blank.vcd" then Subject AskForHealth foo:0 0 // } Rule SurvivorAskForHealthManager { criteria ConceptPlayerLookHere IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsSubjectNear400 NoHasPainPills NoHasFirstAidKit IsNotHealthyHalf NotInCombat IsNotSaidAskForHealth ApplyContext "SaidAskForHealth:1:10" applycontexttoworld Response SurvivorAskForHealthManager } Response SurvivorAskFrancisForHealthManager { scene "scenes/Manager/PlayerSuggestHealthSpecific01.vcd" //Francis, can you lend me your med kit? scene "scenes/Manager/PlayerSuggestHealthSpecific02.vcd" //Francis, mind spottin' me a med kit? scene "scenes/Manager/PlayerSuggestHealthSpecific03.vcd" //Francis, health kit? } Rule SurvivorAskFrancisForHealthManager { criteria ConceptAskForHealth2 IsManager SubjectIsBiker IsSubjectNear400 Response SurvivorAskFrancisForHealthManager } Response SurvivorAskZoeyForHealthManager { scene "scenes/Manager/PlayerSuggestHealthSpecific04.vcd" //Zoey, are you going to use that med kit? scene "scenes/Manager/PlayerSuggestHealthSpecific05.vcd" //Zoey, any chance I could get some first aid? } Rule SurvivorAskZoeyForHealthManager { criteria ConceptAskForHealth2 IsManager SubjectIsTeenGirl IsSubjectNear400 Response SurvivorAskZoeyForHealthManager } Response SurvivorFrancisHealthHereManager { scene "scenes/Manager/blank.vcd" then From AskForHealth2 foo:0 0 // } Rule SurvivorFrancisHealthHereManager { criteria ConceptAskForHealth IsNotCoughing IsManager IsTalk IsTalkManager YesHasFirstAidKit IsHealthyHalf Response SurvivorFrancisHealthHereManager } Response SurvivorSpottedAmmoManager { scene "scenes/Manager/SpotAmmo01.vcd" //Ammo here! } Rule SurvivorSpottedAmmoManager { criteria ConceptPlayerSpotAmmo IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoManager } Response SurvivorSpottedBillCloseManager { scene "scenes/Manager/NameBill04.vcd" //Bill (quiet) scene "scenes/Manager/NameBill05.vcd" //Bill (quiet) } Rule SurvivorSpottedBillCloseManager { criteria ConceptPlayerLookHere IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400 Response SurvivorSpottedBillCloseManager } Response SurvivorSpottedBillClose2Manager { scene "scenes/Manager/NameBill04.vcd" //Bill (quiet) scene "scenes/Manager/NameBill05.vcd" //Bill (quiet) } Rule SurvivorSpottedBillClose2Manager { criteria ConceptPlayerLook IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400 Response SurvivorSpottedBillClose2Manager } Response SurvivorSpottedBillFarManager { scene "scenes/Manager/NameBill02.vcd" //Bill! (loud) scene "scenes/Manager/NameBill03.vcd" odds 5 //Bill! (calling out) } Rule SurvivorSpottedBillFarManager { criteria ConceptPlayerLook IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsNamVet IsNamVetFar400 Response SurvivorSpottedBillFarManager } Response SurvivorSpottedFrancisCloseManager { scene "scenes/Manager/NameFrancis04.vcd" //Francis (quiet) scene "scenes/Manager/NameFrancis05.vcd" //Francis (quiet) } Rule SurvivorSpottedFrancisCloseManager { criteria ConceptPlayerLookHere IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsBiker IsBikerNear400 Response SurvivorSpottedFrancisCloseManager } Response SurvivorSpottedFrancisClose2Manager { scene "scenes/Manager/NameFrancis04.vcd" //Francis (quiet) scene "scenes/Manager/NameFrancis05.vcd" //Francis (quiet) } Rule SurvivorSpottedFrancisClose2Manager { criteria ConceptPlayerLook IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsBiker IsBikerNear400 Response SurvivorSpottedFrancisClose2Manager } Response SurvivorSpottedFrancisFarManager { scene "scenes/Manager/NameFrancis01.vcd" //Francis! (loud) scene "scenes/Manager/NameFrancis03.vcd" odds 5 //Francis! (calling out) } Rule SurvivorSpottedFrancisFarManager { criteria ConceptPlayerLook IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsBiker IsBikerFar400 Response SurvivorSpottedFrancisFarManager } Response SurvivorSpottedGrenadeManager { scene "scenes/Manager/SpotGrenades04.vcd" //Pipe bomb here! scene "scenes/Manager/SpotGrenades05.vcd" //Pipe bomb! } Rule SurvivorSpottedGrenadeManager { criteria ConceptPlayerSpotGrenade IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeManager } Response SurvivorSpottedGrenadeAutoManager { scene "scenes/Manager/SpotGrenades04.vcd" //Pipe bomb here! scene "scenes/Manager/SpotGrenades05.vcd" //Pipe bomb! } Rule SurvivorSpottedGrenadeAutoManager { criteria ConceptPlayerSpotGrenade IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoManager } Response SurvivorSpottedGrenadeAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedGrenadeAutoManager2 { criteria ConceptPlayerSpotGrenade IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoManager2 } Response SurvivorSpottedHealthManager { scene "scenes/Manager/SpotFirstAid01.vcd" //A First Aid Kit here! scene "scenes/Manager/SpotFirstAid02.vcd" //First Aid here! scene "scenes/Manager/SpotFirstAid03.vcd" //First aid kit over here! scene "scenes/Manager/SpotFirstAid04.vcd" //First aid here! } Rule SurvivorSpottedHealthManager { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthManager } Response SurvivorSpottedHealthAutoManager { scene "scenes/Manager/SpotFirstAid01.vcd" //A First Aid Kit here! scene "scenes/Manager/SpotFirstAid02.vcd" //First Aid here! scene "scenes/Manager/SpotFirstAid03.vcd" //First aid kit over here! scene "scenes/Manager/SpotFirstAid04.vcd" //First aid here! } Rule SurvivorSpottedHealthAutoManager { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoManager } Response SurvivorSpottedHealthAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedHealthAutoManager2 { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoManager2 } Response SurvivorSpottedMolotovManager { scene "scenes/Manager/SpotGrenades02.vcd" //Molotovs over here! scene "scenes/Manager/SpotGrenades03.vcd" //Molotovs here! } Rule SurvivorSpottedMolotovManager { criteria ConceptPlayerSpotMolotov IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovManager } Response SurvivorSpottedMolotovAutoManager { scene "scenes/Manager/SpotGrenades02.vcd" //Molotovs over here! scene "scenes/Manager/SpotGrenades03.vcd" //Molotovs here! } Rule SurvivorSpottedMolotovAutoManager { criteria ConceptPlayerSpotMolotov IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoManager } Response SurvivorSpottedMolotovAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedMolotovAutoManager2 { criteria ConceptPlayerSpotMolotov IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoManager2 } Response SurvivorSpottedPillsManager { scene "scenes/Manager/SpotPills01.vcd" //Pills here! } Rule SurvivorSpottedPillsManager { criteria ConceptPlayerSpotPills IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsManager } Response SurvivorSpottedPillsAutoManager { scene "scenes/Manager/SpotPills01.vcd" //Pills here! } Rule SurvivorSpottedPillsAutoManager { criteria ConceptPlayerSpotPills IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoManager } Response SurvivorSpottedPillsAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedPillsAutoManager2 { criteria ConceptPlayerSpotPills IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoManager2 } Response SurvivorSpottedWorldCloseManager { scene "scenes/Manager/LookHere01.vcd" //Check this out. scene "scenes/Manager/LookHere02.vcd" //Yo, Check this out. scene "scenes/Manager/LookHere03.vcd" //Oh man, look at this. scene "scenes/Manager/LookHere04.vcd" //Look at this. scene "scenes/Manager/LookHere05.vcd" //Oh man, you better look at this. } Rule SurvivorSpottedWorldCloseManager { criteria ConceptPlayerLookHere IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto Response SurvivorSpottedWorldCloseManager } Response SurvivorSpottedZoeyCloseManager { scene "scenes/Manager/NameZoey04.vcd" //Zoey (quiet) } Rule SurvivorSpottedZoeyCloseManager { criteria ConceptPlayerLookHere IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400 Response SurvivorSpottedZoeyCloseManager } Response SurvivorSpottedZoeyClose2Manager { scene "scenes/Manager/NameZoey04.vcd" //Zoey (quiet) } Rule SurvivorSpottedZoeyClose2Manager { criteria ConceptPlayerLook IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400 Response SurvivorSpottedZoeyClose2Manager } Response SurvivorSpottedZoeyFarManager { scene "scenes/Manager/NameZoey01.vcd" //Zoey! (loud) scene "scenes/Manager/NameZoey03.vcd" odds 5 //Zoey! (calling out) } Rule SurvivorSpottedZoeyFarManager { criteria ConceptPlayerLook IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlFar400 Response SurvivorSpottedZoeyFarManager } Rule SurvivorSpottedAmmoAutoManager { criteria ConceptPlayerSpotAmmo IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoManager } //-------------------------------------------------------------------------------------------------------------- // Item Spotted Creshendo //-------------------------------------------------------------------------------------------------------------- Response SurvivorMovingToBattleStationManager { scene "scenes/Manager/AnswerReady01.vcd" //Ready! scene "scenes/Manager/AnswerReady02.vcd" //Let's do it! scene "scenes/Manager/AnswerReady04.vcd" //Come on, let's do it! } Rule SurvivorMovingToBattleStationManager { criteria ConceptBotMovingToBattleStation IsNotCoughing IsManager IsTalk IsTalkManager IsSaidCreshendoStartNear IsNotSaidBattleStationsManager ApplyContext "SaidBattleStationsManager:1:30" applycontexttoworld Response SurvivorMovingToBattleStationManager } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedBoomerManager { scene "scenes/Manager/WarnBoomer01.vcd" //BOOMER! scene "scenes/Manager/WarnBoomer02.vcd" //BOOMER! scene "scenes/Manager/WarnBoomer03.vcd" //BOOMER! } Rule SurvivorSpottedBoomerManager { criteria ConceptPlayerWarnBoomer IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerManager } Response SurvivorSpottedHunterManager { scene "scenes/Manager/WarnHunter01.vcd" //HUNTER! scene "scenes/Manager/WarnHunter02.vcd" //HUNTER! scene "scenes/Manager/WarnHunter03.vcd" //HUNTER! } Rule SurvivorSpottedHunterManager { criteria ConceptPlayerWarnHunter IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterManager } Response SurvivorSpottedInfectedManager { scene "scenes/Manager/Incoming01.vcd" //Here they come! scene "scenes/Manager/Incoming02.vcd" //They're comin'! scene "scenes/Manager/Incoming03.vcd" //Incoming! scene "scenes/Manager/Incoming04.vcd" odds 2 //Oh shit, here they come! } Rule SurvivorSpottedInfectedManager { criteria ConceptPlayerIncoming IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorSpottedInfectedManager } Response SurvivorSpottedSmokerManager { scene "scenes/Manager/WarnSmoker01.vcd" //SMOKER! scene "scenes/Manager/WarnSmoker02.vcd" //SMOKER! scene "scenes/Manager/WarnSmoker03.vcd" //SMOKER! } Rule SurvivorSpottedSmokerManager { criteria ConceptPlayerWarnSmoker IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerManager } Response SurvivorSpottedTankManager { scene "scenes/Manager/WarnTank01.vcd" //TANK! scene "scenes/Manager/WarnTank02.vcd" //TANK! scene "scenes/Manager/WarnTank03.vcd" //TANK! } Rule SurvivorSpottedTankManager { criteria ConceptPlayerWarnTank IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedTankManager } Response SurvivorSpottedWitchManager { scene "scenes/Manager/WarnWitch01.vcd" //WITCH! scene "scenes/Manager/WarnWitch02.vcd" //WITCH! scene "scenes/Manager/WarnWitch03.vcd" //WITCH! } Rule SurvivorSpottedWitchManager { criteria ConceptPlayerWarnWitch IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchManager } Rule SurvivorAlsoSpottedBoomerManager { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerManager } Rule SurvivorAlsoSpottedHunterManager { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterManager } Rule SurvivorAlsoSpottedSmokerManager { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerManager } Rule SurvivorAlsoSpottedTankManager { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedTankManager } Rule SurvivorAlsoSpottedWitchManager { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchManager } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response EmphaticArriveRunManager { scene "scenes/Manager/EmphaticRun01.vcd" //Let's get the hell outta here! scene "scenes/Manager/EmphaticRun02.vcd" //RUN! } Rule EmphaticArriveRunManager { criteria ConceptEmphaticArriveRun IsNotCoughing IsManager IsTalkManager Response EmphaticArriveRunManager } Response PlayerAlertGiveItemManager { scene "scenes/Manager/AlertGiveItem01.vcd" //Here take this. scene "scenes/Manager/AlertGiveItem02.vcd" //Here, I got something for you. scene "scenes/Manager/AlertGiveItem03.vcd" //Take this. scene "scenes/Manager/AlertGiveItem04.vcd" //Go ahead and take this. scene "scenes/Manager/AlertGiveItem05.vcd" //Here man, take this. scene "scenes/Manager/AlertGiveItem06.vcd" odds 5 //Take it and you can pay me back later scene "scenes/Manager/AlertGiveItem07.vcd" odds 10 //It's not a time to be a hero, just take it } Rule PlayerAlertGiveItemManager { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerAlertGiveItemManager } Response PlayerFriendlyFireManager { scene "scenes/Manager/FriendlyFire01.vcd" //Hey, man, that hurt. scene "scenes/Manager/FriendlyFire02.vcd" //AH! Will you knock it off? scene "scenes/Manager/FriendlyFire03.vcd" //Do I look like one of them? scene "scenes/Manager/FriendlyFire04.vcd" odds 1 //You know I would appreciate it, IF YOU'D STOP SHOOTING ME. scene "scenes/Manager/FriendlyFire05.vcd" //Watch where you're shooting! scene "scenes/Manager/FriendlyFire06.vcd" //Hey, man, that's not cool. scene "scenes/Manager/FriendlyFire07.vcd" //Man, what the hell, quit shooting me scene "scenes/Manager/FriendlyFire08.vcd" odds 5 //Whoa, whoa, don't shoot, it's me! scene "scenes/Manager/FriendlyFire09.vcd" //Ow man ow! Why you shooting me! scene "scenes/Manager/FriendlyFire10.vcd" odds 5 //Look at my face, do I look like them? scene "scenes/Manager/FriendlyFire11.vcd" odds 5 //Oh what the hell, why you shootin' me scene "scenes/Manager/FriendlyFire12.vcd" odds 5 //I'm gonna shoot you back next time scene "scenes/Manager/FriendlyFire13.vcd" odds 5 //Ahhh Mother scene "scenes/Manager/FriendlyFire14.vcd" //Whoa, whoa, don't shoot, it's me! } Rule PlayerFriendlyFireManager { criteria ConceptPlayerFriendlyFire IsNotCoughing IsManager IsNotManagerFriendlyFire IsDamageTypeBullet IsTalk IsTalkManager ApplyContext "ManagerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireManager } Response PlayerFriendlyFire2Manager { scene "scenes/Manager/TeamKillAccident01.vcd" //Woah man, you gotta be careful. scene "scenes/Manager/TeamKillAccident02.vcd" //Woah man, you gotta be careful. scene "scenes/Manager/TeamKillAccident03.vcd" //What the hell man? scene "scenes/Manager/TeamKillAccident04.vcd" //Be careful, what are you doing? } Rule PlayerFriendlyFire2Manager { criteria ConceptPlayerFriendlyFire IsNotCoughing IsManager IsNotManagerFriendlyFire IsDamageTypeBullet IsManagerFriendlyFire IsTalk IsTalkManager ApplyContext "ManagerFriendlyFire:1:3" applycontexttoworld Response PlayerFriendlyFire2Manager } Response PlayerFriendlyFireFromBillManager { scene "scenes/Manager/Manager_FriendlyFireBill01.vcd" //Old man, stop shooting me! scene "scenes/Manager/Manager_FriendlyFireBill02.vcd" odds 2 //Whoah, whoah whoah! Jesus, Bill, what are you doing? scene "scenes/Manager/Manager_FriendlyFireBill03.vcd" odds 5 //William! Come on, man! scene "scenes/Manager/Manager_FriendlyFireBill04.vcd" //Watch it, Bill! scene "scenes/Manager/Manager_FriendlyFireBill05.vcd" //[angry] Bill! scene "scenes/Manager/Manager_FriendlyFireBill06.vcd" odds 2 //I cannot BELIEVE you just shot me AGAIN. scene "scenes/Manager/Manager_FriendlyFireBill08.vcd" //[angry] Bill! scene "scenes/Manager/Manager_FriendlyFireBill09.vcd" //[angry] Bill! } Rule PlayerFriendlyFireFromBillManager { criteria ConceptPlayerFriendlyFire IsNotCoughing IsManager IsNotManagerFriendlyFire IsDamageTypeBullet IsTalk IsTalkManager SubjectIsNamVet ChanceToFire30Percent ApplyContext "ManagerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromBillManager } Response PlayerFriendlyFireFromFrancisManager { scene "scenes/Manager/Manager_FriendlyFireFrancis01.vcd" odds 2 //Francis, that's MY ass your shootin'. scene "scenes/Manager/Manager_FriendlyFireFrancis02.vcd" odds 2 //Francis, What the HELL is wrong with you? scene "scenes/Manager/Manager_FriendlyFireFrancis06.vcd" //[angry] Francis! scene "scenes/Manager/Manager_FriendlyFireFrancis07.vcd" odds 2 //Go on do it one more time, fat man. scene "scenes/Manager/Manager_FriendlyFireFrancis08.vcd" //[angry] Francis! scene "scenes/Manager/NameFrancis01.vcd" //Francis! (loud) } Rule PlayerFriendlyFireFromFrancisManager { criteria ConceptPlayerFriendlyFire IsNotCoughing IsManager IsNotManagerFriendlyFire IsDamageTypeBullet IsTalk IsTalkManager SubjectIsBiker ChanceToFire30Percent ApplyContext "ManagerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromFrancisManager } Response PlayerFriendlyFireFromZoeyManager { scene "scenes/Manager/Manager_FriendlyFireZoey02.vcd" //You gotta stop that shit, Zoey! scene "scenes/Manager/Manager_FriendlyFireZoey05.vcd" //[angry] Zoey! scene "scenes/Manager/Manager_FriendlyFireZoey07.vcd" //[angry] Zoey! } Rule PlayerFriendlyFireFromZoeyManager { criteria ConceptPlayerFriendlyFire IsNotCoughing IsManager IsNotManagerFriendlyFire IsDamageTypeBullet IsTalk IsTalkManager SubjectIsTeenGirl ChanceToFire30Percent ApplyContext "ManagerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromZoeyManager } Response PlayerFriendlyFireNoBulletManager { scene "scenes/Manager/FriendlyFire01.vcd" //Hey, man, that hurt. scene "scenes/Manager/FriendlyFire02.vcd" //AH! Will you knock it off? scene "scenes/Manager/FriendlyFire03.vcd" odds 4 //Do I look like one of them? scene "scenes/Manager/FriendlyFire06.vcd" //Hey, man, that's not cool. scene "scenes/Manager/FriendlyFire10.vcd" odds 5 //Look at my face, do I look like them? scene "scenes/Manager/FriendlyFire13.vcd" odds 2 //Ahhh Mother } Rule PlayerFriendlyFireNoBulletManager { criteria ConceptPlayerFriendlyFire IsNotCoughing IsManager IsNotManagerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkManager ApplyContext "ManagerFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletManager } Response PlayerToTheRescueManager { scene "scenes/Manager/ToTheRescue01.vcd" predelay "0.75,1.5" //Hold on, I'm on my way! scene "scenes/Manager/ToTheRescue02.vcd" predelay "0.75,1.5" //Look, I'm coming! scene "scenes/Manager/ToTheRescue03.vcd" predelay "0.75,1.5" //Don't worry, I'm on my way! } Rule PlayerToTheRescueManager { criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsManager IsTalk IsTalkManager NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueManager } Response SurvivorTauntResponseManager { scene "scenes/Manager/Hurrah01.vcd" //Aw riiiight! scene "scenes/Manager/Hurrah02.vcd" //Woo baby, Aw riiiight! scene "scenes/Manager/Hurrah03.vcd" //Hell yeah. scene "scenes/Manager/Hurrah14.vcd" //YEAH! scene "scenes/Manager/Hurrah15.vcd" //YEAH WOO! scene "scenes/Manager/Taunt01.vcd" //That's right! scene "scenes/Manager/Taunt02.vcd" //Woo Hoo, that's right! scene "scenes/Manager/Taunt03.vcd" //Yeah, baby, Yeah! scene "scenes/Manager/Taunt04.vcd" //Alllright! scene "scenes/Manager/Taunt05.vcd" odds 5 //Oh yeah, who's your momma, who's your daddy scene "scenes/Manager/Taunt06.vcd" //Helll yeah, Hell yeah! scene "scenes/Manager/Taunt07.vcd" //[loud, evil laugh] scene "scenes/Manager/Taunt08.vcd" //[loud, evil laugh] scene "scenes/Manager/Taunt09.vcd" //[loud, evil laugh] scene "scenes/Manager/Taunt10.vcd" //[loud, evil laugh] } Rule SurvivorTauntResponseManager { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorTauntResponseManager } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - ZResponses //-------------------------------------------------------------------------------------------------------------- Rule EmphaticArriveRunFarmManager { criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsManager IsTalkManager Response EmphaticArriveRunManager } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerChokeResponseManager { scene "scenes/Manager/Choke01.vcd" //[Choking] scene "scenes/Manager/Choke02.vcd" //[Choking] scene "scenes/Manager/Choke03.vcd" //[Choking] scene "scenes/Manager/Choke04.vcd" //[Choking] scene "scenes/Manager/Choke05.vcd" //[Choking] scene "scenes/Manager/Choke06.vcd" //[Choking] scene "scenes/Manager/Choke07.vcd" //[Choking] scene "scenes/Manager/Choke08.vcd" //[Choking] scene "scenes/Manager/Help01.vcd" //Help! scene "scenes/Manager/Help06.vcd" //Help! } Rule PlayerChokeResponseManager { criteria ConceptPlayerChoke IsSurvivor IsManager IsTalk IsTalkManager Response PlayerChokeResponseManager } Response PlayerTonguePullStartResponseManager { scene "scenes/Manager/GrabbedBySmoker01a.vcd" //no, No, NO, NO!!!!! scene "scenes/Manager/GrabbedBySmoker01b.vcd" //no, No, NO, NO!!!!! scene "scenes/Manager/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Manager/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Manager/GrabbedBySmoker03a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Manager/GrabbedBySmoker03b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Manager/GrabbedBySmoker04.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! } Rule PlayerTonguePullStartResponseManager { criteria ConceptPlayerTonguePullStart IsSurvivor IsManager IsTalk IsTalkManager Response PlayerTonguePullStartResponseManager } Response SurvivorCriticalHurtManager { scene "scenes/Manager/HurtCritical01.vcd" //[Pain noise - loud major pain] scene "scenes/Manager/HurtCritical02.vcd" //[Pain noise - loud major pain] scene "scenes/Manager/HurtCritical03.vcd" //[Pain noise - loud major pain] scene "scenes/Manager/HurtCritical04.vcd" //[Pain noise - loud major pain] scene "scenes/Manager/HurtCritical05.vcd" //[Pain noise - loud major pain] } Rule SurvivorCriticalHurtManager { criteria IsSurvivor InPain IsCriticalPain IsManager IsTalk IsTalkManager Response SurvivorCriticalHurtManager } Response SurvivorIncapacitatedHurtManager { scene "scenes/Manager/IncapacitatedInjury01.vcd" //[Ahhhh - terrified yell] scene "scenes/Manager/IncapacitatedInjury02.vcd" //[Ahhhh - terrified yell] scene "scenes/Manager/IncapacitatedInjury03.vcd" //[Ahhhh - terrified yell] } Rule SurvivorIncapacitatedHurtManager { criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsManager IsTalk IsTalkManager Response SurvivorIncapacitatedHurtManager } Response SurvivorMajorHurtManager { scene "scenes/Manager/HurtMajor01.vcd" //[Pain noise - huh] scene "scenes/Manager/HurtMajor02.vcd" //[Pain noise - ahh] scene "scenes/Manager/HurtMajor03.vcd" //[Pain noise - oy] scene "scenes/Manager/HurtMajor04.vcd" //[Pain noise - oy] scene "scenes/Manager/HurtMajor05.vcd" //[Pain noise - ugh] scene "scenes/Manager/HurtMajor06.vcd" //[Pain noise - ugh] scene "scenes/Manager/HurtMajor07.vcd" //[Pain noise - ugh] scene "scenes/Manager/HurtMajor08.vcd" //[Pain noise - ugh] scene "scenes/Manager/HurtMajor09.vcd" //[Pain noise - ugh] scene "scenes/Manager/HurtMajor10.vcd" //[Pain noise - ugh] } Rule SurvivorMajorHurtManager { criteria IsSurvivor InPain IsMajorPain IsManager IsTalk IsTalkManager Response SurvivorMajorHurtManager } Response SurvivorMinorHurtManager { scene "scenes/Manager/HurtMinor01.vcd" //[Pain noise - short minor pain] scene "scenes/Manager/HurtMinor02.vcd" //[Pain noise - short minor pain] scene "scenes/Manager/HurtMinor03.vcd" //[Pain noise - short minor pain] scene "scenes/Manager/HurtMinor04.vcd" //[Pain noise - short minor pain] scene "scenes/Manager/HurtMinor05.vcd" //[Pain noise - short minor pain] scene "scenes/Manager/HurtMinor06.vcd" //[Pain noise - short minor pain] scene "scenes/Manager/HurtMinor07.vcd" //[Pain noise - short minor pain] scene "scenes/Manager/HurtMinor08.vcd" //[Pain noise - short minor pain] } Rule SurvivorMinorHurtManager { criteria IsSurvivor InPain IsMinorPain IsManager IsTalk IsTalkManager Response SurvivorMinorHurtManager } Response SurvivorReloadingManager { scene "scenes/Manager/Reloading01.vcd" //Reloading! scene "scenes/Manager/Reloading02.vcd" //Reloading! scene "scenes/Manager/Reloading03.vcd" //Reloading! } Rule SurvivorReloadingManager { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsManager IsNotIncapacitated IsTalk IsTalkManager RecentGroupInCombat10 Response SurvivorReloadingManager } //-------------------------------------------------------------------------------------------------------------- // Player Help Incapped //-------------------------------------------------------------------------------------------------------------- Response PlayerHelpIncappedManager { scene "scenes/Manager/Help01.vcd" then any FriendNeedsHelp foo:0 0 //Help! scene "scenes/Manager/Help02.vcd" then any FriendNeedsHelp foo:0 0 //I need some help over here! scene "scenes/Manager/Help03.vcd" then any FriendNeedsHelp foo:0 0 //Need a little help over here! scene "scenes/Manager/Help05.vcd" then any FriendNeedsHelp foo:0 0 //Help me! scene "scenes/Manager/Help06.vcd" then any FriendNeedsHelp foo:0 0 //Help! scene "scenes/Manager/Help07.vcd" then any FriendNeedsHelp foo:0 0 //I'm in trouble! scene "scenes/Manager/Help08.vcd" then any FriendNeedsHelp foo:0 0 //I need some help! scene "scenes/Manager/Help09.vcd" then any FriendNeedsHelp foo:0 0 //Somebody help me! scene "scenes/Manager/Help10.vcd" then any FriendNeedsHelp foo:0 0 //Can you hear me? I need some help! scene "scenes/Manager/Help11.vcd" odds 5 then any FriendNeedsHelp foo:0 0 //What part of help do you not understand? Help! } Rule PlayerHelpIncappedManager { criteria ConceptPlayerHelp IsManager IsTalk IsTalkManager IsIncapacitated NotCalledForHelpRecently ApplyContext "CalledForHelp:1:20" Response PlayerHelpIncappedManager } //-------------------------------------------------------------------------------------------------------------- // PlayerIncappedResponse //-------------------------------------------------------------------------------------------------------------- Response HelpResponseBillManager { scene "scenes/Manager/InsideSafeRoom05.vcd" //We cannot leave anyone behind scene "scenes/Manager/InsideSafeRoom07.vcd" //What you waitin' for, let's go help him! } Rule HelpResponseBillManager { criteria ConceptFriendNeedsHelp IsManager IsTalk IsTalkManager IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea NotAloneInSafeSpot Response HelpResponseBillManager } Response HelpResponseFrancisManager { scene "scenes/Manager/InsideSafeRoom01.vcd" //I'm no hero, but we can't just leave 'em out there. scene "scenes/Manager/InsideSafeRoom03.vcd" //Come on, I'd want them to come for me. scene "scenes/Manager/InsideSafeRoom05.vcd" //We cannot leave anyone behind scene "scenes/Manager/InsideSafeRoom07.vcd" //What you waitin' for, let's go help him! } Rule HelpResponseFrancisManager { criteria ConceptFriendNeedsHelp IsManager IsTalk IsTalkManager IsNotIncapacitated IsInSafeSpot FromIsBiker IsNotInStartArea NotAloneInSafeSpot Response HelpResponseFrancisManager } Response HelpResponseZoeyManager { scene "scenes/Manager/InsideSafeRoom02.vcd" //I am NOT leaving Zoey behind! scene "scenes/Manager/InsideSafeRoom05.vcd" //We cannot leave anyone behind scene "scenes/Manager/InsideSafeRoom08.vcd" //What you waitin' for, let's go help her! } Rule HelpResponseZoeyManager { criteria ConceptFriendNeedsHelp IsManager IsTalk IsTalkManager IsNotIncapacitated IsInSafeSpot FromIsTeenGirl IsNotInStartArea NotAloneInSafeSpot Response HelpResponseZoeyManager } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response hospital02_path03a1 { scene "scenes/Manager/WorldHospital0206.vcd" //Allright, no problem. Now we gotta get out of the subway. } Rule hospital02_path03a1 { criteria Concepthospital02_path03a1 IsManager IsTalk IsTalkManager IsSubjectNear400 NotInCombat Response hospital02_path03a1 } Response hospital03_path03a1 { scene "scenes/Manager/WorldHospital0326.vcd" //Hurry! scene "scenes/Manager/WorldHospital0327.vcd" //Hurry! scene "scenes/Manager/WorldHospital0421.vcd" //Hurry up. } Rule hospital03_path03a1 { criteria Concepthospital03_path03a1 IsManager IsTalk IsTalkManager IsSubjectNear400 NotInCombat Response hospital03_path03a1 } Response PlayeGoingToDie3VampireaManager { scene "scenes/Manager/Generic26.vcd" then Biker VampiresBeatb foo:0 0 //They ain't vampires, man, they're zombies. } Rule PlayeGoingToDie3VampireaManager { criteria ConceptVampiresBeata IsManager IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 TimeSinceGroupInCombat10 Response PlayeGoingToDie3VampireaManager } Response PlayerAirport02CraneStartedManager { scene "scenes/Manager/ZombieGenericShort14.vcd" //Stay positive, guys! I got a good feeling about this. } Rule PlayerAirport02CraneStartedManager { criteria Conceptairport02_creshendoCrane IsManager ApplyContext "Airport02CraneStarted:1:0" applycontexttoworld Response PlayerAirport02CraneStartedManager } Response Playerairport03_barrieraManager { scene "scenes/Manager/AnswerReady02.vcd" //Let's do it! scene "scenes/Manager/GenericResponses10.vcd" //Good thinking. scene "scenes/Manager/WorldAirportNPC07.vcd" //Okay, let's do it! scene "scenes/Manager/WorldFarmHouseNPC10.vcd" //Sounds good to me. } Rule Playerairport03_barrieraManager { criteria Conceptairport03_barriera IsManager IsNotSaidairport03_barriera IsTalk IsTalkManager IsSubjectNear800 IsNotSaidairport03_barrier ApplyContext "Saidairport03_barriera:1:0" applycontexttoworld Response Playerairport03_barrieraManager } Response PlayerAirport03FirePathClearaManager { scene "scenes/Manager/HurryUp10.vcd" then all Airport03FirePathCleara foo:0 0 //Let's go let's go let's go! } Rule PlayerAirport03FirePathClearaManager { criteria ConceptAirport03FirePathCleara IsManager IsNotCoughing IsTalk IsTalkManager ChanceToFire10Percent RecentGroupInCombat2 ApplyContext "SaidAirport03FirePathClear:1:0" applycontexttoworld Response PlayerAirport03FirePathClearaManager } Response PlayerAirport03FireStartedXManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerAirport03FireStartedXManager { criteria ConceptAirport03FireStartedX IsManager IsNotCoughing IsTalk IsTalkManager ApplyContext "SaidAirport03FireStarted:1:0" applycontexttoworld Response PlayerAirport03FireStartedXManager } Response Playerairport04_05aManager { scene "scenes/Manager/GenericResponses39.vcd" //Oh no. Ain't no damn way... scene "scenes/Manager/No04.vcd" //Not a chance. scene "scenes/Manager/No05.vcd" //No way, man. } Rule Playerairport04_05aManager { criteria Conceptairport04_05a IsManager IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 Response Playerairport04_05aManager } Response Playerairport04_08bManager { scene "scenes/Manager/GenericResponses03.vcd" //You're joking, right? scene "scenes/Manager/ViolenceAwe10.vcd" //Holy shit... } Rule Playerairport04_08bManager { criteria Conceptairport04_08b IsManager IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 Response Playerairport04_08bManager } Response PlayerFrancisSuggestsCraneManager { scene "scenes/Manager/GenericResponses10.vcd" //Good thinking. } Rule PlayerFrancisSuggestsCraneManager { criteria ConceptFrancisSuggestsCrane IsManager IsNotSaidFrancisSuggestsCrane IsTalk IsTalkManager IsSubjectNear800 ApplyContext "SaidFrancisSuggestsCrane:1:0" applycontexttoworld Response PlayerFrancisSuggestsCraneManager } Response PlayerLaughFrancisManager { scene "scenes/Manager/Laughter06.vcd" // scene "scenes/Manager/Laughter07.vcd" // } Rule PlayerLaughFrancisManager { criteria ConceptLaughFrancis IsManager IsNotSaidLaughFrancis IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidLaughFrancis:1:0" applycontexttoworld Response PlayerLaughFrancisManager } Response PlayerRemarkairport02_creshendo01aManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerRemarkairport02_creshendo01aManager { criteria ConceptRemark IsManager Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkManager ApplyContext "Saidairport02_creshendo01a:1:30" applycontexttoworld Response PlayerRemarkairport02_creshendo01aManager } Response PlayerRemarkairport03_07Manager { scene "scenes/Manager/SafeSpotAhead06.vcd" //Safe house! scene "scenes/Manager/SafeSpotAhead07.vcd" //Safe house up ahead! } Rule PlayerRemarkairport03_07Manager { criteria ConceptRemark IsManager Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkManager IsNotSaidSafeSpotAhead ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkairport03_07Manager } Response PlayerRemarkairport04_02Manager { scene "scenes/Manager/WorldAirport0402.vcd" //They really trashed this airport scene "scenes/Manager/WorldAirport0403.vcd" //Man, they really trashed this place } Rule PlayerRemarkairport04_02Manager { criteria ConceptRemark IsManager Isairport04_02 IsNotSaidairport04_02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "Saidairport04_02:1:0" applycontexttoworld Response PlayerRemarkairport04_02Manager } Response PlayerRemarkcrashcourse01_path01Manager { scene "scenes/Manager/DLC2M1Pilot01.vcd" //Poor guy, he tried to help us. } Rule PlayerRemarkcrashcourse01_path01Manager { criteria ConceptRemark IsManager Iscrashcourse01_path01 IsNotSaidcrashcourse01_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidcrashcourse01_path01:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path01Manager } Response PlayerRemarkFarm01_path01Manager { scene "scenes/Manager/blank.vcd" // } Rule PlayerRemarkFarm01_path01Manager { criteria ConceptRemark IsManager IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm01_path01:1:0" applycontexttoworld Response PlayerRemarkFarm01_path01Manager } Response PlayerRemarkFarm01_path02Manager { scene "scenes/Manager/FollowMe04.vcd" //This way. } Rule PlayerRemarkFarm01_path02Manager { criteria ConceptRemark IsManager IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidFarm01_path02:1:0" applycontexttoworld Response PlayerRemarkFarm01_path02Manager } Response PlayerRemarkFarm01_path03Manager { scene "scenes/Manager/blank.vcd" // } Rule PlayerRemarkFarm01_path03Manager { criteria ConceptRemark IsManager IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidFarm01_path03:1:0" applycontexttoworld Response PlayerRemarkFarm01_path03Manager } Response PlayerRemarkFarm01_path03aManager { scene "scenes/Manager/WorldFarmHouse0101.vcd" //I bet your country ass DOES like this trailer. } Rule PlayerRemarkFarm01_path03aManager { criteria IsManager ConceptFarm01_path03a IsNotCoughing NotInCombat IsTalk IsTalkManager IsBikerNear400 Response PlayerRemarkFarm01_path03aManager } Response PlayerRemarkFarm02_path01Manager { scene "scenes/Manager/FollowMe04.vcd" //This way. } Rule PlayerRemarkFarm02_path01Manager { criteria ConceptRemark IsManager IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm02_path01:1:0" applycontexttoworld Response PlayerRemarkFarm02_path01Manager } Response PlayerRemarkFarm02_path02Manager { scene "scenes/Manager/ContextModifierCalm05.vcd" //Down there. } Rule PlayerRemarkFarm02_path02Manager { criteria ConceptRemark IsManager IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02Manager } Response PlayerRemarkFarm02_path02aManager { scene "scenes/Manager/ContextModifierCalm05.vcd" then Biker Farm02_path02b foo:0 0.05 //Down there. } Rule PlayerRemarkFarm02_path02aManager { criteria ConceptRemark IsManager IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 IsBikerNear125 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02aManager } Rule PlayerRemarkFarm02_path03Manager { criteria ConceptRemark IsManager IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02Manager } Rule PlayerRemarkFarm02_path03aManager { criteria ConceptRemark IsManager IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 NotSaidFarm02_TracksBelow IsBikerNear125 ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02aManager } Rule PlayerRemarkFarm02_path04Manager { criteria ConceptRemark IsManager IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02Manager } Rule PlayerRemarkFarm02_path04aManager { criteria ConceptRemark IsManager IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 NotSaidFarm02_TracksBelow IsBikerNear125 ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02aManager } Rule PlayerRemarkFarm02_path05Manager { criteria ConceptRemark IsManager IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02Manager } Rule PlayerRemarkFarm02_path05aManager { criteria ConceptRemark IsManager IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 NotSaidFarm02_TracksBelow IsBikerNear125 ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02aManager } Response PlayerRemarkFarm02_path06Manager { scene "scenes/Manager/WorldSmallTown0112.vcd" then any RespondAffirmative foo:0 0 //Here's a way down! } Rule PlayerRemarkFarm02_path06Manager { criteria ConceptRemark IsManager IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm02_path06:1:0" applycontexttoworld Response PlayerRemarkFarm02_path06Manager } Response PlayerRemarkFarm02_path09Manager { scene "scenes/Manager/GenericDirections03.vcd" then any RespondAffirmative foo:0 0 //Let's get up that ladder! } Rule PlayerRemarkFarm02_path09Manager { criteria ConceptRemark IsManager IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm02_path09:1:0" applycontexttoworld Response PlayerRemarkFarm02_path09Manager } Rule PlayerRemarkFarm02_path10Manager { criteria ConceptRemark IsManager IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkManager IsSubjectNear400 ApplyContext "SaidFarm02_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14Manager } Response PlayerRemarkFarm03_path01aManager { scene "scenes/Manager/ZombieGenericShort14.vcd" //Stay positive, guys! I got a good feeling about this. } Rule PlayerRemarkFarm03_path01aManager { criteria IsManager ConceptFarm03_path01a IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 Response PlayerRemarkFarm03_path01aManager } Response PlayerRemarkFarm03_path03Manager { scene "scenes/Manager/GenericDirections06.vcd" //Through this door! } Rule PlayerRemarkFarm03_path03Manager { criteria ConceptRemark IsManager IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm03_path03:1:0" applycontexttoworld Response PlayerRemarkFarm03_path03Manager } Response PlayerRemarkFarm03_path06Manager { scene "scenes/Manager/WorldHospital0205.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //Tracks are blocked. We gotta find another way } Rule PlayerRemarkFarm03_path06Manager { criteria ConceptRemark IsManager IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidFarm03_path06:1:0" applycontexttoworld Response PlayerRemarkFarm03_path06Manager } Response PlayerRemarkFarm03_path07Manager { scene "scenes/Manager/ReactionDisgusted03.vcd" //That is some nasty shit. } Rule PlayerRemarkFarm03_path07Manager { criteria ConceptRemark IsManager IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear100 ApplyContext "SaidFarm03_path07:1:0" applycontexttoworld Response PlayerRemarkFarm03_path07Manager } Rule PlayerRemarkFarm03_path09Manager { criteria ConceptRemark IsManager IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkManager IsSubjectNear400 ApplyContext "SaidFarm03_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09Manager } Response PlayerRemarkFarm03_path10Manager { scene "scenes/Manager/ContextModifierLoud03.vcd" then any RespondAffirmative foo:0 0.05 //Up there! } Rule PlayerRemarkFarm03_path10Manager { criteria ConceptRemark IsManager IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidFarm03_path10:1:0" applycontexttoworld Response PlayerRemarkFarm03_path10Manager } Response PlayerRemarkFarm04_path01aManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerRemarkFarm04_path01aManager { criteria ConceptRemark IsManager IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm04_path01:1:0" applycontexttoworld Response PlayerRemarkFarm04_path01aManager } Response PlayerRemarkFarm04_path04Manager { scene "scenes/Manager/blank.vcd" // } Rule PlayerRemarkFarm04_path04Manager { criteria ConceptRemark IsManager IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkManager ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path04Manager } Rule PlayerRemarkFarm04_path05Manager { criteria ConceptRemark IsManager IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkManager ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path04Manager } Response PlayerRemarkFarm04_path06Manager { scene "scenes/Manager/blank.vcd" // } Rule PlayerRemarkFarm04_path06Manager { criteria ConceptRemark IsManager IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear500 ApplyContext "SaidFarm04_path06:1:0" applycontexttoworld Response PlayerRemarkFarm04_path06Manager } Response PlayerRemarkFarm04_path07Manager { scene "scenes/Manager/GenericDirections01.vcd" //Up the stairs! } Rule PlayerRemarkFarm04_path07Manager { criteria ConceptRemark IsManager IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm04_path07:1:0" applycontexttoworld Response PlayerRemarkFarm04_path07Manager } Response PlayerRemarkFarm04_path08Manager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! } Rule PlayerRemarkFarm04_path08Manager { criteria ConceptRemark IsManager IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm04_path08:1:0" applycontexttoworld Response PlayerRemarkFarm04_path08Manager } Response PlayerRemarkFarm04_path09Manager { scene "scenes/Manager/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0.05 //Safe house up ahead! } Rule PlayerRemarkFarm04_path09Manager { criteria ConceptRemark IsManager IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkManager IsSubjectNear1000 ApplyContext "SaidFarm04_path09:1:0" applycontexttoworld Response PlayerRemarkFarm04_path09Manager } Response PlayerRemarkFarm04_path10Manager { scene "scenes/Manager/ViolenceAwe08.vcd" //Jee-zus... } Rule PlayerRemarkFarm04_path10Manager { criteria ConceptRemark IsManager IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear100 ApplyContext "SaidFarm04_path10:1:0" applycontexttoworld Response PlayerRemarkFarm04_path10Manager } Rule PlayerRemarkFarm05_path01Manager { criteria ConceptRemark IsManager IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm05_path01:1:0" applycontexttoworld Response PlayerRemarkFarm03_path06Manager } Rule PlayerRemarkFarm05_path02Manager { criteria ConceptRemark IsManager IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "SaidFarm05_path02:1:0" applycontexttoworld Response PlayerRemarkFarm02_path09Manager } Response PlayerRemarkFarm05_path08Manager { scene "scenes/Manager/FinaleAhead02.vcd" //We're almost out of here! } Rule PlayerRemarkFarm05_path08Manager { criteria ConceptRemark IsManager IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear500 ApplyContext "SaidFarm05_path08:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08Manager } Rule PlayerRemarkFarm05_path09Manager { criteria ConceptRemark IsManager IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidFarm05_path09:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08Manager } Rule PlayerRemarkFarm05_path10Manager { criteria ConceptRemark IsManager IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08Manager } Response PlayerRemarkhospital01_path01Manager { scene "scenes/Manager/WorldHospital0102.vcd" //Subway station's just around the corner! scene "scenes/Manager/WorldHospital0103.vcd" //The Station's just up the street. } Rule PlayerRemarkhospital01_path01Manager { criteria ConceptRemark IsManager Ishospital01_path01 IsNotSaidhospital01_path01 IsNotCoughing NotInCombat IsSubjectAlmostNear IsTalk IsTalkManager ApplyContext "Saidhospital01_path01:1:0" applycontexttoworld Response PlayerRemarkhospital01_path01Manager } Response PlayerRemarkhospital01_path02Manager { scene "scenes/Manager/WorldHospital0107.vcd" //This way! scene "scenes/Manager/WorldHospital0109.vcd" //Station's up the street! } Rule PlayerRemarkhospital01_path02Manager { criteria ConceptRemark IsManager Ishospital01_path02 IsNotSaidhospital01_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectAlmostNear ApplyContext "Saidhospital01_path02:1:0" applycontexttoworld Response PlayerRemarkhospital01_path02Manager } Response PlayerRemarkhospital01_path03Manager { scene "scenes/Manager/WorldHospital0105.vcd" then Any SafeSpotAheadResponse foo:0 0 //There's the station! scene "scenes/Manager/WorldHospital0106.vcd" then Any SafeSpotAheadResponse foo:0 0 //Get to the station! scene "scenes/Manager/WorldHospital0108.vcd" then Any SafeSpotAheadResponse foo:0 0 //There it is! } Rule PlayerRemarkhospital01_path03Manager { criteria ConceptRemark IsManager Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear ApplyContext "Saidhospital01_path03:1:0" applycontexttoworld Response PlayerRemarkhospital01_path03Manager } Response PlayerRemarkhospital02_path02Manager { scene "scenes/Manager/WorldHospital0201.vcd" //Red Line North is the way. scene "scenes/Manager/WorldHospital0202.vcd" //We gotta take the Red Line North to Mercy Hospital. scene "scenes/Manager/WorldHospital0203.vcd" //The red line will take us to Mercy. } Rule PlayerRemarkhospital02_path02Manager { criteria ConceptRemark IsManager Ishospital02_path02 IsNotSaidhospital02_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear500 ApplyContext "Saidhospital02_path02:1:0" applycontexttoworld Response PlayerRemarkhospital02_path02Manager } Response PlayerRemarkhospital02_path03Manager { scene "scenes/Manager/WorldHospital0204.vcd" then NamVet hospital02_path03b1 foo:0 0 //Damn, the line's blocked. scene "scenes/Manager/WorldHospital0205.vcd" then Manager hospital02_path03c1 foo:0 0 //Tracks are blocked. We gotta find another way } Rule PlayerRemarkhospital02_path03Manager { criteria ConceptRemark IsManager Ishospital02_path03 IsNotSaidhospital02_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear900 ApplyContext "Saidhospital02_path03:1:0" applycontexttoworld Response PlayerRemarkhospital02_path03Manager } Response PlayerRemarkhospital02_path04Manager { scene "scenes/Manager/WorldHospital0207.vcd" //Safe house in the pawnshop! scene "scenes/Manager/WorldHospital0208.vcd" //Get to the pawnshop! } Rule PlayerRemarkhospital02_path04Manager { criteria ConceptRemark IsManager Ishospital02_path04 IsNotSaidhospital02_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "Saidhospital02_path04:1:0" applycontexttoworld Response PlayerRemarkhospital02_path04Manager } Response PlayerRemarkhospital02_safehouseManager { scene "scenes/Manager/SafeSpotAhead05.vcd" //There's the safe house! scene "scenes/Manager/SafeSpotAhead06.vcd" //Safe house! scene "scenes/Manager/SafeSpotAhead07.vcd" //Safe house up ahead! } Rule PlayerRemarkhospital02_safehouseManager { criteria ConceptRemark IsManager Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear1000 ApplyContext "Saidhospital02_safehouse:1:0" applycontexttoworld Response PlayerRemarkhospital02_safehouseManager } Response PlayerRemarkhospital03_path01Manager { scene "scenes/Manager/WorldHospital0301.vcd" //Tch. I think it's this way. scene "scenes/Manager/WorldHospital0302.vcd" //Should be around here. scene "scenes/Manager/WorldHospital0319.vcd" //We should be close! } Rule PlayerRemarkhospital03_path01Manager { criteria ConceptRemark IsManager Ishospital03_path01 IsNotSaidhospital03_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidhospital03_path01:1:0" applycontexttoworld Response PlayerRemarkhospital03_path01Manager } Response PlayerRemarkhospital03_path02Manager { scene "scenes/Manager/WorldHospital0316.vcd" //Hospital's just past the water works! scene "scenes/Manager/WorldHospital0317.vcd" //There's the Hospital!! } Rule PlayerRemarkhospital03_path02Manager { criteria ConceptRemark IsManager Ishospital03_path02 IsNotSaidhospital03_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ChanceToFire50Percent ApplyContext "Saidhospital03_path02:1:0" applycontexttoworld Response PlayerRemarkhospital03_path02Manager } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path02Manager : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path02Manager { criteria ConceptRemark IsManager Ishospital03_path02 IsNotSaidhospital03_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "Saidhospital03_path02:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankManager } Response PlayerRemarkhospital03_path03Manager { scene "scenes/Manager/WorldHospital0303.vcd" //Excellent! We can use that lift! scene "scenes/Manager/WorldHospital0315.vcd" //Get on the lift! scene "scenes/Manager/WorldHospital0318.vcd" //Get on the lift! scene "scenes/Manager/WorldHospital0328.vcd" //Get on the lift! scene "scenes/Manager/WorldHospital0329.vcd" //Everybody, get on the lift! } Rule PlayerRemarkhospital03_path03Manager { criteria ConceptRemark IsManager Ishospital03_path03 IsNotSaidhospital03_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear800 ApplyContext "Saidhospital03_path03:1:0" applycontexttoworld Response PlayerRemarkhospital03_path03Manager } Response PlayerRemarkhospital03_path04Manager { scene "scenes/Manager/FollowMe04.vcd" //This way. scene "scenes/Manager/WorldHospital0107.vcd" //This way! scene "scenes/Manager/WorldHospital0304.vcd" //Through the warehouse! } Rule PlayerRemarkhospital03_path04Manager { criteria ConceptRemark IsManager Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "Saidhospital03_path04:1:0" applycontexttoworld Response PlayerRemarkhospital03_path04Manager } Response PlayerRemarkhospital03_path05Manager { scene "scenes/Manager/WorldHospital0324.vcd" //Bet it's just a little further } Rule PlayerRemarkhospital03_path05Manager { criteria ConceptRemark IsManager Ishospital03_path05 IsNotSaidhospital03_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ChanceToFire20Percent ApplyContext "Saidhospital03_path05:1:0" applycontexttoworld Response PlayerRemarkhospital03_path05Manager } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path05Manager : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkhospital03_path05Manager { criteria ConceptRemark IsManager Ishospital03_path05 IsNotSaidhospital03_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidhospital03_path05:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankManager } Response PlayerRemarkhospital03_path06Manager { scene "scenes/Manager/WorldHospital0305.vcd" //Still can't get used to this. } Rule PlayerRemarkhospital03_path06Manager { criteria ConceptRemark IsManager Ishospital03_path06 IsNotSaidhospital03_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ChanceToFire50Percent ApplyContext "Saidhospital03_path06:1:0" applycontexttoworld Response PlayerRemarkhospital03_path06Manager } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path06Manager : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path06Manager { criteria ConceptRemark IsManager Ishospital03_path06 IsNotSaidhospital03_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidhospital03_path06:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankManager } Response PlayerRemarkhospital03_path07Manager { scene "scenes/Manager/WorldHospital0306.vcd" //This is going to be messy. scene "scenes/Manager/WorldHospital0307.vcd" //Well... into the sewers we go! scene "scenes/Manager/WorldHospital0309.vcd" //This is not going to be sanitary. } Rule PlayerRemarkhospital03_path07Manager { criteria ConceptRemark IsManager Ishospital03_path07 IsNotSaidhospital03_path07 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidhospital03_path07:1:0" applycontexttoworld Response PlayerRemarkhospital03_path07Manager } Response PlayerRemarkhospital03_path08Manager { scene "scenes/Manager/WorldHospital0325.vcd" //Gonna be messy. } Rule PlayerRemarkhospital03_path08Manager { criteria ConceptRemark IsManager Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ChanceToFire50Percent ApplyContext "Saidhospital03_path08:1:0" Response PlayerRemarkhospital03_path08Manager } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08Manager : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path08Manager { criteria ConceptRemark IsManager Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "Saidhospital03_path08:1:0" Response _PlayerInfoRemarkableBlankManager } Response PlayerRemarkhospital03_path08aManager { scene "scenes/Manager/WorldHospital0308.vcd" then Biker hospital03_path08a2 foo:0 0 //Phew... Francis... } Rule PlayerRemarkhospital03_path08aManager { criteria ConceptRemark IsManager Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ChanceToFire50Percent IsBikerAlive ApplyContext "Saidhospital03_path08:1:0" Response PlayerRemarkhospital03_path08aManager } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08aManager : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path08aManager { criteria ConceptRemark IsManager Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 IsBikerAlive ApplyContext "Saidhospital03_path08:1:0" Response _PlayerInfoRemarkableBlankManager } Response PlayerRemarkhospital03_path10Manager { scene "scenes/Manager/WorldHospital0310.vcd" //Mercy Hospital should be right above us. } Rule PlayerRemarkhospital03_path10Manager { criteria ConceptRemark IsManager Ishospital03_path10 IsNotSaidhospital03_path10 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "Saidhospital03_path10:1:0" applycontexttoworld Response PlayerRemarkhospital03_path10Manager } Response PlayerRemarkhospital03_path11Manager { scene "scenes/Manager/WorldHospital0311.vcd" //The HOSPITAL! scene "scenes/Manager/WorldHospital0312.vcd" //GET TO THE HOSPITAL! scene "scenes/Manager/WorldHospital0313.vcd" //The Hospital! We made it! scene "scenes/Manager/WorldHospital0314.vcd" //Hurry eveyrone! } Rule PlayerRemarkhospital03_path11Manager { criteria ConceptRemark IsManager Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear1000 ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkhospital03_path11Manager } Response PlayerRemarkhospital04_path01Manager { scene "scenes/Manager/WorldHospital0401.vcd" then NamVet hospital04_path01a foo:0 0 //This doesn't smell like a hospital... scene "scenes/Manager/WorldHospital0402.vcd" //Were they saving people or killin' them? } Rule PlayerRemarkhospital04_path01Manager { criteria ConceptRemark IsManager Ishospital04_path01 IsNotSaidhospital04_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidhospital04_path01:1:0" applycontexttoworld Response PlayerRemarkhospital04_path01Manager } Response PlayerRemarkhospital04_path02aManager { scene "scenes/Manager/GenericDirections12.vcd" //Stairs are a good workout. scene "scenes/Manager/WorldHospital0403.vcd" //It's good for you Bill, cardio! } Rule PlayerRemarkhospital04_path02aManager { criteria Concepthospital04_path02a IsManager IsTalk IsTalkManager IsSubjectNear200 Response PlayerRemarkhospital04_path02aManager } Response PlayerRemarkhospital04_path04Manager { scene "scenes/Manager/WorldHospital0404.vcd" then Any hospital04_path04a foo:0 0 //Elevator's here! scene "scenes/Manager/WorldHospital0405.vcd" then Any hospital04_path04a foo:0 0 //To the elevator! scene "scenes/Manager/WorldHospital0406.vcd" then Any hospital04_path04a foo:0 0 //Into the elevator! scene "scenes/Manager/WorldHospital0416.vcd" then Any hospital04_path04a foo:0 0 //Get in the elevator! } Rule PlayerRemarkhospital04_path04Manager { criteria ConceptRemark IsManager Ishospital04_path04 IsNotSaidhospital04_path04 IsNotCoughing IsTalk IsTalkManager IsSubjectNear1000 IsSubjectFar100 ApplyContext "Saidhospital04_path04:1:0" applycontexttoworld Response PlayerRemarkhospital04_path04Manager } Response PlayerRemarkhospital04_path04aManager { scene "scenes/Manager/WorldHospital0404.vcd" //Elevator's here! scene "scenes/Manager/WorldHospital0405.vcd" //To the elevator! scene "scenes/Manager/WorldHospital0406.vcd" //Into the elevator! scene "scenes/Manager/WorldHospital0416.vcd" //Get in the elevator! } Rule PlayerRemarkhospital04_path04aManager { criteria Concepthospital04_path04a IsManager IsTalk IsTalkManager Response PlayerRemarkhospital04_path04aManager } Response PlayerRemarkhospital04_path05Manager { scene "scenes/Manager/WorldHospital0409.vcd" //We need to find access to the roof! scene "scenes/Manager/WorldHospital0418.vcd" //We need to find roof access! } Rule PlayerRemarkhospital04_path05Manager { criteria ConceptRemark IsManager Ishospital04_path05 IsNotSaidhospital04_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "Saidhospital04_path05:1:0" applycontexttoworld Response PlayerRemarkhospital04_path05Manager } Response PlayerRemarkhospital04_path06Manager { scene "scenes/Manager/WorldHospital0407.vcd" //Stay away from the edge. } Rule PlayerRemarkhospital04_path06Manager { criteria ConceptRemark IsManager Ishospital04_path06 IsNotSaidhospital04_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear500 ApplyContext "Saidhospital04_path06:1:0" applycontexttoworld Response PlayerRemarkhospital04_path06Manager } Response PlayerRemarkhospital04_path07Manager { scene "scenes/Manager/WorldHospital0408.vcd" //Safe house through here. scene "scenes/Manager/WorldHospital0410.vcd" //Roof this way! scene "scenes/Manager/WorldHospital0415.vcd" //Let's go, let's go! scene "scenes/Manager/WorldHospital0419.vcd" //The roof's this way! } Rule PlayerRemarkhospital04_path07Manager { criteria ConceptRemark IsManager Ishospital04_path07 IsNotSaidhospital04_path07 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear1000 ApplyContext "Saidhospital04_path07:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkhospital04_path07Manager } Response PlayerRemarkhospital05_path01Manager { scene "scenes/Manager/WorldHospital0502.vcd" //Bet the chopper pilot'll be happy to hear from us! scene "scenes/Manager/WorldHospital0503.vcd" //Let's find that radio! scene "scenes/Manager/WorldHospital0506.vcd" //Well, this is it. scene "scenes/Manager/ZombieGenericShort13.vcd" //Well, it can only get better, right? } Rule PlayerRemarkhospital05_path01Manager { criteria ConceptRemark IsManager Ishospital05_path01 IsNotSaidhospital05_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidhospital05_path01:1:0" applycontexttoworld Response PlayerRemarkhospital05_path01Manager } Response PlayerRemarkhospital05_path01bManager { scene "scenes/Manager/GenericResponses23.vcd" //Works for me. } Rule PlayerRemarkhospital05_path01bManager { criteria Concepthospital05_path01b IsManager IsTalk IsTalkManager Response PlayerRemarkhospital05_path01bManager } Response PlayerRemarkhospital05_path02Manager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! } Rule PlayerRemarkhospital05_path02Manager { criteria ConceptRemark IsManager Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "Saidhospital05_path02:1:0" applycontexttoworld Response PlayerRemarkhospital05_path02Manager } Response PlayerRemarkhospital05_path03Manager { scene "scenes/Manager/WorldHospital01.vcd" //There's the landing pad. } Rule PlayerRemarkhospital05_path03Manager { criteria ConceptRemark IsManager Ishospital05_path03 IsNotSaidhospital05_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidhospital05_path03:1:0" applycontexttoworld Response PlayerRemarkhospital05_path03Manager } Response PlayerRemarkhospital05_path04Manager { scene "scenes/Manager/WorldHospital0504.vcd" //Big ass gun up here. scene "scenes/Manager/WorldHospital0505.vcd" //Check out this gun up here! scene "scenes/Manager/WorldHospital0509.vcd" //Man, I always wanted to fire one of these things. scene "scenes/Manager/WorldHospital0510.vcd" //Man, check this gun out! } Rule PlayerRemarkhospital05_path04Manager { criteria ConceptRemark IsManager Ishospital05_path04 IsNotSaidhospital05_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidhospital05_path04:1:0" applycontexttoworld Response PlayerRemarkhospital05_path04Manager } Response PlayerRemarkPathClearVanManager { scene "scenes/Manager/MoveOn02.vcd" //Time to move. scene "scenes/Manager/MoveOn06.vcd" //Whaddya say we get moving? } Rule PlayerRemarkPathClearVanManager { criteria ConceptPathClearVan IsManager IsNotSaidPathClearVan IsNotCoughing IsTalk IsTalkManager ApplyContext "SaidPathClearVan:1:0" applycontexttoworld Response PlayerRemarkPathClearVanManager } Response PlayerRemarkSmalltown01_path01Manager { scene "scenes/Manager/WorldSmallTown0111.vcd" then any ResponseSoftDispleasureSwear foo:0 0 //Ah, hell. The bridge is out. } Rule PlayerRemarkSmalltown01_path01Manager { criteria ConceptRemark IsManager IsSmalltown01_path01 IsNotSaidSmalltown01_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidSmalltown01_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path01Manager } Response PlayerRemarkSmalltown01_path02Manager { scene "scenes/Manager/WorldSmallTown0106.vcd" //Looks like we can get back up the other side. } Rule PlayerRemarkSmalltown01_path02Manager { criteria ConceptRemark IsManager IsSmalltown01_path02 IsNotSaidSmalltown01_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 IsNotSaidSmalltown01_path04 IsSaidSmalltown01_path01 ApplyContext "SaidSmalltown01_path02:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path02Manager } Response PlayerRemarkSmalltown01_path03Manager { scene "scenes/Manager/GenericDirections17.vcd" //Let's get up that ladder! } Rule PlayerRemarkSmalltown01_path03Manager { criteria ConceptRemark IsManager IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidSmalltown01_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path03Manager } Response PlayerRemarkSmalltown01_path06Manager { scene "scenes/Manager/ReactionApprehensive03.vcd" //I don't like this one damn bit. } Rule PlayerRemarkSmalltown01_path06Manager { criteria ConceptRemark IsManager IsSmalltown01_path06 IsNotSaidSmalltown01_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown01_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path06Manager } Response PlayerRemarkSmalltown01_path07Manager { scene "scenes/Manager/WorldSmallTown0107.vcd" //The tunnel's blocked. } Rule PlayerRemarkSmalltown01_path07Manager { criteria ConceptRemark IsManager IsSmalltown01_path07 IsNotSaidSmalltown01_path07 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear1000 IsNotSaidSmalltown01_path08 ApplyContext "SaidSmalltown01_path07:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path07Manager } Response PlayerRemarkSmalltown01_path08Manager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! scene "scenes/Manager/GenericDirections06.vcd" //Through this door! } Rule PlayerRemarkSmalltown01_path08Manager { criteria ConceptRemark IsManager IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown01_path08:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path08Manager } Response PlayerRemarkSmalltown01_path09Manager { scene "scenes/Manager/SafeSpotAhead05.vcd" then any SafeSpotAheadResponse foo:0 0 //There's the safe house! scene "scenes/Manager/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up ahead! } Rule PlayerRemarkSmalltown01_path09Manager { criteria ConceptRemark IsManager IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkManager IsSubjectNear1500 ApplyContext "SaidSmalltown01_path09:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path09Manager } Response PlayerRemarksmalltown02_path01Manager { scene "scenes/Manager/WorldSmallTown0201.vcd" then biker smalltown02_path01a foo:0 0 //These must be overflow pipes for Riverside. } Rule PlayerRemarksmalltown02_path01Manager { criteria ConceptRemark IsManager Issmalltown02_path01 IsNotSaidsmalltown02_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear600 ChanceToFire15Percent ApplyContext "Saidsmalltown02_path01:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path01Manager } //AUTOGENERATED BLANK FOR PlayerRemarksmalltown02_path01Manager : ChanceToFire15Percent Rule AUTOBLANK_PlayerRemarksmalltown02_path01Manager { criteria ConceptRemark IsManager Issmalltown02_path01 IsNotSaidsmalltown02_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear600 ApplyContext "Saidsmalltown02_path01:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankManager } Response PlayerRemarksmalltown02_path01bManager { scene "scenes/Manager/WorldSmallTown0212.vcd" then biker smalltown02_path01c foo:0 -5.1 //Interesting true story. In 1975, the local township - [gets cut off] } Rule PlayerRemarksmalltown02_path01bManager { criteria ConceptSmallTown02_path01b IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear600 IsManager Response PlayerRemarksmalltown02_path01bManager } Response PlayerRemarksmalltown02_path02Manager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path02Manager { criteria ConceptRemark IsManager Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidsmalltown02_path02:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path02Manager } Response PlayerRemarksmalltown02_path03Manager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path03Manager { criteria ConceptRemark IsManager Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidsmalltown02_path03:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path03Manager } Response PlayerRemarksmalltown02_path04Manager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path04Manager { criteria ConceptRemark IsManager Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "Saidsmalltown02_path04:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path04Manager } Response PlayerRemarksmalltown02_path06Manager { scene "scenes/Manager/WorldSmallTown0204.vcd" //We have to lower that platform! } Rule PlayerRemarksmalltown02_path06Manager { criteria ConceptRemark IsManager Issmalltown02_path06 IsNotSaidsmalltown02_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear700 ApplyContext "Saidsmalltown02_path06:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path06Manager } Response PlayerRemarksmalltown02_path08Manager { scene "scenes/Manager/WorldSmallTown0203.vcd" //That'll seal the lock. } Rule PlayerRemarksmalltown02_path08Manager { criteria ConceptRemark IsManager Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear100 ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path08Manager } Response PlayerRemarksmalltown02_path08aManager { scene "scenes/Manager/WorldSmallTown0203.vcd" //That'll seal the lock. } Rule PlayerRemarksmalltown02_path08aManager { criteria Conceptsmalltown02_path08a IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 IsManager Response PlayerRemarksmalltown02_path08aManager } Response PlayerRemarkSmalltown02_path09Manager { scene "scenes/Manager/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up ahead! } Rule PlayerRemarkSmalltown02_path09Manager { criteria ConceptRemark IsManager IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkManager IsSubjectNear1000 ApplyContext "SaidSmalltown02_path09:1:0" applycontexttoworld Response PlayerRemarkSmalltown02_path09Manager } Response PlayerRemarkSmalltown03_path03Manager { scene "scenes/Manager/WorldSmallTown0306.vcd" //We need to get over this fence. } Rule PlayerRemarkSmalltown03_path03Manager { criteria ConceptRemark IsManager IsSmalltown03_path03 IsNotSaidSmalltown03_path03 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown03_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path03Manager } Response PlayerRemarkSmalltown03_path04Manager { scene "scenes/Manager/GenericDirections01.vcd" //Up the stairs! scene "scenes/Manager/WorldSmallTown0303.vcd" //We can cross up here. } Rule PlayerRemarkSmalltown03_path04Manager { criteria ConceptRemark IsManager IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown03_path04:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path04Manager } Response PlayerRemarkSmalltown03_path05Manager { scene "scenes/Manager/GenericDirections01.vcd" //Up the stairs! scene "scenes/Manager/WorldSmallTown0303.vcd" //We can cross up here. } Rule PlayerRemarkSmalltown03_path05Manager { criteria ConceptRemark IsManager IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown03_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path05Manager } Response PlayerRemarkSmalltown03_path06Manager { scene "scenes/Manager/WorldSmallTown0303.vcd" //We can cross up here. } Rule PlayerRemarkSmalltown03_path06Manager { criteria ConceptRemark IsManager IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "SaidSmalltown03_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path06Manager } Response PlayerRemarkSmalltown03_path08Manager { scene "scenes/Manager/WorldSmallTown0214.vcd" //[Reading a turnpike sign] Riverside! At least we're going the right way. scene "scenes/Manager/WorldSmallTown0305.vcd" //Almost to Riverside. } Rule PlayerRemarkSmalltown03_path08Manager { criteria ConceptRemark IsManager IsSmalltown03_path08 IsNotSaidSmalltown03_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidSmalltown03_path08:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path08Manager } Response PlayerRemarkSmalltown03_path11Manager { scene "scenes/Manager/ReactionApprehensive02.vcd" //Man, It's too quiet, too dman quiet } Rule PlayerRemarkSmalltown03_path11Manager { criteria ConceptRemark IsManager IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear100 ApplyContext "SaidSmalltown03_path11:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path11Manager } Response PlayerRemarkSmalltown03_path12Manager { scene "scenes/Manager/WorldSmallTown0318.vcd" //Look, there's lights on in that church! scene "scenes/Manager/WorldSmallTown0408.vcd" //Church still got its lights on. } Rule PlayerRemarkSmalltown03_path12Manager { criteria ConceptRemark IsManager IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "SaidSmalltown03_path12:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path12Manager } Response PlayerRemarkSmalltown03_path13Manager { scene "scenes/Manager/WorldSmallTown0318.vcd" //Look, there's lights on in that church! scene "scenes/Manager/WorldSmallTown0408.vcd" //Church still got its lights on. } Rule PlayerRemarkSmalltown03_path13Manager { criteria ConceptRemark IsManager IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "SaidSmalltown03_path13:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path13Manager } Response PlayerRemarkSmalltown04_path01Manager { scene "scenes/Manager/blank.vcd" then any RiversideIsDead foo:0 0 // } Rule PlayerRemarkSmalltown04_path01Manager { criteria ConceptRemark IsManager IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12" applycontexttoworld Response PlayerRemarkSmalltown04_path01Manager } Response PlayerRemarkSmalltown04_path02Manager { scene "scenes/Manager/blank.vcd" then any RiversideIsDead foo:0 0 // } Rule PlayerRemarkSmalltown04_path02Manager { criteria ConceptRemark IsManager IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12" applycontexttoworld Response PlayerRemarkSmalltown04_path02Manager } Response PlayerRemarkSmalltown04_path03Manager { scene "scenes/Manager/WorldSmallTown0308.vcd" //Goddamn it, there's gotta be some place that held out. } Rule PlayerRemarkSmalltown04_path03Manager { criteria ConceptRemark IsManager IsSmalltown04_path03 IsNotSaidSmalltown04_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 IsSmalltownBarricadeManager ApplyContext "SaidSmalltown04_path03:1:0,SmallTownBarricadeManager:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path03Manager } Response PlayerRemarkSmalltown04_path04Manager { scene "scenes/Manager/WorldSmallTown0308.vcd" //Goddamn it, there's gotta be some place that held out. } Rule PlayerRemarkSmalltown04_path04Manager { criteria ConceptRemark IsManager IsSmalltown04_path04 IsNotSaidSmalltown04_path04 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 IsSmalltownBarricadeManager ApplyContext "SaidSmalltown04_path04:1:0,SmallTownBarricadeManager:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path04Manager } Response PlayerRemarkSmalltown04_path05Manager { scene "scenes/Manager/FollowMe04.vcd" //This way. } Rule PlayerRemarkSmalltown04_path05Manager { criteria ConceptRemark IsManager IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidSmalltown04_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path05Manager } Response PlayerRemarkSmalltown04_path07AManager { scene "scenes/Manager/WorldSmallTown0403.vcd" //If you ignore the crazy guy and the zombies, nice town } Rule PlayerRemarkSmalltown04_path07AManager { criteria ConceptSmalltown04_Path07A IsManager IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ChanceToFire30Percent Response PlayerRemarkSmalltown04_path07AManager } Response PlayerRemarkSmalltown04_path08Manager { scene "scenes/Manager/Generic16.vcd" //Now *this* is a big ass machine gun. } Rule PlayerRemarkSmalltown04_path08Manager { criteria ConceptRemark IsManager IsSmalltown04_path08 IsNotSaidSmalltown04_path08 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown04_path08:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path08Manager } Response PlayerRemarkSmalltown04_path09Manager { scene "scenes/Manager/WorldSmallTown0308.vcd" //Goddamn it, there's gotta be some place that held out. } Rule PlayerRemarkSmalltown04_path09Manager { criteria ConceptRemark IsManager IsSmalltown04_path09 IsNotSaidSmalltown04_path09 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 IsSmalltownBarricadeManager ApplyContext "SaidSmalltown04_path09:1:0,SmallTownBarricadeManager:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path09Manager } Response PlayerRemarkSmalltown04_path10Manager { scene "scenes/Manager/WorldSmallTown0303.vcd" //We can cross up here. } Rule PlayerRemarkSmalltown04_path10Manager { criteria ConceptRemark IsManager IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidSmalltown04_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path10Manager } Rule PlayerRemarkSmalltown04_path11Manager { criteria ConceptRemark IsManager IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown04_path11:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14Manager } Response PlayerRemarkSmalltown05_path01Manager { scene "scenes/Manager/blank.vcd" // } Rule PlayerRemarkSmalltown05_path01Manager { criteria ConceptRemark IsManager IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear1000 ApplyContext "SaidSmalltown05_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path01Manager } Response PlayerRemarkSmalltown05_path02Manager { scene "scenes/Manager/WorldSmallTown0302.vcd" //Careful, this is wide open. } Rule PlayerRemarkSmalltown05_path02Manager { criteria ConceptRemark IsManager IsSmalltown05_path02 IsNotSaidSmalltown05_path02 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear800 ApplyContext "SaidSmalltown05_path02:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path02Manager } Response PlayerRemarkSmalltown05_path03Manager { scene "scenes/Manager/WorldSmallTown0405.vcd" then biker Smalltown05_path03a foo:0 0 //We can get to the river through here. } Rule PlayerRemarkSmalltown05_path03Manager { criteria ConceptRemark IsManager IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear300 ApplyContext "SaidSmalltown05_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path03Manager } Response PlayerRemarkSmalltown05_path06Manager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! } Rule PlayerRemarkSmalltown05_path06Manager { criteria ConceptRemark IsManager IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear200 ApplyContext "SaidSmalltown05_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path06Manager } Response PlayerRemarkThroughHereManager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! } Rule PlayerRemarkThroughHereManager { criteria ConceptRemark IsManager IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "SaidThroughHere:1:0" applycontexttoworld Response PlayerRemarkThroughHereManager } Response PlayerRemarkUpThatLadderManager { scene "scenes/Manager/GenericDirections03.vcd" //Let's get up that ladder! } Rule PlayerRemarkUpThatLadderManager { criteria ConceptRemark IsManager IsUpThatLadder IsNotSaidUpThatLadder IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ApplyContext "SaidUpThatLadder:1:0" applycontexttoworld Response PlayerRemarkUpThatLadderManager } Response PlayerZoeySuggestsCraneManager { scene "scenes/Manager/GenericResponses09.vcd" //Allright, then, let's do it. scene "scenes/Manager/GenericResponses10.vcd" //Good thinking. } Rule PlayerZoeySuggestsCraneManager { criteria ConceptZoeySuggestsCrane IsManager IsNotSaidZoeySuggestsCrane IsTalk IsTalkManager IsSubjectNear800 ApplyContext "SaidZoeySuggestsCrane:1:0" applycontexttoworld Response PlayerZoeySuggestsCraneManager } Response RespondAffirmativeManager { scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. } Rule RespondAffirmativeManager { criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isManager IsTalkManager Response RespondAffirmativeManager } Response RiversideIsDeadManager { scene "scenes/Manager/WorldSmallTown0401.vcd" then any RiversideIsDeadPlan TalkManager:1:2 0 //Riverside's a bust. Let's just get to the river. } Rule RiversideIsDeadManager { criteria ConceptRiversideIsDead IsManager IsNotCoughing IsTalkManager ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadManager } Response RiversideIsDeadBManager { scene "scenes/Manager/WorldSmallTown0402.vcd" then any RiversideIsDeadPlan foo:0 0 //If we get to the river we can find a boat } Rule RiversideIsDeadBManager { criteria ConceptRiversideIsDeadB IsManager IsNotCoughing IsTalkManager ApplyContext "SaidSmalltown04_path02:1:0,TalkManager:1:3" applycontexttoworld Response RiversideIsDeadBManager } Response RiversideIsDeadPlanManager { scene "scenes/Manager/GenericResponses15.vcd" //Okay... scene "scenes/Manager/GenericResponses23.vcd" //Works for me. } Rule RiversideIsDeadPlanManager { criteria ConceptRiversideIsDeadPlan IsManager IsNotCoughing IsTalkManager ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadPlanManager } Response RiversideIsDeadSpecial1Manager { scene "scenes/Manager/WorldSmallTown0401.vcd" then biker RiversideIsDeadSpecial1A foo:0 0 //Riverside's a bust. Let's just get to the river. } Rule RiversideIsDeadSpecial1Manager { criteria ConceptRiversideIsDead IsManager IsNotCoughing IsTalkManager ChanceToFire20Percent ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadSpecial1Manager } Response SafeSpotAheadResponse { scene "scenes/Manager/SafeSpotAheadReaction01.vcd" //Finally! scene "scenes/Manager/SafeSpotAheadReaction02.vcd" //We made it! scene "scenes/Manager/SafeSpotAheadReaction03.vcd" //Knew we'd make it! scene "scenes/Manager/SafeSpotAheadReaction05.vcd" //Man, I KNEW we was gonna make it. } Rule SafeSpotAheadResponse { criteria IsManager IsNotCoughing NotInCombat IsTalk IsTalkManager IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent Response SafeSpotAheadResponse } //-------------------------------------------------------------------------------------------------------------- // Remarkable voice //-------------------------------------------------------------------------------------------------------------- Response PlayerNearFinaleFarmManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerNearFinaleFarmManager { criteria ConceptPlayerNearFinale IsNotCoughing IsManager IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkManager IsNotIncapacitated ismap_l4d_farm05_cornfield ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response PlayerNearFinaleFarmManager } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Directional //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeManager { scene "scenes/Manager/CoverMe01.vcd" //Cover me! scene "scenes/Manager/CoverMe02.vcd" //Cover me! scene "scenes/Manager/CoverMe03.vcd" //Cover me! scene "scenes/Manager/CoverMe04.vcd" //Watch my back! scene "scenes/Manager/CoverMe05.vcd" //Watch my back! } Rule PlayerCoverMeManager { criteria ConceptPlayerCoverMe IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerCoverMeManager } Response PlayerFollowMeManager { scene "scenes/Manager/FollowMe01.vcd" //Come on this way. scene "scenes/Manager/FollowMe02.vcd" //Follow me. scene "scenes/Manager/FollowMe03.vcd" //Follow me! scene "scenes/Manager/FollowMe04.vcd" //This way. scene "scenes/Manager/FollowMe05.vcd" //Come on man, this way. } Rule PlayerFollowMeManager { criteria ConceptPlayerFollowMe IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerFollowMeManager } Response PlayerHelpManager { scene "scenes/Manager/Help01.vcd" //Help! scene "scenes/Manager/Help02.vcd" //I need some help over here! scene "scenes/Manager/Help03.vcd" //Need a little help over here! scene "scenes/Manager/Help05.vcd" //Help me! scene "scenes/Manager/Help06.vcd" //Help! scene "scenes/Manager/Help07.vcd" //I'm in trouble! scene "scenes/Manager/Help08.vcd" //I need some help! scene "scenes/Manager/Help09.vcd" //Somebody help me! scene "scenes/Manager/Help10.vcd" //Can you hear me? I need some help! scene "scenes/Manager/Help11.vcd" odds 5 //What part of help do you not understand? Help! } Rule PlayerHelpManager { criteria ConceptPlayerHelp IsManager IsTalk IsTalkManager Response PlayerHelpManager } Response PlayerHurryUpManager { scene "scenes/Manager/HurryUp01.vcd" //Hurry up! scene "scenes/Manager/HurryUp02.vcd" //Hurry up! scene "scenes/Manager/HurryUp03.vcd" //Hurry! scene "scenes/Manager/HurryUp04.vcd" //Hurry! scene "scenes/Manager/HurryUp05.vcd" //Move! scene "scenes/Manager/HurryUp06.vcd" //Come on! scene "scenes/Manager/HurryUp07.vcd" //Hurry! scene "scenes/Manager/HurryUp08.vcd" //Faster! scene "scenes/Manager/HurryUp09.vcd" //Move it scene "scenes/Manager/HurryUp10.vcd" //Let's go let's go let's go! scene "scenes/Manager/HurryUp11.vcd" //Come on, catch up! scene "scenes/Manager/HurryUp12.vcd" //Move it, move it up here! scene "scenes/Manager/HurryUp13.vcd" odds 5 //I'm not waiting on you, get up here! } Rule PlayerHurryUpManager { criteria ConceptPlayerHurryUp IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerHurryUpManager } Response PlayerKillThatLightManager { scene "scenes/Manager/KillThatLight01.vcd" //Kill that light! scene "scenes/Manager/KillThatLight02.vcd" //Flashlights off! scene "scenes/Manager/KillThatLight03.vcd" //Turn your light off! scene "scenes/Manager/KillThatLight04.vcd" //Kill the light, man. scene "scenes/Manager/KillThatLight05.vcd" //Lights off! } Rule PlayerKillThatLightManager { criteria ConceptPlayerKillThatLight IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerKillThatLightManager } Response PlayerLeadOnManager { scene "scenes/Manager/LeadOn01.vcd" //You all go right ahead. scene "scenes/Manager/LeadOn02.vcd" //You go ahead, I'll follow you. scene "scenes/Manager/LeadOn03.vcd" //You take the lead. scene "scenes/Manager/LeadOn04.vcd" //Go ahead. scene "scenes/Manager/LeadOn05.vcd" //You first. } Rule PlayerLeadOnManager { criteria ConceptPlayerLeadOn IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerLeadOnManager } Response PlayerMoveOnManager { scene "scenes/Manager/MoveOn01.vcd" //Allright, let's go. scene "scenes/Manager/MoveOn02.vcd" //Time to move. scene "scenes/Manager/MoveOn03.vcd" //Let's go. scene "scenes/Manager/MoveOn04.vcd" //Let's Move, Let's Move! scene "scenes/Manager/MoveOn05.vcd" //I really think we should keep moving. scene "scenes/Manager/MoveOn06.vcd" //Whaddya say we get moving? scene "scenes/Manager/MoveOn07.vcd" //Let's go. scene "scenes/Manager/MoveOn08.vcd" //Tme to move } Rule PlayerMoveOnManager { criteria ConceptPlayerMoveOn IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerMoveOnManager } Response PlayerStayTogetherManager { scene "scenes/Manager/StayTogether01.vcd" //Stay close. scene "scenes/Manager/StayTogether02.vcd" //Come on, we got to stay together. scene "scenes/Manager/StayTogether03.vcd" //Keep together! scene "scenes/Manager/StayTogether04.vcd" //Stay together! scene "scenes/Manager/StayTogether05.vcd" //We've got to stick together. scene "scenes/Manager/StayTogether06.vcd" //Nobody run off. } Rule PlayerStayTogetherManager { criteria ConceptPlayerStayTogether IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerStayTogetherManager } Response PlayerWatchOutBehindManager { scene "scenes/Manager/WatchOutBehind01.vcd" //Behind us! scene "scenes/Manager/WatchOutBehind02.vcd" //They're behind us! scene "scenes/Manager/WatchOutBehind03.vcd" odds 5 //Turn around man! } Rule PlayerWatchOutBehindManager { criteria ConceptPlayerWatchOutBehind IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerWatchOutBehindManager } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerAskReadyManager { scene "scenes/Manager/AskReady01.vcd" //Ready? scene "scenes/Manager/AskReady02.vcd" //Ready? scene "scenes/Manager/AskReady03.vcd" //Ready for this? scene "scenes/Manager/AskReady04.vcd" //Ready for this? scene "scenes/Manager/AskReady05.vcd" //Waddya say, we ready? scene "scenes/Manager/AskReady06.vcd" odds 5 then Zoey BounceReaction foo:0 0 //Your ready to bounce? scene "scenes/Manager/AskReady07.vcd" //You Ready? scene "scenes/Manager/AskReady08.vcd" odds 5 //Yeah, let's get ready scene "scenes/Manager/AskReady09.vcd" //I'm ready, you ready? } Rule PlayerAskReadyManager { criteria ConceptPlayerAskReady IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerAskReadyManager } Response PlayerImWithYouManager { scene "scenes/Manager/ImWithYou01.vcd" //Don't worry, I got your back. scene "scenes/Manager/ImWithYou02.vcd" //Right behind you. scene "scenes/Manager/ImWithYou03.vcd" //I'm with ya. } Rule PlayerImWithYouManager { criteria ConceptPlayerImWithYou IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerImWithYouManager } Response PlayerLaughManager { scene "scenes/Manager/Laughter04.vcd" // scene "scenes/Manager/Laughter13.vcd" // scene "scenes/Manager/Laughter17.vcd" // scene "scenes/Manager/Laughter20.vcd" // scene "scenes/Manager/Laughter21.vcd" // } Rule PlayerLaughManager { criteria ConceptPlayerLaugh IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerLaughManager } Response PlayerLostCallManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerLostCallManager { criteria ConceptPlayerLostCall IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerLostCallManager } Response PlayerNiceJobResponseManager { scene "scenes/Manager/NiceJob01.vcd" //Nice. scene "scenes/Manager/NiceJob02.vcd" //Nice work. scene "scenes/Manager/NiceJob03.vcd" //Nice job. scene "scenes/Manager/NiceJob04.vcd" //Dammmn, man, that was nice. scene "scenes/Manager/NiceJob05.vcd" //That was great. scene "scenes/Manager/NiceJob06.vcd" //That was cool. scene "scenes/Manager/NiceJob07.vcd" odds 2 //Ah, that was off the chain } Rule PlayerNiceJobResponseManager { criteria ConceptPlayerNiceJob IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerNiceJobResponseManager } Response PlayerNoManager { scene "scenes/Manager/No01.vcd" //No way. scene "scenes/Manager/No02.vcd" //Uh uh. scene "scenes/Manager/No03.vcd" //Nope. scene "scenes/Manager/No04.vcd" //Not a chance. scene "scenes/Manager/No05.vcd" //No way, man. scene "scenes/Manager/No08.vcd" //No. scene "scenes/Manager/No09.vcd" odds 2 //I said No } Rule PlayerNoManager { criteria ConceptPlayerNo IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerNoManager } Response PlayerProfanityManager { scene "scenes/Manager/ReactionNegative04.vcd" //ah, Jesus. scene "scenes/Manager/Swears02.vcd" //Dammit. scene "scenes/Manager/Swears03.vcd" //Aw hell. scene "scenes/Manager/Swears10.vcd" //Dammit. scene "scenes/Manager/Taunt07.vcd" //[loud, evil laugh] scene "scenes/Manager/ViolenceAwe08.vcd" //Jee-zus... } Rule PlayerProfanityManager { criteria ConceptPlayerAnswerLostCall IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerProfanityManager } Response PlayerSorryManager { scene "scenes/Manager/Sorry01.vcd" //Sorry! scene "scenes/Manager/Sorry02.vcd" //Sorry! scene "scenes/Manager/Sorry03.vcd" //Sorry about that! scene "scenes/Manager/Sorry04.vcd" //Aww, man, sorry. scene "scenes/Manager/Sorry06.vcd" //My bad. scene "scenes/Manager/Sorry07.vcd" //100% my fault } Rule PlayerSorryManager { criteria ConceptPlayerSorry IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerSorryManager } Response PlayerThanksManager { scene "scenes/Manager/Thanks01.vcd" //Thanks. scene "scenes/Manager/Thanks02.vcd" //Thanks. scene "scenes/Manager/Thanks03.vcd" //Thanks, I owe you one. scene "scenes/Manager/Thanks04.vcd" //Thanks. scene "scenes/Manager/Thanks05.vcd" //Thanks, man. scene "scenes/Manager/Thanks06.vcd" //Thanks, man. scene "scenes/Manager/Thanks07.vcd" //Thank you. scene "scenes/Manager/Thanks08.vcd" //Thanks, I owe ya a big one. scene "scenes/Manager/Thanks09.vcd" //Thanks a lot. scene "scenes/Manager/Thanks10.vcd" //Whoo, thanks. scene "scenes/Manager/Thanks11.vcd" //Hey, thanks. scene "scenes/Manager/Thanks12.vcd" odds 1 //Thanks Dog scene "scenes/Manager/Thanks14.vcd" odds 1 //Thanks, Playa } Rule PlayerThanksManager { criteria ConceptPlayerThanks IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerThanksManager } Response PlayerYesManager { scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes07.vcd" //Yeah, I'm cool with that scene "scenes/Manager/Yes08.vcd" //Yes scene "scenes/Manager/Yes09.vcd" //Cool } Rule PlayerYesManager { criteria ConceptPlayerYes IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerYesManager } Response PlayerYouAreWelcomeManager { scene "scenes/Manager/YouAreWelcome03.vcd" //It's fine. scene "scenes/Manager/YouAreWelcome04.vcd" //Any time. scene "scenes/Manager/YouAreWelcome05.vcd" //Hey, no problem. scene "scenes/Manager/YouAreWelcome07.vcd" //Sure. scene "scenes/Manager/YouAreWelcome08.vcd" //Its all good. scene "scenes/Manager/YouAreWelcome09.vcd" //Hey, no problem. scene "scenes/Manager/YouAreWelcome10.vcd" //My pleasure. scene "scenes/Manager/YouAreWelcome13.vcd" //Hey, man, no problem. scene "scenes/Manager/YouAreWelcome14.vcd" //Not a problem. scene "scenes/Manager/YouAreWelcome15.vcd" //You are totally welcome. scene "scenes/Manager/YouAreWelcome16.vcd" //Sure thing, man. scene "scenes/Manager/YouAreWelcome17.vcd" //Sure } Rule PlayerYouAreWelcomeManager { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsManager IsTalk IsTalkManager IsNotSpeaking Response PlayerYouAreWelcomeManager } Rule PlayerFriendlyFireInflictorManager { criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsManager IsTalk IsTalkManager Response PlayerSorryManager } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerNegativeManager { scene "scenes/Manager/FallShort02.vcd" //ohhh nooooo scene "scenes/Manager/NegativeNoise03.vcd" //[Improv non-verbal displeasure & frustration sounds] scene "scenes/Manager/PositiveNoise04.vcd" //[Improv non-verbal pleasure & interest sounds] } Rule PlayerNegativeManager { criteria ConceptPlayerNegative IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerNegativeManager } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Warning //-------------------------------------------------------------------------------------------------------------- Response PlayerAreaClearManager { scene "scenes/Manager/AreaClear01.vcd" //Clear! scene "scenes/Manager/AreaClear02.vcd" //Nothing in here! scene "scenes/Manager/AreaClear03.vcd" //Nothin' here! scene "scenes/Manager/AreaClear04.vcd" odds 5 //All Clean! } Rule PlayerAreaClearManager { criteria ConceptPlayerAreaClear IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerAreaClearManager } Response PlayerHeardBoomerManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerHeardBoomerManager { criteria ConceptPlayerHeardBoomer IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerHeardBoomerManager } Response PlayerHeardHunterManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerHeardHunterManager { criteria ConceptPlayerHeardHunter IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerHeardHunterManager } Response PlayerHeardSmokerManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerHeardSmokerManager { criteria ConceptPlayerHeardSmoker IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerHeardSmokerManager } Response PlayerHeardTankManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerHeardTankManager { criteria ConceptPlayerHeardTank IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerHeardTankManager } Response PlayerHeardWitchManager { scene "scenes/Manager/blank.vcd" // } Rule PlayerHeardWitchManager { criteria ConceptPlayerHeardWitch IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerHeardWitchManager } Response PlayerHurrahManager { scene "scenes/Manager/Hurrah05.vcd" then Any HurrahAlso foo:0 0 //We're going to be okay. scene "scenes/Manager/Hurrah06.vcd" then Any HurrahAlso foo:0 0 //We're going to be okay. scene "scenes/Manager/Hurrah07.vcd" //Man, I think we're gonna make it. scene "scenes/Manager/Hurrah08.vcd" then Any HurrahAlso foo:0 0 //They can't stop us now scene "scenes/Manager/Hurrah09.vcd" then Any HurrahAlso foo:0 0 //Nothing can stop us. scene "scenes/Manager/Hurrah10.vcd" odds 5 then Any HurrahAlso foo:0 0 //Nothing can stop us, do you hear me? Nothing can stop us! scene "scenes/Manager/Hurrah11.vcd" then Any HurrahAlso foo:0 0 //We are unstoppable. scene "scenes/Manager/Hurrah12.vcd" odds 5 then Any HurrahAlso foo:0 0 //That's right, we should call ourselves the unstoppables scene "scenes/Manager/Hurrah13.vcd" then Any HurrahAlso foo:0 0 //We are unstoppable. scene "scenes/Manager/Hurrah16.vcd" then Any HurrahAlso foo:0 0 //I am bad, yes I am bad, YES I AM! WOO! } Rule PlayerHurrahManager { criteria ConceptPlayerHurrah IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerHurrahManager } Response PlayerWarnCarefulManager { scene "scenes/Manager/WarnCareful02.vcd" //Caarefullll... scene "scenes/Manager/WarnCareful03.vcd" //Careful... scene "scenes/Manager/WarnCareful04.vcd" //Be careful... scene "scenes/Manager/WarnCareful05.vcd" //Watch yourself now... scene "scenes/Manager/WarnCareful06.vcd" //Take it easy... scene "scenes/Manager/WarnCareful07.vcd" //We gotta be careful... scene "scenes/Manager/WarnCareful08.vcd" //Careful, careful scene "scenes/Manager/WarnCareful09.vcd" //Careful... scene "scenes/Manager/WarnCareful10.vcd" //We've got to be careful... scene "scenes/Manager/WarnCareful11.vcd" //Careful... } Rule PlayerWarnCarefulManager { criteria ConceptPlayerWarnCareful IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerWarnCarefulManager } Response SurvivorSpottedWorldFarManager { scene "scenes/Manager/Look01.vcd" //Over there. scene "scenes/Manager/Look02.vcd" //Over there. scene "scenes/Manager/Look03.vcd" //Look. scene "scenes/Manager/Look04.vcd" //Look! scene "scenes/Manager/Look05.vcd" //Look! } Rule SurvivorSpottedWorldFarManager { criteria ConceptPlayerLook IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto Response SurvivorSpottedWorldFarManager } //-------------------------------------------------------------------------------------------------------------- // Smalltown Intro //-------------------------------------------------------------------------------------------------------------- Response IntroSmalltownManager { scene "scenes/Manager/WorldSmallTown0101.vcd" then teengirl IntroSmallTown2 foo:0 0.05 //I heeard the military was evacuating people to Riverside. scene "scenes/Manager/WorldSmallTownIntro01.vcd" then teengirl IntroSmallTown2 foo:0 0.05 //I heard reports that Riverside held out! } Rule IntroSmalltownManager { criteria ConceptIntroSmalltown IsManager ApplyContext "talk:1:10" applycontexttoworld Response IntroSmalltownManager } Response IntroSmalltown3Manager { scene "scenes/Manager/WorldFarmHouseNPC10.vcd" //Sounds good to me. scene "scenes/Manager/WorldSmallTownIntro02.vcd" //We get to Riverside and we'll probably be allright. } Rule IntroSmalltown3Manager { criteria ConceptIntroSmalltown3 IsManager ApplyContext "talk:1:5" applycontexttoworld Response IntroSmalltown3Manager } //-------------------------------------------------------------------------------------------------------------- // Spawn - Join //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpawnManager { scene "scenes/Manager/ScenarioJoin01.vcd" //I'm here! scene "scenes/Manager/ScenarioJoin02.vcd" //Hello! scene "scenes/Manager/ScenarioJoin03.vcd" //Hey, I'm here! } Rule SurvivorSpawnManager { criteria ConceptPlayerScenarioJoin IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorSpawnManager } Response SurvivorSpawnLastMainstreetManager { scene "scenes/Manager/blank.vcd" // } Rule SurvivorSpawnLastMainstreetManager { criteria ConceptPlayerScenarioJoinLast IsManager IsSmalltown04 ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5" applycontexttoworld Response SurvivorSpawnLastMainstreetManager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response PlayerBillPouncedManager { scene "scenes/Manager/HunterBillPounced01.vcd" predelay ".5,1" //Bill! scene "scenes/Manager/HunterBillPounced02.vcd" predelay ".5,1" //Hunter on Bill! scene "scenes/Manager/HunterBillPounced03.vcd" predelay ".5,1" //Hunter on Bill! } Rule PlayerBillPouncedManager { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsNamVet IsNotSaidBillPounced IsManager IsTalk IsTalkManager ApplyContext "BillPounced:1:60" applycontexttoworld Response PlayerBillPouncedManager } Response PlayerEatPillsManager { scene "scenes/Manager/PainReliefSigh02.vcd" //Ah scene "scenes/Manager/PainReliefSigh04.vcd" //Ohh } Rule PlayerEatPillsManager { criteria ConceptEatPills IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerEatPillsManager } Response PlayerFrancisPouncedManager { scene "scenes/Manager/HunterFrancisPounced01.vcd" predelay ".5,1" //Francis! scene "scenes/Manager/HunterFrancisPounced02.vcd" predelay ".5,1" //Hunter on Francis! scene "scenes/Manager/HunterFrancisPounced03.vcd" predelay ".5,1" //Hunter on Francis! } Rule PlayerFrancisPouncedManager { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsBiker IsNotSaidFrancisPounced IsManager IsTalk IsTalkManager ApplyContext "FrancisPounced:1:60" applycontexttoworld Response PlayerFrancisPouncedManager } Response PlayerGetInsideCheckPointManager { scene "scenes/Manager/StayTogetherInside01.vcd" //C'mon, everyone inside, inside! scene "scenes/Manager/StayTogetherInside02.vcd" //Let's get inside! scene "scenes/Manager/StayTogetherInside04.vcd" //We gotta get inside! } Rule PlayerGetInsideCheckPointManager { criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsManager IsInSafeSpot IsTalk IsTalkManager SomeoneOutsideSafeSpot Response PlayerGetInsideCheckPointManager } Response PlayerGrenadeManager { scene "scenes/Manager/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! scene "scenes/Manager/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! scene "scenes/Manager/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //DUCK AND COVER! scene "scenes/Manager/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE! scene "scenes/Manager/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE! scene "scenes/Manager/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //LOOK OUT, GRENADE! scene "scenes/Manager/Grenade07.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! } Rule PlayerGrenadeManager { criteria ConceptThrewGrenade IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerGrenadeManager } Response PlayerGrenadeCarefulManager { scene "scenes/Manager/WarnCareful01.vcd" //Be very damn careful.... scene "scenes/Manager/WarnCareful02.vcd" //Caarefullll... scene "scenes/Manager/WarnCareful03.vcd" //Careful... scene "scenes/Manager/WarnCareful05.vcd" //Watch yourself now... scene "scenes/Manager/WarnCareful09.vcd" //Careful... } Rule PlayerGrenadeCarefulManager { criteria ConceptGrenadeCareful IsNotCoughing IsManager IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkManager Response PlayerGrenadeCarefulManager } Response PlayerIncapacitatedInitialManager { scene "scenes/Manager/IncapacitatedInitial01.vcd" //Ahhhh, I'm down! scene "scenes/Manager/IncapacitatedInitial02.vcd" //Ahhhh, I'm down! scene "scenes/Manager/IncapacitatedInitial03.vcd" //Jesus! I'm down! scene "scenes/Manager/IncapacitatedInitial04.vcd" //Shit! I'm down! scene "scenes/Manager/IncapacitatedInitial05.vcd" //I'm down! } Rule PlayerIncapacitatedInitialManager { criteria ConceptPlayerIncapacitated IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "TalkManager:1:2" Response PlayerIncapacitatedInitialManager } Response PlayerKillConfirmationManager { scene "scenes/Manager/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 0 //Got it! scene "scenes/Manager/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 0 //Killed it! scene "scenes/Manager/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 0 //Dead! scene "scenes/Manager/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 0 //Got it! scene "scenes/Manager/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 0 //Killed it! scene "scenes/Manager/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 0 //Dead! } Rule PlayerKillConfirmationManager { criteria ConceptKilledZombie IsNotCoughing IsManager IsTalk IsTalkManager IsSubjectFar300 ChanceToFire40Percent Response PlayerKillConfirmationManager } Response PlayerLockTheDoorCheckPointManager { scene "scenes/Manager/CloseTheDoor01.vcd" //Lock that door. scene "scenes/Manager/CloseTheDoor02.vcd" //Lock the door. scene "scenes/Manager/CloseTheDoor03.vcd" //Lock the door, man! scene "scenes/Manager/CloseTheDoor04.vcd" //Go ahead and lock that door. scene "scenes/Manager/CloseTheDoor05.vcd" //Lock the damn door scene "scenes/Manager/CloseTheDoor06.vcd" //Did you lock the door? scene "scenes/Manager/CloseTheDoor07.vcd" //Lock the door, man! } Rule PlayerLockTheDoorCheckPointManager { criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsManager IsInSafeSpot IsTalk IsTalkManager Response PlayerLockTheDoorCheckPointManager } Response PlayerRemarkairport01_burningManager { scene "scenes/Manager/WorldAirport0101.vcd" //Man... this is going to take forever to rebuild scene "scenes/Manager/WorldAirport0102.vcd" //This is NOT what I expected } Rule PlayerRemarkairport01_burningManager { criteria ConceptRemark IsManager Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkManager ApplyContext "Saidairport01_burning:1:0" Response PlayerRemarkairport01_burningManager } //AUTOGENERATED BLANK FOR PlayerRemarkairport01_burningManager : ChanceToFire40Percent Rule AUTOBLANK_PlayerRemarkairport01_burningManager { criteria ConceptRemark IsManager Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkManager ApplyContext "Saidairport01_burning:1:0" Response _PlayerInfoRemarkableBlankManager } Response PlayerStayTogetherInsideManager { scene "scenes/Manager/StayTogetherInside01.vcd" //C'mon, everyone inside, inside! scene "scenes/Manager/StayTogetherInside02.vcd" //Let's get inside! scene "scenes/Manager/StayTogetherInside04.vcd" //We gotta get inside! } Rule PlayerStayTogetherInsideManager { criteria ConceptPlayerStayTogether IsNotCoughing IsManager IsInSafeSpot IsTalk IsTalkManager SomeoneOutsideSafeSpot Response PlayerStayTogetherInsideManager } Response PlayerSuggestHealthBillManager { scene "scenes/Manager/PlayerSuggestHealth01.vcd" //Maybe you oughtta heal up. scene "scenes/Manager/PlayerSuggestHealthBill01.vcd" //Bill, you might wanna use your med kit. scene "scenes/Manager/PlayerSuggestHealthBill02.vcd" //Bill, you oughtta heal. scene "scenes/Manager/PlayerSuggestHealthBill03.vcd" //Hey Bill, might be a good time to patch yerself up. } Rule PlayerSuggestHealthBillManager { criteria ConceptPlayerSuggestHealthNamVet IsManager IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkManager NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthBillManager } Response PlayerSuggestHealthFrancisManager { scene "scenes/Manager/PlayerSuggestHealthFrancis01.vcd" //Francis, you should use your med kit. scene "scenes/Manager/PlayerSuggestHealthFrancis02.vcd" //Hey tough guy, heal up. scene "scenes/Manager/PlayerSuggestHealthFrancis03.vcd" //Yo Francis, come on buddy, heal up. scene "scenes/Manager/PlayerSuggestHealthFrancis04.vcd" //Francis, patch yerself up. } Rule PlayerSuggestHealthFrancisManager { criteria ConceptPlayerSuggestHealthBiker IsManager IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkManager NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthFrancisManager } Response PlayerSuggestHealthZoeyManager { scene "scenes/Manager/PlayerSuggestHealthZoey01.vcd" //Zoey, you really oughtta heal. scene "scenes/Manager/PlayerSuggestHealthZoey02.vcd" //Go on and heal up, girl. scene "scenes/Manager/PlayerSuggestHealthZoey03.vcd" //Might be a good time to heal, Zoey. scene "scenes/Manager/PlayerSuggestHealthZoey04.vcd" //Come on, girl - time to heal up. scene "scenes/Manager/PlayerSuggestHealthZoey05.vcd" //Go on and heal up, Zoey. } Rule PlayerSuggestHealthZoeyManager { criteria ConceptPlayerSuggestHealthTeenGirl IsManager IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkManager NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthZoeyManager } Response PlayerSuggestMeHealthBikerManager { scene "scenes/Manager/blank.vcd" then Any PlayerSuggestHealthBiker foo:0 0 // } Rule PlayerSuggestMeHealthBikerManager { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsBiker IsNotBeingHealed IsTalk IsTalkManager Response PlayerSuggestMeHealthBikerManager } Response PlayerSuggestMeHealthManagerManager { scene "scenes/Manager/blank.vcd" then Any PlayerSuggestHealthManager foo:0 0 // } Rule PlayerSuggestMeHealthManagerManager { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsManager IsNotBeingHealed IsTalk IsTalkManager Response PlayerSuggestMeHealthManagerManager } Response PlayerSuggestMeHealthNamVetManager { scene "scenes/Manager/blank.vcd" then Any PlayerSuggestHealthNamVet foo:0 0 // } Rule PlayerSuggestMeHealthNamVetManager { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsNamVet IsNotBeingHealed IsTalk IsTalkManager Response PlayerSuggestMeHealthNamVetManager } Response PlayerSuggestMeHealthTeenGirlManager { scene "scenes/Manager/blank.vcd" then Any PlayerSuggestHealthTeenGirl foo:0 0 // } Rule PlayerSuggestMeHealthTeenGirlManager { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsTeenGirl IsNotBeingHealed IsTalk IsTalkManager Response PlayerSuggestMeHealthTeenGirlManager } Response PlayerTransitionManager { scene "scenes/Manager/Hurrah02.vcd" //Woo baby, Aw riiiight! scene "scenes/Manager/NiceJob03.vcd" //Nice job. scene "scenes/Manager/PlayerTransitionClose04.vcd" //BOOM-diah scene "scenes/Manager/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Manager/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Manager/ReactionPositive05.vcd" //Allright! scene "scenes/Manager/ReactionPositive06.vcd" //Heh hehhhh. scene "scenes/Manager/ReactionPositive07.vcd" //Nice! scene "scenes/Manager/ReactionPositive09.vcd" //Sweet Baby! scene "scenes/Manager/ReactionPositive10.vcd" //That's what I'm talkin' about } Rule PlayerTransitionManager { criteria ConceptPlayerTransition IsNotCoughing IsManager IsNotSaidPlayerTransition IsTalk IsTalkManager ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionManager } Response PlayerTransitionCloseManager { scene "scenes/Manager/PlayerTransitionClose01.vcd" //Woah Jesus! scene "scenes/Manager/PlayerTransitionClose02.vcd" //Damn! scene "scenes/Manager/PlayerTransitionClose03.vcd" //At least we're safe now! scene "scenes/Manager/gamespeech01.vcd" odds 1 //The guy's used to laugh when I hit the rifle range at lunch, not so funny now is it? Riflerange_02.wav } Rule PlayerTransitionCloseManager { criteria ConceptPlayerTransition IsNotCoughing IsManager IsNotSaidPlayerTransition IsTalk IsTalkManager IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCloseManager } Response PlayerWarnHeardBoomerManager { scene "scenes/Manager/HeardBoomer01.vcd" //Watch your fire, I hear a Boomer. scene "scenes/Manager/HeardBoomer02.vcd" //I hear a Boomer. scene "scenes/Manager/HeardBoomer03.vcd" //Careful, there's a Boomer's around. scene "scenes/Manager/HeardBoomer04.vcd" //I hear a Boomer. scene "scenes/Manager/HeardBoomer05.vcd" //Careful, I hear a Boomer. scene "scenes/Manager/HeardBoomer06.vcd" //Watch it, I hear a Boomer. scene "scenes/Manager/HeardBoomer07.vcd" //Heads up, man, I hear a Boomer. scene "scenes/Manager/HeardBoomer08.vcd" //Ah, man, that sounds like a Boomer. scene "scenes/Manager/HeardBoomer09.vcd" //Look out, we got a Boomer around here. scene "scenes/Manager/HeardBoomer10.vcd" //I definitely hear a Boomer. scene "scenes/Manager/HeardBoomer11.vcd" //Watch your fire, I hear a Boomer. scene "scenes/Manager/HeardBoomer12.vcd" //Careful, there's a Boomer's around. scene "scenes/Manager/HeardBoomer13.vcd" //I hear a Boomer. scene "scenes/Manager/HeardBoomer14.vcd" //Careful, I hear a Boomer. scene "scenes/Manager/HeardBoomer15.vcd" //Watch it, I hear a Boomer. scene "scenes/Manager/HeardBoomer16.vcd" //Heads up, man, I hear a Boomer. scene "scenes/Manager/HeardBoomer17.vcd" //Ah, man, that sounds like a Boomer. scene "scenes/Manager/HeardBoomer18.vcd" //Look out, we got a Boomer around here. scene "scenes/Manager/HeardBoomer19.vcd" //I definitely hear a Boomer. } Rule PlayerWarnHeardBoomerManager { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsManager IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkManager ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerManager } Response PlayerWarnHeardHunterManager { scene "scenes/Manager/HeardHunter01.vcd" //Watch your back, I hear a Hunter. scene "scenes/Manager/HeardHunter02.vcd" //Careful, I hear a Hunter. scene "scenes/Manager/HeardHunter03.vcd" //I hear a Hunter scene "scenes/Manager/HeardHunter04.vcd" //There's a Hunter out there. scene "scenes/Manager/HeardHunter05.vcd" //Careful now, there's a Hunter around here. scene "scenes/Manager/HeardHunter06.vcd" //Watch your back, I hear a Hunter. scene "scenes/Manager/HeardHunter07.vcd" //Careful, I hear a Hunter. scene "scenes/Manager/HeardHunter08.vcd" //I hear a Hunter scene "scenes/Manager/HeardHunter09.vcd" //There's a Hunter out there. scene "scenes/Manager/HeardHunter10.vcd" //Careful now, there's a hunter around here. } Rule PlayerWarnHeardHunterManager { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsManager IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkManager ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterManager } Response PlayerWarnHeardSmokerManager { scene "scenes/Manager/HeardSmoker01.vcd" //There's a Smoker around here. scene "scenes/Manager/HeardSmoker02.vcd" //Smoker - somewhere around here. scene "scenes/Manager/HeardSmoker03.vcd" //Careful, I smell a Smoker. scene "scenes/Manager/HeardSmoker04.vcd" //I hear a Smoker. scene "scenes/Manager/HeardSmoker05.vcd" //There's a Smoker around here. scene "scenes/Manager/HeardSmoker06.vcd" //Smoker - somewhere around here. scene "scenes/Manager/HeardSmoker07.vcd" //Careful, I smell a Smoker. scene "scenes/Manager/HeardSmoker08.vcd" //I hear a Smoker. } Rule PlayerWarnHeardSmokerManager { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsManager IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkManager ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerManager } Response PlayerWarnHeardWitchManager { scene "scenes/Manager/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 0 //Shhh, I hear a Witch. scene "scenes/Manager/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 0 //I hear a Witch. scene "scenes/Manager/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 0 //I hear a damn Witch. scene "scenes/Manager/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 0 //There's a Witch around here. scene "scenes/Manager/HeardWitch05.vcd" then Self PlayerKillThatLight foo:0 0 //Hold on, hold on, shhh, that's a witch! scene "scenes/Manager/HeardWitch06.vcd" then Self PlayerKillThatLight foo:0 0 //Ahh damn, a witch is around here. scene "scenes/Manager/HeardWitch07.vcd" odds 10 then Self PlayerKillThatLight foo:0 0 //Stop, Stop, Stop - I hear a witch } Rule PlayerWarnHeardWitchManager { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsManager IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkManager ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchManager } Response PlayerWarnMegaMobManager { scene "scenes/Manager/Incoming01.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/Manager/Incoming01.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/Manager/Incoming02.vcd" predelay "2.5,3.5" //They're comin'! scene "scenes/Manager/Incoming03.vcd" predelay "2.5,3.5" //Incoming! scene "scenes/Manager/ReactionNegative01.vcd" predelay "2.5,3.5" //Uh oh. scene "scenes/Manager/ReactionNegative04.vcd" predelay "2.5,3.5" //ah, Jesus. scene "scenes/Manager/StayTogether03.vcd" predelay "2.5,3.5" //Keep together! } Rule PlayerWarnMegaMobManager { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsManager IsNotWarnMegaMob IsTalk IsTalkManager IsNotSpeaking ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobManager } Response PlayerWarnMegaMobCraneManager { scene "scenes/Manager/ReactionNegative01.vcd" predelay "2.5,3.5" //Uh oh. } Rule PlayerWarnMegaMobCraneManager { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsManager IsNotWarnMegaMob IsTalk IsTalkManager IsAirport02CraneStarted ChanceToFire20Percent IsNotSpeaking ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobCraneManager } Response PlayerWarnWitchAngryManager { scene "scenes/Manager/WitchGettingAngry01.vcd" //Yo, that Witch ain't gonna set still much longer. scene "scenes/Manager/WitchGettingAngry02.vcd" //Will you stop that shit? The witch ain't gonna sit still much longer scene "scenes/Manager/WitchGettingAngry03.vcd" //Stop freakin' out the damn Witch. scene "scenes/Manager/WitchGettingAngry04.vcd" //Oh man, do not piss the witch off! scene "scenes/Manager/WitchGettingAngry05.vcd" //The Witch is getting up! } Rule PlayerWarnWitchAngryManager { criteria ConceptWitchGettingAngry IsNotCoughing IsManager IsNotWarnAngryWitch IsTalk IsTalkManager ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnWitchAngryManager } Response PlayerZoeyPouncedManager { scene "scenes/Manager/HunterZoeyPounced01.vcd" predelay ".5,1" //Hunter on Zoey! scene "scenes/Manager/HunterZoeyPounced02.vcd" predelay ".5,1" //Zoey! scene "scenes/Manager/HunterZoeyPounced03.vcd" predelay ".5,1" //Hunter on Zoey! } Rule PlayerZoeyPouncedManager { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsTeenGirl IsNotSaidZoeyPounced IsManager IsTalk IsTalkManager ApplyContext "ZoeyPounced:1:60" applycontexttoworld Response PlayerZoeyPouncedManager } Response SurvivorCaughtVomitManager { scene "scenes/Manager/ReactionBoomerVomit01.vcd" //sptting gross noises scene "scenes/Manager/ReactionBoomerVomit02.vcd" //sptting gross noises scene "scenes/Manager/ReactionBoomerVomit03.vcd" //sptting gross noises scene "scenes/Manager/ReactionBoomerVomit04.vcd" //sptting gross noises } Rule SurvivorCaughtVomitManager { criteria ConceptPlayerVomitInFace IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorCaughtVomitManager } Response SurvivorCoughingManager { scene "scenes/Manager/Cough01.vcd" //[Coughing from smoke] scene "scenes/Manager/Cough02.vcd" //[Coughing from smoke] scene "scenes/Manager/Cough03.vcd" //[Coughing from smoke] scene "scenes/Manager/Cough04.vcd" //[Coughing from smoke] scene "scenes/Manager/Cough05.vcd" //[Coughing from smoke] } Rule SurvivorCoughingManager { criteria ConceptSurvivorCoughing IsCoughing IsManager IsTalk IsTalkManager Response SurvivorCoughingManager } Response SurvivorCoughingDeathManager { scene "scenes/Manager/Cough01.vcd" //[Coughing from smoke] scene "scenes/Manager/Cough02.vcd" //[Coughing from smoke] scene "scenes/Manager/Cough03.vcd" //[Coughing from smoke] scene "scenes/Manager/Cough04.vcd" //[Coughing from smoke] scene "scenes/Manager/Cough05.vcd" //[Coughing from smoke] } Rule SurvivorCoughingDeathManager { criteria ConceptPlayerDeath IsCoughing IsManager IsTalk IsTalkManager Response SurvivorCoughingDeathManager } Response SurvivorDeathManager { scene "scenes/Manager/DeathScream01.vcd" //[Death rattle and final breath] scene "scenes/Manager/DeathScream02.vcd" //[Loud, painful death scream] scene "scenes/Manager/DeathScream03.vcd" //[Loud, painful death scream] scene "scenes/Manager/DeathScream04.vcd" odds 2 //[Loud, painful death scream] scene "scenes/Manager/DeathScream05.vcd" //[Loud, painful death scream] scene "scenes/Manager/DeathScream06.vcd" //[Short quick death scream] scene "scenes/Manager/DeathScream07.vcd" //[Short quick death scream] scene "scenes/Manager/DeathScream08.vcd" //[Death rattle and final breath] scene "scenes/Manager/DeathScream09.vcd" //[Death rattle and final breath] scene "scenes/Manager/DeathScream10.vcd" //[Death rattle and final breath] } Rule SurvivorDeathManager { criteria ConceptPlayerDeath IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorDeathManager } Response SurvivorFinaleAheadHospitalManager { scene "scenes/Manager/FinaleAheadHospital01.vcd" //I hear the pilot! scene "scenes/Manager/WorldHospital0501.vcd" //Let's find that radio. } Rule SurvivorFinaleAheadHospitalManager { criteria ConceptPlayerNearFinale IsNotCoughing IsNamVet IsNotSaidFinaleAhead NotInCombat ismap_l4d_hospital05_rooftop IsTalk IsTalkManager IsNotIncapacitated ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response SurvivorFinaleAheadHospitalManager } Response SurvivorGrabbedByTongueManager { scene "scenes/Manager/GrabbedBySmoker01a.vcd" //no, No, NO, NO!!!!! scene "scenes/Manager/GrabbedBySmoker01b.vcd" //no, No, NO, NO!!!!! scene "scenes/Manager/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Manager/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Manager/GrabbedBySmoker03a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Manager/GrabbedBySmoker03b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Manager/GrabbedBySmoker04.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! } Rule SurvivorGrabbedByTongueManager { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorGrabbedByTongueManager } Response SurvivorNearFinaleManager { scene "scenes/Manager/FinaleAhead01.vcd" //We're almost out of here! scene "scenes/Manager/FinaleAhead02.vcd" //We're almost out of here! } Rule SurvivorNearFinaleManager { criteria ConceptPlayerNearFinale IsNotCoughing IsManager IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkManager IsNotIncapacitated ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response SurvivorNearFinaleManager } Response SurvivorTankPoundManager { scene "scenes/Manager/TankPound01.vcd" //Get this thing off me! scene "scenes/Manager/TankPound02.vcd" //Ah shit, ah shit. Stop this thing! scene "scenes/Manager/TankPound03.vcd" //AAHHHH It's crushing me! scene "scenes/Manager/TankPound04.vcd" //I can't breath, help me, I can't breath scene "scenes/Manager/TankPound05.vcd" //Shoot it, I can't breath, shoot it } Rule SurvivorTankPoundManager { criteria ConceptPlayerGroundPoundedByTank IsManager IsTalk IsTalkManager Response SurvivorTankPoundManager } Response SurvivorVocalizeBackUpManager { scene "scenes/Manager/BackUp01.vcd" //Back up! scene "scenes/Manager/BackUp02.vcd" //Backbackback! scene "scenes/Manager/BackUp03.vcd" //Back up! } Rule SurvivorVocalizeBackUpManager { criteria ConceptPlayerBackUp IsManager IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkManager Response SurvivorVocalizeBackUpManager } Response SurvivorVocalizeEmphaticGoManager { scene "scenes/Manager/EmphaticGo02.vcd" //Go go go! scene "scenes/Manager/EmphaticGo03.vcd" //Go go GO! scene "scenes/Manager/EmphaticGo04.vcd" //GO! scene "scenes/Manager/EmphaticGo05.vcd" //MOVE! scene "scenes/Manager/EmphaticGo06.vcd" //C'mon go! scene "scenes/Manager/EmphaticGo07.vcd" //MOVE! scene "scenes/Manager/EmphaticGo08.vcd" //MOVE IT! scene "scenes/Manager/EmphaticGo09.vcd" //Move it mooove it! } Rule SurvivorVocalizeEmphaticGoManager { criteria ConceptPlayerEmphaticGo IsManager IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkManager Response SurvivorVocalizeEmphaticGoManager } Response SurvivorVocalizeFollowMeManager { scene "scenes/Manager/FollowMe01.vcd" //Come on this way. scene "scenes/Manager/FollowMe02.vcd" //Follow me. scene "scenes/Manager/FollowMe03.vcd" //Follow me! scene "scenes/Manager/FollowMe04.vcd" //This way. scene "scenes/Manager/FollowMe05.vcd" //Come on man, this way. } Rule SurvivorVocalizeFollowMeManager { criteria ConceptPlayerFollowMe IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorVocalizeFollowMeManager } Response SurvivorVocalizeGoingToDieManager { scene "scenes/Manager/GoingToDie01.vcd" //I don't feel so good scene "scenes/Manager/GoingToDie02.vcd" //I don't, I don't know if I'm going to make it scene "scenes/Manager/GoingToDie03.vcd" //I feel awful. scene "scenes/Manager/GoingToDie04.vcd" //I'm not gonna last much longer. scene "scenes/Manager/GoingToDie06.vcd" //Shit, I am really messed up. scene "scenes/Manager/GoingToDie08.vcd" //I have to heal up. scene "scenes/Manager/GoingToDie09.vcd" //Every part of me hurts. scene "scenes/Manager/GoingToDie10.vcd" //This sucks. scene "scenes/Manager/GoingToDie11.vcd" //At this rate, I'm not gonna make it. scene "scenes/Manager/GoingToDie12.vcd" //I feel terrible. scene "scenes/Manager/GoingToDie13.vcd" //This is bad. This is really bad. scene "scenes/Manager/GoingToDie14.vcd" //I think I'm hurt bad. scene "scenes/Manager/GoingToDie15.vcd" //I think I'm dyin'. scene "scenes/Manager/GoingToDie16.vcd" //I feel terrible. scene "scenes/Manager/GoingToDie17.vcd" //I feel awful scene "scenes/Manager/GoingToDie18.vcd" //[gasps and sharp intake of breath] scene "scenes/Manager/GoingToDie19.vcd" //I think something's broken. scene "scenes/Manager/GoingToDie20.vcd" odds 2 //I should have stayed in damn the store... scene "scenes/Manager/GoingToDie22.vcd" //[pain sound] Dammit. scene "scenes/Manager/GoingToDie24.vcd" //Oh man, I am in sorry ass shape. scene "scenes/Manager/GoingToDie25.vcd" //I feel kinda woozy. scene "scenes/Manager/GoingToDie26.vcd" //I'm not gonna make it man scene "scenes/Manager/GoingToDie27.vcd" //Every part of me hurts scene "scenes/Manager/GoingToDieLight03.vcd" //Man, this hurts. scene "scenes/Manager/GoingToDieLight12.vcd" odds 2 //[quiet pep talk to self]C'mon Louis: you are NOT dyin' here. scene "scenes/Manager/GoingToDieLight14.vcd" //[pain noise] Oh man, every damn thing hurts. scene "scenes/Manager/GoingToDieLight15.vcd" //[blows air out through pursed lips] This is some real bullshit right here. scene "scenes/Manager/GoingToDieLight17.vcd" odds 3 //Ah. [pain noise] hell, hell. } Rule SurvivorVocalizeGoingToDieManager { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsManager IsTalk IsTalkManager IsNotComplainBlock ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDieManager } Response SurvivorVocalizeGoingToDie3Manager { scene "scenes/Manager/GoingToDie05.vcd" //I really need to get some First Aid. scene "scenes/Manager/GoingToDie07.vcd" //I don't think I'm gonnna make it. scene "scenes/Manager/GoingToDie21.vcd" //I'm not kidding, we need to find me some First Aid. scene "scenes/Manager/GoingToDie23.vcd" //Ah, I might not make it } Rule SurvivorVocalizeGoingToDie3Manager { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsManager IsOnThirdStrike IsTalk IsTalkManager IsNotComplainBlock ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDie3Manager } Response SurvivorVocalizeGoingToDieAloneManager { scene "scenes/Manager/NervousHumming01.vcd" //[Nervous Humming] scene "scenes/Manager/NervousHumming02.vcd" //[Nervous Humming] scene "scenes/Manager/NervousWhislte01.vcd" //[Nervous Whistle] } Rule SurvivorVocalizeGoingToDieAloneManager { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsManager IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkManager ApplyContext "SaidNervous:1:0" Response SurvivorVocalizeGoingToDieAloneManager } Response SurvivorVocalizeLookOutManager { scene "scenes/Manager/LookOut01.vcd" //Look out! scene "scenes/Manager/LookOut02.vcd" //Look out! scene "scenes/Manager/LookOut03.vcd" //Watch out! scene "scenes/Manager/LookOut04.vcd" //Watch out! scene "scenes/Manager/LookOut05.vcd" //Heads up! scene "scenes/Manager/LookOut06.vcd" //Heads up! } Rule SurvivorVocalizeLookOutManager { criteria ConceptPlayerLookOut IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorVocalizeLookOutManager } Response SurvivorVocalizeThisWayManager { scene "scenes/Manager/FollowMe01.vcd" //Come on this way. scene "scenes/Manager/FollowMe02.vcd" //Follow me. scene "scenes/Manager/FollowMe03.vcd" //Follow me! scene "scenes/Manager/FollowMe04.vcd" //This way. scene "scenes/Manager/FollowMe05.vcd" //Come on man, this way. } Rule SurvivorVocalizeThisWayManager { criteria ConceptPlayerThisWay IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorVocalizeThisWayManager } Response SurvivorVocalizeWaitHereManager { scene "scenes/Manager/WaitHere01.vcd" //Let's wait here. scene "scenes/Manager/WaitHere02.vcd" //Hold up! Let's wait here scene "scenes/Manager/WaitHere03.vcd" //Chill, let's wait here. scene "scenes/Manager/WaitHere04.vcd" //Everybody hold up! scene "scenes/Manager/WaitHere05.vcd" //Hold up! Hold Up! } Rule SurvivorVocalizeWaitHereManager { criteria ConceptPlayerWaitHere IsNotCoughing IsManager IsTalk IsTalkManager Response SurvivorVocalizeWaitHereManager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Danger //-------------------------------------------------------------------------------------------------------------- Response PlayerLedgeHangEndManager { scene "scenes/Manager/LedgeHangEnd01.vcd" //I'M SLIPPING! PULL ME UP! scene "scenes/Manager/LedgeHangEnd02.vcd" //I'm about to fall off this thing. HELP! HELLLLLP!!!! scene "scenes/Manager/LedgeHangEnd03.vcd" //I CAN'T HOLD ON - I CAN'T HOLD ON I'M FALLING! scene "scenes/Manager/LedgeHangEnd04.vcd" odds 5 //SOMEBOY, SOMEBODY OH SHIT I'M FALLING! I'M FALLING! } Rule PlayerLedgeHangEndManager { criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerLedgeHangEndManager } Response PlayerLedgeHangMiddleManager { scene "scenes/Manager/LedgeHangMiddle01.vcd" //I really do need someone to pull me up! scene "scenes/Manager/LedgeHangMiddle02.vcd" //Somebody really needs to get over here a pull me up! scene "scenes/Manager/LedgeHangMiddle03.vcd" //Hey, I'm still hanging off a ledge here! scene "scenes/Manager/LedgeHangMiddle04.vcd" //It's a long way down here. You gotta pull me up! scene "scenes/Manager/LedgeHangMiddle05.vcd" //Come on man, I'm not playin', get over here and pull me up! scene "scenes/Manager/LedgeHangMiddle06.vcd" //I'm getting tired of hanging around, pull me up! } Rule PlayerLedgeHangMiddleManager { criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerLedgeHangMiddleManager } Response PlayerLedgeHangStartManager { scene "scenes/Manager/LedgeHangStart01.vcd" //Someone pull me up! scene "scenes/Manager/LedgeHangStart02.vcd" //Could somebody give me a hand up over here? scene "scenes/Manager/LedgeHangStart03.vcd" //Could somebody give me a hand up over here? scene "scenes/Manager/LedgeHangStart04.vcd" //I could really use a hand up over here! scene "scenes/Manager/LedgeHangStart05.vcd" //Hey! I need somebody to pull me up! scene "scenes/Manager/LedgeHangStart06.vcd" odds 5 //Throw me a hand man, pull me up! scene "scenes/Manager/LedgeHangStart07.vcd" odds 5 //Don't laugh man, just pull me up } Rule PlayerLedgeHangStartManager { criteria ConceptPlayerLedgeHangStart IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerLedgeHangStartManager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Death //-------------------------------------------------------------------------------------------------------------- Response DoubleDeathManager { scene "scenes/Manager/DoubleDeathResponse01.vcd" predelay ".5,1.25" //This shit was not in my plans. scene "scenes/Manager/DoubleDeathResponse02.vcd" predelay ".5,1.25" //We gotta pull ourselves together. scene "scenes/Manager/GriefBiker03.vcd" predelay ".5,1.25" //Oh shit. Shit. Shit shit shit. } Rule DoubleDeathManager { criteria ConceptSurvivorDied IsNotCoughing IsManager IsSaidSomeoneDied IsTalk IsTalkManager IsNotSaidSomeoneDiedDouble ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response DoubleDeathManager } Response SurvivorDiedBillManager { scene "scenes/Manager/GriefVet01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill, no! scene "scenes/Manager/GriefVet03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Ah Bill. Ah, shit. scene "scenes/Manager/GriefVet04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill, Bill, no! scene "scenes/Manager/NameBill01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/Manager/NameBill02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/Manager/NameBill05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet) } Rule SurvivorDiedBillManager { criteria ConceptSurvivorDied IsNotCoughing IsManager IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkManager ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedBillManager } Response SurvivorDiedFrancisManager { scene "scenes/Manager/GriefBiker01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! NO! scene "scenes/Manager/GriefBiker07.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Jesus Christ, Francis, no, Francis! scene "scenes/Manager/NameFrancis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/Manager/NameFrancis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/Manager/NameFrancis05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) } Rule SurvivorDiedFrancisManager { criteria ConceptSurvivorDied IsNotCoughing IsManager IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkManager ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedFrancisManager } Response SurvivorDiedZoeyManager { scene "scenes/Manager/GriefTeengirl01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Ah! Zoey! scene "scenes/Manager/GriefTeengirl02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //ZOEY! Goddamn it. scene "scenes/Manager/GriefTeengirl03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Noo, oh ho ho, ZOEY! scene "scenes/Manager/GriefTeengirl06.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoey! scene "scenes/Manager/NameZoey01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoey! (loud) scene "scenes/Manager/NameZoey02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoey! (loud) } Rule SurvivorDiedZoeyManager { criteria ConceptSurvivorDied IsNotCoughing IsManager IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkManager ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedZoeyManager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupAutoShotgunManager { scene "scenes/Manager/TakeAutoShotgun01.vcd" //I'll take this shotgun. scene "scenes/Manager/TakeAutoShotgun02.vcd" //I'll take the shotgun. scene "scenes/Manager/TakeAutoShotgun03.vcd" //I'm grabbing this shotgun. scene "scenes/Manager/TakeAutoShotgun04.vcd" //Got the shotgun. scene "scenes/Manager/TakeAutoShotgun05.vcd" //Oh, I'm grabbing this shotgun. } Rule SurvivorPickupAutoShotgunManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupAutoShotgunManager } Response SurvivorPickupFirstAidKitManager { scene "scenes/Manager/TakeFirstAid01.vcd" //First Aid. [to self] scene "scenes/Manager/TakeFirstAid02.vcd" //Grabbing First Aid! scene "scenes/Manager/TakeFirstAid03.vcd" odds 2 //Oh, this first aid is mine! } Rule SurvivorPickupFirstAidKitManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupFirstAidKitManager } Response SurvivorPickupHuntingRifleManager { scene "scenes/Manager/TakeSniper01.vcd" //I'm gonna take this rifle. scene "scenes/Manager/TakeSniper02.vcd" //This is a nice rifle. } Rule SurvivorPickupHuntingRifleManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupHuntingRifleManager } Response SurvivorPickupMolotovManager { scene "scenes/Manager/TakeMolotov01.vcd" //Molotovs. [to self] scene "scenes/Manager/TakeMolotov02.vcd" //Grabbing a Molotov. scene "scenes/Manager/TakeMolotov03.vcd" odds 2 //Molotovs, hell yeah! } Rule SurvivorPickupMolotovManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupMolotovManager } Response SurvivorPickupPainPillsManager { scene "scenes/Manager/TakePills01.vcd" odds 10 //Better grab everything I can [to self] scene "scenes/Manager/TakePills02.vcd" //Grabbing Pills. } Rule SurvivorPickupPainPillsManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupPainPillsManager } Response SurvivorPickupPipeBombManager { scene "scenes/Manager/TakePipeBomb01.vcd" //Woah, this'll blow something up scene "scenes/Manager/TakePipeBomb02.vcd" //Grabbing a pipe bomb. scene "scenes/Manager/TakePipeBomb03.vcd" odds 5 //Woo hoo hoo hoo, I'm grabbing a pipe bomb. scene "scenes/Manager/TakePipeBomb05.vcd" odds 5 //This shit look real jerry-rigged. } Rule SurvivorPickupPipeBombManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupPipeBombManager } Response SurvivorPickupPumpShotgunManager { scene "scenes/Manager/TakeShotgun01.vcd" //Guess I'll try this shotgun. } Rule SurvivorPickupPumpShotgunManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupPumpShotgunManager } Response SurvivorPickupRifleManager { scene "scenes/Manager/TakeAssaultRifle01.vcd" //I'm takin' this rifle. scene "scenes/Manager/TakeAssaultRifle02.vcd" //This rifle is now mine. scene "scenes/Manager/TakeAssaultRifle03.vcd" //I'm takin' this rifle. scene "scenes/Manager/TakeAssaultRifle04.vcd" //This big rifle is now mine. scene "scenes/Manager/TakeAssaultRifle05.vcd" //Oh, this rifle is mine! } Rule SurvivorPickupRifleManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupRifleManager } Response SurvivorPickupSecondPistolManager { scene "scenes/Manager/TakePistol01.vcd" //An extra pistol might come in handy. [to self] scene "scenes/Manager/TakePistol02.vcd" //I'm taking an extra pistol. } Rule SurvivorPickupSecondPistolManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupSecondPistolManager } Response SurvivorPickupSMGManager { scene "scenes/Manager/TakeSubMachineGun01.vcd" //Grabbing a machinegun! scene "scenes/Manager/TakeSubMachineGun02.vcd" //A machinegun. [to self] scene "scenes/Manager/TakeSubMachineGun03.vcd" odds 2 //Cool, just like counter-strike } Rule SurvivorPickupSMGManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupSMGManager } Response TakeShotgunGroovyLouis { scene "scenes/Manager/Laughter16.vcd" then Biker TakeShotgunGroovy2BikerLaugh foo:0 0 // scene "scenes/Manager/Laughter18.vcd" then Biker TakeShotgunGroovy2BikerLaugh foo:0 0 // } Rule TakeShotgunGroovyLouis { criteria ConceptTakeShotgunGroovyLouis IsManager IsTalk IsTalkManager NotInCombat Response TakeShotgunGroovyLouis } Rule SurvivorPickupAutoShotgunAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupAutoShotgunManager } Rule SurvivorPickupFirstAidKitAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupFirstAidKitManager } Rule SurvivorPickupHuntingRifleAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupHuntingRifleManager } Rule SurvivorPickupMolotovAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupMolotovManager } Rule SurvivorPickupPainPillsAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupPainPillsManager } Rule SurvivorPickupPipeBombAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupPipeBombManager } Rule SurvivorPickupPumpShotgunAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupPumpShotgunManager } Rule SurvivorPickupRifleAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupRifleManager } Rule SurvivorPickupSecondPistolManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupSecondPistolManager } Rule SurvivorPickupSMGAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupSMGManager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerGettingRevivedManager { scene "scenes/Manager/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm okay. scene "scenes/Manager/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm allright. scene "scenes/Manager/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan] scene "scenes/Manager/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 0 //I don't even know. scene "scenes/Manager/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 0 //Aw hell, I'm bleedin'. scene "scenes/Manager/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan2] scene "scenes/Manager/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll make it. scene "scenes/Manager/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll live. scene "scenes/Manager/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 0 //I can shake it off. scene "scenes/Manager/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 0 //Just help me up. scene "scenes/Manager/GettingRevived11.vcd" then From ReviveFriendDownFinal foo:0 0 //I ain't done yet. } Rule PlayerGettingRevivedManager { criteria ConceptReviveFriendDown IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerGettingRevivedManager } Response PlayerHealOtherManager { scene "scenes/Manager/HealOther01.vcd" //Let me heal you up. scene "scenes/Manager/HealOther02.vcd" //Hold on, I'm gonna heal you. scene "scenes/Manager/HealOther03.vcd" //Hold up, this'll help. scene "scenes/Manager/HealOther04.vcd" //Hang on, let me fix you up. scene "scenes/Manager/HealOther05.vcd" //This should last you until we're safe. } Rule PlayerHealOtherManager { criteria ConceptPlayerHealingOther IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerHealOtherManager } Response PlayerLedgeSaveManager { scene "scenes/Manager/LedgeSave01.vcd" //Okay, okay, I think I can get you up. Just hang on one more second. scene "scenes/Manager/LedgeSave02.vcd" //I'm here. I gotcha, man. Grab my hand and we're gonna get you back on solid ground! scene "scenes/Manager/LedgeSave03.vcd" //Don't worry, I gotcha, man. Hang on, hang on. Almost up... } Rule PlayerLedgeSaveManager { criteria ConceptPlayerLedgeSave IsNotCoughing IsManager IsTalk IsTalkManager Response PlayerLedgeSaveManager } Response PlayerReviveFriendManager { scene "scenes/Manager/ReviveFriend11.vcd" //I didn't think you were gettin' back up. scene "scenes/Manager/ReviveFriend12.vcd" //Don't worry, I gotcha. You're gonna be just fine. scene "scenes/Manager/ReviveFriend18.vcd" odds 1 //I never saw nobody take that much abuse and live! Oughtta start callin' you Jason. scene "scenes/Manager/ReviveFriend19.vcd" odds 1 //I never saw nobody take that much abuse and live! Oughtta start callin' you Hercules. scene "scenes/Manager/revivefriend01.vcd" //I gotcha, I gotcha. Don't worry, I'm not gonna let you die. Come on, up ya go. scene "scenes/Manager/revivefriend02.vcd" //Come on, man, look at me. Focus. You are going to be okay. Let's get moving. scene "scenes/Manager/revivefriend03.vcd" //I gotcha, I gotcha. Don't worry, I'm not gonna let you die. Come on, up ya go. scene "scenes/Manager/revivefriend04.vcd" //Come on, man, look at me. Focus. You are going to be okay. Let's get moving. scene "scenes/Manager/revivefriend05.vcd" //Okay, okay, I'm here, don't worry. Onnne second. I'll get you back on your feet. scene "scenes/Manager/revivefriend06.vcd" //Okay, okay, I'm here, don't worry. Onnne second. I'll get you back on your feet. scene "scenes/Manager/revivefriend07.vcd" //C'mon, okay, break time's over. Let's get you on your feet and back to work. scene "scenes/Manager/revivefriend08.vcd" //I think... Yeah, I think you're okay. Let's get you up so we can keep moving. scene "scenes/Manager/revivefriend09.vcd" //I'm no doctor, but you are *definitely* not dead yet. So come on, let's get you up and moving. scene "scenes/Manager/revivefriend10.vcd" //Okay, okay, I'm here, don't worry. Onnne second. I'll get you back on your feet. } Rule PlayerReviveFriendManager { criteria ConceptPlayerReviveFriend IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendManager } Response PlayerReviveFriendCriticalManager { scene "scenes/Manager/ReviveCriticalFriend01.vcd" //Oh man, you don't look so good. If we don't get you some first aid , you're not gonna survive another hit like that. scene "scenes/Manager/ReviveCriticalFriend02.vcd" //Ah, ah jesus, you're bleedin' all over the place. If we don't get you some first aid, you're not gonna survive another hit like that. scene "scenes/Manager/ReviveCriticalFriend03.vcd" //I can get you on your feet, but just barely. If we don't get you some first aid, you're not gonna survive another hit like that. scene "scenes/Manager/ReviveCriticalFriend04.vcd" //Okay, come on, stay with me. I can get you moving again, but if we don't find you some first aid, you're not gonna survive another hit like that. scene "scenes/Manager/ReviveCriticalFriend05.vcd" //I can help you up, but, Jesus, you shouldn't even be alive. If we don't find you some first aid, you're not gonna survive another hit like that. } Rule PlayerReviveFriendCriticalManager { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalManager } Response PlayerReviveFriendLoudManager { scene "scenes/Manager/ReviveFriendLoud01.vcd" //Come on, come on! You're okay! scene "scenes/Manager/ReviveFriendLoud02.vcd" //Let's get up, let's get up! scene "scenes/Manager/ReviveFriendLoud03.vcd" //Get up, we gotta go! scene "scenes/Manager/ReviveFriendLoud04.vcd" //Come on, get up! scene "scenes/Manager/ReviveFriendLoud05.vcd" //Come on, man, get up! scene "scenes/Manager/ReviveFriendLoud08.vcd" //Come on, you gotta get up. scene "scenes/Manager/ReviveFriendLoud09.vcd" //Come on now. Get up! scene "scenes/Manager/ReviveFriendLoud11.vcd" //Get up now, come on! } Rule PlayerReviveFriendLoudManager { criteria ConceptPlayerReviveFriend IsNotCoughing IsManager IsZombiePresentTank IsTalk IsTalkManager ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudManager } Response PlayerReviveFriendLoudFrancisManager { scene "scenes/Manager/ReviveFriendLoud06.vcd" //No time for this, bro, let's move! scene "scenes/Manager/ReviveFriendLoud10.vcd" //We gotta get your ass up, man. } Rule PlayerReviveFriendLoudFrancisManager { criteria ConceptPlayerReviveFriend IsNotCoughing IsManager IsZombiePresentTank IsTalk IsTalkManager SubjectIsBiker ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendLoudFrancisManager } Response PlayerReviveFriendLoudZoeyManager { scene "scenes/Manager/ReviveFriendLoud07.vcd" //Come on, girl, get up! } Rule PlayerReviveFriendLoudZoeyManager { criteria ConceptPlayerReviveFriend IsNotCoughing IsManager IsZombiePresentTank IsTalk IsTalkManager SubjectIsTeenGirl ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendLoudZoeyManager } Response PlayerReviveFriendShortManager { 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/ReviveFriendB04.vcd" //You'll be okay. scene "scenes/Manager/ReviveFriendB05.vcd" //I got ya. scene "scenes/Manager/ReviveFriendB06.vcd" //Up we go. scene "scenes/Manager/ReviveFriendB07.vcd" //You're fine. scene "scenes/Manager/ReviveFriendB08.vcd" //It doesn't look bad. scene "scenes/Manager/ReviveFriendB09.vcd" //Come on up. scene "scenes/Manager/ReviveFriendB10.vcd" //Let's move! scene "scenes/Manager/ReviveFriendB11.vcd" //You'll be fine. } Rule PlayerReviveFriendShortManager { criteria ConceptPlayerReviveFriend IsNotCoughing IsManager IsTalk IsTalkManager IsReviveTalk ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendShortManager } Rule PlayerLedgeSaveCriticalManager { criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsManager IsTalk IsTalkManager ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalManager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - ZRescue //-------------------------------------------------------------------------------------------------------------- Rule PlayerReviveFriendLoud2Manager { criteria ConceptPlayerReviveFriend IsNotCoughing IsManager IntensityHigh IsTalk IsTalkManager ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudManager } Rule PlayerReviveFriendLoudCritManager { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsManager IntensityHigh IsTalk IsTalkManager IntensityHigh ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudManager } Rule PlayerReviveFriendLoudFrancis2Manager { criteria ConceptPlayerReviveFriend IsNotCoughing IsManager IntensityHigh IsTalk IsTalkManager SubjectIsBiker ChanceToFire15Percent ApplyContext "ReviveTalk:1:5,Talk:1:4" Response PlayerReviveFriendLoudFrancisManager } Rule PlayerReviveFriendLoudZoey2Manager { criteria ConceptPlayerReviveFriend IsNotCoughing IsManager IntensityHigh IsTalk IsTalkManager SubjectIsTeenGirl ChanceToFire15Percent ApplyContext "ReviveTalk:1:5,Talk:1:4" Response PlayerReviveFriendLoudZoeyManager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo //-------------------------------------------------------------------------------------------------------------- Response PlayerHospitalIntroManager { scene "scenes/Manager/WorldHospital0101.vcd" then Any IntroHospital03 foo:0 0 //The Subway can take us straight to Mercy Hospital! } Rule PlayerHospitalIntroManager { criteria ConceptintroHospital IsManager ApplyContext "talk:1:10" applycontexttoworld Response PlayerHospitalIntroManager } Response PlayerHospitalIntro02Manager { scene "scenes/Manager/GenericResponses24.vcd" //Sounds good. } Rule PlayerHospitalIntro02Manager { criteria ConceptIntroHospital02 IsManager ApplyContext "talk:1:5" applycontexttoworld Response PlayerHospitalIntro02Manager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Heal //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeHealManager { scene "scenes/Manager/CoverMe01.vcd" predelay ".2,.5" //Cover me! scene "scenes/Manager/CoverMe02.vcd" predelay ".2,.5" //Cover me! scene "scenes/Manager/CoverMe03.vcd" predelay ".2,.5" //Cover me! scene "scenes/Manager/CoverMe04.vcd" predelay ".2,.5" //Watch my back! scene "scenes/Manager/CoverMe05.vcd" predelay ".2,.5" //Watch my back! scene "scenes/Manager/CoverMe06.vcd" predelay ".2,.5" //Cover me, I'm healing! scene "scenes/Manager/CoverMe07.vcd" predelay ".2,.5" //Everybody stop a sec, I gotta heal. scene "scenes/Manager/CoverMe08.vcd" predelay ".2,.5" //Wait up while I heal. scene "scenes/Manager/CoverMe09.vcd" predelay ".2,.5" //Hold up, I gotta heal. scene "scenes/Manager/CoverMe10.vcd" predelay ".2,.5" //Cover me whille I heal. } Rule PlayerCoverMeHealManager { criteria ConceptPlayerHealing IsNotCoughing IsManager IsNotAskedForCoverManager IsTalk IsTalkManager IsNotAlone ApplyContext "ManagerAskForCover:1:30" Response PlayerCoverMeHealManager } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedRifleAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedRifleAutoManager2 { criteria ConceptPlayerSpotRifle IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedRifleAutoManager2 } Response SurvivorSpottedShotgunAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedShotgunAutoManager2 { criteria ConceptPlayerSpotShotgun IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedShotgunAutoManager2 } Response SurvivorSpottedSMGAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedSMGAutoManager2 { criteria ConceptPlayerSpotSMG IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSMGAutoManager2 } Response SurvivorSpottedSniperRifleAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedSniperRifleAutoManager2 { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSniperRifleAutoManager2 } Response SurvivorSpottedWeaponManager { scene "scenes/Manager/SpotWeapons02.vcd" //Weapons over here! } Rule SurvivorSpottedWeaponManager { criteria ConceptPlayerSpotPistol IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Response SurvivorSpottedWeaponAShotgunAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedWeaponAShotgunAutoManager2 { criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponAShotgunAutoManager2 } Response SurvivorSpottedWeaponPistolAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" //Weapons here! scene "scenes/Manager/SpotWeapons03.vcd" //Weapons! } Rule SurvivorSpottedWeaponPistolAutoManager { criteria ConceptPlayerSpotPistol IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoManager } Response SurvivorSpottedWeaponPistolAutoManager2 { scene "scenes/Manager/Generic02.vcd" //Oh cool scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes02.vcd" //Yeah. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorSpottedWeaponPistolAutoManager2 { criteria ConceptPlayerSpotPistol IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoManager2 } Rule SurvivorSpottedRifleManager { criteria ConceptPlayerSpotRifle IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedRifleAutoManager { criteria ConceptPlayerSpotRifle IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedShotgunManager { criteria ConceptPlayerSpotShotgun IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedShotgunAutoManager { criteria ConceptPlayerSpotShotgun IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedSMGManager { criteria ConceptPlayerSpotSMG IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedSMGAutoManager { criteria ConceptPlayerSpotSMG IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedSniperRifleManager { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedSniperRifleAutoManager { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedWeaponManager { criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedWeaponAShotgunAutoManager { criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager }