//-------------------------------------------------------------------------------------------------------------- // Biker Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "BikerNotPickedUpItem" "BikerPickedUpItem" "!=1" "required" weight 0 Criterion "IsBikerFriendlyFire" "worldBikerFriendlyFire" "1" "required" weight 0 Criterion "IsNotBikerFriendlyFire" "worldBikerFriendlyFire" "!=1" "required" weight 0 Criterion "IsNotAskedForCoverBiker" "BikerAskForCover" "!=1" "required" weight 0 Criterion "IsNotSaidBattleStationsBiker" "worldSaidBattleStationsBiker" "!=1" "required" weight 0 Criterion "IsNotSaidfarm01_camping" "Saidfarm01_camping" "!=1" "required" weight 0 Criterion "IsNotSaidBeenJockeyedBiker" "SaidBeenJockeyedBiker" "!=1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankBiker { scene "scenes/Biker/blank.vcd" } Response PlayerNiceShotBiker { scene "scenes/Biker/NiceShot01.vcd" //Nice shot! scene "scenes/Biker/NiceShot02.vcd" //Nice shot! scene "scenes/Biker/NiceShot03.vcd" //Good shot! scene "scenes/Biker/NiceShot04.vcd" //Good shot! scene "scenes/Biker/NiceShot07.vcd" //Whoah. Nice shot. scene "scenes/Biker/NiceShot08.vcd" //Good shot. [laughing] scene "scenes/Biker/NiceShot09.vcd" //Great shot [laughing] scene "scenes/Biker/NiceShot10.vcd" //Good one! scene "scenes/Biker/WorldAirport05NPC10.vcd" odds 2 //Yeah, yeah, we get it. You're a hero. } Rule PlayerNiceShotBiker { criteria ConceptPlayerNiceShot IsNotCoughing IsBiker IssuerClose IsTalk IsTalkBiker ChanceToFire30Percent Response PlayerNiceShotBiker } Response PlayerRemarkFarm05_path09BBiker { scene "scenes/Biker/WorldFarmHouse0105.vcd" then any Farm05_Path09C foo:0 0.05 //Shit. Never thought I'd go lookin' for the military. scene "scenes/Biker/blank.vcd" then any Farm05_Path09C foo:0 0.05 // scene "scenes/Biker/blank.vcd" then any Farm05_Path09C foo:0 0.05 // } Rule PlayerRemarkFarm05_path09BBiker { criteria ConceptRemark IsBiker IsFarm05_path09 IsNotSaidFarm05_Path09 IsSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 Response PlayerRemarkFarm05_path09BBiker } Response PlayerRemarkFarm05_path09CBiker { scene "scenes/Biker/WorldFarmHouse0105.vcd" //Shit. Never thought I'd go lookin' for the military. } Rule PlayerRemarkFarm05_path09CBiker { criteria ConceptFarm05_Path09C IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 Response PlayerRemarkFarm05_path09CBiker } Response ReviveMeINterruptedBiker { scene "scenes/Biker/ReactionStartled01.vcd" //Whoah! scene "scenes/Biker/ReactionStartled02.vcd" //AHHHH! scene "scenes/Biker/ReactionStartled03.vcd" //Whoah! Jesus... scene "scenes/Biker/ReactionStartled04.vcd" //What the? scene "scenes/Biker/Swear01.vcd" //Goddammit. scene "scenes/Biker/Swear12.vcd" //Shit. scene "scenes/Biker/Swear17.vcd" //Dammit. } Rule ReviveMeINterruptedBiker { criteria ConceptReviveMeInterrupted IsBiker ApplyContext "ReviveInterrupt:1:2" applycontexttoworld Response ReviveMeINterruptedBiker } Response SurvivorMournBillBiker { scene "scenes/Biker/GriefVet01.vcd" //Bill's gone! scene "scenes/Biker/GriefVet02.vcd" //Rest in peace, old man. scene "scenes/Biker/GriefVet03.vcd" //Shit, I'm gonna miss the old guy. } Rule SurvivorMournBillBiker { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated HasNotDefibrillator Response SurvivorMournBillBiker } Response SurvivorMournLouisBiker { scene "scenes/Biker/GriefManager01.vcd" //Ahhh. the manager's down for the count. scene "scenes/Biker/GriefManager02.vcd" //Ah shit, I was just starting to like that guy. scene "scenes/Biker/GriefManager03.vcd" //Damn it, he didn't deserve this. scene "scenes/Biker/GriefManager04.vcd" //The manager's down for the count. scene "scenes/Biker/GriefManager05.vcd" //Shit, I was just starting to like that guy. } Rule SurvivorMournLouisBiker { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated HasNotDefibrillator Response SurvivorMournLouisBiker } Response SurvivorMournZoeyBiker { scene "scenes/Biker/GriefFemaleGeneric03.vcd" //Ah hell, she's dead. scene "scenes/Biker/GriefTeengirl01.vcd" //Ahh Zoey. No. scene "scenes/Biker/GriefTeengirl02.vcd" //Ahh damnit, not Zoey. } Rule SurvivorMournZoeyBiker { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated HasNotDefibrillator Response SurvivorMournZoeyBiker } //-------------------------------------------------------------------------------------------------------------- // At Top //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkFarm01_path09Biker { scene "scenes/Biker/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/Biker/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house, let's go! } Rule PlayerRemarkFarm01_path09Biker { criteria ConceptRemark IsBiker IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1500 ApplyContext "SaidFarm01_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09Biker } Response PlayerRemarkSmalltown03_path14Biker { scene "scenes/Biker/SafeSpotAhead03.vcd" then any SafeSpotAheadResponse foo:0 0 //We're near a safe spot. } Rule PlayerRemarkSmalltown03_path14Biker { criteria ConceptRemark IsBiker IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown03_path14:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14Biker } //-------------------------------------------------------------------------------------------------------------- // AutoResponder //-------------------------------------------------------------------------------------------------------------- Response ThanksGotItemBiker { scene "scenes/Biker/Thanks02.vcd" //Thanks. scene "scenes/Biker/Thanks08.vcd" //Thank you. scene "scenes/Biker/Thanks09.vcd" //Thanks, I owe ya. scene "scenes/Biker/Thanks11.vcd" //Thanks, dude. scene "scenes/Biker/Thanks12.vcd" //Thanks for that. } Rule ThanksGotItemBiker { criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsBiker IsTalk IsTalkBiker Response ThanksGotItemBiker } //-------------------------------------------------------------------------------------------------------------- // AwardSpeech //-------------------------------------------------------------------------------------------------------------- Response HealThanksBiker { scene "scenes/Biker/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks. scene "scenes/Biker/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks [noise you make gun clicking your mouth twice] scene "scenes/Biker/Thanks05.vcd" predelay ".2,.5" //Thanks, man. scene "scenes/Biker/Thanks06.vcd" predelay ".2,.5" //Hey, thanks man. scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya. scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya. } Rule HealThanksBiker { criteria ConceptHealedByFriend IsNotCoughing IsBiker IsTalk IsTalkBiker SubjectIsNotBiker ApplyContext "TalkBiker:1:2" Response HealThanksBiker } Response ReviveThanksBiker { scene "scenes/Biker/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks. scene "scenes/Biker/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks [noise you make gun clicking your mouth twice] scene "scenes/Biker/Thanks05.vcd" predelay ".2,.5" //Thanks, man. scene "scenes/Biker/Thanks06.vcd" predelay ".2,.5" //Hey, thanks man. scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya. scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya. } Rule ReviveThanksBiker { criteria ConceptRevivedByFriend IsNotCoughing IsBiker ApplyContext "TalkBiker:1:2" Response ReviveThanksBiker } Response ReviveThanksBillBiker { scene "scenes/Biker/Thanks14.vcd" predelay ".2,.5" //Thanks brother. scene "scenes/Biker/Thanks16.vcd" predelay ".2,.5" //Thanks, Bill. } Rule ReviveThanksBillBiker { criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsNamVet ChanceToFire30Percent ApplyContext "TalkBiker:1:2" Response ReviveThanksBillBiker } Response ReviveThanksLouisBiker { scene "scenes/Biker/Thanks13.vcd" predelay ".2,.5" //Thanks bro. scene "scenes/Biker/Thanks18.vcd" predelay ".2,.5" //Thanks, Louis. scene "scenes/Biker/Thanks19.vcd" predelay ".2,.5" //Thanks, Louis. I owe you one scene "scenes/Biker/ToTheRescueThanks03.vcd" predelay ".2,.5" //Hey, thanks for not forgettin' me. scene "scenes/Biker/ToTheRescueThanks05.vcd" predelay ".2,.5" //Hell, I guess that's one I owe YOU. } Rule ReviveThanksLouisBiker { criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsManager ChanceToFire30Percent ApplyContext "TalkBiker:1:2" Response ReviveThanksLouisBiker } Response ReviveThanksZoeyBiker { scene "scenes/Biker/Thanks17.vcd" predelay ".2,.5" //Thanks, Zoey. scene "scenes/Biker/ToTheRescueThanks04.vcd" predelay ".2,.5" //I owe you one. } Rule ReviveThanksZoeyBiker { criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsTeenGirl ChanceToFire30Percent ApplyContext "TalkBiker:1:2" Response ReviveThanksZoeyBiker } //-------------------------------------------------------------------------------------------------------------- // Bots //-------------------------------------------------------------------------------------------------------------- Response AutoYouAreWelcomeBiker { scene "scenes/Biker/YouAreWelcome02.vcd" //I got your back. scene "scenes/Biker/YouAreWelcome04.vcd" //Hey, no problem. scene "scenes/Biker/YouAreWelcome05.vcd" //No problem. scene "scenes/Biker/YouAreWelcome06.vcd" //Sure. scene "scenes/Biker/YouAreWelcome07.vcd" //I told ya I'd take care of ya. scene "scenes/Biker/YouAreWelcome08.vcd" //No, thank YOU! scene "scenes/Biker/YouAreWelcome09.vcd" //Yer welcome. scene "scenes/Biker/YouAreWelcome10.vcd" //Yea, I’m pretty awesome. scene "scenes/Biker/YouAreWelcome11.vcd" //No problemo, pal. scene "scenes/Biker/YouAreWelcome12.vcd" //It's all good. scene "scenes/Biker/YouAreWelcome13.vcd" //Gotcha. scene "scenes/Biker/YouAreWelcome14.vcd" //Whatever, whenever, man. } Rule AutoYouAreWelcomeBiker { criteria ConceptYouWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker TimeSinceGroupInCombat05 IsNotSpeaking Response AutoYouAreWelcomeBiker } Response BotAttentionBattleBiker { scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it. scene "scenes/Biker/AskReady01.vcd" //Ready for this? scene "scenes/Biker/AskReady06.vcd" //Everybody ready? scene "scenes/Biker/AskReady08.vcd" //We ready? } Rule BotAttentionBattleBiker { criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing IsBiker IsNotBotAttention IsTalk IsTalkBiker IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20 ApplyContext "SaidBotAttention:1:30" applycontexttoworld Response BotAttentionBattleBiker } Response BotHurrahAlsoBiker { scene "scenes/Biker/Hurrah11.vcd" //YEAH! scene "scenes/Biker/Hurrah20.vcd" //Hell yeah! scene "scenes/Biker/ReactionPositive06.vcd" //Hell yeah! scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah! scene "scenes/Biker/Taunt02.vcd" //HELL YEAH! } Rule BotHurrahAlsoBiker { criteria ConceptHurrahAlso IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidHurrahAlso IsBotIsAvailable ApplyContext "SaidHurrahAlso:1:5" applycontexttoworld Response BotHurrahAlsoBiker } Response BotPlayer.YourWelcomeBiker { scene "scenes/Biker/YouAreWelcome02.vcd" predelay "1,3.5" //I got your back. scene "scenes/Biker/YouAreWelcome04.vcd" predelay "1,3.5" //Hey, no problem. scene "scenes/Biker/YouAreWelcome05.vcd" predelay "1,3.5" //No problem. scene "scenes/Biker/YouAreWelcome06.vcd" predelay "1,3.5" //Sure. scene "scenes/Biker/YouAreWelcome07.vcd" predelay "1,3.5" //I told ya I'd take care of ya. scene "scenes/Biker/YouAreWelcome08.vcd" predelay "1,3.5" //No, thank YOU! scene "scenes/Biker/YouAreWelcome09.vcd" predelay "1,3.5" //Yer welcome. scene "scenes/Biker/YouAreWelcome10.vcd" predelay "1,3.5" //Yea, I’m pretty awesome. scene "scenes/Biker/YouAreWelcome11.vcd" predelay "1,3.5" //No problemo, pal. scene "scenes/Biker/YouAreWelcome12.vcd" predelay "1,3.5" //It's all good. scene "scenes/Biker/YouAreWelcome13.vcd" predelay "1,3.5" //Gotcha. scene "scenes/Biker/YouAreWelcome14.vcd" predelay "1,3.5" //Whatever, whenever, man. } Rule BotPlayer.YourWelcomeBiker { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker Response BotPlayer.YourWelcomeBiker } Response BotReassureComingBiker { scene "scenes/Biker/Yes01.vcd" predelay "1,3.5" //Yes. scene "scenes/Biker/Yes02.vcd" predelay "1,3.5" //Okay. scene "scenes/Biker/Yes03.vcd" predelay "1,3.5" //Yep. scene "scenes/Biker/Yes04.vcd" predelay "1,3.5" //Yeah. scene "scenes/Biker/Yes05.vcd" predelay "1,3.5" //Yeah. scene "scenes/Biker/Yes06.vcd" predelay "1,3.5" //Roger that good buddy. } Rule BotReassureComingBiker { criteria ConceptSurvivorBotReassureComing IsNotCoughing IsBiker IsTalk IsTalkBiker Response BotReassureComingBiker } Response BotReassureNearbyBiker { scene "scenes/Biker/ImWithYou01.vcd" predelay "1,3.5" //Right behind you! scene "scenes/Biker/ImWithYou02.vcd" predelay "1,3.5" //I've got your back! scene "scenes/Biker/ImWithYou03.vcd" predelay "1,3.5" //I've got your back! scene "scenes/Biker/ImWithYou04.vcd" predelay "1,3.5" //I'm with ya! scene "scenes/Biker/ImWithYou05.vcd" predelay "1,3.5" //I'm with ya! scene "scenes/Biker/ImWithYou06.vcd" predelay "1,3.5" //Right behind you! scene "scenes/Biker/ImWithYou07.vcd" predelay "1,3.5" //I'm with ya! scene "scenes/Biker/ImWithYou08.vcd" predelay "1,3.5" //I got your back! scene "scenes/Biker/ImWithYou09.vcd" predelay "1,3.5" //Behind you! scene "scenes/Biker/ImWithYou10.vcd" predelay "1,3.5" //I'm here! } Rule BotReassureNearbyBiker { criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsBiker IsTalk IsTalkBiker Response BotReassureNearbyBiker } Response BotYesReadyBiker { scene "scenes/Biker/Yes01.vcd" predelay "1,3.5" //Yes. scene "scenes/Biker/Yes02.vcd" predelay "1,3.5" //Okay. scene "scenes/Biker/Yes03.vcd" predelay "1,3.5" //Yep. scene "scenes/Biker/Yes04.vcd" predelay "1,3.5" //Yeah. scene "scenes/Biker/Yes05.vcd" predelay "1,3.5" //Yeah. scene "scenes/Biker/Yes06.vcd" predelay "1,3.5" //Roger that good buddy. } Rule BotYesReadyBiker { criteria ConceptSurvivorBotYesReady IsNotCoughing IsBiker IsTalk IsTalkBiker Response BotYesReadyBiker } //-------------------------------------------------------------------------------------------------------------- // Call For Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerCallForRescueBiker { speak "Player.Biker_CallForRescue01" noscene //I could use some help over here! Anyone? speak "Player.Biker_CallForRescue02" noscene //Anyone out there? I got myself stuck in here! speak "Player.Biker_CallForRescue03" noscene //Get me the hell out of here! speak "Player.Biker_CallForRescue04" noscene //Heeeeyyyy! Can anyone here me? I could use a hand. speak "Player.Biker_CallForRescue06" noscene //Goddammit, I'm stuck in here! Someone let me out! speak "Player.Biker_CallForRescue07" noscene //When you get a chance, can you guys get me outta here? speak "Player.Biker_CallForRescue08" noscene //If it ain't too much trouble, I could use a hand out of here! speak "Player.Biker_CallForRescue09" noscene //Hey, can anyone hear me? I got my ass stuck in here. speak "Player.Biker_CallForRescue10" noscene //Someone want to let me outta here? speak "Player.Biker_CallForRescue11" noscene //Ah shit I'm stuck! C'mon! I could use a hand out of here! speak "Player.Biker_CallForRescue12" noscene //[Grunting] Shit, I'm stuck in here! Someone give me a hand! speak "Player.Biker_CallForRescue13" noscene //Goddamn it! I need to get the hell out of here! speak "Player.Biker_LostCall01" noscene //Hello speak "Player.Biker_LostCall04" noscene //Is anyone there? speak "Player.Biker_LostCall05" noscene odds 2 //Marco! speak "Player.Biker_LostCall08" noscene //Hello? Where dija go? } Rule PlayerCallForRescueBiker { criteria ConceptCallForRescue IsBiker IsTalk IsTalkBiker Response PlayerCallForRescueBiker } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Crescendo //-------------------------------------------------------------------------------------------------------------- Response crashHowitzerNagBiker { scene "scenes/Biker/DLC2M1GunNag02.vcd" //Somebody fire the goddamn cannon! } Rule crashHowitzerNagBiker { criteria ConceptTalkIdle IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker NotHowitzerFired IsHowitzerNag IsHowitzerSeen NotNagCrashBiker ChanceToFire80Percent NotSurvivalMode ApplyContext "NagHowitzer:1:30,NagCrashBiker:1:32" applycontexttoworld Response crashHowitzerNagBiker } Response CrashWarnMegaMobBiker { scene "scenes/Biker/DLC2Incoming01.vcd" then teengirl CrashCourseR14 foo:0 0.05 //Here they come! Zoey, just pretend they're all helicopter pilots! } Rule CrashWarnMegaMobBiker { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsBiker IsNotWarnMegaMob IsTalk IsTalkBiker IsNotSpeaking IsCrashCourse IsTeenGirlAlive NotSaidMegaMobPilot NotSurvivalMode ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,SaidMegaMobPilot:1:0" applycontexttoworld Response CrashWarnMegaMobBiker } Response HowitzerBurnEnd00Biker { scene "scenes/Biker/DLC2M1GunEnd01.vcd" then self HowitzerBurnEnd01 foo:0 0.1 //Fire's out. } Rule HowitzerBurnEnd00Biker { criteria ConceptHowitzerBurnEnd00 IsBiker NotCrash01ThroughBridge NotSurvivalMode Response HowitzerBurnEnd00Biker } Response HowitzerBurnEnd01Biker { scene "scenes/Biker/DLC2M1GunEnd02.vcd" //Everybody across the bridge! } Rule HowitzerBurnEnd01Biker { criteria ConceptHowitzerBurnEnd01 IsBiker NotSurvivalMode Response HowitzerBurnEnd01Biker } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Finale //-------------------------------------------------------------------------------------------------------------- Response CrashFinaleGenerator2OnSpkBiker { scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah! } Rule CrashFinaleGenerator2OnSpkBiker { criteria ConceptCrashFinaleGenerator2OnSpk IsBiker Response CrashFinaleGenerator2OnSpkBiker } Response CrashFinaleGenerator2SpeakBiker { scene "scenes/Biker/DLC2M2FinaleButtonPressGen203.vcd" //Goddamn generator. Come ON, let's GO! scene "scenes/Biker/DLC2M2FinaleButtonPressGen301.vcd" //Goddamn it. Piece a shit generator... scene "scenes/Biker/DLC2M2FinaleButtonPressGen302.vcd" //I'm gettin' so sick of this goddamn generator... scene "scenes/Biker/DLC2M2FinaleButtonPressGen303.vcd" //Soon as we get the truck moving, I am going to RUN YOU OVER. Stupid generator. } Rule CrashFinaleGenerator2SpeakBiker { criteria ConceptCrashFinaleGenerator2Speak IsBiker Response CrashFinaleGenerator2SpeakBiker } Response CrashFinaleGeneratorBreakSpkBiker { scene "scenes/Biker/DLC2M2FinaleBreak101.vcd" //POWER'S OUT! We gotta kicktsart the generator! scene "scenes/Biker/DLC2M2FinaleBreak102.vcd" //POWER'S OUT! } Rule CrashFinaleGeneratorBreakSpkBiker { criteria ConceptCrashFinaleGeneratorBreakSpk IsBiker NotSurvivalMode Response CrashFinaleGeneratorBreakSpkBiker } Response CrashFinaleGeneratorNagBiker { scene "scenes/Biker/DLC2M2FinaleBreak103.vcd" //We gotta kickstart the generator! scene "scenes/Biker/DLC2M2FinaleBreak202.vcd" //Someone needs to restart the generator! } Rule CrashFinaleGeneratorNagBiker { criteria ConceptTalkIdle IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker ChanceToFire60Percent IsCrashFinaleGeneratorBroken NotCrashFinaleSaidGeneratorBroken NotNagCrashBiker NotSurvivalMode ApplyContext "CrashFinaleSaidGeneratorBroken:1:15,NagCrashBiker:1:25" applycontexttoworld Response CrashFinaleGeneratorNagBiker } Response CrashFinaleGeneratorSpeakBiker { scene "scenes/Biker/DLC2M2FinaleButtonPressGen101.vcd" //Everybody hang on. This'll just take a second. scene "scenes/Biker/DLC2M2FinaleButtonPressGen102.vcd" //Get in position, this'll only take a sec. } Rule CrashFinaleGeneratorSpeakBiker { criteria ConceptCrashFinaleGeneratorSpeak IsBiker Response CrashFinaleGeneratorSpeakBiker } Response CrashFinaleGenUnPressSpeakBiker { scene "scenes/Biker/Swear17.vcd" //Dammit. } Rule CrashFinaleGenUnPressSpeakBiker { criteria ConceptCrashFinaleGeneratorUnPressSpeak IsBiker Response CrashFinaleGenUnPressSpeakBiker } Response CrashFinaleTruckNagBiker { scene "scenes/Biker/ArriveTruck01.vcd" //Run to the truck! Go go go! scene "scenes/Biker/ArriveTruck02.vcd" //To the truck! scene "scenes/Biker/ArriveTruck03.vcd" //Get to the truck! } Rule CrashFinaleTruckNagBiker { criteria ConceptTalkIdle IsBiker IsNotCoughing IsCrashFinaleTruckReady NotCrashFinaleTruckNagPaused ChanceToFire60Percent NotNagCrashBiker NotSurvivalMode ApplyContext "CrashFinaleTruckNagPaused:1:6,NagCrashBiker:1:11" applycontexttoworld Response CrashFinaleTruckNagBiker } Response CrashFinaleTruckReadySpkBiker { scene "scenes/Biker/DLC2M2FinaleTruckDown01.vcd" //Lift's down! Get in the goddamn truck! } Rule CrashFinaleTruckReadySpkBiker { criteria ConceptCrashFinaleTruckReadySpk IsBiker IsNotCoughing NotSurvivalMode Response CrashFinaleTruckReadySpkBiker } Response CrashFinaleTruckResp01Biker { scene "scenes/Biker/DLC2M2FinaleSetup02.vcd" //That lift won't come down till we power up the generator. } Rule CrashFinaleTruckResp01Biker { criteria ConceptCrashFinaleTruckResp01 IsBiker Response CrashFinaleTruckResp01Biker } Response CrashYerKiddingBiker { scene "scenes/Biker/DLC2GenericResponses03.vcd" //Yer kidding, right? } Rule CrashYerKiddingBiker { criteria ConceptCrashYerKidding IsBiker Response CrashYerKiddingBiker } Response PlayerRemarkcrashcourse02_path14Biker { scene "scenes/Biker/DLC2M2Directional04.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //Let's get in that truck, step on the gas, and not stop till we see the army. scene "scenes/Biker/DLC2M2Directional05.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //I got an idea. Let's steal that truck. } Rule PlayerRemarkcrashcourse02_path14Biker { criteria ConceptRemark IsBiker Iscrashcourse02_path14 IsNotSaidcrashcourse02_path14 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotCrash02FinaleStarted NotSurvivalMode ApplyContext "Saidcrashcourse02_path14:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path14Biker } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Info Remarkable //-------------------------------------------------------------------------------------------------------------- Response CrashCourseR02Biker { scene "scenes/Biker/DLC2MagazineRack01.vcd" //I hate latest issues. } Rule CrashCourseR02Biker { criteria ConceptCrashCourseR02 IsBiker IsTeenGirlNear400 Response CrashCourseR02Biker } Response CrashCourseR07Biker { scene "scenes/Biker/DLC2CanadaHate01.vcd" //Oh my god, I hate Canada so much. scene "scenes/Biker/DLC2Riverside04.vcd" //Guess I've been hatin' Riverside all this time for nothin' then. } Rule CrashCourseR07Biker { criteria ConceptCrashCourseR07 IsBiker Response CrashCourseR07Biker } Response CrashCourseR08Biker { scene "scenes/Biker/DLC2Riverside01.vcd" //Ahhhh, I doubt it. } Rule CrashCourseR08Biker { criteria ConceptCrashCourseR08 IsBiker Response CrashCourseR08Biker } Response CrashCourseR09Biker { scene "scenes/Biker/DLC2Alley01.vcd" //Yeah ha ha ha. This the one you wanna die in? } Rule CrashCourseR09Biker { criteria ConceptCrashCourseR09 IsBiker Response CrashCourseR09Biker } Response CrashCourseR10Biker { scene "scenes/Biker/DLC2GasTanks04.vcd" //Nice one. } Rule CrashCourseR10Biker { criteria ConceptCrashCourseR10 IsBiker Response CrashCourseR10Biker } Response CrashCourseR13Biker { scene "scenes/Biker/DLC2Steam03.vcd" //Yeah... steam's alright, I guess. } Rule CrashCourseR13Biker { criteria ConceptCrashCourseR13 IsBiker Response CrashCourseR13Biker } Response PlayerRemarkcrashcourse01_path02Biker { scene "scenes/Biker/DLC2BirdHate01.vcd" then TeenGirl CrashCourseR01 foo:0 0.05 //I hate birds. } Rule PlayerRemarkcrashcourse01_path02Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path02 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear550 IsTeenGirlNear800 ApplyContext "Saidcrashcourse01_path02:1:0,Saidcrashcoursebirds:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path02Biker } Rule PlayerRemarkcrashcourse01_path03Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path03 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear550 IsTeenGirlNear800 ApplyContext "Saidcrashcourse01_path03:1:0,Saidcrashcoursebirds:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path02Biker } Response PlayerRemarkcrashcourse01_path05Biker { scene "scenes/Biker/DLC2M1Directional02.vcd" //Truck's blocking the whole goddamn road... } Rule PlayerRemarkcrashcourse01_path05Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path05 IsNotSaidcrashcourse01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidcrashcourse01_path05:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path05Biker } Response PlayerRemarkcrashcourse01_path06Biker { scene "scenes/Biker/DLC2M1Searching01.vcd" //Might be something in this warehouse. scene "scenes/Biker/DLC2M1Searching02.vcd" //Probably some free crap in these buildings. } Rule PlayerRemarkcrashcourse01_path06Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path06 IsNotSaidcrashcourse01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidcrashcourse01_path06:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path06Biker } Response PlayerRemarkcrashcourse01_path07Biker { scene "scenes/Biker/DLC2Hersch01.vcd" //I drove for Hersch once. Till some guy laughed at my little brown shorts. And I beat him to death. } Rule PlayerRemarkcrashcourse01_path07Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path07 IsNotSaidcrashcourse01_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "Saidcrashcourse01_path07:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path07Biker } Response PlayerRemarkcrashcourse01_path08Biker { scene "scenes/Biker/DLC2M1Directional10.vcd" //Sayyy. An alley! } Rule PlayerRemarkcrashcourse01_path08Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path08 IsNotSaidcrashcourse01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNotSaidcrashcoursealley ApplyContext "Saidcrashcourse01_path08:1:0,Saidcrashcoursealley:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path08Biker } Rule PlayerRemarkcrashcourse01_path09Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path09 IsNotSaidcrashcourse01_path09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNotSaidcrashcoursealley ApplyContext "Saidcrashcourse01_path09:1:0,Saidcrashcoursealley:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path08Biker } Response PlayerRemarkcrashcourse01_path11Biker { scene "scenes/Biker/DLC2ArmyTruck01.vcd" //Huh. The army. Fat lotta help they've been to US. scene "scenes/Biker/DLC2ArmyTruck02.vcd" //Huh. The army. They're about as much help as the cops. } Rule PlayerRemarkcrashcourse01_path11Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path11 IsNotSaidcrashcourse01_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidcrashcourse01_path11:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path11Biker } Response PlayerRemarkcrashcourse01_path12Biker { scene "scenes/Biker/DLC2TrainWreck01.vcd" then TeenGirl CrashCourseR03 foo:0 0.05 //Whoa. Zoey must have shot the train conductor! } Rule PlayerRemarkcrashcourse01_path12Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path12 IsNotSaidcrashcourse01_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsTeenGirlNear400 NotSurvivalMode ApplyContext "Saidcrashcourse01_path12:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path12Biker } Response PlayerRemarkcrashcourse01_path13Biker { scene "scenes/Biker/DLC2M1Goal02.vcd" //Let's follow that bridge. Might be a way outta this dump. } Rule PlayerRemarkcrashcourse01_path13Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path13 IsNotSaidcrashcourse01_path13 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 NotSurvivalMode ApplyContext "Saidcrashcourse01_path13:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path13Biker } Response PlayerRemarkcrashcourse01_path14Biker { scene "scenes/Biker/DLC2M1Directional07.vcd" //We can get back up over here! } Rule PlayerRemarkcrashcourse01_path14Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path14 IsNotSaidcrashcourse01_path14 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 NotSurvivalMode ApplyContext "Saidcrashcourse01_path14:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path14Biker } Rule PlayerRemarkcrashcourse01_path15Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path15 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 IsTeenGirlNear800 NotSurvivalMode ApplyContext "Saidcrashcourse01_path15:1:0,Saidcrashcoursebirds:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path02Biker } Rule PlayerRemarkcrashcourse01_path16Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path16 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 IsTeenGirlNear800 NotSurvivalMode ApplyContext "Saidcrashcourse01_path16:1:0,Saidcrashcoursebirds:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path02Biker } Response PlayerRemarkcrashcourse01_path17Biker { scene "scenes/Biker/DLC2M1GunNag01.vcd" //We need to shoot that barricade down. } Rule PlayerRemarkcrashcourse01_path17Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path17 IsNotSaidcrashcourse01_path17 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotHowitzerFired NotSurvivalMode ApplyContext "Saidcrashcourse01_path17:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path17Biker } Response PlayerRemarkcrashcourse01_path18Biker { scene "scenes/Biker/DLC2M1GunNag01.vcd" //We need to shoot that barricade down. } Rule PlayerRemarkcrashcourse01_path18Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path18 IsNotSaidcrashcourse01_path18 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotHowitzerFired NotSurvivalMode ApplyContext "Saidcrashcourse01_path18:1:0,HowitzerSeen:1:0,NagHowitzer:1:30" applycontexttoworld Response PlayerRemarkcrashcourse01_path18Biker } Response PlayerRemarkcrashcourse01_path19Biker { scene "scenes/Biker/DLC2ForLease02.vcd" then Manager CrashCourseR04 foo:0 0.05 //'For...lease.' } Rule PlayerRemarkcrashcourse01_path19Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path19 IsNotSaidcrashcourse01_path19 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsManagerNear500 NotSurvivalMode ApplyContext "Saidcrashcourse01_path19:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path19Biker } Response PlayerRemarkcrashcourse01_path20Biker { scene "scenes/Biker/DLC2M1Goal03.vcd" //Riverside! Ain't that where the army's holed up? scene "scenes/Biker/DLC2Riverside03.vcd" then any CrashCourseR06 foo:0 0.05 //Riverside? Aww, I hate Canada. } Rule PlayerRemarkcrashcourse01_path20Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path20 IsNotSaidcrashcourse01_path20 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "Saidcrashcourse01_path20:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path20Biker } Response PlayerRemarkcrashcourse01_path21Biker { scene "scenes/Biker/DLC2Waterworks01.vcd" then NamVet CrashCourseR05 foo:0 0.05 //Waterworks. That where you pick up your crying supplies, Bill? Ah ha ha, I'm hilarious. } Rule PlayerRemarkcrashcourse01_path21Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path21 IsNotSaidcrashcourse01_path21 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNamVetAlive NotSurvivalMode ApplyContext "Saidcrashcourse01_path21:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path21Biker } Response PlayerRemarkcrashcourse01_path24Biker { scene "scenes/Biker/DLC2M1Directional09.vcd" //The safehouse is down there! } Rule PlayerRemarkcrashcourse01_path24Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path24 IsNotSaidcrashcourse01_path24 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidCrash01SafeHouse ApplyContext "Saidcrashcourse01_path24:1:0,SaidCrash01Safehouse:1:250" applycontexttoworld Response PlayerRemarkcrashcourse01_path24Biker } Response PlayerRemarkcrashcourse01_path25Biker { scene "scenes/Biker/SafeSpotAhead08.vcd" //Safe house, let's go! } Rule PlayerRemarkcrashcourse01_path25Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path25 IsNotSaidcrashcourse01_path25 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotSaidCrash01SafeHouse ApplyContext "Saidcrashcourse01_path25:1:0,SaidCrash01SafeHouse:1:250" applycontexttoworld Response PlayerRemarkcrashcourse01_path25Biker } Response PlayerRemarkcrashcourse02_path05Biker { scene "scenes/Biker/DLC2Container01.vcd" //Through this container! } Rule PlayerRemarkcrashcourse02_path05Biker { criteria ConceptRemark IsBiker Iscrashcourse02_path05 IsNotSaidcrashcourse02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "Saidcrashcourse02_path05:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path05Biker } Response PlayerRemarkcrashcourse02_path06Biker { scene "scenes/Biker/DLC2GasTanks01.vcd" then TeenGirl CrashCourseR10 foo:0 0.05 //Hey, Zoey, look! We're 'passing gas'... [chuckles] } Rule PlayerRemarkcrashcourse02_path06Biker { criteria ConceptRemark IsBiker Iscrashcourse02_path06 IsNotSaidcrashcourse02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "Saidcrashcourse02_path06:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path06Biker } Response PlayerRemarkcrashcourse02_path07Biker { scene "scenes/Biker/DLC2BulletinBoard01.vcd" then TeenGirl CrashCourseR11 foo:0 0.05 //This sign says 'I hate Mondays'! Man, tell me about it. } Rule PlayerRemarkcrashcourse02_path07Biker { criteria ConceptRemark IsBiker Iscrashcourse02_path07 IsNotSaidcrashcourse02_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 ApplyContext "Saidcrashcourse02_path07:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path07Biker } Response PlayerRemarkcrashcourse02_path08Biker { scene "scenes/Biker/DLC2Steam02.vcd" then teengirl CrashCourseR12 foo:0 0 //Hey, watch out for that goddamn steam pipe. } Rule PlayerRemarkcrashcourse02_path08Biker { criteria ConceptRemark IsBiker Iscrashcourse02_path08 IsNotSaidcrashcourse02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsTeenGirlNear500 ApplyContext "Saidcrashcourse02_path08:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path08Biker } Response PlayerRemarkcrashcourse02_path10Biker { scene "scenes/Biker/DLC2M2Directional03.vcd" //Over that truck! } Rule PlayerRemarkcrashcourse02_path10Biker { criteria ConceptRemark IsBiker Iscrashcourse02_path10 IsNotSaidcrashcourse02_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ApplyContext "Saidcrashcourse02_path10:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path10Biker } Response PlayerRemarkcrashcourse02_path11Biker { scene "scenes/Biker/DLC2Recycling01.vcd" //Thanks for saving the planet, recyclers. Mission accomplished. scene "scenes/Biker/DLC2Recycling02.vcd" odds 4 //Copper... aluminum... brass... those guys recycle everything! } Rule PlayerRemarkcrashcourse02_path11Biker { criteria ConceptRemark IsBiker Iscrashcourse02_path11 IsNotSaidcrashcourse02_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 NotSurvivalMode ApplyContext "Saidcrashcourse02_path11:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path11Biker } Response PlayerRemarkcrashcourse02_path12Biker { scene "scenes/Biker/DLC2M2Directional01.vcd" //Through the truck yard! } Rule PlayerRemarkcrashcourse02_path12Biker { criteria ConceptRemark IsBiker Iscrashcourse02_path12 IsNotSaidcrashcourse02_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidcrashcourse02_path12:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path12Biker } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Intro //-------------------------------------------------------------------------------------------------------------- Response IntroCrashR02Biker { scene "scenes/Biker/DLC2Intro18.vcd" //I guess I DID tell ya. } Rule IntroCrashR02Biker { criteria ConceptIntroCrashR02 IsBiker Response IntroCrashR02Biker } Response IntroCrashR04Biker { scene "scenes/Biker/DLC2Intro08.vcd" //Alright. I'll give ya that. } Rule IntroCrashR04Biker { criteria ConceptIntroCrashR04 IsBiker Response IntroCrashR04Biker } Response IntroCrashR06Biker { scene "scenes/Biker/DLC2Intro25.vcd" //Well, it's pretty complicated. I don't wanna bore you with a lotta... complex... fractions. But step one is we walk THAT way. } Rule IntroCrashR06Biker { criteria ConceptIntroCrashR06 IsBiker Response IntroCrashR06Biker } Response IntroCrashR08Biker { scene "scenes/Biker/DLC2Intro21.vcd" //Whoah. Musta hit my head in the crash. I'm okay now. I hate helicopters. } Rule IntroCrashR08Biker { criteria ConceptIntroCrashR08 IsBiker Response IntroCrashR08Biker } Response IntroCrashR10Biker { scene "scenes/Biker/DLC2Intro30.vcd" //Let's just hike the hell out of here. scene "scenes/Biker/DLC2Intro31.vcd" //Looks like we're walking again. scene "scenes/Biker/DLC2M1Goal01.vcd" //I already hate this place. Let's get outta here. } Rule IntroCrashR10Biker { criteria ConceptIntroCrashR10 IsBiker Response IntroCrashR10Biker } Response IntroCrashR12Biker { scene "scenes/Biker/DLC2Intro16.vcd" //Yeah! Stupid helicopter. } Rule IntroCrashR12Biker { criteria ConceptIntroCrashR12 IsBiker Response IntroCrashR12Biker } Response IntroCrashR14Biker { scene "scenes/Biker/DLC2Intro14.vcd" //Terrific. Looks like we're walkin, then. } Rule IntroCrashR14Biker { criteria ConceptIntroCrashR14 IsBiker Response IntroCrashR14Biker } Response IntroCrashR16Biker { scene "scenes/Biker/DLC2Intro11.vcd" then any IntroCrashR10 foo:0 0.05 //That's what I thought... } Rule IntroCrashR16Biker { criteria ConceptIntroCrashR16 IsBiker Response IntroCrashR16Biker } Response IntroCrashR18Biker { scene "scenes/Biker/DLC2Intro06.vcd" //'Cause it's money in the bank. Remind me to explain gambling to you sometime. } Rule IntroCrashR18Biker { criteria ConceptIntroCrashR18 IsBiker Response IntroCrashR18Biker } Response IntroCrashR20Biker { scene "scenes/Biker/DLC2Intro02.vcd" //[pouty] Well, I guess NOW we'll never know, will we? } Rule IntroCrashR20Biker { criteria ConceptIntroCrashR20 IsBiker Response IntroCrashR20Biker } Response IntroCrashR21Biker { scene "scenes/Biker/DLC2Intro22.vcd" then Manager IntroCrashR22 foo:0 0.05 //I hate walking. } Rule IntroCrashR21Biker { criteria ConceptIntroCrashR21 IsBiker Response IntroCrashR21Biker } Response IntroCrashR23Biker { scene "scenes/Biker/DLC2Intro23.vcd" //And it turns out I was right about that. } Rule IntroCrashR23Biker { criteria ConceptIntroCrashR23 IsBiker Response IntroCrashR23Biker } Response IntroCrashR26Biker { scene "scenes/Biker/DLC2Intro27.vcd" //[grumbling under breath]...Don't see what's wrong with vests... } Rule IntroCrashR26Biker { criteria ConceptIntroCrashR26 IsBiker Response IntroCrashR26Biker } Response IntroCrashR27Biker { scene "scenes/Biker/DLC2Intro12.vcd" then TeenGirl IntroCrashR28 foo:0 0.05 //Yeah, well--Next time someone offers us a ride, don't SHOOT him. } Rule IntroCrashR27Biker { criteria ConceptIntroCrashR27 IsBiker Response IntroCrashR27Biker } Response IntroCrashR29Biker { scene "scenes/Biker/DLC2Intro04.vcd" then Manager IntroCrashR30 foo:0 0.05 //[confused] Wait, WHAT happened? } Rule IntroCrashR29Biker { criteria ConceptIntroCrashR29 IsBiker Response IntroCrashR29Biker } Response IntroCrashR31Biker { scene "scenes/Biker/DLC2Intro03.vcd" then any IntroCrashR10 foo:0 0.05 //Or, in this case, a vampire. } Rule IntroCrashR31Biker { criteria ConceptIntroCrashR31 IsBiker Response IntroCrashR31Biker } Response PlayerCrashCourseIntroBiker { scene "scenes/Biker/DLC2Intro01.vcd" then TeenGirl IntroCrashR19 foo:0 0.05 //I still can't believe you shot the pilot! scene "scenes/Biker/DLC2Intro05.vcd" then Manager IntroCrashR17 foo:0 0.05 //See? I TOLD ya. Helicopter crashed. We're not saved, we're all gonna die. Pay up. scene "scenes/Biker/DLC2Intro07.vcd" then Manager IntroCrashR03 foo:0 0.05 //Hey. Sunshine Beams. We just CRASHED. You got somethin' positive to say about that? scene "scenes/Biker/DLC2Intro07.vcd" then Manager IntroCrashR37 foo:0 0.05 //Hey. Sunshine Beams. We just CRASHED. You got somethin' positive to say about that? scene "scenes/Biker/DLC2Intro10.vcd" then any IntroCrashR15 foo:0 0.05 //Is that how helicopters are supposed to land? scene "scenes/Biker/DLC2Intro13.vcd" then Manager IntroCrashR13 foo:0 0.05 //Hey Louis. That fancy college of yours teach ya how to fix a helicopter? scene "scenes/Biker/DLC2Intro15.vcd" then TeenGirl IntroCrashR11 foo:0 0.05 //Goddamnit, where'd they buy this helicopter? At the ... uh... um... hold on... scene "scenes/Biker/DLC2Intro17.vcd" then TeenGirl IntroCrashR01 foo:0 0.05 //I ever tell you how I feel about helicopters? scene "scenes/Biker/DLC2Intro19.vcd" then any IntroCrashR09 foo:0 0.05 //Guys. Everyone. I wanna say something: I. hate. helicopters. scene "scenes/Biker/DLC2Intro20.vcd" then TeenGirl IntroCrashR07 foo:0 0.05 //[sincere] Wow! I love helicopters! I love 'em so much. scene "scenes/Biker/DLC2Intro24.vcd" then any IntroCrashR05 foo:0 0.05 //Alright, nobody panic. I have a plan. scene "scenes/Biker/DLC2Intro26.vcd" then Manager IntroCrashR24 foo:0 -4.2 //You still wearin' that tie, Louis? What, you got a meeting? Bah ha ha. scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR33 foo:0 0.05 // scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR34 foo:0 0.05 // scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR35 foo:0 0.05 // scene "scenes/Biker/blank.vcd" then Manager IntroCrashR36 foo:0 0.05 // scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashWalking foo:0 0.05 // } Rule PlayerCrashCourseIntroBiker { criteria ConceptIntroCrash IsBiker IsCrashCourse IsBiker IsBiker ApplyContext "talk:1:20" applycontexttoworld Response PlayerCrashCourseIntroBiker } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Lots Intro //-------------------------------------------------------------------------------------------------------------- Response CrashCourseI01Biker { scene "scenes/Biker/WorldAirport0111.vcd" //It's worth a try. } Rule CrashCourseI01Biker { criteria ConceptCrashCourseI01 IsBiker Response CrashCourseI01Biker } Response PlayerRemarkcrashcourse02_introBiker { scene "scenes/Biker/DLC2M2Saferoom01.vcd" then any CrashCourseI01 foo:0 0.05 //Looks like we should check out that truck depot. } Rule PlayerRemarkcrashcourse02_introBiker { criteria ConceptRemark IsBiker Iscrashcourse02_intro IsNotSaidcrashcourse02_intro IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 IsCrash02IntroReady NotCrash02IntroPaused ApplyContext "Saidcrashcourse02_intro:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_introBiker } Response PlayerRemarkcrashcourse02_startaBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerRemarkcrashcourse02_startaBiker { criteria ConceptRemark IsBiker Iscrashcourse02_starta NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaBiker } Rule PlayerRemarkcrashcourse02_startbBiker { criteria ConceptRemark IsBiker Iscrashcourse02_startb NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaBiker } Rule PlayerRemarkcrashcourse02_startcBiker { criteria ConceptRemark IsBiker Iscrashcourse02_startc NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaBiker } Rule PlayerRemarkcrashcourse02_startdBiker { criteria ConceptRemark IsBiker Iscrashcourse02_startd NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaBiker } //-------------------------------------------------------------------------------------------------------------- // Farm Intro //-------------------------------------------------------------------------------------------------------------- Response IntroFarm4Biker { scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it. } Rule IntroFarm4Biker { criteria ConceptIntroFarm4 IsBiker ApplyContext "talk:1:4" applycontexttoworld Response IntroFarm4Biker } //-------------------------------------------------------------------------------------------------------------- // FaultSpeech //-------------------------------------------------------------------------------------------------------------- Response SurvivorBoomerBlunderBiker { scene "scenes/Biker/Sorry02.vcd" predelay "1,2" //Sorry about that. scene "scenes/Biker/Sorry10.vcd" predelay "1,2" //Sorry, man, shit happens. scene "scenes/Biker/Sorry14.vcd" predelay "1,2" //Uh, yeah, sorry. } Rule SurvivorBoomerBlunderBiker { criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsBiker IsHealthy IsTalk IsTalkBiker Response SurvivorBoomerBlunderBiker } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response SurvivorFinaleTriggeredBoatBiker { scene "scenes/Biker/RadioUsedBoat01.vcd" predelay ".5,1" //We got a boat coming! } Rule SurvivorFinaleTriggeredBoatBiker { criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredBoatBiker } Response SurvivorFinaleTriggeredFarmBiker { scene "scenes/Biker/RadioUsedGeneric02.vcd" predelay ".5,1" //Help'll be here soon! You ladies ready for some fun until they show up? scene "scenes/Biker/RadioUsedTruck01.vcd" predelay ".5,1" //A truck should be here soon - we just gotta hold out until it shows. } Rule SurvivorFinaleTriggeredFarmBiker { criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredFarmBiker } Response SurvivorFinaleTriggeredRooftopBiker { scene "scenes/Biker/RadioUsedChopper01.vcd" predelay ".5,1" //Chopper's on its way! scene "scenes/Biker/RadioUsedGeneric03.vcd" predelay ".5,1" //We got some help comin'. Let's get ready! scene "scenes/Biker/RadioUsedGeneric05.vcd" predelay ".5,1" //Help's on its way. Let's have some fun while we wait. scene "scenes/Biker/RadioUsedGeneric08.vcd" predelay ".5,1" //Help is on the way! } Rule SurvivorFinaleTriggeredRooftopBiker { criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredRooftopBiker } Response SurvivorFinalVehicleBoatBiker { scene "scenes/Biker/ArriveBoat01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the boat! scene "scenes/Biker/ArriveBoat02.vcd" then any EmphaticArriveRun foo:0 0 //Everyone to the boat! scene "scenes/Biker/ArriveBoat03.vcd" then any EmphaticArriveRun foo:0 0 //Get your asses on that boat! } Rule SurvivorFinalVehicleBoatBiker { criteria ConceptGetToVehicle IsBiker ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3" applycontexttoworld Response SurvivorFinalVehicleBoatBiker } Response SurvivorFinalVehicleFarmBiker { scene "scenes/Biker/ArriveTruck01.vcd" then any EmphaticArriveRun foo:0 0 //Run to the truck! Go go go! scene "scenes/Biker/ArriveTruck02.vcd" then any EmphaticArriveRun foo:0 0 //To the truck! scene "scenes/Biker/ArriveTruck03.vcd" then any EmphaticArriveRun foo:0 0 //Get to the truck! } Rule SurvivorFinalVehicleFarmBiker { criteria ConceptGetToVehicle IsBiker ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleFarmBiker } Response SurvivorFinalVehicleFarmSpottedBiker { scene "scenes/Biker/ArriveTruckInitial01.vcd" then any EmphaticArriveRunFarm foo:0 0 //C'mon, that's the last truck outta this shithole. LET'S GO! scene "scenes/Biker/ArriveTruckInitial02.vcd" then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go! } Rule SurvivorFinalVehicleFarmSpottedBiker { criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleFarmSpottedBiker } Response SurvivorFinalVehicleRooftopBiker { scene "scenes/Biker/ArriveChopper01.vcd" then any EmphaticArriveRun foo:0 0 //Everybody to the chopper! scene "scenes/Biker/ArriveChopper02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the chopper! } Rule SurvivorFinalVehicleRooftopBiker { criteria ConceptGetToVehicle IsBiker ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5" applycontexttoworld Response SurvivorFinalVehicleRooftopBiker } Response SurvivorFinalVehicleRunwayBiker { scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go! scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go! scene "scenes/Biker/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane! scene "scenes/Biker/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane! scene "scenes/Biker/ArrivePlaneInitial01.vcd" odds 5 then any EmphaticArriveRun foo:0 0 //This is the last flight out of here! Let's go } Rule SurvivorFinalVehicleRunwayBiker { criteria ConceptGetToVehicle IsBiker isrunway IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleRunwayBiker } Response SurvivorFinalVehicleSpottedBoatBiker { scene "scenes/Biker/ArriveBoatInitial01.vcd" then any EmphaticArriveRun foo:0 0 //Our boat's here, all aboard! scene "scenes/Biker/ArriveBoatInitial02.vcd" then any EmphaticArriveRun foo:0 0 //Our boat's here! Let's go! } Rule SurvivorFinalVehicleSpottedBoatBiker { criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedBoatBiker } Response SurvivorFinalVehicleSpottedRooftopBiker { scene "scenes/Biker/ArriveChopperInitial01.vcd" then any EmphaticArriveRun foo:0 0 //The chopper's here! Let's go! scene "scenes/Biker/ArriveChopperInitial02.vcd" then any EmphaticArriveRun foo:0 0 //The chopper's here! About time, too... } Rule SurvivorFinalVehicleSpottedRooftopBiker { criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedRooftopBiker } Response SurvivorFinalVehicleSpottedRunwayBiker { scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go! scene "scenes/Biker/ArrivePlaneInitial01.vcd" then any EmphaticArriveRun foo:0 0 //This is the last flight out of here! Let's go } Rule SurvivorFinalVehicleSpottedRunwayBiker { criteria ConceptFinalVehicleSpotted IsBiker ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedRunwayBiker } //-------------------------------------------------------------------------------------------------------------- // General Responses //-------------------------------------------------------------------------------------------------------------- Response ResponseLoudDispleasureSwearBiker { scene "scenes/Biker/Swear01.vcd" predelay "0.1,0.7" //Goddammit. scene "scenes/Biker/Swear02.vcd" predelay "0.1,0.7" //Shit. scene "scenes/Biker/Swear03.vcd" predelay "0.1,0.7" //Ah shit. scene "scenes/Biker/Swear04.vcd" predelay "0.1,0.7" //Ah hell. scene "scenes/Biker/Swear08.vcd" predelay "0.1,0.7" //Ah bullshit. scene "scenes/Biker/Swear09.vcd" predelay "0.1,0.7" //Dammit. scene "scenes/Biker/Swear10.vcd" predelay "0.1,0.7" //Bullshit. } Rule ResponseLoudDispleasureSwearBiker { criteria ConceptPanicEvent IsBiker IsNotCoughing IsTalk IsTalkBiker ChanceToFire60Percent Response ResponseLoudDispleasureSwearBiker } Response ResponseSoftDispleasureSwearBiker { scene "scenes/Biker/NegativeNoise06.vcd" //[Improv non-verbal displeasure & frustration sounds] scene "scenes/Biker/ReactionApprehensive03.vcd" //I don't like ths one damn bit. scene "scenes/Biker/ReactionNegative05.vcd" //Shit scene "scenes/Biker/ReactionNegative09.vcd" //Ahhhhh. scene "scenes/Biker/Swear12.vcd" //Shit. scene "scenes/Biker/Swear14.vcd" //Ah hell. scene "scenes/Biker/Swear15.vcd" //Son of a bitch. scene "scenes/Biker/Swear16.vcd" //Ah bullshit. scene "scenes/Biker/Swear17.vcd" //Dammit. scene "scenes/Biker/Swear19.vcd" //Ah bullshit. } Rule ResponseSoftDispleasureSwearBiker { criteria ConceptResponseSoftDispleasureSwear IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IssuerMediumClose Response ResponseSoftDispleasureSwearBiker } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorAskBillForHealthBiker { scene "scenes/Biker/PlayerSuggestHealthSpecific05.vcd" odds 5 //Bill, could I borrow your med kit? I just wanna look at it. scene "scenes/Biker/PlayerSuggestHealthSpecific07.vcd" //Bill, you got a med kit I could have? scene "scenes/Biker/PlayerSuggestHealthSpecific11.vcd" odds 5 //Old man, you forget you have a health pack, or you saving that for me? } Rule SurvivorAskBillForHealthBiker { criteria ConceptAskForHealth2 IsBiker SubjectIsNamVet IsSubjectNear400 Response SurvivorAskBillForHealthBiker } Response SurvivorAskForHealthBiker { scene "scenes/Biker/blank.vcd" then Subject AskForHealth foo:0 0 // } Rule SurvivorAskForHealthBiker { criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsSubjectNear400 NoHasPainPills NoHasFirstAidKit IsNotHealthyHalf NotInCombat IsNotSaidAskForHealth ApplyContext "SaidAskForHealth:1:10" applycontexttoworld Response SurvivorAskForHealthBiker } Response SurvivorAskLouisForHealthBiker { scene "scenes/Biker/PlayerSuggestHealthSpecific06.vcd" //Louis, you got a med kit I could have? scene "scenes/Biker/PlayerSuggestHealthSpecific08.vcd" //Louis, don't bogard that med kit, man. I'm hurt. scene "scenes/Biker/PlayerSuggestHealthSpecific10.vcd" odds 5 //Louis, while I hate to break that ensemble and all, can I have your health pack? scene "scenes/Biker/PlayerSuggestHealthSpecific12.vcd" //Louis, gimme your health pack. } Rule SurvivorAskLouisForHealthBiker { criteria ConceptAskForHealth2 IsBiker SubjectIsManager IsSubjectNear400 Response SurvivorAskLouisForHealthBiker } Response SurvivorAskZoeyForHealthBiker { scene "scenes/Biker/PlayerSuggestHealthSpecific04.vcd" //Zoey, you got a health kit for me? scene "scenes/Biker/PlayerSuggestHealthSpecific09.vcd" //Hey little lady, if you ain't gonna use that health kit I could use it. } Rule SurvivorAskZoeyForHealthBiker { criteria ConceptAskForHealth2 IsBiker SubjectIsTeenGirl IsSubjectNear400 Response SurvivorAskZoeyForHealthBiker } Response SurvivorFrancisHealthHereBiker { scene "scenes/Biker/blank.vcd" then From AskForHealth2 foo:0 0 // } Rule SurvivorFrancisHealthHereBiker { criteria ConceptAskForHealth IsNotCoughing IsBiker IsTalk IsTalkBiker YesHasFirstAidKit IsHealthyHalf Response SurvivorFrancisHealthHereBiker } Response SurvivorSpottedAmmoBiker { scene "scenes/Biker/SpotAmmo01.vcd" //Ammo here! } Rule SurvivorSpottedAmmoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsAmmo ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoBiker } Response SurvivorSpottedBillCloseBiker { scene "scenes/Biker/NameBill03.vcd" //Bill (quiet) } Rule SurvivorSpottedBillCloseBiker { criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400 Response SurvivorSpottedBillCloseBiker } Response SurvivorSpottedBillClose2Biker { scene "scenes/Biker/NameBill03.vcd" //Bill (quiet) } Rule SurvivorSpottedBillClose2Biker { criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400 Response SurvivorSpottedBillClose2Biker } Response SurvivorSpottedBillFarBiker { scene "scenes/Biker/NameBill01.vcd" //Bill! (loud) } Rule SurvivorSpottedBillFarBiker { criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetFar400 Response SurvivorSpottedBillFarBiker } Response SurvivorSpottedGrenadeBiker { scene "scenes/Biker/SpotGrenades03.vcd" //There's a pipebomb here. scene "scenes/Biker/SpotGrenades05.vcd" //There's a pipe bomb here. scene "scenes/Biker/SpotGrenades06.vcd" //Pipe bombs! } Rule SurvivorSpottedGrenadeBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsPipeBomb ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeBiker } Response SurvivorSpottedGrenadeAutoBiker { scene "scenes/Biker/SpotGrenades03.vcd" //There's a pipebomb here. scene "scenes/Biker/SpotGrenades05.vcd" //There's a pipe bomb here. scene "scenes/Biker/SpotGrenades06.vcd" //Pipe bombs! } Rule SurvivorSpottedGrenadeAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsPipeBomb IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoBiker } Response SurvivorSpottedGrenadeAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedGrenadeAutoBiker2 { criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoBiker2 } Response SurvivorSpottedHealthBiker { scene "scenes/Biker/SpotFirstAid01.vcd" //First Aid Kit here! scene "scenes/Biker/SpotFirstAid02.vcd" //First Aid kit here! scene "scenes/Biker/SpotFirstAid03.vcd" //First Aid here! scene "scenes/Biker/SpotFirstAid04.vcd" //First aid kits over here. scene "scenes/Biker/SpotFirstAid05.vcd" //There's a first aid kit here. scene "scenes/Biker/SpotFirstAid06.vcd" //First aid kits over here. scene "scenes/Biker/SpotFirstAid07.vcd" //First aid kit over here. } Rule SurvivorSpottedHealthBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsFirstAidKit ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthBiker } Response SurvivorSpottedHealthAutoBiker { scene "scenes/Biker/SpotFirstAid01.vcd" //First Aid Kit here! scene "scenes/Biker/SpotFirstAid02.vcd" //First Aid kit here! scene "scenes/Biker/SpotFirstAid03.vcd" //First Aid here! scene "scenes/Biker/SpotFirstAid04.vcd" //First aid kits over here. scene "scenes/Biker/SpotFirstAid05.vcd" //There's a first aid kit here. scene "scenes/Biker/SpotFirstAid06.vcd" //First aid kits over here. scene "scenes/Biker/SpotFirstAid07.vcd" //First aid kit over here. } Rule SurvivorSpottedHealthAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsFirstAidKit IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoBiker } Response SurvivorSpottedHealthAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedHealthAutoBiker2 { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoBiker2 } Response SurvivorSpottedLouisCloseBiker { scene "scenes/Biker/NameLouis03.vcd" //Louis (quiet) } Rule SurvivorSpottedLouisCloseBiker { criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerNear400 Response SurvivorSpottedLouisCloseBiker } Response SurvivorSpottedLouisClose2Biker { scene "scenes/Biker/NameLouis03.vcd" //Louis (quiet) } Rule SurvivorSpottedLouisClose2Biker { criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerNear400 Response SurvivorSpottedLouisClose2Biker } Response SurvivorSpottedLouisFarBiker { scene "scenes/Biker/NameLouis01.vcd" //Louis! (loud) scene "scenes/Biker/NameLouis02.vcd" //Louissss! (loud) } Rule SurvivorSpottedLouisFarBiker { criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerFar400 Response SurvivorSpottedLouisFarBiker } Response SurvivorSpottedMolotovBiker { scene "scenes/Biker/SpotGrenades02.vcd" //Molotov's over here. scene "scenes/Biker/SpotGrenades04.vcd" //Molotov's over here. scene "scenes/Biker/SpotGrenades07.vcd" //Molotovs! } Rule SurvivorSpottedMolotovBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsMolotov ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovBiker } Response SurvivorSpottedMolotovAutoBiker { scene "scenes/Biker/SpotGrenades02.vcd" //Molotov's over here. scene "scenes/Biker/SpotGrenades04.vcd" //Molotov's over here. scene "scenes/Biker/SpotGrenades07.vcd" //Molotovs! } Rule SurvivorSpottedMolotovAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsMolotov IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoBiker } Response SurvivorSpottedMolotovAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedMolotovAutoBiker2 { criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoBiker2 } Response SurvivorSpottedPillsBiker { scene "scenes/Biker/SpotPills01.vcd" //Pills here! } Rule SurvivorSpottedPillsBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsPainPills ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsBiker } Response SurvivorSpottedPillsAutoBiker { scene "scenes/Biker/SpotPills01.vcd" //Pills here! } Rule SurvivorSpottedPillsAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsPainPills IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoBiker } Response SurvivorSpottedPillsAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedPillsAutoBiker2 { criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoBiker2 } Response SurvivorSpottedWorldCloseBiker { scene "scenes/Biker/LookHere01.vcd" //Check this out. scene "scenes/Biker/LookHere02.vcd" //Look at this. scene "scenes/Biker/LookHere03.vcd" //Look at this. scene "scenes/Biker/LookHere04.vcd" //Well, hell, look at this. scene "scenes/Biker/LookHere05.vcd" //Look here. scene "scenes/Biker/LookHere06.vcd" //Somebody better check this out. scene "scenes/Biker/LookHere07.vcd" //What the hell is this? } Rule SurvivorSpottedWorldCloseBiker { criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto Response SurvivorSpottedWorldCloseBiker } Response SurvivorSpottedZoeyCloseBiker { scene "scenes/Biker/NameZoey03.vcd" //Zoey (quite) } Rule SurvivorSpottedZoeyCloseBiker { criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400 Response SurvivorSpottedZoeyCloseBiker } Response SurvivorSpottedZoeyClose2Biker { scene "scenes/Biker/NameZoey03.vcd" //Zoey (quite) } Rule SurvivorSpottedZoeyClose2Biker { criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400 Response SurvivorSpottedZoeyClose2Biker } Response SurvivorSpottedZoeyFarBiker { scene "scenes/Biker/NameZoey01.vcd" //Zoey! (loud) scene "scenes/Biker/NameZoey02.vcd" //Zoeyyyyy! (loud) } Rule SurvivorSpottedZoeyFarBiker { criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlFar400 Response SurvivorSpottedZoeyFarBiker } Rule SurvivorSpottedAmmoAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsAmmo IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoBiker } //-------------------------------------------------------------------------------------------------------------- // Item Spotted Creshendo //-------------------------------------------------------------------------------------------------------------- Response SurvivorMovingToBattleStationBiker { scene "scenes/Biker/AnswerReady01.vcd" //Ready. scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it. scene "scenes/Biker/GenericResponses09.vcd" //Allright, then, let's do it. scene "scenes/Biker/GenericResponses13.vcd" //I say we just do it. } Rule SurvivorMovingToBattleStationBiker { criteria ConceptBotMovingToBattleStation IsNotCoughing IsBiker IsTalk IsTalkBiker IsSaidCreshendoStartNear IsNotSaidBattleStationsBiker ApplyContext "SaidBattleStationsBiker:1:30" applycontexttoworld Response SurvivorMovingToBattleStationBiker } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedBoomerBiker { scene "scenes/Biker/WarnBoomer01.vcd" //BOOMER! scene "scenes/Biker/WarnBoomer02.vcd" //BOOMER! scene "scenes/Biker/WarnBoomer03.vcd" //BOOMER! } Rule SurvivorSpottedBoomerBiker { criteria ConceptPlayerWarnBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerBiker } Response SurvivorSpottedHunterBiker { scene "scenes/Biker/WarnHunter01.vcd" //HUNTER! scene "scenes/Biker/WarnHunter02.vcd" //HUNTER! scene "scenes/Biker/WarnHunter03.vcd" //HUNTER! } Rule SurvivorSpottedHunterBiker { criteria ConceptPlayerWarnHunter IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterBiker } Response SurvivorSpottedInfectedBiker { scene "scenes/Biker/Incoming01.vcd" //Here they come! scene "scenes/Biker/Incoming02.vcd" //Holy shit, here they come! scene "scenes/Biker/Incoming03.vcd" //They're coming! scene "scenes/Biker/Incoming04.vcd" //Incoming! scene "scenes/Biker/Incoming05.vcd" //Get ready ladies! scene "scenes/Biker/Incoming06.vcd" //INCOMING! scene "scenes/Biker/Incoming07.vcd" //This is gonna be good. scene "scenes/Biker/Incoming08.vcd" //Shit, Get ready! } Rule SurvivorSpottedInfectedBiker { criteria ConceptPlayerIncoming IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorSpottedInfectedBiker } Response SurvivorSpottedSmokerBiker { scene "scenes/Biker/WarnSmoker01.vcd" //SMOKER! scene "scenes/Biker/WarnSmoker02.vcd" //SMOKER! scene "scenes/Biker/WarnSmoker03.vcd" //SMOKER! } Rule SurvivorSpottedSmokerBiker { criteria ConceptPlayerWarnSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerBiker } Response SurvivorSpottedTankBiker { scene "scenes/Biker/WarnTank01.vcd" //TANK! scene "scenes/Biker/WarnTank02.vcd" //TANK! scene "scenes/Biker/WarnTank03.vcd" //TANK! } Rule SurvivorSpottedTankBiker { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsBiker IsTalk IsTalkBiker IsWorldTalkBiker IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankBiker } Response SurvivorSpottedWitchBiker { scene "scenes/Biker/WarnWitch01.vcd" //WITCH! scene "scenes/Biker/WarnWitch02.vcd" //WITCH! scene "scenes/Biker/WarnWitch03.vcd" //WITCH! } Rule SurvivorSpottedWitchBiker { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsBiker IsTalk IsTalkBiker IsWorldTalkBiker IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchBiker } Rule SurvivorAlsoSpottedBoomerBiker { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerBiker } Rule SurvivorAlsoSpottedHunterBiker { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterBiker } Rule SurvivorAlsoSpottedSmokerBiker { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerBiker } Rule SurvivorAlsoSpottedTankBiker { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsBiker IsTalk IsTalkBiker IsWorldTalkBiker ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankBiker } Rule SurvivorAlsoSpottedWitchBiker { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchBiker } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response EmphaticArriveRunBiker { scene "scenes/Biker/EmphaticRun01.vcd" //RUN! scene "scenes/Biker/EmphaticRun02.vcd" //RUN! scene "scenes/Biker/EmphaticRun03.vcd" //HOLY SHIT! Run! scene "scenes/Biker/EmphaticRun04.vcd" //LET'S BEAT IT! scene "scenes/Biker/EmphaticRun05.vcd" //RUN! scene "scenes/Biker/EmphaticRun06.vcd" //SHIT! Run! scene "scenes/Biker/EmphaticRun09.vcd" //Get the lead out! scene "scenes/Biker/EmphaticRun10.vcd" //Haul Ass! } Rule EmphaticArriveRunBiker { criteria ConceptEmphaticArriveRun IsNotCoughing IsBiker IsTalkBiker Response EmphaticArriveRunBiker } Response PlayerAlertGiveItemBiker { scene "scenes/Biker/AlertGiveItem01.vcd" //Here, take this. scene "scenes/Biker/AlertGiveItem02.vcd" //I got something for you. scene "scenes/Biker/AlertGiveItem03.vcd" //Take this. scene "scenes/Biker/AlertGiveItem04.vcd" //Merry Christmas. scene "scenes/Biker/AlertGiveItem05.vcd" //Share the wealth, brother. scene "scenes/Biker/AlertGiveItem06.vcd" //Hold up I got something for you. scene "scenes/Biker/AlertGiveItem07.vcd" //Take it. Hell, I don't need it. } Rule PlayerAlertGiveItemBiker { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerAlertGiveItemBiker } Response PlayerFriendlyFireBiker { scene "scenes/Biker/FriendlyFire01.vcd" //That hurt. scene "scenes/Biker/FriendlyFire02.vcd" //Dammit! Will you knock it off! scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off! scene "scenes/Biker/FriendlyFire04.vcd" //Do I look like a target? scene "scenes/Biker/FriendlyFire05.vcd" odds 1 //You know I would appreciate it, IF YOU'D STOP SHOOTING ME. scene "scenes/Biker/FriendlyFire06.vcd" //Watch where the hell you're shooting. scene "scenes/Biker/FriendlyFire07.vcd" //Watch where you're shooting! scene "scenes/Biker/FriendlyFire08.vcd" //Stop. Shooting. Me. scene "scenes/Biker/FriendlyFire09.vcd" //Hey! Stop. Shooting. Me. scene "scenes/Biker/FriendlyFire10.vcd" //Watch where you're shooting! scene "scenes/Biker/FriendlyFire11.vcd" //Don't shoot me! scene "scenes/Biker/FriendlyFire12.vcd" //Watch where you point that thing scene "scenes/Biker/FriendlyFire13.vcd" //Dammit! Watch where you're shooting! scene "scenes/Biker/FriendlyFire14.vcd" //Don't shoot me! scene "scenes/Biker/FriendlyFire15.vcd" odds 1 //Monsters all over the damn place, and you gotta shoot me. scene "scenes/Biker/FriendlyFire16.vcd" //Quit freaking shooting me! scene "scenes/Biker/FriendlyFire18.vcd" odds 1 //Shoot me again, I'm gonna kick your ass. scene "scenes/Biker/FriendlyFire19.vcd" odds 1 //Do that again, and you're gonna be firing that thing outta your ass. } Rule PlayerFriendlyFireBiker { criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker ApplyContext "BikerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireBiker } Response PlayerFriendlyFire2Biker { scene "scenes/Biker/TeamKillAccident01.vcd" //Be careful! scene "scenes/Biker/TeamKillAccident02.vcd" //That was not cool. scene "scenes/Biker/TeamKillAccident03.vcd" //That was not cool. scene "scenes/Biker/TeamKillAccident04.vcd" //Pull yer head outta yer ass. scene "scenes/Biker/TeamKillAccident05.vcd" //Careful! scene "scenes/Biker/TeamKillAccident06.vcd" //Hey! Careful! } Rule PlayerFriendlyFire2Biker { criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsBikerFriendlyFire IsTalk IsTalkBiker ApplyContext "BikerFriendlyFire:1:3" applycontexttoworld Response PlayerFriendlyFire2Biker } Response PlayerFriendlyFireFromBillBiker { scene "scenes/Biker/Biker_FriendlyFireBill01.vcd" odds 5 //AH! You havin' some kinda flashback Old Man? scene "scenes/Biker/Biker_FriendlyFireBill02.vcd" //God DAMMIT, Bill. scene "scenes/Biker/Biker_FriendlyFireBill03.vcd" //Bill, quit shootin' me. scene "scenes/Biker/Biker_FriendlyFireBill04.vcd" //Watch yer fire, Old Man. scene "scenes/Biker/Biker_FriendlyFireBill05.vcd" odds 2 //Nice Shot, Bill.That was my ass. } Rule PlayerFriendlyFireFromBillBiker { criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsNamVet ChanceToFire30Percent ApplyContext "BikerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromBillBiker } Response PlayerFriendlyFireFromLouisBiker { scene "scenes/Biker/Biker_FriendlyFireLouis03.vcd" //OW! Louis! scene "scenes/Biker/Biker_FriendlyFireLouis04.vcd" odds 5 //GODDAMN IT LOUIS! Stop shootin' me. scene "scenes/Biker/Biker_FriendlyFireLouis06.vcd" odds 5 //LOU-IS STOP SHOOTING ME (Snarled) scene "scenes/Biker/FriendlyFire01.vcd" //That hurt. scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off! scene "scenes/Biker/NameLouis01.vcd" //Louis! (loud) scene "scenes/Biker/NameLouis02.vcd" //Louissss! (loud) scene "scenes/Biker/Swear02.vcd" //Shit. scene "scenes/Biker/Swear12.vcd" //Shit. scene "scenes/Biker/Swear18.vcd" //Bullshit. } Rule PlayerFriendlyFireFromLouisBiker { criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsManager ChanceToFire30Percent ApplyContext "BikerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromLouisBiker } Response PlayerFriendlyFireFromZoeyBiker { scene "scenes/Biker/Biker_FriendlyFireZoey02.vcd" //Knock it off, Zoey. scene "scenes/Biker/Biker_FriendlyFireZoey05.vcd" odds 5 //Zoey! Stop shooting me. } Rule PlayerFriendlyFireFromZoeyBiker { criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsTeenGirl ChanceToFire30Percent ApplyContext "BikerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromZoeyBiker } Response PlayerFriendlyFireNoBulletBiker { scene "scenes/Biker/FriendlyFire01.vcd" //That hurt. scene "scenes/Biker/FriendlyFire02.vcd" //Dammit! Will you knock it off! scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off! } Rule PlayerFriendlyFireNoBulletBiker { criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkBiker ApplyContext "BikerFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletBiker } Response PlayerToTheRescueBiker { scene "scenes/Biker/ToTheRescue01.vcd" predelay "0.75,1.5" //Hang on, I'm on my way! scene "scenes/Biker/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm coming! scene "scenes/Biker/ToTheRescue03.vcd" predelay "0.75,1.5" //Hang in there buddy, I'm comin. scene "scenes/Biker/ToTheRescue04.vcd" predelay "0.75,1.5" //I'm coming for ya! scene "scenes/Biker/ToTheRescue05.vcd" predelay "0.75,1.5" //Hang on I'm coming! scene "scenes/Biker/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang in there, I'm comin! scene "scenes/Biker/ToTheRescue07.vcd" predelay "0.75,1.5" //Hang on, hang on, I'm comin! scene "scenes/Biker/ToTheRescue08.vcd" predelay "0.75,1.5" //I heard ya, I'm comin'! } Rule PlayerToTheRescueBiker { criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueBiker } Response SurvivorTauntResponseBiker { scene "scenes/Biker/Hurrah01.vcd" //All right. scene "scenes/Biker/Hurrah02.vcd" //Aw riiiight. scene "scenes/Biker/Hurrah03.vcd" //Awesome. scene "scenes/Biker/Hurrah04.vcd" //Awesome. scene "scenes/Biker/Hurrah16.vcd" //Awesome. scene "scenes/Biker/Hurrah17.vcd" //Aw riiiight. scene "scenes/Biker/Hurrah18.vcd" //Aw riiiight. scene "scenes/Biker/Hurrah19.vcd" //Goddamn right! scene "scenes/Biker/Hurrah20.vcd" //Hell yeah! scene "scenes/Biker/Taunt01.vcd" //That's right! scene "scenes/Biker/Taunt02.vcd" //HELL YEAH! scene "scenes/Biker/Taunt03.vcd" //OH YEAH! scene "scenes/Biker/Taunt04.vcd" //Oh yeah! scene "scenes/Biker/Taunt05.vcd" //[Loud, evil laugh] scene "scenes/Biker/Taunt06.vcd" //[Loud, evil laugh] scene "scenes/Biker/Taunt07.vcd" //[Loud, evil laugh] scene "scenes/Biker/Taunt08.vcd" //YEAH! YEAH! scene "scenes/Biker/Taunt09.vcd" //Damn straight! scene "scenes/Biker/Taunt10.vcd" //HELL YEAH! } Rule SurvivorTauntResponseBiker { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorTauntResponseBiker } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - ZResponses //-------------------------------------------------------------------------------------------------------------- Rule EmphaticArriveRunFarmBiker { criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsBiker IsTalkBiker Response EmphaticArriveRunBiker } Response EmphaticArriveRunFarm2Biker { scene "scenes/Biker/WorldFarmHouse0523.vcd" //I forgive you, Army. I love you guys! scene "scenes/Biker/WorldFarmHouse0528.vcd" //I LOVE the goddamn army! } Rule EmphaticArriveRunFarm2Biker { criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsBiker IsTalkBiker ChanceToFire50Percent Response EmphaticArriveRunFarm2Biker } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerChokeResponseBiker { scene "scenes/Biker/Choke01.vcd" //[Choking] scene "scenes/Biker/Choke02.vcd" //[Choking] scene "scenes/Biker/Choke03.vcd" //[Choking] scene "scenes/Biker/Choke04.vcd" //[Choking] scene "scenes/Biker/Choke05.vcd" //[Choking] scene "scenes/Biker/Choke06.vcd" //[Choking] scene "scenes/Biker/Choke07.vcd" //[Choking] scene "scenes/Biker/Choke08.vcd" //[Choking] scene "scenes/Biker/Choke09.vcd" //[Choking] scene "scenes/Biker/Help01.vcd" //Help! scene "scenes/Biker/Help05.vcd" //Help me! scene "scenes/Biker/Help06.vcd" //Help! scene "scenes/Biker/Help07.vcd" //Help me! scene "scenes/Biker/Help12.vcd" //Help me! } Rule PlayerChokeResponseBiker { criteria ConceptPlayerChoke IsSurvivor IsBiker IsTalk IsTalkBiker Response PlayerChokeResponseBiker } Response PlayerTonguePullStartResponseBiker { scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Biker/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Biker/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Biker/GrabbedBySmoker03.vcd" //no, No, NO, NO!!! } Rule PlayerTonguePullStartResponseBiker { criteria ConceptPlayerTonguePullStart IsSurvivor IsBiker IsTalk IsTalkBiker Response PlayerTonguePullStartResponseBiker } Response SurvivorCriticalHurtBiker { scene "scenes/Biker/HurtCritical01.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical02.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical03.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical04.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical05.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical06.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical07.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical08.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical09.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical10.vcd" //[Pain noise - loud major pain] scene "scenes/Biker/HurtCritical11.vcd" //[Pain noise - loud major pain] } Rule SurvivorCriticalHurtBiker { criteria IsSurvivor InPain IsCriticalPain IsBiker IsTalk IsTalkBiker Response SurvivorCriticalHurtBiker } Response SurvivorIncapacitatedHurtBiker { scene "scenes/Biker/IncapacitatedInjury01.vcd" //[Ahhhh - terrified yell] scene "scenes/Biker/IncapacitatedInjury02.vcd" //[Ahhhh - terrified yell] scene "scenes/Biker/IncapacitatedInjury03.vcd" //[Ahhhh - terrified yell] scene "scenes/Biker/IncapacitatedInjury04.vcd" //[Ahhhh - terrified yell] scene "scenes/Biker/IncapacitatedInjury05.vcd" //[Ahhhh - terrified yell] scene "scenes/Biker/IncapacitatedInjury06.vcd" //[Ahhhh - terrified yell] } Rule SurvivorIncapacitatedHurtBiker { criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsBiker IsTalk IsTalkBiker Response SurvivorIncapacitatedHurtBiker } Response SurvivorMajorHurtBiker { scene "scenes/Biker/HurtMajor01.vcd" //[Pain noise - ahh] scene "scenes/Biker/HurtMajor02.vcd" //[Pain noise - huh] scene "scenes/Biker/HurtMajor03.vcd" //[Pain noise - oy] scene "scenes/Biker/HurtMajor04.vcd" //[Pain noise - ugh] scene "scenes/Biker/HurtMajor05.vcd" //[Pain noise - ugh] scene "scenes/Biker/HurtMajor06.vcd" //[Pain noise - ugh] scene "scenes/Biker/HurtMajor07.vcd" //[Pain noise - ugh] scene "scenes/Biker/HurtMajor08.vcd" //[Pain noise - ugh] scene "scenes/Biker/HurtMajor09.vcd" //[Pain noise - ugh] scene "scenes/Biker/HurtMajor10.vcd" //[Pain noise - ugh] scene "scenes/Biker/HurtMajor11.vcd" //[Pain noise - ugh] } Rule SurvivorMajorHurtBiker { criteria IsSurvivor InPain IsMajorPain IsBiker IsTalk IsTalkBiker Response SurvivorMajorHurtBiker } Response SurvivorMinorHurtBiker { scene "scenes/Biker/HurtMinor01.vcd" //[Pain noise - short minor pain] scene "scenes/Biker/HurtMinor02.vcd" //[Pain noise - short minor pain] scene "scenes/Biker/HurtMinor03.vcd" //[Pain noise - short minor pain] scene "scenes/Biker/HurtMinor04.vcd" //[Pain noise - short minor pain] scene "scenes/Biker/HurtMinor05.vcd" //[Pain noise - short minor pain] scene "scenes/Biker/HurtMinor06.vcd" //[Pain noise - short minor pain] scene "scenes/Biker/HurtMinor07.vcd" //[Pain noise - short minor pain] scene "scenes/Biker/HurtMinor08.vcd" //[Pain noise - short minor pain] } Rule SurvivorMinorHurtBiker { criteria IsSurvivor InPain IsMinorPain IsBiker IsTalk IsTalkBiker Response SurvivorMinorHurtBiker } Response SurvivorReloadingBiker { scene "scenes/Biker/Reloading01.vcd" //Reloading! scene "scenes/Biker/Reloading02.vcd" //Reloading! scene "scenes/Biker/Reloading03.vcd" //Reloading! } Rule SurvivorReloadingBiker { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsBiker IsNotIncapacitated IsTalk IsTalkBiker RecentGroupInCombat10 Response SurvivorReloadingBiker } //-------------------------------------------------------------------------------------------------------------- // Player Help Incapped //-------------------------------------------------------------------------------------------------------------- Response PlayerHelpIncappedBiker { scene "scenes/Biker/Help01.vcd" then any FriendNeedsHelp foo:0 0 //Help! scene "scenes/Biker/Help02.vcd" then any FriendNeedsHelp foo:0 0 //I need some help over here. scene "scenes/Biker/Help03.vcd" then any FriendNeedsHelp foo:0 0 //I'm in trouble! scene "scenes/Biker/Help05.vcd" then any FriendNeedsHelp foo:0 0 //Help me! scene "scenes/Biker/Help06.vcd" then any FriendNeedsHelp foo:0 0 //Help! scene "scenes/Biker/Help07.vcd" then any FriendNeedsHelp foo:0 0 //Help me! scene "scenes/Biker/Help08.vcd" then any FriendNeedsHelp foo:0 0 //I'm in some trouble! scene "scenes/Biker/Help12.vcd" then any FriendNeedsHelp foo:0 0 //Help me! } Rule PlayerHelpIncappedBiker { criteria ConceptPlayerHelp IsBiker IsTalk IsTalkBiker IsIncapacitated NotCalledForHelpRecently ApplyContext "CalledForHelp:1:20" Response PlayerHelpIncappedBiker } //-------------------------------------------------------------------------------------------------------------- // PlayerIncappedResponse //-------------------------------------------------------------------------------------------------------------- Response HelpResponseBillBiker { scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind? scene "scenes/Biker/InsideSafeRoom06.vcd" //That old man wouldn't leave one of US out there. scene "scenes/Biker/InsideSafeRoom10.vcd" //Ahh shit, I just can't sit here and wait for them to die. scene "scenes/Biker/InsideSafeRoom19.vcd" //We just leavin' Bill out there? } Rule HelpResponseBillBiker { criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea NotAloneInSafeSpot Response HelpResponseBillBiker } Response HelpResponseLouisBiker { scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind? scene "scenes/Biker/InsideSafeRoom10.vcd" //Ahh shit, I just can't sit here and wait for them to die. scene "scenes/Biker/InsideSafeRoom18.vcd" //We should maybe go get Louis. I'm just sayin'... scene "scenes/Biker/InsideSafeRoom21.vcd" //We just leavin' Louis out there? } Rule HelpResponseLouisBiker { criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot Response HelpResponseLouisBiker } Response HelpResponseLouisBBiker { scene "scenes/Biker/InsideSafeRoom21.vcd" then Biker NeedsHelpResponseLouisB2 foo:0 0.05 //We just leavin' Louis out there? } Rule HelpResponseLouisBBiker { criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot ChanceToFire10Percent Response HelpResponseLouisBBiker } Response HelpResponseLouisB2Biker { scene "scenes/Biker/InsideSafeRoom22.vcd" //I mean, I'm cool with that if everyone else is. } Rule HelpResponseLouisB2Biker { criteria ConceptNeedsHelpResponseLouisB2 IsBiker IsTalk IsTalkBiker Response HelpResponseLouisB2Biker } Response HelpResponseZoeyBiker { scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind? scene "scenes/Biker/InsideSafeRoom05.vcd" //We can't leave Zoey out there. } Rule HelpResponseZoeyBiker { criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsTeenGirl IsNotInStartArea NotAloneInSafeSpot Response HelpResponseZoeyBiker } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayeGoingToDie3VampirebBiker { scene "scenes/Biker/Generic33.vcd" //Call these freaks whatever you want. } Rule PlayeGoingToDie3VampirebBiker { criteria ConceptVampiresBeatb IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 TimeSinceGroupInCombat10 Response PlayeGoingToDie3VampirebBiker } Response PlayerAirport02CraneStartedBiker { scene "scenes/Biker/GenericResponses11.vcd" //Ah shit, here we go again. scene "scenes/Biker/blank.vcd" // } Rule PlayerAirport02CraneStartedBiker { criteria Conceptairport02_creshendoCrane IsBiker ApplyContext "Airport02CraneStarted:1:0" applycontexttoworld Response PlayerAirport02CraneStartedBiker } Response PlayerAirport02DumpsterDownBiker { scene "scenes/Biker/WorldAirport0209.vcd" //It's down! Let's move! scene "scenes/Biker/WorldAirport0210.vcd" //Our dumpster has arrived! Let's go! scene "scenes/Biker/WorldAirport0231.vcd" //Our dumpster has arrived! Let's go, girls! } Rule PlayerAirport02DumpsterDownBiker { criteria Conceptairport02_creshendo03 IsBiker IsTalk IsTalkBiker Response PlayerAirport02DumpsterDownBiker } Response Playerairport03_barrieraBiker { scene "scenes/Biker/WorldAirport0302.vcd" //It figures the only thing in the damn city not on fire is the one thing we need burned down. scene "scenes/Biker/WorldAirport0302.vcd" //It figures the only thing in the damn city not on fire is the one thing we need burned down. } Rule Playerairport03_barrieraBiker { criteria Conceptairport03_barriera IsBiker IsNotSaidairport03_barriera IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidairport03_barrier ApplyContext "Saidairport03_barriera:1:0" applycontexttoworld Response Playerairport03_barrieraBiker } Response PlayerAirport03FirePathClearaBiker { scene "scenes/Biker/ArriveGeneric01.vcd" then all Airport03FirePathCleara foo:0 0 //Lets get out of here. Go go go! } Rule PlayerAirport03FirePathClearaBiker { criteria ConceptAirport03FirePathCleara IsBiker IsNotCoughing IsTalk IsTalkBiker ChanceToFire10Percent RecentGroupInCombat2 ApplyContext "SaidAirport03FirePathClear:1:0" applycontexttoworld Response PlayerAirport03FirePathClearaBiker } Response PlayerAirport03FirePathClearXBiker { scene "scenes/Biker/WorldAirport0309.vcd" then all Airport03FirePathCleara foo:0 0 //The path is clear! scene "scenes/Biker/WorldAirport0310.vcd" then all Airport03FirePathCleara foo:0 0 //We burned a path! } Rule PlayerAirport03FirePathClearXBiker { criteria ConceptAirport03FirePathClearX IsBiker IsNotCoughing IsTalk IsTalkBiker IsNotSaidAirport03FirePathClear ApplyContext "SaidAirport03FirePathClear:1:0" applycontexttoworld Response PlayerAirport03FirePathClearXBiker } Response PlayerAirport03FireStartedXBiker { scene "scenes/Biker/SwearCoupDeGrace01.vcd" odds 5 //Burn you son of a bitch. scene "scenes/Biker/WorldAirport0322.vcd" odds 5 //Heh heh, hot shot. scene "scenes/Biker/blank.vcd" // } Rule PlayerAirport03FireStartedXBiker { criteria ConceptAirport03FireStartedX IsBiker IsNotCoughing IsTalk IsTalkBiker ApplyContext "SaidAirport03FireStarted:1:0" applycontexttoworld Response PlayerAirport03FireStartedXBiker } Response Playerairport04_05aBiker { scene "scenes/Biker/Laughter07.vcd" // scene "scenes/Biker/ReactionPositive01.vcd" //[laugh] } Rule Playerairport04_05aBiker { criteria Conceptairport04_05a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 Response Playerairport04_05aBiker } Response Playerairport04_08aBiker { scene "scenes/Biker/WorldAirport0410.vcd" //Bill? I was the one that said that. } Rule Playerairport04_08aBiker { criteria Conceptairport04_08a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 Response Playerairport04_08aBiker } Response Playerairport04_08bBiker { scene "scenes/Biker/GenericResponses08.vcd" //That sounds about right. scene "scenes/Biker/ViolenceAwe05.vcd" //Holy shit... } Rule Playerairport04_08bBiker { criteria Conceptairport04_08b IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 Response Playerairport04_08bBiker } Response Playerairport04_08cBiker { scene "scenes/Biker/WorldAirport0419.vcd" //We need to get out to the runway. scene "scenes/Biker/WorldAirport0420.vcd" //We gotta get to the runway. } Rule Playerairport04_08cBiker { criteria Conceptairport04_08c IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 Response Playerairport04_08cBiker } Response Playerairport04_vanaBiker { scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans. } Rule Playerairport04_vanaBiker { criteria Conceptairport04_vana IsBiker IsTalk IsTalkBiker IsSubjectNear500 Response Playerairport04_vanaBiker } Response PlayerRemarkairport02_creshendo01aBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerRemarkairport02_creshendo01aBiker { criteria ConceptRemark IsBiker Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkBiker ApplyContext "Saidairport02_creshendo01a:1:30" applycontexttoworld Response PlayerRemarkairport02_creshendo01aBiker } Response PlayerRemarkairport02_creshendo01bBiker { scene "scenes/Biker/WorldAirport0205.vcd" then Any FrancisSuggestsCrane foo:0 0 //The crane'll lower that dumpster, then we can jump across. scene "scenes/Biker/WorldAirport0206.vcd" then Any FrancisSuggestsCrane foo:0 0 //We can get across on that dumpster. scene "scenes/Biker/WorldAirport0207.vcd" then Any FrancisSuggestsCrane foo:0 0 //Somebody wanna lower that dumpster so we can get across? scene "scenes/Biker/WorldAirport0208.vcd" then Any FrancisSuggestsCrane foo:0 0 //Somebody start the crane. scene "scenes/Biker/WorldAirport0229.vcd" //Don't everybody start the crane at once. } Rule PlayerRemarkairport02_creshendo01bBiker { criteria ConceptRemark IsBiker Isairport02_creshendo01b IsNotSaidairport02_creshendo01a NotInCombat IsTalk IsTalkBiker IsSubjectNear1000 IsNotAirport02CraneStarted ApplyContext "Saidairport02_creshendo01b:1:0" applycontexttoworld Response PlayerRemarkairport02_creshendo01bBiker } Response PlayerRemarkairport02_path01Biker { scene "scenes/Biker/WorldAirport0201.vcd" //We can get back to the rooftops. scene "scenes/Biker/WorldAirport0202.vcd" //Let's head back up. scene "scenes/Biker/WorldAirport0203.vcd" //We oughtta get back on the rooftops. } Rule PlayerRemarkairport02_path01Biker { criteria ConceptRemark IsBiker Isairport02_path01 IsNotSaidairport02_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1500 ApplyContext "Saidairport02_path01:1:0" applycontexttoworld Response PlayerRemarkairport02_path01Biker } Response PlayerRemarkairport02_path02Biker { scene "scenes/Biker/WorldSmallTown0511.vcd" //I hate lawyers scene "scenes/Biker/WorldSmallTown0512.vcd" odds 5 then Any LaughFrancis foo:0 0 //I hate boat lawyers. When are they gonna get done practicing law? } Rule PlayerRemarkairport02_path02Biker { criteria ConceptRemark IsBiker Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire10Percent ApplyContext "Saidairport02_path02:1:0" applycontexttoworld Response PlayerRemarkairport02_path02Biker } //AUTOGENERATED BLANK FOR PlayerRemarkairport02_path02Biker : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkairport02_path02Biker { criteria ConceptRemark IsBiker Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidairport02_path02:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkairport02_path03Biker { scene "scenes/Biker/WorldAirport0320.vcd" odds 10 //Hey suit, this look familiar? tch tck? } Rule PlayerRemarkairport02_path03Biker { criteria ConceptRemark IsBiker Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ChanceToFire20Percent IsManagerAlive ApplyContext "Saidairport02_path03:1:0" applycontexttoworld Response PlayerRemarkairport02_path03Biker } //AUTOGENERATED BLANK FOR PlayerRemarkairport02_path03Biker : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkairport02_path03Biker { criteria ConceptRemark IsBiker Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 IsManagerAlive ApplyContext "Saidairport02_path03:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkairport02_path04Biker { scene "scenes/Biker/WorldAirport0215.vcd" //Down the stairs! scene "scenes/Biker/WorldAirport0216.vcd" //Let's head down the stairs. scene "scenes/Biker/WorldAirport0224.vcd" //Looks like we take the stairs. scene "scenes/Biker/WorldAirport0224.vcd" //Looks like we take the stairs. } Rule PlayerRemarkairport02_path04Biker { criteria ConceptRemark IsBiker Isairport02_path04 IsNotSaidairport02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidairport02_path04:1:0" applycontexttoworld Response PlayerRemarkairport02_path04Biker } Response PlayerRemarkairport02_path05Biker { scene "scenes/Biker/WorldAirport0223.vcd" //Safe house in that storage place! } Rule PlayerRemarkairport02_path05Biker { criteria ConceptRemark IsBiker Isairport02_path05 IsNotSaidairport02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker ApplyContext "Saidairport02_path05:1:0" applycontexttoworld Response PlayerRemarkairport02_path05Biker } Response PlayerRemarkairport02_path06Biker { scene "scenes/Biker/WorldAirport0221.vcd" //We're getting close the airport! scene "scenes/Biker/WorldAirport0222.vcd" //We're almost to the airport! } Rule PlayerRemarkairport02_path06Biker { criteria ConceptRemark IsBiker Isairport02_path06 IsNotSaidairport02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "Saidairport02_path06:1:0" applycontexttoworld Response PlayerRemarkairport02_path06Biker } Response PlayerRemarkairport03_01Biker { scene "scenes/Biker/WorldAirport0311.vcd" //This better not be the plane we saw. scene "scenes/Biker/WorldAirport0315.vcd" //What idiot bombed the airport? scene "scenes/Biker/WorldAirport0317.vcd" //Ah shit, that half a plane ain't real encouraging. } Rule PlayerRemarkairport03_01Biker { criteria ConceptRemark IsBiker Isairport03_01 IsNotSaidairport03_01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "Saidairport03_01:1:0" applycontexttoworld Response PlayerRemarkairport03_01Biker } Response PlayerRemarkairport03_02aBiker { scene "scenes/Biker/WorldAirport0303.vcd" //THE AIRPORT! scene "scenes/Biker/WorldAirport0304.vcd" //HELL YES, IT'S THE AIRPORT! scene "scenes/Biker/WorldAirport0306.vcd" //What the hell happened to the airport? scene "scenes/Biker/WorldAirport0319.vcd" //THE AIRPORT! Told ya I'd get us here. scene "scenes/Biker/WorldAirport0321.vcd" //What friggin' idiot bombed the airport? } Rule PlayerRemarkairport03_02aBiker { criteria ConceptRemark IsBiker Isairport03_02a IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkBiker ApplyContext "Saidairport03_02:1:0" applycontexttoworld Response PlayerRemarkairport03_02aBiker } Response PlayerRemarkairport03_02bBiker { scene "scenes/Biker/WorldAirport0303.vcd" //THE AIRPORT! scene "scenes/Biker/WorldAirport0304.vcd" //HELL YES, IT'S THE AIRPORT! scene "scenes/Biker/WorldAirport0306.vcd" //What the hell happened to the airport? scene "scenes/Biker/WorldAirport0319.vcd" //THE AIRPORT! Told ya I'd get us here. scene "scenes/Biker/WorldAirport0321.vcd" //What friggin' idiot bombed the airport? } Rule PlayerRemarkairport03_02bBiker { criteria ConceptRemark IsBiker Isairport03_02b IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkBiker ApplyContext "Saidairport03_02:1:0" applycontexttoworld Response PlayerRemarkairport03_02bBiker } Response PlayerRemarkairport03_03aBiker { scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked! } Rule PlayerRemarkairport03_03aBiker { criteria ConceptRemark IsBiker Isairport03_03a IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidairport03_03:1:0" applycontexttoworld Response PlayerRemarkairport03_03aBiker } Response PlayerRemarkairport03_03bBiker { scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked! } Rule PlayerRemarkairport03_03bBiker { criteria ConceptRemark IsBiker Isairport03_03b IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidairport03_03:1:0" applycontexttoworld Response PlayerRemarkairport03_03bBiker } Response PlayerRemarkairport03_03cBiker { scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked! } Rule PlayerRemarkairport03_03cBiker { criteria ConceptRemark IsBiker Isairport03_03c IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidairport03_03:1:0" applycontexttoworld Response PlayerRemarkairport03_03cBiker } Response PlayerRemarkairport03_04Biker { scene "scenes/Biker/WorldAirport0312.vcd" //We can get inside over the skybridge. scene "scenes/Biker/WorldAirport0313.vcd" //There's the skybridge! } Rule PlayerRemarkairport03_04Biker { criteria ConceptRemark IsBiker Isairport03_04 IsNotSaidairport03_04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1500 ApplyContext "Saidairport03_04:1:0" applycontexttoworld Response PlayerRemarkairport03_04Biker } Response PlayerRemarkairport03_05Biker { scene "scenes/Biker/WorldAirport0323.vcd" //Never a cop when you need one. } Rule PlayerRemarkairport03_05Biker { criteria ConceptRemark IsBiker Isairport03_05 IsNotSaidairport03_05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ChanceToFire20Percent ApplyContext "Saidairport03_05:1:0" applycontexttoworld Response PlayerRemarkairport03_05Biker } //AUTOGENERATED BLANK FOR PlayerRemarkairport03_05Biker : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkairport03_05Biker { criteria ConceptRemark IsBiker Isairport03_05 IsNotSaidairport03_05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "Saidairport03_05:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkairport03_06Biker { scene "scenes/Biker/WorldAirport0316.vcd" //Let's go through here. } Rule PlayerRemarkairport03_06Biker { criteria ConceptRemark IsBiker Isairport03_06 IsNotSaidairport03_06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ApplyContext "Saidairport03_06:1:0" applycontexttoworld Response PlayerRemarkairport03_06Biker } Response PlayerRemarkairport03_07Biker { scene "scenes/Biker/WorldAirport0314.vcd" //There's a safe house across the skybridge! } Rule PlayerRemarkairport03_07Biker { criteria ConceptRemark IsBiker Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsNotSaidSafeSpotAhead ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkairport03_07Biker } Response PlayerRemarkairport03_barrierBiker { scene "scenes/Biker/WorldAirport0301.vcd" then Any airport03_barriera foo:0 0 //Let's burn down this barricade. scene "scenes/Biker/WorldAirport0318.vcd" then Any airport03_barriera foo:0 0 //Let's burn this pile a' crap. } Rule PlayerRemarkairport03_barrierBiker { criteria ConceptRemark IsBiker Isairport03_barrier IsNotSaidairport03_barrier IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidAirport03FireStarted IsNotSaidAirport03FirePathClear ApplyContext "Saidairport03_barrier:1:0" applycontexttoworld Response PlayerRemarkairport03_barrierBiker } Response PlayerRemarkairport04_01Biker { scene "scenes/Biker/WorldAirport0402.vcd" //Let's go through the offices! } Rule PlayerRemarkairport04_01Biker { criteria ConceptRemark IsBiker Isairport04_01 IsNotSaidairport04_01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ApplyContext "Saidairport04_01:1:0" applycontexttoworld Response PlayerRemarkairport04_01Biker } Response PlayerRemarkairport04_03Biker { scene "scenes/Biker/WorldAirport0426.vcd" //God's dead, huh? Well, join the damn club. } Rule PlayerRemarkairport04_03Biker { criteria ConceptRemark IsBiker Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire20Percent TimeSinceGroupInCombat10 ApplyContext "Saidairport04_03:1:0" applycontexttoworld Response PlayerRemarkairport04_03Biker } //AUTOGENERATED BLANK FOR PlayerRemarkairport04_03Biker : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkairport04_03Biker { criteria ConceptRemark IsBiker Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 TimeSinceGroupInCombat10 ApplyContext "Saidairport04_03:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkairport04_07Biker { scene "scenes/Biker/WorldAirport0416.vcd" //I hate Ayn Rand. scene "scenes/Biker/WorldAirport0421.vcd" //This is the most sober I've ever been in an airport. } Rule PlayerRemarkairport04_07Biker { criteria ConceptRemark IsBiker Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ChanceToFire10Percent ApplyContext "Saidairport04_07:1:0" applycontexttoworld Response PlayerRemarkairport04_07Biker } //AUTOGENERATED BLANK FOR PlayerRemarkairport04_07Biker : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkairport04_07Biker { criteria ConceptRemark IsBiker Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "Saidairport04_07:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkairport04_08aBiker { scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw! scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane! scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it? scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane! } Rule PlayerRemarkairport04_08aBiker { criteria ConceptRemark IsBiker Isairport04_08a IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08aBiker } Response PlayerRemarkairport04_08bBiker { scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw! scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane! scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it? scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane! } Rule PlayerRemarkairport04_08bBiker { criteria ConceptRemark IsBiker Isairport04_08b IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08bBiker } Response PlayerRemarkairport04_08cBiker { scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw! scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane! scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it? scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane! } Rule PlayerRemarkairport04_08cBiker { criteria ConceptRemark IsBiker Isairport04_08c IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08cBiker } Response PlayerRemarkairport04_08dBiker { scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw! scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane! scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it? scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane! } Rule PlayerRemarkairport04_08dBiker { criteria ConceptRemark IsBiker Isairport04_08d IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 Response PlayerRemarkairport04_08dBiker } Response PlayerRemarkairport04_08eBiker { scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw! scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane! scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it? scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane! } Rule PlayerRemarkairport04_08eBiker { criteria ConceptRemark IsBiker Isairport04_08e IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 Response PlayerRemarkairport04_08eBiker } Response PlayerRemarkairport04_08fBiker { scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw! scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane! scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it? scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane! } Rule PlayerRemarkairport04_08fBiker { criteria ConceptRemark IsBiker Isairport04_08f IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 Response PlayerRemarkairport04_08fBiker } Response PlayerRemarkairport04_09Biker { scene "scenes/Biker/WorldAirport0424.vcd" //The sad thing is this is only the second worst time I've ever had in an airport. } Rule PlayerRemarkairport04_09Biker { criteria ConceptRemark IsBiker Isairport04_09 IsNotSaidairport04_09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 IsManagerAlive ApplyContext "Saidairport04_09:1:0" applycontexttoworld Response PlayerRemarkairport04_09Biker } Response PlayerRemarkairport04_vanBiker { scene "scenes/Biker/WorldAirport0403.vcd" //We can send the van through that pile a' crap. scene "scenes/Biker/WorldAirport0404.vcd" //We gotta get through that pile a' junk. } Rule PlayerRemarkairport04_vanBiker { criteria ConceptRemark IsBiker Isairport04_van IsNotSaidairport04_van IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidPathClearVan ApplyContext "Saidairport04_van:1:0" applycontexttoworld Response PlayerRemarkairport04_vanBiker } Response PlayerRemarkcrashcourse01_path01Biker { scene "scenes/Biker/DLC2PilotComment01.vcd" then TeenGirl crashcourse01_path01zresp foo:0 .05 //Hey, Zoey, here's the pilot. Case you wanna shoot him again. } Rule PlayerRemarkcrashcourse01_path01Biker { criteria ConceptRemark IsBiker Iscrashcourse01_path01 IsNotSaidcrashcourse01_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidcrashcourse01_path01:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path01Biker } Response PlayerRemarkFarm01_path01Biker { scene "scenes/Biker/WorldFarmHouse0112.vcd" //I hate the woods. } Rule PlayerRemarkFarm01_path01Biker { criteria ConceptRemark IsBiker IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm01_path01:1:0" applycontexttoworld Response PlayerRemarkFarm01_path01Biker } Response PlayerRemarkFarm01_path02Biker { scene "scenes/Biker/FollowMe04.vcd" //This way. } Rule PlayerRemarkFarm01_path02Biker { criteria ConceptRemark IsBiker IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidFarm01_path02:1:0" applycontexttoworld Response PlayerRemarkFarm01_path02Biker } Response PlayerRemarkFarm01_path03Biker { scene "scenes/Biker/WorldFarmHouse0107.vcd" then Manager Farm01_path03a foo:0 0.05 //Nice place. } Rule PlayerRemarkFarm01_path03Biker { criteria ConceptRemark IsBiker IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidFarm01_path03:1:0" applycontexttoworld Response PlayerRemarkFarm01_path03Biker } Response PlayerRemarkFarm01_path04Biker { scene "scenes/Biker/WorldFarmHouse0108.vcd" //There's the tracks. Now we just need to get to 'em. } Rule PlayerRemarkFarm01_path04Biker { criteria ConceptRemark IsBiker IsFarm01_path04 IsNotSaidFarm01_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path04:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04Biker } Rule PlayerRemarkFarm01_path05Biker { criteria ConceptRemark IsBiker IsFarm01_path05 IsNotSaidFarm01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path05:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04Biker } Rule PlayerRemarkFarm01_path06Biker { criteria ConceptRemark IsBiker IsFarm01_path06 IsNotSaidFarm01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path06:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04Biker } Rule PlayerRemarkFarm01_path07Biker { criteria ConceptRemark IsBiker IsFarm01_path07 IsNotSaidFarm01_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path07:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04Biker } Rule PlayerRemarkFarm01_path08Biker { criteria ConceptRemark IsBiker IsFarm01_path08 IsNotSaidFarm01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path08:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04Biker } Response PlayerRemarkFarm02_path01Biker { scene "scenes/Biker/WorldFarmHouse0214.vcd" //The tracks should just be downstairs. scene "scenes/Biker/WorldHospital0410.vcd" then namvet Farm02_path01a foo:0 0.05 //I hate stairs. } Rule PlayerRemarkFarm02_path01Biker { criteria ConceptRemark IsBiker IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm02_path01:1:0" applycontexttoworld Response PlayerRemarkFarm02_path01Biker } Response PlayerRemarkFarm02_path02Biker { scene "scenes/Biker/WorldFarmHouse0318.vcd" //There's the tracks! } Rule PlayerRemarkFarm02_path02Biker { criteria ConceptRemark IsBiker IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02Biker } Response PlayerRemarkFarm02_path02bBiker { scene "scenes/Biker/WorldFarmHouse0406.vcd" //The tracks! } Rule PlayerRemarkFarm02_path02bBiker { criteria IsBiker ConceptFarm02_path02b IsNotCoughing NotInCombat IsTalk IsTalkBiker Response PlayerRemarkFarm02_path02bBiker } Rule PlayerRemarkFarm02_path03Biker { criteria ConceptRemark IsBiker IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02Biker } Rule PlayerRemarkFarm02_path04Biker { criteria ConceptRemark IsBiker IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02Biker } Rule PlayerRemarkFarm02_path05Biker { criteria ConceptRemark IsBiker IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02Biker } Response PlayerRemarkFarm02_path06Biker { scene "scenes/Biker/WorldSmallTown0114.vcd" then any RespondAffirmative foo:0 0 //Down here! } Rule PlayerRemarkFarm02_path06Biker { criteria ConceptRemark IsBiker IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm02_path06:1:0" applycontexttoworld Response PlayerRemarkFarm02_path06Biker } Response PlayerRemarkFarm02_path08Biker { scene "scenes/Biker/WorldFarmHouse0204.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //This tunnel heads the right way. } Rule PlayerRemarkFarm02_path08Biker { criteria ConceptRemark IsBiker IsFarm02_path08 IsNotSaidFarm02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidFarm02_path08:1:0" applycontexttoworld Response PlayerRemarkFarm02_path08Biker } Response PlayerRemarkFarm02_path09Biker { scene "scenes/Biker/GenericDirections03.vcd" then any RespondAffirmative foo:0 0 //Let's get up that ladder! } Rule PlayerRemarkFarm02_path09Biker { criteria ConceptRemark IsBiker IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm02_path09:1:0" applycontexttoworld Response PlayerRemarkFarm02_path09Biker } Rule PlayerRemarkFarm02_path10Biker { criteria ConceptRemark IsBiker IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidFarm02_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14Biker } Response PlayerRemarkFarm03_path01Biker { scene "scenes/Biker/WorldFarmHouse0302.vcd" then manager Farm03_path01a foo:0 0 //This better go through. } Rule PlayerRemarkFarm03_path01Biker { criteria ConceptRemark IsBiker IsFarm03_path01 IsNotSaidFarm03_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidFarm03_path01:1:0" applycontexttoworld Response PlayerRemarkFarm03_path01Biker } Response PlayerRemarkFarm03_path03aBiker { scene "scenes/Biker/WorldFarmHouse0109.vcd" //Bet we can get to the tracks from that building. } Rule PlayerRemarkFarm03_path03aBiker { criteria ConceptRemark IsBiker IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000 ApplyContext "SaidFarm03_path03:1:0" applycontexttoworld Response PlayerRemarkFarm03_path03aBiker } Response PlayerRemarkFarm03_path04Biker { scene "scenes/Biker/WorldFarmHouse0406.vcd" //The tracks! } Rule PlayerRemarkFarm03_path04Biker { criteria ConceptRemark IsBiker IsFarm03_path04 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 ApplyContext "SaidFarm03_path04:1:0" applycontexttoworld Response PlayerRemarkFarm03_path04Biker } Rule PlayerRemarkFarm03_path05Biker { criteria ConceptRemark IsBiker IsFarm03_path05 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm03_path05:1:0" applycontexttoworld Response PlayerRemarkFarm03_path04Biker } Response PlayerRemarkFarm03_path06Biker { scene "scenes/Biker/WorldFarmHouse0207.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //Well, goddamnit, the tracks are blocked. } Rule PlayerRemarkFarm03_path06Biker { criteria ConceptRemark IsBiker IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidFarm03_path06:1:0" applycontexttoworld Response PlayerRemarkFarm03_path06Biker } Response PlayerRemarkFarm03_path07Biker { scene "scenes/Biker/ReactionDisgusted03.vcd" //Yech... } Rule PlayerRemarkFarm03_path07Biker { criteria ConceptRemark IsBiker IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 ApplyContext "SaidFarm03_path07:1:0" applycontexttoworld Response PlayerRemarkFarm03_path07Biker } Response PlayerRemarkFarm03_path08Biker { scene "scenes/Biker/WorldFarmHouse0326.vcd" //You know - I bet we could knock that bridge down. } Rule PlayerRemarkFarm03_path08Biker { criteria ConceptRemark IsBiker IsFarm03_path08 IsNotSaidFarm03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotFarm03Unhooked ApplyContext "SaidFarm03_path08:1:60" applycontexttoworld Response PlayerRemarkFarm03_path08Biker } Rule PlayerRemarkFarm03_path09Biker { criteria ConceptRemark IsBiker IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidFarm03_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09Biker } Response PlayerRemarkFarm03_path10Biker { scene "scenes/Biker/WorldFarmHouse0314.vcd" then any RespondAffirmative foo:0 0.05 //Up there! } Rule PlayerRemarkFarm03_path10Biker { criteria ConceptRemark IsBiker IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidFarm03_path10:1:0" applycontexttoworld Response PlayerRemarkFarm03_path10Biker } Response PlayerRemarkFarm04_path01Biker { scene "scenes/Biker/WorldFarmHouse0403.vcd" //Let's check out the barn. } Rule PlayerRemarkFarm04_path01Biker { criteria ConceptRemark IsBiker IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 ApplyContext "SaidFarm04_path01:1:0" applycontexttoworld Response PlayerRemarkFarm04_path01Biker } Response PlayerRemarkFarm04_path01aBiker { scene "scenes/Biker/WorldFarmHouse0403.vcd" //Let's check out the barn. } Rule PlayerRemarkFarm04_path01aBiker { criteria ConceptRemark IsBiker IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm04_path01:1:0" applycontexttoworld Response PlayerRemarkFarm04_path01aBiker } Response PlayerRemarkFarm04_path02Biker { scene "scenes/Biker/Generic26.vcd" //There's the tracks! } Rule PlayerRemarkFarm04_path02Biker { criteria ConceptRemark IsBiker IsFarm04_path02 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear800 ApplyContext "SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path02Biker } Rule PlayerRemarkFarm04_path03Biker { criteria ConceptRemark IsBiker IsFarm04_path03 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000 ApplyContext "SaidFarm04_path03:1:0" applycontexttoworld Response PlayerRemarkFarm04_path02Biker } Response PlayerRemarkFarm04_path04Biker { scene "scenes/Biker/blank.vcd" // } Rule PlayerRemarkFarm04_path04Biker { criteria ConceptRemark IsBiker IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkBiker ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path04Biker } Rule PlayerRemarkFarm04_path05Biker { criteria ConceptRemark IsBiker IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkBiker ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path04Biker } Response PlayerRemarkFarm04_path06Biker { scene "scenes/Biker/WorldFarmHouse0412.vcd" //We can get around down here. } Rule PlayerRemarkFarm04_path06Biker { criteria ConceptRemark IsBiker IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ApplyContext "SaidFarm04_path06:1:0" applycontexttoworld Response PlayerRemarkFarm04_path06Biker } Response PlayerRemarkFarm04_path07Biker { scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs! } Rule PlayerRemarkFarm04_path07Biker { criteria ConceptRemark IsBiker IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm04_path07:1:0" applycontexttoworld Response PlayerRemarkFarm04_path07Biker } Response PlayerRemarkFarm04_path08Biker { scene "scenes/Biker/GenericDirections05.vcd" //Through here! } Rule PlayerRemarkFarm04_path08Biker { criteria ConceptRemark IsBiker IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm04_path08:1:0" applycontexttoworld Response PlayerRemarkFarm04_path08Biker } Response PlayerRemarkFarm04_path09Biker { scene "scenes/Biker/WorldFarmHouse0416.vcd" then any SafeSpotAheadResponse foo:0 0.05 //Run for the train car! } Rule PlayerRemarkFarm04_path09Biker { criteria ConceptRemark IsBiker IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000 ApplyContext "SaidFarm04_path09:1:0" applycontexttoworld Response PlayerRemarkFarm04_path09Biker } Response PlayerRemarkFarm04_path10Biker { scene "scenes/Biker/ViolenceAwe04.vcd" //Whoa. scene "scenes/Biker/ViolenceAwe05.vcd" //Holy shit... } Rule PlayerRemarkFarm04_path10Biker { criteria ConceptRemark IsBiker IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 ApplyContext "SaidFarm04_path10:1:0" applycontexttoworld Response PlayerRemarkFarm04_path10Biker } Rule PlayerRemarkFarm05_path01Biker { criteria ConceptRemark IsBiker IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm05_path01:1:0" applycontexttoworld Response PlayerRemarkFarm03_path06Biker } Rule PlayerRemarkFarm05_path02Biker { criteria ConceptRemark IsBiker IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidFarm05_path02:1:0" applycontexttoworld Response PlayerRemarkFarm02_path09Biker } Response PlayerRemarkFarm05_path06Biker { scene "scenes/Biker/WorldFarmHouse0501.vcd" //Get to the farm house! } Rule PlayerRemarkFarm05_path06Biker { criteria ConceptRemark IsBiker IsFarm05_path06 IsNotSaidFarm05_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 ApplyContext "SaidFarm05_path06:1:0" applycontexttoworld Response PlayerRemarkFarm05_path06Biker } Response PlayerRemarkFarm05_path07Biker { scene "scenes/Biker/WorldFarmHouse0526.vcd" then any Farm05_path07b foo:0 0.05 //Goddamn tape loop piece of shit. } Rule PlayerRemarkFarm05_path07Biker { criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 FarmPhase1 ApplyContext "SaidFarm05_path07:1:0" applycontexttoworld Response PlayerRemarkFarm05_path07Biker } Response PlayerRemarkFarm05_path07VampiresBiker { scene "scenes/Biker/WorldFarmHouse0525.vcd" then NamVet FarmVampiresB foo:0 -4.8 //You got to be shittin me. We walk a hundred miles, fight 5 million vampires - } Rule PlayerRemarkFarm05_path07VampiresBiker { criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsNamVetNear400 FarmPhase1 ChanceToFire10Percent ApplyContext "SaidFarm05_path07:1:0" applycontexttoworld Response PlayerRemarkFarm05_path07VampiresBiker } //AUTOGENERATED BLANK FOR PlayerRemarkFarm05_path07VampiresBiker : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkFarm05_path07VampiresBiker { criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsNamVetNear400 FarmPhase1 ApplyContext "SaidFarm05_path07:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkFarm05_path07VampirescBiker { scene "scenes/Biker/WorldFarmHouse0527.vcd" //-whatever. And all they got is a goddamn tape loop? Screw the goddamn army. } Rule PlayerRemarkFarm05_path07VampirescBiker { criteria ConceptFarmVampiresc IsBiker Response PlayerRemarkFarm05_path07VampirescBiker } Response PlayerRemarkFarm05_path08Biker { scene "scenes/Biker/WorldFarmHouse0502.vcd" //An outpost! scene "scenes/Biker/WorldFarmHouse0503.vcd" //Yeah, we made it! } Rule PlayerRemarkFarm05_path08Biker { criteria ConceptRemark IsBiker IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ApplyContext "SaidFarm05_path08:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08Biker } Rule PlayerRemarkFarm05_path09Biker { criteria ConceptRemark IsBiker IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidFarm05_path09:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08Biker } Rule PlayerRemarkFarm05_path10Biker { criteria ConceptRemark IsBiker IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08Biker } Response PlayerRemarkhospital01_path03Biker { scene "scenes/Biker/SafeSpotAhead06.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/Biker/SafeSpotAhead07.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house! scene "scenes/Biker/SafeSpotAhead08.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house, let's go! } Rule PlayerRemarkhospital01_path03Biker { criteria ConceptRemark IsBiker Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear ApplyContext "Saidhospital01_path03:1:0" applycontexttoworld Response PlayerRemarkhospital01_path03Biker } Response PlayerRemarkhospital02_safehouseBiker { scene "scenes/Biker/SafeSpotAhead06.vcd" //Safe house ahead! scene "scenes/Biker/SafeSpotAhead07.vcd" //Safe house! scene "scenes/Biker/SafeSpotAhead08.vcd" //Safe house, let's go! } Rule PlayerRemarkhospital02_safehouseBiker { criteria ConceptRemark IsBiker Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000 ApplyContext "Saidhospital02_safehouse:1:0" applycontexttoworld Response PlayerRemarkhospital02_safehouseBiker } Response PlayerRemarkhospital03_path03Biker { scene "scenes/Biker/WorldHospital0305.vcd" //Get on the lift! } Rule PlayerRemarkhospital03_path03Biker { criteria ConceptRemark IsBiker Ishospital03_path03 IsNotSaidhospital03_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 ApplyContext "Saidhospital03_path03:1:0" applycontexttoworld Response PlayerRemarkhospital03_path03Biker } Response PlayerRemarkhospital03_path04Biker { scene "scenes/Biker/FollowMe09.vcd" //This way, kids. } Rule PlayerRemarkhospital03_path04Biker { criteria ConceptRemark IsBiker Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "Saidhospital03_path04:1:0" applycontexttoworld Response PlayerRemarkhospital03_path04Biker } Response PlayerRemarkhospital03_path07Biker { scene "scenes/Biker/WorldHospital0308.vcd" //I hate sewers. } Rule PlayerRemarkhospital03_path07Biker { criteria ConceptRemark IsBiker Ishospital03_path07 IsNotSaidhospital03_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidhospital03_path07:1:0" applycontexttoworld Response PlayerRemarkhospital03_path07Biker } Response PlayerRemarkhospital03_path08Biker { scene "scenes/Biker/WorldHospital0306.vcd" //Now this is some shit. } Rule PlayerRemarkhospital03_path08Biker { criteria ConceptRemark IsBiker Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ChanceToFire50Percent ApplyContext "Saidhospital03_path08:1:0" Response PlayerRemarkhospital03_path08Biker } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08Biker : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path08Biker { criteria ConceptRemark IsBiker Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "Saidhospital03_path08:1:0" Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkhospital03_path08a2Biker { scene "scenes/Biker/Generic04.vcd" //Oh hey, that is uncalled for! scene "scenes/Biker/TeamKillOnPurpose09.vcd" //Hey! hey! } Rule PlayerRemarkhospital03_path08a2Biker { criteria Concepthospital03_path08a2 IsBiker NotInCombat IsTalk IsTalkBiker IsSubjectNear400 Response PlayerRemarkhospital03_path08a2Biker } Response PlayerRemarkhospital03_path11Biker { scene "scenes/Biker/WorldHospital0301.vcd" //We've got to get to the hospital. scene "scenes/Biker/WorldHospital0302.vcd" //Into the hospital! scene "scenes/Biker/WorldHospital0303.vcd" //There's a safe house in the hospital! } Rule PlayerRemarkhospital03_path11Biker { criteria ConceptRemark IsBiker Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000 ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkhospital03_path11Biker } Response PlayerRemarkhospital04_path01Biker { scene "scenes/Biker/WorldHospital0404.vcd" //I hate hospitals. And doctors and lawyers and cops... scene "scenes/Biker/WorldHospital0408.vcd" //I hate hospitals. } Rule PlayerRemarkhospital04_path01Biker { criteria ConceptRemark IsBiker Ishospital04_path01 IsNotSaidhospital04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidhospital04_path01:1:0" applycontexttoworld Response PlayerRemarkhospital04_path01Biker } Response PlayerRemarkhospital04_path02Biker { scene "scenes/Biker/WorldHospital0410.vcd" //I hate stairs. } Rule PlayerRemarkhospital04_path02Biker { criteria ConceptRemark IsBiker Ishospital04_path02 IsNotSaidhospital04_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidhospital04_path02:1:0" applycontexttoworld Response PlayerRemarkhospital04_path02Biker } Response PlayerRemarkhospital04_path04Biker { scene "scenes/Biker/WorldHospital0406.vcd" then Any hospital04_path04a foo:0 0 //Elevator's here! scene "scenes/Biker/WorldHospital0407.vcd" then Any hospital04_path04a foo:0 0 //Get on the elevator! } Rule PlayerRemarkhospital04_path04Biker { criteria ConceptRemark IsBiker Ishospital04_path04 IsNotSaidhospital04_path04 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000 IsSubjectFar100 ApplyContext "Saidhospital04_path04:1:0" applycontexttoworld Response PlayerRemarkhospital04_path04Biker } Response PlayerRemarkhospital04_path04aBiker { scene "scenes/Biker/WorldHospital0406.vcd" //Elevator's here! scene "scenes/Biker/WorldHospital0407.vcd" //Get on the elevator! } Rule PlayerRemarkhospital04_path04aBiker { criteria Concepthospital04_path04a IsBiker IsTalk IsTalkBiker Response PlayerRemarkhospital04_path04aBiker } Response PlayerRemarkhospital05_path01aBiker { scene "scenes/Biker/WorldHospital0401.vcd" //If he ain't, at least we'll die with a nice view of the city. } Rule PlayerRemarkhospital05_path01aBiker { criteria Concepthospital05_path01a IsBiker IsTalk IsTalkBiker Response PlayerRemarkhospital05_path01aBiker } Response PlayerRemarkhospital05_path02Biker { scene "scenes/Biker/GenericDirections05.vcd" //Through here! scene "scenes/Biker/WorldAirport0305.vcd" //Through here! } Rule PlayerRemarkhospital05_path02Biker { criteria ConceptRemark IsBiker Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "Saidhospital05_path02:1:0" applycontexttoworld Response PlayerRemarkhospital05_path02Biker } Response PlayerRemarkPathClearVanBiker { scene "scenes/Biker/ArriveGeneric04.vcd" //Let's get out of here. GoGoGO! scene "scenes/Biker/MoveOn01.vcd" //Allright, let's go scene "scenes/Biker/MoveOn07.vcd" //Time to go, ladies. scene "scenes/Biker/MoveOn10.vcd" //Come on, let's go. scene "scenes/Biker/PathClear01.vcd" //Path's clear! Let's go! scene "scenes/Biker/WorldAirport0309.vcd" //The path is clear! } Rule PlayerRemarkPathClearVanBiker { criteria ConceptPathClearVan IsBiker IsNotSaidPathClearVan IsNotCoughing IsTalk IsTalkBiker ApplyContext "SaidPathClearVan:1:0" applycontexttoworld Response PlayerRemarkPathClearVanBiker } Response PlayerRemarkSmalltown01_path03Biker { scene "scenes/Biker/GenericDirections03.vcd" //Let's get up that ladder! } Rule PlayerRemarkSmalltown01_path03Biker { criteria ConceptRemark IsBiker IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidSmalltown01_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path03Biker } Response PlayerRemarkSmalltown01_path05Biker { scene "scenes/Biker/Generic60.vcd" then NamVet DontBeAnAss foo:0 0 //Fan-tastic. A tunnel. scene "scenes/Biker/WorldFarmHouse0203.vcd" //Looks like this tunnel heads the right way. scene "scenes/Biker/WorldFarmHouse0208.vcd" //Let's try this tunnel. } Rule PlayerRemarkSmalltown01_path05Biker { criteria ConceptRemark IsBiker IsSmalltown01_path05 IsNotSaidSmalltown01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidSmalltown01_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path05Biker } Response PlayerRemarkSmalltown01_path06Biker { scene "scenes/Biker/ReactionApprehensive03.vcd" //I don't like ths one damn bit. scene "scenes/Biker/WorldFarmHouse0212.vcd" //I hate tunnels. } Rule PlayerRemarkSmalltown01_path06Biker { criteria ConceptRemark IsBiker IsSmalltown01_path06 IsNotSaidSmalltown01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown01_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path06Biker } Response PlayerRemarkSmalltown01_path08Biker { scene "scenes/Biker/GenericDirections05.vcd" //Through here! scene "scenes/Biker/WorldAirport0305.vcd" //Through here! scene "scenes/Biker/WorldAirport0316.vcd" //Let's go through here. } Rule PlayerRemarkSmalltown01_path08Biker { criteria ConceptRemark IsBiker IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown01_path08:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path08Biker } Response PlayerRemarkSmalltown01_path09Biker { scene "scenes/Biker/WorldFarmHouse0315.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there! scene "scenes/Biker/WorldSmallTown0117.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there! } Rule PlayerRemarkSmalltown01_path09Biker { criteria ConceptRemark IsBiker IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1500 ApplyContext "SaidSmalltown01_path09:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path09Biker } Response PlayerRemarkSmalltown01_path10Biker { scene "scenes/Biker/Generic16.vcd" //Uh oh. Watch out. There might be *deer* around here. } Rule PlayerRemarkSmalltown01_path10Biker { criteria ConceptRemark IsBiker IsSmalltown01_path10 IsNotSaidSmalltown01_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 ApplyContext "SaidSmalltown01_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path10Biker } Response PlayerRemarksmalltown02_path01aBiker { scene "scenes/Biker/Generic19.vcd" then manager smalltown02_path01b foo:0 0 //How the hell do you know *that*? } Rule PlayerRemarksmalltown02_path01aBiker { criteria ConceptSmallTown02_path01a IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker Response PlayerRemarksmalltown02_path01aBiker } Response PlayerRemarksmalltown02_path01cBiker { scene "scenes/Biker/Generic20.vcd" //Know what? I just realized I don't care. Lead on. } Rule PlayerRemarksmalltown02_path01cBiker { criteria ConceptSmallTown02_path01c IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker Response PlayerRemarksmalltown02_path01cBiker } Response PlayerRemarksmalltown02_path02Biker { scene "scenes/Biker/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path02Biker { criteria ConceptRemark IsBiker Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidsmalltown02_path02:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path02Biker } Response PlayerRemarksmalltown02_path03Biker { scene "scenes/Biker/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path03Biker { criteria ConceptRemark IsBiker Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidsmalltown02_path03:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path03Biker } Response PlayerRemarksmalltown02_path04Biker { scene "scenes/Biker/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path04Biker { criteria ConceptRemark IsBiker Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "Saidsmalltown02_path04:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path04Biker } Response PlayerRemarksmalltown02_path06Biker { scene "scenes/Biker/WorldSmallTown0201.vcd" //We gotta activate that bridge. } Rule PlayerRemarksmalltown02_path06Biker { criteria ConceptRemark IsBiker Issmalltown02_path06 IsNotSaidsmalltown02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear700 ApplyContext "Saidsmalltown02_path06:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path06Biker } Response PlayerRemarksmalltown02_path07aBiker { scene "scenes/Biker/Laughter09.vcd" // } Rule PlayerRemarksmalltown02_path07aBiker { criteria Conceptsmalltown02_path07a IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker Response PlayerRemarksmalltown02_path07aBiker } Response PlayerRemarksmalltown02_path08Biker { scene "scenes/Biker/PositiveNoise05.vcd" then manager smalltown02_path08a foo:0 0 //[Improv non-verbal pleasure & interest sounds] } Rule PlayerRemarksmalltown02_path08Biker { criteria ConceptRemark IsBiker Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path08Biker } Response PlayerRemarkSmalltown02_path09Biker { scene "scenes/Biker/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/Biker/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house, let's go! scene "scenes/Biker/WorldFarmHouse0315.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there! } Rule PlayerRemarkSmalltown02_path09Biker { criteria ConceptRemark IsBiker IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000 ApplyContext "SaidSmalltown02_path09:1:0" applycontexttoworld Response PlayerRemarkSmalltown02_path09Biker } Response PlayerRemarkSmalltown03_path01Biker { scene "scenes/Biker/WorldSmallTown0204.vcd" //I hate trainyards. } Rule PlayerRemarkSmalltown03_path01Biker { criteria ConceptRemark IsBiker IsSmalltown03_path01 IsNotSaidSmalltown03_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown03_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path01Biker } Response PlayerRemarkSmalltown03_path02Biker { scene "scenes/Biker/WorldSmallTown0204.vcd" //I hate trainyards. } Rule PlayerRemarkSmalltown03_path02Biker { criteria ConceptRemark IsBiker IsSmalltown03_path02 IsNotSaidSmalltown03_path01 IsNotSaidSmalltown03_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown03_path02:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path02Biker } Response PlayerRemarkSmalltown03_path03Biker { scene "scenes/Biker/GenericDirections11.vcd" //We gotta get over this thing. } Rule PlayerRemarkSmalltown03_path03Biker { criteria ConceptRemark IsBiker IsSmalltown03_path03 IsNotSaidSmalltown03_path03 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown03_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path03Biker } Response PlayerRemarkSmalltown03_path04Biker { scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs! } Rule PlayerRemarkSmalltown03_path04Biker { criteria ConceptRemark IsBiker IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown03_path04:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path04Biker } Response PlayerRemarkSmalltown03_path05Biker { scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs! } Rule PlayerRemarkSmalltown03_path05Biker { criteria ConceptRemark IsBiker IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown03_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path05Biker } Response PlayerRemarkSmalltown03_path06Biker { scene "scenes/Biker/blank.vcd" // } Rule PlayerRemarkSmalltown03_path06Biker { criteria ConceptRemark IsBiker IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidSmalltown03_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path06Biker } Response PlayerRemarkSmalltown03_path08Biker { scene "scenes/Biker/WorldSmallTown0302.vcd" //Almost to Riverside. scene "scenes/Biker/WorldSmallTown0308.vcd" //Riverside ain't too far from here. } Rule PlayerRemarkSmalltown03_path08Biker { criteria ConceptRemark IsBiker IsSmalltown03_path08 IsNotSaidSmalltown03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidSmalltown03_path08:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path08Biker } Response PlayerRemarkSmalltown03_path10Biker { scene "scenes/Biker/WorldFarmHouse0316.vcd" //There might be supplies in that house. scene "scenes/Biker/WorldFarmHouse0317.vcd" //Let's check this house. scene "scenes/Biker/WorldFarmHouse0524.vcd" //That is one creepy ass house. } Rule PlayerRemarkSmalltown03_path10Biker { criteria ConceptRemark IsBiker IsSmalltown03_path10 IsNotSaidSmalltown03_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 ApplyContext "SaidSmalltown03_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path10Biker } Response PlayerRemarkSmalltown03_path11Biker { scene "scenes/Biker/WorldSmallTown0303.vcd" //The town's pretty quiet... } Rule PlayerRemarkSmalltown03_path11Biker { criteria ConceptRemark IsBiker IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 ApplyContext "SaidSmalltown03_path11:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path11Biker } Response PlayerRemarkSmalltown03_path12Biker { scene "scenes/Biker/WorldSmallTown0309.vcd" //There's lights on in that church! } Rule PlayerRemarkSmalltown03_path12Biker { criteria ConceptRemark IsBiker IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidSmalltown03_path12:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path12Biker } Response PlayerRemarkSmalltown03_path13Biker { scene "scenes/Biker/WorldSmallTown0309.vcd" //There's lights on in that church! } Rule PlayerRemarkSmalltown03_path13Biker { criteria ConceptRemark IsBiker IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidSmalltown03_path13:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path13Biker } Response PlayerRemarkSmalltown04_path01Biker { scene "scenes/Biker/blank.vcd" then any RiversideIsDead foo:0 0 // } Rule PlayerRemarkSmalltown04_path01Biker { criteria ConceptRemark IsBiker IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12" applycontexttoworld Response PlayerRemarkSmalltown04_path01Biker } Response PlayerRemarkSmalltown04_path02Biker { scene "scenes/Biker/blank.vcd" then any RiversideIsDead foo:0 0 // } Rule PlayerRemarkSmalltown04_path02Biker { criteria ConceptRemark IsBiker IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12" applycontexttoworld Response PlayerRemarkSmalltown04_path02Biker } Response PlayerRemarkSmalltown04_path05Biker { scene "scenes/Biker/FollowMe04.vcd" //This way. } Rule PlayerRemarkSmalltown04_path05Biker { criteria ConceptRemark IsBiker IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidSmalltown04_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path05Biker } Response PlayerRemarkSmalltown04_path05aBiker { scene "scenes/Biker/Generic07.vcd" //I'm comin' Bill. Keep yer beard on. } Rule PlayerRemarkSmalltown04_path05aBiker { criteria ConceptSmalltown04_path05a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ApplyContext "SaidSmalltown04_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path05aBiker } Response PlayerRemarkSmalltown04_path10Biker { scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs! scene "scenes/Biker/WorldAirport0202.vcd" //Let's head back up. scene "scenes/Biker/WorldFarmHouse0327.vcd" //We need to get up there. scene "scenes/Biker/WorldSmallTown0116.vcd" //We can take these stairs! } Rule PlayerRemarkSmalltown04_path10Biker { criteria ConceptRemark IsBiker IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidSmalltown04_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path10Biker } Rule PlayerRemarkSmalltown04_path11Biker { criteria ConceptRemark IsBiker IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown04_path11:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14Biker } Response PlayerRemarkSmalltown05_path01Biker { scene "scenes/Biker/WorldFarmHouse0316.vcd" //There might be supplies in that house. scene "scenes/Biker/WorldFarmHouse0317.vcd" //Let's check this house. } Rule PlayerRemarkSmalltown05_path01Biker { criteria ConceptRemark IsBiker IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000 ApplyContext "SaidSmalltown05_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path01Biker } Response PlayerRemarkSmalltown05_path02Biker { scene "scenes/Biker/WorldSmallTown0311.vcd" //I hate small towns. } Rule PlayerRemarkSmalltown05_path02Biker { criteria ConceptRemark IsBiker IsSmalltown05_path02 IsNotSaidSmalltown05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 ApplyContext "SaidSmalltown05_path02:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path02Biker } Response PlayerRemarkSmalltown05_path03Biker { scene "scenes/Biker/WorldSmallTown0402.vcd" //We can get to the river through here. } Rule PlayerRemarkSmalltown05_path03Biker { criteria ConceptRemark IsBiker IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ApplyContext "SaidSmalltown05_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path03Biker } Response PlayerRemarkSmalltown05_path03aBiker { scene "scenes/Biker/WorldSmallTown0509.vcd" //I hate the water. } Rule PlayerRemarkSmalltown05_path03aBiker { criteria ConceptSmalltown05_path03a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ChanceToFire50Percent ApplyContext "SaidSmalltown05_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path03aBiker } Response PlayerRemarkSmalltown05_path04Biker { scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans. } Rule PlayerRemarkSmalltown05_path04Biker { criteria ConceptRemark IsBiker IsSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire50Percent ApplyContext "SaidSmalltown05_path04:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path04Biker } //AUTOGENERATED BLANK FOR PlayerRemarkSmalltown05_path04Biker : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkSmalltown05_path04Biker { criteria ConceptRemark IsBiker IsSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown05_path04:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkSmalltown05_path05Biker { scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans. } Rule PlayerRemarkSmalltown05_path05Biker { criteria ConceptRemark IsBiker IsSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown05_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path05Biker } Response PlayerRemarkSmalltown05_path06Biker { scene "scenes/Biker/GenericDirections05.vcd" //Through here! } Rule PlayerRemarkSmalltown05_path06Biker { criteria ConceptRemark IsBiker IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ApplyContext "SaidSmalltown05_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path06Biker } Response PlayerRemarkThroughHereBiker { scene "scenes/Biker/GenericDirections05.vcd" //Through here! scene "scenes/Biker/WorldFarmHouse0206.vcd" //Through here! } Rule PlayerRemarkThroughHereBiker { criteria ConceptRemark IsBiker IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidThroughHere:1:0" applycontexttoworld Response PlayerRemarkThroughHereBiker } Response PlayerRemarkUpThatLadderBiker { scene "scenes/Biker/GenericDirections03.vcd" //Let's get up that ladder! } Rule PlayerRemarkUpThatLadderBiker { criteria ConceptRemark IsBiker IsUpThatLadder IsNotSaidUpThatLadder IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ApplyContext "SaidUpThatLadder:1:0" applycontexttoworld Response PlayerRemarkUpThatLadderBiker } Response PlayerZoeySuggestsCraneBiker { scene "scenes/Biker/GenericResponses04.vcd" //Sure, why not? scene "scenes/Biker/GenericResponses08.vcd" //That sounds about right. scene "scenes/Biker/GenericResponses10.vcd" //Good thinking. scene "scenes/Biker/WorldAirport0217.vcd" //Good thinking! scene "scenes/Biker/WorldAirport0227.vcd" //Good thinking, Zoey! } Rule PlayerZoeySuggestsCraneBiker { criteria ConceptZoeySuggestsCrane IsBiker IsNotSaidZoeySuggestsCrane IsTalk IsTalkBiker IsSubjectNear800 ApplyContext "SaidZoeySuggestsCrane:1:0" applycontexttoworld Response PlayerZoeySuggestsCraneBiker } Response RespondAffirmativeBiker { scene "scenes/Biker/Yes02.vcd" //Okay. scene "scenes/Biker/Yes05.vcd" //Yeah. } Rule RespondAffirmativeBiker { criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isBiker IsTalkBiker Response RespondAffirmativeBiker } Response RiversideIsDeadBiker { scene "scenes/Biker/WorldSmallTown0306.vcd" then any RiversideIsDeadB foo:0 0 //Looks like Riverside couldn't hold it together. scene "scenes/Biker/WorldSmallTown0401.vcd" then any RiversideIsDeadPlan TalkBiker:1:2 0 //Riverside's a bust. Let's just get to the river and steal a boat. } Rule RiversideIsDeadBiker { criteria ConceptRiversideIsDead IsBiker IsNotCoughing IsTalkBiker ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadBiker } Response RiversideIsDeadPlanBiker { scene "scenes/Biker/GenericResponses10.vcd" //Good thinking. } Rule RiversideIsDeadPlanBiker { criteria ConceptRiversideIsDeadPlan IsBiker IsNotCoughing IsTalkBiker ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadPlanBiker } Response RiversideIsDeadSpecial1ABiker { scene "scenes/Biker/WorldAirport0112.vcd" then NamVet RiversideIsDeadSpecial1B foo:0 0 //That's better than my plan. } Rule RiversideIsDeadSpecial1ABiker { criteria ConceptRiversideIsDeadSpecial1A IsBiker IsNotCoughing IsTalkBiker Response RiversideIsDeadSpecial1ABiker } Response RiversideIsDeadSpecial1CBiker { scene "scenes/Biker/WorldAirport0113.vcd" //I didn't have one. } Rule RiversideIsDeadSpecial1CBiker { criteria ConceptRiversideIsDeadSpecial1C IsBiker IsNotCoughing IsTalkBiker Response RiversideIsDeadSpecial1CBiker } Response SafeSpotAheadResponse { scene "scenes/Biker/SafeSpotAheadReaction01.vcd" //Finally! scene "scenes/Biker/SafeSpotAheadReaction02.vcd" //A-men to that! scene "scenes/Biker/SafeSpotAheadReaction04.vcd" //Well, all right! scene "scenes/Biker/SafeSpotAheadReaction05.vcd" //Finally. scene "scenes/Biker/SafeSpotAheadReaction07.vcd" //A-frickin'-men. } Rule SafeSpotAheadResponse { criteria IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent Response SafeSpotAheadResponse } //-------------------------------------------------------------------------------------------------------------- // Remarkable voice //-------------------------------------------------------------------------------------------------------------- Response PlayerNearFinaleFarmBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerNearFinaleFarmBiker { criteria ConceptPlayerNearFinale IsNotCoughing IsBiker IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkBiker IsNotIncapacitated ismap_l4d_farm05_cornfield ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response PlayerNearFinaleFarmBiker } //-------------------------------------------------------------------------------------------------------------- // Response //-------------------------------------------------------------------------------------------------------------- Response AynRandResponseBiker { scene "scenes/Biker/WorldAirport0416.vcd" //I hate Ayn Rand. } Rule AynRandResponseBiker { criteria ConceptAynRandResponse IsBiker IsTalkBiker IsSubjectNear300 Response AynRandResponseBiker } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Directional //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeBiker { scene "scenes/Biker/CoverMe01.vcd" //Cover me! scene "scenes/Biker/CoverMe02.vcd" //Get my back. scene "scenes/Biker/CoverMe03.vcd" //Watch my back scene "scenes/Biker/CoverMe04.vcd" //Cover me! scene "scenes/Biker/CoverMe05.vcd" //Get my back. scene "scenes/Biker/CoverMe06.vcd" //Watch my back } Rule PlayerCoverMeBiker { criteria ConceptPlayerCoverMe IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerCoverMeBiker } Response PlayerFollowMeBiker { scene "scenes/Biker/FollowMe01.vcd" //Come on, this way. scene "scenes/Biker/FollowMe02.vcd" //Follow me! scene "scenes/Biker/FollowMe03.vcd" //Follow me. scene "scenes/Biker/FollowMe04.vcd" //This way. scene "scenes/Biker/FollowMe05.vcd" //This way. scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me. scene "scenes/Biker/FollowMe07.vcd" //I got the lead. scene "scenes/Biker/FollowMe09.vcd" //This way, kids. } Rule PlayerFollowMeBiker { criteria ConceptPlayerFollowMe IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerFollowMeBiker } Response PlayerHelpBiker { scene "scenes/Biker/Help01.vcd" //Help! scene "scenes/Biker/Help02.vcd" //I need some help over here. scene "scenes/Biker/Help03.vcd" //I'm in trouble! scene "scenes/Biker/Help05.vcd" //Help me! scene "scenes/Biker/Help06.vcd" //Help! scene "scenes/Biker/Help07.vcd" //Help me! scene "scenes/Biker/Help08.vcd" //I'm in some trouble! scene "scenes/Biker/Help09.vcd" //I need some help over here. scene "scenes/Biker/Help10.vcd" //Hey! I need some help! scene "scenes/Biker/Help11.vcd" //Hey! I need some help! scene "scenes/Biker/Help12.vcd" //Help me! scene "scenes/Biker/Help13.vcd" //I need a hand over here scene "scenes/Biker/Help14.vcd" //I'm in a little trouble over here } Rule PlayerHelpBiker { criteria ConceptPlayerHelp IsBiker IsTalk IsTalkBiker Response PlayerHelpBiker } Response PlayerHurryUpBiker { scene "scenes/Biker/HurryUp01.vcd" //Hurry up! scene "scenes/Biker/HurryUp02.vcd" //Hurry up! scene "scenes/Biker/HurryUp03.vcd" //Hurry! scene "scenes/Biker/HurryUp04.vcd" //MOVE. scene "scenes/Biker/HurryUp05.vcd" //Let's go ladies! scene "scenes/Biker/HurryUp06.vcd" //Put your rear in gear! scene "scenes/Biker/HurryUp08.vcd" //Let's go, let's go! scene "scenes/Biker/HurryUp09.vcd" //Come on, let's go! } Rule PlayerHurryUpBiker { criteria ConceptPlayerHurryUp IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerHurryUpBiker } Response PlayerKillThatLightBiker { scene "scenes/Biker/KillThatLight01.vcd" //Kill that light! scene "scenes/Biker/KillThatLight02.vcd" //Kill that light! scene "scenes/Biker/KillThatLight03.vcd" //Kill that light! scene "scenes/Biker/KillThatLight04.vcd" //Turn your light off! scene "scenes/Biker/KillThatLight05.vcd" //Lights off! scene "scenes/Biker/KillThatLight06.vcd" //Flashlights off! scene "scenes/Biker/KillThatLight07.vcd" //Kill that light! scene "scenes/Biker/KillThatLight08.vcd" //Shut off your flashlight, they'll see us! scene "scenes/Biker/KillThatLight09.vcd" //Turn off your light. scene "scenes/Biker/KillThatLight10.vcd" //No lights! } Rule PlayerKillThatLightBiker { criteria ConceptPlayerKillThatLight IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerKillThatLightBiker } Response PlayerLeadOnBiker { scene "scenes/Biker/LeadOn01.vcd" //I'll follow you. scene "scenes/Biker/LeadOn02.vcd" //You go ahead, I'll follow you. scene "scenes/Biker/LeadOn03.vcd" //You take the lead. scene "scenes/Biker/LeadOn04.vcd" //Go ahead. scene "scenes/Biker/LeadOn05.vcd" //Go ahead. scene "scenes/Biker/LeadOn06.vcd" //After you. scene "scenes/Biker/LeadOn07.vcd" //After you, ladies. } Rule PlayerLeadOnBiker { criteria ConceptPlayerLeadOn IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerLeadOnBiker } Response PlayerMoveOnBiker { scene "scenes/Biker/MoveOn01.vcd" //Allright, let's go scene "scenes/Biker/MoveOn02.vcd" //Come on, we ain't got all day. scene "scenes/Biker/MoveOn03.vcd" //Let's go. scene "scenes/Biker/MoveOn04.vcd" //Let's get moving. scene "scenes/Biker/MoveOn05.vcd" //Let's move. scene "scenes/Biker/MoveOn07.vcd" //Time to go, ladies. scene "scenes/Biker/MoveOn08.vcd" //Let's go. scene "scenes/Biker/MoveOn09.vcd" //I'm tired of waitin' around here. Come on, let's go. scene "scenes/Biker/MoveOn10.vcd" //Come on, let's go. scene "scenes/Biker/MoveOn11.vcd" //Come on, let's move. scene "scenes/Biker/MoveOn12.vcd" //Come on,come on, let's go. } Rule PlayerMoveOnBiker { criteria ConceptPlayerMoveOn IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerMoveOnBiker } Response PlayerStayTogetherBiker { scene "scenes/Biker/StayTogether01.vcd" //Stay close! scene "scenes/Biker/StayTogether02.vcd" //We gotta stay together. scene "scenes/Biker/StayTogether03.vcd" //Keep together! scene "scenes/Biker/StayTogether04.vcd" //Stay together! scene "scenes/Biker/StayTogether05.vcd" //Don't split up! scene "scenes/Biker/StayTogether06.vcd" //Don't nobody wander off. scene "scenes/Biker/StayTogether07.vcd" //Stay close. scene "scenes/Biker/StayTogether08.vcd" //Don't get split up! scene "scenes/Biker/StayTogether09.vcd" //Stay together! scene "scenes/Biker/StayTogether11.vcd" //Don't stray! scene "scenes/Biker/StayTogether12.vcd" //Keep together! } Rule PlayerStayTogetherBiker { criteria ConceptPlayerStayTogether IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerStayTogetherBiker } Response PlayerWatchOutBehindBiker { scene "scenes/Biker/WatchOutBehind01.vcd" //Behind us! scene "scenes/Biker/WatchOutBehind02.vcd" //They're behind us! scene "scenes/Biker/WatchOutBehind03.vcd" //Behind us! } Rule PlayerWatchOutBehindBiker { criteria ConceptPlayerWatchOutBehind IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerWatchOutBehindBiker } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerAskReadyBiker { scene "scenes/Biker/AskReady01.vcd" //Ready for this? scene "scenes/Biker/AskReady02.vcd" //Ready for this? scene "scenes/Biker/AskReady03.vcd" //Ready? scene "scenes/Biker/AskReady04.vcd" //Ready? scene "scenes/Biker/AskReady05.vcd" //Ready for some fun? scene "scenes/Biker/AskReady06.vcd" //Everybody ready? scene "scenes/Biker/AskReady07.vcd" //You ready to roll? scene "scenes/Biker/AskReady08.vcd" //We ready? scene "scenes/Biker/AskReady09.vcd" //Everyone ready? scene "scenes/Biker/AskReady10.vcd" //You ladies ready for this? } Rule PlayerAskReadyBiker { criteria ConceptPlayerAskReady IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerAskReadyBiker } Response PlayerImWithYouBiker { scene "scenes/Biker/ImWithYou01.vcd" //Right behind you! scene "scenes/Biker/ImWithYou02.vcd" //I've got your back! scene "scenes/Biker/ImWithYou03.vcd" //I've got your back! scene "scenes/Biker/ImWithYou04.vcd" //I'm with ya! scene "scenes/Biker/ImWithYou05.vcd" //I'm with ya! scene "scenes/Biker/ImWithYou06.vcd" //Right behind you! scene "scenes/Biker/ImWithYou07.vcd" //I'm with ya! scene "scenes/Biker/ImWithYou08.vcd" //I got your back! scene "scenes/Biker/ImWithYou09.vcd" //Behind you! scene "scenes/Biker/ImWithYou10.vcd" //I'm here! } Rule PlayerImWithYouBiker { criteria ConceptPlayerImWithYou IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerImWithYouBiker } Response PlayerLaughBiker { scene "scenes/Biker/Laughter04.vcd" // scene "scenes/Biker/Laughter12.vcd" // scene "scenes/Biker/Laughter13.vcd" // scene "scenes/Biker/Laughter14.vcd" // scene "scenes/Biker/Laughter15.vcd" // } Rule PlayerLaughBiker { criteria ConceptPlayerLaugh IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerLaughBiker } Response PlayerLostCallBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerLostCallBiker { criteria ConceptPlayerLostCall IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerLostCallBiker } Response PlayerNiceJobResponseBiker { scene "scenes/Biker/NiceJob01.vcd" //Nice. scene "scenes/Biker/NiceJob02.vcd" //Nice. scene "scenes/Biker/NiceJob03.vcd" //Nice job. scene "scenes/Biker/NiceJob04.vcd" //Shit, that was all right scene "scenes/Biker/NiceJob05.vcd" //Damn, not bad. scene "scenes/Biker/NiceJob06.vcd" //Nice job. scene "scenes/Biker/NiceJob07.vcd" //Nice. scene "scenes/Biker/NiceJob08.vcd" //Nice job. scene "scenes/Biker/NiceJob09.vcd" //Nice job. scene "scenes/Biker/NiceJob10.vcd" //Nice work. scene "scenes/Biker/NiceJob11.vcd" //Well, shit, that was all right scene "scenes/Biker/NiceJob12.vcd" //Nice damn job. scene "scenes/Biker/NiceJob13.vcd" //Damn, not bad. scene "scenes/Biker/NiceJob14.vcd" //Shiiiit. scene "scenes/Biker/NiceJob15.vcd" //Hey, nice work. scene "scenes/Biker/NiceJob16.vcd" //Well whaddya know. Good job! scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/NiceJob18.vcd" //You suprised me. Nice job. scene "scenes/Biker/NiceJob19.vcd" //I knew you had it in ya. } Rule PlayerNiceJobResponseBiker { criteria ConceptPlayerNiceJob IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerNiceJobResponseBiker } Response PlayerNoBiker { scene "scenes/Biker/No01.vcd" //No scene "scenes/Biker/No02.vcd" //No way. scene "scenes/Biker/No03.vcd" //Um, no. scene "scenes/Biker/No04.vcd" //No way, jose. scene "scenes/Biker/No05.vcd" //Hell no. scene "scenes/Biker/No06.vcd" //Hell no. scene "scenes/Biker/No07.vcd" //Nope. scene "scenes/Biker/No08.vcd" //Nope. scene "scenes/Biker/No09.vcd" //No way, jose scene "scenes/Biker/No11.vcd" //Negatory. scene "scenes/Biker/No12.vcd" //Negatory. scene "scenes/Biker/No13.vcd" //Uh, no. scene "scenes/Biker/No14.vcd" //No way. scene "scenes/Biker/No15.vcd" //No. scene "scenes/Biker/No16.vcd" //Nope. scene "scenes/Biker/No17.vcd" //No siree bob. scene "scenes/Biker/No18.vcd" //Not a chance. } Rule PlayerNoBiker { criteria ConceptPlayerNo IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerNoBiker } Response PlayerProfanityBiker { scene "scenes/Biker/NegativeNoise07.vcd" //[Improv non-verbal displeasure & frustration sounds] scene "scenes/Biker/NegativeNoise08.vcd" //[Improv non-verbal displeasure & frustration sounds] scene "scenes/Biker/ReactionNegative02.vcd" //That's bad. scene "scenes/Biker/ReactionNegative03.vcd" //damn scene "scenes/Biker/ReactionNegative07.vcd" //Damnit. scene "scenes/Biker/ReactionNegative07.vcd" //Damnit. scene "scenes/Biker/ReactionNegative08.vcd" //Damnit. scene "scenes/Biker/ReactionNegative08.vcd" //Damnit. scene "scenes/Biker/ReactionNegative09.vcd" //Ahhhhh. scene "scenes/Biker/Swear06.vcd" //Crap. scene "scenes/Biker/Swear14.vcd" //Ah hell. scene "scenes/Biker/Swear17.vcd" //Dammit. scene "scenes/Biker/ViolenceAwe02.vcd" //Jee-zus... } Rule PlayerProfanityBiker { criteria ConceptPlayerAnswerLostCall IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerProfanityBiker } Response PlayerSorryBiker { scene "scenes/Biker/Sorry01.vcd" //Sorry. scene "scenes/Biker/Sorry02.vcd" //Sorry about that. scene "scenes/Biker/Sorry03.vcd" //Sorry about that. scene "scenes/Biker/Sorry04.vcd" //Aww, man, sorry. scene "scenes/Biker/Sorry05.vcd" //Sorry. scene "scenes/Biker/Sorry06.vcd" //Sorry about that. scene "scenes/Biker/Sorry07.vcd" //Yeah, guess that was my fault. scene "scenes/Biker/Sorry08.vcd" //Yeah, guess that was my fault. Again. scene "scenes/Biker/Sorry09.vcd" //Sorry. scene "scenes/Biker/Sorry12.vcd" //My bad. scene "scenes/Biker/Sorry13.vcd" //Whoopsie. scene "scenes/Biker/Sorry14.vcd" //Uh, yeah, sorry. scene "scenes/Biker/Sorry15.vcd" //Sorry. scene "scenes/Biker/Sorry16.vcd" //oopsy daisy scene "scenes/Biker/Sorry17.vcd" //That was my fault. scene "scenes/Biker/Sorry18.vcd" //My bad. } Rule PlayerSorryBiker { criteria ConceptPlayerSorry IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerSorryBiker } Response PlayerThanksBiker { scene "scenes/Biker/Thanks01.vcd" //I owe you one. scene "scenes/Biker/Thanks02.vcd" //Thanks. scene "scenes/Biker/Thanks03.vcd" //Thanks. scene "scenes/Biker/Thanks04.vcd" //Thanks [noise you make gun clicking your mouth twice] scene "scenes/Biker/Thanks05.vcd" //Thanks, man. scene "scenes/Biker/Thanks06.vcd" //Hey, thanks man. scene "scenes/Biker/Thanks07.vcd" //Yeah, thanks. scene "scenes/Biker/Thanks08.vcd" //Thank you. scene "scenes/Biker/Thanks09.vcd" //Thanks, I owe ya. scene "scenes/Biker/Thanks10.vcd" //Thanks, I owe ya. scene "scenes/Biker/Thanks11.vcd" //Thanks, dude. scene "scenes/Biker/Thanks12.vcd" //Thanks for that. scene "scenes/Biker/Thanks15.vcd" //Thanks. } Rule PlayerThanksBiker { criteria ConceptPlayerThanks IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerThanksBiker } Response PlayerYesBiker { scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes02.vcd" //Okay. scene "scenes/Biker/Yes03.vcd" //Yep. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes05.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule PlayerYesBiker { criteria ConceptPlayerYes IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerYesBiker } Response PlayerYouAreWelcomeBiker { scene "scenes/Biker/YouAreWelcome02.vcd" //I got your back. scene "scenes/Biker/YouAreWelcome04.vcd" //Hey, no problem. scene "scenes/Biker/YouAreWelcome05.vcd" //No problem. scene "scenes/Biker/YouAreWelcome06.vcd" //Sure. scene "scenes/Biker/YouAreWelcome07.vcd" //I told ya I'd take care of ya. scene "scenes/Biker/YouAreWelcome08.vcd" //No, thank YOU! scene "scenes/Biker/YouAreWelcome09.vcd" //Yer welcome. scene "scenes/Biker/YouAreWelcome10.vcd" //Yea, I’m pretty awesome. scene "scenes/Biker/YouAreWelcome11.vcd" //No problemo, pal. scene "scenes/Biker/YouAreWelcome12.vcd" //It's all good. scene "scenes/Biker/YouAreWelcome13.vcd" //Gotcha. scene "scenes/Biker/YouAreWelcome14.vcd" //Whatever, whenever, man. } Rule PlayerYouAreWelcomeBiker { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSpeaking Response PlayerYouAreWelcomeBiker } Rule PlayerFriendlyFireInflictorBiker { criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsBiker IsTalk IsTalkBiker Response PlayerSorryBiker } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerNegativeBiker { scene "scenes/Biker/Laughter08.vcd" // scene "scenes/Biker/NegativeNoise08.vcd" //[Improv non-verbal displeasure & frustration sounds] scene "scenes/Biker/ReactionNegative02.vcd" //That's bad. } Rule PlayerNegativeBiker { criteria ConceptPlayerNegative IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerNegativeBiker } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Warning //-------------------------------------------------------------------------------------------------------------- Response PlayerAreaClearBiker { scene "scenes/Biker/AreaClear01.vcd" //Clear. scene "scenes/Biker/AreaClear02.vcd" //It's clear. scene "scenes/Biker/AreaClear03.vcd" //Nothin' in here. scene "scenes/Biker/AreaClear04.vcd" //Clear, sir. scene "scenes/Biker/AreaClear05.vcd" //Clear. scene "scenes/Biker/AreaClear06.vcd" //Nothin' in here. scene "scenes/Biker/AreaClear07.vcd" //blph... Looks empty. scene "scenes/Biker/AreaClear08.vcd" //Looks empty. scene "scenes/Biker/AreaClear09.vcd" //I don't see anything here scene "scenes/Biker/AreaClear10.vcd" //I got nothin' here. } Rule PlayerAreaClearBiker { criteria ConceptPlayerAreaClear IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerAreaClearBiker } Response PlayerHeardBoomerBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerHeardBoomerBiker { criteria ConceptPlayerHeardBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerHeardBoomerBiker } Response PlayerHeardHunterBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerHeardHunterBiker { criteria ConceptPlayerHeardHunter IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerHeardHunterBiker } Response PlayerHeardSmokerBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerHeardSmokerBiker { criteria ConceptPlayerHeardSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerHeardSmokerBiker } Response PlayerHeardTankBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerHeardTankBiker { criteria ConceptPlayerHeardTank IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerHeardTankBiker } Response PlayerHeardWitchBiker { scene "scenes/Biker/blank.vcd" // } Rule PlayerHeardWitchBiker { criteria ConceptPlayerHeardWitch IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerHeardWitchBiker } Response PlayerHurrahBiker { scene "scenes/Biker/Hurrah05.vcd" then Any HurrahAlso foo:0 0 //We just might make it out of here after all. scene "scenes/Biker/Hurrah06.vcd" //We're gonna be okay. scene "scenes/Biker/Hurrah07.vcd" then Any HurrahAlso foo:0 0 //I think we're gonna make it. scene "scenes/Biker/Hurrah08.vcd" then Any HurrahAlso foo:0 0 //They can't stop us. scene "scenes/Biker/Hurrah09.vcd" then Any HurrahAlso foo:0 0 //Nothing can stop us. scene "scenes/Biker/Hurrah10.vcd" then Any HurrahAlso foo:0 0 //We are unstoppable! scene "scenes/Biker/Hurrah11.vcd" then Any HurrahAlso foo:0 0 //YEAH! scene "scenes/Biker/Hurrah12.vcd" then Any HurrahAlso foo:0 0 //Everybody havin' as much fun as me? scene "scenes/Biker/Hurrah13.vcd" then Any HurrahAlso foo:0 0 //Everyone havin' fun? scene "scenes/Biker/Hurrah14.vcd" then Any HurrahAlso foo:0 0 //You know all those monsters? I don't think they're gonna make it. scene "scenes/Biker/Hurrah15.vcd" then Any HurrahAlso foo:0 0 //We just might make it out of here after all. scene "scenes/Biker/Hurrah21.vcd" then Any HurrahAlso foo:0 0 //You guys are all right. scene "scenes/Biker/Hurrah22.vcd" //I think we gotta chance scene "scenes/Biker/Hurrah23.vcd" then Any HurrahAlso foo:0 0 //lookin good scene "scenes/Biker/Hurrah24.vcd" then Any HurrahAlso foo:0 0 //Hey, this is just gettin fun. } Rule PlayerHurrahBiker { criteria ConceptPlayerHurrah IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerHurrahBiker } Response PlayerWarnCarefulBiker { scene "scenes/Biker/WarnCareful01.vcd" //Careful... scene "scenes/Biker/WarnCareful02.vcd" //Be careful... scene "scenes/Biker/WarnCareful03.vcd" //Take it easy... scene "scenes/Biker/WarnCareful04.vcd" //Take er easy... scene "scenes/Biker/WarnCareful05.vcd" //Watch yourself, now... scene "scenes/Biker/WarnCareful06.vcd" //Careful now... scene "scenes/Biker/WarnCareful07.vcd" //Watch it... scene "scenes/Biker/WarnCareful08.vcd" //Carrrefullll... scene "scenes/Biker/WarnCareful09.vcd" //Careful, kids... } Rule PlayerWarnCarefulBiker { criteria ConceptPlayerWarnCareful IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerWarnCarefulBiker } Response SurvivorSpottedWorldFarBiker { scene "scenes/Biker/Look01.vcd" //Over there! scene "scenes/Biker/Look02.vcd" //Over there! scene "scenes/Biker/Look03.vcd" //Look! scene "scenes/Biker/Look04.vcd" //Look! scene "scenes/Biker/Look05.vcd" //Look! } Rule SurvivorSpottedWorldFarBiker { criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto Response SurvivorSpottedWorldFarBiker } //-------------------------------------------------------------------------------------------------------------- // Smalltown Intro //-------------------------------------------------------------------------------------------------------------- Response IntroSmalltown3Biker { scene "scenes/Biker/WorldSmallTown0105.vcd" //Sounds good to me. Let's head to Riverside. } Rule IntroSmalltown3Biker { criteria ConceptIntroSmalltown3 IsBiker ApplyContext "talk:1:5" applycontexttoworld Response IntroSmalltown3Biker } //-------------------------------------------------------------------------------------------------------------- // Spawn - Join //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpawnBiker { scene "scenes/Biker/ScenarioJoin01.vcd" //I'm here! scene "scenes/Biker/ScenarioJoin02.vcd" //Hey, I'm here! scene "scenes/Biker/ScenarioJoin03.vcd" //Hey, I'm here! scene "scenes/Biker/ScenarioJoin04.vcd" //Hello! } Rule SurvivorSpawnBiker { criteria ConceptPlayerScenarioJoin IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorSpawnBiker } Response SurvivorSpawnLastMainstreetBiker { scene "scenes/Biker/blank.vcd" // } Rule SurvivorSpawnLastMainstreetBiker { criteria ConceptPlayerScenarioJoinLast IsBiker IsSmalltown04 ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5" applycontexttoworld Response SurvivorSpawnLastMainstreetBiker } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response PlayerBillPouncedBiker { scene "scenes/Biker/HunterBillPounced01.vcd" predelay ".5,1" //Hunter's got Bill! scene "scenes/Biker/HunterBillPounced02.vcd" predelay ".5,1" //Hunter's on Bill! } Rule PlayerBillPouncedBiker { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsNamVet IsNotSaidBillPounced IsBiker IsTalk IsTalkBiker ApplyContext "BillPounced:1:60" applycontexttoworld Response PlayerBillPouncedBiker } Response PlayerEatPillsBiker { scene "scenes/Biker/PainReliefSigh01.vcd" //Ahhh scene "scenes/Biker/PainReliefSigh05.vcd" //ohh } Rule PlayerEatPillsBiker { criteria ConceptEatPills IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerEatPillsBiker } Response PlayerGetInsideCheckPointBiker { scene "scenes/Biker/StayTogetherInside01.vcd" //Get your asses in here! scene "scenes/Biker/StayTogetherInside02.vcd" //Come on ladies, everyone inside! scene "scenes/Biker/StayTogetherInside03.vcd" //Get in here! scene "scenes/Biker/StayTogetherInside04.vcd" //Everyone inside! scene "scenes/Biker/StayTogetherInside05.vcd" //Quit pissin' around and get in here! } Rule PlayerGetInsideCheckPointBiker { criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker SomeoneOutsideSafeSpot Response PlayerGetInsideCheckPointBiker } Response PlayerGrenadeBiker { scene "scenes/Biker/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! scene "scenes/Biker/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! scene "scenes/Biker/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!! scene "scenes/Biker/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! scene "scenes/Biker/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!! scene "scenes/Biker/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!! } Rule PlayerGrenadeBiker { criteria ConceptThrewGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerGrenadeBiker } Response PlayerGrenadeCarefulBiker { scene "scenes/Biker/WarnCareful02.vcd" //Be careful... scene "scenes/Biker/WarnCareful08.vcd" //Carrrefullll... } Rule PlayerGrenadeCarefulBiker { criteria ConceptGrenadeCareful IsNotCoughing IsBiker IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkBiker Response PlayerGrenadeCarefulBiker } Response PlayerIncapacitatedInitialBiker { scene "scenes/Biker/IncapacitatedInitial01.vcd" //I'm down! scene "scenes/Biker/IncapacitatedInitial02.vcd" //Damnit, I'm down. scene "scenes/Biker/IncapacitatedInitial03.vcd" //Shit, I need some help. } Rule PlayerIncapacitatedInitialBiker { criteria ConceptPlayerIncapacitated IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "TalkBiker:1:2" Response PlayerIncapacitatedInitialBiker } Response PlayerKillConfirmationBiker { scene "scenes/Biker/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 0 //Got it! scene "scenes/Biker/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 0 //Nailed it! scene "scenes/Biker/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 0 //Down! scene "scenes/Biker/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 0 //That's mine. scene "scenes/Biker/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 0 //Dead! scene "scenes/Biker/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 0 //Popped it! scene "scenes/Biker/KillConfirmation07.vcd" odds 5 then Any PlayerNiceShot foo:0 0 //Popped a cap in his ass! } Rule PlayerKillConfirmationBiker { criteria ConceptKilledZombie IsNotCoughing IsBiker IsTalk IsTalkBiker IsSubjectFar300 ChanceToFire40Percent Response PlayerKillConfirmationBiker } Response PlayerLockTheDoorCheckPointBiker { scene "scenes/Biker/CloseTheDoor04.vcd" //You born in a barn? Lock the goddamn door. scene "scenes/Biker/CloseTheDoor05.vcd" //Lock the door. scene "scenes/Biker/CloseTheDoor06.vcd" //Lock the freakin' door. scene "scenes/Biker/CloseTheDoor07.vcd" odds 1 //Personally, I'm happy to keep fighting. But YOU ladies might want to lock the door. scene "scenes/Biker/CloseTheDoor08.vcd" //Someone gonna lock that door? scene "scenes/Biker/CloseTheDoor10.vcd" //Lock the goddman door. scene "scenes/Biker/CloseTheDoor11.vcd" //Would you lock that sucker? scene "scenes/Biker/CloseTheDoor12.vcd" //Keep 'em out! Lock that door! } Rule PlayerLockTheDoorCheckPointBiker { criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker Response PlayerLockTheDoorCheckPointBiker } Response PlayerLouisPouncedBiker { scene "scenes/Biker/HunterLouisPounced01.vcd" predelay ".5,1" //Hunter's got Louis! scene "scenes/Biker/HunterLouisPounced02.vcd" predelay ".5,1" //Hunter on Louis! } Rule PlayerLouisPouncedBiker { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsManager IsNotSaidLouisPounced IsBiker IsTalk IsTalkBiker ApplyContext "LouisPounced:1:60" applycontexttoworld Response PlayerLouisPouncedBiker } Response PlayerRemarkairport01_burningBiker { scene "scenes/Biker/WorldAirport0105.vcd" //The whole damn city's on fire. scene "scenes/Biker/WorldAirport0115.vcd" //Holy shit, the whole damn city's on fire. } Rule PlayerRemarkairport01_burningBiker { criteria ConceptRemark IsBiker Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkBiker ApplyContext "Saidairport01_burning:1:0" Response PlayerRemarkairport01_burningBiker } //AUTOGENERATED BLANK FOR PlayerRemarkairport01_burningBiker : ChanceToFire40Percent Rule AUTOBLANK_PlayerRemarkairport01_burningBiker { criteria ConceptRemark IsBiker Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkBiker ApplyContext "Saidairport01_burning:1:0" Response _PlayerInfoRemarkableBlankBiker } Response PlayerRemarkfarm01_campingBiker { scene "scenes/Biker/WorldFarmHouse0101.vcd" //Yer tellin' me people camp for fun? } Rule PlayerRemarkfarm01_campingBiker { criteria ConceptRemark IsBiker Isfarm01_camping IsNotSaidfarm01_camping IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkBiker ApplyContext "Saidfarm01_camping:1:0" Response PlayerRemarkfarm01_campingBiker } //AUTOGENERATED BLANK FOR PlayerRemarkfarm01_campingBiker : ChanceToFire40Percent Rule AUTOBLANK_PlayerRemarkfarm01_campingBiker { criteria ConceptRemark IsBiker Isfarm01_camping IsNotSaidfarm01_camping IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkBiker ApplyContext "Saidfarm01_camping:1:0" Response _PlayerInfoRemarkableBlankBiker } Response PlayerStayTogetherInsideBiker { scene "scenes/Biker/StayTogetherInside01.vcd" //Get your asses in here! scene "scenes/Biker/StayTogetherInside02.vcd" //Come on ladies, everyone inside! scene "scenes/Biker/StayTogetherInside03.vcd" //Get in here! scene "scenes/Biker/StayTogetherInside04.vcd" //Everyone inside! scene "scenes/Biker/StayTogetherInside05.vcd" //Quit pissin' around and get in here! } Rule PlayerStayTogetherInsideBiker { criteria ConceptPlayerStayTogether IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker SomeoneOutsideSafeSpot Response PlayerStayTogetherInsideBiker } Response PlayerSuggestHealthBillBiker { scene "scenes/Biker/PlayerSuggestHealthBill01.vcd" //Old man - use your health kit. scene "scenes/Biker/PlayerSuggestHealthBill02.vcd" //Bill, man, heal up } Rule PlayerSuggestHealthBillBiker { criteria ConceptPlayerSuggestHealthNamVet IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthBillBiker } Response PlayerSuggestHealthLouisBiker { scene "scenes/Biker/PlayerSuggestHealth04.vcd" //You should heal up. scene "scenes/Biker/PlayerSuggestHealthBill03.vcd" //Bro, heal up. scene "scenes/Biker/PlayerSuggestHealthLouis01.vcd" //Hey Louie, use your first aid kit. scene "scenes/Biker/PlayerSuggestHealthLouis02.vcd" //Louis, you gotta heal up, man. scene "scenes/Biker/PlayerSuggestHealthLouis03.vcd" //Louis, heal fer chrissake. } Rule PlayerSuggestHealthLouisBiker { criteria ConceptPlayerSuggestHealthManager IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthLouisBiker } Response PlayerSuggestHealthZoeyBiker { scene "scenes/Biker/PlayerSuggestHealth05.vcd" //Someone should use their health pack... scene "scenes/Biker/PlayerSuggestHealthZoey01.vcd" //Zoey, heal up. scene "scenes/Biker/PlayerSuggestHealthZoey02.vcd" //Zoey darlin', heal up. scene "scenes/Biker/PlayerSuggestHealthZoey03.vcd" //Zoey, patch yerself up. scene "scenes/Biker/PlayerSuggestHealthZoey04.vcd" //Hey Zoey, you oughtta heal. } Rule PlayerSuggestHealthZoeyBiker { criteria ConceptPlayerSuggestHealthTeenGirl IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthZoeyBiker } Response PlayerSuggestMeHealthBikerBiker { scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthBiker foo:0 0 // } Rule PlayerSuggestMeHealthBikerBiker { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsBiker IsNotBeingHealed IsTalk IsTalkBiker Response PlayerSuggestMeHealthBikerBiker } Response PlayerSuggestMeHealthManagerBiker { scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthManager foo:0 0 // } Rule PlayerSuggestMeHealthManagerBiker { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsManager IsNotBeingHealed IsTalk IsTalkBiker Response PlayerSuggestMeHealthManagerBiker } Response PlayerSuggestMeHealthNamVetBiker { scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthNamVet foo:0 0 // } Rule PlayerSuggestMeHealthNamVetBiker { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsNamVet IsNotBeingHealed IsTalk IsTalkBiker Response PlayerSuggestMeHealthNamVetBiker } Response PlayerSuggestMeHealthTeenGirlBiker { scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthTeenGirl foo:0 0 // } Rule PlayerSuggestMeHealthTeenGirlBiker { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsTeenGirl IsNotBeingHealed IsTalk IsTalkBiker Response PlayerSuggestMeHealthTeenGirlBiker } Response PlayerTransitionBiker { scene "scenes/Biker/Hurrah24.vcd" //Hey, this is just gettin fun. scene "scenes/Biker/NiceJob04.vcd" //Shit, that was all right scene "scenes/Biker/NiceJob11.vcd" //Well, shit, that was all right scene "scenes/Biker/ReactionPositive03.vcd" //Rock-n-roll! scene "scenes/Biker/ReactionPositive06.vcd" //Hell yeah! scene "scenes/Biker/ReactionPositive08.vcd" //Yeah! scene "scenes/Biker/ReactionPositive09.vcd" //Yeah! scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah! scene "scenes/Biker/ReactionPositive11.vcd" //All right! scene "scenes/Biker/Taunt02.vcd" //HELL YEAH! } Rule PlayerTransitionBiker { criteria ConceptPlayerTransition IsNotCoughing IsBiker IsNotSaidPlayerTransition IsTalk IsTalkBiker ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionBiker } Response PlayerTransitionCloseBiker { scene "scenes/Biker/PlayerTransitionClose01.vcd" //Any zombie fight you can crawl away from means you won it. scene "scenes/Biker/PlayerTransitionClose02.vcd" //Heh heh, well all right! scene "scenes/Biker/PlayerTransitionClose03.vcd" //That was close! scene "scenes/Biker/PlayerTransitionClose04.vcd" //Thought we were goners (lauging) scene "scenes/Biker/PlayerTransitionClose05.vcd" //This shit ain't easy. scene "scenes/Biker/PlayerTransitionClose06.vcd" //Killin' vampires looked easier in the brochure, dinnit? } Rule PlayerTransitionCloseBiker { criteria ConceptPlayerTransition IsNotCoughing IsBiker IsNotSaidPlayerTransition IsTalk IsTalkBiker IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCloseBiker } Response PlayerWarnHeardBoomerBiker { scene "scenes/Biker/HeardBoomer01.vcd" //I hear a Boomer out there. scene "scenes/Biker/HeardBoomer02.vcd" //Careful, I hear a Boomer. scene "scenes/Biker/HeardBoomer03.vcd" //There's a Boomer around here. scene "scenes/Biker/HeardBoomer04.vcd" //Watch it, we got a Boomer. scene "scenes/Biker/HeardBoomer05.vcd" //Hear that Boomer? I'm gonna kill its ass. scene "scenes/Biker/HeardBoomer06.vcd" //I hear a Boomer. } Rule PlayerWarnHeardBoomerBiker { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsBiker IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerBiker } Response PlayerWarnHeardHunterBiker { scene "scenes/Biker/HeardHunter01.vcd" //There's a hunter out there. scene "scenes/Biker/HeardHunter02.vcd" //Careful, there's a Hunter around here. scene "scenes/Biker/HeardHunter03.vcd" //I hear a Hunter. scene "scenes/Biker/HeardHunter04.vcd" //Careful, there's a Hunter around here. scene "scenes/Biker/HeardHunter05.vcd" //Sounds like a freakin' Hunter. scene "scenes/Biker/HeardHunter06.vcd" //Hunter out there. scene "scenes/Biker/HeardHunter07.vcd" //There's a Hunter someplace around here. scene "scenes/Biker/HeardHunter08.vcd" //I hear a Hunter. COME ON OUT, WUSSY! scene "scenes/Biker/HeardHunter09.vcd" //YEAH, YOU BETTER HIDE! Sweathshirt wearin' little wuss. } Rule PlayerWarnHeardHunterBiker { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsBiker IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterBiker } Response PlayerWarnHeardSmokerBiker { scene "scenes/Biker/HeardSmoker01.vcd" //Man, there's a Smoker around here. scene "scenes/Biker/HeardSmoker02.vcd" //Smell that Smoker? scene "scenes/Biker/HeardSmoker03.vcd" //Smoker. Hear it? scene "scenes/Biker/HeardSmoker04.vcd" //I hear a smoker. scene "scenes/Biker/HeardSmoker05.vcd" //Sounds like a Smoker. scene "scenes/Biker/HeardSmoker06.vcd" //Smoker. He's gonna have to use that tongue to choke my foot out of his ass. scene "scenes/Biker/HeardSmoker07.vcd" //Sounds like a Smoker. } Rule PlayerWarnHeardSmokerBiker { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsBiker IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerBiker } Response PlayerWarnHeardWitchBiker { scene "scenes/Biker/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 0 //I hear a Witch. scene "scenes/Biker/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 0 //Witch, and she's close! scene "scenes/Biker/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 0 //There's a Witch around here. scene "scenes/Biker/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 0 //Witch, and she's close! scene "scenes/Biker/HeardWitch05.vcd" then Self PlayerKillThatLight foo:0 0 //Hear that Witch? I'm gonna give her something to cry about. scene "scenes/Biker/HeardWitch06.vcd" then Self PlayerKillThatLight foo:0 0 //Shhh, I hear a Witch. scene "scenes/Biker/HeardWitch07.vcd" then Self PlayerKillThatLight foo:0 0 //There's a Witch around here. scene "scenes/Biker/HeardWitch08.vcd" then Self PlayerKillThatLight foo:0 0 //I hear a Witch. } Rule PlayerWarnHeardWitchBiker { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsBiker IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchBiker } Response PlayerWarnMegaMobBiker { scene "scenes/Biker/Incoming02.vcd" predelay "2.5,3.5" //Holy shit, here they come! scene "scenes/Biker/Incoming04.vcd" predelay "2.5,3.5" //Incoming! scene "scenes/Biker/Incoming05.vcd" predelay "2.5,3.5" //Get ready ladies! scene "scenes/Biker/Incoming06.vcd" predelay "2.5,3.5" //INCOMING! scene "scenes/Biker/Incoming07.vcd" predelay "2.5,3.5" //This is gonna be good. scene "scenes/Biker/Incoming08.vcd" predelay "2.5,3.5" //Shit, Get ready! scene "scenes/Biker/MiniFinaleGetReady01.vcd" predelay "2.5,3.5" //Get ready! scene "scenes/Biker/MiniFinaleGetReady02.vcd" predelay "2.5,3.5" //Bring it on! scene "scenes/Biker/MiniFinaleGetReady03.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/Biker/MiniFinaleGetReady04.vcd" predelay "2.5,3.5" //They're coming! scene "scenes/Biker/ReactionNegative04.vcd" predelay "2.5,3.5" //Holy jesus. scene "scenes/Biker/ReactionNegative05.vcd" predelay "2.5,3.5" //Shit scene "scenes/Biker/ReactionNegative06.vcd" predelay "2.5,3.5" //Ah shit. scene "scenes/Biker/ReactionNegative09.vcd" predelay "2.5,3.5" //Ahhhhh. scene "scenes/Biker/ReactionNegative10.vcd" predelay "2.5,3.5" //Effin hell. scene "scenes/Biker/ViolenceAwe03.vcd" predelay "2.5,3.5" //Holy crap. scene "scenes/Biker/ViolenceAwe05.vcd" predelay "2.5,3.5" //Holy shit... scene "scenes/Biker/ViolenceAwe07.vcd" predelay "2.5,3.5" //Whoa-ho-ho, YEAH! } Rule PlayerWarnMegaMobBiker { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsBiker IsNotWarnMegaMob IsTalk IsTalkBiker IsNotSpeaking ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobBiker } Response PlayerWarnWitchAngryBiker { scene "scenes/Biker/WitchGettingAngry01.vcd" //You got a death wish? Leave that witch alone! scene "scenes/Biker/WitchGettingAngry02.vcd" //Stop spookin' the effin witch! scene "scenes/Biker/WitchGettingAngry03.vcd" //Oh shit, the witch's gettin' riled up! scene "scenes/Biker/WitchGettingAngry04.vcd" //Watch it, that witch is gettin' pissed! } Rule PlayerWarnWitchAngryBiker { criteria ConceptWitchGettingAngry IsNotCoughing IsBiker IsNotWarnAngryWitch IsTalk IsTalkBiker ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnWitchAngryBiker } Response PlayerZoeyPouncedBiker { scene "scenes/Biker/HunterZoeyPounced01.vcd" predelay ".5,1" //Hunter's got Zoey! scene "scenes/Biker/HunterZoeyPounced02.vcd" predelay ".5,1" //Hunter on Zoey! scene "scenes/Biker/HunterZoeyPounced03.vcd" predelay ".5,1" //Hey, hunter's got Zoey! } Rule PlayerZoeyPouncedBiker { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsTeenGirl IsNotSaidZoeyPounced IsBiker IsTalk IsTalkBiker ApplyContext "ZoeyPounced:1:60" applycontexttoworld Response PlayerZoeyPouncedBiker } Response SurvivorCaughtVomitBiker { scene "scenes/Biker/Generic03.vcd" odds 5 //He puked on me! scene "scenes/Biker/ReactionBoomerVomit01.vcd" // scene "scenes/Biker/ReactionBoomerVomit02.vcd" // scene "scenes/Biker/ReactionBoomerVomit03.vcd" // scene "scenes/Biker/ReactionBoomerVomit04.vcd" // scene "scenes/Biker/ReactionBoomerVomit05.vcd" // } Rule SurvivorCaughtVomitBiker { criteria ConceptPlayerVomitInFace IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorCaughtVomitBiker } Response SurvivorCoughingBiker { scene "scenes/Biker/Cough01.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough02.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough03.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough04.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough05.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough06.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough07.vcd" //[Coughing from smoke] } Rule SurvivorCoughingBiker { criteria ConceptSurvivorCoughing IsCoughing IsBiker IsTalk IsTalkBiker Response SurvivorCoughingBiker } Response SurvivorCoughingDeathBiker { scene "scenes/Biker/Cough01.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough02.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough03.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough04.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough05.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough06.vcd" //[Coughing from smoke] scene "scenes/Biker/Cough07.vcd" //[Coughing from smoke] } Rule SurvivorCoughingDeathBiker { criteria ConceptPlayerDeath IsCoughing IsBiker IsTalk IsTalkBiker Response SurvivorCoughingDeathBiker } Response SurvivorDeathBiker { scene "scenes/Biker/DeathScream01.vcd" //[Death rattle] scene "scenes/Biker/DeathScream02.vcd" //[Death rattle] scene "scenes/Biker/DeathScream03.vcd" //[Death rattle] scene "scenes/Biker/DeathScream04.vcd" //[Death rattle] scene "scenes/Biker/DeathScream05.vcd" //[Death rattle] Mama... scene "scenes/Biker/DeathScream06.vcd" //[Short quick death scream] scene "scenes/Biker/DeathScream07.vcd" //[Short quick death scream] scene "scenes/Biker/DeathScream08.vcd" //[Loud painful death scream] scene "scenes/Biker/DeathScream09.vcd" //[Loud painful death scream] scene "scenes/Biker/DeathScream10.vcd" //[Short quick death scream] } Rule SurvivorDeathBiker { criteria ConceptPlayerDeath IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorDeathBiker } Response SurvivorGrabbedByTongueBiker { scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Biker/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Biker/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Biker/GrabbedBySmoker03.vcd" //no, No, NO, NO!!! } Rule SurvivorGrabbedByTongueBiker { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorGrabbedByTongueBiker } Response SurvivorNearFinaleBiker { scene "scenes/Biker/FinaleAhead01.vcd" //We're almost there! scene "scenes/Biker/FinaleAhead02.vcd" //We're almost out of here! scene "scenes/Biker/FinaleAhead03.vcd" //Now there's a sight for sore eyes. Looks like we're gonna make it, kids. scene "scenes/Biker/FinaleAhead04.vcd" //Hey, we're almost outta this shithole. I told you I'd get you here. } Rule SurvivorNearFinaleBiker { criteria ConceptPlayerNearFinale IsNotCoughing IsBiker IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkBiker IsNotIncapacitated ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response SurvivorNearFinaleBiker } Response SurvivorTankPoundBiker { scene "scenes/Biker/TankPound01.vcd" //Get this thing off me! scene "scenes/Biker/TankPound02.vcd" //This thing's poundin the hell outta me! scene "scenes/Biker/TankPound03.vcd" //This thing's killing me! scene "scenes/Biker/TankPound04.vcd" //I gotta Tank on me! } Rule SurvivorTankPoundBiker { criteria ConceptPlayerGroundPoundedByTank IsBiker IsTalk IsTalkBiker Response SurvivorTankPoundBiker } Response SurvivorVocalizeBackUpBiker { scene "scenes/Biker/BackUp01.vcd" //BackBackBack! scene "scenes/Biker/BackUp02.vcd" //Back up! scene "scenes/Biker/BackUp03.vcd" //Back up! scene "scenes/Biker/BackUp04.vcd" //Get the hell back! scene "scenes/Biker/BackUp05.vcd" //Back it up! } Rule SurvivorVocalizeBackUpBiker { criteria ConceptPlayerBackUp IsBiker IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkBiker Response SurvivorVocalizeBackUpBiker } Response SurvivorVocalizeEmphaticGoBiker { scene "scenes/Biker/EmphaticGo01.vcd" //GET MOVING! scene "scenes/Biker/EmphaticGo02.vcd" //MOVE! scene "scenes/Biker/EmphaticGo03.vcd" //Go go go! scene "scenes/Biker/EmphaticGo04.vcd" //GO! scene "scenes/Biker/EmphaticGo05.vcd" //Get your rear in gear! scene "scenes/Biker/EmphaticGo06.vcd" //Get your rear in gear! } Rule SurvivorVocalizeEmphaticGoBiker { criteria ConceptPlayerEmphaticGo IsBiker IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkBiker Response SurvivorVocalizeEmphaticGoBiker } Response SurvivorVocalizeFollowMeBiker { scene "scenes/Biker/FollowMe01.vcd" //Come on, this way. scene "scenes/Biker/FollowMe02.vcd" //Follow me! scene "scenes/Biker/FollowMe03.vcd" //Follow me. scene "scenes/Biker/FollowMe04.vcd" //This way. scene "scenes/Biker/FollowMe05.vcd" //This way. scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me. scene "scenes/Biker/FollowMe07.vcd" //I got the lead. scene "scenes/Biker/FollowMe09.vcd" //This way, kids. } Rule SurvivorVocalizeFollowMeBiker { criteria ConceptPlayerFollowMe IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorVocalizeFollowMeBiker } Response SurvivorVocalizeGoingToDieBiker { scene "scenes/Biker/GoingToDie01.vcd" //I don't feel so good. scene "scenes/Biker/GoingToDie03.vcd" //Man, I feel like you guys look. scene "scenes/Biker/GoingToDie04.vcd" //I've, I've felt better. scene "scenes/Biker/GoingToDie05.vcd" //This is turning into one of those days scene "scenes/Biker/GoingToDie06.vcd" //I have definitely felt better. scene "scenes/Biker/GoingToDie08.vcd" //Even my ass hurts. scene "scenes/Biker/GoingToDie09.vcd" //This is startin' to get to me. scene "scenes/Biker/GoingToDie11.vcd" //I don't wanna sound like a sissy, but I'm hurt bad. scene "scenes/Biker/GoingToDie12.vcd" //I think I'm pretty screwed up. scene "scenes/Biker/GoingToDie13.vcd" //I'm hurtin'. scene "scenes/Biker/GoingToDie14.vcd" //Damnit, I am messed up. scene "scenes/Biker/GoingToDie15.vcd" //Shit, this just hurts. scene "scenes/Biker/GoingToDie16.vcd" //Oooh mama, this hurts. scene "scenes/Biker/GoingToDie17.vcd" //I feel terrible. scene "scenes/Biker/GoingToDie18.vcd" //God, I feel awful. scene "scenes/Biker/GoingToDie19.vcd" //I think I'm gonna puke. scene "scenes/Biker/GoingToDie20.vcd" odds 2 //I'm feelin' pretty shitty and a little woozy, the woozy is kinda fun scene "scenes/Biker/GoingToDie22.vcd" //Shit, I just hurt. scene "scenes/Biker/GoingToDie23.vcd" //I feel like shit. scene "scenes/Biker/GoingToDie24.vcd" //I ain't doing so good. scene "scenes/Biker/GoingToDie25.vcd" //I feel pretty crappy. scene "scenes/Biker/GoingToDie26.vcd" odds 2 //I feel like guys look after I've punched them in the face scene "scenes/Biker/GoingToDieLight01.vcd" //[loud exhale] Shit... [blows air through pursed lips] scene "scenes/Biker/GoingToDieLight04.vcd" //Ah christ this hurts like hell. scene "scenes/Biker/GoingToDieLight07.vcd" //Goddammit, this hurts. scene "scenes/Biker/GoingToDieLight13.vcd" //Ah man, somethin' don't feel right scene "scenes/Biker/GoingToDieLight14.vcd" //This [cough] hurts. scene "scenes/Biker/GoingToDieLight15.vcd" //I'm pretty hosed. scene "scenes/Biker/GoingToDieLight16.vcd" odds 1 //Killed by vampires. What a goddamn disgrace. } Rule SurvivorVocalizeGoingToDieBiker { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotComplainBlock ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDieBiker } Response SurvivorVocalizeGoingToDie3Biker { scene "scenes/Biker/GoingToDie02.vcd" //I don't, I don't know if I am going to make it. scene "scenes/Biker/GoingToDie07.vcd" //I need to get patched up. scene "scenes/Biker/GoingToDie10.vcd" //I ain't gonna make it much further. scene "scenes/Biker/GoingToDie21.vcd" //Sheeet, I ain't gonna make it. scene "scenes/Biker/GoingToDieLight11.vcd" odds 2 then Manager VampiresBeata foo:0 0 //I ain't gonna let these goddamn vampires beat me. } Rule SurvivorVocalizeGoingToDie3Biker { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsOnThirdStrike IsTalk IsTalkBiker IsNotComplainBlock ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDie3Biker } Response SurvivorVocalizeGoingToDieAloneBiker { scene "scenes/Biker/NervousHumming01.vcd" //[Not-So-Nervous Humming] scene "scenes/Biker/NervousHumming02.vcd" //[Not-So-Nervous Humming] scene "scenes/Biker/NervousHumming03.vcd" //[Not-So-Nervous Humming] scene "scenes/Biker/NervousHumming04.vcd" //[Not-So-Nervous Humming] scene "scenes/Biker/NervousHumming05.vcd" //[Not-So-Nervous Humming] scene "scenes/Biker/NervousHumming06.vcd" //[Not-So-Nervous Humming] scene "scenes/Biker/NervousHumming07.vcd" //[Not-So-Nervous Humming with lame zombie lyrics] } Rule SurvivorVocalizeGoingToDieAloneBiker { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkBiker ApplyContext "SaidNervous:1:0" Response SurvivorVocalizeGoingToDieAloneBiker } Response SurvivorVocalizeLookOutBiker { scene "scenes/Biker/LookOut01.vcd" //Look out! scene "scenes/Biker/LookOut02.vcd" //Look out! scene "scenes/Biker/LookOut03.vcd" //Watch out! scene "scenes/Biker/LookOut04.vcd" //Watch out! scene "scenes/Biker/LookOut05.vcd" //Watch your ass! scene "scenes/Biker/LookOut06.vcd" //Heads up! } Rule SurvivorVocalizeLookOutBiker { criteria ConceptPlayerLookOut IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorVocalizeLookOutBiker } Response SurvivorVocalizeThisWayBiker { scene "scenes/Biker/FollowMe01.vcd" //Come on, this way. scene "scenes/Biker/FollowMe02.vcd" //Follow me! scene "scenes/Biker/FollowMe03.vcd" //Follow me. scene "scenes/Biker/FollowMe04.vcd" //This way. scene "scenes/Biker/FollowMe05.vcd" //This way. scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me. scene "scenes/Biker/FollowMe07.vcd" //I got the lead. scene "scenes/Biker/FollowMe09.vcd" //This way, kids. } Rule SurvivorVocalizeThisWayBiker { criteria ConceptPlayerThisWay IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorVocalizeThisWayBiker } Response SurvivorVocalizeWaitHereBiker { scene "scenes/Biker/WaitHere01.vcd" //Everyone stop! scene "scenes/Biker/WaitHere02.vcd" //Stop for a second! scene "scenes/Biker/WaitHere04.vcd" //Hold up a minute! scene "scenes/Biker/WaitHere05.vcd" //Hold up! scene "scenes/Biker/WaitHere06.vcd" //Everyone stop! scene "scenes/Biker/WaitHere07.vcd" //Hold up - I'm tired of runnin from these pussies. scene "scenes/Biker/WaitHere08.vcd" //Park your ass for a sec. } Rule SurvivorVocalizeWaitHereBiker { criteria ConceptPlayerWaitHere IsNotCoughing IsBiker IsTalk IsTalkBiker Response SurvivorVocalizeWaitHereBiker } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Danger //-------------------------------------------------------------------------------------------------------------- Response PlayerLedgeHangEndBiker { scene "scenes/Biker/LedgeHangEnd01.vcd" //I'M SLIPPING! PULL ME UP! scene "scenes/Biker/LedgeHangEnd02.vcd" //GET OVER HERE OR I'M GONNA FALL! scene "scenes/Biker/LedgeHangEnd03.vcd" //I CAN'T HOLD ON - I'M GONNA FALL! scene "scenes/Biker/LedgeHangEnd04.vcd" //SHIT...I'M GONNA FALL! scene "scenes/Biker/LedgeHangEnd05.vcd" //I'M GONNA FALL! scene "scenes/Biker/LedgeHangEnd06.vcd" //I CAN'T HOLD ON! } Rule PlayerLedgeHangEndBiker { criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerLedgeHangEndBiker } Response PlayerLedgeHangMiddleBiker { scene "scenes/Biker/LedgeHangMiddle01.vcd" //Okay, joke's over, get your ass over here and pull me up! scene "scenes/Biker/LedgeHangMiddle02.vcd" //Someone pull me up already! scene "scenes/Biker/LedgeHangMiddle03.vcd" //I ain't gonna last hanging here much longer. scene "scenes/Biker/LedgeHangMiddle04.vcd" //I'm not screwing around, I really need some help over here! scene "scenes/Biker/LedgeHangMiddle05.vcd" //For chrissake, pull me up already. } Rule PlayerLedgeHangMiddleBiker { criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerLedgeHangMiddleBiker } Response PlayerLedgeHangStartBiker { scene "scenes/Biker/LedgeHangStart01.vcd" //Hey, I could use a hand. scene "scenes/Biker/LedgeHangStart02.vcd" //Get your ass over here and help me up. scene "scenes/Biker/LedgeHangStart03.vcd" //Someone want to help me out here? scene "scenes/Biker/LedgeHangStart04.vcd" //Hello. I could use a hand. scene "scenes/Biker/LedgeHangStart05.vcd" //Someone wannna give me a hand? scene "scenes/Biker/LedgeHangStart06.vcd" //I'm hanging here. scene "scenes/Biker/LedgeHangStart07.vcd" //I ain't hangin' here for fun, get over here and help me. scene "scenes/Biker/LedgeHangStart08.vcd" //Hey, I really need a hand. scene "scenes/Biker/LedgeHangStart09.vcd" //Could use a hand here. } Rule PlayerLedgeHangStartBiker { criteria ConceptPlayerLedgeHangStart IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerLedgeHangStartBiker } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Death //-------------------------------------------------------------------------------------------------------------- Response DoubleDeath2Biker { scene "scenes/Biker/DoubleDeathResponse02.vcd" predelay ".5,1.25" //Just two of us left. Shit. } Rule DoubleDeath2Biker { criteria ConceptDeath2Left IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent ApplyContext "SaidSomeoneDiedDouble2:1:10" applycontexttoworld Response DoubleDeath2Biker } Response SurvivorDiedBillBiker { scene "scenes/Biker/NameBill01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/Biker/NameBill02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Billllll! (loud) } Rule SurvivorDiedBillBiker { criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkBiker ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedBillBiker } Response SurvivorDiedLouisBiker { scene "scenes/Biker/NameLouis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud) scene "scenes/Biker/NameLouis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louissss! (loud) } Rule SurvivorDiedLouisBiker { criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkBiker ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedLouisBiker } Response SurvivorDiedZoeyBiker { scene "scenes/Biker/NameZoey01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoey! (loud) scene "scenes/Biker/NameZoey02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoeyyyyy! (loud) } Rule SurvivorDiedZoeyBiker { criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkBiker ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedZoeyBiker } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response PickupAutoShotgunGroovyLouisBiker { scene "scenes/Biker/Generic63.vcd" then Manager TakeShotgunGroovyLouis foo:0 0 //Groovy. } Rule PickupAutoShotgunGroovyLouisBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun ChanceToFire90Percent IsTalk IsTalkBiker IsManagerNear400 NotInCombat ChanceToFire10Percent ApplyContext "BikerPickedUpItem:1:30" Response PickupAutoShotgunGroovyLouisBiker } Response PickupAutoShotgunGroovyZoeyBiker { scene "scenes/Biker/Generic63.vcd" then TeenGirl TakeShotgunGroovyZoey foo:0 0 //Groovy. } Rule PickupAutoShotgunGroovyZoeyBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun ChanceToFire90Percent IsTalk IsTalkBiker IsTeenGirlNear400 NotInCombat ChanceToFire10Percent ApplyContext "BikerPickedUpItem:1:30" Response PickupAutoShotgunGroovyZoeyBiker } Response SurvivorPickupAutoShotgunBiker { scene "scenes/Biker/TakeAutoShotgun01.vcd" //Got an auto shotgun. scene "scenes/Biker/TakeAutoShotgun02.vcd" //Come to daddy my sweet shotgun. scene "scenes/Biker/TakeAutoShotgun03.vcd" //Now this is a shotgun I can love. scene "scenes/Biker/TakeAutoShotgun04.vcd" //Those bastards think they're sick now, wait'll they get a taste of this. scene "scenes/Biker/TakeAutoShotgun05.vcd" //Got an auto shotgun. scene "scenes/Biker/TakeAutoShotgun06.vcd" //Come to daddy my sweet shotgun. scene "scenes/Biker/TakeAutoShotgun07.vcd" //Now this is a shotgun I can love. scene "scenes/Biker/TakeAutoShotgun08.vcd" //Huh, this shotgun is more my style. } Rule SurvivorPickupAutoShotgunBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupAutoShotgunBiker } Response SurvivorPickupFirstAidKitBiker { scene "scenes/Biker/TakeFirstAid01.vcd" //Ho oh, some first aid. scene "scenes/Biker/TakeFirstAid02.vcd" //Grabbing First Aid. scene "scenes/Biker/TakeFirstAid03.vcd" //Grabbing First Aid. scene "scenes/Biker/TakeFirstAid04.vcd" //Might need these. } Rule SurvivorPickupFirstAidKitBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupFirstAidKitBiker } Response SurvivorPickupHuntingRifleBiker { scene "scenes/Biker/TakeSniper01.vcd" //A hunting rifle. Nice. scene "scenes/Biker/TakeSniper02.vcd" //Now that is a sweet ass scope. } Rule SurvivorPickupHuntingRifleBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupHuntingRifleBiker } Response SurvivorPickupMolotovBiker { scene "scenes/Biker/TakeMolotov01.vcd" //Allright, cocktails! [to self] scene "scenes/Biker/TakeMolotov02.vcd" //Grabbing a Molotov. [to self] scene "scenes/Biker/TakeMolotov03.vcd" //Fire! (to self) } Rule SurvivorPickupMolotovBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupMolotovBiker } Response SurvivorPickupPainPillsBiker { scene "scenes/Biker/TakePills01.vcd" //Might need these. scene "scenes/Biker/TakePills02.vcd" //Grabbing pills scene "scenes/Biker/TakePills03.vcd" //Hey, a little pick me up. } Rule SurvivorPickupPainPillsBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupPainPillsBiker } Response SurvivorPickupPipeBombBiker { scene "scenes/Biker/TakePipeBomb01.vcd" //Ah great, homemade explosives. scene "scenes/Biker/TakePipeBomb02.vcd" //Grabbing a pipe bomb. scene "scenes/Biker/TakePipeBomb03.vcd" //Grabbing a pipe bomb. scene "scenes/Biker/TakePipeBomb04.vcd" //This'll blow some shit up. scene "scenes/Biker/TakePipeBomb05.vcd" //This'll blow the crap outta something. } Rule SurvivorPickupPipeBombBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupPipeBombBiker } Response SurvivorPickupPumpShotgunBiker { scene "scenes/Biker/TakeShotgun01.vcd" //Shotgun! Allright folks, I'm on crowd control. scene "scenes/Biker/TakeShotgun02.vcd" //Grabbing a shotgun. scene "scenes/Biker/TakeShotgun03.vcd" //Grabbing a shotgun. scene "scenes/Biker/TakeShotgun04.vcd" //I'll take this room sweeper. } Rule SurvivorPickupPumpShotgunBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupPumpShotgunBiker } Response SurvivorPickupRifleBiker { scene "scenes/Biker/TakeAssaultRifle01.vcd" //This oughtta put the fear a' God into 'em. scene "scenes/Biker/TakeAssaultRifle02.vcd" //Gonna rack some up with this assault rifle. scene "scenes/Biker/TakeAssaultRifle03.vcd" //This assault rifle should help. scene "scenes/Biker/TakeAssaultRifle04.vcd" //This assault rifle should help. scene "scenes/Biker/TakeAssaultRifle05.vcd" //I'm grabbing this rifle. scene "scenes/Biker/TakeAssaultRifle06.vcd" //This oughtta put the fear a' God into 'em. scene "scenes/Biker/TakeAssaultRifle07.vcd" //Gonna rack some up with this assault rifle. scene "scenes/Biker/TakeAssaultRifle08.vcd" //This assault rifle should help. } Rule SurvivorPickupRifleBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupRifleBiker } Response SurvivorPickupSecondPistolBiker { scene "scenes/Biker/TakePistol01.vcd" //A little double pistol action. scene "scenes/Biker/TakePistol02.vcd" //I'm taking an extra pistol. scene "scenes/Biker/TakePistol03.vcd" //Double my fun. scene "scenes/Biker/TakePistol04.vcd" //Two pistols. Hell yeah. } Rule SurvivorPickupSecondPistolBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupSecondPistolBiker } Response SurvivorPickupSMGBiker { scene "scenes/Biker/TakeSubMachineGun01.vcd" //Full auto - right on. scene "scenes/Biker/TakeSubMachineGun02.vcd" //Whoah, full auto. Everybody stand back. scene "scenes/Biker/TakeSubMachineGun03.vcd" //Grabbing a machinegun } Rule SurvivorPickupSMGBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupSMGBiker } Response TakeShotgunGroovyBikerLaugh { scene "scenes/Biker/Generic64.vcd" //What's so funny? It is groovy. } Rule TakeShotgunGroovyBikerLaugh { criteria ConceptTakeShotgunGroovy2BikerLaugh IsBiker IsTalk IsTalkBiker NotInCombat ChanceToFire30Percent Response TakeShotgunGroovyBikerLaugh } Response TakeShotgunGroovyZoey2Biker { scene "scenes/Biker/GenericResponses09.vcd" //Allright, then, let's do it. scene "scenes/Biker/ReactionPositive08.vcd" //Yeah! scene "scenes/Biker/SafeSpotAheadReaction07.vcd" //A-frickin'-men. } Rule TakeShotgunGroovyZoey2Biker { criteria ConceptTakeShotgunGroovyZoey2Biker IsBiker IsTalk IsTalkBiker NotInCombat Response TakeShotgunGroovyZoey2Biker } Rule SurvivorPickupAutoShotgunAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupAutoShotgunBiker } Rule SurvivorPickupFirstAidKitAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupFirstAidKitBiker } Rule SurvivorPickupHuntingRifleAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupHuntingRifleBiker } Rule SurvivorPickupMolotovAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupMolotovBiker } Rule SurvivorPickupPainPillsAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupPainPillsBiker } Rule SurvivorPickupPipeBombAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupPipeBombBiker } Rule SurvivorPickupPumpShotgunAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupPumpShotgunBiker } Rule SurvivorPickupRifleAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupRifleBiker } Rule SurvivorPickupSecondPistolBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupSecondPistolBiker } Rule SurvivorPickupSMGAlwaysBiker { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupSMGBiker } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerGettingRevivedBiker { scene "scenes/Biker/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm okay. scene "scenes/Biker/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 0 //No, no, I'm allright. scene "scenes/Biker/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan] scene "scenes/Biker/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 0 //Hell if I know. scene "scenes/Biker/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 0 //Ah, hey, is this my blood? scene "scenes/Biker/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan2] scene "scenes/Biker/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll make it. scene "scenes/Biker/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll live, I'll live. scene "scenes/Biker/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 0 //Uh, how's my face? scene "scenes/Biker/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 0 //I've been better. scene "scenes/Biker/GettingRevived13.vcd" then From ReviveFriendDownFinal foo:0 0 //Shit. I hope I don't NEED all that blood. scene "scenes/Biker/GettingRevived14.vcd" then From ReviveFriendDownFinal foo:0 0 //Good thing I'm indestructible. scene "scenes/Biker/GettingRevived15.vcd" then From ReviveFriendDownFinal foo:0 0 //You... should see the other hundred guys. scene "scenes/Biker/GettingRevived16.vcd" then From ReviveFriendDownFinal foo:0 0 //You think they'll call us heroes someday? } Rule PlayerGettingRevivedBiker { criteria ConceptReviveFriendDown IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerGettingRevivedBiker } Response PlayerHealOtherBiker { scene "scenes/Biker/HealOther01.vcd" //Lemme patch you up. scene "scenes/Biker/HealOther02.vcd" //Hold on, lemme patch you up. scene "scenes/Biker/HealOther03.vcd" //Stand still, I'm gonna fix ya. scene "scenes/Biker/HealOther04.vcd" //Don't move, I'm healin' ya. scene "scenes/Biker/HealOther05.vcd" //C'mon. lemme heal ya up. scene "scenes/Biker/HealOther06.vcd" //Quit fidgitin' and let me heal ya. scene "scenes/Biker/HealOther07.vcd" //Goddamit, quit fussin and let me heal ya. } Rule PlayerHealOtherBiker { criteria ConceptPlayerHealingOther IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerHealOtherBiker } Response PlayerHealOtherCombatBiker { scene "scenes/Biker/HealOtherCombat01.vcd" //Hold on! Hold on! scene "scenes/Biker/HealOtherCombat02.vcd" //Hold on! I'm gonna patch ya up! scene "scenes/Biker/HealOtherCombat03.vcd" //Don't move, I'm healin ya! scene "scenes/Biker/HealOtherCombat04.vcd" //Don't go nowhere, I gotta heal ya. scene "scenes/Biker/HealOtherCombat05.vcd" //Lemme heal ya! scene "scenes/Biker/HealOtherCombat06.vcd" //Hang on. I got ya! scene "scenes/Biker/HealOtherCombat07.vcd" //Stand still, I'm healin' ya! } Rule PlayerHealOtherCombatBiker { criteria ConceptPlayerHealingOther IsNotCoughing IsBiker IsTalk IsTalkBiker InCombat Response PlayerHealOtherCombatBiker } Response PlayerLedgeSaveBiker { scene "scenes/Biker/LedgeSave01.vcd" //Come on, don't worry, I gotcha. Up you go. scene "scenes/Biker/LedgeSave02.vcd" //You think I was gonna let you just hang around all day? Get your ass up here. scene "scenes/Biker/LedgeSave03.vcd" //You think I was gonna let you just hang around all day? Get your ass up here. scene "scenes/Biker/LedgeSave04.vcd" //Come on, don't worry, I gotcha. Up you go. scene "scenes/Biker/LedgeSave05.vcd" //You ain't gonna fall, I gotcha. Quit blubberin' ya little baby, now get your ass back up here. scene "scenes/Biker/LedgeSave06.vcd" //You ain't gonna fall, I gotcha. Get yer ass up here! scene "scenes/Biker/LedgeSave07.vcd" //You ain't gonna fall, I gotcha. Quit blubberin and get back up here. } Rule PlayerLedgeSaveBiker { criteria ConceptPlayerLedgeSave IsNotCoughing IsBiker IsTalk IsTalkBiker Response PlayerLedgeSaveBiker } Response PlayerReviveFriendBiker { scene "scenes/Biker/ReviveFriend01.vcd" //Hang on, hang on, I'm here. Relax, I gotcha. Get up. Get up now. We gotta move. scene "scenes/Biker/ReviveFriend02.vcd" //Woah, I thought you were hosed for sure, but I think I can get you back on your feet. scene "scenes/Biker/ReviveFriend03.vcd" //Come on, lazy - can't have ya laying around all day. We gotta get moving. Let me get you up. scene "scenes/Biker/ReviveFriend04.vcd" //You look like shit, but I think I can get you up on your feet enough to keep moving. scene "scenes/Biker/ReviveFriend05.vcd" odds 2 //C'mon, let's get you on your feet. You look pretty messed up, but that might help you out a little if you know what I mean. scene "scenes/Biker/ReviveFriend06.vcd" //Don't worry, don't worry, we all go down sometime. Lemme get you up. scene "scenes/Biker/ReviveFriend07.vcd" //Didn't think you were gettin' back up. } Rule PlayerReviveFriendBiker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendBiker } Response PlayerReviveFriendCriticalBiker { scene "scenes/Biker/ReviveCriticalFriend01.vcd" //I gotcha, I gotcha. Man, you took a real beatin'. We gotta find you some first aid, cuz you go down like this again and it's over. scene "scenes/Biker/ReviveCriticalFriend02.vcd" //No worries - I gotcha, I gotcha. Man, you took a real beatin'. We gotta find you some first aid, cuz you go down like this again and it's over. scene "scenes/Biker/ReviveCriticalFriend03.vcd" //Okay, okay. Come on. Man, you are on death's door. We gotta get you some first aid, cuz you go down like this again and it's over. scene "scenes/Biker/ReviveCriticalFriend04.vcd" //Ah shit, I can't lie, you are messed up bad. We gotta get you some first aid, cuz you go down like this again and it's over. scene "scenes/Biker/ReviveCriticalFriend05.vcd" //I can help you up, but you ain't gonna last. We gotta get you some first aid, cuz you go down like this again and it's over. scene "scenes/Biker/ReviveCriticalFriend06.vcd" //Okay, let's get you - Oh, man, they really tore you up. We gotta get you some first aid, cuz you go down like this again and it's over. scene "scenes/Biker/ReviveCriticalFriend07.vcd" //I can get you up, but oh shit, We gotta get you some first aid, cuz you go down like this again and it's over. scene "scenes/Biker/ReviveCriticalFriend08.vcd" //Relax, I gotcha. But, shit, we gotta get you some first aid, cuz you go down like this again and it's over. } Rule PlayerReviveFriendCriticalBiker { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalBiker } Response PlayerReviveFriendLoudBiker { scene "scenes/Biker/ReviveFriendLoud01.vcd" //Hold on. I'm gonna get you up! scene "scenes/Biker/ReviveFriendLoud10.vcd" //Come on, come on! Get up! scene "scenes/Biker/ReviveFriendLoud11.vcd" //Get your ass up, let's go! scene "scenes/Biker/ReviveFriendLoud12.vcd" //Come on, come on! Get up! } Rule PlayerReviveFriendLoudBiker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudBiker } Response PlayerReviveFriendLoudBillBiker { scene "scenes/Biker/ReviveFriendLoud02.vcd" //Get the hell up, Bill! scene "scenes/Biker/ReviveFriendLoud04.vcd" //C'mon Bill, get up! scene "scenes/Biker/ReviveFriendLoud08.vcd" //I ain't gonna carry you, Bill. Get the hell up! scene "scenes/Biker/ReviveFriendLoud09.vcd" //Let's go, Bill. Up an' at 'em! } Rule PlayerReviveFriendLoudBillBiker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsNamVet ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendLoudBillBiker } Response PlayerReviveFriendLoudLouisBiker { scene "scenes/Biker/ReviveFriendLoud05.vcd" //Get up, Louis! scene "scenes/Biker/ReviveFriendLoud07.vcd" //Let's go, Louis. Get up! } Rule PlayerReviveFriendLoudLouisBiker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsManager ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendLoudLouisBiker } Response PlayerReviveFriendLoudZoeyBiker { scene "scenes/Biker/ReviveFriendLoud03.vcd" //Zoey, let's go, get up! scene "scenes/Biker/ReviveFriendLoud06.vcd" //C'mon Zoey, get the hell up! } Rule PlayerReviveFriendLoudZoeyBiker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsTeenGirl ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendLoudZoeyBiker } Response PlayerReviveFriendShortBiker { scene "scenes/Biker/ReviveFriendB01.vcd" //Up and at 'em. scene "scenes/Biker/ReviveFriendB02.vcd" //Come on up! scene "scenes/Biker/ReviveFriendB03.vcd" //Up ya go. scene "scenes/Biker/ReviveFriendB04.vcd" //You'll be okay. scene "scenes/Biker/ReviveFriendB05.vcd" //I got ya. scene "scenes/Biker/ReviveFriendB06.vcd" //Up we go. scene "scenes/Biker/ReviveFriendB07.vcd" //Hell, you're fine. scene "scenes/Biker/ReviveFriendB08.vcd" //It don't look bad. scene "scenes/Biker/ReviveFriendB09.vcd" //Come on up. scene "scenes/Biker/ReviveFriendB10.vcd" //Let's move! scene "scenes/Biker/ReviveFriendB11.vcd" //You're fine. } Rule PlayerReviveFriendShortBiker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker IsReviveTalk ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendShortBiker } Rule PlayerLedgeSaveCriticalBiker { criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsBiker IsTalk IsTalkBiker ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalBiker } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - ZRescue //-------------------------------------------------------------------------------------------------------------- Rule PlayerReviveFriendLoud2Biker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudBiker } Rule PlayerReviveFriendLoudBill2Biker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalkBiker SubjectIsNamVet ChanceToFire15Percent ApplyContext "ReviveTalk:1:5,Talk:1:4" Response PlayerReviveFriendLoudBillBiker } Rule PlayerReviveFriendLoudCritBiker { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker IntensityHigh ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudBiker } Rule PlayerReviveFriendLoudLouis2Biker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker SubjectIsManager ChanceToFire15Percent ApplyContext "ReviveTalk:1:5,Talk:1:4" Response PlayerReviveFriendLoudLouisBiker } Rule PlayerReviveFriendLoudZoey2Biker { criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker SubjectIsTeenGirl ChanceToFire15Percent ApplyContext "ReviveTalk:1:5,Talk:1:4" Response PlayerReviveFriendLoudZoeyBiker } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo //-------------------------------------------------------------------------------------------------------------- Response PlayerAirportIntroBiker { scene "scenes/Biker/WorldAirport0102.vcd" //Working plane means working airport. I say we head there. scene "scenes/Biker/WorldAirport0104.vcd" //That plane's headed right for the airport. I say we head there too. scene "scenes/Biker/WorldAirport0106.vcd" then TeenGirl IntroAirport01zb foo:0 0 //I sure as hell wouldn't mind flyin' outta here. Let's head to the airport. scene "scenes/Biker/WorldAirport0107.vcd" //That plane's headed for the airport and the airport ain't far from here. If nobody's got a better idea, I say we head for the airport too. scene "scenes/Biker/WorldAirport0114.vcd" then TeenGirl IntroAirport01zb foo:0 0 //That plane's headed right for the airport. I say we head there too. } Rule PlayerAirportIntroBiker { criteria ConceptIntroAirport IsBiker ApplyContext "talk:1:10" applycontexttoworld Response PlayerAirportIntroBiker } Response PlayerAirportIntrobcBiker { scene "scenes/Biker/WorldAirport0513.vcd" //I hate planes. } Rule PlayerAirportIntrobcBiker { criteria ConceptIntroAirport01bc IsBiker ApplyContext "talk:1:3" applycontexttoworld Response PlayerAirportIntrobcBiker } Response PlayerAirportIntrofbBiker { scene "scenes/Biker/WorldAirport0102.vcd" //Working plane means working airport. I say we head there. } Rule PlayerAirportIntrofbBiker { criteria ConceptIntroAirport01fb IsBiker ApplyContext "talk:1:6" applycontexttoworld Response PlayerAirportIntrofbBiker } Response PlayerFarmHouseIntroBiker { scene "scenes/Biker/WorldFarmHouseIntro01.vcd" then any IntroFarm4 foo:0 0.05 //I heard the military's got a safe zone north of here. We just gotta follow the train tracks. scene "scenes/Biker/WorldFarmHouseIntro05.vcd" then any IntroFarm4 foo:0 0.05 //We ain't gonna survive on our own forever. I heard the military's got a safe zone north of here. We just gotta follow the train tracks. } Rule PlayerFarmHouseIntroBiker { criteria ConceptIntroFarm IsBiker ApplyContext "talk:1:10" applycontexttoworld Response PlayerFarmHouseIntroBiker } Response PlayerFarmHouseIntro2Biker { scene "scenes/Biker/WorldFarmHouseIntro03.vcd" then NamVet IntroFarm3 foo:0 0.05 //Yeah, I heard that, too. } Rule PlayerFarmHouseIntro2Biker { criteria ConceptIntroFarm2 IsBiker ChanceToFire70Percent ApplyContext "talk:1:3" applycontexttoworld Response PlayerFarmHouseIntro2Biker } Response PlayerHospitalIntro02Biker { scene "scenes/Biker/WorldHospital0201.vcd" //I hate subways. } Rule PlayerHospitalIntro02Biker { criteria ConceptIntroHospital02 IsBiker ApplyContext "talk:1:5" applycontexttoworld Response PlayerHospitalIntro02Biker } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Heal //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeHealBiker { scene "scenes/Biker/CoverMe01.vcd" predelay ".2,.5" //Cover me! scene "scenes/Biker/CoverMe02.vcd" predelay ".2,.5" //Get my back. scene "scenes/Biker/CoverMe03.vcd" predelay ".2,.5" //Watch my back scene "scenes/Biker/CoverMe04.vcd" predelay ".2,.5" //Cover me! scene "scenes/Biker/CoverMe05.vcd" predelay ".2,.5" //Get my back. scene "scenes/Biker/CoverMe06.vcd" predelay ".2,.5" //Watch my back scene "scenes/Biker/CoverMe08.vcd" predelay ".2,.5"odds 2 //Watch my back! But don't stare at my ass. scene "scenes/Biker/CoverMe09.vcd" predelay ".2,.5"odds 5 //Watch my back! But don't stare at my ass. scene "scenes/Biker/CoverMe10.vcd" predelay ".2,.5" //Cover my ass. scene "scenes/Biker/CoverMe11.vcd" predelay ".2,.5" //Healing, cover me. scene "scenes/Biker/CoverMe12.vcd" predelay ".2,.5" //Wait up, I'm healing. scene "scenes/Biker/CoverMe13.vcd" predelay ".2,.5" //Hold on, gotta heal. scene "scenes/Biker/CoverMe14.vcd" predelay ".2,.5" //I'm healing. } Rule PlayerCoverMeHealBiker { criteria ConceptPlayerHealing IsNotCoughing IsBiker IsNotAskedForCoverBiker IsTalk IsTalkBiker IsNotAlone ApplyContext "BikerAskForCover:1:30" Response PlayerCoverMeHealBiker } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedRifleAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedRifleAutoBiker2 { criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedRifleAutoBiker2 } Response SurvivorSpottedShotgunAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedShotgunAutoBiker2 { criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedShotgunAutoBiker2 } Response SurvivorSpottedSMGAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedSMGAutoBiker2 { criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSMGAutoBiker2 } Response SurvivorSpottedSniperRifleAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedSniperRifleAutoBiker2 { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSniperRifleAutoBiker2 } Response SurvivorSpottedWeaponBiker { scene "scenes/Biker/SpotWeapons02.vcd" //Weapon's over here! scene "scenes/Biker/SpotWeapons03.vcd" //Buncha guns over here! scene "scenes/Biker/SpotWeapons04.vcd" //Weapon's over here! scene "scenes/Biker/SpotWeapons05.vcd" //We got weapons over here. } Rule SurvivorSpottedWeaponBiker { criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Response SurvivorSpottedWeaponAShotgunAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedWeaponAShotgunAutoBiker2 { criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponAShotgunAutoBiker2 } Response SurvivorSpottedWeaponPistolAutoBiker { scene "scenes/Biker/SpotWeapons01.vcd" //Weapons here! } Rule SurvivorSpottedWeaponPistolAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsSecondPistol IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoBiker } Response SurvivorSpottedWeaponPistolAutoBiker2 { scene "scenes/Biker/NiceJob17.vcd" //Cool. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Biker/ReactionPositive04.vcd" //Cool scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool. scene "scenes/Biker/Yes01.vcd" //Yes. scene "scenes/Biker/Yes04.vcd" //Yeah. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy. } Rule SurvivorSpottedWeaponPistolAutoBiker2 { criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoBiker2 } Rule SurvivorSpottedRifleBiker { criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedRifleAutoBiker { criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedShotgunBiker { criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedShotgunAutoBiker { criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedSMGBiker { criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedSMGAutoBiker { criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedSniperRifleBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsSniper_military ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedSniperRifleAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsSniper_military IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedWeaponBiker { criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedWeaponAShotgunAutoBiker { criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedShotgun_spasBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsShotgun_spas IsWorldTalkBiker _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedShotgun_spasAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsShotgun_spas IsWorldTalkBiker ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedRifle_desertBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsRifle_desert IsWorldTalkBiker ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedRifle_desertAutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_desert IsWorldTalkBiker _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } //-------------------------------------------------------------------------------------------------------------- // Added / Fixed //-------------------------------------------------------------------------------------------------------------- Response PlayerRelaxedSighBiker { scene "scenes/Biker/PainReliefSigh02.vcd" //ah scene "scenes/Biker/PainReliefSigh03.vcd" //ah scene "scenes/Biker/PainReliefSigh04.vcd" //ohh } Rule PlayerRelaxedSighBiker { criteria ConceptRelaxedSigh IsBiker IsTalk IsTalkBiker IsWorldTalkBiker Response PlayerRelaxedSighBiker } Response PlayerUseAdrenalineBiker { scene "scenes/Biker/PainReliefSigh05.vcd" predelay "1.2" //ohh scene "scenes/Biker/Hurrah11.vcd" predelay "1.2" //YEAAH! scene "scenes/Biker/ReactionPositive11.vcd" predelay "1.2" //Alllll RIGHT! } Rule PlayerUseAdrenalineBiker { criteria ConceptUseAdrenaline IsBiker IsTalk IsTalkBiker IsWorldTalkBiker Response PlayerUseAdrenalineBiker } Response PlayerUsingDefibrillatorBiker { scene "scenes/Biker/AreaClear01.vcd" //Clear! scene "scenes/Biker/ReactionNegative03.vcd" //Damn... scene "scenes/Biker/Hurryup09.vcd" //COME ON, let's GO! } Rule PlayerUsingDefibrillatorBiker { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsBiker IsTalk IsTalkBiker IsWorldTalkBiker Response PlayerUsingDefibrillatorBiker } Response PlayerRevivedByDefibrillatorBiker { scene "scenes/Biker/GettingRevived03.vcd" //[gasp for breath] scene "scenes/Biker/GettingRevived06.vcd" //[gasp for breath] scene "scenes/Biker/ReactionStartled04.vcd" //WHAT THE-- scene "scenes/Biker/HurtMajor07.vcd" //AAHHH! } Rule PlayerRevivedByDefibrillatorBiker { criteria ConceptRevivedByDefibrillator IsNotCoughing IsBiker ApplyContext "TalkBiker:1:3" applycontexttoworld Response PlayerRevivedByDefibrillatorBiker } Response PlayerRevivedByDefibrillator2Biker { scene "scenes/Biker/Hurrah01.vcd" predelay ".5,1.5" //ALLL RIGHHT! scene "scenes/Biker/ViolenceAwe04.vcd" predelay ".5,1.5" //Holy shitt... scene "scenes/Biker/ViolenceAwe07.vcd" predelay ".5,1.5" //Whoa. YEAH! scene "scenes/Biker/ToTheRescueThanks03.vcd" predelay ".5,1.5" //Thanks for not forgetting me! } Rule PlayerRevivedByDefibrillator2Biker { criteria ConceptRevivedByDefibrillatorDelayed IsBiker ApplyContext "TalkBiker:1:3" applycontexttoworld Response PlayerRevivedByDefibrillator2Biker } Response SurvivorPouncedByHunterBiker { scene "scenes/Biker/ScreamWhilePounced01.vcd" //GET IT OFF! scene "scenes/Biker/ScreamWhilePounced02.vcd" //GET IT OFF! [angry] scene "scenes/Biker/ScreamWhilePounced03.vcd" //GET IT OFF scene "scenes/Biker/ScreamWhilePounced04.vcd" //GET IT OFF GET IT OFF } Rule SurvivorPouncedByHunterBiker { criteria ConceptScreamWhilePounced IsNotCoughing IsBiker IsTalk IsTalkBiker IsWorldTalkBiker Response SurvivorPouncedByHunterBiker } Response PlayerGrabbedByJockeyBiker { scene "scenes/Biker/ScreamWhilePounced01.vcd" //GET IT OFF! scene "scenes/Biker/ScreamWhilePounced02.vcd" //GET IT OFF! [angry] scene "scenes/Biker/FallShort01.vcd" //OH NO! scene "scenes/Biker/ReactionNegative06.vcd" //Oh SHIT! scene "scenes/Biker/ReactionNegative07.vcd" //DAMN IT! scene "scenes/Biker/Swear15.vcd" //SON OF A BITCH. } Rule PlayerGrabbedByJockeyBiker { criteria ConceptSurvivorJockeyed IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidBeenJockeyedBiker IsWorldTalkBiker ApplyContext "SaidBeenJockeyedBiker:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyBiker } Response SurvivorJockeyHurtMajorBiker { scene "scenes/Biker/ScreamWhilePounced01.vcd" then all commentjockey foo:0 -1.739 //GET IT OFF! scene "scenes/Biker/ScreamWhilePounced02.vcd" then all commentjockey foo:0 -1.494 //GET IT OFF! [angry] scene "scenes/Biker/HurtMajor02.vcd" then all commentjockey foo:0 -1.121 //[pain noise - ahh] scene "scenes/Biker/HurtMajor05.vcd" then all commentjockey foo:0 -0.911 //[pain noise - ugh] scene "scenes/Biker/HurtMinor02.vcd" then all commentjockey foo:0 -0.364 //[pain noise - short minor pain] } Rule SurvivorJockeyHurtMajorBiker { criteria IsSurvivor InPain IsMajorPain IsBiker IsTalk IsTalkBiker SubjectIsJockey IsNotSaidBeenJockeyedBiker IsWorldTalkBiker IsBeingJockeyed ApplyContext "SaidBeenJockeyedBiker:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorBiker } Response SurvivorJockeyHurtMinorBiker { scene "scenes/Biker/ScreamWhilePounced01.vcd" then all commentjockey foo:0 -1.739 //GET IT OFF! scene "scenes/Biker/ScreamWhilePounced02.vcd" then all commentjockey foo:0 -1.494 //GET IT OFF! [angry] scene "scenes/Biker/HurtMajor02.vcd" then all commentjockey foo:0 -1.121 //[pain noise - ahh] scene "scenes/Biker/HurtMajor05.vcd" then all commentjockey foo:0 -0.911 //[pain noise - ugh] scene "scenes/Biker/HurtMinor02.vcd" then all commentjockey foo:0 -0.364 //[pain noise - short minor pain] } Rule SurvivorJockeyHurtMinorBiker { criteria IsSurvivor InPain IsMinorPain IsBiker IsTalk IsTalkBiker SubjectIsJockey IsNotSaidBeenJockeyedBiker IsWorldTalkBiker IsBeingJockeyed ApplyContext "SaidBeenJockeyedBiker:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorBiker } Response PlayerCommentJockeyBiker { scene "scenes/Biker/DLC1_C6M3_L4D11stSpot05.vcd" //LITTLE VAMPIRE! scene "scenes/Biker/ReactionDisgusted10.vcd" //Aww, that's DISGUSTING! scene "scenes/Biker/ViolenceAwe06.vcd" //Did you see that? } Rule PlayerCommentJockeyBiker { criteria ConceptCommentJockey IsBiker IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey ApplyContext "SaidCommentJockey:1:0" applycontexttoworld Response PlayerCommentJockeyBiker } Response SurvivorchargerpoundBiker { scene "scenes/Biker/TankPound01.vcd" //Get this thing off me! scene "scenes/Biker/TankPound02.vcd" //This thing's poundin the hell outta me! } Rule SurvivorchargerpoundBiker { criteria Conceptchargerpound IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidchargerpound IsWorldTalkBiker ApplyContext "Saidchargerpound:1:5,TalkBiker:1:5" Response SurvivorchargerpoundBiker } Response SurvivorGooedBySpitterBiker { scene "scenes/Biker/HurtCritical08.vcd" //AHH! scene "scenes/Biker/HurtCritical09.vcd" //AHHH! scene "scenes/Biker/EmphaticGo02.vcd" //MOOOVE! scene "scenes/Biker/Backup02.vcd" //Back up! scene "scenes/Biker/Backup03.vcd" //Back up! } Rule SurvivorGooedBySpitterBiker { criteria ConceptGooedBySpitter IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidGooedBySpitter IsWorldTalkBiker ApplyContext "SaidGooedBySpitter:1:20,TalkBiker:1:3" Response SurvivorGooedBySpitterBiker } Response SurvivorWarnSpitterIncomingBiker { scene "scenes/Biker/Incoming04.vcd" //INCOMING! scene "scenes/Biker/Incoming06.vcd" //INCOMING! scene "scenes/Biker/DowninFront02.vcd" //DUCK! scene "scenes/Biker/DownInFront03.vcd" //GET DOWN! } Rule SurvivorWarnSpitterIncomingBiker { criteria ConceptWarnSpitterIncoming IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidWarnSpitterIncoming IsWorldTalkBiker ApplyContext "SaidWarnSpitterIncoming:1:10" Response SurvivorWarnSpitterIncomingBiker } Response SurvivorDeployUpExplosivesBiker { scene "scenes/Biker/WaitHere01.vcd" //Everyone stop! scene "scenes/Biker/WaitHere02.vcd" //Stop for a second! scene "scenes/Biker/WaitHere04.vcd" //Hold up a minute! scene "scenes/Biker/WaitHere05.vcd" //Hold up! } Rule SurvivorDeployUpExplosivesBiker { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsBiker IsNotSpeaking IsTalk IsTalkBiker IsWorldTalkBiker IsNotSaidDeployUpgradePack_Explosive HasUpgradePack_Explosive ApplyContext "SaidDeployUpgradePack_Explosive:1:30" Response SurvivorDeployUpExplosivesBiker } Response SurvivorDeployUpIncendiaryBiker { scene "scenes/Biker/WaitHere01.vcd" //Everyone stop! scene "scenes/Biker/WaitHere02.vcd" //Stop for a second! scene "scenes/Biker/WaitHere04.vcd" //Hold up a minute! scene "scenes/Biker/WaitHere05.vcd" //Hold up! } Rule SurvivorDeployUpIncendiaryBiker { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsBiker IsNotSpeaking IsTalk IsTalkBiker IsWorldTalkBiker IsNotSaidDeployUpgradePack_Incendiary HasUpgradePack_Incendiary ApplyContext "SaidDeployUpgradePack_Incendiary:1:30" Response SurvivorDeployUpIncendiaryBiker } Rule SurvivorSpottedM60Biker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkBiker IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Rule SurvivorSpottedM60AutoBiker { criteria ConceptPlayerSpotWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsM60 IsWorldTalkBiker ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponBiker } Response SurvivorPickupM60Biker { scene "scenes/Biker/TakeAutoShotgun04.vcd" //Those bastards think they're sick now, wait'll they get a taste of this. } Rule SurvivorPickupM60Biker { criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpM60 IsNotSpeaking BikerNotPickedUpItem IsTalk IsTalkBiker IsWorldTalkBiker ApplyContext "BikerPickedUpItem:1:30" Response SurvivorPickupM60Biker }