//-------------------------------------------------------------------------------------------------------------- // Coach Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "CoachNotPickedUpItem" "CoachPickedUpItem" "!=1" "required" weight 0 Criterion "CoachNotSaidGrabbingCan" "SaidGrabbingCan" "!=1" "required" weight 0 Criterion "IsCoachFriendlyFire" "worldCoachFriendlyFire" "1" "required" weight 0 Criterion "IsNotCoachFriendlyFire" "worldCoachFriendlyFire" "!=1" "required" weight 0 Criterion "IsNotAskedForCoverCoach" "CoachAskForCover" "!=1" "required" weight 0 Criterion "IsNotSaidCoachWitchChasing" "SaidCoachWitchChasing" "!=1" "required" weight 0 Criterion "IsNotSaidAlertGiveItemStopCoach" "SaidAlertGiveItemStopCoach" "!=1" "required" weight 0 Criterion "IsNotSaidAlertGiveItemStopFirstAidCoach" "SaidAlertGiveItemStopFirstAidCoach" "!=1" "required" weight 0 Criterion "IsNotSaidBeenJockeyedCoach" "SaidBeenJockeyedCoach" "!=1" "required" weight 0 Criterion "IsSaidCoachWitchAttacking" "SaidCoachWitchAttacking" "1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankCoach { speak "Coach_Blank" noscene //Blank } Response C1M1InSmokeCoach { scene "scenes/Coach/Cough01.vcd" then any C1M1Cough foo:0 -0.584 //[Coughing from smoke] scene "scenes/Coach/Cough02.vcd" then any C1M1Cough foo:0 -0.537 //[Coughing from smoke] scene "scenes/Coach/Cough03.vcd" then any C1M1Cough foo:0 -0.478 //[Coughing from smoke] scene "scenes/Coach/Cough06.vcd" then any C1M1Cough foo:0 -0.502 //[Coughing from smoke] } Rule C1M1InSmokeCoach { criteria ConceptTalkIdle IsCoach IsSaidC1M1InSmoke ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 Response C1M1InSmokeCoach } Response C1M3AlarmOffCoach { scene "scenes/Coach/WorldC1M3B31.vcd" then any C1M3AlarmOffa foo:0 .5 //Got it! } Rule C1M3AlarmOffCoach { criteria ConceptC1M3AlarmOff2 IsNotSaidC1M3AlarmOff AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3AlarmOff:1:0" applycontexttoworld Response C1M3AlarmOffCoach } Response C1M3BrokeWindowCoach { scene "scenes/Coach/WorldC1M3B28.vcd" //We gotta turn off that alarm! scene "scenes/Coach/WorldC1M3B29.vcd" //Last one to turn off the alarm is a rotten egg! } Rule C1M3BrokeWindowCoach { criteria ConceptC1M3BrokeWindow2 IsNotSaidC1M3BrokeWindow AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3BrokeWindow:1:0" applycontexttoworld Response C1M3BrokeWindowCoach } Response C1M3DoorAlarmCoach { scene "scenes/Coach/WorldC1M3B28.vcd" //We gotta turn off that alarm! scene "scenes/Coach/WorldC1M3B29.vcd" //Last one to turn off the alarm is a rotten egg! } Rule C1M3DoorAlarmCoach { criteria ConceptC1M3DoorAlarm2 IsNotSaidC1M3DoorAlarm AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3DoorAlarm:1:0" applycontexttoworld Response C1M3DoorAlarmCoach } Response C1M3SafeRoomCoach { scene "scenes/Coach/Blank.vcd" then any C1M3SafeRoom2 foo:0 3 //Blank } Rule C1M3SafeRoomCoach { criteria ConceptTalkIdle Joined2 IsCoach IsNotSaidC1M3SafeRoom2 ismap_c1m3_mall IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3SafeRoom2:1:0" applycontexttoworld Response C1M3SafeRoomCoach } Response C1M4SafeRoomCoach { scene "scenes/Coach/Blank.vcd" then any C1M4SafeRoom2 foo:0 3 //Blank } Rule C1M4SafeRoomCoach { criteria ConceptTalkIdle Joined2 IsCoach IsNotSaidC1M4SafeRoom2 ismap_c1m4_atrium IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M4SafeRoom2:1:0" applycontexttoworld Response C1M4SafeRoomCoach } Response C4M3Saferoom001Coach { scene "scenes/Coach/WorldC4M3B01.vcd" then any _c4m3_startsafe02 foo:0 0.01 //Allright, people. Everybody got a can? } Rule C4M3Saferoom001Coach { criteria ConceptTalkIdle IsCoach ChanceToFire80Percent NotInCombat IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_002 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:2.487,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_002:1:0" applycontexttoworld Response C4M3Saferoom001Coach } Response PlayerNiceShotCoach { scene "scenes/Coach/NiceShot01.vcd" //Nice shot.. scene "scenes/Coach/NiceShot02.vcd" //Damn. Good one. scene "scenes/Coach/NiceShot03.vcd" //Good one! scene "scenes/Coach/NiceShot04.vcd" //You on it. scene "scenes/Coach/NiceShot05.vcd" //You got it. scene "scenes/Coach/NiceShot06.vcd" //ohh hoo hoo, allright! scene "scenes/Coach/NiceShot07.vcd" //Damn. I'm impressed. scene "scenes/Coach/NiceShot08.vcd" //You nailed it. scene "scenes/Coach/NiceShot09.vcd" //You beat 'em. scene "scenes/Coach/NiceShot10.vcd" //Well alright now, you're in charge. scene "scenes/Coach/NiceShot11.vcd" //Alright now, yeah! You got it, boy! } Rule PlayerNiceShotCoach { criteria ConceptPlayerNiceShot IsNotCoughing IsCoach IssuerClose IsTalk IsTalkCoach ChanceToFire30Percent IsWorldTalkCoach Response PlayerNiceShotCoach } Response PlayerNiceShotGamblerCoach { scene "scenes/Coach/NiceShotGambler01.vcd" //NIce kill Nick. } Rule PlayerNiceShotGamblerCoach { criteria ConceptPlayerNiceShot IsNotCoughing IsCoach IssuerClose IsTalk IsTalkCoach ChanceToFire10Percent IsWorldTalkCoach SubjectIsGambler Response PlayerNiceShotGamblerCoach } Response PlayerNiceShotMechanicCoach { scene "scenes/Coach/NiceShotEllis01.vcd" //Nice shot, youngin'. scene "scenes/Coach/NiceShotMechanic01.vcd" //Ellis, nice shot. } Rule PlayerNiceShotMechanicCoach { criteria ConceptPlayerNiceShot IsNotCoughing IsCoach IssuerClose IsTalk IsTalkCoach ChanceToFire10Percent IsWorldTalkCoach SubjectIsMechanic Response PlayerNiceShotMechanicCoach } Response PlayerNiceShotProducerCoach { scene "scenes/Coach/NiceShotProducer01.vcd" //Ro that was a nice shot. } Rule PlayerNiceShotProducerCoach { criteria ConceptPlayerNiceShot IsNotCoughing IsCoach IssuerClose IsTalk IsTalkCoach ChanceToFire10Percent IsWorldTalkCoach SubjectIsProducer Response PlayerNiceShotProducerCoach } Response SurvivorMournGamblerCoach { scene "scenes/Coach/SurvivorMournNick01.vcd" //NIck, you gonna be missed. scene "scenes/Coach/SurvivorMournNick02.vcd" //Bye Nick. } Rule SurvivorMournGamblerCoach { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsCoach IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkCoach IsNotIncapacitated HasNotDefibrillator IsWorldTalkCoach Response SurvivorMournGamblerCoach } Response SurvivorMournGamblerC1Coach { scene "scenes/Coach/SurvivorMournGamblerC101.vcd" //NIck, we're gonna miss your gun. scene "scenes/Coach/SurvivorMournGamblerC102.vcd" //Damn. Nick, this just got a whole lot harder. } Rule SurvivorMournGamblerC1Coach { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsCoach IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkCoach IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkCoach NoKnowNames ismap_c1m1_hotel Response SurvivorMournGamblerC1Coach } Response SurvivorMournMechanicCoach { scene "scenes/Coach/SurvivorMournEllis01.vcd" //Boy, I'm going to miss your goofy ass. scene "scenes/Coach/SurvivorMournEllis02.vcd" //Bye Ellis. } Rule SurvivorMournMechanicCoach { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsCoach IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkCoach IsNotIncapacitated HasNotDefibrillator IsWorldTalkCoach Response SurvivorMournMechanicCoach } Response SurvivorMournMechanicC1Coach { scene "scenes/Coach/SurvivorMournMechanicC101.vcd" //Ahh damnit, I can't take losing anymore people. scene "scenes/Coach/SurvivorMournMechanicC102.vcd" //Little man, we are goin' to miss you. } Rule SurvivorMournMechanicC1Coach { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsCoach IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkCoach IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkCoach NoKnowNames ismap_c1m1_hotel Response SurvivorMournMechanicC1Coach } Response SurvivorMournProducerCoach { scene "scenes/Coach/SurvivorMournRochelle01.vcd" //Ahh baby girl, goodbye. scene "scenes/Coach/SurvivorMournRochelle02.vcd" //Oh Ro, oh Ro man... scene "scenes/Coach/SurvivorMournRochelle03.vcd" //Ahh baby girl, mmm. } Rule SurvivorMournProducerCoach { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsCoach IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkCoach IsNotIncapacitated HasNotDefibrillator IsWorldTalkCoach Response SurvivorMournProducerCoach } Response SurvivorMournProducerC1Coach { scene "scenes/Coach/SurvivorMournProducerC101.vcd" //Gentlemen, we just lost the best thing in our little group. scene "scenes/Coach/SurvivorMournProducerC102.vcd" //Damn. Baby, I should have tried to protect you more. } Rule SurvivorMournProducerC1Coach { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsCoach IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkCoach IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkCoach NoKnowNames ismap_c1m1_hotel Response SurvivorMournProducerC1Coach } //-------------------------------------------------------------------------------------------------------------- // AutoConvo //-------------------------------------------------------------------------------------------------------------- Response C1M1_ElevatorHello01_02MCoach { scene "scenes/Coach/WorldC1M1B110.vcd" then gambler C1M1_ElevatorHello01_02M1 foo:0 -2.294 //People call me Coach, what's your name? } Rule C1M1_ElevatorHello01_02MCoach { criteria Concept_C1M1_ElevatorHello01 IsCoach AutoIsNotScavenge AutoIsNotSurvival IsWithOnlyThree IsMechanicNotAlive ApplyContext "Talk:1:2.394" applycontexttoworld Response C1M1_ElevatorHello01_02MCoach } Response C3M1FerryInTransitCoach { scene "scenes/Coach/WorldC3M109.vcd" //Boat's almost here! } Rule C3M1FerryInTransitCoach { criteria ConceptC3M1FerryInTransit IsCoach IsTalk IsTalkCoach IsNotSaidC3M1FerryInTransit IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryInTransit:1:0" applycontexttoworld Response C3M1FerryInTransitCoach } Response Playerc1m1_enter_elevatorCoach { scene "scenes/Coach/WorldC1M1B85.vcd" //This elevator's still on! scene "scenes/Coach/WorldC1M1B87.vcd" //Thank Jesus, this one's still on. I ain't walkin' down thirty flights of stairs. scene "scenes/Coach/WorldC1M1B88.vcd" //I don't think you're supposed to use an elevator when the buildin's on fire. scene "scenes/Coach/WorldC1M1B91.vcd" //Everybody into the elevator! scene "scenes/Coach/WorldC1M1B92.vcd" //Get in the elevator! } Rule Playerc1m1_enter_elevatorCoach { criteria Conceptc1m1_enter_elevator IsCoach IsTalk IsTalkCoach IsNotSaidc1m1_enter_elevator AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkCoach ApplyContext "Saidc1m1_enter_elevator:1:0" applycontexttoworld Response Playerc1m1_enter_elevatorCoach } Response PlayerC1M2AlarmDoor2Coach { scene "scenes/Coach/EmphaticGo02.vcd" predelay ".1,2" //Let's go people. scene "scenes/Coach/EmphaticGo05.vcd" predelay ".1,2" //Go go GO! scene "scenes/Coach/EmphaticGo06.vcd" predelay ".1,2" //MOVE IT! scene "scenes/Coach/WorldC1M2B37.vcd" predelay ".1,2" //Here comes the alarm. scene "scenes/Coach/WorldC1M2B39.vcd" predelay ".1,2" //Grab the cola! } Rule PlayerC1M2AlarmDoor2Coach { criteria ConceptC1M2AlarmDoor2 IsCoach IsTalk IsTalkCoach IsCoachActor IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2InsideGunShop:1:0" applycontexttoworld Response PlayerC1M2AlarmDoor2Coach } Response PlayerC1M2GrabbingCola2Coach { scene "scenes/Coach/WorldC1M2B40.vcd" //I got the cola, let's get back! scene "scenes/Coach/WorldC1M2B41.vcd" //Alright, I got the crazy man's cola! Let's go! scene "scenes/Coach/WorldC1M2B42.vcd" //I got the cola! scene "scenes/Coach/WorldC1M2B43.vcd" //Grabbin' cola! } Rule PlayerC1M2GrabbingCola2Coach { criteria ConceptPlayerPickup IsCoach IsTalk IsTalkCoach IsNotSaidC1M2GrabbingCola2 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsPickedUpColaBottles ismap_c1m2_streets ApplyContext "SaidC1M2GrabbingCola2:1:5,Talk:1:3.235,_auto_SaidC1M2GrabbedCola:1:0" applycontexttoworld Response PlayerC1M2GrabbingCola2Coach } Response PlayerC1M2GunRoomDoorResponseCoach { scene "scenes/Coach/WorldC1M2B30.vcd" then orator C1M2GunRoomDoorResponse3 foo:0 -4.417 //Well man-I'll get you your drinks, but you better help us. scene "scenes/Coach/WorldC1M2B31.vcd" then orator C1M2GunRoomDoorResponse3 foo:0 -8.260 //I hear ya my man. I understand your need for snacks. But I just gotta be clear that if we get 'em, you ARE gonna help us. scene "scenes/Coach/WorldC1M2B34.vcd" //Finally something that makes sense to me. A man and his snacks. We'll hook ya up. Just don't forget to take care of us. scene "scenes/Coach/WorldC1M2B35.vcd" then orator C1M2GunRoomDoorResponse4 foo:0 -8.446 //I have never killed zombies on a snack run, but today is a day of firsts. If you don't mind us using your guns to do it, we're good to go. } Rule PlayerC1M2GunRoomDoorResponseCoach { criteria ConceptC1M2GunRoomDoorResponse IsCoach IsNotSaidC1M2GunRoomDoorResponse AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2GunRoomDoorResponse:1:0" applycontexttoworld Response PlayerC1M2GunRoomDoorResponseCoach } Response PlayerC1M2InsideGunShop2Coach { scene "scenes/Coach/WorldC1M2B25.vcd" //Paydirt! scene "scenes/Coach/WorldC1M2B29.vcd" //This here is A LOT of guns. } Rule PlayerC1M2InsideGunShop2Coach { criteria ConceptC1M2InsideGunShop2 IsCoach IsTalk IsTalkCoach IsNotSaidC1M2InsideGunShop IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2InsideGunShop:1:0" applycontexttoworld Response PlayerC1M2InsideGunShop2Coach } Response PlayerC3M1CallFerry2Coach { scene "scenes/Coach/WorldC3M107.vcd" then any C3M1FerryInTransit foo:0 25 //Get ready, callin' the boat. scene "scenes/Coach/WorldC3M108.vcd" then any C3M1FerryInTransit foo:0 25 //Boat's coming! } Rule PlayerC3M1CallFerry2Coach { criteria ConceptC3M1CallFerry2 IsCoach IsTalk IsTalkCoach IsNotSaidC3M1CallFerry2 IsCoachActor IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1CallFerry2:1:0" applycontexttoworld Response PlayerC3M1CallFerry2Coach } Response PlayerC3M1FerryLanded2Coach { scene "scenes/Coach/WorldC3M110.vcd" then any C3M1FerryLanded2 foo:0 4 //Get on the boat! scene "scenes/Coach/WorldC3M111.vcd" then any C3M1FerryLanded2 foo:0 4 //Everyone on the boat! } Rule PlayerC3M1FerryLanded2Coach { criteria ConceptC3M1FerryLanded2 IsCoach IsTalk IsTalkCoach IsNotSaidC3M1FerryLaunched2 IsNotSaidC3M1FerryLanded2 IsNotSaidWorldC3M1FerryCrossing IsNotIncapacitated IsNotAlone IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLanded2:1:2" applycontexttoworld Response PlayerC3M1FerryLanded2Coach } Response PlayerC3M1FerryLaunched2aCoach { scene "scenes/Coach/Blank.vcd" //Blank } Rule PlayerC3M1FerryLaunched2aCoach { criteria ConceptC3M1FerryLaunched2 IsCoach IsTalk IsTalkCoach IsNotSaidC3M1FerryLaunched2 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLaunched2:1:0" applycontexttoworld Response PlayerC3M1FerryLaunched2aCoach } Response PlayerC3M2ComingHomeCoach { scene "scenes/Coach/WorldC3M208.vcd" then any C3M2ComingHome foo:0 1 //Hello! scene "scenes/Coach/WorldC3M209.vcd" then any C3M2ComingHome foo:0 1 //Anyone there!?!! scene "scenes/Coach/WorldC3M211.vcd" then any C3M2ComingHome foo:0 1 //Anyone home! scene "scenes/Coach/WorldC3M212.vcd" then any C3M2ComingHome foo:0 1 //Swamp people, we comin' home! scene "scenes/Coach/WorldC3M213.vcd" then any C3M2ComingHome foo:0 1 //I wonder if they got dinner cookin'? } Rule PlayerC3M2ComingHomeCoach { criteria ConceptC3M2ComingHome IsCoach IsTalk IsTalkCoach IsNotSaidC3M2Village2 IsSaidC3M2Village1 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival Under4C3M2YelledHello ApplyContext "SaidC3M2ComingHome:1:0,C3M2YelledHello++,Talk:1:3.466" applycontexttoworld Response PlayerC3M2ComingHomeCoach } Response PlayerC3M2OpenDoor2Coach { scene "scenes/Coach/AskReady06.vcd" //Everyone ready for this shit? scene "scenes/Coach/AskReady08.vcd" //We ready to get it on? } Rule PlayerC3M2OpenDoor2Coach { criteria ConceptC3M2OpenDoor2 IsCoach IsTalk IsTalkCoach IsNotSaidC3M2OpenDoor2 IsCoachActor IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M2OpenDoor:21:0,Talk:1:1.664" applycontexttoworld Response PlayerC3M2OpenDoor2Coach } Response PlayerC3M2PlaneDoorOpenCoach { scene "scenes/Coach/WorldC3M207.vcd" //Everyone geared up? scene "scenes/Coach/WorldC3M2B04.vcd" //I'm opening it! scene "scenes/Coach/WorldC3M2B05.vcd" //I'm opening this door! } Rule PlayerC3M2PlaneDoorOpenCoach { criteria ConceptC3M2PlaneDoorOpen IsCoach IsTalk IsTalkCoach IsNotSaidC3M2PlaneDoorOpen IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M2PlaneDoorOpen:1:0,Talk:1:1.412" applycontexttoworld Response PlayerC3M2PlaneDoorOpenCoach } Response Playerc5m4floatstart2Coach { scene "scenes/Coach/MiscDirectional42.vcd" //I hit it! scene "scenes/Coach/WorldC2M131.vcd" odds 3 //Damn, I am too old for this shit. } Rule Playerc5m4floatstart2Coach { criteria Conceptc5m4floatstart2 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidc5m4floatstart2:1:0,_auto_TractorStarted:1:0,_auto_InMiniFinale:1:0" applycontexttoworld Response Playerc5m4floatstart2Coach } Response PlayercoachcoachesCoach { scene "scenes/Coach/GoingToDieR01.vcd" //Come on now, put it all out there. scene "scenes/Coach/GoingToDieR02.vcd" //Come on, it's all you. scene "scenes/Coach/GoingToDieR03.vcd" //That's it. Stay focused. scene "scenes/Coach/GoingToDieR04.vcd" //Stay with us. scene "scenes/Coach/GoingToDieR05.vcd" //That's it. Yeah. Fight thru it. scene "scenes/Coach/GoingToDieR06.vcd" //Come on now, walk that shit off. scene "scenes/Coach/GoingToDieR07.vcd" //Keep it up, come on, keep it up, keep it up. You're gonna make it. scene "scenes/Coach/GoingToDieR08.vcd" //Hey. Listen to me, you are gonna make it. scene "scenes/Coach/GoingToDieR09.vcd" //They put a hurtin on ya but ain't no thing. scene "scenes/Coach/GoingToDieR10.vcd" //Come on now, put it behind ya, you good, you good. } Rule PlayercoachcoachesCoach { criteria Conceptcoachcoaches IsCoach IsTalk IsTalkCoach IsNotSaidcoachcoaches IsHealthyHalf IsWorldTalkCoach IsNotSpeaking ApplyContext "Saidcoachcoaches:1:20" applycontexttoworld Response PlayercoachcoachesCoach } Response PlayercoachcoachesGamblerCoach { scene "scenes/Coach/GoingToDieRGambler01.vcd" //Nick, ain't gonna leave ya man. scene "scenes/Coach/GoingToDieRGambler02.vcd" //Nick, ain't gonna leave ya man. scene "scenes/Coach/GoingToDieRGambler03.vcd" //Nick, at least you dressed for a funeral. } Rule PlayercoachcoachesGamblerCoach { criteria Conceptcoachcoaches IsCoach IsTalk IsTalkCoach IsNotSaidcoachcoaches FromIsGambler ChanceToFire30Percent IsNotIncapacitated IsHealthyHalf IsWorldTalkCoach IsNotSpeaking ApplyContext "Saidcoachcoaches:1:20" applycontexttoworld Response PlayercoachcoachesGamblerCoach } Response PlayercoachcoachesMechanicCoach { scene "scenes/Coach/GoingToDieRMechanic01.vcd" //Come on Ellis. Ya got it in ya. scene "scenes/Coach/GoingToDieRMechanic02.vcd" //Come on youngin' if I can do it, you can do it. } Rule PlayercoachcoachesMechanicCoach { criteria Conceptcoachcoaches IsCoach IsTalk IsTalkCoach IsNotSaidcoachcoaches FromIsMechanic ChanceToFire30Percent IsNotIncapacitated IsHealthyHalf IsWorldTalkCoach IsNotSpeaking ApplyContext "Saidcoachcoaches:1:20" applycontexttoworld Response PlayercoachcoachesMechanicCoach } Response PlayercoachcoachesProducerCoach { scene "scenes/Coach/GoingToDieRProducer01.vcd" //Come on girl, we ain't gonna leave you behind. scene "scenes/Coach/GoingToDieRProducer02.vcd" //Come on girl, we ain't gonna leave you behind. scene "scenes/Coach/GoingToDieRProducer03.vcd" //I know you got in ya girl, keep at it. } Rule PlayercoachcoachesProducerCoach { criteria Conceptcoachcoaches IsCoach IsTalk IsTalkCoach IsNotSaidcoachcoaches FromIsProducer ChanceToFire30Percent IsNotIncapacitated IsHealthyHalf IsWorldTalkCoach IsNotSpeaking ApplyContext "Saidcoachcoaches:1:20" applycontexttoworld Response PlayercoachcoachesProducerCoach } Response PlayerintroC1M1Coach { scene "scenes/Coach/blank.vcd" then any _introc1m1 foo:0 2 // } Rule PlayerintroC1M1Coach { criteria ConceptintroFarm IsCoach IsTalk IsTalkCoach IsNotSaidintroFarm ismap_c1m1_hotel IsWorldTalkCoach ApplyContext "SaidintroFarm:1:0,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response PlayerintroC1M1Coach } Response PlayerPlayerUsingColaBottlesCoach { scene "scenes/Coach/Blank.vcd" then orator whitakerputcola foo:0 0 //Blank } Rule PlayerPlayerUsingColaBottlesCoach { criteria ConceptPlayerUsingColaBottles IsCoach IsTalk IsTalkCoach IsNotSaidPlayerUsingColaBottles IsWorldTalkCoach ApplyContext "SaidPlayerUsingColaBottles:1:20,WhoPutCola:Coach:35" applycontexttoworld Response PlayerPlayerUsingColaBottlesCoach } Response PlayerRelaxedSighCoach { scene "scenes/Coach/PainRelieftFirstAid02.vcd" //Ooh. That's what I'm talkin' about. scene "scenes/Coach/PainRelieftFirstAid03.vcd" //Ohhh yeahhh. Yeah. scene "scenes/Coach/PainRelieftFirstAid04.vcd" //That's what I'm talkin' about. scene "scenes/Coach/PainRelieftFirstAid05.vcd" //All good now. scene "scenes/Coach/PainRelieftFirstAid06.vcd" //Ohhh yeahhh. scene "scenes/Coach/PainRelieftFirstAid07.vcd" //That's what I'm talkin' about. scene "scenes/Coach/PainRelieftFirstAid08.vcd" //All good now. scene "scenes/Coach/PainRelieftFirstAid09.vcd" //Yesss! } Rule PlayerRelaxedSighCoach { criteria ConceptRelaxedSigh IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerRelaxedSighCoach } Response PlayerStayTogetherInsideReponseCoach { scene "scenes/Coach/GoingToDie06.vcd" //I'm goin as fast as I can. scene "scenes/Coach/GoingToDie26.vcd" //Goin' as fast as I can. scene "scenes/Coach/GoingToDie30.vcd" //Can't go no faster. scene "scenes/Coach/GoingToDie31.vcd" //I'm hurt too bad to go any faster. } Rule PlayerStayTogetherInsideReponseCoach { criteria ConceptStayTogetherInsideReponse IsCoach IsTalk IsTalkCoach IsNotSaidStayTogetherInsideReponse IsNotHealthySlow IsNotInSafeSpot IsWorldTalkCoach ApplyContext "SaidStayTogetherInsideReponse:1:20" applycontexttoworld Response PlayerStayTogetherInsideReponseCoach } Response PlayerUseAdrenalineCoach { scene "scenes/Coach/PainRelieftFirstAid01.vcd" predelay "1.2" //Aahhh... scene "scenes/Coach/PainRelieftPills01.vcd" predelay "1.2" //Ooff, ahh. } Rule PlayerUseAdrenalineCoach { criteria ConceptUseAdrenaline IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerUseAdrenalineCoach } Response PlayerWorldC3M1FerryCrossingA01Coach { scene "scenes/Coach/WorldC3M122.vcd" //I normally stay the hell away from swamps on principle. You remember that movie with that golfer that got his hand ate by a gator? That shit's real. } Rule PlayerWorldC3M1FerryCrossingA01Coach { criteria ConceptWorldC3M1FerryCrossingA01 IsCoach IsNotSaidWorldC3M1FerryCrossingA01 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingA01:1:0,Talk:1:8.563" applycontexttoworld Response PlayerWorldC3M1FerryCrossingA01Coach } Response PlayerWorldC3M1FerryCrossingD01Coach { scene "scenes/Coach/WorldC3M103.vcd" //I don't think anyone likes the swamp. scene "scenes/Coach/WorldC3M124.vcd" then coach WorldC3M1FerryCrossingD02 foo:0 -6.963 //Maybe we oughta just stop this boat right here and live the rest of years between the shores. scene "scenes/Coach/WorldC3M125.vcd" then coach WorldC3M1FerryCrossingD02 foo:0 -6.412 //Look, maybe we oughta just stop this boat right here and live the rest of years between the shores. } Rule PlayerWorldC3M1FerryCrossingD01Coach { criteria ConceptWorldC3M1FerryCrossingD01 IsCoach IsNotSaidWorldC3M1FerryCrossingD01 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingD01:1:0,Talk:1:7.063" applycontexttoworld Response PlayerWorldC3M1FerryCrossingD01Coach } Response PlayerWorldC3M1FerryCrossingD02Coach { scene "scenes/Coach/WorldC3M123.vcd" //Hell. sometimes its best not to find out what you don't know. } Rule PlayerWorldC3M1FerryCrossingD02Coach { criteria ConceptWorldC3M1FerryCrossingD02 IsCoach IsNotSaidWorldC3M1FerryCrossingD02 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingD02:1:0,Talk:1:4.312" applycontexttoworld Response PlayerWorldC3M1FerryCrossingD02Coach } Response PlayerWorldC3M1FerryCrossingE03Coach { scene "scenes/Coach/WorldC3M114.vcd" //I seen that movie. It don't end well. scene "scenes/Coach/WorldC3M115.vcd" //Nah, that don't sound good at all. } Rule PlayerWorldC3M1FerryCrossingE03Coach { criteria ConceptWorldC3M1FerryCrossingE03 IsCoach IsNotSaidWorldC3M1FerryCrossingE03 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingE03:1:0,Talk:1:2.697" applycontexttoworld Response PlayerWorldC3M1FerryCrossingE03Coach } Response PlayerWorldC3M1FerryCrossingG01Coach { scene "scenes/Coach/WorldC3M116.vcd" then any WorldC3M1FerryCrossingG02 foo:0 -4.832 //Though I walk through the valley of the shadow of death, I will fear no evil scene "scenes/Coach/WorldC3M117.vcd" then any WorldC3M1FerryCrossingG02 foo:0 -6.085 //Though I walk through the valley of the shadow of death, I will fear no evil } Rule PlayerWorldC3M1FerryCrossingG01Coach { criteria ConceptWorldC3M1FerryCrossingG01 IsCoach IsNotSaidWorldC3M1FerryCrossingG01 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingG01:1:0,Talk:1:6.185" applycontexttoworld Response PlayerWorldC3M1FerryCrossingG01Coach } Response PlayerWorldC3M1FerryCrossingG03Coach { scene "scenes/Coach/WorldC3M118.vcd" then gambler WorldC3M1FerryCrossingG04 foo:0 -4.916 //Nick, we're goin into a swamp filled with zombies. Y'all want me to lie to ya? } Rule PlayerWorldC3M1FerryCrossingG03Coach { criteria ConceptWorldC3M1FerryCrossingG03 IsCoach IsNotSaidWorldC3M1FerryCrossingG03 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingG03:1:0,Talk:1:5.016" applycontexttoworld Response PlayerWorldC3M1FerryCrossingG03Coach } Response PlayerWorldC3M1FerryCrossingI03Coach { scene "scenes/Coach/WorldC3M119.vcd" //Nick, don't pay no attention to that boy. scene "scenes/Coach/WorldC3M120.vcd" //Heh, alright. Look at you youngin' given Nick some shit right back. scene "scenes/Coach/WorldC3M121.vcd" //Look at you youngin' given Nick some shit. } Rule PlayerWorldC3M1FerryCrossingI03Coach { criteria ConceptWorldC3M1FerryCrossingI03 IsCoach IsNotSaidWorldC3M1FerryCrossingI03 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingI03:1:0,Talk:1:5.612" applycontexttoworld Response PlayerWorldC3M1FerryCrossingI03Coach } Response PlayerWorldC3M1Walkways2Coach { scene "scenes/Coach/WorldC3M127.vcd" //Yeah, don't wander off. scene "scenes/Coach/WorldC3M128.vcd" //Girls got the right idea. } Rule PlayerWorldC3M1Walkways2Coach { criteria ConceptWorldC3M1Walkways2 IsCoach IsTalk IsTalkCoach IsNotSaidWorldC3M1Walkways2 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1Walkways2:1:0" applycontexttoworld Response PlayerWorldC3M1Walkways2Coach } Response PlayerWorldIntroC31Coach { scene "scenes/Coach/WorldC3M102.vcd" then gambler WorldIntroC31b1 foo:0 -3.271 //No CEDA, No Military. Stay out. scene "scenes/Coach/WorldC3M102.vcd" then producer WorldIntroC31e1 foo:0 -3.271 //No CEDA, No Military. Stay out. scene "scenes/Coach/WorldC3M1B02.vcd" then gambler WorldIntroC31d1 foo:0 -6.371 //That was some shit, the pilot becoming a zombie right before our eyes. Nice shooting Nick. scene "scenes/Coach/WorldC3M1B04.vcd" then coach WorldIntroC3f1 foo:0 -5.327 //You know what? No more helicopters. I'm just saying that now. I'm good. scene "scenes/Coach/WorldC3M1B06.vcd" then mechanic WorldIntroC31c1 foo:0 -5.605 //That was the first time I was in a helicopter. I always imagined it with less zombies. scene "scenes/Coach/WorldC3M1B10.vcd" //Anyone check where we were before we went down? } Rule PlayerWorldIntroC31Coach { criteria ConceptWorldIntroC31 IsCoach IsTalk IsTalkCoach IsNotSaidWorldIntroC31 IsWorldTalkCoach ApplyContext "SaidWorldIntroC31:1:0" applycontexttoworld Response PlayerWorldIntroC31Coach } //-------------------------------------------------------------------------------------------------------------- // AutoResponder //-------------------------------------------------------------------------------------------------------------- Response ThanksGotItemCoach { scene "scenes/Coach/Thanks01.vcd" //Thanks. scene "scenes/Coach/Thanks04.vcd" //Thanks. scene "scenes/Coach/Thanks06.vcd" //Allrighht thanks. scene "scenes/Coach/Thanks07.vcd" //THANKS! } Rule ThanksGotItemCoach { criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response ThanksGotItemCoach } //-------------------------------------------------------------------------------------------------------------- // AwardSpeech //-------------------------------------------------------------------------------------------------------------- Response ReviveThanksCoach { scene "scenes/Coach/Thanks01.vcd" predelay ".2,.5" //Thanks. scene "scenes/Coach/Thanks06.vcd" predelay ".2,.5" //Allrighht thanks. scene "scenes/Coach/Thanks07.vcd" predelay ".2,.5" //THANKS! } Rule ReviveThanksCoach { criteria ConceptRevivedByFriend IsNotCoughing IsCoach ApplyContext "TalkCoach:1:2" Response ReviveThanksCoach } Response ReviveThanksGamblerCoach { scene "scenes/Coach/Thanks01.vcd" predelay ".2,.5" //Thanks. scene "scenes/Coach/Thanks06.vcd" predelay ".2,.5" //Allrighht thanks. scene "scenes/Coach/Thanks07.vcd" predelay ".2,.5" //THANKS! scene "scenes/Coach/Thanks08.vcd" predelay ".2,.5" //Thanks man. } Rule ReviveThanksGamblerCoach { criteria ConceptRevivedByFriend IsNotCoughing IsCoach SubjectIsGambler ChanceToFire30Percent ApplyContext "TalkCoach:1:2" Response ReviveThanksGamblerCoach } Response ReviveThanksMechanicCoach { scene "scenes/Coach/Thanks01.vcd" predelay ".2,.5" //Thanks. scene "scenes/Coach/Thanks05.vcd" predelay ".2,.5" //Thanks, we straight? scene "scenes/Coach/Thanks08.vcd" predelay ".2,.5" //Thanks man. } Rule ReviveThanksMechanicCoach { criteria ConceptRevivedByFriend IsNotCoughing IsCoach SubjectIsMechanic ChanceToFire30Percent ApplyContext "TalkCoach:1:2" Response ReviveThanksMechanicCoach } Response ReviveThanksProducerCoach { scene "scenes/Coach/Thanks04.vcd" predelay ".2,.5" //Thanks. scene "scenes/Coach/Thanks06.vcd" predelay ".2,.5" //Allrighht thanks. scene "scenes/Coach/Thanks07.vcd" predelay ".2,.5" //THANKS! } Rule ReviveThanksProducerCoach { criteria ConceptRevivedByFriend IsNotCoughing IsCoach SubjectIsProducer ChanceToFire30Percent ApplyContext "TalkCoach:1:2" Response ReviveThanksProducerCoach } //-------------------------------------------------------------------------------------------------------------- // Bots //-------------------------------------------------------------------------------------------------------------- Response AutoYouAreWelcomeCoach { scene "scenes/Coach/YouAreWelcome01.vcd" //It ain't nothin. scene "scenes/Coach/YouAreWelcome02.vcd" //We cool. scene "scenes/Coach/YouAreWelcome03.vcd" //We straight. scene "scenes/Coach/YouAreWelcome04.vcd" //It's all good. scene "scenes/Coach/YouAreWelcome05.vcd" //You're Welcome. } Rule AutoYouAreWelcomeCoach { criteria ConceptYouWelcome IsNotCoughing IsCoach IsTalk IsTalkCoach TimeSinceGroupInCombat05 IsNotSpeaking IsWorldTalkCoach Response AutoYouAreWelcomeCoach } Response BotPlayer.YourWelcomeCoach { scene "scenes/Coach/YouAreWelcome01.vcd" predelay "1,3.5" //It ain't nothin. scene "scenes/Coach/YouAreWelcome02.vcd" predelay "1,3.5" //We cool. scene "scenes/Coach/YouAreWelcome03.vcd" predelay "1,3.5" //We straight. scene "scenes/Coach/YouAreWelcome04.vcd" predelay "1,3.5" //It's all good. scene "scenes/Coach/YouAreWelcome05.vcd" predelay "1,3.5" //You're Welcome. } Rule BotPlayer.YourWelcomeCoach { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response BotPlayer.YourWelcomeCoach } Response BotReassureComingCoach { scene "scenes/Coach/Yes01.vcd" predelay "1,3.5" //Yeah. scene "scenes/Coach/Yes02.vcd" predelay "1,3.5" //Yeah. scene "scenes/Coach/Yes03.vcd" predelay "1,3.5" //Yes. scene "scenes/Coach/Yes04.vcd" predelay "1,3.5" //Oh Yeah. scene "scenes/Coach/Yes05.vcd" predelay "1,3.5" //For sure. scene "scenes/Coach/Yes06.vcd" predelay "1,3.5" //Know that's right. scene "scenes/Coach/Yes07.vcd" predelay "1,3.5" //Positively. scene "scenes/Coach/Yes08.vcd" predelay "1,3.5" //Yeah. scene "scenes/Coach/Yes10.vcd" predelay "1,3.5" //Sho sho. } Rule BotReassureComingCoach { criteria ConceptSurvivorBotReassureComing IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response BotReassureComingCoach } Response BotReassureNearbyCoach { scene "scenes/Coach/ImWithYou01.vcd" predelay "1,3.5" //I've got ya. scene "scenes/Coach/ImWithYou02.vcd" predelay "1,3.5" //I'm right behind ya. scene "scenes/Coach/ImWithYou03.vcd" predelay "1,3.5" //I'm with ya. scene "scenes/Coach/ImWithYou04.vcd" predelay "1,3.5" //I got yer back. scene "scenes/Coach/ImWithYou05.vcd" predelay "1,3.5" //We tight. scene "scenes/Coach/ImWithYou06.vcd" predelay "1,3.5" //We tight. } Rule BotReassureNearbyCoach { criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response BotReassureNearbyCoach } Response BotYesReadyCoach { scene "scenes/Coach/Yes01.vcd" predelay "1,3.5" //Yeah. scene "scenes/Coach/Yes02.vcd" predelay "1,3.5" //Yeah. scene "scenes/Coach/Yes03.vcd" predelay "1,3.5" //Yes. scene "scenes/Coach/Yes04.vcd" predelay "1,3.5" //Oh Yeah. scene "scenes/Coach/Yes05.vcd" predelay "1,3.5" //For sure. scene "scenes/Coach/Yes06.vcd" predelay "1,3.5" //Know that's right. scene "scenes/Coach/Yes07.vcd" predelay "1,3.5" //Positively. scene "scenes/Coach/Yes08.vcd" predelay "1,3.5" //Yeah. scene "scenes/Coach/Yes10.vcd" predelay "1,3.5" //Sho sho. } Rule BotYesReadyCoach { criteria ConceptSurvivorBotYesReady IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response BotYesReadyCoach } //-------------------------------------------------------------------------------------------------------------- // C1M2 //-------------------------------------------------------------------------------------------------------------- Response C1M2LeavingSafeRoomCoach { scene "scenes/Coach/WorldC1M2B04.vcd" //Let's go find that mall. } Rule C1M2LeavingSafeRoomCoach { criteria ConceptSurvivorLeavingInitialCheckpoint IsCoach IsNotSaidC1M2LeavingSafeRoom ismap_c1m2_streets _auto_NotTellingStory ApplyContext "SaidC1M2LeavingSafeRoom:1:0,Talk:1:2.449" applycontexttoworld Response C1M2LeavingSafeRoomCoach } Response C1M2SafeRoomCoach { scene "scenes/Coach/Blank.vcd" then any C1M2SafeRoom2 foo:0 3 //Blank } Rule C1M2SafeRoomCoach { criteria ConceptTalkIdle Joined2 IsCoach IsNotSaidC1M2SafeRoom2 ismap_c1m2_streets IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M2SafeRoom2:1:0" applycontexttoworld Response C1M2SafeRoomCoach } Response C1M2SafeRoomb2Coach { scene "scenes/Coach/WorldC1M1B14.vcd" then gambler C1M2SafeRoomb3 foo:0 -2.896 //Mister... I don't think I like your attitude. } Rule C1M2SafeRoomb2Coach { criteria ConceptC1M2SafeRoomb2 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.996" applycontexttoworld Response C1M2SafeRoomb2Coach } Response C1M2TankerAttackCoach { scene "scenes/Coach/WorldC1M2B44.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Barrier's down! Let's move, baby! scene "scenes/Coach/WorldC1M2B45.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Path clear! Let's get to that mall! scene "scenes/Coach/WorldC1M2B46.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //[laughs] When that man says he's gonna clear a path, he clears a path! scene "scenes/Coach/WorldC1M2B47.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //That's how I used clear a path when I played college ball. scene "scenes/Coach/WorldC1M2B48.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Path's clear! Let's move, baby! scene "scenes/Coach/WorldC1M2B49.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Path's clear! Let's get to that mall! } Rule C1M2TankerAttackCoach { criteria ConceptC1M2TankerAttack2 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M2TankerAttackCoach } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response c1m4escapeCoach { scene "scenes/Coach/WorldC1M4B33.vcd" //Here we come, New Orleans! scene "scenes/Coach/WorldC1M4B36.vcd" //HIT IT! scene "scenes/Coach/WorldC1M4B41.vcd" //Woo! Thank you, Mr. Gibbs. } Rule c1m4escapeCoach { criteria Conceptc1m4escape IsCoach IsNotSaidc1m4escape AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3,Saidc1m4escape:1:0" Response c1m4escapeCoach } Response C1M4GasPourCoach { scene "scenes/Coach/WorldC1M4B12.vcd" //Oh, come on, baby, come on... scene "scenes/Coach/WorldC1M4B13.vcd" //Oh, come on, baby, come on... scene "scenes/Coach/WorldC1M4B14.vcd" //Please, baby, baby, please, please... scene "scenes/Coach/WorldC1M4B15.vcd" //Oh, come on, baby, come on... scene "scenes/Coach/WorldC1M4B16.vcd" //Hurry up, hurrrry upppp... scene "scenes/Coach/WorldC1M4B17.vcd" //Come onnnn, come onnnnnn... scene "scenes/Coach/WorldC1M4B18.vcd" //Fillin' it up here! } Rule C1M4GasPourCoach { criteria ConceptPlayerPourStarted IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge ismap_c1m4_atrium _auto_NotNoGasPourLine ApplyContext "TalkCoach:1:2" Response C1M4GasPourCoach } Response C1M4PlayerGetToRescueVehicleCoach { scene "scenes/Coach/EmphaticGo02.vcd" //Let's go people. scene "scenes/Coach/HurryUp02.vcd" //Haul some ass y'all. scene "scenes/Coach/HurryUp04.vcd" //Hurry up! scene "scenes/Coach/HurryUp06.vcd" //Move your damn ass! } Rule C1M4PlayerGetToRescueVehicleCoach { criteria ConceptGetToVehicle IsCoach IsNotSaidPlayerGetToRescueVehicle ismap_c1m4_atrium IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidPlayerGetToRescueVehicle:1:0" applycontexttoworld Response C1M4PlayerGetToRescueVehicleCoach } Response c1m4startelevatorCoach { scene "scenes/Coach/WorldC1M4B03.vcd" then mechanic _c1m4startelevator2b foo:0 -7.101 //Alright, so...Getting' evac'd ain't happening. Anybody got an idea, now's the time. scene "scenes/Coach/WorldC1M4B04.vcd" then mechanic _c1m4startelevator2b foo:0 -6.624 //Looks like we're gonna have to save ourselves. Anybody got an idea, speak up, we're listenin'. } Rule c1m4startelevatorCoach { criteria Conceptc1m4startelevator IsCoach AutoIsNotScavenge AutoIsNotSurvival Response c1m4startelevatorCoach } Response FinaleStartC1M4Coach { scene "scenes/Coach/WorldC1M4B11.vcd" //Haul ass and get gas! scene "scenes/Coach/WorldC1M4B20.vcd" //Let's go! Find a gas can! scene "scenes/Coach/WorldC1M4B21.vcd" //Let's get this car gassed up! } Rule FinaleStartC1M4Coach { criteria ConceptFinaleTriggered IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ismap_c1m4_atrium IsNotScavenge IsNotSaidFinaleStartC1M4 ApplyContext "Talk:1:3,SaidFinaleStartC1M4:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response FinaleStartC1M4Coach } Response GasPourDoneC1M4Coach { scene "scenes/Coach/WorldC1M4B32.vcd" //We're all gassed up, get to the car! scene "scenes/Coach/WorldC1M4B34.vcd" //GET TO THE CAR! scene "scenes/Coach/WorldC1M4B35.vcd" //GET TO THE CAR, PEOPLE! scene "scenes/Coach/WorldC1M4B37.vcd" //Sorry about this, Mr. Gibbs. } Rule GasPourDoneC1M4Coach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge ismap_c1m4_atrium ScoreDoneSC Response GasPourDoneC1M4Coach } //-------------------------------------------------------------------------------------------------------------- // C2General //-------------------------------------------------------------------------------------------------------------- Response C2M2CarouselIdleCoach { scene "scenes/Coach/WorldC2M213.vcd" //Turn it off! scene "scenes/Coach/WorldC2M214.vcd" //Stop it! scene "scenes/Coach/WorldC2M217.vcd" //Turn it off, turn the damn thing off! } Rule C2M2CarouselIdleCoach { criteria ConceptTalkIdle IsCoach ChanceToFire30Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_IsCarouselOn _auto_NotTimerLockA _auto_NotTimerLockCoach _auto_NotSawTunnelOfLove IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:13,_auto_TimerLockCoach:1:20" applycontexttoworld Response C2M2CarouselIdleCoach } Response C2M2TunnelIdleCoach { scene "scenes/Coach/WorldC2M219.vcd" //Come on, get into the tunnel of love. scene "scenes/Coach/WorldC2M2B39.vcd" //Get in the tunnel of love! scene "scenes/Coach/WorldC2M2B40.vcd" //Get your ass in the tunnel of love! } Rule C2M2TunnelIdleCoach { criteria ConceptTalkIdle IsCoach ChanceToFire50Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_NotTimerLockA _auto_NotTimerLockCoach _auto_IsSawTunnelOfLove IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:8,_auto_TimerLockCoach:1:12" applycontexttoworld Response C2M2TunnelIdleCoach } Response C2M3RubbleNagIdleCoach { norepeat scene "scenes/Coach/WorldC2M318.vcd" //Let's get it going. } Rule C2M3RubbleNagIdleCoach { criteria ConceptTalkIdle IsCoach ChanceToFire50Percent IsNotIncapacitated ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTeamNearCoaster _auto_NotCoasterStarted _auto_NotTimerLockA _auto_NotTimerLockCoach _auto_IsCoasterExpo IsNotSpeakingWeight0 ApplyContext "Talk:1:1.026,_auto_TimerLockA:1:10,_auto_TimerLockCoach:1:13" applycontexttoworld Response C2M3RubbleNagIdleCoach } //-------------------------------------------------------------------------------------------------------------- // C2Intro //-------------------------------------------------------------------------------------------------------------- Response C2M2Saferoom001Coach { scene "scenes/Coach/WorldC2M2B03.vcd" then any _C2M2_Riders02 foo:0 0.1 //Hey, the Midnight Riders! I used to LOVE that band. Best pyrotechnics in the business. scene "scenes/Coach/WorldC2M2B08.vcd" then any _C2M2_Riders01 foo:0 0.1 //Hey! The Midnight Riders! scene "scenes/Coach/WorldC2M4B03.vcd" then any _C2M2_Riders01 foo:0 0.1 //Midnight Riders are supposed to play here? } Rule C2M2Saferoom001Coach { criteria ConceptTalkIdle IsCoach ChanceToFire80Percent NotInCombat IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SAFE002 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomQuiet:1:7,SrcGrp_C2M2_SAFE002:1:0" applycontexttoworld Response C2M2Saferoom001Coach } //-------------------------------------------------------------------------------------------------------------- // C2M3 //-------------------------------------------------------------------------------------------------------------- Response c2m3_DownHoleCoach { speak "Coach_Blank" noscene //Blank } Rule c2m3_DownHoleCoach { criteria Conceptc2m3downhole IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_DownHole:1:0" applycontexttoworld Response c2m3_DownHoleCoach } Response c2m3CoasterEndCoach { scene "scenes/Coach/WorldC2M3B22.vcd" //Okay, alarm's off! } Rule c2m3CoasterEndCoach { criteria Conceptc2m3CoasterEnd IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CoasterOff:0:0,_auto_CoasterOver:1:0" applycontexttoworld Response c2m3CoasterEndCoach } Response C2M3CoasterStartCoach { scene "scenes/Coach/WorldC2M319.vcd" then mechanic _c2m3_howcool foo:0 1.0 //Get ready to run, I'm hittin' it. scene "scenes/Coach/WorldC2M320.vcd" then mechanic _c2m3_howcool foo:0 1.0 //That set off the alarm! } Rule C2M3CoasterStartCoach { criteria Conceptc2m3CoasterStart IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "WarnMegaMob:1:30,_auto_CoasterStarted:1:0" applycontexttoworld Response C2M3CoasterStartCoach } Response c2m3SeeChopperCoach { scene "scenes/Coach/WorldC2M3B15.vcd" //There's a chopper! } Rule c2m3SeeChopperCoach { criteria Conceptc2m3SeeChopper IsCoach IsTalk AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_OutOfTunnel:1:0" applycontexttoworld Response c2m3SeeChopperCoach } Response PlayerRemarkc2m3_saferoomaCoach { scene "scenes/Coach/Blank.vcd" //Blank } Rule PlayerRemarkc2m3_saferoomaCoach { criteria ConceptTalkIdle IsCoach IsInStartArea Ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_007 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M3_007:1:0" applycontexttoworld Response PlayerRemarkc2m3_saferoomaCoach } //-------------------------------------------------------------------------------------------------------------- // C2M4 //-------------------------------------------------------------------------------------------------------------- Response c2m4_saferoominitCoach { scene "scenes/Coach/blank.vcd" //Blank } Rule c2m4_saferoominitCoach { criteria ConceptTalkIdle IsCoach IsInStartArea ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_700 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M4_700:1:0" applycontexttoworld Response c2m4_saferoominitCoach } Response C2M4ButtonPressedCoach { scene "scenes/Coach/WorldC2M209.vcd" //Alright, this is gonna open the gate and what the hell else? scene "scenes/Coach/WorldC2M210.vcd" //I'm opening the gate! } Rule C2M4ButtonPressedCoach { criteria ConceptC2M4ButtonPressed IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_ButtonPressed:1:0" applycontexttoworld Response C2M4ButtonPressedCoach } Response C2M4Chopper001Coach { scene "scenes/Coach/WorldC2M3B16.vcd" //There's that chopper again! scene "scenes/Coach/WorldC2M3B17.vcd" //There goes the chopper! } Rule C2M4Chopper001Coach { criteria ConceptC2M4Chopper001 IsCoach IsTalk NotInCombat IsSubjectDistNear400 IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response C2M4Chopper001Coach } Response C2M4GateIdle1Coach { scene "scenes/Coach/WorldC2M3B13.vcd" //We'll have to get this gate open. } Rule C2M4GateIdle1Coach { criteria ConceptTalkIdle IsCoach IsNotIncapacitated ismap_c2m4 NotInCombat TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_008 _auto_IsNearGate _auto_NotTimerLockA _auto_NotTimerLockCoach _auto_NotButtonPressed IsNotSpeakingWeight0 ApplyContext "Talk:1:1.707,_auto_TimerLockA:1:20,_auto_TimerLockCoach:1:23,_auto_NearGateNag:1:0,SrcGrp_C2M4_008:1:0" applycontexttoworld Response C2M4GateIdle1Coach } Response C2M4GateIdle2Coach { norepeat scene "scenes/Coach/MiscDirectional39.vcd" //Press the button! scene "scenes/Coach/WorldC2M211.vcd" //Gotta keep movin', open the gate. } Rule C2M4GateIdle2Coach { criteria ConceptTalkIdle IsCoach IsNotIncapacitated ismap_c2m4 NotInCombat TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsNearGateNag _auto_IsNearGate _auto_NotTimerLockA _auto_NotTimerLockCoach _auto_NotButtonPressed IsNotSpeakingWeight0 ApplyContext "Talk:1:1.565,_auto_TimerLockA:1:20,_auto_TimerLockCoach:1:23" applycontexttoworld Response C2M4GateIdle2Coach } Response C2M4GateOpenIdleCoach { scene "scenes/Coach/WorldC2M2B35.vcd" then any _C2M4_GateOpen001 foo:0 0.01 //Gate's open! } Rule C2M4GateOpenIdleCoach { criteria ConceptTalkIdle IsCoach IsNotIncapacitated ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_009 _auto_IsGateOpen _auto_NotTimerLockA IsNotSpeakingWeight0 ApplyContext "Talk:1:0.960,SrcGrp_C2M4_009:1:0" applycontexttoworld Response C2M4GateOpenIdleCoach } Response c2m4SeeChopperCoach { scene "scenes/Coach/WorldC2M3B16.vcd" //There's that chopper again! scene "scenes/Coach/WorldC2M3B17.vcd" //There goes the chopper! } Rule c2m4SeeChopperCoach { criteria Conceptc2m4SeeChopper IsCoach IsTalk NotInCombat IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response c2m4SeeChopperCoach } //-------------------------------------------------------------------------------------------------------------- // C2M5 //-------------------------------------------------------------------------------------------------------------- Response C2M5_Button2YellCoach { scene "scenes/Coach/WorldC2M5B08.vcd" //These zombies better be ready to rock. scene "scenes/Coach/WorldC2M5B102.vcd" //They nailed this damn song! scene "scenes/Coach/WorldC2M5B103.vcd" //I ain't normally a rock music man, but damn I love the Riders! scene "scenes/Coach/WorldC2M5B108.vcd" //All right Midnight Riders! scene "scenes/Coach/WorldC2M5B33.vcd" //This is gonna be good! scene "scenes/Coach/WorldC2M5B38.vcd" //Finale's on! Get ready to rock! scene "scenes/Coach/WorldC2M5B58.vcd" //I love you, Midnight Riders! scene "scenes/Coach/WorldC2M5B59.vcd" //I love this song! I love ALL these notes! scene "scenes/Coach/WorldC2M5B61.vcd" //Let loose! scene "scenes/Coach/WorldC2M5B66.vcd" //Come on Midnight Riders! scene "scenes/Coach/WorldC2M5B67.vcd" //This music IS GREAT! scene "scenes/Coach/WorldC2M5B68.vcd" //I forgot how much I like this song! scene "scenes/Coach/WorldC2M5B69.vcd" //They nailed this damn song! scene "scenes/Coach/WorldC2M5B90.vcd" //I love you, Midnight Riders! } Rule C2M5_Button2YellCoach { criteria ConceptC2M5_Button2Yell IsCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeaking Response C2M5_Button2YellCoach } Response C2M5_ChoppercomingCoach { scene "scenes/Coach/WorldC2M5B105.vcd" then any C2M5_PlanWorked foo:0 0.01 //The chopper saw us! scene "scenes/Coach/WorldC2M5B106.vcd" then any C2M5_PlanWorked foo:0 0.01 //The chopper's coming! } Rule C2M5_ChoppercomingCoach { criteria ConceptC2M5_Choppercoming IsCoach IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response C2M5_ChoppercomingCoach } Response c2m5_intro001Coach { scene "scenes/Coach/WorldC2M5B15.vcd" then self c2m5_intro002 foo:0 0.1 //First we look for supplies. } Rule c2m5_intro001Coach { criteria Conceptc2m5_intro001 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.788" applycontexttoworld Response c2m5_intro001Coach } Response c2m5_intro002Coach { scene "scenes/Coach/WorldC2M5B17.vcd" then any c2m5_intro003 foo:0 0.1 //Then we start the Midnight Rider finale. It's all kinds of fireworks, smokepots, and lights and shit. That chopper pilot can't miss it. } Rule c2m5_intro002Coach { criteria Conceptc2m5_intro002 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8.771" applycontexttoworld Response c2m5_intro002Coach } Response c2m5_intro006Coach { scene "scenes/Coach/WorldC2M5B05.vcd" then self c2m5_intro007 foo:0 0.1 //We start their finale, that chopper is gonna know something's up. } Rule c2m5_intro006Coach { criteria Conceptc2m5_intro006 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.868" applycontexttoworld Response c2m5_intro006Coach } Response c2m5_intro007Coach { scene "scenes/Coach/WorldC2M5B06.vcd" then any c2m5_intro008 foo:0 0.2 //Because nobody - and I mean NOBODY - has a bigger light show than the Midnight Riders. } Rule c2m5_intro007Coach { criteria Conceptc2m5_intro007 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.836" applycontexttoworld Response c2m5_intro007Coach } Response c2m5_intro010Coach { scene "scenes/Coach/WorldC2M5B10.vcd" then any c2m5_intro011 foo:0 0.2 //It's been a long time since I seen the Riders, but if their finale's the same, that'll signal the chopper pilot. We just need to start it. } Rule c2m5_intro010Coach { criteria Conceptc2m5_intro010 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:9.129" applycontexttoworld Response c2m5_intro010Coach } Response c2m5_intro012Coach { scene "scenes/Coach/WorldC1M1B17.vcd" //Then let's do it. Everybody grab a weapon, and let's go. } Rule c2m5_intro012Coach { criteria Conceptc2m5_intro012 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.161" applycontexttoworld Response c2m5_intro012Coach } Response c2m5_intro013Coach { scene "scenes/Coach/WorldC2M5B11.vcd" then self c2m5_intro014 foo:0 0.01 //Midnight Rider's finale? That'll alert the goddamn chopper. } Rule c2m5_intro013Coach { criteria Conceptc2m5_intro013 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.232" applycontexttoworld Response c2m5_intro013Coach } Response c2m5_intro014Coach { scene "scenes/Coach/WorldC2M5B06.vcd" then any c2m5_intro015 foo:0 0.2 //Because nobody - and I mean NOBODY - has a bigger light show than the Midnight Riders. } Rule c2m5_intro014Coach { criteria Conceptc2m5_intro014 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.836" applycontexttoworld Response c2m5_intro014Coach } Response c2m5_intro016Coach { scene "scenes/Coach/WorldC1M1B17.vcd" //Then let's do it. Everybody grab a weapon, and let's go. } Rule c2m5_intro016Coach { criteria Conceptc2m5_intro016 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.161" applycontexttoworld Response c2m5_intro016Coach } Response c2m5_intro017Coach { scene "scenes/Coach/WorldC2M5B04.vcd" then self c2m5_intro018 foo:0 0.1 //Y'all know the Midnight Riders? They gonna save us. } Rule c2m5_intro017Coach { criteria Conceptc2m5_intro017 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.320" applycontexttoworld Response c2m5_intro017Coach } Response c2m5_intro018Coach { scene "scenes/Coach/WorldC2M5B06.vcd" then any c2m5_intro019 foo:0 0.1 //Because nobody - and I mean NOBODY - has a bigger light show than the Midnight Riders. } Rule c2m5_intro018Coach { criteria Conceptc2m5_intro018 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.736" applycontexttoworld Response c2m5_intro018Coach } Response c2m5_intro020Coach { scene "scenes/Coach/WorldC1M1B17.vcd" //Then let's do it. Everybody grab a weapon, and let's go. } Rule c2m5_intro020Coach { criteria Conceptc2m5_intro020 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.161" applycontexttoworld Response c2m5_intro020Coach } Response c2m5_intro021Coach { scene "scenes/Coach/WorldC2M5B15.vcd" then self c2m5_intro022 foo:0 0.1 //First we look for supplies. } Rule c2m5_intro021Coach { criteria Conceptc2m5_intro021 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.788" applycontexttoworld Response c2m5_intro021Coach } Response c2m5_intro022Coach { scene "scenes/Coach/WorldC2M5B17.vcd" then self c2m5_intro023 foo:0 0.3 //Then we start the Midnight Rider finale. It's all kinds of fireworks, smokepots, and lights and shit. That chopper pilot can't miss it. } Rule c2m5_intro022Coach { criteria Conceptc2m5_intro022 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8.971" applycontexttoworld Response c2m5_intro022Coach } Response c2m5_intro023Coach { scene "scenes/Coach/WorldC2M4B06.vcd" then mechanic c2m5_intro024 foo:0 0.1 //Ellis, you ready to rock? } Rule c2m5_intro023Coach { criteria Conceptc2m5_intro023 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.715" applycontexttoworld Response c2m5_intro023Coach } Response c2m5_intro025Coach { scene "scenes/Coach/WorldC1M1B17.vcd" //Then let's do it. Everybody grab a weapon, and let's go. } Rule c2m5_intro025Coach { criteria Conceptc2m5_intro025 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.161" applycontexttoworld Response c2m5_intro025Coach } Response c2m5_intro027Coach { scene "scenes/Coach/WorldC2M5B15.vcd" then self c2m5_intro028 foo:0 0.1 //First we look for supplies. } Rule c2m5_intro027Coach { criteria Conceptc2m5_intro027 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.788" applycontexttoworld Response c2m5_intro027Coach } Response c2m5_intro028Coach { scene "scenes/Coach/WorldC2M5B17.vcd" then any c2m5_intro029 foo:0 0.3 //Then we start the Midnight Rider finale. It's all kinds of fireworks, smokepots, and lights and shit. That chopper pilot can't miss it. } Rule c2m5_intro028Coach { criteria Conceptc2m5_intro028 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8.971" applycontexttoworld Response c2m5_intro028Coach } Response C2M5_PlanWorkedCoach { scene "scenes/Coach/WorldC2M5B107.vcd" //The Midnight Riders saved us! scene "scenes/Coach/WorldC2M5B111.vcd" //I'll be damned! Even I didn't think that was gonna work! } Rule C2M5_PlanWorkedCoach { criteria ConceptC2M5_PlanWorked IsCoach IsNotIncapacitated NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C2M5_PlanWorkedCoach } Response c2m5_saferoominitCoach { scene "scenes/Coach/blank.vcd" //Blank } Rule c2m5_saferoominitCoach { criteria ConceptTalkIdle IsCoach IsInStartArea Ismap_c2m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_001 _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M5_001:1:0" applycontexttoworld Response c2m5_saferoominitCoach } Response C2M5Button1Coach { scene "scenes/Coach/MiscDirectional42.vcd" //I hit it! } Rule C2M5Button1Coach { criteria ConceptC2M5Button1 IsCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_101 ApplyContext "_auto_Button1:1:0,_auto_NoSpotting:1:0,_auto_NoLostCall:1:0,SrcGrp_C2M5_101:1:0" applycontexttoworld Response C2M5Button1Coach } Response C2M5ChopperNagCoach { scene "scenes/Coach/WorldC2M5B123.vcd" //Get on the chopper! scene "scenes/Coach/WorldC2M5B125.vcd" //Everyone to the chopper! scene "scenes/Coach/WorldC2M5B126.vcd" //Get on that chopper! } Rule C2M5ChopperNagCoach { criteria ConceptTalkIdle IsCoach Ismap_c2m5 IsNotIncapacitated IsTalk AutoIsNotScavenge AutoIsNotSurvival _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockCoach IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:5,_auto_TimerLockCoach:1:10" applycontexttoworld Response C2M5ChopperNagCoach } Response C2M5InArenaNagCoach { norepeat scene "scenes/Coach/WorldC2M5B20.vcd" //We have to figure out how to turn all this stuff on. scene "scenes/Coach/WorldC2M5B42.vcd" //Turn on the lights! scene "scenes/Coach/WorldC2M5B43.vcd" //Hit the lights! scene "scenes/Coach/WorldC2M5B51.vcd" //Turn on the lights! scene "scenes/Coach/WorldC2M5B53.vcd" //Hit the spotlights! scene "scenes/Coach/WorldC2M5B65.vcd" //Turn on the lights! } Rule C2M5InArenaNagCoach { criteria ConceptTalkIdle IsCoach ChanceToFire80Percent NotInCombat Ismap_c2m5 IsTalk IsTalkCoach IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton1 _auto_NotTimerLockA _auto_NotTimerLockCoach _auto_IsC2M5InArena IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:30,_auto_TimerLockCoach:1:34,_auto_NoSpotting:1:0" applycontexttoworld Response C2M5InArenaNagCoach } Response C2M5Saferoom001Coach { scene "scenes/Coach/WorldC2M4B05.vcd" then self c2m5_intro021 foo:0 0.2 //I know how we can signal that chopper. scene "scenes/Coach/WorldC2M5B04.vcd" then any c2m5_intro005 foo:0 0.3 //Y'all know the Midnight Riders? They gonna save us. scene "scenes/Coach/WorldC2M5B12.vcd" then self c2m5_intro001 foo:0 0.3 //Okay, here's the plan. scene "scenes/Coach/WorldC2M5B12.vcd" then self c2m5_intro010 foo:0 0.3 //Okay, here's the plan. scene "scenes/Coach/WorldC2M5B12.vcd" then self c2m5_intro017 foo:0 0.3 //Okay, here's the plan. scene "scenes/Coach/WorldC2M5B12.vcd" then self c2m5_intro027 foo:0 0.3 //Okay, here's the plan. } Rule C2M5Saferoom001Coach { criteria ConceptTalkIdle IsCoach ChanceToFire80Percent NotInCombat IsInStartArea Ismap_c2m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_SAFE001 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomQuiet:1:7,SrcGrp_C2M5_SAFE001:1:0" applycontexttoworld Response C2M5Saferoom001Coach } Response C2M5SingingCoach { scene "scenes/Coach/WorldC2M2B05.vcd" //[singing] ...Gotta reach for the top, stay on that mountainnnn... dunh-nuh-NAH-nuh-NAH-nha! scene "scenes/Coach/WorldC2M2B06.vcd" //[singing] ...Every lady's crazy when her daddy's not around... dunh-nuh-NAH-nuh-NAH-nha! } Rule C2M5SingingCoach { criteria ConceptC2M5Microphone IsCoach NotInCombat Ismap_c2m5 TimeSinceGroupInCombat02 IsNotSpeaking AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 _auto_IsButton1 Response C2M5SingingCoach } Response C2M5WeAreRocking##Name## { scene "scenes/Coach/Hurrah01.vcd" //We cool. scene "scenes/Coach/Hurrah02.vcd" //We gonna be all right. scene "scenes/Coach/Hurrah04.vcd" //We gonna do this. scene "scenes/Coach/Hurrah07.vcd" //Oh hell yeah! scene "scenes/Coach/Hurrah09.vcd" //We got up in their shit. scene "scenes/Coach/Hurrah20.vcd" //That is how you kick some ASS, baby! } Rule C2M5WeAreRocking##Name## { criteria ConceptPlayerLookHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsWorldTalkCoach IntensityOver75 _auto_IsC2M5InArena _auto_NotC2M5WeAreRocking ApplyContext "_auto_C2M5WeAreRocking:1:1.10" applycontexttoworld Response C2M5WeAreRocking##Name## } //-------------------------------------------------------------------------------------------------------------- // C3Intro //-------------------------------------------------------------------------------------------------------------- Response C2M3Saferoom001Coach { scene "scenes/Coach/WorldC2M3B01.vcd" //Well-looks like we're going through the tunnel of love, people. No hanky panky. scene "scenes/Coach/WorldC2M3B02.vcd" then gambler C2M3SafeIntro013 foo:0 0.1 //Well-looks like we're going through the tunnel of love, people. Stay close to me. scene "scenes/Coach/blank.vcd" then gambler C2M3SafeIntro001 foo:0 0.01 // scene "scenes/Coach/blank.vcd" then producer C2M3SafeIntro002 foo:0 0.01 // scene "scenes/Coach/blank.vcd" odds 3 then producer C2M3SafeIntro003 foo:0 0.01 // scene "scenes/Coach/blank.vcd" then gambler C2M3SafeIntro004 foo:0 0.01 // scene "scenes/Coach/blank.vcd" then gambler C2M3SafeIntro005 foo:0 0.01 // scene "scenes/Coach/blank.vcd" then mechanic C2M3SafeIntro008 foo:0 0.01 // scene "scenes/Coach/blank.vcd" then gambler C2M3SafeIntro010 foo:0 0.01 // scene "scenes/Coach/blank.vcd" then mechanic C2M3SafeIntro075 foo:0 0.01 // } Rule C2M3Saferoom001Coach { criteria ConceptTalkIdle IsCoach ChanceToFire80Percent NotInCombat IsInStartArea Ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_SAFE001 _auto_IsSafeRoomStart _auto_NotSafeRoomQuiet IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomQuiet:1:10,SrcGrp_C2M3_SAFE001:1:0" applycontexttoworld Response C2M3Saferoom001Coach } //-------------------------------------------------------------------------------------------------------------- // C3M1 //-------------------------------------------------------------------------------------------------------------- Response C3M1FerryEnd2Coach { scene "scenes/Coach/MoveOn02.vcd" //Come on, people, let's get with it. scene "scenes/Coach/MoveOn05.vcd" //We should get movin', ya hear me? scene "scenes/Coach/MoveOn06.vcd" //Alright, let's get it on. scene "scenes/Coach/MoveOn10.vcd" //All right, let's roll. } Rule C3M1FerryEnd2Coach { criteria ConceptC3M1FerryEnd2 IsCoach IsNotSaidC3M1FerryEnd AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryEnd:1:0" applycontexttoworld Response C3M1FerryEnd2Coach } //-------------------------------------------------------------------------------------------------------------- // C3M2 //-------------------------------------------------------------------------------------------------------------- Response C3M2DisgustCoach { scene "scenes/Coach/GooedBySpitterC103.vcd" //You have got to be kidding me. scene "scenes/Coach/ReactionNegative17.vcd" //Son of a bitch. } Rule C3M2DisgustCoach { criteria Conceptc3m2disgust IsCoach NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C3M2_900 ApplyContext "Talk:1:2.040,SrcGrp_C3M2_900:1:0" applycontexttoworld Response C3M2DisgustCoach } Response C3M2SafeRoomCoach { scene "scenes/Coach/WorldC3M1B12.vcd" //Man. When you're forced to turn to people livin' in a swamp to help you get out of a city? I don't think CEDA's doing their job right. } Rule C3M2SafeRoomCoach { criteria ConceptTalkIdle Joined3 IsCoach IsNotSaidC3M2SafeRoom ismapc3m2_swamp IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC3M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC3M2SafeRoom:1:0,Talk:1:8.734" applycontexttoworld Response C3M2SafeRoomCoach } Response InfoRemc3m2_parachutist2Coach { scene "scenes/Coach/WorldC3M203.vcd" //Shit, why would you ever jump out of a plane? } Rule InfoRemc3m2_parachutist2Coach { criteria ConceptInfoRemc3m2_parachutist2 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response InfoRemc3m2_parachutist2Coach } //-------------------------------------------------------------------------------------------------------------- // C3M3 //-------------------------------------------------------------------------------------------------------------- Response C3M3SafeRoom2b2Coach { scene "scenes/Coach/WorldC3M301.vcd" //All right, this just makes me sad. scene "scenes/Coach/WorldC3M302.vcd" //It did not end well for these people. } Rule C3M3SafeRoom2b2Coach { criteria ConceptC3M3SafeRoom2b2 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.429" applycontexttoworld Response C3M3SafeRoom2b2Coach } Response InfoRemC3M3LowerGateaCoach { scene "scenes/Coach/WorldC3M308.vcd" //Lower the bridge. } Rule InfoRemC3M3LowerGateaCoach { criteria ConceptInfoRemC3M3LowerGatea IsCoach IsNotSaidC3M3BridgeButton IntensityUnder25 AutoIsNotScavenge AutoIsNotSurvival Response InfoRemC3M3LowerGateaCoach } //-------------------------------------------------------------------------------------------------------------- // C3M4 //-------------------------------------------------------------------------------------------------------------- Response C3M4BoatNagsCoach { scene "scenes/Coach/WorldC3M110.vcd" //Get on the boat! scene "scenes/Coach/WorldC3M111.vcd" //Everyone on the boat! scene "scenes/Coach/WorldC3M421.vcd" //Get on the boat! scene "scenes/Coach/WorldC3M422.vcd" //Run to the boat! scene "scenes/Coach/WorldC3M423.vcd" //Everyone onto the boat! scene "scenes/Coach/WorldC3M424.vcd" //Get your asses on the boat! scene "scenes/Coach/WorldC4M4B20.vcd" //GET TO THE BOAT! } Rule C3M4BoatNagsCoach { criteria ConceptTalkIdle IsCoach IsTalk ismapc3m4_plantation IsNotIncapacitated ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateExploded _auto_NotTimerLockA IsNotSpeakingWeight0 ApplyContext "Talk:1:1.437,_auto_TimerLockA:1:6" applycontexttoworld Response C3M4BoatNagsCoach } Response C3M4Button1Coach { scene "scenes/Coach/WorldC3M406.vcd" then orator C3M4Button101 foo:0 0.3 //Anyone out there? scene "scenes/Coach/WorldC3M407.vcd" then orator C3M4Button101 foo:0 0.3 //Can anyone here me? } Rule C3M4Button1Coach { criteria ConceptC3M4Button1 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.765,_auto_Button1:1:0,_auto_Button1Coach:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response C3M4Button1Coach } Response C3M4Button201Coach { scene "scenes/Coach/WorldC3M408.vcd" then orator C3M4Button202 foo:0 0.01 //Shit, we're at the plantation house. scene "scenes/Coach/WorldC3M409.vcd" then orator C3M4Button202 foo:0 0.01 //We're at the big house. } Rule C3M4Button201Coach { criteria ConceptC3M4Button201 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.948" applycontexttoworld Response C3M4Button201Coach } Response C3M4GateBlow01Coach { scene "scenes/Coach/WorldC3M4B07.vcd" then orator C3M4GateBlow02 foo:0 0.01 //Oh shit! Gate open! scene "scenes/Coach/WorldC3M4B10.vcd" odds 4 then orator C3M4GateBlow02 foo:0 0.01 //Our Cajun friend opened the gate! } Rule C3M4GateBlow01Coach { criteria ConceptC3M4GateBlow01 IsCoach IsTalk AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_GateExploded:1:0" applycontexttoworld Response C3M4GateBlow01Coach } //-------------------------------------------------------------------------------------------------------------- // C4 //-------------------------------------------------------------------------------------------------------------- Response C4GoingToDieCoachCoach { norepeat scene "scenes/Coach/WorldC4M3GoingToDie01.vcd" //I am not dying in a goddamn sugar mill. } Rule C4GoingToDieCoachCoach { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotComplainBlock ChanceToFire30Percent IsWorldTalkCoach ismap_c4m2_sugarmill_a ApplyContext "IsComplain:1:25" forceweight 200 Response C4GoingToDieCoachCoach } //-------------------------------------------------------------------------------------------------------------- // C4General //-------------------------------------------------------------------------------------------------------------- Response C4StormBlindIdleCoach { scene "scenes/Coach/MiscDirectional66.vcd" //Can't see two feet. Shit. scene "scenes/Coach/MiscDirectional67.vcd" //Can't see a goddamn thing. scene "scenes/Coach/MiscDirectional68.vcd" //Can't see a goddamn thing. scene "scenes/Coach/MiscDirectional69.vcd" //Can't see two feet. Shit. } Rule C4StormBlindIdleCoach { criteria ConceptTalkIdle IsCoach ChanceToFire30Percent IsNotIncapacitated _auto_NotTimerLockA _auto_IsTimerA _auto_NotC4CoachInCover IsNotSpeakingWeight0 ApplyContext "_auto_TimerA:0:0" applycontexttoworld Response C4StormBlindIdleCoach } //-------------------------------------------------------------------------------------------------------------- // C4M1 //-------------------------------------------------------------------------------------------------------------- Response _c4m1Intro22Coach { scene "scenes/Coach/WorldC4M1B07.vcd" then any _c4m1Intro23 foo:0 0.01 //We should be in and out here. Get the gas, get back to shore, signal Virgil with the flare gun in the gun bag. Then we just, uh... um... aw, HELL. Tell me SOMEONE brought the GUN BAG. } Rule _c4m1Intro22Coach { criteria Concept_c4m1Intro22 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:15.296" applycontexttoworld Response _c4m1Intro22Coach } //-------------------------------------------------------------------------------------------------------------- // C4M2 //-------------------------------------------------------------------------------------------------------------- Response C4M2IdleWitchville01Coach { scene "scenes/Coach/WorldC4M211.vcd" then any _c4m2_Witchville05 foo:0 0.01 //Goddamn it, wha't with all these witches. scene "scenes/Coach/WorldC4M2B09.vcd" then any _c4m2_Witchville05 foo:0 0.01 //Whole lotta witches round here... scene "scenes/Coach/WorldC4M2B10.vcd" then any _c4m2_Witchville05 foo:0 0.01 //Lotta damn witches up in this place. } Rule C4M2IdleWitchville01Coach { criteria ConceptPlayerWarnHearZombie IsWitchClass IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsCoach IsNotIncapacitated IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach IsCoachInWitchville ChanceToFire50Percent NotSaidLotsOfWitches IsNotSrcGrp_C4M2_006 ApplyContext "SaidWitchWarn:1:20,WarnHeardWitch:1:300,SaidLotsOfWitches:1:90,SrcGrp_C4M2_006:1:0" applycontexttoworld Response C4M2IdleWitchville01Coach } Response C4M2PushedButtonCoach { scene "scenes/Coach/MiscDirectional42.vcd" //I hit it! } Rule C4M2PushedButtonCoach { criteria Conceptc4m2_elevator_top_button IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C4M2PushedButtonCoach } //-------------------------------------------------------------------------------------------------------------- // C4M5 //-------------------------------------------------------------------------------------------------------------- Response C4M5BoatNagsCoach { scene "scenes/Coach/WorldC3M110.vcd" //Get on the boat! scene "scenes/Coach/WorldC3M422.vcd" //Run to the boat! scene "scenes/Coach/WorldC3M424.vcd" //Get your asses on the boat! scene "scenes/Coach/WorldC4M4B20.vcd" //GET TO THE BOAT! } Rule C4M5BoatNagsCoach { criteria ConceptTalkIdle IsCoach ChanceToFire50Percent Isc4m5 AutoIsNotScavenge AutoIsNotSurvival _auto_IsBoatArrived _auto_NotBoatSurvivorNagGate IsNotSpeakingWeight0 ApplyContext "_auto_BoatSurvivorNagGate:1:7" applycontexttoworld Response C4M5BoatNagsCoach } Response PlayerRemarkc4m5_saferoomaCoach { speak "Coach_Blank" noscene //Blank } Rule PlayerRemarkc4m5_saferoomaCoach { criteria ConceptTalkIdle IsCoach IsInStartArea Isc4m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M5_001 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M5_001:1:0" applycontexttoworld Response PlayerRemarkc4m5_saferoomaCoach } //-------------------------------------------------------------------------------------------------------------- // C5M1 //-------------------------------------------------------------------------------------------------------------- Response C5M1_intro002Coach { scene "scenes/Coach/WorldC5M1B01.vcd" then orator C5M1_intro003 foo:0 0.01 //Thanks, Virgil. You stay safe, brother. } Rule C5M1_intro002Coach { criteria ConceptC5M1_intro002 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.727" applycontexttoworld Response C5M1_intro002Coach } Response C5M1_intro005Coach { scene "scenes/Coach/Blank.vcd" then producer C5M1_intro009 foo:0 0.01 //Blank scene "scenes/Coach/WorldC5M1B02.vcd" //We made it REAL damn far, people. I'm proud of you. Now let's just cross that last mile. scene "scenes/Coach/WorldC5M1B03.vcd" //We BEEN through hell getting here. Now we're at the last mile. Let's make this COUNT. scene "scenes/Coach/WorldC5M1B04.vcd" then gambler C5M1_intro006 foo:0 0.01 //All right people, let's get to that bridge. scene "scenes/Coach/WorldC5M1B05.vcd" then gambler C5M1_intro007 foo:0 0.01 //We're almost home free, people. } Rule C5M1_intro005Coach { criteria ConceptC5M1_intro005 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.313" applycontexttoworld Response C5M1_intro005Coach } Response C5M1_intro008Coach { scene "scenes/Coach/World02.vcd" //Oh yeaah. Our goal is right next to the bridge, ON THE OTHER MOTHER F'IN SIDE OF THE RIVER! } Rule C5M1_intro008Coach { criteria ConceptC5M1_intro008 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.267" applycontexttoworld Response C5M1_intro008Coach } Response C5M1_intro010Coach { scene "scenes/Coach/WorldC5M1B02.vcd" //We made it REAL damn far, people. I'm proud of you. Now let's just cross that last mile. scene "scenes/Coach/WorldC5M1B03.vcd" //We BEEN through hell getting here. Now we're at the last mile. Let's make this COUNT. scene "scenes/Coach/WorldC5M1B04.vcd" then gambler C5M1_intro006 foo:0 0.01 //All right people, let's get to that bridge. scene "scenes/Coach/WorldC5M1B05.vcd" then gambler C5M1_intro007 foo:0 0.01 //We're almost home free, people. } Rule C5M1_intro010Coach { criteria ConceptC5M1_intro010 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.313" applycontexttoworld Response C5M1_intro010Coach } Response C5M1Flyby01Coach { scene "scenes/Coach/WorldC5M1B07.vcd" then any C5M1Flyby02 foo:0 0.1 //They're still flying jets! scene "scenes/Coach/WorldC5M1B09.vcd" then any C5M1Flyby02 foo:0 0.1 //Alright, Military's still here! } Rule C5M1Flyby01Coach { criteria ConceptC5M1Flyby01 IsCoach IsTalk IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival ismap_c5m1_waterfront ChanceToFire80Percent Response C5M1Flyby01Coach } Response C5M1Flyby03Coach { scene "scenes/Coach/WorldC5M1B08.vcd" //It means they haven't abandoned New Orleans. C'mon, let's move! } Rule C5M1Flyby03Coach { criteria ConceptC5M1Flyby03 IsCoach IsNotCoughing NotInCombat IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C5M1Flyby03Coach } //-------------------------------------------------------------------------------------------------------------- // C5M2 //-------------------------------------------------------------------------------------------------------------- Response C5M2_signcontagious01Coach { scene "scenes/Coach/WorldSigns07.vcd" //It sure is. } Rule C5M2_signcontagious01Coach { criteria ConceptC5M2_signcontagious01 IsCoach IsTalk IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C5M2_signcontagious01Coach } Response C5M2AlarmNagCoach { scene "scenes/Coach/WorldC5M2B09.vcd" //RUN! scene "scenes/Coach/WorldC5M2B10.vcd" //MOVE YOUR ASSES! scene "scenes/Coach/WorldC5M2B11.vcd" //GO! scene "scenes/Coach/WorldC5M2B12.vcd" //KEEP MOVIN'! scene "scenes/Coach/WorldC5M2B13.vcd" //JUST RUN! scene "scenes/Coach/WorldC5M2B14.vcd" //GET THE LEAD OUT, PEOPLE! scene "scenes/Coach/WorldC5M2B15.vcd" //WE GOTTA TURN OFF THAT ALARM! scene "scenes/Coach/WorldC5M2B16.vcd" //MOVE! } Rule C5M2AlarmNagCoach { criteria ConceptTalkIdle IsCoach IsMapc5m2_park AutoIsNotScavenge AutoIsNotSurvival ChanceToFire80Percent _auto_IsAlarmOn _auto_NotAlarmOff _auto_NotDoorOpen _auto_NotTimerLockA _auto_NotTimerLockCoach IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockCoach:1:13" applycontexttoworld Response C5M2AlarmNagCoach } Response C5M2Freeway01Coach { scene "scenes/Coach/WorldC5M2B03.vcd" //Allright, then, let's follow it! } Rule C5M2Freeway01Coach { criteria ConceptC5M2Freeway01 IsCoach IsNotCoughing NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C5M2Freeway01Coach } Response PlayerRemarkc5m2busstationCoach { scene "scenes/Coach/WorldC5M2B17.vcd" //Through the bus station! } Rule PlayerRemarkc5m2busstationCoach { criteria ConceptRemark IsCoach Isc5m2busstation IsNotSaidc5m2busstation IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_IsDoorOpen IsNotSpeakingWeight0 ApplyContext "Saidc5m2busstation:1:0,Talk:1:1.110" applycontexttoworld Response PlayerRemarkc5m2busstationCoach } Response PlayerRemarkc5m2freewayCoach { scene "scenes/Coach/WorldC5M2B02.vcd" then any C5M2Freeway01 foo:0 0.1 //Look, that freeway's headin' right to our bridge. } Rule PlayerRemarkc5m2freewayCoach { criteria ConceptRemark IsCoach Isc5m2freeway IsNotSaidc5m2freeway IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m2freeway:1:0,Talk:1:3.496" applycontexttoworld Response PlayerRemarkc5m2freewayCoach } Response PlayerRemarkc5m2parkCoach { scene "scenes/Coach/WorldC5M2B01.vcd" //C'mon, let's head through the park! } Rule PlayerRemarkc5m2parkCoach { criteria ConceptRemark IsCoach Isc5m2park IsNotSaidc5m2park IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m2park:1:0,Talk:1:1.734" applycontexttoworld Response PlayerRemarkc5m2parkCoach } //-------------------------------------------------------------------------------------------------------------- // C5M3 //-------------------------------------------------------------------------------------------------------------- Response C5M3AlarmFieldNagsCoach { norepeat scene "scenes/Coach/WorldC5M3B22.vcd" //Everybody take it slow, now. scene "scenes/Coach/WorldC5M3B24.vcd" //Move careful, watch your fire, and we'll be just fine. } Rule C5M3AlarmFieldNagsCoach { criteria ConceptTalkIdle IsCoach AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk _auto_IsInAlarmField _auto_NotTimerLockA _auto_NotAlarmFieldOn IsNotSpeakingWeight0 ApplyContext "Talk:1:4.294,_auto_TimerLockA:1:12" applycontexttoworld forceweight 200 Response C5M3AlarmFieldNagsCoach } Response C5M3Bodies01Coach { scene "scenes/Coach/WorldC5M2B06.vcd" then gambler C5M3Bodies04 foo:0 1.0 //[annoyed] How does bein' so right feel, Nick? } Rule C5M3Bodies01Coach { criteria ConceptC5M3Bodies01 IsCoach AutoIsNotScavenge AutoIsNotSurvival IsSubjectDistNear500 NotInCombat ApplyContext "Talk:1:3.022" applycontexttoworld Response C5M3Bodies01Coach } Response C5M3Bodies03Coach { scene "scenes/Coach/WorldC5M2B05.vcd" //I don't know shit. We gonna keep movin'. } Rule C5M3Bodies03Coach { criteria ConceptC5M3Bodies03 IsCoach AutoIsNotScavenge AutoIsNotSurvival IsSubjectDistNear500 NotInCombat ApplyContext "Talk:1:2.708" applycontexttoworld Response C5M3Bodies03Coach } Response C5M3FirstInAlarmCoach { scene "scenes/Coach/WorldC5M3B19.vcd" //Alarms everywhere, people. Watch yourselves! } Rule C5M3FirstInAlarmCoach { criteria ConceptC5M3FirstInAlarmField IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidremark_caralarm:1:0,Talk:1:2.959" applycontexttoworld Response C5M3FirstInAlarmCoach } Response C5M3Freeway01Coach { scene "scenes/Coach/WorldC5M3B03.vcd" //Bridge can't be too far now. scene "scenes/Coach/WorldC5M3B03.vcd" //Bridge can't be too far now. } Rule C5M3Freeway01Coach { criteria ConceptC5M3Freeway01 IsCoach IsNotCoughing NotInCombat IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C5M3Freeway01Coach } Response C5M3GraveNagsCoach { norepeat scene "scenes/Coach/blank.vcd" // } Rule C5M3GraveNagsCoach { criteria ConceptTalkIdle IsCoach AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk ChanceToFire10Percent IsNotAlone TimeSinceGroupInCombat02 IsGamblerAlive IsNotSrcGrp_C5M3_NAG03 _auto_IsOffHighway IsNotSpeakingWeight0 ApplyContext "SrcGrp_C5M3_NAG03:1:0" applycontexttoworld Response C5M3GraveNagsCoach } Response C5M3Jets2Coach { scene "scenes/Coach/WorldC5M3B28.vcd" //MOTHERF- } Rule C5M3Jets2Coach { criteria Conceptc5m3Jets2 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.059" applycontexttoworld Response C5M3Jets2Coach } Response C5M3OnBridgeCoach { scene "scenes/Coach/TransitionClose11.vcd" //Allright. We allright y'all. We made it. } Rule C5M3OnBridgeCoach { criteria Conceptc5m3OnBridge IsCoach IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.647,_auto_OnBridgeCoach:1:0,_auto_AlarmFieldOn:1:0" applycontexttoworld Response C5M3OnBridgeCoach } Response C5M3SeeGraveyard02Coach { scene "scenes/Coach/WorldC5M3B30.vcd" //Get your ass movin', Nick. } Rule C5M3SeeGraveyard02Coach { criteria ConceptC5M3SeeGraveyard02 IsCoach NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.839" applycontexttoworld Response C5M3SeeGraveyard02Coach } Response C5M3ShootCarCoach { scene "scenes/Coach/ReactionNegative01.vcd" //Shit. scene "scenes/Coach/ReactionNegative04.vcd" odds 12 //Man this is about to get all baghdad and shit.. scene "scenes/Coach/ReactionNegative05.vcd" //Oh hell, this about to get bad. scene "scenes/Coach/ReactionNegative08.vcd" //Goddamnit! scene "scenes/Coach/ReactionNegative16.vcd" //Son of a bitch. scene "scenes/Coach/ReactionNegative17.vcd" //Son of a bitch. } Rule C5M3ShootCarCoach { criteria ConceptPanicEvent IsCoach AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsCoach _auto_IsInAlarmField _auto_NotAlarmFieldOn ApplyContext "_auto_AlarmFieldOn:1:0,_auto_TimerLockA:1:1.5" applycontexttoworld Response C5M3ShootCarCoach } Response C5M3ShootCar2Coach { scene "scenes/Coach/WorldC5M3B25.vcd" //WOULD YOU STOP SHOOTIN' THE GODDAMN CARS! } Rule C5M3ShootCar2Coach { criteria ConceptPanicEvent IsCoach AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsNotCoach IsNotSrcGrp_C5M3_CAR01 _auto_IsInAlarmField _auto_IsAlarmFieldOn _auto_NotTimerLockA ApplyContext "_auto_SecondCarCoach:1:8,SrcGrp_C5M3_CAR01:1:0" applycontexttoworld Response C5M3ShootCar2Coach } Response C5M3Sniper01Coach { scene "scenes/Coach/WorldC5M3B13.vcd" //Man, I hope not. } Rule C5M3Sniper01Coach { criteria ConceptC5M3Sniper01 IsCoach IsNotCoughing NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.595" applycontexttoworld Response C5M3Sniper01Coach } Response PlayerRemarkc5m3bodiesCoach { scene "scenes/Coach/WorldC5M2B04.vcd" then any C5M3Bodies02 foo:0 0.1 //These ain't zombies. Somebody's been shootin' people. } Rule PlayerRemarkc5m3bodiesCoach { criteria ConceptRemark IsCoach IsMapc5m2_park Isc5m3bodies IsNotSaidc5m3bodies IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsInStartArea ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 ApplyContext "Saidc5m3bodies:1:0,Talk:1:3.726,_auto_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkc5m3bodiesCoach } //AUTOGENERATED BLANK FOR PlayerRemarkc5m3bodiesCoach : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkc5m3bodiesCoach { criteria ConceptRemark IsCoach IsMapc5m2_park Isc5m3bodies IsNotSaidc5m3bodies IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc5m3bodies:1:0,Talk:1:3.726,_auto_SafeRoom:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkc5m3crashedheliCoach { scene "scenes/Coach/WorldC5M3B08.vcd" //Zombies didn't bring down that chopper. } Rule PlayerRemarkc5m3crashedheliCoach { criteria ConceptRemark IsCoach Isc5m3crashedheli IsNotSaidc5m3crashedheli IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3crashedheli:1:0" applycontexttoworld Response PlayerRemarkc5m3crashedheliCoach } Response PlayerRemarkc5m3freewayCoach { scene "scenes/Coach/WorldC5M3B01.vcd" //This freeway's gotta hook up with the bridge. } Rule PlayerRemarkc5m3freewayCoach { criteria ConceptRemark IsCoach Isc5m3freeway IsNotSaidc5m3freeway IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea IsNotSpeakingWeight0 ApplyContext "Saidc5m3freeway:1:0" applycontexttoworld Response PlayerRemarkc5m3freewayCoach } Response PlayerRemarkc5m3insewerCoach { scene "scenes/Coach/blank.vcd" //Blank } Rule PlayerRemarkc5m3insewerCoach { criteria ConceptRemark IsCoach Isc5m3insewer IsNotSaidc5m3insewer IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear250 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3insewer:1:0,_auto_InSewer:1:0" applycontexttoworld Response PlayerRemarkc5m3insewerCoach } Response PlayerRemarkc5m3manholeCoach { scene "scenes/Coach/WorldC5M3B16.vcd" then any C5M3manhole01 foo:0 0.1 //Everybody in the sewer. } Rule PlayerRemarkc5m3manholeCoach { criteria ConceptRemark IsCoach Isc5m3manhole IsNotSaidc5m3manhole IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_NotInSewer IsNotSpeakingWeight0 ApplyContext "Saidc5m3manhole:1:0,Talk:1:1.491" applycontexttoworld forceweight 100 Response PlayerRemarkc5m3manholeCoach } Response PlayerRemarkc5m3manhole2Coach { scene "scenes/Coach/WorldC5M3B18.vcd" then gambler C5M3manhole01 foo:0 0.1 //Nick! Good news - we're going down into this sewer. } Rule PlayerRemarkc5m3manhole2Coach { criteria ConceptRemark IsCoach Isc5m3manhole IsNotSaidc5m3manhole IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsGamblerNear400 _auto_NotInSewer IsNotSpeakingWeight0 ApplyContext "Saidc5m3manhole:1:0,Talk:1:3.733" applycontexttoworld forceweight 100 Response PlayerRemarkc5m3manhole2Coach } Response PlayerRemarkc5m3offhighwayCoach { scene "scenes/Coach/blank.vcd" // } Rule PlayerRemarkc5m3offhighwayCoach { criteria ConceptRemark IsCoach Isc5m3offhighway IsNotSaidc5m3offhighway IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3offhighway:1:0,_auto_OffHighway:1:0" applycontexttoworld Response PlayerRemarkc5m3offhighwayCoach } Response PlayerRemarkc5m3seegraveyardCoach { scene "scenes/Coach/WorldC5M3B29.vcd" then any C5M3SeeGraveyard01 foo:0 0.1 //Allright. Shit. Nobody panic. We gonna head down and find another way up onto the bridge. } Rule PlayerRemarkc5m3seegraveyardCoach { criteria ConceptRemark IsCoach Isc5m3seegraveyard IsNotSaidc5m3seegraveyard IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotAlone _auto_IsBridgeBomb _auto_NotTimerLockA _auto_NotOffHighway IsNotSpeakingWeight0 ApplyContext "Saidc5m3seegraveyard:1:0,Talk:1:6.593" applycontexttoworld Response PlayerRemarkc5m3seegraveyardCoach } Response PlayerRemarkc5m3seesaferoomCoach { scene "scenes/Coach/SafeSpotAhead01.vcd" //Safe house up ahead! scene "scenes/Coach/SafeSpotAhead02.vcd" //Safe house! } Rule PlayerRemarkc5m3seesaferoomCoach { criteria ConceptRemark IsCoach Isc5m3seesaferoom IsNotSaidc5m3seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc5m3seesaferoomCoach } Response PlayerRemarkc5m3sewercommentCoach { scene "scenes/Coach/WorldC5M3B17.vcd" then gambler C5M3SewerIn01 foo:0 0.01 //Man, Nick, you picked a bad day to wear your white suit. } Rule PlayerRemarkc5m3sewercommentCoach { criteria ConceptRemark IsCoach Isc5m3sewercomment IsNotSaidc5m3sewercomment IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 IsGamblerAlive ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3sewercomment:1:0,Talk:1:3.451" applycontexttoworld Response PlayerRemarkc5m3sewercommentCoach } //AUTOGENERATED BLANK FOR PlayerRemarkc5m3sewercommentCoach : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkc5m3sewercommentCoach { criteria ConceptRemark IsCoach Isc5m3sewercomment IsNotSaidc5m3sewercomment IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 IsGamblerAlive AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc5m3sewercomment:1:0,Talk:1:3.451" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkc5m3sniperCoach { scene "scenes/Coach/WorldC5M3B12.vcd" then gambler C5M3Sniper01 foo:0 0.1 //I hope those hash marks mean zombies. } Rule PlayerRemarkc5m3sniperCoach { criteria ConceptRemark IsCoach Isc5m3sniper IsNotSaidc5m3sniper IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3sniper:1:0,Talk:1:2.502" applycontexttoworld Response PlayerRemarkc5m3sniperCoach } Response PlayerRemarkc5m3upladderCoach { scene "scenes/Coach/MiscDirectional23.vcd" //Up that ladder! } Rule PlayerRemarkc5m3upladderCoach { criteria ConceptRemark IsCoach Isc5m3upladder IsNotSaidc5m3upladder IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3upladder:1:0" applycontexttoworld Response PlayerRemarkc5m3upladderCoach } Response PlayerRemarkc5m3upstepsCoach { scene "scenes/Coach/World12.vcd" //Up here. } Rule PlayerRemarkc5m3upstepsCoach { criteria ConceptRemark IsCoach Isc5m3upsteps IsNotSaidc5m3upsteps IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3upsteps:1:0" applycontexttoworld Response PlayerRemarkc5m3upstepsCoach } Response PlayerRemarkc5m3wargrafittiCoach { scene "scenes/Coach/WorldC5M3B09.vcd" //There was some kinda war goin on out here. } Rule PlayerRemarkc5m3wargrafittiCoach { criteria ConceptRemark IsCoach Isc5m3wargrafitti IsNotSaidc5m3wargrafitti IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3wargrafitti:1:0" applycontexttoworld Response PlayerRemarkc5m3wargrafittiCoach } //-------------------------------------------------------------------------------------------------------------- // C5M4 //-------------------------------------------------------------------------------------------------------------- Response C5M4BombInt01Coach { scene "scenes/Coach/WorldC5M4B03.vcd" then any C5M4BombInt01A foo:0 0.01 //SHIT! } Rule C5M4BombInt01Coach { criteria ConceptC5M4BombInt01 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.813,_auto_Bomb1:1:0" applycontexttoworld Response C5M4BombInt01Coach } Response C5M4BombInt01ACoach { scene "scenes/Coach/WorldC5M4B01.vcd" //Man, they're lighting up this whole place. We gotta get to the bridge. } Rule C5M4BombInt01ACoach { criteria ConceptC5M4BombInt01A IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.146" applycontexttoworld Response C5M4BombInt01ACoach } Response C5M4BombInt02Coach { norepeat scene "scenes/Coach/WorldC5M4B04.vcd" //Damn! That one was close! scene "scenes/Coach/WorldC5M4B05.vcd" //Shit. Damn, that one was close! } Rule C5M4BombInt02Coach { criteria ConceptC5M4BombInt02 IsCoach NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea ApplyContext "Talk:1:3.765,_auto_Bomb2:1:0" applycontexttoworld Response C5M4BombInt02Coach } Response C5M4BombInt03Coach { norepeat scene "scenes/Coach/WorldC5M4B02.vcd" //STOP BOMBING US. scene "scenes/Coach/WorldC5M4B02.vcd" //STOP BOMBING US. } Rule C5M4BombInt03Coach { criteria ConceptC5M4BombInt03 IsCoach NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea ApplyContext "Talk:1:1.312,_auto_Bomb3:1:0" applycontexttoworld Response C5M4BombInt03Coach } Response PlayerRemarkc5m4inminifinaleCoach { scene "scenes/Coach/blank.vcd" // } Rule PlayerRemarkc5m4inminifinaleCoach { criteria ConceptRemark IsCoach Isc5m4inminifinale IsNotSaidc5m4inminifinale IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4inminifinale:1:0,_auto_InMiniFinale:1:0" applycontexttoworld Response PlayerRemarkc5m4inminifinaleCoach } Response PlayerRemarkc5m4seebridgeCoach { scene "scenes/Coach/World01.vcd" then any C5M4MadeIt01 foo:0 0.01 //There's the bridge. scene "scenes/Coach/WorldC5M4B06.vcd" then any C5M4MadeIt01 foo:0 0.01 //There're the bridge! } Rule PlayerRemarkc5m4seebridgeCoach { criteria ConceptRemark IsCoach Isc5m4seebridge IsNotSaidc5m4seebridge IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4seebridge:1:0,_auto_SawBridge:1:0" applycontexttoworld Response PlayerRemarkc5m4seebridgeCoach } Response PlayerRemarkc5m4seesaferoomCoach { scene "scenes/Coach/WorldC5M4B08.vcd" then any C5M4MadeIt01 foo:0 0.01 //There's a safe room in the bridge! } Rule PlayerRemarkc5m4seesaferoomCoach { criteria ConceptRemark IsCoach Isc5m4seesaferoom IsNotSaidc5m4seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc5m4seesaferoomCoach } //-------------------------------------------------------------------------------------------------------------- // C5M4Ellis //-------------------------------------------------------------------------------------------------------------- Response EllisStoryInterruptCoach { scene "scenes/Coach/EllisInterrupt02.vcd" then mechanic EllisStoryReac01 foo:0 0.01 //We ain't got time for this, Ellis. } Rule EllisStoryInterruptCoach { criteria ConceptSurvivorLeavingInitialCheckpoint IsCoach _auto_IsTellingStory _auto_NotDidInterrupt ApplyContext "Talk:1:1.852,_auto_DidInterrupt:1:0,_auto_TellingStory:0:0" applycontexttoworld forceweight 1 Response EllisStoryInterruptCoach } Response EllisStoryInterrupt2Coach { scene "scenes/Coach/EllisInterrupt02.vcd" then mechanic EllisStoryReac01 foo:0 0.01 //We ain't got time for this, Ellis. } Rule EllisStoryInterrupt2Coach { criteria ConceptEllisInterrupt IsCoach _auto_IsTellingStory _auto_NotDidInterrupt ApplyContext "Talk:1:1.852,_auto_DidInterrupt:1:0,_auto_TellingStory:0:0,_auto_FullStory:1:0" applycontexttoworld forceweight 1 Response EllisStoryInterrupt2Coach } //-------------------------------------------------------------------------------------------------------------- // C5M5 //-------------------------------------------------------------------------------------------------------------- Response C5M5_Button2Coach { scene "scenes/Coach/Blank.vcd" //Blank } Rule C5M5_Button2Coach { criteria ConceptC5M5_Button2 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C5M5_Button2Coach } Response C5M5_saferoom002Coach { scene "scenes/Coach/WorldC5M5B03.vcd" then gambler C5M5_saferoom003 foo:0 0.01 //Well, you free to make yourself a new life here in this room, Nick. scene "scenes/Coach/WorldC5M5B04.vcd" then gambler C5M5_saferoom004 foo:0 0.01 //No. } Rule C5M5_saferoom002Coach { criteria ConceptC5M5_saferoom002 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2 Response C5M5_saferoom002Coach } Response C5M5_saferoom005Coach { scene "scenes/Coach/WorldC5M5B03.vcd" then gambler C5M5_saferoom003 foo:0 0.01 //Well, you free to make yourself a new life here in this room, Nick. } Rule C5M5_saferoom005Coach { criteria ConceptC5M5_saferoom005 IsCoach IsInStartArea ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2 Response C5M5_saferoom005Coach } Response C5M5_SurvivorConv01Coach { scene "scenes/Coach/WorldC5M5B11.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //Hey! There's four of us on the bridge! } Rule C5M5_SurvivorConv01Coach { criteria ConceptC5M5_SurvivorConv01 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingCoach _auto_NotButton2 Response C5M5_SurvivorConv01Coach } Response C5M5_SurvivorConv02Coach { scene "scenes/Coach/WorldC5M5B12.vcd" then orator C5M5_Soldier1Conv04 foo:0 0.01 //We are NOT infected. } Rule C5M5_SurvivorConv02Coach { criteria ConceptC5M5_SurvivorConv02 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingCoach _auto_NotButton2 Response C5M5_SurvivorConv02Coach } Response C5M5_SurvivorConv03Coach { scene "scenes/Coach/WorldC5M5B13.vcd" then orator C5M5_Soldier1Conv05 foo:0 0.01 //"Encountered"? Boy, I am covered in zombie blood and puke and eyeballs and twenty other parts I don't even recognize. We are immune as SHIT. } Rule C5M5_SurvivorConv03Coach { criteria ConceptC5M5_SurvivorConv03 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingCoach _auto_NotButton2 Response C5M5_SurvivorConv03Coach } Response C5M5_SurvivorConv04Coach { scene "scenes/Coach/WorldC5M504.vcd" //I hear ya man. See ya soon. scene "scenes/Coach/WorldC5M506.vcd" //Wind up the chopper, because here we come. scene "scenes/Coach/WorldC5M5B14.vcd" //We're on our way. } Rule C5M5_SurvivorConv04Coach { criteria ConceptC5M5_SurvivorConv04 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingCoach _auto_NotButton2 Response C5M5_SurvivorConv04Coach } Response C5M5_SurvivorConv05Coach { scene "scenes/Coach/WorldC5M504.vcd" //I hear ya man. See ya soon. scene "scenes/Coach/WorldC5M506.vcd" //Wind up the chopper, because here we come. scene "scenes/Coach/WorldC5M5B14.vcd" //We're on our way. } Rule C5M5_SurvivorConv05Coach { criteria ConceptC5M5_SurvivorConv05 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingCoach _auto_NotButton2 Response C5M5_SurvivorConv05Coach } Response C5M5Button1Coach { scene "scenes/Coach/WorldC5M5B10.vcd" then orator C5M5_Soldier1Conv01 foo:0 0.01 //Hello! } Rule C5M5Button1Coach { criteria ConceptC5M5Button1 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 ApplyContext "Talk:1:0,_auto_SoldierChatter:0:0,_auto_TalkingCoach:1:0,_auto_Button1:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response C5M5Button1Coach } Response C5M5HearSoldiersCoach { scene "scenes/Coach/WorldC5M5B08.vcd" //Those sound like soldiers! Somebody talk to 'em. } Rule C5M5HearSoldiersCoach { criteria ConceptTalkIdle IsCoach IsMapc5m5_bridge AutoIsNotScavenge AutoIsNotSurvival IsTalk IsNotSrcGrp_C5M5_002 _auto_IsSoldierChatter _auto_NotButton1 IsNotSpeakingWeight0 ApplyContext "_auto_RadioNag:1:0,_auto_TimerLockA:1:10,_auto_TimerLockCoach:1:15,SrcGrp_C5M5_002:1:0" applycontexttoworld Response C5M5HearSoldiersCoach } Response C5M5HearSoldiersNagCoach { norepeat scene "scenes/Coach/WorldC5M5B09.vcd" //Somebody pick up the radio. } Rule C5M5HearSoldiersNagCoach { criteria ConceptTalkIdle IsCoach IsMapc5m5_bridge ChanceToFire90Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsSoldierChatter _auto_NotButton1 _auto_IsRadioNag _auto_NotTimerLockA _auto_NotTimerLockCoach IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockCoach:1:15" applycontexttoworld Response C5M5HearSoldiersNagCoach } Response C5M5LeaveSafeCoach { scene "scenes/Coach/Blank.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Blank } Rule C5M5LeaveSafeCoach { criteria ConceptSurvivorLeavingInitialCheckpoint IsCoach IsMapc5m5_bridge IsNotSrcGrp_C5M5_001 ApplyContext "Talk:0:0,_auto_SoldierChatter:1:0,SrcGrp_C5M5_001:1:0" applycontexttoworld Response C5M5LeaveSafeCoach } Response C5M5RescueStartCoach { scene "scenes/Coach/WorldC5M5B24.vcd" then orator C5M5StartHeliNag foo:0 0.01 //THERE'S OUR CHOPPER! COME ON! } Rule C5M5RescueStartCoach { criteria ConceptGetToVehicle IsCoach IsMapc5m5_bridge IsNotSrcGrp_C5M5_600 _auto_NotGetToHeli ApplyContext "_auto_GetToHeli:1:0,_auto_TimerGateA:1:5,SrcGrp_C5M5_600:1:0" applycontexttoworld Response C5M5RescueStartCoach } Response C5M5RunToHeliCoach { scene "scenes/Coach/WorldC2M5B125.vcd" //Everyone to the chopper! scene "scenes/Coach/WorldC2M5B126.vcd" //Get on that chopper! scene "scenes/Coach/WorldC5M5B25.vcd" //GET TO THE CHOPPER! } Rule C5M5RunToHeliCoach { criteria ConceptTalkIdle IsCoach IsTalk IsMapc5m5_bridge ChanceToFire80Percent IsNotAlone AutoIsNotScavenge AutoIsNotSurvival _auto_IsGetToHeli _auto_NotTimerGateA _auto_NotTimerGateCoach IsNotSpeakingWeight0 ApplyContext "_auto_TimerGateA:1:6,_auto_TimerGateCoach:1:8" applycontexttoworld Response C5M5RunToHeliCoach } Response C5M5SafeRoomIdleCoach { scene "scenes/Coach/WorldC5M5B01.vcd" then gambler C5M5_saferoom001 foo:0 0.01 //Allrightallright. We gonna stroll across that bridge, and the army's gonna take care of us. } Rule C5M5SafeRoomIdleCoach { criteria ConceptTalkIdle IsCoach IsMapc5m5_bridge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C5M5_004 _auto_IsSafeRoomStart _auto_NotSoldierChatter _auto_NotButton2 _auto_NotSafeRoomQuiet IsNotSpeakingWeight0 ApplyContext "Talk:1:0,SrcGrp_C5M5_004:1:0" applycontexttoworld Response C5M5SafeRoomIdleCoach } Response C5M5SafeRoomStartCoach { scene "scenes/Coach/Blank.vcd" //Blank } Rule C5M5SafeRoomStartCoach { criteria ConceptTalkIdle IsCoach IsMapc5m5_bridge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C5M5_003 _auto_NotSafeRoomStart _auto_NotSoldierChatter _auto_NotButton2 IsNotSpeakingWeight0 ApplyContext "Talk:1:0,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C5M5_003:1:0" applycontexttoworld Response C5M5SafeRoomStartCoach } Response C13M4Button1Coach { scene "scenes/Coach/WorldC5M5B10.vcd" //Hello! } Rule C13M4Button1Coach { criteria ConceptC13M4Button1 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C13M4Button1Coach } //-------------------------------------------------------------------------------------------------------------- // Call For Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerCallForRescueCoach { speak "Coach_CallForRescue01" noscene //Hey y'all I need some help in here! speak "Coach_CallForRescue02" noscene //I'm trapped in here. speak "Coach_CallForRescue03" noscene //Anyone out there? I could use some help! speak "Coach_CallForRescue04" noscene //Come on people, let me out of here! speak "Coach_CallForRescue05" noscene //Hellooo!?!? Anyone out there? speak "Coach_CallForRescue06" noscene //Y'all ain't thinkin of leavin' me behind are ya? speak "Coach_CallForRescue07" noscene //Need some help, can't get myself out of here. speak "Coach_CallForRescue08" noscene //Can anyone here me? speak "Coach_CallForRescue09" noscene //I need some help in here! speak "Coach_CallForRescue10" noscene //Come on y'all I need to get out of here. speak "Coach_CallForRescue11" noscene //Hey y'all, we're a team! Come get me! speak "Coach_CallForRescue12" noscene //Ain't none of my business what y'all doin' out there. But get me when you're done. speak "Coach_CallForRescue13" noscene //Holler back at me when you're ready to get me. speak "Coach_CallForRescue14" noscene //Can y'all here me? I'm trapped in here! speak "Coach_CallForRescue15" noscene //Hey, I'm too big of a man for this little closet! speak "Coach_CallForRescue16" noscene //Never had no call to ask for help before, but I do now - help! } Rule PlayerCallForRescueCoach { criteria ConceptCallForRescue IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerCallForRescueCoach } //-------------------------------------------------------------------------------------------------------------- // Counter //-------------------------------------------------------------------------------------------------------------- Response ScenarioJoinLastCoach { scene "scenes/Coach/blank.vcd" //Blank } Rule ScenarioJoinLastCoach { criteria ConceptTalkIdle IsCoach IsInStartArea JoinedLess5 IsNotSpeakingWeight0 _auto_NotSafeRoomStart _auto_NotTurnOffJoinLast ApplyContext "JoinLast:++1" applycontexttoworld forceweight 1 Response ScenarioJoinLastCoach } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpotFirstWeaponsCoach { scene "scenes/Coach/WorldC1M1B23.vcd" then any _SpotStuffResponse foo:0 0.01 //We better grab a weapon. Might need to defend ourselves. scene "scenes/Coach/WorldC1M1B24.vcd" then any _SpotStuffResponse foo:0 0.01 //I'm not a violent man. But I ain't stupid neither. Let's grab some weapons. scene "scenes/Coach/WorldC1M1B25.vcd" then any _SpotStuffResponse foo:0 0.01 //Arm up. I don't have a good feeling about this. scene "scenes/Coach/WorldC1M1B26.vcd" then any _SpotStuffResponse foo:0 0.01 //Grab whatever you can find to hit something with. } Rule SurvivorSpotFirstWeaponsCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ismap_c1m1_hotel IsNotSaidFirstWeapon IsWorldTalkCoach ApplyContext "SaidFirstWeapon:1:0" applycontexttoworld Response SurvivorSpotFirstWeaponsCoach } Response SurvivorSpottedAdrenalineCoach { scene "scenes/Coach/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! } Rule SurvivorSpottedAdrenalineCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsAdrenaline IsWorldTalkCoach ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineCoach } Response SurvivorSpottedAdrenalineAutoCoach { scene "scenes/Coach/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! } Rule SurvivorSpottedAdrenalineAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAdrenaline IsNotSaidSpot IsAdrenaline IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineAutoCoach } Response SurvivorSpottedAmmoCoach { scene "scenes/Coach/SpotAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Coach/SpotAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Coach/SpotAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo up here! scene "scenes/Coach/SpotAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, ammo here! } Rule SurvivorSpottedAmmoCoach { criteria ConceptPlayerSpotAmmo IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsWorldTalkCoach ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoCoach } Response SurvivorSpottedDefibrillatorCoach { scene "scenes/Coach/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here. scene "scenes/Coach/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here. } Rule SurvivorSpottedDefibrillatorCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsDefibrillator IsWorldTalkCoach ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorCoach } Response SurvivorSpottedDefibrillatorAutoCoach { scene "scenes/Coach/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here. scene "scenes/Coach/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here. } Rule SurvivorSpottedDefibrillatorAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidDefibrillator IsNotSaidSpot IsDefibrillator IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorAutoCoach } Response SurvivorSpottedGamblerCloseCoach { scene "scenes/Coach/NameNick02.vcd" //Nick. scene "scenes/Coach/NameNick03.vcd" //Nicolas. scene "scenes/Coach/NameNick06.vcd" //Niiick. } Rule SurvivorSpottedGamblerCloseCoach { criteria ConceptPlayerLookHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkCoach Response SurvivorSpottedGamblerCloseCoach } Response SurvivorSpottedGamblerClose2Coach { scene "scenes/Coach/NameNick02.vcd" //Nick. scene "scenes/Coach/NameNick03.vcd" //Nicolas. scene "scenes/Coach/NameNick06.vcd" //Niiick. } Rule SurvivorSpottedGamblerClose2Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkCoach Response SurvivorSpottedGamblerClose2Coach } Response SurvivorSpottedGamblerClose2C1Coach { scene "scenes/Coach/NameGamblerC104.vcd" //Hey suit. scene "scenes/Coach/NameGamblerC105.vcd" //Hey suit. scene "scenes/Coach/NameGamblerC106.vcd" //Hey suit. scene "scenes/Coach/NameGamblerC107.vcd" //Sir. scene "scenes/Coach/NameGamblerC108.vcd" //Sir. } Rule SurvivorSpottedGamblerClose2C1Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerClose2C1Coach } Response SurvivorSpottedGamblerCloseC1Coach { scene "scenes/Coach/NameGamblerC104.vcd" //Hey suit. scene "scenes/Coach/NameGamblerC105.vcd" //Hey suit. scene "scenes/Coach/NameGamblerC106.vcd" //Hey suit. scene "scenes/Coach/NameGamblerC107.vcd" //Sir. scene "scenes/Coach/NameGamblerC108.vcd" //Sir. } Rule SurvivorSpottedGamblerCloseC1Coach { criteria ConceptPlayerLookHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerCloseC1Coach } Response SurvivorSpottedGamblerFarCoach { scene "scenes/Coach/NameNick01.vcd" //Nick! scene "scenes/Coach/NameNick04.vcd" //Nicky. scene "scenes/Coach/NameNick07.vcd" //Nick! scene "scenes/Coach/NameNick09.vcd" //NI-colas! scene "scenes/Coach/NameNick10.vcd" //NI-colas! scene "scenes/Coach/NameNick11.vcd" //NI-colas! } Rule SurvivorSpottedGamblerFarCoach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsGambler IsGamblerFar400 IsWorldTalkCoach Response SurvivorSpottedGamblerFarCoach } Response SurvivorSpottedGamblerFarC1Coach { scene "scenes/Coach/NameGamblerC101.vcd" //Hey suit. scene "scenes/Coach/NameGamblerC102.vcd" //Sir. scene "scenes/Coach/NameGamblerC103.vcd" //Sir. } Rule SurvivorSpottedGamblerFarC1Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsGambler IsGamblerFar400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerFarC1Coach } Response SurvivorSpottedGrenadeCoach { scene "scenes/Coach/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a pipe bomb here. scene "scenes/Coach/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb! scene "scenes/Coach/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb for me. scene "scenes/Coach/SpotGrenades06.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bombs! scene "scenes/Coach/SpotGrenades10.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bombs here! } Rule SurvivorSpottedGrenadeCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsPipeBomb IsWorldTalkCoach ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeCoach } Response SurvivorSpottedGrenadeAutoCoach { scene "scenes/Coach/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a pipe bomb here. scene "scenes/Coach/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb! scene "scenes/Coach/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb for me. scene "scenes/Coach/SpotGrenades06.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bombs! scene "scenes/Coach/SpotGrenades10.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bombs here! } Rule SurvivorSpottedGrenadeAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot IsPipeBomb IsWorldTalkCoach YesHasGrenade _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoCoach } Response SurvivorSpottedGrenadeAutoCoach2 { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. } Rule SurvivorSpottedGrenadeAutoCoach2 { criteria ConceptPlayerSpotGrenade IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoCoach2 } Response SurvivorSpottedGrenadeLauncherCoach { scene "scenes/Coach/SpotGrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher. scene "scenes/Coach/SpotGrenadeLauncher02.vcd" then any _SpotStuffResponse foo:0 0.01 //Goddamn grenade launcher. scene "scenes/Coach/SpotGrenadeLauncher03.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher up here. } Rule SurvivorSpottedGrenadeLauncherCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto Isgrenade_launcher IsWorldTalkCoach ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherCoach } Response SurvivorSpottedGrenadeLauncherAutoCoach { scene "scenes/Coach/SpotGrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher. scene "scenes/Coach/SpotGrenadeLauncher02.vcd" then any _SpotStuffResponse foo:0 0.01 //Goddamn grenade launcher. scene "scenes/Coach/SpotGrenadeLauncher03.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher up here. } Rule SurvivorSpottedGrenadeLauncherAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotgrenade_launcher IsNotSaidSpot Isgrenade_launcher IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherAutoCoach } Response SurvivorSpottedHealthCoach { scene "scenes/Coach/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! scene "scenes/Coach/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid kit here! scene "scenes/Coach/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here! } Rule SurvivorSpottedHealthCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsFirstAidKit IsWorldTalkCoach ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthCoach } Response SurvivorSpottedHealthAutoCoach { scene "scenes/Coach/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! scene "scenes/Coach/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid kit here! scene "scenes/Coach/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here! } Rule SurvivorSpottedHealthAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot IsFirstAidKit IsWorldTalkCoach YesHasFirstAidKit _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoCoach } Response SurvivorSpottedHealthAutoCoach2 { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. } Rule SurvivorSpottedHealthAutoCoach2 { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoCoach2 } Response SurvivorSpottedMechanicCloseCoach { scene "scenes/Coach/NameEllis08.vcd" //ellis scene "scenes/Coach/NameEllis09.vcd" //ellis scene "scenes/Coach/NameEllis10.vcd" //Youngin. scene "scenes/Coach/NameEllis11.vcd" //Boy. scene "scenes/Coach/NameEllis12.vcd" //Youngin. } Rule SurvivorSpottedMechanicCloseCoach { criteria ConceptPlayerLookHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkCoach Response SurvivorSpottedMechanicCloseCoach } Response SurvivorSpottedMechanicClose2Coach { scene "scenes/Coach/NameEllis08.vcd" //ellis scene "scenes/Coach/NameEllis09.vcd" //ellis scene "scenes/Coach/NameEllis10.vcd" //Youngin. scene "scenes/Coach/NameEllis11.vcd" //Boy. scene "scenes/Coach/NameEllis12.vcd" //Youngin. } Rule SurvivorSpottedMechanicClose2Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkCoach Response SurvivorSpottedMechanicClose2Coach } Response SurvivorSpottedMechanicClose2C1Coach { scene "scenes/Coach/NameEllis10.vcd" //Youngin. } Rule SurvivorSpottedMechanicClose2C1Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicClose2C1Coach } Response SurvivorSpottedMechanicCloseC1Coach { scene "scenes/Coach/NameEllis10.vcd" //Youngin. } Rule SurvivorSpottedMechanicCloseC1Coach { criteria ConceptPlayerLookHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicCloseC1Coach } Response SurvivorSpottedMechanicFarCoach { scene "scenes/Coach/NameEllis02.vcd" //Ellis! scene "scenes/Coach/NameEllis03.vcd" //Ellis. scene "scenes/Coach/NameEllis04.vcd" //Ellis! scene "scenes/Coach/NameEllis05.vcd" //Ellis. scene "scenes/Coach/NameEllis06.vcd" //ELLIS! scene "scenes/Coach/NameEllis07.vcd" //Boyyy! } Rule SurvivorSpottedMechanicFarCoach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsMechanic IsMechanicFar400 IsWorldTalkCoach Response SurvivorSpottedMechanicFarCoach } Response SurvivorSpottedMechanicFarC1Coach { scene "scenes/Coach/NameEllis07.vcd" //Boyyy! scene "scenes/Coach/NameEllis11.vcd" //Boy. scene "scenes/Coach/NameEllis12.vcd" //Youngin. } Rule SurvivorSpottedMechanicFarC1Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsMechanic IsMechanicFar400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicFarC1Coach } Response SurvivorSpottedMolotovCoach { scene "scenes/Coach/SpotGrenades04.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov's over here. scene "scenes/Coach/SpotGrenades07.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotovs! scene "scenes/Coach/SpotGrenades11.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotovs here! } Rule SurvivorSpottedMolotovCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsMolotov IsWorldTalkCoach ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovCoach } Response SurvivorSpottedMolotovAutoCoach { scene "scenes/Coach/SpotGrenades04.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov's over here. scene "scenes/Coach/SpotGrenades07.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotovs! scene "scenes/Coach/SpotGrenades11.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotovs here! } Rule SurvivorSpottedMolotovAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot IsMolotov IsWorldTalkCoach YesHasMolotov _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoCoach } Response SurvivorSpottedMolotovAutoCoach2 { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. } Rule SurvivorSpottedMolotovAutoCoach2 { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot IsMolotov IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoCoach2 } Response SurvivorSpottedPillsCoach { scene "scenes/Coach/SpotPills01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Coach/SpotPills02.vcd" then any _SpotStuffResponse foo:0 0.01 //We got pills! } Rule SurvivorSpottedPillsCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsPainPills IsWorldTalkCoach ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsCoach } Response SurvivorSpottedPillsAutoCoach { scene "scenes/Coach/SpotPills01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Coach/SpotPills02.vcd" then any _SpotStuffResponse foo:0 0.01 //We got pills! } Rule SurvivorSpottedPillsAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills IsWorldTalkCoach YesHasPainPills _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoCoach } Response SurvivorSpottedPillsAutoCoach2 { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. } Rule SurvivorSpottedPillsAutoCoach2 { criteria ConceptPlayerSpotPills IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoCoach2 } Response SurvivorSpottedPillsAutoHasPillsCoach { scene "scenes/Coach/SpotPills03.vcd" //Anyone need some pills? } Rule SurvivorSpottedPillsAutoHasPillsCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot YesHasPainPills IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills ChanceToFire40Percent IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoHasPillsCoach } Response SurvivorSpottedProducerCloseCoach { scene "scenes/Coach/NameRochelle01.vcd" //Ro! scene "scenes/Coach/NameRochelle02.vcd" //Rochelle. scene "scenes/Coach/NameRochelle04.vcd" //Girl. scene "scenes/Coach/NameRochelle10.vcd" //rochelle scene "scenes/Coach/NameRochelle11.vcd" //ro } Rule SurvivorSpottedProducerCloseCoach { criteria ConceptPlayerLookHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkCoach Response SurvivorSpottedProducerCloseCoach } Response SurvivorSpottedProducerClose2Coach { scene "scenes/Coach/NameRochelle01.vcd" //Ro! scene "scenes/Coach/NameRochelle02.vcd" //Rochelle. scene "scenes/Coach/NameRochelle04.vcd" //Girl. scene "scenes/Coach/NameRochelle10.vcd" //rochelle scene "scenes/Coach/NameRochelle11.vcd" //ro } Rule SurvivorSpottedProducerClose2Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkCoach Response SurvivorSpottedProducerClose2Coach } Response SurvivorSpottedProducerClose2C1Coach { scene "scenes/Coach/NameProducerC101.vcd" //Girl. scene "scenes/Coach/NameProducerC103.vcd" //Sweety. scene "scenes/Coach/NameProducerC104.vcd" //Excuse me, sweety. scene "scenes/Coach/NameProducerC107.vcd" //Uh, girl. scene "scenes/Coach/NameProducerC108.vcd" //Sweetheart scene "scenes/Coach/NameProducerC109.vcd" //Excuse me, sweety. scene "scenes/Coach/NameProducerC110.vcd" //Miss. scene "scenes/Coach/NameProducerC111.vcd" //Sweety. } Rule SurvivorSpottedProducerClose2C1Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerClose2C1Coach } Response SurvivorSpottedProducerCloseC1Coach { scene "scenes/Coach/NameProducerC101.vcd" //Girl. scene "scenes/Coach/NameProducerC103.vcd" //Sweety. scene "scenes/Coach/NameProducerC104.vcd" //Excuse me, sweety. scene "scenes/Coach/NameProducerC107.vcd" //Uh, girl. scene "scenes/Coach/NameProducerC108.vcd" //Sweetheart scene "scenes/Coach/NameProducerC109.vcd" //Excuse me, sweety. scene "scenes/Coach/NameProducerC110.vcd" //Miss. scene "scenes/Coach/NameProducerC111.vcd" //Sweety. } Rule SurvivorSpottedProducerCloseC1Coach { criteria ConceptPlayerLookHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerCloseC1Coach } Response SurvivorSpottedProducerFarCoach { scene "scenes/Coach/NameRochelle05.vcd" //Girl. scene "scenes/Coach/NameRochelle07.vcd" //Ro! scene "scenes/Coach/NameRochelle08.vcd" //ROCHELLE! } Rule SurvivorSpottedProducerFarCoach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsProducer IsProducerFar400 IsWorldTalkCoach Response SurvivorSpottedProducerFarCoach } Response SurvivorSpottedProducerFarC1Coach { scene "scenes/Coach/NameProducerC102.vcd" //Girl. scene "scenes/Coach/NameProducerC105.vcd" //Girl. scene "scenes/Coach/NameProducerC106.vcd" //Hey, girl. } Rule SurvivorSpottedProducerFarC1Coach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto SubjectIsProducer IsProducerFar400 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerFarC1Coach } Response SurvivorSpottedUpPack_ExplosiveCoach { scene "scenes/Coach/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Coach/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here! } Rule SurvivorSpottedUpPack_ExplosiveCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsUpgradePack_Explosive IsWorldTalkCoach ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveCoach } Response SurvivorSpottedUpPack_ExplosiveAutoCoach { scene "scenes/Coach/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Coach/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here! } Rule SurvivorSpottedUpPack_ExplosiveAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Explosive IsNotSaidSpot IsUpgradePack_Explosive IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveAutoCoach } Response SurvivorSpottedUpPack_IncendiaryCoach { scene "scenes/Coach/IncendAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here! } Rule SurvivorSpottedUpPack_IncendiaryCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsUpgradePack_Incendiary IsWorldTalkCoach ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiaryCoach } Response SurvivorSpottedUpPack_IncendiAutoCoach { scene "scenes/Coach/IncendAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here! } Rule SurvivorSpottedUpPack_IncendiAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Incendiary IsNotSaidSpot IsUpgradePack_Incendiary IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiAutoCoach } Response SurvivorSpottedVomitJarCoach { scene "scenes/Coach/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here! scene "scenes/Coach/BoomerJar04.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here! } Rule SurvivorSpottedVomitJarCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsVomitJar IsWorldTalkCoach ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarCoach } Response SurvivorSpottedVomitJarAutoCoach { scene "scenes/Coach/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here! scene "scenes/Coach/BoomerJar04.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here! } Rule SurvivorSpottedVomitJarAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoCoach } Response SurvivorSpottedVomitJarAutoC1Coach { scene "scenes/Coach/BoomerJar05.vcd" then any _SpotStuffResponse foo:0 0.01 //Bottle of... ugh... puke here. } Rule SurvivorSpottedVomitJarAutoC1Coach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkCoach ismap_c1m1_hotelC1 _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoC1Coach } Response SurvivorSpottedVomitJarC1Coach { scene "scenes/Coach/BoomerJar05.vcd" then any _SpotStuffResponse foo:0 0.01 //Bottle of... ugh... puke here. } Rule SurvivorSpottedVomitJarC1Coach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsVomitJar IsWorldTalkCoach ismap_c1m1_hotelC1 ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarC1Coach } Response SurvivorSpottedWorldCloseCoach { scene "scenes/Coach/LookHere01.vcd" //Look at this. scene "scenes/Coach/LookHere02.vcd" //What do ya'all make of this? scene "scenes/Coach/LookHere03.vcd" //Check this shit out. scene "scenes/Coach/LookHere04.vcd" //Look at this. } Rule SurvivorSpottedWorldCloseCoach { criteria ConceptPlayerLookHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsWorldTalkCoach Response SurvivorSpottedWorldCloseCoach } Rule SurvivorSpottedAmmoAutoCoach { criteria ConceptPlayerSpotAmmo IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoCoach } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedArmoredCoach { norepeat scene "scenes/Coach/SeeArmored01.vcd" //That zombie's got armor. I want armor! scene "scenes/Coach/SeeArmored02.vcd" //Well I'll be damned, that zombie's wearin' armor! scene "scenes/Coach/SeeArmored03.vcd" //Shoot that zombie in the back! scene "scenes/Coach/SeeArmored04.vcd" //Shoot that zombie in the back! scene "scenes/Coach/SeeArmored05.vcd" //Those zombies are goddamn bullet proof! } Rule SurvivorSpottedArmoredCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeArmored IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidArmoredWarn IsNotSpeakingWeight0 ApplyContext "SaidArmoredWarn:1:20" applycontexttoworld Response SurvivorSpottedArmoredCoach } Response SurvivorSpottedBoomerCoach { scene "scenes/Coach/WarnBoomer01.vcd" //BOOMER! scene "scenes/Coach/WarnBoomer02.vcd" //BOOMER! scene "scenes/Coach/WarnBoomer03.vcd" //BOOMER! scene "scenes/Coach/WarnBoomer04.vcd" //BOOMER! } Rule SurvivorSpottedBoomerCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerCoach } Response SurvivorSpottedBoomerC1Coach { scene "scenes/Coach/WarnBoomerC101.vcd" //Fat guy! scene "scenes/Coach/WarnBoomerC102.vcd" //Roly poly! scene "scenes/Coach/WarnBoomerC103.vcd" //Fat thing! } Rule SurvivorSpottedBoomerC1Coach { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerC1Coach } Response SurvivorSpottedCedaCoach { norepeat scene "scenes/Coach/SeeHazmat01.vcd" //What are those guys doing in those suits? scene "scenes/Coach/SeeHazmat02.vcd" //What's with those suits? } Rule SurvivorSpottedCedaCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeCeda IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidCedaWarn IsNotSpeakingWeight0 ApplyContext "SaidCedaWarn:1:20" applycontexttoworld Response SurvivorSpottedCedaCoach } Response SurvivorSpottedChargerCoach { scene "scenes/Coach/WarnCharger01.vcd" //CHARGER! scene "scenes/Coach/WarnCharger02.vcd" //CHARGER! scene "scenes/Coach/WarnCharger03.vcd" //CHARGER! } Rule SurvivorSpottedChargerCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerCoach } Response SurvivorSpottedChargerAlsoCoach { scene "scenes/Coach/WarnCharger01.vcd" //CHARGER! scene "scenes/Coach/WarnCharger02.vcd" //CHARGER! scene "scenes/Coach/WarnCharger03.vcd" //CHARGER! } Rule SurvivorSpottedChargerAlsoCoach { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerAlsoCoach } Response SurvivorSpottedChargerAlsoC1Coach { scene "scenes/Coach/WarnChargerC101.vcd" //Big arm! scene "scenes/Coach/WarnChargerC102.vcd" //One arm! } Rule SurvivorSpottedChargerAlsoC1Coach { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerAlsoC1Coach } Response SurvivorSpottedChargerC1Coach { scene "scenes/Coach/WarnChargerC101.vcd" //Big arm! scene "scenes/Coach/WarnChargerC102.vcd" //One arm! } Rule SurvivorSpottedChargerC1Coach { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerC1Coach } Response SurvivorSpottedClownCoach { scene "scenes/Coach/SeeClowns05.vcd" //Shoot the clown! scene "scenes/Coach/SeeClowns06.vcd" //That clown's attracting zombies! scene "scenes/Coach/SeeClowns07.vcd" //Shoot the clown! } Rule SurvivorSpottedClownCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeClown IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidClownWarn IsNotSpeakingWeight0 ApplyContext "SaidClownWarn:1:20,SawClowns:++1" applycontexttoworld Response SurvivorSpottedClownCoach } Response SurvivorSpottedFirstClownCoach { scene "scenes/Coach/SeeClowns01.vcd" //CLOWNS!?!?? scene "scenes/Coach/SeeClowns02.vcd" //CLOWNS!? Give me a break. scene "scenes/Coach/SeeClowns03.vcd" //CLOWNS!?!?? scene "scenes/Coach/SeeClowns04.vcd" //Clowns? } Rule SurvivorSpottedFirstClownCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeClown IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidClownWarn SawFirstClown IsNotSpeakingWeight0 ApplyContext "SaidClownWarn:1:20,SawClowns:++1" applycontexttoworld Response SurvivorSpottedFirstClownCoach } Response SurvivorSpottedHunterCoach { scene "scenes/Coach/WarnHunter01.vcd" //We gotta HUNTER! scene "scenes/Coach/WarnHunter02.vcd" //HUNTER! scene "scenes/Coach/WarnHunter03.vcd" //HUNTER! scene "scenes/Coach/WarnHunter04.vcd" //HUNTER! } Rule SurvivorSpottedHunterCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterCoach } Response SurvivorSpottedHunterC1Coach { scene "scenes/Coach/WarnHunterC101.vcd" //We got a Jumper! scene "scenes/Coach/WarnHunterC102.vcd" //Crazy legs! } Rule SurvivorSpottedHunterC1Coach { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterC1Coach } Response SurvivorSpottedInfectedCoach { scene "scenes/Coach/Incoming01.vcd" //Here they come! scene "scenes/Coach/Incoming02.vcd" //Here they come! scene "scenes/Coach/Incoming03.vcd" //Ah shit, this ain't gonna be good. scene "scenes/Coach/Incoming04.vcd" //Shit, Get ready! scene "scenes/Coach/Incoming05.vcd" //Allright now, they comin'. scene "scenes/Coach/Incoming06.vcd" //It's on. scene "scenes/Coach/Incoming07.vcd" //Game on, baby! scene "scenes/Coach/Incoming08.vcd" //INCOMING! scene "scenes/Coach/Incoming09.vcd" //Alright, let's put on our game faces, they're comin! scene "scenes/Coach/Incoming10.vcd" //Y'all stay close, it's on! } Rule SurvivorSpottedInfectedCoach { criteria ConceptPlayerIncoming IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorSpottedInfectedCoach } Response SurvivorSpottedJimmyCoach { scene "scenes/Coach/WorldC1M3B21.vcd" //Heyyy! Jimmy Gibbs! scene "scenes/Coach/WorldC1M4B10.vcd" //Forgive us Jimmy, but we need your car. scene "scenes/Coach/WorldC1M4B37.vcd" //Sorry about this, Mr. Gibbs. } Rule SurvivorSpottedJimmyCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeJimmy IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidJimmyWarn IsNotSpeakingWeight0 ApplyContext "SaidJimmyWarn:1:3" applycontexttoworld Response SurvivorSpottedJimmyCoach } Response SurvivorSpottedJockeyCoach { scene "scenes/Coach/WarnJockey01.vcd" //JOCKEY! scene "scenes/Coach/WarnJockey02.vcd" //JOCKEY! scene "scenes/Coach/WarnJockey03.vcd" //JOCKEY! } Rule SurvivorSpottedJockeyCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyCoach } Response SurvivorSpottedJockeyAlsoCoach { scene "scenes/Coach/WarnJockey01.vcd" //JOCKEY! scene "scenes/Coach/WarnJockey02.vcd" //JOCKEY! scene "scenes/Coach/WarnJockey03.vcd" //JOCKEY! } Rule SurvivorSpottedJockeyAlsoCoach { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyAlsoCoach } Response SurvivorSpottedJockeyAlsoC1Coach { scene "scenes/Coach/WarnJockeyC101.vcd" //Little guy! scene "scenes/Coach/WarnJockeyC102.vcd" //Little creep! scene "scenes/Coach/WarnJockeyC103.vcd" //Skittish one. } Rule SurvivorSpottedJockeyAlsoC1Coach { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyAlsoC1Coach } Response SurvivorSpottedJockeyC1Coach { scene "scenes/Coach/WarnJockeyC101.vcd" //Little guy! scene "scenes/Coach/WarnJockeyC102.vcd" //Little creep! scene "scenes/Coach/WarnJockeyC103.vcd" //Skittish one. } Rule SurvivorSpottedJockeyC1Coach { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyC1Coach } Response SurvivorSpottedMudmenCoach { norepeat scene "scenes/Coach/SeeMudmen01.vcd" //Mudmen! scene "scenes/Coach/SeeMudmen02.vcd" //Shoot the mudmen! } Rule SurvivorSpottedMudmenCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidMudmenWarn IsNotSpeakingWeight0 ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1" applycontexttoworld Response SurvivorSpottedMudmenCoach } Response SurvivorSpottedSmokerCoach { scene "scenes/Coach/WarnSmoker01.vcd" //SMOKER! scene "scenes/Coach/WarnSmoker02.vcd" //SMOKER! scene "scenes/Coach/WarnSmoker03.vcd" //SMOKER! } Rule SurvivorSpottedSmokerCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerCoach } Response SurvivorSpottedSmokerC1Coach { scene "scenes/Coach/WarnSmokerC101.vcd" //Smokin' one. scene "scenes/Coach/WarnSmokerC102.vcd" //Tonguer! } Rule SurvivorSpottedSmokerC1Coach { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerC1Coach } Response SurvivorSpottedSpitterCoach { scene "scenes/Coach/WarnSpitter01.vcd" //SPITTER! scene "scenes/Coach/WarnSpitter02.vcd" //SPITTER! scene "scenes/Coach/WarnSpitter03.vcd" //SPITTER! } Rule SurvivorSpottedSpitterCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterCoach } Response SurvivorSpottedSpitterAlsoCoach { scene "scenes/Coach/WarnSpitter01.vcd" //SPITTER! scene "scenes/Coach/WarnSpitter02.vcd" //SPITTER! scene "scenes/Coach/WarnSpitter03.vcd" //SPITTER! } Rule SurvivorSpottedSpitterAlsoCoach { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterAlsoCoach } Response SurvivorSpottedSpitterAlsoC1Coach { scene "scenes/Coach/WarnSpitterC101.vcd" //Crazy woman! scene "scenes/Coach/WarnSpitterC102.vcd" //Neck! scene "scenes/Coach/WarnSpitterC103.vcd" //Spitting thing! } Rule SurvivorSpottedSpitterAlsoC1Coach { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterAlsoC1Coach } Response SurvivorSpottedSpitterC1Coach { scene "scenes/Coach/WarnSpitterC101.vcd" //Crazy woman! scene "scenes/Coach/WarnSpitterC102.vcd" //Neck! scene "scenes/Coach/WarnSpitterC103.vcd" //Spitting thing! } Rule SurvivorSpottedSpitterC1Coach { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterC1Coach } Response SurvivorSpottedTankCoach { scene "scenes/Coach/HeardHulk01.vcd" //Oh SHIT! TANK! scene "scenes/Coach/HeardHulk02.vcd" //TANK! scene "scenes/Coach/HeardHulk03.vcd" //I'm gonna beat that tank's ass. scene "scenes/Coach/HeardHulk04.vcd" //We all gotta shoot the tank, ya hear me? scene "scenes/Coach/WarnTank01.vcd" //TANK! scene "scenes/Coach/WarnTank02.vcd" //TANK! scene "scenes/Coach/WarnTank03.vcd" //TANK! } Rule SurvivorSpottedTankCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankCoach } Response SurvivorSpottedTankC1Coach { scene "scenes/Coach/WarnTankC101.vcd" //Some kind of super ass zombie. scene "scenes/Coach/WarnTankC102.vcd" //Gigantic thing! scene "scenes/Coach/WarnTankC103.vcd" //HOLY SHIT WHAT IS THAT?!?! } Rule SurvivorSpottedTankC1Coach { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ismap_c1m2_streetsC1 IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankC1Coach } Response SurvivorSpottedWitchCoach { scene "scenes/Coach/WarnWitch01.vcd" //Witch! scene "scenes/Coach/WarnWitch02.vcd" //We gotta witch! scene "scenes/Coach/WarnWitch03.vcd" //Witch! scene "scenes/Coach/WarnWitch04.vcd" //I see that Bitch! scene "scenes/Coach/WarnWitch05.vcd" //Bitch! scene "scenes/Coach/WarnWitch06.vcd" //Witch. } Rule SurvivorSpottedWitchCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchCoach } Response SurvivorSpottedWitchC1Coach { scene "scenes/Coach/Blank.vcd" //Blank } Rule SurvivorSpottedWitchC1Coach { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchC1Coach } Rule SurvivorAlsoSpottedBoomerCoach { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerCoach } Rule SurvivorAlsoSpottedBoomerC1Coach { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerCoach } Rule SurvivorAlsoSpottedHunterCoach { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterCoach } Rule SurvivorAlsoSpottedHunterC1Coach { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterCoach } Rule SurvivorAlsoSpottedSmokerCoach { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerCoach } Rule SurvivorAlsoSpottedSmokerC1Coach { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerCoach } Rule SurvivorAlsoSpottedTankCoach { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankCoach } Rule SurvivorAlsoSpottedTankC1Coach { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ismap_c1m2_streetsC1 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankCoach } Rule SurvivorAlsoSpottedWitchCoach { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchCoach } Rule SurvivorAlsoSpottedWitchC1Coach { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchCoach } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerAlertGiveItemCoach { scene "scenes/Coach/AlertGiveItem01.vcd" //Take it. Hell, I don't need it. scene "scenes/Coach/AlertGiveItem02.vcd" //You make sure you use this now. scene "scenes/Coach/AlertGiveItem03.vcd" //Ain't no shame in gettin' some help. scene "scenes/Coach/AlertGiveItem04.vcd" //Take this. scene "scenes/Coach/AlertGiveItem05.vcd" //Here ya go. } Rule PlayerAlertGiveItemCoach { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerAlertGiveItemCoach } Response PlayerAlertGiveItemC1Coach { scene "scenes/Coach/AlertGiveItemC101.vcd" //You can have this. scene "scenes/Coach/AlertGiveItemC102.vcd" //Excuse me, here ya go. scene "scenes/Coach/AlertGiveItemC103.vcd" //Hey, you can have this. } Rule PlayerAlertGiveItemC1Coach { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsCoach IsTalk IsTalkCoach IsCampaignl4d2_1 IsWorldTalkCoach NoKnowNames ismap_c1m1_hotelC1 NoKnowNames Response PlayerAlertGiveItemC1Coach } Response PlayerAlertGiveItemCombatCoach { scene "scenes/Coach/AlertGiveItemCombat01.vcd" //Take it. scene "scenes/Coach/AlertGiveItemCombat02.vcd" //Here. scene "scenes/Coach/AlertGiveItemCombat03.vcd" //Have it. scene "scenes/Coach/AlertGiveItemCombat04.vcd" //Take it. scene "scenes/Coach/AlertGiveItemCombat05.vcd" //Here. } Rule PlayerAlertGiveItemCombatCoach { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsCoach IsTalk IsTalkCoach InCombat IsWorldTalkCoach Response PlayerAlertGiveItemCombatCoach } Response PlayerFriendlyFireCoach { scene "scenes/Coach/FriendlyFire02.vcd" //Excuse me? EXCUSE ME?!?! scene "scenes/Coach/FriendlyFire03.vcd" //Where in the hell ya think you're shootin? scene "scenes/Coach/FriendlyFire04.vcd" //Watch where you're shooting! scene "scenes/Coach/FriendlyFire05.vcd" //Cut that shit out! scene "scenes/Coach/FriendlyFire06.vcd" //I swear to god you can't shoot worth shit. scene "scenes/Coach/FriendlyFire07.vcd" odds 3 //There's gonna be some biblical shit happening to you if you do that again. scene "scenes/Coach/FriendlyFire08.vcd" odds 10 //Shoot me again, and you gonna be meetin' your maker right soon. scene "scenes/Coach/FriendlyFire09.vcd" //Let's not all start shootin' each other now. scene "scenes/Coach/FriendlyFire10.vcd" //Youngin, stop that shit. scene "scenes/Coach/FriendlyFire11.vcd" //Man, I swear to god you can't shoot worth shit. scene "scenes/Coach/FriendlyFire13.vcd" //Shootin' me? That's some crazy shit. scene "scenes/Coach/FriendlyFire14.vcd" //You do know you shootin' me right? scene "scenes/Coach/FriendlyFire15.vcd" //Look, try shootin' some damn zombies instead of me. scene "scenes/Coach/FriendlyFire16.vcd" //Are you outta your mind shootin' at me? scene "scenes/Coach/FriendlyFire17.vcd" //Will you cut that shit out? scene "scenes/Coach/FriendlyFire18.vcd" //Yo! Stop shooting me, all right? scene "scenes/Coach/FriendlyFire19.vcd" //Y'all gotta stop shootin me. scene "scenes/Coach/FriendlyFire20.vcd" //GODDAMNIT STOP SHOOTIN ME! scene "scenes/Coach/FriendlyFire21.vcd" //Ah hell no! Do not shoot me. scene "scenes/Coach/FriendlyFire22.vcd" //Come on now, seriously. scene "scenes/Coach/FriendlyFire23.vcd" //Stop shooting me. scene "scenes/Coach/FriendlyFire24.vcd" //Don't be shooting me. scene "scenes/Coach/FriendlyFire25.vcd" //You are shooting me! scene "scenes/Coach/FriendlyFire26.vcd" //That's some bullshit! scene "scenes/Coach/FriendlyFire27.vcd" //Do that again and I'll come back on you. scene "scenes/Coach/FriendlyFire28.vcd" //You shot me! scene "scenes/Coach/FriendlyFire29.vcd" //Man, you shot me? } Rule PlayerFriendlyFireCoach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsDamageTypeBullet IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireCoach } Response PlayerFriendlyFire2Coach { scene "scenes/Coach/TeamKillAccident01.vcd" //Woah, that there is some screwed up shit. scene "scenes/Coach/TeamKillAccident02.vcd" //You gotta watch where you aimin' that thing. scene "scenes/Coach/TeamKillAccident03.vcd" //Man, are you wrong in the head shootin like that? scene "scenes/Coach/TeamKillAccident04.vcd" //What the hell are you on shootin' like that. scene "scenes/Coach/TeamKillAccident05.vcd" //What the f'... don't be doin that. scene "scenes/Coach/TeamKillAccident06.vcd" //Hey! Don't be doin that. scene "scenes/Coach/TeamKillAccident07.vcd" //You try that shit on me and you'll be wishin' your momma never met ya father. scene "scenes/Coach/TeamKillAccident08.vcd" //Keep goin at em like that and you gonna be the last man on earth. } Rule PlayerFriendlyFire2Coach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsDamageTypeBullet IsCoachFriendlyFire IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachFriendlyFire:1:3" applycontexttoworld Response PlayerFriendlyFire2Coach } Response PlayerFriendlyFireC1Coach { scene "scenes/Coach/FriendlyFireC101.vcd" //Y'all need to focus! scene "scenes/Coach/FriendlyFireC102.vcd" //Listen, y'all, We need to pull together as a team. scene "scenes/Coach/FriendlyFireC103.vcd" //Now come on now, Let's put some effort into this. scene "scenes/Coach/FriendlyFireC104.vcd" //I'm trying to tell you, shooting each other is not helping each other. scene "scenes/Coach/FriendlyFireC105.vcd" //Work as a team people, work as a team. scene "scenes/Coach/FriendlyFireC106.vcd" //Y'all shootin' me. scene "scenes/Coach/FriendlyFireC107.vcd" //Let's not be shootin' each other people. scene "scenes/Coach/FriendlyFireC108.vcd" //Come'on y'all - none of that. scene "scenes/Coach/FriendlyFireC109.vcd" //Come on now, seriously. scene "scenes/Coach/FriendlyFireC110.vcd" //STOP! I am getting pissed off! } Rule PlayerFriendlyFireC1Coach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsDamageTypeBullet IsTalk IsTalkCoach IsCampaignl4d2_1 IsWorldTalkCoach NoKnowNames ismap_c1m1_hotelC1 NoKnowNames ApplyContext "CoachFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireC1Coach } Response PlayerFriendlyFireFromGamblerC1Coach { scene "scenes/Coach/FriendlyFireC1Gambler01.vcd" //Nicolas, I thought you knew how to use a gun. scene "scenes/Coach/FriendlyFireC1Gambler02.vcd" //Nick! You shot me! scene "scenes/Coach/FriendlyFireC1Gambler03.vcd" //Hey Nick, that was my ass you shot. scene "scenes/Coach/FriendlyFireC1Gambler04.vcd" //Quit shootin' me Nick. } Rule PlayerFriendlyFireFromGamblerC1Coach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsDamageTypeBullet IsTalk IsTalkCoach SubjectIsGambler ChanceToFire50Percent IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "CoachFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromGamblerC1Coach } Response PlayerFriendlyFireFromMechanicCoach { scene "scenes/Coach/FriendlyFire01.vcd" //Ahhh hell no boy, don't you be shootin' me. scene "scenes/Coach/FriendlyFireMale01.vcd" //Boy, quit pointing that thing my way. } Rule PlayerFriendlyFireFromMechanicCoach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsDamageTypeBullet IsTalk IsTalkCoach SubjectIsMechanic ChanceToFire30Percent IsWorldTalkCoach isNotmap_c1m1_hotel ApplyContext "CoachFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromMechanicCoach } Response PlayerFriendlyFireFromMechanicC1Coach { scene "scenes/Coach/FriendlyFireC1Mechanic01.vcd" //Ellis, settle down boy. Ya shot me. scene "scenes/Coach/FriendlyFireC1Mechanic02.vcd" //Ellis! I'll take that gun away from ya! scene "scenes/Coach/FriendlyFireC1Mechanic03.vcd" //Ellis you are shooting me! scene "scenes/Coach/FriendlyFireC1Mechanic04.vcd" //Ellis damnit, you shot me! } Rule PlayerFriendlyFireFromMechanicC1Coach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsDamageTypeBullet IsTalk IsTalkCoach SubjectIsMechanic ChanceToFire50Percent IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "CoachFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromMechanicC1Coach } Response PlayerFriendlyFireFromProducerCoach { scene "scenes/Coach/FriendlyFireFemale01.vcd" //Little sister, you gotta learn to shoot. scene "scenes/Coach/FriendlyFireFemale02.vcd" //Girl, you gotta learn to shoot. } Rule PlayerFriendlyFireFromProducerCoach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsDamageTypeBullet IsTalk IsTalkCoach SubjectIsProducer ChanceToFire30Percent IsWorldTalkCoach isNotmap_c1m1_hotel ApplyContext "CoachFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromProducerCoach } Response PlayerFriendlyFireFromProducerC1Coach { scene "scenes/Coach/FriendlyFireC1Producer01.vcd" //Ro! Quit shootin' me. scene "scenes/Coach/FriendlyFireC1Producer02.vcd" //Rochelle girl, you shot me. scene "scenes/Coach/FriendlyFireC1Producer03.vcd" //Ro! What's gotten into you girl? scene "scenes/Coach/FriendlyFireC1Producer04.vcd" //Ro! You know damn well better than that. } Rule PlayerFriendlyFireFromProducerC1Coach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsDamageTypeBullet IsTalk IsTalkCoach SubjectIsProducer ChanceToFire50Percent IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "CoachFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromProducerC1Coach } Response PlayerFriendlyFireNoBulletCoach { scene "scenes/Coach/FriendlyFire02.vcd" //Excuse me? EXCUSE ME?!?! scene "scenes/Coach/FriendlyFire05.vcd" //Cut that shit out! scene "scenes/Coach/FriendlyFire10.vcd" //Youngin, stop that shit. scene "scenes/Coach/FriendlyFire17.vcd" //Will you cut that shit out? } Rule PlayerFriendlyFireNoBulletCoach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletCoach } Response PlayerFriendlyFireNoBulletC1Coach { scene "scenes/Coach/FriendlyFire02.vcd" //Excuse me? EXCUSE ME?!?! scene "scenes/Coach/FriendlyFireC103.vcd" //Now come on now, Let's put some effort into this. scene "scenes/Coach/FriendlyFireC105.vcd" //Work as a team people, work as a team. scene "scenes/Coach/FriendlyFireC108.vcd" //Come'on y'all - none of that. } Rule PlayerFriendlyFireNoBulletC1Coach { criteria ConceptPlayerFriendlyFire IsNotCoughing IsCoach IsNotCoachFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkCoach IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "CoachFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletC1Coach } Response PlayerToTheRescueCoach { scene "scenes/Coach/ToTheRescue01.vcd" predelay "0.75,1.5" //Hang on, hang on, I'm comin! scene "scenes/Coach/ToTheRescue02.vcd" predelay "0.75,1.5" //Hang in there, I'm coming! scene "scenes/Coach/ToTheRescue03.vcd" predelay "0.75,1.5" //I hear ya, I'm comin'! scene "scenes/Coach/ToTheRescue04.vcd" predelay "0.75,1.5" //I comin', I comin'. scene "scenes/Coach/ToTheRescue05.vcd" predelay "0.75,1.5" //On my way! Right now! scene "scenes/Coach/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang on, I'm comin' } Rule PlayerToTheRescueCoach { criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsCoach IsTalk IsTalkCoach NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 IsWorldTalkCoach ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueCoach } Response PlayerToTheRescueRosCoach { scene "scenes/Coach/ToTheRescue01.vcd" predelay "0.75,1.5" //Hang on, hang on, I'm comin! scene "scenes/Coach/ToTheRescue02.vcd" predelay "0.75,1.5" //Hang in there, I'm coming! scene "scenes/Coach/ToTheRescue03.vcd" predelay "0.75,1.5" //I hear ya, I'm comin'! scene "scenes/Coach/ToTheRescue04.vcd" predelay "0.75,1.5" //I comin', I comin'. scene "scenes/Coach/ToTheRescue05.vcd" predelay "0.75,1.5" //On my way! Right now! scene "scenes/Coach/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang on, I'm comin' } Rule PlayerToTheRescueRosCoach { criteria ConceptPlayerToTheRescue IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueRosCoach } Response SurvivorTauntResponseCoach { scene "scenes/Coach/Taunt01.vcd" //Hell yeah! scene "scenes/Coach/Taunt02.vcd" //Goddamn right! scene "scenes/Coach/Taunt03.vcd" //Goddamn right! scene "scenes/Coach/Taunt04.vcd" //Aw riiiight. scene "scenes/Coach/Taunt05.vcd" //Oh hell yeah! scene "scenes/Coach/Taunt06.vcd" //Ooh. How ya like me now? Mmm. scene "scenes/Coach/Taunt07.vcd" //[Loud, evil laugh] scene "scenes/Coach/Taunt08.vcd" //[Loud, evil laugh] } Rule SurvivorTauntResponseCoach { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorTauntResponseCoach } //-------------------------------------------------------------------------------------------------------------- // Orator //-------------------------------------------------------------------------------------------------------------- Response ShotMannequinCoach2 { scene "scenes/Coach/Laughter06.vcd" // scene "scenes/Coach/Laughter07.vcd" // scene "scenes/Coach/Laughter13.vcd" // scene "scenes/Coach/Laughter22.vcd" // } Rule ShotMannequinCoach2 { criteria ConceptShotMannequin2 IsCoach IsShotMannCoach IsNotSaidShotMannequinCoach2 ApplyContext "SaidShotMannequinCoach2:1:0,ShotMannCoach:0:0" applycontexttoworld Response ShotMannequinCoach2 } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response C4M1IdleComment01Coach { scene "scenes/Coach/WorldC4M1B18.vcd" //Keep your eyes open for landmarks. We gonna have to come back through here. } Rule C4M1IdleComment01Coach { criteria ConceptTalkIdle ChanceToFire40Percent IsSurvivor ismap_c4m1_milltown_a IsSaidc4m1_nogas IsNotSpeaking IsCoach IsNotIncapacitated IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_003 _auto_NotNoGasGate ApplyContext "Talk:1:5.016,SrcGrp_C4M1_003:1:0" applycontexttoworld Response C4M1IdleComment01Coach } Response C4M2IdleCommentCane01Coach { scene "scenes/Coach/WorldC4M2B27.vcd" then any _c4m2_caneyell01 foo:0 0.01 //KEEP MOVING! HEAD FOR THE SIGN! scene "scenes/Coach/WorldC4M2B28.vcd" then any _c4m2_caneyell01 foo:0 0.01 //HEAD TOWARD THE SIGN! } Rule C4M2IdleCommentCane01Coach { criteria ConceptTalkIdle ChanceToFire60Percent IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsCoach IsNotIncapacitated IsTalk IsTalkCoach IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival _auto_IsCoachInCane _auto_NotCaneYellGated _auto_NotLastSurvivorTalkedCoach ApplyContext "_auto_CaneYellGated:1:10,_auto_LastSurvivorTalkedCoach:1:15" applycontexttoworld Response C4M2IdleCommentCane01Coach } Response PlayerChokeResponseCoach { scene "scenes/Coach/Choke01.vcd" //[Choking] scene "scenes/Coach/Choke02.vcd" //[Choking] scene "scenes/Coach/Choke03.vcd" //[Choking] scene "scenes/Coach/Choke04.vcd" //[Choking - yells screaming for help] scene "scenes/Coach/Choke05.vcd" //[Choking - yells screaming for help] scene "scenes/Coach/Choke06.vcd" //[Choking] scene "scenes/Coach/Choke07.vcd" //This bitch is chokin' me! [Choking] scene "scenes/Coach/Choke08.vcd" //[Choking - yells screaming for help] scene "scenes/Coach/Choke09.vcd" //[Choking] scene "scenes/Coach/Choke10.vcd" //[Choking] scene "scenes/Coach/Choke11.vcd" //[Choking] scene "scenes/Coach/Choke12.vcd" //[Choking] scene "scenes/Coach/Choke13.vcd" //[Choking] } Rule PlayerChokeResponseCoach { criteria ConceptPlayerChoke IsSurvivor IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerChokeResponseCoach } Response PlayerReloadingC502RunCoach { scene "scenes/Coach/HurryUp07.vcd" //Haul some ass y'all. scene "scenes/Coach/MoveOn03.vcd" //Allright allright, gotta keep movin'. scene "scenes/Coach/World10.vcd" //Run! scene "scenes/Coach/World11.vcd" //Just run! } Rule PlayerReloadingC502RunCoach { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsCoach IsNotIncapacitated IsTalk IsTalkCoach IsNotSaidWorldC502AlarmStopped IsSaidWorldC502AlarmButton2 ChanceToFire50Percent IsWorldTalkCoach Response PlayerReloadingC502RunCoach } Response PlayerReloadingTankCoach { scene "scenes/Coach/BattleCryTank01.vcd" //Shoot that big mother! scene "scenes/Coach/BattleCryTank02.vcd" //Keep pouring it on! scene "scenes/Coach/BattleCryTank03.vcd" //Shoot it! Shoot it! scene "scenes/Coach/BattleCryTank04.vcd" //Don't stop now, shoot it! scene "scenes/Coach/BattleCryTank05.vcd" //Hit it! Hit it! scene "scenes/Coach/BattleCryTank06.vcd" //Shoot it! } Rule PlayerReloadingTankCoach { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsCoach IsNotIncapacitated IsTalk IsTalkCoach ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkCoach isNotmap_c1m2_streets ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20" applycontexttoworld Response PlayerReloadingTankCoach } Response PlayerReloadingTankC1Coach { scene "scenes/Coach/HeardTanklC101.vcd" //We are going to have to focus on that thing. scene "scenes/Coach/HeardTanklC102.vcd" //Ahhh nooooo. scene "scenes/Coach/HeardTanklC103.vcd" //That thing is too dang big. scene "scenes/Coach/HeardTanklC104.vcd" //Ohhh.. that ain't fair. } Rule PlayerReloadingTankC1Coach { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsCoach IsNotIncapacitated IsTalk IsTalkCoach ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkCoach ismap_c1m2_streets ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20" applycontexttoworld Response PlayerReloadingTankC1Coach } Response PlayerTonguePullStartResponseCoach { scene "scenes/Coach/GrabbedBySmoker01.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Coach/GrabbedBySmoker01a.vcd" //No... scene "scenes/Coach/GrabbedBySmoker01b.vcd" //NO... scene "scenes/Coach/GrabbedBySmoker01c.vcd" //NO... scene "scenes/Coach/GrabbedBySmoker01d.vcd" //NOOOOOOO!!!!!!!!! scene "scenes/Coach/GrabbedBySmoker02.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Coach/GrabbedBySmoker02a.vcd" //Nah... scene "scenes/Coach/GrabbedBySmoker02b.vcd" //NO! scene "scenes/Coach/GrabbedBySmoker02c.vcd" //NO! scene "scenes/Coach/GrabbedBySmoker02d.vcd" //AUGH! scene "scenes/Coach/GrabbedBySmoker03.vcd" //no, No, NO, NO!!! scene "scenes/Coach/GrabbedBySmoker03a.vcd" //No! scene "scenes/Coach/GrabbedBySmoker03b.vcd" //No! scene "scenes/Coach/GrabbedBySmoker03c.vcd" //NO!!! scene "scenes/Coach/GrabbedBySmoker04.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Coach/GrabbedBySmoker04a.vcd" //No! scene "scenes/Coach/GrabbedBySmoker04b.vcd" //No! scene "scenes/Coach/GrabbedBySmoker04c.vcd" //NO! } Rule PlayerTonguePullStartResponseCoach { criteria ConceptPlayerTonguePullStart IsSurvivor IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerTonguePullStartResponseCoach } Response PlayerTonguePullStartResponseC1Coach { scene "scenes/Coach/GrabbedBySmokerC101.vcd" //Something's got me! scene "scenes/Coach/GrabbedBySmokerC102.vcd" //What's got me? scene "scenes/Coach/GrabbedBySmokerC103.vcd" //I'm all wrapped up! scene "scenes/Coach/GrabbedBySmokerC104.vcd" //Hey! Where am I gettin' dragged to!?! } Rule PlayerTonguePullStartResponseC1Coach { criteria ConceptPlayerTonguePullStart IsSurvivor IsCoach IsTalk IsTalkCoach IsCampaignl4d2_1 IsWorldTalkCoach C1M1orC1M2 Response PlayerTonguePullStartResponseC1Coach } Response PlayerWitchChasingCoach { scene "scenes/Coach/WitchChasing01.vcd" //The bitch is chasing me! scene "scenes/Coach/WitchChasing02.vcd" //Bitch on my ass! scene "scenes/Coach/WitchChasing03.vcd" //Run, run, witch coming through! scene "scenes/Coach/WitchChasing04.vcd" //Shoot the witch! Shoot the witch! scene "scenes/Coach/WitchChasing05.vcd" //Coming through! Witch on my ass! scene "scenes/Coach/WitchChasing06.vcd" //Get out of the way! Witch!!!! scene "scenes/Coach/WitchChasing07.vcd" //Aw shit. Witch! Witch! Witch! } Rule PlayerWitchChasingCoach { criteria ConceptPlayerExertionMinor IsCoach IsWitchPresent SubjectIsNotWitch IsNotSaidCoachWitchChasing IsSaidCoachWitchAttacking isNotmap_c4m2_sugarmill_a ApplyContext "SaidCoachWitchChasing:1:5,TalkCoach:1:2" Response PlayerWitchChasingCoach } Response PlayerWitchStartAttackCoach { scene "scenes/Coach/Exclamation01.vcd" //Oh Shit! scene "scenes/Coach/GettingRevived07.vcd" //Ohhh shit. scene "scenes/Coach/No10.vcd" //Shit no. scene "scenes/Coach/ReactionNegative01.vcd" //Shit. scene "scenes/Coach/ReactionNegative03.vcd" //Damn! scene "scenes/Coach/ReactionNegative08.vcd" //Goddamnit! } Rule PlayerWitchStartAttackCoach { criteria ConceptWitchStartAttack IsCoach Iswitch_aggro_onCoach ApplyContext "SaidCoachWitchAttacking:1:15,TalkCoach:1:2" Response PlayerWitchStartAttackCoach } Response SurvivorCriticalHurtCoach { scene "scenes/Coach/HurtCritical01.vcd" //[Pain noise - loud major pain] scene "scenes/Coach/HurtCritical02.vcd" //[Pain noise - loud major pain] scene "scenes/Coach/HurtCritical03.vcd" //[Pain noise - loud major pain] scene "scenes/Coach/HurtCritical04.vcd" //[Pain noise - loud major pain] scene "scenes/Coach/HurtCritical05.vcd" //[Pain noise - loud major pain] scene "scenes/Coach/HurtCritical06.vcd" //[Pain noise - loud major pain] scene "scenes/Coach/HurtCritical07.vcd" //[Pain noise - loud major pain] scene "scenes/Coach/HurtCritical08.vcd" //[Pain noise - loud major pain] } Rule SurvivorCriticalHurtCoach { criteria IsSurvivor InPain IsCriticalPain IsCoach IsTalk IsTalkCoach SubjectIsNotJockey IsWorldTalkCoach Response SurvivorCriticalHurtCoach } Response SurvivorIncapacitatedHurtCoach { scene "scenes/Coach/IncapacitatedInjury01.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury02.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury03.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury04.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury05.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury06.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury07.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury08.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury09.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury10.vcd" //[Ahhhh - terrified yell] scene "scenes/Coach/IncapacitatedInjury11.vcd" //[Ahhhh - terrified yell] } Rule SurvivorIncapacitatedHurtCoach { criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorIncapacitatedHurtCoach } Response SurvivorJockeyHurtMajorCoach { scene "scenes/Coach/GrabbedByJockey01.vcd" then all commentjockey foo:0 -1.070 //Jockey on me! scene "scenes/Coach/GrabbedByJockey02.vcd" then all commentjockey foo:0 -1.403 //JOCKEY ON MY BACK! scene "scenes/Coach/GrabbedByJockey03.vcd" then all commentjockey foo:0 -2.985 //Oh lord no, that things on me! scene "scenes/Coach/GrabbedByJockey04.vcd" then all commentjockey foo:0 -1.511 //Agh, that things on me! scene "scenes/Coach/GrabbedByJockey05.vcd" then all commentjockey foo:0 -1.031 //Kill the thing on my back! scene "scenes/Coach/GrabbedByJockey06.vcd" then all commentjockey foo:0 -2.940 //Ellis is that you? What the hell!?!? scene "scenes/Coach/GrabbedByJockey07.vcd" then all commentjockey foo:0 -3.450 //OH SHIT GET THIS THING OFF ME! scene "scenes/Coach/GrabbedByJockey08.vcd" then all commentjockey foo:0 -2.400 //Gah, get this thing off my back! scene "scenes/Coach/HurtCritical05.vcd" then all commentjockey foo:0 -0.642 //[Pain noise - loud major pain] scene "scenes/Coach/HurtMajor05.vcd" then all commentjockey foo:0 -0.457 //[Pain noise - ugh] scene "scenes/Coach/HurtMajor08.vcd" then all commentjockey foo:0 -0.631 //[Pain noise - ugh] scene "scenes/Coach/ScreamWhilePounced01.vcd" then all commentjockey foo:0 -0.863 //GET IT OFF! [angry] scene "scenes/Coach/ScreamWhilePounced04.vcd" then all commentjockey foo:0 -0.916 //GET IT OFF! } Rule SurvivorJockeyHurtMajorCoach { criteria IsSurvivor InPain IsMajorPain IsCoach IsTalk IsTalkCoach SubjectIsJockey IsNotSaidBeenJockeyedCoach IsWorldTalkCoach IsBeingJockeyed ApplyContext "SaidBeenJockeyedCoach:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorCoach } Response SurvivorJockeyHurtMajorC1Coach { scene "scenes/Coach/GrabbedByJockey04.vcd" //Agh, that things on me! scene "scenes/Coach/GrabbedByJockey05.vcd" //Kill the thing on my back! scene "scenes/Coach/GrabbedByJockey08.vcd" //Gah, get this thing off my back! } Rule SurvivorJockeyHurtMajorC1Coach { criteria IsSurvivor InPain IsMajorPain IsCoach IsTalk IsTalkCoach SubjectIsJockey IsNotSaidBeenJockeyedCoach IsWorldTalkCoach C1M1orC1M2 IsBeingJockeyed ApplyContext "SaidBeenJockeyedCoach:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorC1Coach } Response SurvivorJockeyHurtMinorCoach { scene "scenes/Coach/GrabbedByJockey01.vcd" then all commentjockey foo:0 -1.070 //Jockey on me! scene "scenes/Coach/GrabbedByJockey02.vcd" then all commentjockey foo:0 -1.403 //JOCKEY ON MY BACK! scene "scenes/Coach/GrabbedByJockey03.vcd" then all commentjockey foo:0 -2.985 //Oh lord no, that things on me! scene "scenes/Coach/GrabbedByJockey04.vcd" then all commentjockey foo:0 -1.511 //Agh, that things on me! scene "scenes/Coach/GrabbedByJockey05.vcd" then all commentjockey foo:0 -1.031 //Kill the thing on my back! scene "scenes/Coach/GrabbedByJockey06.vcd" then all commentjockey foo:0 -2.940 //Ellis is that you? What the hell!?!? scene "scenes/Coach/GrabbedByJockey07.vcd" then all commentjockey foo:0 -3.450 //OH SHIT GET THIS THING OFF ME! scene "scenes/Coach/GrabbedByJockey08.vcd" then all commentjockey foo:0 -2.400 //Gah, get this thing off my back! scene "scenes/Coach/HurtCritical05.vcd" then all commentjockey foo:0 -0.642 //[Pain noise - loud major pain] scene "scenes/Coach/HurtMajor05.vcd" then all commentjockey foo:0 -0.457 //[Pain noise - ugh] scene "scenes/Coach/HurtMajor08.vcd" then all commentjockey foo:0 -0.631 //[Pain noise - ugh] scene "scenes/Coach/ScreamWhilePounced01.vcd" then all commentjockey foo:0 -0.863 //GET IT OFF! [angry] scene "scenes/Coach/ScreamWhilePounced04.vcd" then all commentjockey foo:0 -0.916 //GET IT OFF! } Rule SurvivorJockeyHurtMinorCoach { criteria IsSurvivor InPain IsMinorPain IsCoach IsTalk IsTalkCoach SubjectIsJockey IsNotSaidBeenJockeyedCoach IsWorldTalkCoach IsBeingJockeyed ApplyContext "SaidBeenJockeyedCoach:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorCoach } Response SurvivorJockeyHurtMinorC1Coach { scene "scenes/Coach/GrabbedByJockey04.vcd" //Agh, that things on me! scene "scenes/Coach/GrabbedByJockey05.vcd" //Kill the thing on my back! scene "scenes/Coach/GrabbedByJockey08.vcd" //Gah, get this thing off my back! } Rule SurvivorJockeyHurtMinorC1Coach { criteria IsSurvivor InPain IsMinorPain IsCoach IsTalk IsTalkCoach SubjectIsJockey IsNotSaidBeenJockeyedCoach IsWorldTalkCoach C1M1orC1M2 IsBeingJockeyed ApplyContext "SaidBeenJockeyedCoach:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorC1Coach } Response SurvivorMajorHurtCoach { scene "scenes/Coach/HurtMajor01.vcd" //[Pain noise - huh] scene "scenes/Coach/HurtMajor02.vcd" //[Pain noise - huh] scene "scenes/Coach/HurtMajor03.vcd" //[Pain noise - ahh] scene "scenes/Coach/HurtMajor04.vcd" //[Pain noise - oy] scene "scenes/Coach/HurtMajor05.vcd" //[Pain noise - ugh] scene "scenes/Coach/HurtMajor06.vcd" //[Pain noise - ugh] scene "scenes/Coach/HurtMajor07.vcd" //[Pain noise - ugh] scene "scenes/Coach/HurtMajor08.vcd" //[Pain noise - ugh] scene "scenes/Coach/HurtMajor09.vcd" //[Pain noise - ugh] scene "scenes/Coach/HurtMajor10.vcd" //[Pain noise - ugh] scene "scenes/Coach/HurtMajor11.vcd" //[Pain noise - ugh] } Rule SurvivorMajorHurtCoach { criteria IsSurvivor InPain IsMajorPain IsCoach IsTalk IsTalkCoach SubjectIsNotJockey IsWorldTalkCoach Response SurvivorMajorHurtCoach } Response SurvivorMinorHurtCoach { scene "scenes/Coach/HurtMinor01.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor02.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor03.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor04.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor05.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor06.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor07.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor08.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor09.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor10.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor11.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor12.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor13.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor14.vcd" //[Pain noise - short minor pain] scene "scenes/Coach/HurtMinor15.vcd" //[Pain noise - short minor pain] } Rule SurvivorMinorHurtCoach { criteria IsSurvivor InPain IsMinorPain IsCoach IsTalk IsTalkCoach SubjectIsNotJockey IsWorldTalkCoach Response SurvivorMinorHurtCoach } Response SurvivorReloadingCoach { scene "scenes/Coach/Reloading01.vcd" //Reloading! scene "scenes/Coach/Reloading02.vcd" //Reloading! scene "scenes/Coach/Reloading03.vcd" //Reloading! scene "scenes/Coach/Reloading04.vcd" //Reloading! scene "scenes/Coach/Reloading05.vcd" //Reloading! scene "scenes/Coach/Reloading06.vcd" //Reloading! scene "scenes/Coach/Reloading07.vcd" //Reloading! } Rule SurvivorReloadingCoach { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsCoach IsNotIncapacitated IsTalk IsTalkCoach RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkCoach Response SurvivorReloadingCoach } Response SurvivorReloadingIntenseCoach { scene "scenes/Coach/ReloadIntense01.vcd" //Reloading! scene "scenes/Coach/ReloadIntense02.vcd" odds 5 //Re-god-damn-loading! scene "scenes/Coach/ReloadIntense03.vcd" //Gotta reload! scene "scenes/Coach/ReloadIntense04.vcd" //Reloading! scene "scenes/Coach/ReloadIntense05.vcd" //Reloading! scene "scenes/Coach/ReloadIntense06.vcd" //Reloading! scene "scenes/Coach/ReloadIntense07.vcd" //Reloading! scene "scenes/Coach/ReloadIntense08.vcd" //Reloading! } Rule SurvivorReloadingIntenseCoach { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsCoach IsNotIncapacitated IsTalk IsTalkCoach RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkCoach Intensity100 Response SurvivorReloadingIntenseCoach } //-------------------------------------------------------------------------------------------------------------- // Player Help Incapped //-------------------------------------------------------------------------------------------------------------- Response PlayerHelpIncappedCoach { scene "scenes/Coach/Help01.vcd" then any FriendNeedsHelp foo:0 -0.862 //I need some help! scene "scenes/Coach/Help02.vcd" then any FriendNeedsHelp foo:0 -0.305 //Help! [Screamed angrily] scene "scenes/Coach/Help03.vcd" then any FriendNeedsHelp foo:0 -1.499 //Hey y'all I need some help. scene "scenes/Coach/Help04.vcd" then any FriendNeedsHelp foo:0 -1.805 //Could use some help over here. scene "scenes/Coach/Help05.vcd" then any FriendNeedsHelp foo:0 -2.144 //Get ya ass over here and help me! scene "scenes/Coach/Help06.vcd" then any FriendNeedsHelp foo:0 -0.803 //Help! } Rule PlayerHelpIncappedCoach { criteria ConceptPlayerHelp IsCoach IsTalk IsTalkCoach IsIncapacitated NotCalledForHelpRecently IsWorldTalkCoach ApplyContext "CalledForHelp:1:20" Response PlayerHelpIncappedCoach } //-------------------------------------------------------------------------------------------------------------- // PlayerIncappedResponse //-------------------------------------------------------------------------------------------------------------- Response HelpResponseCoachCoach { scene "scenes/Coach/Blank.vcd" //Blank } Rule HelpResponseCoachCoach { criteria ConceptFriendNeedsHelp IsCoach IsTalk IsTalkCoach IsNotIncapacitated IsInSafeSpot FromIsCoach IsNotInStartArea NotAloneInSafeSpot IsWorldTalkCoach Response HelpResponseCoachCoach } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response C2M1FallingCoach { scene "scenes/Coach/Defibrillator10.vcd" then self EndOfWavWindow5 foo:0 0.01 //Whoa... scene "scenes/Coach/WorldC2M129.vcd" then self EndOfWavWindow5 foo:0 0.01 //Whoaaa! Whoa! scene "scenes/Coach/WorldC2M130.vcd" then self EndOfWavWindow5 foo:0 0.01 //Whoa, whoa, whoa, Whoaaa! } Rule C2M1FallingCoach { criteria ConceptC2M1Falling IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.615" applycontexttoworld Response C2M1FallingCoach } Response C2M2CarouselOffCoach { scene "scenes/Coach/WorldC2M2B36.vcd" //It's off. } Rule C2M2CarouselOffCoach { criteria Conceptc2m2CarouselEnd IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.895,_auto_CarouselOn:0:0,_auto_CarouselOver:1:0" applycontexttoworld Response C2M2CarouselOffCoach } Response C2M2CarouselOnCoach { scene "scenes/Coach/WorldC2M210.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //I'm opening the gate! scene "scenes/Coach/WorldC2M2B35.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //Gate's open! } Rule C2M2CarouselOnCoach { criteria Conceptc2m2CarouselStart IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CarouselOn:1:0,_auto_TimerLockA:1:6,_auto_ThroughCarousel:1:0" applycontexttoworld Response C2M2CarouselOnCoach } Response C3M3BridgeButtonCoach { scene "scenes/Coach/WorldC2M319.vcd" //Get ready to run, I'm hittin' it. scene "scenes/Coach/WorldC5M510.vcd" //Once it's down, lets go! } Rule C3M3BridgeButtonCoach { criteria ConceptC3M3BridgeButton IsNotSaidC3M3BridgeButton IsCoach IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M3BridgeButton:1:30" applycontexttoworld Response C3M3BridgeButtonCoach } Response EndOfWavWindow5Coach { speak "Coach_Blank" noscene //Blank } Rule EndOfWavWindow5Coach { criteria ConceptEndOfWavWindow5 IsCoach ApplyContext "_auto_CoachWavWindow:1:4" applycontexttoworld Response EndOfWavWindow5Coach } Response PlayerChainSawUsedCoach { scene "scenes/Coach/BattleCry07.vcd" //GYEAHHHHHH! scene "scenes/Coach/BattleCry08.vcd" //GRRRR YEAH! scene "scenes/Coach/BattleCry09.vcd" //WHOOO! YEAH BABY! } Rule PlayerChainSawUsedCoach { criteria ConceptChainsawUsed IsNotSaidChainSawUsed IsCoach IsTalk IsTalkCoach Intensity100 IsWorldTalkCoach ApplyContext "SaidChainSawUsed:1:90" applycontexttoworld Response PlayerChainSawUsedCoach } Response PlayerRemarkC1M1OverTableCoach { scene "scenes/Coach/FollowMe01.vcd" then any C1M1Cough foo:0 -1.753 //Come on y' all this way. scene "scenes/Coach/FollowMe02.vcd" then any C1M1Cough foo:0 -0.697 //This way. scene "scenes/Coach/World06.vcd" then any C1M1Cough foo:0 -0.731 //Over here. } Rule PlayerRemarkC1M1OverTableCoach { criteria ConceptRemark IsCoach IsC1M1OverTable IsNotSaidC1M1OverTable IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1OverTable:1:0" applycontexttoworld Response PlayerRemarkC1M1OverTableCoach } Response PlayerRemarkC1M1SearchRoomsCoach { scene "scenes/Coach/WorldC1M1B84.vcd" then any C1M1Cough foo:0 -2.783 //Search these rooms. Might be something we can use. } Rule PlayerRemarkC1M1SearchRoomsCoach { criteria ConceptRemark IsCoach IsC1M1SearchRooms IsNotSaidC1M1SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1SearchRooms:1:0" applycontexttoworld Response PlayerRemarkC1M1SearchRoomsCoach } Response PlayerRemarkC1M1ThroughThisDoorCoach { scene "scenes/Coach/MiscDirectional19.vcd" then any C1M1Cough C foo:0 -0.932 //Through this door! } Rule PlayerRemarkC1M1ThroughThisDoorCoach { criteria ConceptRemark IsCoach IsC1M1ThroughThisDoor IsNotSaidC1M1ThroughThisDoor IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1ThroughThisDoor:1:0" applycontexttoworld Response PlayerRemarkC1M1ThroughThisDoorCoach } Response PlayerRemarkC1M2SpotGunStoreCoach { scene "scenes/Coach/WorldC1M2B22.vcd" //Gun store's just down these stairs! } Rule PlayerRemarkC1M2SpotGunStoreCoach { criteria ConceptRemark IsCoach IsRemarkWorldC1M2SpotGunStore IsNotSaidRemarkWorldC1M2SpotGunStore IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear800 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidRemarkWorldC1M2SpotGunStore:1:0" applycontexttoworld Response PlayerRemarkC1M2SpotGunStoreCoach } Response PlayerRemarkC1M3AlarmDoorsCoach { scene "scenes/Coach/WorldC1M3B26.vcd" //Get ready, alarm is gonna sound. } Rule PlayerRemarkC1M3AlarmDoorsCoach { criteria ConceptRemark IsCoach IsC1M3AlarmDoors IsNotSaidC1M3AlarmDoors IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3AlarmDoors:1:0" applycontexttoworld Response PlayerRemarkC1M3AlarmDoorsCoach } Response PlayerRemarkC1M3CarefulWindowsCoach { scene "scenes/Coach/WarnCareful02.vcd" //Shit ain't right, be careful. } Rule PlayerRemarkC1M3CarefulWindowsCoach { criteria ConceptRemark IsCoach IsC1M3CarefulWindows IsNotSaidC1M3CarefulWindows IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CarefulWindows:1:0" applycontexttoworld Response PlayerRemarkC1M3CarefulWindowsCoach } Response PlayerRemarkC1M3CEDAGone1Coach { scene "scenes/Coach/WorldC1M3B37.vcd" //I won't lie. It don't look good. scene "scenes/Coach/WorldC1M3B40.vcd" //I hope SOMEBODY got out alright... } Rule PlayerRemarkC1M3CEDAGone1Coach { criteria ConceptRemark IsCoach IsC1M3CEDAGone1 IsNotSaidC1M3CEDAGone1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CEDAGone1:1:0" applycontexttoworld Response PlayerRemarkC1M3CEDAGone1Coach } Response PlayerRemarkC1M3DownHereCoach { scene "scenes/Coach/MiscDirectional34.vcd" //We can get down here! scene "scenes/Coach/World08.vcd" //Down here. scene "scenes/Coach/WorldC2M114.vcd" //Down here. scene "scenes/Coach/WorldC2M116.vcd" //Head down this way. } Rule PlayerRemarkC1M3DownHereCoach { criteria ConceptRemark IsCoach IsC1M3DownHere IsNotSaidC1M3DownHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownHere:1:0" applycontexttoworld Response PlayerRemarkC1M3DownHereCoach } Response PlayerRemarkC1M3DownHere2Coach { scene "scenes/Coach/MiscDirectional34.vcd" //We can get down here! scene "scenes/Coach/World08.vcd" //Down here. scene "scenes/Coach/WorldC2M114.vcd" //Down here. scene "scenes/Coach/WorldC2M116.vcd" //Head down this way. } Rule PlayerRemarkC1M3DownHere2Coach { criteria ConceptRemark IsCoach IsC1M3DownHere2 IsNotSaidC1M3DownHere2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownHere2:1:0" applycontexttoworld Response PlayerRemarkC1M3DownHere2Coach } Response PlayerRemarkC1M3DownTheEscalator1Coach { scene "scenes/Coach/WorldC1M3B09.vcd" //Down that escalator! } Rule PlayerRemarkC1M3DownTheEscalator1Coach { criteria ConceptRemark IsCoach IsC1M3DownTheEscalator1 IsNotSaidC1M3DownTheEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownTheEscalator1:1:0" applycontexttoworld Response PlayerRemarkC1M3DownTheEscalator1Coach } Response PlayerRemarkC1M3FoodCourtNotOkayCoach { scene "scenes/Coach/WorldC1M3B34.vcd" //...poor food court never stood a chance... scene "scenes/Coach/WorldC1M3B35.vcd" //I hope SOMEBODY got out alright... } Rule PlayerRemarkC1M3FoodCourtNotOkayCoach { criteria ConceptRemark IsCoach IsC1M3FoodCourtNotOkay IsNotSaidC1M3FoodCourtNotOkay IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3FoodCourtNotOkay:1:0" applycontexttoworld Response PlayerRemarkC1M3FoodCourtNotOkayCoach } Response PlayerRemarkC1M3FoodCourtOkayCoach { scene "scenes/Coach/WorldC1M3B11.vcd" //I hope the food court's okay. scene "scenes/Coach/WorldC1M3B12.vcd" //Please, lord, let the food court be okay. scene "scenes/Coach/WorldC1M3B13.vcd" //I could roll up a whole pizza right now, eat it sub-style. scene "scenes/Coach/WorldC1M3B14.vcd" //If I see a zombie running at me with a sample tray, I ain't shootin' it. } Rule PlayerRemarkC1M3FoodCourtOkayCoach { criteria ConceptRemark IsCoach IsC1M3FoodCourtOkay IsNotSaidC1M3FoodCourtOkay IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3FoodCourtOkay:1:0" applycontexttoworld Response PlayerRemarkC1M3FoodCourtOkayCoach } Response PlayerRemarkC1M3OverHereCoach { scene "scenes/Coach/MiscDirectional05.vcd" //Over this door! scene "scenes/Coach/MiscDirectional19.vcd" //Through this door! } Rule PlayerRemarkC1M3OverHereCoach { criteria ConceptRemark IsCoach IsC1M3OverHere IsNotSaidC1M3OverHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3OverHere:1:0" applycontexttoworld Response PlayerRemarkC1M3OverHereCoach } Response PlayerRemarkC1M3SearchRoomsCoach { scene "scenes/Coach/WorldC1M1B84.vcd" then any C1M1Cough foo:0 -2.783 //Search these rooms. Might be something we can use. } Rule PlayerRemarkC1M3SearchRoomsCoach { criteria ConceptRemark IsCoach IsC1M3SearchRooms IsNotSaidC1M3SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3SearchRooms:1:0" applycontexttoworld Response PlayerRemarkC1M3SearchRoomsCoach } Response PlayerRemarkC1M3ThisWayCoach { scene "scenes/Coach/FollowMe02.vcd" //This way. scene "scenes/Coach/FollowMe03.vcd" //Come on, this way. scene "scenes/Coach/WorldC1M3B18.vcd" //Evac's this way! } Rule PlayerRemarkC1M3ThisWayCoach { criteria ConceptRemark IsCoach IsC1M3ThisWay IsNotSaidC1M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3ThisWay:1:0" applycontexttoworld Response PlayerRemarkC1M3ThisWayCoach } Response PlayerRemarkC1M3ThroughHereCoach { scene "scenes/Coach/MiscDirectional07.vcd" //Through here! scene "scenes/Coach/MiscDirectional17.vcd" //Let's go through here! scene "scenes/Coach/MiscDirectional22.vcd" //Through that gate! scene "scenes/Coach/WorldC1M1B139.vcd" //Let's go through here. } Rule PlayerRemarkC1M3ThroughHereCoach { criteria ConceptRemark IsCoach IsC1M3ThroughHere IsNotSaidC1M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3ThroughHere:1:0" applycontexttoworld Response PlayerRemarkC1M3ThroughHereCoach } Response PlayerRemarkC1M3TurnOffAlarm1Coach { scene "scenes/Coach/WorldC1M3B27.vcd" //Keep going! scene "scenes/Coach/WorldC1M3B30.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1Coach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm1 IsNotSaidC1M3TurnOffAlarm1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1Coach } Response PlayerRemarkC1M3TurnOffAlarm1aCoach { scene "scenes/Coach/WorldC1M3B27.vcd" //Keep going! scene "scenes/Coach/WorldC1M3B30.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1aCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm1a IsNotSaidC1M3TurnOffAlarm1a IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1aCoach } Response PlayerRemarkC1M3TurnOffAlarm1bCoach { scene "scenes/Coach/WorldC1M3B27.vcd" //Keep going! scene "scenes/Coach/WorldC1M3B30.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1bCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm1b IsNotSaidC1M3TurnOffAlarm1b IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1bCoach } Response PlayerRemarkC1M3TurnOffAlarm1cCoach { scene "scenes/Coach/WorldC1M3B27.vcd" //Keep going! scene "scenes/Coach/WorldC1M3B30.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1cCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm1c IsNotSaidC1M3TurnOffAlarm1c IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1cCoach } Response PlayerRemarkC1M3TurnOffAlarm2Coach { scene "scenes/Coach/World11.vcd" //Just run! scene "scenes/Coach/WorldC1M3B28.vcd" //We gotta turn off that alarm! scene "scenes/Coach/YellRun03.vcd" //Don't stop running! } Rule PlayerRemarkC1M3TurnOffAlarm2Coach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm2 IsNotSaidC1M3TurnOffAlarm2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2Coach } Response PlayerRemarkC1M3TurnOffAlarm2aCoach { scene "scenes/Coach/World11.vcd" //Just run! scene "scenes/Coach/WorldC1M3B28.vcd" //We gotta turn off that alarm! scene "scenes/Coach/YellRun03.vcd" //Don't stop running! } Rule PlayerRemarkC1M3TurnOffAlarm2aCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm2a IsNotSaidC1M3TurnOffAlarm2a IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2aCoach } Response PlayerRemarkC1M3TurnOffAlarm2bCoach { scene "scenes/Coach/World11.vcd" //Just run! scene "scenes/Coach/WorldC1M3B28.vcd" //We gotta turn off that alarm! scene "scenes/Coach/YellRun03.vcd" //Don't stop running! } Rule PlayerRemarkC1M3TurnOffAlarm2bCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm2b IsNotSaidC1M3TurnOffAlarm2b IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2bCoach } Response PlayerRemarkC1M3TurnOffAlarm2cCoach { scene "scenes/Coach/World11.vcd" //Just run! scene "scenes/Coach/WorldC1M3B28.vcd" //We gotta turn off that alarm! scene "scenes/Coach/YellRun03.vcd" //Don't stop running! } Rule PlayerRemarkC1M3TurnOffAlarm2cCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm2c IsNotSaidC1M3TurnOffAlarm2c IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2cCoach } Response PlayerRemarkC1M3TurnOffAlarm2dCoach { scene "scenes/Coach/World11.vcd" //Just run! scene "scenes/Coach/WorldC1M3B28.vcd" //We gotta turn off that alarm! scene "scenes/Coach/YellRun03.vcd" //Don't stop running! } Rule PlayerRemarkC1M3TurnOffAlarm2dCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm2d IsNotSaidC1M3TurnOffAlarm2d IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2d:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2dCoach } Response PlayerRemarkC1M3TurnOffAlarm3Coach { scene "scenes/Coach/WorldC1M3B28.vcd" //We gotta turn off that alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3Coach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm3 IsNotSaidC1M3TurnOffAlarm3 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3Coach } Response PlayerRemarkC1M3TurnOffAlarm3aCoach { scene "scenes/Coach/WorldC1M3B27.vcd" //Keep going! scene "scenes/Coach/WorldC1M3B30.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3aCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm3a IsNotSaidC1M3TurnOffAlarm3a IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3aCoach } Response PlayerRemarkC1M3TurnOffAlarm3bCoach { scene "scenes/Coach/WorldC1M3B27.vcd" //Keep going! scene "scenes/Coach/WorldC1M3B30.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3bCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm3b IsNotSaidC1M3TurnOffAlarm3b IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3bCoach } Response PlayerRemarkC1M3TurnOffAlarm3cCoach { scene "scenes/Coach/WorldC1M3B27.vcd" //Keep going! scene "scenes/Coach/WorldC1M3B30.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3cCoach { criteria ConceptRemark IsCoach IsC1M3TurnOffAlarm3c IsNotSaidC1M3TurnOffAlarm3c IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3cCoach } Response PlayerRemarkC1M3UpEscalator1Coach { scene "scenes/Coach/WorldC1M3B06.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator1Coach { criteria ConceptRemark IsCoach IsC1M3UpEscalator1 IsNotSaidC1M3UpEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator1:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator1Coach } Response PlayerRemarkC1M3UpEscalator2Coach { scene "scenes/Coach/WorldC1M3B06.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator2Coach { criteria ConceptRemark IsCoach IsC1M3UpEscalator2 IsNotSaidC1M3UpEscalator2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator2:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator2Coach } Response PlayerRemarkC1M3UpEscalator3Coach { scene "scenes/Coach/WorldC1M3B06.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator3Coach { criteria ConceptRemark IsCoach IsC1M3UpEscalator3 IsNotSaidC1M3UpEscalator3 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator3:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator3Coach } Response PlayerRemarkc2m1_campsiteCoach { scene "scenes/Coach/WorldC2M136.vcd" //We ain't the only ones that thought to take this short-cut } Rule PlayerRemarkc2m1_campsiteCoach { criteria ConceptRemark IsCoach Isc2m1_campsite IsNotSaidc2m1_campsite IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_campsite:1:0,Talk:1:2.914" applycontexttoworld Response PlayerRemarkc2m1_campsiteCoach } Response PlayerRemarkc2m1_checkroomsaCoach { scene "scenes/Coach/WorldC2M125.vcd" //Check the rooms. scene "scenes/Coach/WorldC2M1B10.vcd" //Check the rooms. Might be somethin' useful. } Rule PlayerRemarkc2m1_checkroomsaCoach { criteria ConceptRemark IsCoach Isc2m1_checkroomsa IsNotSaidc2m1_checkroomsa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsa:1:0,Talk:1:2.591,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaCoach } Rule PlayerRemarkc2m1_checkroomsbCoach { criteria ConceptRemark IsCoach Isc2m1_checkroomsb IsNotSaidc2m1_checkroomsb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsb:1:0,Talk:1:2.591,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaCoach } Rule PlayerRemarkc2m1_checkroomscCoach { criteria ConceptRemark IsCoach Isc2m1_checkroomsc IsNotSaidc2m1_checkroomsc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsc:1:0,Talk:1:2.591,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaCoach } Rule PlayerRemarkc2m1_checkroomsdCoach { criteria ConceptRemark IsCoach Isc2m1_checkroomsd IsNotSaidc2m1_checkroomsd IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsd:1:0,Talk:1:2.591,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaCoach } Response PlayerRemarkc2m1_cliffaCoach { scene "scenes/Coach/WorldC2M1B13.vcd" //Whoa... Take it slow down this hill. Looks like a pretty big drop. scene "scenes/Coach/WorldC2M1B14.vcd" //Watch yerself on this hill... scene "scenes/Coach/WorldC2M1B16.vcd" //Whoa... Take it slow down this hill. Looks like a pretty big drop. scene "scenes/Coach/WorldC2M1B17.vcd" //Watch yerself on this hill... } Rule PlayerRemarkc2m1_cliffaCoach { criteria ConceptRemark IsCoach Isc2m1_cliffa IsNotSaidc2m1_cliffa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffa:1:0,Talk:1:5.157,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaCoach } Rule PlayerRemarkc2m1_cliffbCoach { criteria ConceptRemark IsCoach Isc2m1_cliffb IsNotSaidc2m1_cliffb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffb:1:0,Talk:1:5.157,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaCoach } Rule PlayerRemarkc2m1_cliffcCoach { criteria ConceptRemark IsCoach Isc2m1_cliffc IsNotSaidc2m1_cliffc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffc:1:0,Talk:1:5.157,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaCoach } Rule PlayerRemarkc2m1_cliffdCoach { criteria ConceptRemark IsCoach Isc2m1_cliffd IsNotSaidc2m1_cliffd IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffd:1:0,Talk:1:5.157,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaCoach } Response PlayerRemarkc2m1_downstairsCoach { scene "scenes/Coach/WorldC2M114.vcd" //Down here. } Rule PlayerRemarkc2m1_downstairsCoach { criteria ConceptRemark IsCoach Isc2m1_downstairs IsNotSaidc2m1_downstairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_downstairs:1:0,Talk:1:0.746" applycontexttoworld Response PlayerRemarkc2m1_downstairsCoach } Response PlayerRemarkc2m1_motelsignCoach { scene "scenes/Coach/WorldC2M120.vcd" //Whispering oaks motel? Sheeet.... I know where we are. } Rule PlayerRemarkc2m1_motelsignCoach { criteria ConceptRemark IsCoach Isc2m1_motelsign IsNotSaidc2m1_motelsign IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1500 ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_motelsign:1:0,Talk:1:5.093" applycontexttoworld Response PlayerRemarkc2m1_motelsignCoach } //AUTOGENERATED BLANK FOR PlayerRemarkc2m1_motelsignCoach : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkc2m1_motelsignCoach { criteria ConceptRemark IsCoach Isc2m1_motelsign IsNotSaidc2m1_motelsign IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_motelsign:1:0,Talk:1:5.093" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkc2m1_offrampaCoach { scene "scenes/Coach/WorldC2M115.vcd" //Alright, take the off ramp. scene "scenes/Coach/WorldC2M1B06.vcd" //Down this off ramp! } Rule PlayerRemarkc2m1_offrampaCoach { criteria ConceptRemark IsCoach Isc2m1_offrampa IsNotSaidc2m1_offrampa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampa:1:0,Talk:1:1.289,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaCoach } Rule PlayerRemarkc2m1_offrampbCoach { criteria ConceptRemark IsCoach Isc2m1_offrampb IsNotSaidc2m1_offrampb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampb:1:0,Talk:1:1.289,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaCoach } Rule PlayerRemarkc2m1_offrampcCoach { criteria ConceptRemark IsCoach Isc2m1_offrampc IsNotSaidc2m1_offrampc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampc:1:0,Talk:1:1.289,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaCoach } Rule PlayerRemarkc2m1_offrampdCoach { criteria ConceptRemark IsCoach Isc2m1_offrampd IsNotSaidc2m1_offrampd IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampd:1:0,Talk:1:1.289,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaCoach } Response PlayerRemarkc2m1_parkaCoach { scene "scenes/Coach/WorldC2M1B15.vcd" //There she is! Whispering Oaks! } Rule PlayerRemarkc2m1_parkaCoach { criteria ConceptRemark IsCoach Isc2m1_parka IsNotSaidc2m1_parka IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parka:1:0,Talk:1:2.644,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaCoach } Rule PlayerRemarkc2m1_parkbCoach { criteria ConceptRemark IsCoach Isc2m1_parkb IsNotSaidc2m1_parkb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkb:1:0,Talk:1:2.644,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaCoach } Rule PlayerRemarkc2m1_parkcCoach { criteria ConceptRemark IsCoach Isc2m1_parkc IsNotSaidc2m1_parkc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkc:1:0,Talk:1:2.644,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaCoach } Rule PlayerRemarkc2m1_parkdCoach { criteria ConceptRemark IsCoach Isc2m1_parkd IsNotSaidc2m1_parkd IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkd:1:0,Talk:1:2.644,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaCoach } Rule PlayerRemarkc2m1_parkfCoach { criteria ConceptRemark IsCoach Isc2m1_parkf IsNotSaidc2m1_parkf IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkf:1:0,Talk:1:2.644,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaCoach } Response PlayerRemarkc2m1_saferoomCoach { scene "scenes/Coach/SafeSpotAhead02.vcd" //Safe house! } Rule PlayerRemarkc2m1_saferoomCoach { criteria ConceptRemark IsCoach Isc2m1_saferoom IsNotSaidc2m1_saferoom IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_saferoom:1:0,Talk:1:1.121" applycontexttoworld Response PlayerRemarkc2m1_saferoomCoach } Response PlayerRemarkc2m1_searchlightsaCoach { scene "scenes/Coach/LookHere01.vcd" then self _c2m1_searchlights02 foo:0 0.1 //Look at this. scene "scenes/Coach/WorldC2M1B04.vcd" then any _c2m1_searchlights01 foo:0 0.01 //Look, searchlights! Might be survivors there, we should check it out. scene "scenes/Coach/WorldC2M1B05.vcd" //Look, searchlights! I bet that's Whisperin' Oaks. } Rule PlayerRemarkc2m1_searchlightsaCoach { criteria ConceptRemark IsCoach Isc2m1_searchlightsa IsNotSaidc2m1_searchlightsa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_searchlightsa:1:0,Talk:1:4.835" applycontexttoworld Response PlayerRemarkc2m1_searchlightsaCoach } Response PlayerRemarkc2m1_throughhereCoach { scene "scenes/Coach/MiscDirectional19.vcd" //Through this door! } Rule PlayerRemarkc2m1_throughhereCoach { criteria ConceptRemark IsCoach Isc2m1_throughhere IsNotSaidc2m1_throughhere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughhere:1:0,Talk:1:1.032" applycontexttoworld Response PlayerRemarkc2m1_throughhereCoach } Response PlayerRemarkc2m1_throughmotelaCoach { scene "scenes/Coach/WorldC2M1B09.vcd" //Highway's blocked! Let's check out the motel! } Rule PlayerRemarkc2m1_throughmotelaCoach { criteria ConceptRemark IsCoach Isc2m1_throughmotela IsNotSaidc2m1_throughmotela IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotela:1:0,Talk:1:2.748,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaCoach } Rule PlayerRemarkc2m1_throughmotelbCoach { criteria ConceptRemark IsCoach Isc2m1_throughmotelb IsNotSaidc2m1_throughmotelb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotelb:1:0,Talk:1:2.748,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaCoach } Rule PlayerRemarkc2m1_throughmotelcCoach { criteria ConceptRemark IsCoach Isc2m1_throughmotelc IsNotSaidc2m1_throughmotelc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotelc:1:0,Talk:1:2.748,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaCoach } Response PlayerRemarkc2m1_throughwindowCoach { scene "scenes/Coach/MiscDirectional13.vcd" //Through this window! } Rule PlayerRemarkc2m1_throughwindowCoach { criteria ConceptRemark IsCoach Isc2m1_throughwindow IsNotSaidc2m1_throughwindow IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughwindow:1:0,Talk:1:1.089" applycontexttoworld Response PlayerRemarkc2m1_throughwindowCoach } Response PlayerRemarkc2m1_uphillCoach { scene "scenes/Coach/WorldC2M322.vcd" //Up the hill. } Rule PlayerRemarkc2m1_uphillCoach { criteria ConceptRemark IsCoach Isc2m1_uphill IsNotSaidc2m1_uphill IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_uphill:1:0,Talk:1:0.805" applycontexttoworld Response PlayerRemarkc2m1_uphillCoach } Response PlayerRemarkc2m1_upstairsaCoach { scene "scenes/Coach/WorldC2M126.vcd" //Let's try the second floor. } Rule PlayerRemarkc2m1_upstairsaCoach { criteria ConceptRemark IsCoach Isc2m1_upstairsa IsNotSaidc2m1_upstairsa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_upstairsa:1:0,Talk:1:1.221,SrcGrp_C2M1_003:1:0" applycontexttoworld Response PlayerRemarkc2m1_upstairsaCoach } Rule PlayerRemarkc2m1_upstairsbCoach { criteria ConceptRemark IsCoach Isc2m1_upstairsb IsNotSaidc2m1_upstairsb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_upstairsb:1:0,Talk:1:1.221,SrcGrp_C2M1_003:1:0" applycontexttoworld Response PlayerRemarkc2m1_upstairsaCoach } Response PlayerRemarkc2m2_burgersaCoach { scene "scenes/Coach/WorldC2M2B23.vcd" //I find a Burger Tank in this place? I'm-a be a one-man cheeseburger apocalypse. } Rule PlayerRemarkc2m2_burgersaCoach { criteria ConceptRemark IsCoach Isc2m2_burgersa IsNotSaidc2m2_burgersa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_005 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_burgersa:1:0,Talk:1:6.070,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_005:1:0" applycontexttoworld Response PlayerRemarkc2m2_burgersaCoach } Rule PlayerRemarkc2m2_burgersbCoach { criteria ConceptRemark IsCoach Isc2m2_burgersb IsNotSaidc2m2_burgersb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_005 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_burgersb:1:0,Talk:1:6.070,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_005:1:0" applycontexttoworld Response PlayerRemarkc2m2_burgersaCoach } Rule PlayerRemarkc2m2_burgerscCoach { criteria ConceptRemark IsCoach Isc2m2_burgersc IsNotSaidc2m2_burgersc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_005 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_burgersc:1:0,Talk:1:6.070,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_005:1:0" applycontexttoworld Response PlayerRemarkc2m2_burgersaCoach } Rule PlayerRemarkc2m2_burgersdCoach { criteria ConceptRemark IsCoach Isc2m2_burgersd IsNotSaidc2m2_burgersd IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_005 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_burgersd:1:0,Talk:1:6.070,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_005:1:0" applycontexttoworld Response PlayerRemarkc2m2_burgersaCoach } Rule PlayerRemarkc2m2_burgerseCoach { criteria ConceptRemark IsCoach Isc2m2_burgerse IsNotSaidc2m2_burgerse IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_005 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_burgerse:1:0,Talk:1:6.070,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_005:1:0" applycontexttoworld Response PlayerRemarkc2m2_burgersaCoach } Response PlayerRemarkc2m2_candymachineaCoach { scene "scenes/Coach/WorldC2M2B37.vcd" //Damn it. They can't keep a candy machine filled up around here? } Rule PlayerRemarkc2m2_candymachineaCoach { criteria ConceptRemark IsCoach Isc2m2_candymachinea IsNotSaidc2m2_candymachinea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_006 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_candymachinea:1:0,Talk:1:3.824,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_006:1:0" applycontexttoworld Response PlayerRemarkc2m2_candymachineaCoach } Rule PlayerRemarkc2m2_candymachinebCoach { criteria ConceptRemark IsCoach Isc2m2_candymachineb IsNotSaidc2m2_candymachineb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_006 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_candymachineb:1:0,Talk:1:3.824,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_006:1:0" applycontexttoworld Response PlayerRemarkc2m2_candymachineaCoach } Rule PlayerRemarkc2m2_candymachinecCoach { criteria ConceptRemark IsCoach Isc2m2_candymachinec IsNotSaidc2m2_candymachinec IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_006 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_candymachinec:1:0,Talk:1:3.824,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_006:1:0" applycontexttoworld Response PlayerRemarkc2m2_candymachineaCoach } Response PlayerRemarkc2m2_carouselbuttonCoach { scene "scenes/Coach/WorldC2M209.vcd" then any _C2M2_CaroButton01 foo:0 0.1 //Alright, this is gonna open the gate and what the hell else? } Rule PlayerRemarkc2m2_carouselbuttonCoach { criteria ConceptRemark IsCoach Isc2m2_carouselbutton IsNotSaidc2m2_carouselbutton IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carouselbutton:1:0,Talk:1:3.462" applycontexttoworld Response PlayerRemarkc2m2_carouselbuttonCoach } Response PlayerRemarkc2m2_cobbleraCoach { scene "scenes/Coach/WorldC2M2B24.vcd" //Mmmhmm. Peach cobbler. } Rule PlayerRemarkc2m2_cobbleraCoach { criteria ConceptRemark IsCoach Isc2m2_cobblera IsNotSaidc2m2_cobblera IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_cobblera:1:0,Talk:1:3.221,_auto_CoachFoodBreak:1:15" applycontexttoworld Response PlayerRemarkc2m2_cobbleraCoach } Response PlayerRemarkc2m2_cottoncandyaCoach { scene "scenes/Coach/WorldC2M2B25.vcd" //Cotton Candy. The king of foods. scene "scenes/Coach/WorldC2M2B26.vcd" //Ah yeah. Cotton Candy. The wise pharaoh of food. Sittin' atop the food pyramid, passin' judgement on all lesser foods. } Rule PlayerRemarkc2m2_cottoncandyaCoach { criteria ConceptRemark IsCoach Isc2m2_cottoncandya IsNotSaidc2m2_cottoncandya IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_002 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_cottoncandya:1:0,Talk:1:10.109,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_002:1:0" applycontexttoworld Response PlayerRemarkc2m2_cottoncandyaCoach } Rule PlayerRemarkc2m2_cottoncandybCoach { criteria ConceptRemark IsCoach Isc2m2_cottoncandyb IsNotSaidc2m2_cottoncandyb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_002 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_cottoncandyb:1:0,Talk:1:10.109,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_002:1:0" applycontexttoworld Response PlayerRemarkc2m2_cottoncandyaCoach } Rule PlayerRemarkc2m2_cottoncandycCoach { criteria ConceptRemark IsCoach Isc2m2_cottoncandyc IsNotSaidc2m2_cottoncandyc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_002 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_cottoncandyc:1:0,Talk:1:10.109,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_002:1:0" applycontexttoworld Response PlayerRemarkc2m2_cottoncandyaCoach } Response PlayerRemarkc2m2_entrancesignCoach { scene "scenes/Coach/WorldC2M203.vcd" //Man, I loved this place as a kid. } Rule PlayerRemarkc2m2_entrancesignCoach { criteria ConceptRemark IsCoach Isc2m2_entrancesign IsNotSaidc2m2_entrancesign IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m2_entrancesign:1:0,Talk:1:3.331" applycontexttoworld Response PlayerRemarkc2m2_entrancesignCoach } Response PlayerRemarkc2m2_favoriterideaCoach { scene "scenes/Coach/WorldC2M205.vcd" //I was a lil' peanut riding these. This here was my favorite. } Rule PlayerRemarkc2m2_favoriterideaCoach { criteria ConceptRemark IsCoach Isc2m2_favoriteridea IsNotSaidc2m2_favoriteridea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m2_favoriteridea:1:0,Talk:1:4.037,SrcGrp_C2M2_FOOD_007:1:0" applycontexttoworld Response PlayerRemarkc2m2_favoriterideaCoach } Rule PlayerRemarkc2m2_favoriteridebCoach { criteria ConceptRemark IsCoach Isc2m2_favoriterideb IsNotSaidc2m2_favoriterideb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m2_favoriterideb:1:0,Talk:1:4.037,SrcGrp_C2M2_FOOD_007:1:0" applycontexttoworld Response PlayerRemarkc2m2_favoriterideaCoach } Response PlayerRemarkc2m2_kettlekornaCoach { scene "scenes/Coach/WorldC2M2B22.vcd" //Oh, baby, I could destroy some kettle corn right now. } Rule PlayerRemarkc2m2_kettlekornaCoach { criteria ConceptRemark IsCoach Isc2m2_kettlekorna IsNotSaidc2m2_kettlekorna IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_kettlekorna:1:0,Talk:1:2.909,_auto_CoachFoodBreak:1:15" applycontexttoworld Response PlayerRemarkc2m2_kettlekornaCoach } Response PlayerRemarkc2m2_miscfoodaCoach { scene "scenes/Coach/WorldC2M2B20.vcd" //All these signs are making me hungry. scene "scenes/Coach/WorldC2M2B21.vcd" //Elephant ears... funnel cakes... corn dogs... Man, these signs are bringin' back some memories. } Rule PlayerRemarkc2m2_miscfoodaCoach { criteria ConceptRemark IsCoach Isc2m2_miscfooda IsNotSaidc2m2_miscfooda IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_001 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_miscfooda:1:0,Talk:1:6.240,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_001:1:0" applycontexttoworld Response PlayerRemarkc2m2_miscfoodaCoach } Rule PlayerRemarkc2m2_miscfoodbCoach { criteria ConceptRemark IsCoach Isc2m2_miscfoodb IsNotSaidc2m2_miscfoodb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_001 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_miscfoodb:1:0,Talk:1:6.240,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_001:1:0" applycontexttoworld Response PlayerRemarkc2m2_miscfoodaCoach } Response PlayerRemarkc2m2_saferoomaCoach { speak "Coach_Blank" noscene //Blank } Rule PlayerRemarkc2m2_saferoomaCoach { criteria ConceptTalkIdle IsCoach IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_910 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M2_910:1:0" applycontexttoworld Response PlayerRemarkc2m2_saferoomaCoach } Response PlayerRemarkc2m2_steakeCoach { scene "scenes/Coach/WorldC2M2B28.vcd" then any _C2M2_Steak01 foo:0 0.1 //Once the world goes back to normal? I'm buyin' you guys a steak dinner. } Rule PlayerRemarkc2m2_steakeCoach { criteria ConceptRemark IsCoach Isc2m2_steake IsNotSaidc2m2_steake IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_004 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_steake:1:0,Talk:1:4.713,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_004:1:0" applycontexttoworld Response PlayerRemarkc2m2_steakeCoach } Response PlayerRemarkc2m2_thistallCoach { scene "scenes/Coach/WorldC2M2B31.vcd" then any _C2M2_ThisTall01 foo:0 0.01 //'You must be this tall to ride.' Well-least there won't be no jockeys in there. } Rule PlayerRemarkc2m2_thistallCoach { criteria ConceptRemark IsCoach Isc2m2_thistall IsNotSaidc2m2_thistall IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_thistall:1:0,Talk:1:6.523" applycontexttoworld Response PlayerRemarkc2m2_thistallCoach } Response PlayerRemarkc2m2_thistall2Coach { scene "scenes/Coach/WorldC2M2B32.vcd" //'You must be this tall to ride.' Sorry Ellis. It's been real man. } Rule PlayerRemarkc2m2_thistall2Coach { criteria ConceptRemark IsCoach Isc2m2_thistall IsNotSaidc2m2_thistall IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 IsMechanicNear400Weight0 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_thistall:1:0,Talk:1:5.502" applycontexttoworld Response PlayerRemarkc2m2_thistall2Coach } Response PlayerRemarkc2m2_topofslideaCoach { scene "scenes/Coach/WorldC4M205.vcd" then mechanic _C2M2_Slide01 foo:0 0.01 //We gotta hurry. } Rule PlayerRemarkc2m2_topofslideaCoach { criteria ConceptRemark IsCoach Isc2m2_topofslidea IsNotSaidc2m2_topofslidea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslidea:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaCoach } Rule PlayerRemarkc2m2_topofslidebCoach { criteria ConceptRemark IsCoach Isc2m2_topofslideb IsNotSaidc2m2_topofslideb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslideb:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaCoach } Rule PlayerRemarkc2m2_topofslidecCoach { criteria ConceptRemark IsCoach Isc2m2_topofslidec IsNotSaidc2m2_topofslidec IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslidec:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaCoach } Rule PlayerRemarkc2m2_topofslidedCoach { criteria ConceptRemark IsCoach Isc2m2_topofslided IsNotSaidc2m2_topofslided IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslided:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaCoach } Response PlayerRemarkc2m2_tunnelofloveCoach { scene "scenes/Coach/WorldC2M2B38.vcd" then any _C2M2_SeeSafehouse01 foo:0 0.1 //There's the saferoom! Everybody in the tunnel of love! } Rule PlayerRemarkc2m2_tunnelofloveCoach { criteria ConceptRemark IsCoach Isc2m2_tunneloflove IsNotSaidc2m2_tunneloflove IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival _auto_IsThroughCarousel IsNotSpeakingWeight0 ApplyContext "Saidc2m2_tunneloflove:1:0,_auto_SawTunnelOfLove:1:0,_auto_TimerLockA:1:5,_auto_TimerLockCoach:0:0" applycontexttoworld Response PlayerRemarkc2m2_tunnelofloveCoach } Response PlayerRemarkc2m3_coasteroffaCoach { norepeat scene "scenes/Coach/WorldC2M323.vcd" //Turn that shit off. scene "scenes/Coach/WorldC2M324.vcd" //Kill that alarm. scene "scenes/Coach/WorldC2M3B18.vcd" //We gotta turn that alarm off! scene "scenes/Coach/WorldC2M3B19.vcd" //Somebody turn off that alarm! } Rule PlayerRemarkc2m3_coasteroffaCoach { criteria ConceptRemark IsCoach Isc2m3_coasteroffa IsNotSaidc2m3_coasteroffa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffa:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaCoach } Rule PlayerRemarkc2m3_coasteroffbCoach { criteria ConceptRemark IsCoach Isc2m3_coasteroffb IsNotSaidc2m3_coasteroffb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffb:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaCoach } Rule PlayerRemarkc2m3_coasteroffcCoach { criteria ConceptRemark IsCoach Isc2m3_coasteroffc IsNotSaidc2m3_coasteroffc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffc:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaCoach } Response PlayerRemarkc2m3_coollightaCoach { scene "scenes/Coach/WorldC2M301.vcd" //Hey. No smoochin' y'all. scene "scenes/Coach/WorldC2M3B07.vcd" then any _c2m3_coollight01 foo:0 0.1 //Back in the day, I had some posters that woulda looked GOOD in this light. } Rule PlayerRemarkc2m3_coollightaCoach { criteria ConceptRemark IsCoach Isc2m3_coollighta IsNotSaidc2m3_coollighta IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coollighta:1:0" applycontexttoworld Response PlayerRemarkc2m3_coollightaCoach } Response PlayerRemarkc2m3_freshairCoach { scene "scenes/Coach/WorldC2M308.vcd" //Hm. Shit. First time I ever couldn't wait to get out of the tunnel of love. } Rule PlayerRemarkc2m3_freshairCoach { criteria ConceptRemark IsCoach Isc2m3_freshair IsNotSaidc2m3_freshair IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 ChanceToFire90Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_freshair:1:0" applycontexttoworld Response PlayerRemarkc2m3_freshairCoach } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_freshairCoach : ChanceToFire90Percent Rule AUTOBLANK_PlayerRemarkc2m3_freshairCoach { criteria ConceptRemark IsCoach Isc2m3_freshair IsNotSaidc2m3_freshair IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_freshair:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkc2m3_holeCoach { scene "scenes/Coach/WorldC2M3B08.vcd" then any _c2m3_hole01 foo:0 0.1 //Down this hole! } Rule PlayerRemarkc2m3_holeCoach { criteria ConceptRemark IsCoach Isc2m3_hole IsNotSaidc2m3_hole IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_hole:1:0" applycontexttoworld Response PlayerRemarkc2m3_holeCoach } Response PlayerRemarkc2m3_longesttunnelaCoach { scene "scenes/Coach/WorldC2M3B10.vcd" //I don't remember the tunnel of love bein' this LONG. I musta had something else on my mind. } Rule PlayerRemarkc2m3_longesttunnelaCoach { criteria ConceptRemark IsCoach Isc2m3_longesttunnela IsNotSaidc2m3_longesttunnela IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 TimeSinceGroupInCombat04 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotLongestTunnel IsNotSpeakingWeight0 ApplyContext "Saidc2m3_longesttunnela:1:0,_auto_LongestTunnel:1:0" applycontexttoworld Response PlayerRemarkc2m3_longesttunnelaCoach } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_longesttunnelaCoach : ChanceToFire80Percent Rule AUTOBLANK_PlayerRemarkc2m3_longesttunnelaCoach { criteria ConceptRemark IsCoach Isc2m3_longesttunnela IsNotSaidc2m3_longesttunnela IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotLongestTunnel IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_longesttunnela:1:0,_auto_LongestTunnel:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkc2m3_overfenceCoach { scene "scenes/Coach/MiscDirectional27.vcd" //Over this fence! } Rule PlayerRemarkc2m3_overfenceCoach { criteria ConceptRemark IsCoach Isc2m3_overfence IsNotSaidc2m3_overfence IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_overfence:1:0" applycontexttoworld Response PlayerRemarkc2m3_overfenceCoach } Response PlayerRemarkc2m3_rubbleaCoach { scene "scenes/Coach/WorldC2M315.vcd" then any _c2m3_coaster06 foo:0 0.01 //The only way over is on the coaster. } Rule PlayerRemarkc2m3_rubbleaCoach { criteria ConceptRemark IsCoach Isc2m3_rubblea IsNotSaidc2m3_rubblea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblea:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Rule PlayerRemarkc2m3_rubblebCoach { criteria ConceptRemark IsCoach Isc2m3_rubbleb IsNotSaidc2m3_rubbleb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubbleb:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Rule PlayerRemarkc2m3_rubblecCoach { criteria ConceptRemark IsCoach Isc2m3_rubblec IsNotSaidc2m3_rubblec IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblec:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Rule PlayerRemarkc2m3_rubbledCoach { criteria ConceptRemark IsCoach Isc2m3_rubbled IsNotSaidc2m3_rubbled IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubbled:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Rule PlayerRemarkc2m3_rubbleeCoach { criteria ConceptRemark IsCoach Isc2m3_rubblee IsNotSaidc2m3_rubblee IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblee:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Rule PlayerRemarkc2m3_rubblefCoach { criteria ConceptRemark IsCoach Isc2m3_rubblef IsNotSaidc2m3_rubblef IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblef:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Rule PlayerRemarkc2m3_rubblegCoach { criteria ConceptRemark IsCoach Isc2m3_rubbleg IsNotSaidc2m3_rubbleg IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubbleg:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Rule PlayerRemarkc2m3_rubblehCoach { criteria ConceptRemark IsCoach Isc2m3_rubbleh IsNotSaidc2m3_rubbleh IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubbleh:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Rule PlayerRemarkc2m3_rubbleiCoach { criteria ConceptRemark IsCoach Isc2m3_rubblei IsNotSaidc2m3_rubblei IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblei:1:0,Talk:1:1.887,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaCoach } Response PlayerRemarkc2m3_saferoomendaCoach { scene "scenes/Coach/SafeSpotAhead01.vcd" //Safe house up ahead! scene "scenes/Coach/SafeSpotAhead02.vcd" //Safe house! scene "scenes/Coach/SafeSpotAhead03.vcd" //Safe house, let's go! } Rule PlayerRemarkc2m3_saferoomendaCoach { criteria ConceptRemark IsCoach Isc2m3_saferoomenda IsNotSaidc2m3_saferoomenda IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival _auto_IsOkSafehouse IsNotSpeakingWeight0 ApplyContext "Saidc2m3_saferoomenda:1:0,_auto_CoasterOff:0:0,_auto_CoasterOver:1:0" applycontexttoworld Response PlayerRemarkc2m3_saferoomendaCoach } Response PlayerRemarkc2m3_swanroomaCoach { scene "scenes/Coach/WorldC2M304.vcd" //In the maintenance room. } Rule PlayerRemarkc2m3_swanroomaCoach { criteria ConceptRemark IsCoach Isc2m3_swanrooma IsNotSaidc2m3_swanrooma IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_swanmaintenancerooma:1:0" applycontexttoworld Response PlayerRemarkc2m3_swanroomaCoach } Response PlayerRemarkc2m3_tracks01Coach { norepeat scene "scenes/Coach/WorldC2M3B20.vcd" //Just keep following the tracks and we'll get through this! scene "scenes/Coach/WorldC2M3B21.vcd" //Stay on the tracks! } Rule PlayerRemarkc2m3_tracks01Coach { criteria ConceptRemark IsCoach Isc2m3_tracks01 IsNotSaidc2m3_tracks01 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks01:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Coach } Rule PlayerRemarkc2m3_tracks02Coach { criteria ConceptRemark IsCoach Isc2m3_tracks02 IsNotSaidc2m3_tracks02 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks02:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Coach } Rule PlayerRemarkc2m3_tracks03Coach { criteria ConceptRemark IsCoach Isc2m3_tracks03 IsNotSaidc2m3_tracks03 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks03:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Coach } Rule PlayerRemarkc2m3_tracks04Coach { criteria ConceptRemark IsCoach Isc2m3_tracks04 IsNotSaidc2m3_tracks04 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks04:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Coach } Rule PlayerRemarkc2m3_tracks05Coach { criteria ConceptRemark IsCoach Isc2m3_tracks05 IsNotSaidc2m3_tracks05 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks05:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Coach } Rule PlayerRemarkc2m3_tracks06Coach { criteria ConceptRemark IsCoach Isc2m3_tracks06 IsNotSaidc2m3_tracks06 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks06:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Coach } Rule PlayerRemarkc2m3_tracks07Coach { criteria ConceptRemark IsCoach Isc2m3_tracks07 IsNotSaidc2m3_tracks07 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks07:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Coach } Rule PlayerRemarkc2m3_tracks08Coach { criteria ConceptRemark IsCoach Isc2m3_tracks08 IsNotSaidc2m3_tracks08 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks08:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Coach } Response PlayerRemarkc2m3_waterCoach { scene "scenes/Coach/WorldC2M3B06.vcd" //This water don't look natural... } Rule PlayerRemarkc2m3_waterCoach { criteria ConceptRemark IsCoach Isc2m3_water IsNotSaidc2m3_water IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_water:1:0" applycontexttoworld Response PlayerRemarkc2m3_waterCoach } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_waterCoach : ChanceToFire60Percent Rule AUTOBLANK_PlayerRemarkc2m3_waterCoach { criteria ConceptRemark IsCoach Isc2m3_water IsNotSaidc2m3_water IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_water:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkc2m3_wayblocked1Coach { scene "scenes/Coach/WorldC2M206.vcd" //Blocked down here. } Rule PlayerRemarkc2m3_wayblocked1Coach { criteria ConceptRemark IsCoach Isc2m3_wayblocked1 IsNotSaidc2m3_wayblocked1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_wayblocked1:1:0" applycontexttoworld Response PlayerRemarkc2m3_wayblocked1Coach } Response PlayerRemarkc2m4_barnentryCoach { scene "scenes/Coach/WorldC2M408.vcd" //Through the farm exhibits. scene "scenes/Coach/WorldC2M409.vcd" //Through the farm hall. } Rule PlayerRemarkc2m4_barnentryCoach { criteria ConceptRemark IsCoach Isc2m4_barnentry IsNotSaidc2m4_barnentry IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m4_barnentry:1:0" applycontexttoworld Response PlayerRemarkc2m4_barnentryCoach } Response PlayerRemarkc2m4_bumpercarsaCoach { scene "scenes/Coach/WorldC2M325.vcd" //Through the bumper cars! } Rule PlayerRemarkc2m4_bumpercarsaCoach { criteria ConceptRemark IsCoach Isc2m4_bumpercarsa IsNotSaidc2m4_bumpercarsa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsa:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaCoach } Rule PlayerRemarkc2m4_bumpercarsbCoach { criteria ConceptRemark IsCoach Isc2m4_bumpercarsb IsNotSaidc2m4_bumpercarsb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsb:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaCoach } Rule PlayerRemarkc2m4_bumpercarscCoach { criteria ConceptRemark IsCoach Isc2m4_bumpercarsc IsNotSaidc2m4_bumpercarsc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsc:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaCoach } Response PlayerRemarkc2m4_pendoorCoach { scene "scenes/Coach/MiscDirectional19.vcd" //Through this door! } Rule PlayerRemarkc2m4_pendoorCoach { criteria ConceptRemark IsCoach Isc2m4_pendoor IsNotSaidc2m4_pendoor IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m4_pendoor:1:0" applycontexttoworld Response PlayerRemarkc2m4_pendoorCoach } Response PlayerRemarkc2m4_seesaferoomCoach { scene "scenes/Coach/SafeSpotAhead02.vcd" //Safe house! } Rule PlayerRemarkc2m4_seesaferoomCoach { criteria ConceptRemark IsCoach Isc2m4_seesaferoom IsNotSaidc2m4_seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateOpen IsNotSpeakingWeight0 ApplyContext "Saidc2m4_seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc2m4_seesaferoomCoach } Response PlayerRemarkc2m4_stadiumaCoach { scene "scenes/Coach/WorldC2M4B01.vcd" //Let's get inside the stadium, I have an idea! } Rule PlayerRemarkc2m4_stadiumaCoach { criteria ConceptRemark IsCoach Isc2m4_stadiuma IsNotSaidc2m4_stadiuma IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_stadiuma:1:0,SrcGrp_C2M4_004:1:0" applycontexttoworld Response PlayerRemarkc2m4_stadiumaCoach } Rule PlayerRemarkc2m4_stadiumbCoach { criteria ConceptRemark IsCoach Isc2m4_stadiumb IsNotSaidc2m4_stadiumb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_stadiumb:1:0,SrcGrp_C2M4_004:1:0" applycontexttoworld Response PlayerRemarkc2m4_stadiumaCoach } Rule PlayerRemarkc2m4_stadiumcCoach { criteria ConceptRemark IsCoach Isc2m4_stadiumc IsNotSaidc2m4_stadiumc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_stadiumc:1:0,SrcGrp_C2M4_004:1:0" applycontexttoworld Response PlayerRemarkc2m4_stadiumaCoach } Response PlayerRemarkc2m4_upbarnaCoach { scene "scenes/Coach/WorldC2M410.vcd" //Over the roof! } Rule PlayerRemarkc2m4_upbarnaCoach { criteria ConceptRemark IsCoach Isc2m4_upbarna IsNotSaidc2m4_upbarna IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_upbarna:1:0,SrcGrp_C2M4_003:1:0" applycontexttoworld Response PlayerRemarkc2m4_upbarnaCoach } Rule PlayerRemarkc2m4_upbarnbCoach { criteria ConceptRemark IsCoach Isc2m4_upbarnb IsNotSaidc2m4_upbarnb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_upbarnb:1:0,SrcGrp_C2M4_003:1:0" applycontexttoworld Response PlayerRemarkc2m4_upbarnaCoach } Response PlayerRemarkc2m5_button2Coach { scene "scenes/Coach/WorldC2M5B25.vcd" then orator C2M5_OratorBlank02 $CoachMadAtRiders:1:0 0.01 //Well ain't this a bitch, they got a tape for their music. To think I used to like these guys. scene "scenes/Coach/WorldC2M5B26.vcd" then orator C2M5_OratorBlank02 $CoachMadAtRiders:1:0 0.01 //Lip syncing old ass bitches, they got a tape back here. scene "scenes/Coach/WorldC2M5B27.vcd" //There's a tape back here, this is all setup for the finale. scene "scenes/Coach/WorldC2M5B28.vcd" //The Rider's have their finale all cued up back here. scene "scenes/Coach/WorldC2M5B29.vcd" //When I hit this tape deck, it's all gonna start. Get ready! scene "scenes/Coach/WorldC2M5B32.vcd" //This tape's gonna start the finale! Get ready! scene "scenes/Coach/WorldC2M5B34.vcd" //When we start this tape, it's gonna be on. So get ready! scene "scenes/Coach/WorldC2M5B36.vcd" //When we start this tape, get ready! The music's gonna be INCREDIBLY GOOD, but try to focus. scene "scenes/Coach/WorldC2M5B37.vcd" //Get ready to rock, I'm gonna start the finale! } Rule PlayerRemarkc2m5_button2Coach { criteria ConceptRemark IsCoach Isc2m5_button2 IsNotSaidc2m5_button2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear75 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 IsNotSpeakingWeight0 ApplyContext "Saidc2m5_button2:1:0" applycontexttoworld Response PlayerRemarkc2m5_button2Coach } Response PlayerRemarkc2m5_seestageCoach { scene "scenes/Coach/WorldC2M416.vcd" //There's the stage. } Rule PlayerRemarkc2m5_seestageCoach { criteria ConceptRemark IsCoach Isc2m5_seestage IsNotSaidc2m5_seestage IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotC2M5InArena IsNotSpeakingWeight0 ApplyContext "Saidc2m5_seestage:1:0" applycontexttoworld Response PlayerRemarkc2m5_seestageCoach } Response PlayerRemarkC3M#BridgeDownCoach { scene "scenes/Coach/EmphaticGo02.vcd" //Let's go people. scene "scenes/Coach/WorldC3M310.vcd" //Bridge is down, let's go! scene "scenes/Coach/WorldC3M3B03.vcd" //Let's keep moving. } Rule PlayerRemarkC3M#BridgeDownCoach { criteria ConceptRemark IsCoach IsC3M#BridgeDown IsNotSaidC3M#BridgeDown IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M#BridgeDown:1:0" applycontexttoworld Response PlayerRemarkC3M#BridgeDownCoach } Response PlayerRemarkC3M2PlaneCrashCoach { scene "scenes/Coach/WorldC3M204.vcd" //All right, now I understand why you would jump out of a plane. scene "scenes/Coach/WorldC3M2B01.vcd" //Looks like we weren't the only people crashing today. scene "scenes/Coach/WorldC3M2B02.vcd" //Nick, you didn't shoot this pilot too did you? } Rule PlayerRemarkC3M2PlaneCrashCoach { criteria ConceptRemark IsCoach IsC3M2PlaneCrash IsNotSaidC3M2PlaneCrash IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear600 IsNotSaidC3M2OpenDoor IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneCrash:1:0,Talk:1:3.761" applycontexttoworld Response PlayerRemarkC3M2PlaneCrashCoach } Response PlayerRemarkC3M2PlaneDoorNagCoach { scene "scenes/Coach/WorldC3M205.vcd" //We gotta open this door. scene "scenes/Coach/WorldC3M206.vcd" //You know an alarm will sound when we open this. scene "scenes/Coach/WorldC3M2B03.vcd" //This here is gonna set off an alarm, get ready. } Rule PlayerRemarkC3M2PlaneDoorNagCoach { criteria ConceptRemark IsCoach IsC3M2PlaneDoorNag IsNotSaidC3M2PlaneDoorNag IsNotCoughing IsTalk IsTalkCoach IsSubjectNear500 IsNotSaidC3M2OpenDoor IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneDoorNag:1:0,SaidC3M2PlaneDoorNagShort:1:8,Talk:1:3.106" applycontexttoworld Response PlayerRemarkC3M2PlaneDoorNagCoach } Response PlayerRemarkC3M2SickOfSwampCoach { scene "scenes/Coach/WorldC3M201.vcd" //This swamp shit's gettin' old. } Rule PlayerRemarkC3M2SickOfSwampCoach { criteria ConceptRemark IsCoach IsC3M2SickOfSwamp IsNotSaidC3M2SickOfSwamp IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2SickOfSwamp:1:0,Talk:1:1.861" applycontexttoworld Response PlayerRemarkC3M2SickOfSwampCoach } Response PlayerRemarkC3M2Village1Coach { scene "scenes/Coach/WorldC3M210.vcd" then any C3M2ComingHome foo:0 1 //Lights are on! } Rule PlayerRemarkC3M2Village1Coach { criteria ConceptRemark IsCoach IsC3M2Village1 IsNotSaidC3M2Village1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear800 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Village1:1:0,Talk:1:1.906" applycontexttoworld Response PlayerRemarkC3M2Village1Coach } Response PlayerRemarkC3M2Village2Coach { scene "scenes/Coach/SafeSpotAhead01.vcd" //Safe house up ahead! scene "scenes/Coach/SafeSpotAhead02.vcd" //Safe house! scene "scenes/Coach/SafeSpotAhead03.vcd" //Safe house, let's go! } Rule PlayerRemarkC3M2Village2Coach { criteria ConceptRemark IsCoach IsC3M2Village2 IsNotSaidC3M2Village2 IsNotCoughing IsTalk IsTalkCoach IsSubjectNear400 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Village2:1:0,Talk:1:1.691" applycontexttoworld Response PlayerRemarkC3M2Village2Coach } Response PlayerRemarkC3M2WhereAreWeCoach { scene "scenes/Coach/WorldC3M1B08.vcd" //Where in the hell are we? scene "scenes/Coach/WorldC3M1B09.vcd" //Where in the hell are we? } Rule PlayerRemarkC3M2WhereAreWeCoach { criteria ConceptRemark IsCoach IsC3M2WhereAreWe IsNotSaidC3M2WhereAreWe IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival ChanceToFire30Percent IsNotSpeakingWeight0 ApplyContext "SaidC3M2WhereAreWe:1:0,Talk:1:1.766" applycontexttoworld Response PlayerRemarkC3M2WhereAreWeCoach } //AUTOGENERATED BLANK FOR PlayerRemarkC3M2WhereAreWeCoach : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkC3M2WhereAreWeCoach { criteria ConceptRemark IsCoach IsC3M2WhereAreWe IsNotSaidC3M2WhereAreWe IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M2WhereAreWe:1:0,Talk:1:1.766" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkC3M3LowerGateCoach { scene "scenes/Coach/WorldC3M307.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //We have to lower this bridge. } Rule PlayerRemarkC3M3LowerGateCoach { criteria ConceptRemark IsCoach IsC3M3LowerGate IsNotSaidC3M3BridgeButton IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3LowerGate:1:0" applycontexttoworld Response PlayerRemarkC3M3LowerGateCoach } Response PlayerRemarkC3M3SafeHouseAheadCoach { scene "scenes/Coach/WorldC3M312.vcd" //Finally a safe house! } Rule PlayerRemarkC3M3SafeHouseAheadCoach { criteria ConceptRemark IsCoach IsC3M3SafeHouseAhead IsNotSaidC3M3SafeHouseAhead IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3SafeHouseAhead:1:0" applycontexttoworld Response PlayerRemarkC3M3SafeHouseAheadCoach } Response PlayerRemarkC3M3SearchHousesCoach { scene "scenes/Coach/WorldC3M304.vcd" //I don't think they'd mind if we look for supplies. scene "scenes/Coach/WorldC3M305.vcd" //Careful lookin' for supplies, show respect. } Rule PlayerRemarkC3M3SearchHousesCoach { criteria ConceptRemark IsCoach IsC3M3SearchHouses IsNotSaidC3M3SearchHouses IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3SearchHouses:1:0" applycontexttoworld Response PlayerRemarkC3M3SearchHousesCoach } Response PlayerRemarkC3M3StayUpHereCoach { scene "scenes/Coach/WorldC3M311.vcd" //Stay up here! scene "scenes/Coach/WorldC3M3B03.vcd" //Let's keep moving. scene "scenes/Coach/WorldC4M408.vcd" //Try sticking to the dry ground. } Rule PlayerRemarkC3M3StayUpHereCoach { criteria ConceptRemark IsCoach IsC3M3StayUpHere IsNotSaidC3M3StayUpHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear100 ChanceToFire30Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3StayUpHere:1:0" applycontexttoworld Response PlayerRemarkC3M3StayUpHereCoach } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3StayUpHereCoach : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkC3M3StayUpHereCoach { criteria ConceptRemark IsCoach IsC3M3StayUpHere IsNotSaidC3M3StayUpHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3StayUpHere:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkC3M3ThisWayCoach { scene "scenes/Coach/FollowMe01.vcd" //Come on y' all this way. scene "scenes/Coach/FollowMe02.vcd" //This way. scene "scenes/Coach/MiscDirectional12.vcd" //C'mon, this way! scene "scenes/Coach/WorldC3M313.vcd" //I think we're at the end of the swamp. } Rule PlayerRemarkC3M3ThisWayCoach { criteria ConceptRemark IsCoach IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThisWay:1:0" applycontexttoworld Response PlayerRemarkC3M3ThisWayCoach } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3ThisWayCoach : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkC3M3ThisWayCoach { criteria ConceptRemark IsCoach IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThisWay:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkC3M3ThroughHereCoach { scene "scenes/Coach/MiscDirectional19.vcd" //Through this door! scene "scenes/Coach/World05.vcd" //Through here. } Rule PlayerRemarkC3M3ThroughHereCoach { criteria ConceptRemark IsCoach IsC3M3ThroughHere IsNotSaidC3M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThroughHere:1:0" applycontexttoworld Response PlayerRemarkC3M3ThroughHereCoach } Response PlayerRemarkC3M3ThroughThisHouseCoach { scene "scenes/Coach/World05.vcd" //Through here. } Rule PlayerRemarkC3M3ThroughThisHouseCoach { criteria ConceptRemark IsCoach IsC3M3ThroughThisHouse IsNotSaidC3M3ThroughThisHouse IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThroughThisHouse:1:0" applycontexttoworld Response PlayerRemarkC3M3ThroughThisHouseCoach } Response PlayerRemarkC3M3UpHereCoach { scene "scenes/Coach/World12.vcd" //Up here. } Rule PlayerRemarkC3M3UpHereCoach { criteria ConceptRemark IsCoach IsC3M3UpHere IsNotSaidC3M3UpHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear100 IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3UpHere:1:0" applycontexttoworld Response PlayerRemarkC3M3UpHereCoach } Response PlayerRemarkc3m4downroadCoach { scene "scenes/Coach/WorldC4M115.vcd" //Down this street. } Rule PlayerRemarkc3m4downroadCoach { criteria ConceptRemark IsCoach Isc3m4downroad IsNotSaidc3m4downroad IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4downroad:1:0" applycontexttoworld Response PlayerRemarkc3m4downroadCoach } Response PlayerRemarkc3m4houseCoach { scene "scenes/Coach/WorldC3M403.vcd" //There's the house! } Rule PlayerRemarkc3m4houseCoach { criteria ConceptRemark IsCoach Isc3m4house IsNotSaidc3m4house IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4house:1:0" applycontexttoworld Response PlayerRemarkc3m4houseCoach } Response PlayerRemarkc3m4radioCoach { scene "scenes/Coach/WorldC3M404.vcd" //Let's try the radio. } Rule PlayerRemarkc3m4radioCoach { criteria ConceptRemark IsCoach Isc3m4radio IsNotSaidc3m4radio IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton1 IsNotSpeakingWeight0 ApplyContext "Saidc3m4radio:1:0,Talk:1:0.975" applycontexttoworld Response PlayerRemarkc3m4radioCoach } Response PlayerRemarkc3m4scaffoldCoach { scene "scenes/Coach/blank.vcd" // } Rule PlayerRemarkc3m4scaffoldCoach { criteria ConceptRemark IsCoach Isc3m4scaffold IsNotSaidc3m4scaffold IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4scaffold:1:0" applycontexttoworld Response PlayerRemarkc3m4scaffoldCoach } Response PlayerRemarkc3m4shacksCoach { scene "scenes/Coach/WorldC3M402.vcd" //Search these houses. } Rule PlayerRemarkc3m4shacksCoach { criteria ConceptRemark IsCoach Isc3m4shacks IsNotSaidc3m4shacks IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4shacks:1:0" applycontexttoworld Response PlayerRemarkc3m4shacksCoach } Response PlayerRemarkc4m1_carcrashCoach { scene "scenes/Coach/WorldC4M1B25.vcd" then any c4m1_wreck01 foo:0 0.01 //That's a nasty damn wreck. } Rule PlayerRemarkc4m1_carcrashCoach { criteria ConceptRemark IsCoach Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_carcrash:1:0" applycontexttoworld Response PlayerRemarkc4m1_carcrashCoach } //AUTOGENERATED BLANK FOR PlayerRemarkc4m1_carcrashCoach : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkc4m1_carcrashCoach { criteria ConceptRemark IsCoach Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc4m1_carcrash:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkc4m1_garagesaleCoach { scene "scenes/Coach/WorldC4M1B24.vcd" //Let's cut through the garage sale. } Rule PlayerRemarkc4m1_garagesaleCoach { criteria ConceptRemark IsCoach Isc4m1_garagesale IsNotSaidc4m1_garagesale IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear400 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_garagesale:1:0" applycontexttoworld Response PlayerRemarkc4m1_garagesaleCoach } Response PlayerRemarkc4m1_InBurgerTankCoach { scene "scenes/Coach/WorldC4M105.vcd" then coach c4m1_InBurgerTank01 foo:0 0.01 //Man, I sure wish the Burger Tank was open. } Rule PlayerRemarkc4m1_InBurgerTankCoach { criteria ConceptRemark IsCoach Isc4m1_InBurgerTank IsNotSaidc4m1_InBurgerTank IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear100 IsWorldTalkCoach ChanceToFire40Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_InBurgerTank:1:0,TalkCoach:1:4" applycontexttoworld Response PlayerRemarkc4m1_InBurgerTankCoach } //AUTOGENERATED BLANK FOR PlayerRemarkc4m1_InBurgerTankCoach : ChanceToFire40Percent Rule AUTOBLANK_PlayerRemarkc4m1_InBurgerTankCoach { criteria ConceptRemark IsCoach Isc4m1_InBurgerTank IsNotSaidc4m1_InBurgerTank IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear100 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc4m1_InBurgerTank:1:0,TalkCoach:1:4" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkc4m1_nogasCoach { scene "scenes/Coach/WorldC4M1B10.vcd" then any c4m1_nogas01 foo:0 0.01 //Outta gas. Shit. } Rule PlayerRemarkc4m1_nogasCoach { criteria ConceptRemark IsCoach Isc4m1_nogas IsNotSaidc4m1_nogas IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_nogas:1:0,Talk:1:2.538,_auto_NoGasGate:1:25" applycontexttoworld Response PlayerRemarkc4m1_nogasCoach } Response PlayerRemarkc4m1_playgroundfarCoach { scene "scenes/Coach/WorldC4M1B23.vcd" //Through that playground! } Rule PlayerRemarkc4m1_playgroundfarCoach { criteria ConceptRemark IsCoach Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear1000 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_playground:1:0" applycontexttoworld Response PlayerRemarkc4m1_playgroundfarCoach } Response PlayerRemarkc4m1_playgroundnearCoach { scene "scenes/Coach/WorldC4M1B22.vcd" //Through this playground! } Rule PlayerRemarkc4m1_playgroundnearCoach { criteria ConceptRemark IsCoach Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_playground:1:0" applycontexttoworld Response PlayerRemarkc4m1_playgroundnearCoach } Response PlayerRemarkc4m1_saferoomcloseCoach { scene "scenes/Coach/MiscDirectional37.vcd" //There's a safe room up there! } Rule PlayerRemarkc4m1_saferoomcloseCoach { criteria ConceptRemark IsCoach Isc4m1_saferoomclose IsNotSaidc4m1_saferoomclose IsNotCoughing IsTalk IsTalkCoach IsSubjectNear800 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_saferoomclose:1:0" applycontexttoworld Response PlayerRemarkc4m1_saferoomcloseCoach } Response PlayerRemarkc4m1_throughhereACoach { scene "scenes/Coach/MiscDirectional07.vcd" //Through here! } Rule PlayerRemarkc4m1_throughhereACoach { criteria ConceptRemark IsCoach Isc4m1_throughhereA IsNotSaidc4m1_throughhereA IsNotCoughing IsTalk IsTalkCoach IsSubjectNear400 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_throughhereA:1:0" applycontexttoworld Response PlayerRemarkc4m1_throughhereACoach } Response PlayerRemarkc4m2_gasinsidesignaCoach { scene "scenes/Coach/WorldC4M2B30.vcd" then any _c4m2_gasinside01 foo:0 0.01 //Says there's gas inside. scene "scenes/Coach/WorldC4M2B31.vcd" then any _c4m2_gasinside01 foo:0 0.01 //[reading sign] Gas inside. } Rule PlayerRemarkc4m2_gasinsidesignaCoach { criteria ConceptRemark IsCoach Isc4m2_gasinsidesigna IsNotSaidc4m2_gasinsidesigna IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesigna:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaCoach } Rule PlayerRemarkc4m2_gasinsidesignbCoach { criteria ConceptRemark IsCoach Isc4m2_gasinsidesignb IsNotSaidc4m2_gasinsidesignb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesignb:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaCoach } Rule PlayerRemarkc4m2_gasinsidesigncCoach { criteria ConceptRemark IsCoach Isc4m2_gasinsidesignc IsNotSaidc4m2_gasinsidesignc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesignc:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaCoach } Response PlayerRemarkc4m2_millentranceCoach { scene "scenes/Coach/MiscDirectional10.vcd" //In here! } Rule PlayerRemarkc4m2_millentranceCoach { criteria ConceptRemark IsCoach Isc4m2_millentrance IsNotSaidc4m2_millentrance IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_millentrance:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceCoach } Response PlayerRemarkc4m2_millentranceexitCoach { scene "scenes/Coach/MiscDirectional09.vcd" //This way! scene "scenes/Coach/MiscDirectional12.vcd" //C'mon, this way! } Rule PlayerRemarkc4m2_millentranceexitCoach { criteria ConceptRemark IsCoach Isc4m2_millentranceexit IsNotSaidc4m2_millentranceexit IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_millentranceexit:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceexitCoach } Response PlayerRemarkc4m2_seegasstationaCoach { scene "scenes/Coach/WorldC4M2B18.vcd" then self _c4m2_seestation01 foo:0 0.01 //There's the gas station! } Rule PlayerRemarkc4m2_seegasstationaCoach { criteria ConceptRemark IsCoach Isc4m2_seegasstationa IsNotSaidc4m2_seegasstationa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationa:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaCoach } Rule PlayerRemarkc4m2_seegasstationbCoach { criteria ConceptRemark IsCoach Isc4m2_seegasstationb IsNotSaidc4m2_seegasstationb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationb:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaCoach } Rule PlayerRemarkc4m2_seegasstationcCoach { criteria ConceptRemark IsCoach Isc4m2_seegasstationc IsNotSaidc4m2_seegasstationc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationc:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaCoach } Rule PlayerRemarkc4m2_seegasstationdCoach { criteria ConceptRemark IsCoach Isc4m2_seegasstationd IsNotSaidc4m2_seegasstationd IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationd:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaCoach } Rule PlayerRemarkc4m2_seegasstationeCoach { criteria ConceptRemark IsCoach Isc4m2_seegasstatione IsNotSaidc4m2_seegasstatione IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstatione:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaCoach } Response PlayerRemarkc4m2_seesaferoomaCoach { scene "scenes/Coach/WorldC4M2B34.vcd" //There's gas in the safe room! } Rule PlayerRemarkc4m2_seesaferoomaCoach { criteria ConceptRemark IsCoach Isc4m2_seesaferooma IsNotSaidc4m2_seesaferooma IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seesaferooma:1:0,SrcGrp_C4M2_102:1:0" applycontexttoworld Response PlayerRemarkc4m2_seesaferoomaCoach } Rule PlayerRemarkc4m2_seesaferoombCoach { criteria ConceptRemark IsCoach Isc4m2_seesaferoomb IsNotSaidc4m2_seesaferoomb IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seesaferoomb:1:0,SrcGrp_C4M2_102:1:0" applycontexttoworld Response PlayerRemarkc4m2_seesaferoomaCoach } Response PlayerRemarkc4m2_streetblockedaCoach { scene "scenes/Coach/WorldC4M2B01.vcd" then any _c4m2_streetblocked01 foo:0 0.01 //Road's blocked. } Rule PlayerRemarkc4m2_streetblockedaCoach { criteria ConceptRemark IsCoach Isc4m2_streetblockeda IsNotSaidc4m2_streetblockeda IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockeda:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaCoach } Rule PlayerRemarkc4m2_streetblockedbCoach { criteria ConceptRemark IsCoach Isc4m2_streetblockedb IsNotSaidc4m2_streetblockedb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockedb:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaCoach } Rule PlayerRemarkc4m2_streetblockedcCoach { criteria ConceptRemark IsCoach Isc4m2_streetblockedc IsNotSaidc4m2_streetblockedc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockedc:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaCoach } Response PlayerRemarkc4m2_uprampCoach { scene "scenes/Coach/WorldC4M2B16.vcd" //Up that ramp! } Rule PlayerRemarkc4m2_uprampCoach { criteria ConceptRemark IsCoach Isc4m2_upramp IsNotSaidc4m2_upramp IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_upramp:1:0" applycontexttoworld Response PlayerRemarkc4m2_uprampCoach } Response PlayerRemarkc4m2_upthestairsCoach { scene "scenes/Coach/World12.vcd" //Up here. } Rule PlayerRemarkc4m2_upthestairsCoach { criteria ConceptRemark IsCoach Isc4m2_upthestairs IsNotSaidc4m2_upthestairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_upthestairs:1:0" applycontexttoworld Response PlayerRemarkc4m2_upthestairsCoach } Response PlayerRemarkc4m2_useelevatoraCoach { scene "scenes/Coach/WorldC4M2B20.vcd" //We can take that elevator down to the field. } Rule PlayerRemarkc4m2_useelevatoraCoach { criteria ConceptRemark IsCoach Isc4m2_useelevatora IsNotSaidc4m2_useelevatora IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatora:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraCoach } Rule PlayerRemarkc4m2_useelevatorbCoach { criteria ConceptRemark IsCoach Isc4m2_useelevatorb IsNotSaidc4m2_useelevatorb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatorb:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraCoach } Rule PlayerRemarkc4m2_useelevatorcCoach { criteria ConceptRemark IsCoach Isc4m2_useelevatorc IsNotSaidc4m2_useelevatorc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatorc:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraCoach } Response PlayerRemarkc4m2_waterpoolaCoach { scene "scenes/Coach/WorldC4M2B05.vcd" then any _c4m2_waterpool02 foo:0 0.01 //Water's starting to pool. We gotta move! scene "scenes/Coach/WorldC4M2B06.vcd" then any _c4m2_waterpool02 foo:0 0.01 //[pointing at huge puddle] Look, it's already starting to flood. } Rule PlayerRemarkc4m2_waterpoolaCoach { criteria ConceptRemark IsCoach Isc4m2_waterpoola IsNotSaidc4m2_waterpoola IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoola:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaCoach } Rule PlayerRemarkc4m2_waterpoolbCoach { criteria ConceptRemark IsCoach Isc4m2_waterpoolb IsNotSaidc4m2_waterpoolb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoolb:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaCoach } Rule PlayerRemarkc4m2_waterpoolcCoach { criteria ConceptRemark IsCoach Isc4m2_waterpoolc IsNotSaidc4m2_waterpoolc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoolc:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaCoach } Response PlayerRemarkc4m2_weatheraCoach { scene "scenes/Coach/WorldC4M2B04.vcd" //If this rain really comes, we gonna get washed away. scene "scenes/Coach/WorldC4M2B08.vcd" //People, if this rain really comes, we gonna be in trouble. } Rule PlayerRemarkc4m2_weatheraCoach { criteria ConceptRemark IsCoach Isc4m2_weathera IsNotSaidc4m2_weathera IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_100 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_weathera:1:0,SrcGrp_C4M2_100:1:0" applycontexttoworld Response PlayerRemarkc4m2_weatheraCoach } Response PlayerRemarkc4m3_caneaCoach { scene "scenes/Coach/MiscDirectional45.vcd" //Retrace our steps! Head through the field! } Rule PlayerRemarkc4m3_caneaCoach { criteria ConceptRemark IsCoach Isc4m3_canea IsNotSaidc4m3_canea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canea:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Rule PlayerRemarkc4m3_canebCoach { criteria ConceptRemark IsCoach Isc4m3_caneb IsNotSaidc4m3_caneb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneb:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Rule PlayerRemarkc4m3_canecCoach { criteria ConceptRemark IsCoach Isc4m3_canec IsNotSaidc4m3_canec IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canec:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Rule PlayerRemarkc4m3_canedCoach { criteria ConceptRemark IsCoach Isc4m3_caned IsNotSaidc4m3_caned IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caned:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Rule PlayerRemarkc4m3_caneeCoach { criteria ConceptRemark IsCoach Isc4m3_canee IsNotSaidc4m3_canee IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canee:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Rule PlayerRemarkc4m3_canefCoach { criteria ConceptRemark IsCoach Isc4m3_canef IsNotSaidc4m3_canef IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canef:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Rule PlayerRemarkc4m3_canegCoach { criteria ConceptRemark IsCoach Isc4m3_caneg IsNotSaidc4m3_caneg IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneg:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Rule PlayerRemarkc4m3_canehCoach { criteria ConceptRemark IsCoach Isc4m3_caneh IsNotSaidc4m3_caneh IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneh:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Rule PlayerRemarkc4m3_caneiCoach { criteria ConceptRemark IsCoach Isc4m3_canei IsNotSaidc4m3_canei IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canei:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaCoach } Response PlayerRemarkc4m3_crosshere1Coach { scene "scenes/Coach/MiscDirectional30.vcd" //We can cross here! scene "scenes/Coach/MiscDirectional54.vcd" //Cross here! } Rule PlayerRemarkc4m3_crosshere1Coach { criteria ConceptRemark IsCoach Isc4m3_crosshere1 IsNotSaidc4m3_crosshere1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_crosshere1:1:0" applycontexttoworld Response PlayerRemarkc4m3_crosshere1Coach } Rule PlayerRemarkc4m3_crosshere2Coach { criteria ConceptRemark IsCoach Isc4m3_crosshere2 IsNotSaidc4m3_crosshere2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_crosshere2:1:0" applycontexttoworld Response PlayerRemarkc4m3_crosshere1Coach } Response PlayerRemarkc4m3_downhere1Coach { scene "scenes/Coach/MiscDirectional01.vcd" //Jump down here! scene "scenes/Coach/MiscDirectional11.vcd" //Down here! scene "scenes/Coach/World08.vcd" //Down here. } Rule PlayerRemarkc4m3_downhere1Coach { criteria ConceptRemark IsCoach Isc4m3_downhere1 IsNotSaidc4m3_downhere1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downhere1:1:0" applycontexttoworld Response PlayerRemarkc4m3_downhere1Coach } Rule PlayerRemarkc4m3_downhere2Coach { criteria ConceptRemark IsCoach Isc4m3_downhere2 IsNotSaidc4m3_downhere2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downhere2:1:0" applycontexttoworld Response PlayerRemarkc4m3_downhere1Coach } Response PlayerRemarkc4m3_downstairsaCoach { scene "scenes/Coach/MiscDirectional49.vcd" //Back down the stairs! } Rule PlayerRemarkc4m3_downstairsaCoach { criteria ConceptRemark IsCoach Isc4m3_downstairsa IsNotSaidc4m3_downstairsa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downstairsa:1:0" applycontexttoworld Response PlayerRemarkc4m3_downstairsaCoach } Response PlayerRemarkc4m3_ducatelsignCoach { scene "scenes/Coach/MiscDirectional70.vcd" //There's the sign. We're almost outta the mill. } Rule PlayerRemarkc4m3_ducatelsignCoach { criteria ConceptRemark IsCoach Isc4m3_ducatelsign IsNotSaidc4m3_ducatelsign IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_ducatelsign:1:0" applycontexttoworld Response PlayerRemarkc4m3_ducatelsignCoach } Response PlayerRemarkc4m3_elevatoraCoach { scene "scenes/Coach/MiscDirectional47.vcd" //We can take the elevator back up! } Rule PlayerRemarkc4m3_elevatoraCoach { criteria ConceptRemark IsCoach Isc4m3_elevatora IsNotSaidc4m3_elevatora IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatora:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraCoach } Rule PlayerRemarkc4m3_elevatorbCoach { criteria ConceptRemark IsCoach Isc4m3_elevatorb IsNotSaidc4m3_elevatorb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatorb:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraCoach } Rule PlayerRemarkc4m3_elevatorcCoach { criteria ConceptRemark IsCoach Isc4m3_elevatorc IsNotSaidc4m3_elevatorc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatorc:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraCoach } Response PlayerRemarkc4m3_floodedaCoach { scene "scenes/Coach/MiscDirectional59.vcd" //This place is under water. scene "scenes/Coach/WorldC4M307.vcd" //It's all flooded. } Rule PlayerRemarkc4m3_floodedaCoach { criteria ConceptRemark IsCoach Isc4m3_floodeda IsNotSaidc4m3_floodeda IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodeda:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaCoach } Response PlayerRemarkc4m3_floodedbCoach { scene "scenes/Coach/WorldC4M308.vcd" //Goddamn this is slow going. scene "scenes/Coach/WorldC4M309.vcd" //This shit's worse than the swamp. } Rule PlayerRemarkc4m3_floodedbCoach { criteria ConceptRemark IsCoach Isc4m3_floodedb IsNotSaidc4m3_floodedb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_053 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodedb:1:0,SrcGrp_C4M3_053:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedbCoach } Rule PlayerRemarkc4m3_floodedcCoach { criteria ConceptRemark IsCoach Isc4m3_floodedc IsNotSaidc4m3_floodedc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_053 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodedc:1:0,SrcGrp_C4M3_053:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedbCoach } Rule PlayerRemarkc4m3_floodeddCoach { criteria ConceptRemark IsCoach Isc4m3_floodedd IsNotSaidc4m3_floodedd IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodedd:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaCoach } Rule PlayerRemarkc4m3_floodedeCoach { criteria ConceptRemark IsCoach Isc4m3_floodede IsNotSaidc4m3_floodede IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodede:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaCoach } Rule PlayerRemarkc4m3_floodedfCoach { criteria ConceptRemark IsCoach Isc4m3_floodedf IsNotSaidc4m3_floodedf IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodedf:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaCoach } Response PlayerRemarkc4m3_overtankaCoach { scene "scenes/Coach/MiscDirectional51.vcd" //We can cross on that tank! } Rule PlayerRemarkc4m3_overtankaCoach { criteria ConceptRemark IsCoach Isc4m3_overtanka IsNotSaidc4m3_overtanka IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_overtanka:1:0,SrcGrp_C4M3_050:1:0" applycontexttoworld Response PlayerRemarkc4m3_overtankaCoach } Rule PlayerRemarkc4m3_overtankbCoach { criteria ConceptRemark IsCoach Isc4m3_overtankb IsNotSaidc4m3_overtankb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_overtankb:1:0,SrcGrp_C4M3_050:1:0" applycontexttoworld Response PlayerRemarkc4m3_overtankaCoach } Response PlayerRemarkc4m3_rainaCoach { scene "scenes/Coach/WorldC4M302.vcd" then any _c4m3_rain01 foo:0 0.02 //Damn. It's really stormin' now. scene "scenes/Coach/WorldC4M303.vcd" then any _c4m3_rain01 foo:0 0.02 //It is coming down. } Rule PlayerRemarkc4m3_rainaCoach { criteria ConceptRemark IsCoach Isc4m3_raina IsNotSaidc4m3_raina IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_raina:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaCoach } Rule PlayerRemarkc4m3_rainbCoach { criteria ConceptRemark IsCoach Isc4m3_rainb IsNotSaidc4m3_rainb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_rainb:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaCoach } Rule PlayerRemarkc4m3_raincCoach { criteria ConceptRemark IsCoach Isc4m3_rainc IsNotSaidc4m3_rainc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_rainc:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaCoach } Rule PlayerRemarkc4m3_raindCoach { criteria ConceptRemark IsCoach Isc4m3_raind IsNotSaidc4m3_raind IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_raind:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaCoach } Response PlayerRemarkc4m3_safehousedownaCoach { scene "scenes/Coach/SafeSpotAhead02.vcd" //Safe house! } Rule PlayerRemarkc4m3_safehousedownaCoach { criteria ConceptRemark IsCoach Isc4m3_safehousedowna IsNotSaidc4m3_safehousedowna IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedowna:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaCoach } Rule PlayerRemarkc4m3_safehousedownbCoach { criteria ConceptRemark IsCoach Isc4m3_safehousedownb IsNotSaidc4m3_safehousedownb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedownb:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaCoach } Rule PlayerRemarkc4m3_safehousedowncCoach { criteria ConceptRemark IsCoach Isc4m3_safehousedownc IsNotSaidc4m3_safehousedownc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedownc:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaCoach } Response PlayerRemarkc4m3_startsaferoomaCoach { scene "scenes/Coach/Blank.vcd" //Blank } Rule PlayerRemarkc4m3_startsaferoomaCoach { criteria ConceptTalkIdle IsCoach IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_001 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_001:1:0" applycontexttoworld Response PlayerRemarkc4m3_startsaferoomaCoach } Rule PlayerRemarkc4m3_thiswayaCoach { criteria ConceptRemark IsCoach Isc4m3_thiswaya IsNotSaidc4m3_thiswaya IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_thiswaya:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceexitCoach } Response PlayerRemarkc4m3_uppipesCoach { scene "scenes/Coach/MiscDirectional55.vcd" //Up this pipe! } Rule PlayerRemarkc4m3_uppipesCoach { criteria ConceptRemark IsCoach Isc4m3_uppipes IsNotSaidc4m3_uppipes IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_uppipes:1:0" applycontexttoworld Response PlayerRemarkc4m3_uppipesCoach } Response PlayerRemarkc4m4_floodedaCoach { scene "scenes/Coach/WorldC4M402.vcd" then any _C4M4_FLOODED01 foo:0 0.5 //Towns flooded. } Rule PlayerRemarkc4m4_floodedaCoach { criteria ConceptRemark IsCoach Isc4m4_floodeda IsNotSaidc4m4_floodeda IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_floodeda:1:0,Talk:1:1.529" applycontexttoworld Response PlayerRemarkc4m4_floodedaCoach } Response PlayerRemarkc4m4_garagesaleaCoach { scene "scenes/Coach/WorldC4M4B06.vcd" //The yard sale! We're goin' the right way! } Rule PlayerRemarkc4m4_garagesaleaCoach { criteria ConceptRemark IsCoach Isc4m4_garagesalea IsNotSaidc4m4_garagesalea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_garagesalea:1:0,SrcGrp_C4M4_002:1:0" applycontexttoworld Response PlayerRemarkc4m4_garagesaleaCoach } Rule PlayerRemarkc4m4_garagesalebCoach { criteria ConceptRemark IsCoach Isc4m4_garagesaleb IsNotSaidc4m4_garagesaleb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_garagesaleb:1:0,SrcGrp_C4M4_002:1:0" applycontexttoworld Response PlayerRemarkc4m4_garagesaleaCoach } Response PlayerRemarkc4m4_pastplaygroundaCoach { speak "Coach_Blank" noscene //Blank } Rule PlayerRemarkc4m4_pastplaygroundaCoach { criteria ConceptRemark IsCoach Isc4m4_pastplaygrounda IsNotSaidc4m4_pastplaygrounda IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygrounda:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaCoach } Rule PlayerRemarkc4m4_pastplaygroundbCoach { criteria ConceptRemark IsCoach Isc4m4_pastplaygroundb IsNotSaidc4m4_pastplaygroundb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundb:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaCoach } Rule PlayerRemarkc4m4_pastplaygroundcCoach { criteria ConceptRemark IsCoach Isc4m4_pastplaygroundc IsNotSaidc4m4_pastplaygroundc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundc:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaCoach } Rule PlayerRemarkc4m4_pastplaygrounddCoach { criteria ConceptRemark IsCoach Isc4m4_pastplaygroundd IsNotSaidc4m4_pastplaygroundd IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundd:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaCoach } Rule PlayerRemarkc4m4_pastplaygroundeCoach { criteria ConceptRemark IsCoach Isc4m4_pastplaygrounde IsNotSaidc4m4_pastplaygrounde IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygrounde:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaCoach } Rule PlayerRemarkc4m4_pastplaygroundfCoach { criteria ConceptRemark IsCoach Isc4m4_pastplaygroundf IsNotSaidc4m4_pastplaygroundf IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundf:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaCoach } Rule PlayerRemarkc4m4_pastplaygroundgCoach { criteria ConceptRemark IsCoach Isc4m4_pastplaygroundg IsNotSaidc4m4_pastplaygroundg IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundg:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaCoach } Response PlayerRemarkc4m4_playgroundaCoach { scene "scenes/Coach/WorldC4M4B07.vcd" //There's the playground! We're close! } Rule PlayerRemarkc4m4_playgroundaCoach { criteria ConceptRemark IsCoach Isc4m4_playgrounda IsNotSaidc4m4_playgrounda IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_NotLockA IsNotSpeakingWeight0 ApplyContext "Saidc4m4_playgrounda:1:0" applycontexttoworld Response PlayerRemarkc4m4_playgroundaCoach } Response PlayerRemarkc4m4_porchlightaCoach { scene "scenes/Coach/WorldC4M4B04.vcd" //I remember that porch light. } Rule PlayerRemarkc4m4_porchlightaCoach { criteria ConceptRemark IsCoach Isc4m4_porchlighta IsNotSaidc4m4_porchlighta IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_porchlighta:1:0" applycontexttoworld Response PlayerRemarkc4m4_porchlightaCoach } Response PlayerRemarkc4m4_safehouseaCoach { scene "scenes/Coach/SafeSpotAhead01.vcd" //Safe house up ahead! } Rule PlayerRemarkc4m4_safehouseaCoach { criteria ConceptRemark IsCoach Isc4m4_safehousea IsNotSaidc4m4_safehousea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_safehousea:1:0" applycontexttoworld Response PlayerRemarkc4m4_safehouseaCoach } Response PlayerRemarkc4m4_useroofsaCoach { scene "scenes/Coach/WorldC2M207.vcd" //Let's try the roof. } Rule PlayerRemarkc4m4_useroofsaCoach { criteria ConceptRemark IsCoach Isc4m4_useroofsa IsNotSaidc4m4_useroofsa IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsa:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaCoach } Rule PlayerRemarkc4m4_useroofsbCoach { criteria ConceptRemark IsCoach Isc4m4_useroofsb IsNotSaidc4m4_useroofsb IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsb:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaCoach } Rule PlayerRemarkc4m4_useroofscCoach { criteria ConceptRemark IsCoach Isc4m4_useroofsc IsNotSaidc4m4_useroofsc IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsc:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaCoach } Rule PlayerRemarkc5m2peopleCoach { criteria ConceptRemark IsCoach Isc5m2people IsNotSaidc5m2people IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m2people:1:0,Talk:1:3.726" applycontexttoworld Response PlayerRemarkc5m3bodiesCoach } Response PlayerRemarkpathc2m1_billboardCoach { scene "scenes/Coach/WorldC2M1B03.vcd" then Gambler _C2M1Billboard01 foo:0 0.02 //Hey, Whisperin' Oaks! Shit, I used to go there when I was a kid! } Rule PlayerRemarkpathc2m1_billboardCoach { criteria ConceptRemark IsCoach Ispathc2m1_billboard IsNotSaidpathc2m1_billboard IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear1000 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidpathc2m1_billboard:1:0,Talk:1:8" applycontexttoworld Response PlayerRemarkpathc2m1_billboardCoach } Response PlayerRemarkWorldC1M1AlmostThereCoach { scene "scenes/Coach/WorldC1M4B25.vcd" //Almost there! scene "scenes/Coach/WorldC5M1B05.vcd" //We're almost home free, people. } Rule PlayerRemarkWorldC1M1AlmostThereCoach { criteria ConceptRemark IsCoach IsWorldC1M1AlmostThere IsNotSaidWorldC1M1AlmostThere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1AlmostThere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1AlmostThereCoach } Response PlayerRemarkWorldC1M1CedaMapsCoach { scene "scenes/Coach/WorldC1M1B45.vcd" //Look at that map. We need to get ourselves to New Orleans. scene "scenes/Coach/WorldC1M1B47.vcd" //Man, LOOK at this map. We're all that's left. scene "scenes/Coach/WorldC1M1B48.vcd" //We need to get to New Orleans. scene "scenes/Coach/WorldC1M1B49.vcd" //Would you look at this. Folks, I think N'awlins is the last city standing. } Rule PlayerRemarkWorldC1M1CedaMapsCoach { criteria ConceptRemark IsCoach IsWorldC1M1CedaMaps IsNotSaidWorldC1M1CedaMaps IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1CedaMaps:1:0,Talk:1:5.668" applycontexttoworld Response PlayerRemarkWorldC1M1CedaMapsCoach } Response PlayerRemarkWorldC1M1DownHereCoach { scene "scenes/Coach/MiscDirectional11.vcd" //Down here! scene "scenes/Coach/World05.vcd" //Through here. scene "scenes/Coach/World08.vcd" //Down here. scene "scenes/Coach/WorldC2M116.vcd" //Head down this way. } Rule PlayerRemarkWorldC1M1DownHereCoach { criteria ConceptRemark IsCoach IsWorldC1M1DownHere IsNotSaidWorldC1M1DownHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1DownHereCoach } Response PlayerRemarkWorldC1M1DownStairsCoach { scene "scenes/Coach/MiscDirectional49.vcd" //Back down the stairs! } Rule PlayerRemarkWorldC1M1DownStairsCoach { criteria ConceptRemark IsCoach IsWorldC1M1DownStairs IsNotSaidWorldC1M1DownStairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1DownStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1DownStairsCoach } Response PlayerRemarkWorldC1M1ElevatorBrokenCoach { scene "scenes/Coach/WorldC1M1B61.vcd" //Elevator's out! } Rule PlayerRemarkWorldC1M1ElevatorBrokenCoach { criteria ConceptRemark IsCoach IsWorldC1M1ElevatorBroken IsNotSaidWorldC1M1ElevatorBroken IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1ElevatorBroken:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1ElevatorBrokenCoach } Response PlayerRemarkWorldC1M1FireRoomCoach { scene "scenes/Coach/WorldC1M1B57.vcd" //Fire over here, too. } Rule PlayerRemarkWorldC1M1FireRoomCoach { criteria ConceptRemark IsCoach IsWorldC1M1FireRoom IsNotSaidWorldC1M1FireRoom IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1FireRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FireRoomCoach } Response PlayerRemarkWorldC1M1FireSpreadingCoach { scene "scenes/Coach/WorldC1M1B54.vcd" //We gotta find a way around this fire! scene "scenes/Coach/WorldC1M1B55.vcd" //This way's blocked! scene "scenes/Coach/WorldC1M1B56.vcd" //[coughing] The fire's spreading! scene "scenes/Coach/WorldC1M1B59.vcd" //The fire's spreading! } Rule PlayerRemarkWorldC1M1FireSpreadingCoach { criteria ConceptRemark IsCoach IsWorldC1M1FireSpreading IsNotSaidWorldC1M1FireSpreading IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1FireSpreading:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FireSpreadingCoach } Response PlayerRemarkWorldC1M1FirstCoach { scene "scenes/Coach/WorldC1M1B38.vcd" predelay ".5,1" //Jumpin' Jehosaphat! What ARE these things? scene "scenes/Coach/WorldC1M1B39.vcd" predelay ".5,1" //Y'all know what the hell these things are? scene "scenes/Coach/WorldC1M1B42.vcd" predelay ".5,1" //It's them or us. } Rule PlayerRemarkWorldC1M1FirstCoach { criteria ConceptRemark IsCoach IsWorldC1M1First IsNotSaidWorldC1M1First IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1First:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FirstCoach } Response PlayerRemarkWorldC1M1LedgeCoach { scene "scenes/Coach/WorldC1M1B66.vcd" //We can walk along the ledge! scene "scenes/Coach/WorldC1M1B67.vcd" //Let's try the ledge! } Rule PlayerRemarkWorldC1M1LedgeCoach { criteria ConceptRemark IsCoach IsWorldC1M1Ledge IsNotSaidWorldC1M1Ledge IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1Ledge:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1LedgeCoach } Response PlayerRemarkWorldC1M1StairsSignCoach { scene "scenes/Coach/WorldC1M1B63.vcd" //Gotta find some stairs. scene "scenes/Coach/WorldC1M1B64.vcd" //Let's get to the stairs. } Rule PlayerRemarkWorldC1M1StairsSignCoach { criteria ConceptRemark IsCoach IsWorldC1M1StairsSign IsNotSaidWorldC1M1StairsSign IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1StairsSign:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1StairsSignCoach } Response PlayerRemarkWorldC1M2DownStairsCoach { scene "scenes/Coach/World08.vcd" //Down here. scene "scenes/Coach/WorldC2M114.vcd" //Down here. } Rule PlayerRemarkWorldC1M2DownStairsCoach { criteria ConceptRemark IsCoach IsWorldC1M2DownStairs IsNotSaidWorldC1M2DownStairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 TimeSinceGroupInCombat05 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2DownStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2DownStairsCoach } Response PlayerRemarkWorldC1M2DumpsterCoach { scene "scenes/Coach/WorldC1M2B14.vcd" //Over the dumpster! } Rule PlayerRemarkWorldC1M2DumpsterCoach { criteria ConceptRemark IsCoach IsWorldC1M2Dumpster IsNotSaidWorldC1M2Dumpster IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2Dumpster:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2DumpsterCoach } Response PlayerRemarkWorldC1M2GunStoreCloseCoach { scene "scenes/Coach/WorldC1M2B19.vcd" //That gun store's around here somewhere. scene "scenes/Coach/WorldC1M2B20.vcd" //We're getting close to that gun store. scene "scenes/Coach/WorldC1M2B21.vcd" //That gun store's just up ahead. Let's stock up and keep moving. } Rule PlayerRemarkWorldC1M2GunStoreCloseCoach { criteria ConceptRemark IsCoach IsWorldC1M2GunStoreClose IsNotSaidWorldC1M2GunStoreClose IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2GunStoreClose:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2GunStoreCloseCoach } Response PlayerRemarkWorldC1M2InHereCoach { scene "scenes/Coach/MiscDirectional10.vcd" //In here! } Rule PlayerRemarkWorldC1M2InHereCoach { criteria ConceptRemark IsCoach IsWorldC1M2InHere IsNotSaidWorldC1M2InHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2InHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2InHereCoach } Response PlayerRemarkWorldC1M2JumpTruckCoach { scene "scenes/Coach/WorldC1M2B13.vcd" //We can jump down onto this truck! } Rule PlayerRemarkWorldC1M2JumpTruckCoach { criteria ConceptRemark IsCoach IsWorldC1M2JumpTruck IsNotSaidWorldC1M2JumpTruck IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2JumpTruck:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2JumpTruckCoach } Response PlayerRemarkWorldC1M2MadeItCoach { scene "scenes/Coach/WorldC1M2B52.vcd" //Hmm. This mall look busy to you? } Rule PlayerRemarkWorldC1M2MadeItCoach { criteria ConceptRemark IsCoach IsWorldC1M2MadeIt IsNotSaidWorldC1M2MadeIt IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MadeIt:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MadeItCoach } Response PlayerRemarkWorldC1M2MallSignHereCoach { scene "scenes/Coach/WorldC1M2B15.vcd" //Stay with me! That mall's JUST up ahead! scene "scenes/Coach/WorldC1M2B16.vcd" //Look alive! We're getting close to the mall! } Rule PlayerRemarkWorldC1M2MallSignHereCoach { criteria ConceptRemark IsCoach IsWorldC1M2MallSignHere IsNotSaidWorldC1M2MallSignHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MallSignHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MallSignHereCoach } Response PlayerRemarkWorldC1M2MallThisWayCoach { scene "scenes/Coach/WorldC1M2B01.vcd" //Let's go find that mall. scene "scenes/Coach/WorldC1M2B02.vcd" //Let's go find that helicopter. scene "scenes/Coach/WorldC1M2B06.vcd" //Mall's THAT way! Let's move! } Rule PlayerRemarkWorldC1M2MallThisWayCoach { criteria ConceptRemark IsCoach IsWorldC1M2MallThisWay IsNotSaidWorldC1M2MallThisWay IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MallThisWay:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MallThisWayCoach } Response PlayerRemarkWorldC1M2UpStairsCoach { scene "scenes/Coach/MiscDirectional09.vcd" //This way! scene "scenes/Coach/MiscDirectional12.vcd" //C'mon, this way! } Rule PlayerRemarkWorldC1M2UpStairsCoach { criteria ConceptRemark IsCoach IsWorldC1M2UpStairs IsNotSaidWorldC1M2UpStairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2UpStairsCoach } Response PlayerRemarkWorldC3M1FeedGatorCoach { scene "scenes/Coach/WorldC3M129.vcd" then mechanic WorldC3M1FeedGator2 foo:0 -1.870 //Do not feed the gators. } Rule PlayerRemarkWorldC3M1FeedGatorCoach { criteria ConceptRemark IsCoach IsWorldC3M1FeedGator IsNotSaidWorldC3M1FeedGator IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear400 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FeedGator:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1FeedGatorCoach } Response PlayerRemarkWorldC3M1FerryNagaCoach { scene "scenes/Coach/WorldC3M106.vcd" //We gotta call that boat over here. scene "scenes/Coach/WorldC3M112.vcd" //Hit the button. } Rule PlayerRemarkWorldC3M1FerryNagaCoach { criteria ConceptRemark IsCoach IsWorldC3M1FerryNaga IsNotSaidWorldC3M1FerryNaga IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear600 IsSaidWorldC3M1FerryNag IsNotSaidC3M1CallFerry2 IsNotSaidWorldC3M1FerryNagNext AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryNaga:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1FerryNagaCoach } Response PlayerRemarkWorldC3M1Path01Coach { scene "scenes/Coach/WorldC3M105.vcd" //Anything in those houses? scene "scenes/Coach/WorldC3M402.vcd" //Search these houses. } Rule PlayerRemarkWorldC3M1Path01Coach { criteria ConceptRemark IsCoach IsWorldC3M1Path01 IsNotSaidWorldC3M1Path01 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear400 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1Path01:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1Path01Coach } Response PlayerRemarkWorldC3M1StayOnCoach { scene "scenes/Coach/WorldC3M126.vcd" //Stay on the walk ways. } Rule PlayerRemarkWorldC3M1StayOnCoach { criteria ConceptRemark IsCoach IsWorldC3M1StayOn IsNotSaidWorldC3M1StayOn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1StayOn:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1StayOnCoach } Response PlayerRemarkWorldC502AlleyCoach { scene "scenes/Coach/World05.vcd" //Through here. } Rule PlayerRemarkWorldC502AlleyCoach { criteria ConceptRemark IsCoach IsWorldC502Alley IsNotSaidWorldC502Alley IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC52Alley:1:0" applycontexttoworld Response PlayerRemarkWorldC502AlleyCoach } Response PlayerRemarkWorldC502NotZombies2Coach { scene "scenes/Coach/WorldDead03.vcd" //They been shot. scene "scenes/Coach/WorldDead04.vcd" //Shit got bad here. } Rule PlayerRemarkWorldC502NotZombies2Coach { criteria ConceptWorldC502NotZombies2 IsCoach IsNotScavenge NotInCombat IsSubjectDistNear500 ApplyContext "Talk:1:1.988" Response PlayerRemarkWorldC502NotZombies2Coach } Response PlayerRemarkWorldC502NotZombies3bCoach { scene "scenes/Coach/WorldDead02.vcd" //Yeah, true that. } Rule PlayerRemarkWorldC502NotZombies3bCoach { criteria ConceptWorldC502NotZombies3b IsCoach IsNotScavenge NotInCombat IsSubjectDistNear500 ApplyContext "Talk:1:1.807" Response PlayerRemarkWorldC502NotZombies3bCoach } Response PlayerRemarkWorldC502Run1Coach { scene "scenes/Coach/HurryUp07.vcd" //Haul some ass y'all. scene "scenes/Coach/MoveOn03.vcd" //Allright allright, gotta keep movin'. scene "scenes/Coach/World10.vcd" //Run! scene "scenes/Coach/World11.vcd" //Just run! } Rule PlayerRemarkWorldC502Run1Coach { criteria ConceptWorldC502AlarmButtonRun IsCoach IsNotCoughing Response PlayerRemarkWorldC502Run1Coach } Response PlayerRemarkWorldC502Smell2Coach { scene "scenes/Coach/WorldDead01.vcd" //Smells like people have been living here and shit. } Rule PlayerRemarkWorldC502Smell2Coach { criteria ConceptWorldC502Smell2 IsCoach IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach IsNotScavenge Response PlayerRemarkWorldC502Smell2Coach } Response PlayerRemarkWorldC502SpotSafeHouseCoach { scene "scenes/Coach/SafeSpotAhead01.vcd" //Safe house up ahead! scene "scenes/Coach/SafeSpotAhead03.vcd" //Safe house, let's go! } Rule PlayerRemarkWorldC502SpotSafeHouseCoach { criteria ConceptRemark IsCoach IsWorldC502SpotSafeHouse IsNotSaidWorldC502SpotSafeHouse IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC502SpotSafeHouse:1:0" applycontexttoworld Response PlayerRemarkWorldC502SpotSafeHouseCoach } Response PlayerRemarkWorldSignContagiousCoach { scene "scenes/Coach/WorldSigns29.vcd" then self C5M2_signcontagious01 foo:0 0.2 //Highly contagious area. } Rule PlayerRemarkWorldSignContagiousCoach { criteria ConceptRemark IsCoach IsWorldSignContagious IsNotSaidWorldSignContagious IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear100 ChanceToFire50Percent IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignContagious:1:0" applycontexttoworld Response PlayerRemarkWorldSignContagiousCoach } //AUTOGENERATED BLANK FOR PlayerRemarkWorldSignContagiousCoach : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkWorldSignContagiousCoach { criteria ConceptRemark IsCoach IsWorldSignContagious IsNotSaidWorldSignContagious IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear100 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldSignContagious:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkWorldSignDeadlyForceCoach { scene "scenes/Coach/WorldSigns06.vcd" then Self WorldSignDeadlyForce2 foo:0 -3.556 //This shit says: Use of deadly force authorized. scene "scenes/Coach/WorldSigns08.vcd" //Use of deadly force authorized. Shit. Allright. It sure is. } Rule PlayerRemarkWorldSignDeadlyForceCoach { criteria ConceptRemark IsCoach IsWorldSignDeadlyForce IsNotSaidWorldSignDeadlyForce IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear100 IntensityZero IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignDeadlyForce:1:0" applycontexttoworld Response PlayerRemarkWorldSignDeadlyForceCoach } Response PlayerRemarkWorldSignDeadlyForce2Coach { scene "scenes/Coach/WorldSigns07.vcd" //It sure is. } Rule PlayerRemarkWorldSignDeadlyForce2Coach { criteria ConceptWorldSignDeadlyForce2 IsCoach IsNotSaidWorldSignDeadlyForce2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach ApplyContext "SaidWorldSignDeadlyForce2:1:0" applycontexttoworld Response PlayerRemarkWorldSignDeadlyForce2Coach } Response PlayerRemarkWorldSignFormLineCoach { scene "scenes/Coach/WorldSigns14.vcd" //Form orderly line. } Rule PlayerRemarkWorldSignFormLineCoach { criteria ConceptRemark IsCoach IsWorldSignFormLine IsNotSaidWorldSignFormLine IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignFormLine:1:0" applycontexttoworld Response PlayerRemarkWorldSignFormLineCoach } Response PlayerRemarkWorldSignPhotographyCoach { scene "scenes/Coach/WorldSigns21.vcd" then mechanic WorldSignPhotography2 foo:0 -1.667 //Photography prohibited. } Rule PlayerRemarkWorldSignPhotographyCoach { criteria ConceptRemark IsCoach IsWorldSignPhotography IsNotSaidWorldSignPhotography IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 ChanceToFire50Percent IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignPhotography:1:0,Talk:1:1.767" applycontexttoworld Response PlayerRemarkWorldSignPhotographyCoach } //AUTOGENERATED BLANK FOR PlayerRemarkWorldSignPhotographyCoach : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkWorldSignPhotographyCoach { criteria ConceptRemark IsCoach IsWorldSignPhotography IsNotSaidWorldSignPhotography IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldSignPhotography:1:0,Talk:1:1.767" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkWorldSignReportSickCoach { scene "scenes/Coach/WorldSigns16.vcd" then Mechanic WorldSignReportSick2 foo:0 -1.286 //Report the sick. scene "scenes/Coach/WorldSigns39.vcd" then Mechanic WorldSignReportSick2 foo:0 -1.201 //Report the sick. } Rule PlayerRemarkWorldSignReportSickCoach { criteria ConceptRemark IsCoach IsWorldSignReportSick IsNotSaidWorldSignReportSick IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 ChanceToFire50Percent IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignReportSick:1:0" applycontexttoworld Response PlayerRemarkWorldSignReportSickCoach } //AUTOGENERATED BLANK FOR PlayerRemarkWorldSignReportSickCoach : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkWorldSignReportSickCoach { criteria ConceptRemark IsCoach IsWorldSignReportSick IsNotSaidWorldSignReportSick IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldSignReportSick:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankCoach } Response PlayerRemarkWorldSignReportUnusCoach { scene "scenes/Coach/WorldSigns27.vcd" //Report unusual behavoir. } Rule PlayerRemarkWorldSignReportUnusCoach { criteria ConceptRemark IsCoach IsWorldSignReportUnusual IsNotSaidWorldSignReportUnusual IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear100 IntensityZero IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignReportUnusual:1:0" applycontexttoworld Response PlayerRemarkWorldSignReportUnusCoach } Response PlayerRemarkWorldSignRestrictedAreaCoach { scene "scenes/Coach/WorldSigns04.vcd" then Any WorldSignRestrictedArea2 foo:0 -1.480 //Restricted area. scene "scenes/Coach/WorldSigns19.vcd" then Any WorldSignRestrictedArea2 foo:0 -1.342 //Restriced area. } Rule PlayerRemarkWorldSignRestrictedAreaCoach { criteria ConceptRemark IsCoach IsWorldSignRestrictedArea IsNotSaidWorldSignRestrictedArea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear100 IntensityZero IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignRestrictedArea:1:0,Talk:1:1.580" applycontexttoworld Response PlayerRemarkWorldSignRestrictedAreaCoach } Response PlayerRemarkWorldSignsInfectedDetCoach { scene "scenes/Coach/WorldSigns23.vcd" then Any WorldSignsInfectedDetected2 foo:0 -2.244 //Infected detected in this area. scene "scenes/Coach/WorldSigns23.vcd" then self WorldSignsInfectedDetected2 foo:0 -2.244 //Infected detected in this area. } Rule PlayerRemarkWorldSignsInfectedDetCoach { criteria ConceptRemark IsCoach IsWorldSignsInfectedDetected IsNotSaidWorldSignsInfectedDetected IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear100 IntensityZero IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignsInfectedDetected:1:0" applycontexttoworld Response PlayerRemarkWorldSignsInfectedDetCoach } Response PlayerRemarkWorldSignStayInGroupCoach { scene "scenes/Coach/WorldSigns17.vcd" then self WorldSignStayInGroup2 foo:0 -1.700 //Stay in your group. } Rule PlayerRemarkWorldSignStayInGroupCoach { criteria ConceptRemark IsCoach IsWorldSignStayInGroup IsNotSaidWorldSignStayInGroup IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignStayInGroup:1:0" applycontexttoworld Response PlayerRemarkWorldSignStayInGroupCoach } Response PlayerRemarkWorldSignStayInGroup2Coach { scene "scenes/Coach/WorldSigns18.vcd" //That's what I keep sayin' } Rule PlayerRemarkWorldSignStayInGroup2Coach { criteria ConceptWorldSignStayInGroup2 IsCoach IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge Response PlayerRemarkWorldSignStayInGroup2Coach } Response PlayerRemarkWorldSignWhereIsCEDACoach { scene "scenes/Coach/WorldSigns09.vcd" then any WorldSignWhereIsCEDA2 foo:0 0.1 //Where is CEDA. scene "scenes/Coach/WorldSigns09.vcd" then coach WorldSignWhereIsCEDA2 foo:0 0.4 //Where is CEDA. } Rule PlayerRemarkWorldSignWhereIsCEDACoach { criteria ConceptRemark IsCoach IsWorldSignWhereIsCEDA IsNotSaidWorldSignWhereIsCEDA IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival TimeSinceGroupInCombat02 IsNotSpeakingWeight0 ApplyContext "SaidWorldSignWhereIsCEDA:1:0,Talk:1:1.486" applycontexttoworld Response PlayerRemarkWorldSignWhereIsCEDACoach } Response PlayerRemarkWorldSignWhereIsCEDA2Coach { scene "scenes/Coach/WorldSigns10.vcd" //Zombiefied. scene "scenes/Coach/WorldSigns11.vcd" //Good question, where in the hell is CEDA. Cause I'd like to shoot some of their asses. } Rule PlayerRemarkWorldSignWhereIsCEDA2Coach { criteria ConceptWorldSignWhereIsCEDA2 IsCoach IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 IsWorldTalkCoach IsNotScavenge AutoIsNotSurvival TimeSinceGroupInCombat02 ApplyContext "Talk:1:5.114" Response PlayerRemarkWorldSignWhereIsCEDA2Coach } Response PlayerWorldSignC5AlarmWillSoundCoach { scene "scenes/Coach/WorldSigns12.vcd" //Warning. Alarm will sound if door is opened before clearance from tower. } Rule PlayerWorldSignC5AlarmWillSoundCoach { criteria ConceptRemark IsCoach IsWorldSignC5AlarmWillSound IsNotSaidWorldSignC5AlarmWillSound IsNotCoughing IsTalk IsTalkCoach IsSubjectNear200 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignC5AlarmWillSound:1:0" applycontexttoworld Response PlayerWorldSignC5AlarmWillSoundCoach } Response PlayerWorldSignC5AlarmWillSound3Coach { scene "scenes/Coach/World14.vcd" //Gotta agree with that. } Rule PlayerWorldSignC5AlarmWillSound3Coach { criteria ConceptWorldSignC5AlarmWillSound3 IsCoach IsNotCoughing NotInCombat IsNotSaidWorldC502AlarmButton ApplyContext "Talk:1:2" applycontexttoworld Response PlayerWorldSignC5AlarmWillSound3Coach } Response RespondAffirmativeCoach { scene "scenes/Coach/Yes04.vcd" //Oh Yeah. scene "scenes/Coach/Yes05.vcd" //For sure. scene "scenes/Coach/Yes07.vcd" //Positively. scene "scenes/Coach/Yes10.vcd" //Sho sho. } Rule RespondAffirmativeCoach { criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isCoach IsTalkCoach IsWorldTalkCoach Response RespondAffirmativeCoach } //-------------------------------------------------------------------------------------------------------------- // Response //-------------------------------------------------------------------------------------------------------------- Response C4M1_SpotStuffResponseCoach { scene "scenes/Coach/WorldC4M1B19.vcd" //Now, try to remember where the ammo dumps're at. We might need some on the way back. } Rule C4M1_SpotStuffResponseCoach { criteria Concept_SpotStuffResponse IsCoach NotInCombat IsSubjectDistNear400 ismap_c4m1_milltown_a IsSaidc4m1_nogas IsNotSrcGrp_C4M1_001 ApplyContext "TalkCoach:1:5,SrcGrp_C4M1_001:1:0" applycontexttoworld Response C4M1_SpotStuffResponseCoach } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Directional //-------------------------------------------------------------------------------------------------------------- Response PlayerFollowMeCoach { scene "scenes/Coach/FollowMe01.vcd" //Come on y' all this way. scene "scenes/Coach/FollowMe02.vcd" //This way. scene "scenes/Coach/FollowMe03.vcd" //Come on, this way. scene "scenes/Coach/FollowMe04.vcd" //Follow me. scene "scenes/Coach/FollowMe05.vcd" //This way. scene "scenes/Coach/FollowMe06.vcd" //Y'all stay close. } Rule PlayerFollowMeCoach { criteria ConceptPlayerFollowMe IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerFollowMeCoach } Response PlayerHelpCoach { scene "scenes/Coach/Help01.vcd" //I need some help! scene "scenes/Coach/Help02.vcd" //Help! [Screamed angrily] scene "scenes/Coach/Help03.vcd" //Hey y'all I need some help. scene "scenes/Coach/Help04.vcd" //Could use some help over here. scene "scenes/Coach/Help05.vcd" //Get ya ass over here and help me! } Rule PlayerHelpCoach { criteria ConceptPlayerHelp IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerHelpCoach } Response PlayerHurryUpCoach { scene "scenes/Coach/HurryUp01.vcd" //Come on, we gotta go. scene "scenes/Coach/HurryUp02.vcd" //Haul some ass y'all. scene "scenes/Coach/HurryUp03.vcd" //Hurry up! scene "scenes/Coach/HurryUp04.vcd" //Hurry up! scene "scenes/Coach/HurryUp05.vcd" //Hurry! scene "scenes/Coach/HurryUp06.vcd" //Move your damn ass! scene "scenes/Coach/HurryUp07.vcd" //Haul some ass y'all. scene "scenes/Coach/HurryUp08.vcd" //Alright, people, you best hop to it. scene "scenes/Coach/HurryUp09.vcd" //Let's go, let's go all right? scene "scenes/Coach/HurryUp10.vcd" //You best hop to it. scene "scenes/Coach/HurryUp11.vcd" //Let's go, let's go all right? } Rule PlayerHurryUpCoach { criteria ConceptPlayerHurryUp IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerHurryUpCoach } Response PlayerKillThatLightCoach { scene "scenes/Coach/KillThatLight01.vcd" //Turn off ya light. scene "scenes/Coach/KillThatLight02.vcd" //Kill that light. scene "scenes/Coach/KillThatLight03.vcd" //Hey, kill that light. scene "scenes/Coach/KillThatLight04.vcd" //Ya all need to kill your lights. scene "scenes/Coach/KillThatLight05.vcd" //No lights. scene "scenes/Coach/KillThatLight06.vcd" //Lights out. } Rule PlayerKillThatLightCoach { criteria ConceptPlayerKillThatLight IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerKillThatLightCoach } Response PlayerLeadOnCoach { scene "scenes/Coach/LeadOn01.vcd" //I'll follow ya. scene "scenes/Coach/LeadOn02.vcd" //I'm followin ya. scene "scenes/Coach/LeadOn03.vcd" //All right, I with ya. scene "scenes/Coach/LeadOn04.vcd" //Lead on man. } Rule PlayerLeadOnCoach { criteria ConceptPlayerLeadOn IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerLeadOnCoach } Response PlayerMoveOnCoach { scene "scenes/Coach/MoveOn01.vcd" //Allright, let's go. scene "scenes/Coach/MoveOn02.vcd" //Come on, people, let's get with it. scene "scenes/Coach/MoveOn03.vcd" //Allright allright, gotta keep movin'. scene "scenes/Coach/MoveOn04.vcd" //We gonna put up tents and shit or keep movin'? scene "scenes/Coach/MoveOn05.vcd" //We should get movin', ya hear me? scene "scenes/Coach/MoveOn06.vcd" //Alright, let's get it on. scene "scenes/Coach/MoveOn07.vcd" //All right, let's roll. scene "scenes/Coach/MoveOn08.vcd" //Let's get it on. scene "scenes/Coach/MoveOn09.vcd" //Alright people, let's get it on. scene "scenes/Coach/MoveOn10.vcd" //All right, let's roll. } Rule PlayerMoveOnCoach { criteria ConceptPlayerMoveOn IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerMoveOnCoach } Response PlayerStayTogetherCoach { scene "scenes/Coach/StayTogether01.vcd" //Stay close people! scene "scenes/Coach/StayTogether02.vcd" //Y'all stay close. scene "scenes/Coach/StayTogether03.vcd" //Keep tight. scene "scenes/Coach/StayTogether04.vcd" //No one wander off. } Rule PlayerStayTogetherCoach { criteria ConceptPlayerStayTogether IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerStayTogetherCoach } Response PlayerWatchOutBehindCoach { scene "scenes/Coach/WatchOutBehind01.vcd" //Behind us! scene "scenes/Coach/WatchOutBehind02.vcd" //Behind us! scene "scenes/Coach/WatchOutBehind03.vcd" //They're behind us! scene "scenes/Coach/WatchOutBehind04.vcd" //Behind us. scene "scenes/Coach/WatchOutBehind05.vcd" //Behind us. } Rule PlayerWatchOutBehindCoach { criteria ConceptPlayerWatchOutBehind IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerWatchOutBehindCoach } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerAskReadyCoach { scene "scenes/Coach/AskReady01.vcd" //You kids ready? scene "scenes/Coach/AskReady02.vcd" //We ready? scene "scenes/Coach/AskReady03.vcd" //We all ready? scene "scenes/Coach/AskReady04.vcd" //Ready? scene "scenes/Coach/AskReady05.vcd" //Ready? scene "scenes/Coach/AskReady06.vcd" //Everyone ready for this shit? scene "scenes/Coach/AskReady07.vcd" //Everybody ready? scene "scenes/Coach/AskReady08.vcd" //We ready to get it on? scene "scenes/Coach/AskReady09.vcd" //Hey, we ready to get it on? } Rule PlayerAskReadyCoach { criteria ConceptPlayerAskReady IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerAskReadyCoach } Response PlayerImWithYouCoach { scene "scenes/Coach/ImWithYou01.vcd" //I've got ya. scene "scenes/Coach/ImWithYou02.vcd" //I'm right behind ya. scene "scenes/Coach/ImWithYou03.vcd" //I'm with ya. scene "scenes/Coach/ImWithYou04.vcd" //I got yer back. scene "scenes/Coach/ImWithYou05.vcd" //We tight. scene "scenes/Coach/ImWithYou06.vcd" //We tight. } Rule PlayerImWithYouCoach { criteria ConceptPlayerImWithYou IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerImWithYouCoach } Response PlayerLaughCoach { scene "scenes/Coach/Laughter01.vcd" // scene "scenes/Coach/Laughter04.vcd" // scene "scenes/Coach/Laughter07.vcd" // scene "scenes/Coach/Laughter13.vcd" // scene "scenes/Coach/Laughter14.vcd" // } Rule PlayerLaughCoach { criteria ConceptPlayerLaugh IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerLaughCoach } Response PlayerLostCallCoach { scene "scenes/Coach/LostCall01.vcd" //Where you all at? scene "scenes/Coach/LostCall02.vcd" //Hey! Anyone out there? scene "scenes/Coach/LostCall03.vcd" //Holler back at me folks! } Rule PlayerLostCallCoach { criteria ConceptPlayerLostCall IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerLostCallCoach } Response PlayerNiceJobResponseCoach { scene "scenes/Coach/NiceJob01.vcd" //Nice. scene "scenes/Coach/NiceJob02.vcd" //Nice work. scene "scenes/Coach/NiceJob03.vcd" //Allright, you doin' good. scene "scenes/Coach/NiceJob04.vcd" //You're on that shit. scene "scenes/Coach/NiceJob05.vcd" //Way to go. scene "scenes/Coach/NiceJob06.vcd" //Allright now, you done good,. scene "scenes/Coach/NiceJob07.vcd" //Nice, keep goin at em like that. scene "scenes/Coach/NiceJob08.vcd" //That there was nice work. scene "scenes/Coach/NiceJob09.vcd" //Allright. You beat their ass good. scene "scenes/Coach/NiceJob10.vcd" //You done good. scene "scenes/Coach/NiceJob11.vcd" //Alright, alright. Not bad, not bad. scene "scenes/Coach/NiceJob12.vcd" //Come one now, keep it up, keep it up. scene "scenes/Coach/NiceJob13.vcd" //Alright, way to go, way to go. scene "scenes/Coach/NiceJob14.vcd" //Way to stick it to 'em. scene "scenes/Coach/NiceJob15.vcd" //Alright everybody, you are giving 110%. } Rule PlayerNiceJobResponseCoach { criteria ConceptPlayerNiceJob IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerNiceJobResponseCoach } Response PlayerNoCoach { scene "scenes/Coach/No01.vcd" //No. scene "scenes/Coach/No02.vcd" //Oh hell no. scene "scenes/Coach/No03.vcd" //Excuse me? scene "scenes/Coach/No04.vcd" //enh. Oh. scene "scenes/Coach/No05.vcd" //No thank you. scene "scenes/Coach/No06.vcd" //Nope. scene "scenes/Coach/No07.vcd" //Uh uh. scene "scenes/Coach/No08.vcd" //Ain't gonna happen. scene "scenes/Coach/No09.vcd" //hell no. scene "scenes/Coach/No10.vcd" //Shit no. scene "scenes/Coach/No11.vcd" //No. scene "scenes/Coach/No12.vcd" //You crazy? } Rule PlayerNoCoach { criteria ConceptPlayerNo IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerNoCoach } Response PlayerProfanityCoach { scene "scenes/Coach/ReactionNegative01.vcd" //Shit. scene "scenes/Coach/ReactionNegative01.vcd" //Shit. scene "scenes/Coach/ReactionNegative02.vcd" //What the f- scene "scenes/Coach/ReactionNegative03.vcd" //Damn! scene "scenes/Coach/ReactionNegative04.vcd" //Man this is about to get all baghdad and shit.. scene "scenes/Coach/ReactionNegative05.vcd" //Oh hell, this about to get bad. scene "scenes/Coach/ReactionNegative06.vcd" //Hell no. scene "scenes/Coach/ReactionNegative07.vcd" //hhhhhhh [frustrated] scene "scenes/Coach/ReactionNegative08.vcd" //Goddamnit! scene "scenes/Coach/ReactionNegative09.vcd" //Shiiit. scene "scenes/Coach/ReactionNegative10.vcd" //Shiiit. scene "scenes/Coach/ReactionNegative11.vcd" //What the? hhhhhhh [frustrated] scene "scenes/Coach/ReactionNegative12.vcd" //Bullshit. scene "scenes/Coach/ReactionNegative13.vcd" //Well, I'll be a monkey's uncle. scene "scenes/Coach/ReactionNegative14.vcd" //Bullshit. scene "scenes/Coach/ReactionNegative15.vcd" //Goddamn! scene "scenes/Coach/ReactionNegative16.vcd" //Son of a bitch. scene "scenes/Coach/ReactionNegative17.vcd" //Son of a bitch. scene "scenes/Coach/ReactionNegative18.vcd" //Goddamn! scene "scenes/Coach/ReactionNegative19.vcd" //Well, I'll be a monkey's uncle. scene "scenes/Coach/ReactionNegative20.vcd" //Bullshit. } Rule PlayerProfanityCoach { criteria ConceptPlayerAnswerLostCall IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerProfanityCoach } Response PlayerSorryCoach { scene "scenes/Coach/Sorry03.vcd" //My bad. scene "scenes/Coach/Sorry04.vcd" //Sorry. scene "scenes/Coach/Sorry05.vcd" //Hey, sorry. scene "scenes/Coach/Sorry07.vcd" //Oh shit, sorry. } Rule PlayerSorryCoach { criteria ConceptPlayerSorry IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerSorryCoach } Response PlayerThanksCoach { scene "scenes/Coach/Thanks02.vcd" //Thanks. scene "scenes/Coach/Thanks04.vcd" //Thanks. scene "scenes/Coach/Thanks05.vcd" //Thanks, we straight? scene "scenes/Coach/Thanks07.vcd" //THANKS! } Rule PlayerThanksCoach { criteria ConceptPlayerThanks IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerThanksCoach } Response PlayerYellRunCoach { scene "scenes/Coach/YellRun01.vcd" //Run! scene "scenes/Coach/YellRun02.vcd" //Haul ASS! scene "scenes/Coach/YellRun03.vcd" //Don't stop running! scene "scenes/Coach/YellRun04.vcd" //Run! Run! Run! scene "scenes/Coach/YellRun05.vcd" //Run! Run! scene "scenes/Coach/YellRun06.vcd" //KEEP RUNNING! } Rule PlayerYellRunCoach { criteria ConceptPlayerYellRun IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerYellRunCoach } Response PlayerYesCoach { scene "scenes/Coach/Yes01.vcd" //Yeah. scene "scenes/Coach/Yes02.vcd" //Yeah. scene "scenes/Coach/Yes03.vcd" //Yes. scene "scenes/Coach/Yes04.vcd" //Oh Yeah. scene "scenes/Coach/Yes05.vcd" //For sure. scene "scenes/Coach/Yes06.vcd" //Know that's right. scene "scenes/Coach/Yes07.vcd" //Positively. scene "scenes/Coach/Yes08.vcd" //Yeah. scene "scenes/Coach/Yes10.vcd" //Sho sho. } Rule PlayerYesCoach { criteria ConceptPlayerYes IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerYesCoach } Response PlayerYouAreWelcomeCoach { scene "scenes/Coach/YouAreWelcome01.vcd" //It ain't nothin. scene "scenes/Coach/YouAreWelcome02.vcd" //We cool. scene "scenes/Coach/YouAreWelcome03.vcd" //We straight. scene "scenes/Coach/YouAreWelcome04.vcd" //It's all good. scene "scenes/Coach/YouAreWelcome05.vcd" //You're Welcome. } Rule PlayerYouAreWelcomeCoach { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSpeaking IsWorldTalkCoach Response PlayerYouAreWelcomeCoach } Rule PlayerFriendlyFireInflictorCoach { criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerSorryCoach } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerNegativeCoach { scene "scenes/Coach/ReactionNegative01.vcd" //Shit. scene "scenes/Coach/ReactionNegative02.vcd" //What the f- scene "scenes/Coach/ReactionNegative03.vcd" //Damn! scene "scenes/Coach/ReactionNegative07.vcd" //hhhhhhh [frustrated] scene "scenes/Coach/ReactionNegative08.vcd" //Goddamnit! } Rule PlayerNegativeCoach { criteria ConceptPlayerNegative IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerNegativeCoach } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Warning //-------------------------------------------------------------------------------------------------------------- Response PlayerHeardBoomerCoach { scene "scenes/Coach/HeardBoomer01.vcd" //I hear a Boomer. scene "scenes/Coach/HeardBoomer02.vcd" //Boomer's sneakin 'round. scene "scenes/Coach/HeardBoomer03.vcd" //Careful now, boomer. scene "scenes/Coach/HeardBoomer04.vcd" //Step slow ya' all, boomer round. } Rule PlayerHeardBoomerCoach { criteria ConceptPlayerHeardBoomer IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerHeardBoomerCoach } Response PlayerHeardHunterCoach { scene "scenes/Coach/HeardHunter01.vcd" //I hear a hunter. scene "scenes/Coach/HeardHunter02.vcd" //Punk ass hunter around. scene "scenes/Coach/HeardHunter03.vcd" //Sounds like a hunter. } Rule PlayerHeardHunterCoach { criteria ConceptPlayerHeardHunter IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerHeardHunterCoach } Response PlayerHeardSmokerCoach { scene "scenes/Coach/HeardSmoker01.vcd" //Sounds like a Smoker. scene "scenes/Coach/HeardSmoker02.vcd" //I hear a smoker. scene "scenes/Coach/HeardSmoker03.vcd" //Sounds like one of them smoker bitches. } Rule PlayerHeardSmokerCoach { criteria ConceptPlayerHeardSmoker IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerHeardSmokerCoach } Response PlayerHeardTankCoach { scene "scenes/Coach/HeardHulk01.vcd" //Oh SHIT! TANK! scene "scenes/Coach/HeardHulk02.vcd" //TANK! scene "scenes/Coach/HeardHulk03.vcd" //I'm gonna beat that tank's ass. scene "scenes/Coach/HeardHulk04.vcd" //We all gotta shoot the tank, ya hear me? } Rule PlayerHeardTankCoach { criteria ConceptPlayerHeardTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach isNotmap_c1m2_streets Response PlayerHeardTankCoach } Response PlayerHurrahCoach { scene "scenes/Coach/Hurrah01.vcd" //We cool. scene "scenes/Coach/Hurrah02.vcd" //We gonna be all right. scene "scenes/Coach/Hurrah03.vcd" //We good, this ain't shit. scene "scenes/Coach/Hurrah04.vcd" //We gonna do this. scene "scenes/Coach/Hurrah05.vcd" //We got this. scene "scenes/Coach/Hurrah06.vcd" //Those things ain't shit. scene "scenes/Coach/Hurrah07.vcd" //Oh hell yeah! scene "scenes/Coach/Hurrah08.vcd" //We're gonna be okay. scene "scenes/Coach/Hurrah09.vcd" //We got up in their shit. scene "scenes/Coach/Hurrah10.vcd" //We are kicking their ass. scene "scenes/Coach/Hurrah11.vcd" //Oh hell yeah! scene "scenes/Coach/Hurrah12.vcd" //mmm. Allright. scene "scenes/Coach/Hurrah13.vcd" //Woo! Haha! That's how we do it. scene "scenes/Coach/Hurrah14.vcd" //Alright! Way to go! Way to go! scene "scenes/Coach/Hurrah15.vcd" //Yeah! You are a great bunch. scene "scenes/Coach/Hurrah16.vcd" //That was outstanding. scene "scenes/Coach/Hurrah17.vcd" //Alright! Good effort. scene "scenes/Coach/Hurrah18.vcd" //Alright, alright! Way to put it all out there! scene "scenes/Coach/Hurrah19.vcd" //Ya boy! scene "scenes/Coach/Hurrah23.vcd" //We are kickin' some zombie ASS! scene "scenes/Coach/Hurrah24.vcd" //THAT is how you kick zombie ASS! } Rule PlayerHurrahCoach { criteria ConceptPlayerHurrah IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerHurrahCoach } Response PlayerWarnCarefulCoach { scene "scenes/Coach/WarnCareful01.vcd" //Careful now... scene "scenes/Coach/WarnCareful02.vcd" //Shit ain't right, be careful. scene "scenes/Coach/WarnCareful03.vcd" //Everybody? Keep ya shit tight. scene "scenes/Coach/WarnCareful04.vcd" //Keep ya shit tight. } Rule PlayerWarnCarefulCoach { criteria ConceptPlayerWarnCareful IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerWarnCarefulCoach } Response SurvivorSpottedWorldFarCoach { scene "scenes/Coach/Look01.vcd" //Over there! scene "scenes/Coach/Look02.vcd" //Look! scene "scenes/Coach/Look03.vcd" //Look! } Rule SurvivorSpottedWorldFarCoach { criteria ConceptPlayerLook IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsWorldTalkCoach Response SurvivorSpottedWorldFarCoach } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response GasPour10MoreSCCoach { print " " then self GasPour10More foo:0 0.01 //Blank } Rule GasPour10MoreSCCoach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Score10MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour10MoreSCCoach } Response GasPour10MoreWaitCoach { print " " then self GasPour10More foo:0 0.1 //Blank } Rule GasPour10MoreWaitCoach { criteria ConceptGasPour10More IsCoach IsSpeaking _auto_IsGasCountOK Response GasPour10MoreWaitCoach } Response GasPour1MoreSCCoach { print " " then self GasPour1More foo:0 0.01 //Blank } Rule GasPour1MoreSCCoach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Score1MoreSC ApplyContext "_auto_GasCountOK:1:4,_auto_NoGasPourLine:1:0" applycontexttoworld Response GasPour1MoreSCCoach } Response GasPour1MoreWaitCoach { print " " then self GasPour1More foo:0 0.1 //Blank } Rule GasPour1MoreWaitCoach { criteria ConceptGasPour1More IsCoach IsSpeaking _auto_IsGasCountOK Response GasPour1MoreWaitCoach } Response GasPour2MoreSCCoach { print " " then self GasPour2More foo:0 0.01 //Blank } Rule GasPour2MoreSCCoach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Score2MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour2MoreSCCoach } Response GasPour2MoreWaitCoach { print " " then self GasPour2More foo:0 0.1 //Blank } Rule GasPour2MoreWaitCoach { criteria ConceptGasPour2More IsCoach IsSpeaking _auto_IsGasCountOK Response GasPour2MoreWaitCoach } Response GasPour3MoreSCCoach { print " " then self GasPour3More foo:0 0.01 //Blank } Rule GasPour3MoreSCCoach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Score3MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour3MoreSCCoach } Response GasPour3MoreWaitCoach { print " " then self GasPour3More foo:0 0.1 //Blank } Rule GasPour3MoreWaitCoach { criteria ConceptGasPour3More IsCoach IsSpeaking _auto_IsGasCountOK Response GasPour3MoreWaitCoach } Response GasPour5MoreSCCoach { print " " then self GasPour5More foo:0 0.01 //Blank } Rule GasPour5MoreSCCoach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Score5MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour5MoreSCCoach } Response GasPour5MoreWaitCoach { print " " then self GasPour5More foo:0 0.1 //Blank } Rule GasPour5MoreWaitCoach { criteria ConceptGasPour5More IsCoach IsSpeaking _auto_IsGasCountOK Response GasPour5MoreWaitCoach } Response GasPourDoneSCCoach { scene "scenes/Coach/BattleCry01.vcd" //EAT THAT SHIT! scene "scenes/Coach/BattleCry02.vcd" //How you like that? scene "scenes/Coach/BattleCry03.vcd" //HOW THAT FEEL? scene "scenes/Coach/BattleCry04.vcd" //YEAH! scene "scenes/Coach/BattleCry05.vcd" //CHEW ON THAT! scene "scenes/Coach/BattleCry06.vcd" //ALLRIGHT! scene "scenes/Coach/BattleCry09.vcd" //WHOOO! YEAH BABY! scene "scenes/Coach/Hurrah10.vcd" //We are kicking their ass. scene "scenes/Coach/Taunt02.vcd" //Goddamn right! scene "scenes/Coach/Taunt08.vcd" //[Loud, evil laugh] } Rule GasPourDoneSCCoach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsScavenge ScoreDoneSC ApplyContext "Talk:1:3" Response GasPourDoneSCCoach } Response GasPourSCCoach { scene "scenes/Coach/WorldC1M4B12.vcd" //Oh, come on, baby, come on... scene "scenes/Coach/WorldC1M4B13.vcd" //Oh, come on, baby, come on... scene "scenes/Coach/WorldC1M4B14.vcd" //Please, baby, baby, please, please... scene "scenes/Coach/WorldC1M4B15.vcd" //Oh, come on, baby, come on... scene "scenes/Coach/WorldC1M4B16.vcd" //Hurry up, hurrrry upppp... scene "scenes/Coach/WorldC1M4B17.vcd" //Come onnnn, come onnnnnn... scene "scenes/Coach/WorldC1M4B18.vcd" //Fillin' it up here! scene "scenes/Coach/WorldC1M4B19.vcd" //I got this one! } Rule GasPourSCCoach { criteria ConceptPlayerPourStarted IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsScavenge ChanceToFire50Percent _auto_NotNoGasPourLine ApplyContext "TalkCoach:1:2" Response GasPourSCCoach } Response GrabbingGasSCCoach { scene "scenes/Coach/KillConfirmation01.vcd" //Got it! scene "scenes/Coach/KillConfirmation08.vcd" //I got it. [calmer] scene "scenes/Coach/WorldC1M4B19.vcd" //I got this one! scene "scenes/Coach/WorldC4M3B05.vcd" //I got one. } Rule GrabbingGasSCCoach { criteria ConceptPlayerEquippedScavengeItem IsCoach IsTalk IsTalkCoach IsWorldTalkCoach CoachNotSaidGrabbingCan ApplyContext "SaidGrabbingCan:1:5" Response GrabbingGasSCCoach } Response ScavengeStartCoach { scene "scenes/Coach/MoveOn01.vcd" //Allright, let's go. scene "scenes/Coach/WorldC1M4B11.vcd" //Haul ass and get gas! scene "scenes/Coach/WorldC1M4B20.vcd" //Let's go! Find a gas can! } Rule ScavengeStartCoach { criteria ConceptSurvivorLeavingCheckpoint IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsScavenge IsNotSaidStartScavenge ApplyContext "SaidStartScavenge:1:4" applycontexttoworld Response ScavengeStartCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerCommentJockeyCoach { scene "scenes/Coach/GrabbedByJockeyR01.vcd" //That ain't right for a man to be ridden like that. scene "scenes/Coach/GrabbedByJockeyR02.vcd" //Damn. That ain't right. } Rule PlayerCommentJockeyCoach { criteria ConceptCommentJockey IsCoach IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey ApplyContext "SaidCommentJockey:1:0" applycontexttoworld Response PlayerCommentJockeyCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response C4M2LockTheDoorCheckPointCoach { scene "scenes/Coach/WorldC4M2B37.vcd" //Close the door and let's get the gas. } Rule C4M2LockTheDoorCheckPointCoach { criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsCoach IsInSafeSpot IsTalk IsTalkCoach IsWorldTalkCoach ismap_c4m2_sugarmill_a IsNotSrcGrp_C4M2_104 ApplyContext "SrcGrp_C4M2_104:1:0" applycontexttoworld Response C4M2LockTheDoorCheckPointCoach } Response GoingToDieCoachCoachCoach { scene "scenes/Coach/GoingToDie01.vcd" then coach coachcoaches foo:0 .5 //This here is some serious bullshit. scene "scenes/Coach/GoingToDie02.vcd" then coach coachcoaches foo:0 .5 //This ain't how i thought this would go. scene "scenes/Coach/GoingToDie03.vcd" then coach coachcoaches foo:0 .5 //I can walk this shit off. scene "scenes/Coach/GoingToDie04.vcd" then coach coachcoaches foo:0 .5 //Ahhhhhhh. scene "scenes/Coach/GoingToDie05.vcd" then coach coachcoaches foo:0 .5 //Damn, they messed me up. scene "scenes/Coach/GoingToDie07.vcd" then coach coachcoaches foo:0 .5 //Man, this shit hurts. scene "scenes/Coach/GoingToDie08.vcd" odds 3 then coach coachcoaches foo:0 .5 //Man said there was nothing to worry about, well buullshit. scene "scenes/Coach/GoingToDie09.vcd" then coach coachcoaches foo:0 .5 //Ya'll crazy if you don't think this hurts. scene "scenes/Coach/GoingToDie10.vcd" then coach coachcoaches foo:0 .5 //Shit, I'm messed up. scene "scenes/Coach/GoingToDie11.vcd" then coach coachcoaches foo:0 .5 //It hurts, but ain't nothin. scene "scenes/Coach/GoingToDie12.vcd" then coach coachcoaches foo:0 .5 //This shit ain't pretty. scene "scenes/Coach/GoingToDie13.vcd" then coach coachcoaches foo:0 .5 //Ahh damnit. (frustrated) scene "scenes/Coach/GoingToDie14.vcd" then coach coachcoaches foo:0 .5 //Man, this right here hurts somethin' fierce. scene "scenes/Coach/GoingToDie15.vcd" then coach coachcoaches foo:0 .5 //This is some outrageous shit. scene "scenes/Coach/GoingToDie16.vcd" then coach coachcoaches foo:0 .5 //Crazy sons of a bitches messed me up. scene "scenes/Coach/GoingToDie17.vcd" then coach coachcoaches foo:0 .5 //Damn. They beat me good. scene "scenes/Coach/GoingToDie18.vcd" then coach coachcoaches foo:0 .5 //They beat my ass fair and square. scene "scenes/Coach/GoingToDie19.vcd" odds 5 then coach coachcoaches foo:0 .5 //I shoulda learned to drive a tank or some shit. scene "scenes/Coach/GoingToDie20.vcd" then coach coachcoaches foo:0 .5 //Ahh damnit now. scene "scenes/Coach/GoingToDie21.vcd" odds 5 then coach coachcoaches foo:0 .5 //No pain, no gain. I must be about to gain some serious shit. scene "scenes/Coach/GoingToDie22.vcd" then coach coachcoaches foo:0 .5 //I ain't ready to lay down yet. scene "scenes/Coach/GoingToDie23.vcd" then coach coachcoaches foo:0 .5 //Hey. Now this here is some bullshit. scene "scenes/Coach/GoingToDie23.vcd" then coach coachcoaches foo:0 .5 //Hey. Now this here is some bullshit. scene "scenes/Coach/GoingToDie24.vcd" then coach coachcoaches foo:0 .5 //I can walk this off. scene "scenes/Coach/GoingToDie25.vcd" then coach coachcoaches foo:0 .5 //Tryin' to walk this off. scene "scenes/Coach/GoingToDie27.vcd" then coach coachcoaches foo:0 .5 //I'm gotta get right. scene "scenes/Coach/GoingToDie28.vcd" then coach coachcoaches foo:0 .5 //I ain't dead yet. scene "scenes/Coach/GoingToDie32.vcd" then coach coachcoaches foo:0 .5 //Man, those zombies beat my ass. } Rule GoingToDieCoachCoachCoach { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotComplainBlock IsCoachNear200 ChanceToFire30Percent IsWorldTalkCoach ApplyContext "IsComplain:1:25" Response GoingToDieCoachCoachCoach } Response PlayerAlertGiveItemStopCoach { scene "scenes/Coach/AlertGiveItemStop01.vcd" //Hold on, I got something for you. scene "scenes/Coach/AlertGiveItemStop02.vcd" //Hold up now, I got something for you. scene "scenes/Coach/AlertGiveItemStop03.vcd" //Hold up, I got something for you. } Rule PlayerAlertGiveItemStopCoach { criteria ConceptAlertGiveItemStop IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidAlertGiveItemStopCoach IsWorldTalkCoach ApplyContext "SaidAlertGiveItemStopCoach:1:10" Response PlayerAlertGiveItemStopCoach } Response PlayerAlertGiveItemStopAnFirstAidCoach { scene "scenes/Coach/Blank.vcd" then subject AlertGiveItemStop foo:0 0 //Blank } Rule PlayerAlertGiveItemStopAnFirstAidCoach { criteria ConceptAlertGiveItemStopFirstAidA IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidAlertGiveItemStopFirstAidCoach NoHasFirstAidKit IsWorldTalkCoach Response PlayerAlertGiveItemStopAnFirstAidCoach } Response PlayerAlertGiveItemStopC1Coach { scene "scenes/Coach/AlertGiveItemStopC101.vcd" //Yo! I got somethin' for ya. scene "scenes/Coach/AlertGiveItemStopC102.vcd" //Hey! Hey! Hold up. } Rule PlayerAlertGiveItemStopC1Coach { criteria ConceptAlertGiveItemStop IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidAlertGiveItemStopCoach IsCampaignl4d2_1 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SaidAlertGiveItemStopCoach:1:10" Response PlayerAlertGiveItemStopC1Coach } Response PlayerAlertGiveItemStopQnFirstAidCoach { scene "scenes/Coach/Blank.vcd" then subject AlertGiveItemStopFirstAidA foo:0 0 //Blank } Rule PlayerAlertGiveItemStopQnFirstAidCoach { criteria ConceptBashWithItem IsNotCoughing IsCoach IsTalk IsTalkCoach IsItemFirstAidKit IsNotSaidAlertGiveItemStopFirstAidCoach IsWorldTalkCoach ApplyContext "SaidAlertGiveItemStopFirstAidCoach:1:10" Response PlayerAlertGiveItemStopQnFirstAidCoach } Response PlayerEatPillsCoach { scene "scenes/Coach/PainRelieftPills02.vcd" //Alright, that hit the spot. scene "scenes/Coach/PainRelieftPills03.vcd" //That hit the spot. scene "scenes/Coach/PainRelieftPills04.vcd" //Yeah, that'll hold me. scene "scenes/Coach/PainRelieftPills05.vcd" //Alright, that'll keep me tight. scene "scenes/Coach/PainRelieftPills06.vcd" //Woo, that'll hold me. } Rule PlayerEatPillsCoach { criteria ConceptEatPills IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerEatPillsCoach } Response PlayerGamblerPouncedCoach { scene "scenes/Coach/HunterNickPounced01.vcd" predelay ".5,1" //Hunter's got Nick! scene "scenes/Coach/HunterNickPounced02.vcd" predelay ".5,1" //Hunter's on Nick! } Rule PlayerGamblerPouncedCoach { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsGambler IsNotSaidGamblerPounced IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "GamblerPounced:1:60" applycontexttoworld Response PlayerGamblerPouncedCoach } Response PlayerGamblerPouncedC1Coach { scene "scenes/Coach/HunterPouncedC101.vcd" predelay ".5,1" //That thing's ripping him up! scene "scenes/Coach/HunterPouncedC102.vcd" predelay ".5,1" //Zombie's ripping him up! } Rule PlayerGamblerPouncedC1Coach { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsGambler IsNotSaidGamblerPounced IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "GamblerPounced:1:60" applycontexttoworld Response PlayerGamblerPouncedC1Coach } Response PlayerGetInsideCheckPointCoach { scene "scenes/Coach/StayTogetherInside01.vcd" then any StayTogetherInsideReponse foo:0 -2.761 //Come on people, get you asses in here! scene "scenes/Coach/StayTogetherInside02.vcd" then any StayTogetherInsideReponse foo:0 -1.527 //Get you asses in here! scene "scenes/Coach/StayTogetherInside03.vcd" then any StayTogetherInsideReponse foo:0 -2.445 //Ain't got time for this shit, get in here. scene "scenes/Coach/StayTogetherInside04.vcd" then any StayTogetherInsideReponse foo:0 -2.677 //Come on people, come on, get in here! scene "scenes/Coach/StayTogetherInside05.vcd" then any StayTogetherInsideReponse foo:0 -1.197 //Hey! Get in here! scene "scenes/Coach/StayTogetherInside06.vcd" then any StayTogetherInsideReponse foo:0 -2.170 //Get you asses in here right now! } Rule PlayerGetInsideCheckPointCoach { criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsCoach IsInSafeSpot IsTalk IsTalkCoach SomeoneOutsideSafeSpot IsWorldTalkCoach Response PlayerGetInsideCheckPointCoach } Response PlayerGrabbedByJockeyCoach { scene "scenes/Coach/GrabbedByJockey01.vcd" //Jockey on me! scene "scenes/Coach/GrabbedByJockey02.vcd" //JOCKEY ON MY BACK! scene "scenes/Coach/GrabbedByJockey03.vcd" //Oh lord no, that things on me! scene "scenes/Coach/GrabbedByJockey04.vcd" //Agh, that things on me! scene "scenes/Coach/GrabbedByJockey05.vcd" //Kill the thing on my back! scene "scenes/Coach/GrabbedByJockey06.vcd" //Ellis is that you? What the hell!?!? scene "scenes/Coach/GrabbedByJockey07.vcd" //OH SHIT GET THIS THING OFF ME! scene "scenes/Coach/GrabbedByJockey08.vcd" //Gah, get this thing off my back! scene "scenes/Coach/HurtCritical05.vcd" //[Pain noise - loud major pain] scene "scenes/Coach/HurtMajor05.vcd" //[Pain noise - ugh] scene "scenes/Coach/HurtMajor08.vcd" //[Pain noise - ugh] scene "scenes/Coach/ScreamWhilePounced01.vcd" //GET IT OFF! [angry] scene "scenes/Coach/ScreamWhilePounced04.vcd" //GET IT OFF! } Rule PlayerGrabbedByJockeyCoach { criteria ConceptSurvivorJockeyed IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidBeenJockeyedCoach IsWorldTalkCoach ApplyContext "SaidBeenJockeyedCoach:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyCoach } Response PlayerGrabbedByJockeyC1Coach { scene "scenes/Coach/GrabbedByJockey04.vcd" //Agh, that things on me! scene "scenes/Coach/GrabbedByJockey05.vcd" //Kill the thing on my back! scene "scenes/Coach/GrabbedByJockey08.vcd" //Gah, get this thing off my back! } Rule PlayerGrabbedByJockeyC1Coach { criteria ConceptSurvivorJockeyed IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidBeenJockeyedCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidBeenJockeyedCoach:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyC1Coach } Response PlayerGrenadeMolotovCoach { scene "scenes/Coach/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.004 //GRENADE! scene "scenes/Coach/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.314 //FIRE IN THE HOLE!! scene "scenes/Coach/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.980 //GRENADE! } Rule PlayerGrenadeMolotovCoach { criteria ConceptThrewGrenade IsNotCoughing IsCoach IsTalk IsTalkCoach IsGrenadeMolotv IsWorldTalkCoach Response PlayerGrenadeMolotovCoach } Response PlayerGrenadePipeBombCoach { scene "scenes/Coach/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.861 //GRENADE! scene "scenes/Coach/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.287 //FIRE IN THE HOLE!! scene "scenes/Coach/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.944 //GRENADE! Comin at ya! scene "scenes/Coach/Grenade07.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.692 //FIRE IN THE HOLE!! scene "scenes/Coach/Grenade11.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.009 //Pipe bomb out! scene "scenes/Coach/Grenade12.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.248 //Throwin' a pipe bomb! } Rule PlayerGrenadePipeBombCoach { criteria ConceptThrewGrenade IsNotCoughing IsCoach IsTalk IsTalkCoach IsGrenadePipeBomb IsWorldTalkCoach Response PlayerGrenadePipeBombCoach } Response PlayerGrenadeVomitJarCoach { scene "scenes/Coach/BoomerJar09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.646 //Heads up! scene "scenes/Coach/BoomerJar10.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.929 //Incoming! scene "scenes/Coach/BoomerJar11.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.809 //Heads up! } Rule PlayerGrenadeVomitJarCoach { criteria ConceptThrewGrenade IsNotCoughing IsCoach IsTalk IsTalkCoach IsGrenadeVomitJar IsWorldTalkCoach Response PlayerGrenadeVomitJarCoach } Response PlayerGrenadeVomitJarC1Coach { scene "scenes/Coach/BoomerJar10.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.929 //Incoming! } Rule PlayerGrenadeVomitJarC1Coach { criteria ConceptThrewGrenade IsNotCoughing IsCoach IsTalk IsTalkCoach IsGrenadeVomitJar IsWorldTalkCoach ismap_c1m1_hotelC1 Response PlayerGrenadeVomitJarC1Coach } Response PlayerIncapacitatedInitialCoach { scene "scenes/Coach/IncapacitatedInitial01.vcd" //Ahh shit, I'm down! scene "scenes/Coach/IncapacitatedInitial02.vcd" //Damnit, I'm down. scene "scenes/Coach/IncapacitatedInitial03.vcd" //Shit, need some help. } Rule PlayerIncapacitatedInitialCoach { criteria ConceptPlayerIncapacitated IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "TalkCoach:1:2" Response PlayerIncapacitatedInitialCoach } Response PlayerKillConfirmationCoach { scene "scenes/Coach/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 -0.376 //Got it! scene "scenes/Coach/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 -0.456 //Hit it. scene "scenes/Coach/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 -0.669 //I got it. scene "scenes/Coach/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 -0.437 //Dead! scene "scenes/Coach/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 -1.184 //Pow! Got it! scene "scenes/Coach/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 -0.807 //It's down. scene "scenes/Coach/KillConfirmation07.vcd" then Any PlayerNiceShot foo:0 -0.434 //Got it! [calmer] scene "scenes/Coach/KillConfirmation08.vcd" then Any PlayerNiceShot foo:0 -0.705 //I got it. [calmer] scene "scenes/Coach/KillConfirmation09.vcd" then Any PlayerNiceShot foo:0 -0.918 //That one's mine. } Rule PlayerKillConfirmationCoach { criteria ConceptKilledZombie IsNotCoughing IsCoach IsTalk IsTalkCoach IsSubjectFar300 ChanceToFire40Percent IsWorldTalkCoach Response PlayerKillConfirmationCoach } Response PlayerMechanicPouncedCoach { scene "scenes/Coach/HunterEllisPounced01.vcd" predelay ".5,1" //Hunter's got Ellis! scene "scenes/Coach/HunterEllisPounced02.vcd" predelay ".5,1" //Hunter on Ellis! } Rule PlayerMechanicPouncedCoach { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsMechanic IsNotSaidMechanicPounced IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "MechanicPounced:1:60" applycontexttoworld Response PlayerMechanicPouncedCoach } Response PlayerMechanicPouncedC1Coach { scene "scenes/Coach/HunterPouncedC101.vcd" predelay ".5,1" //That thing's ripping him up! scene "scenes/Coach/HunterPouncedC102.vcd" predelay ".5,1" //Zombie's ripping him up! } Rule PlayerMechanicPouncedC1Coach { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsMechanic IsNotSaidMechanicPounced IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "MechanicPounced:1:60" applycontexttoworld Response PlayerMechanicPouncedC1Coach } Response PlayerProducerPouncedCoach { scene "scenes/Coach/HunterRochellePounced01.vcd" predelay ".5,1" //Hunter's got Ro! scene "scenes/Coach/HunterRochellePounced02.vcd" predelay ".5,1" //Hunter on Rochelle! } Rule PlayerProducerPouncedCoach { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsProducer IsNotSaidProducerPounced IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "ProducerPounced:1:60" applycontexttoworld Response PlayerProducerPouncedCoach } Response PlayerProducerPouncedC1Coach { scene "scenes/Coach/HunterPouncedC1Producer01.vcd" predelay ".5,1" //Zombie's on RO! scene "scenes/Coach/HunterPouncedC1Producer02.vcd" predelay ".5,1" //Ro's getting ripped up! } Rule PlayerProducerPouncedC1Coach { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsProducer IsNotSaidProducerPounced IsCoach IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "ProducerPounced:1:60" applycontexttoworld Response PlayerProducerPouncedC1Coach } Response PlayerRevivedByDefibrillatorCoach { scene "scenes/Coach/Defibrillator09.vcd" //[being shocked] scene "scenes/Coach/Defibrillator12.vcd" //[being shocked] scene "scenes/Coach/Defibrillator13.vcd" //[being shocked] scene "scenes/Coach/Defibrillator14.vcd" //[being shocked] scene "scenes/Coach/Defibrillator18.vcd" //[gasp for breath] scene "scenes/Coach/Defibrillator19.vcd" //[gasp for breath] } Rule PlayerRevivedByDefibrillatorCoach { criteria ConceptRevivedByDefibrillator IsNotCoughing IsCoach ApplyContext "TalkCoach:1:3" applycontexttoworld Response PlayerRevivedByDefibrillatorCoach } Response PlayerRevivedByDefibrillator2Coach { scene "scenes/Coach/Defibrillator10.vcd" predelay ".5,1.5" //Whoa... scene "scenes/Coach/Defibrillator11.vcd" predelay ".5,1.5" //Agggh damn it! You're SHOCKIN' me! scene "scenes/Coach/Defibrillator16.vcd" predelay ".5,1.5" //Aw hell, I'm back here. scene "scenes/Coach/Defibrillator17.vcd" predelay ".5,1.5" //[spitting] You didn't do mouth to mouth on me, did you? } Rule PlayerRevivedByDefibrillator2Coach { criteria ConceptRevivedByDefibrillatorDelayed IsCoach ApplyContext "TalkCoach:1:3" applycontexttoworld Response PlayerRevivedByDefibrillator2Coach } Response PlayerStayTogetherInsideCoach { scene "scenes/Coach/StayTogetherInside01.vcd" //Come on people, get you asses in here! scene "scenes/Coach/StayTogetherInside02.vcd" //Get you asses in here! scene "scenes/Coach/StayTogetherInside03.vcd" //Ain't got time for this shit, get in here. scene "scenes/Coach/StayTogetherInside04.vcd" //Come on people, come on, get in here! scene "scenes/Coach/StayTogetherInside05.vcd" //Hey! Get in here! scene "scenes/Coach/StayTogetherInside06.vcd" //Get you asses in here right now! } Rule PlayerStayTogetherInsideCoach { criteria ConceptPlayerStayTogether IsNotCoughing IsCoach IsInSafeSpot IsTalk IsTalkCoach SomeoneOutsideSafeSpot IsWorldTalkCoach Response PlayerStayTogetherInsideCoach } Response PlayerSuggestHealthCoachC1Coach { scene "scenes/Coach/SuggestHealthC101.vcd" //This would be the time to heal up. scene "scenes/Coach/SuggestHealthC102.vcd" //Now's a good time to heal if you can. scene "scenes/Coach/SuggestHealthC103.vcd" //If you got a health kit you should use it. } Rule PlayerSuggestHealthCoachC1Coach { criteria ConceptPlayerSuggestHealthCoach IsCoach IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthCoachC1Coach } Response PlayerSuggestHealthGamblerCoach { scene "scenes/Coach/SuggestHealth03.vcd" //This ain't about me people, let's heal up. scene "scenes/Coach/SuggestHealthGambler01.vcd" //Nick, don't be stupid, heal up. scene "scenes/Coach/SuggestHealthNick01.vcd" //Nicolas I think it is time for you to heal. scene "scenes/Coach/SuggestHealthNick02.vcd" //Nick, you should use that kit on your self. scene "scenes/Coach/SuggestHealthNick03.vcd" //Nick, its all right, we all gotta heal sometime. } Rule PlayerSuggestHealthGamblerCoach { criteria ConceptPlayerSuggestHealthGambler IsCoach IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthGamblerCoach } Response PlayerSuggestHealthGamblerC1Coach { scene "scenes/Coach/SuggestHealthC101.vcd" //This would be the time to heal up. scene "scenes/Coach/SuggestHealthC102.vcd" //Now's a good time to heal if you can. scene "scenes/Coach/SuggestHealthC103.vcd" //If you got a health kit you should use it. } Rule PlayerSuggestHealthGamblerC1Coach { criteria ConceptPlayerSuggestHealthGambler IsCoach IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthGamblerC1Coach } Response PlayerSuggestHealthMechanicCoach { scene "scenes/Coach/SuggestHealth02.vcd" //Heal if ya got em. scene "scenes/Coach/SuggestHealthEllis01.vcd" //Ellis, time for you to heal boy. scene "scenes/Coach/SuggestHealthEllis02.vcd" //Allright Ellis, come on now, get yourself right. scene "scenes/Coach/SuggestHealthEllis03.vcd" //Hey Ellis, that health kit ain't gonna use itself. } Rule PlayerSuggestHealthMechanicCoach { criteria ConceptPlayerSuggestHealthMechanic IsCoach IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthMechanicCoach } Response PlayerSuggestHealthMechanicC1Coach { scene "scenes/Coach/SuggestHealthC101.vcd" //This would be the time to heal up. scene "scenes/Coach/SuggestHealthC102.vcd" //Now's a good time to heal if you can. scene "scenes/Coach/SuggestHealthC103.vcd" //If you got a health kit you should use it. } Rule PlayerSuggestHealthMechanicC1Coach { criteria ConceptPlayerSuggestHealthMechanic IsCoach IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthMechanicC1Coach } Response PlayerSuggestHealthProducerCoach { scene "scenes/Coach/SuggestHealthRochell01.vcd" //Ro, time to heal. scene "scenes/Coach/SuggestHealthRochell02.vcd" //Ro, heal up, hear me girl? scene "scenes/Coach/SuggestHealthRochell03.vcd" //Girl, time for you to heal up. scene "scenes/Coach/SuggestHealthRochell04.vcd" //Hey girl, why don't you heal up? } Rule PlayerSuggestHealthProducerCoach { criteria ConceptPlayerSuggestHealthProducer IsCoach IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthProducerCoach } Response PlayerSuggestHealthProducerC1Coach { scene "scenes/Coach/SuggestHealthC101.vcd" //This would be the time to heal up. scene "scenes/Coach/SuggestHealthC102.vcd" //Now's a good time to heal if you can. scene "scenes/Coach/SuggestHealthC103.vcd" //If you got a health kit you should use it. } Rule PlayerSuggestHealthProducerC1Coach { criteria ConceptPlayerSuggestHealthProducer IsCoach IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkCoach NotInCombat IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthProducerC1Coach } Response PlayerTransitionCoach { scene "scenes/Coach/Hurrah01.vcd" //We cool. scene "scenes/Coach/Hurrah07.vcd" //Oh hell yeah! scene "scenes/Coach/Hurrah21.vcd" //Baby, that is how that's DONE! scene "scenes/Coach/Hurrah26.vcd" //You made me proud out there, people... scene "scenes/Coach/Taunt07.vcd" //[Loud, evil laugh] } Rule PlayerTransitionCoach { criteria ConceptPlayerTransition IsNotCoughing IsCoach IsNotSaidPlayerTransition IsTalk IsTalkCoach IsWorldTalkCoach IsEveryoneAlive ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCoach } Response PlayerTransitionCloseCoach { scene "scenes/Coach/TransitionClose01.vcd" //That shit was crazy. scene "scenes/Coach/TransitionClose02.vcd" //That shit was crazy. scene "scenes/Coach/TransitionClose03.vcd" //That was some close ass shit. scene "scenes/Coach/TransitionClose04.vcd" //We just made that. scene "scenes/Coach/TransitionClose05.vcd" //I was bettin on the other guys (laughing). scene "scenes/Coach/TransitionClose06.vcd" //Man said, any fight you walk away from is a win. scene "scenes/Coach/TransitionClose07.vcd" //Let's put it behind us, we good, we good. scene "scenes/Coach/TransitionClose08.vcd" //Touchdown! scene "scenes/Coach/TransitionClose09.vcd" //They played us tough. scene "scenes/Coach/TransitionClose10.vcd" //That was some epic shit. Right there. scene "scenes/Coach/TransitionClose11.vcd" //Allright. We allright y'all. We made it. scene "scenes/Coach/TransitionClose12.vcd" //That shit was too goddamn close... scene "scenes/Coach/TransitionClose13.vcd" //We almost didn't make it... scene "scenes/Coach/TransitionClose14.vcd" //That was a little TOO close... scene "scenes/Coach/TransitionClose15.vcd" //Damn. I can't be all that's left... scene "scenes/Coach/TransitionClose16.vcd" //We got sloppy out there. scene "scenes/Coach/TransitionClose17.vcd" //I know we can do better than THAT. scene "scenes/Coach/TransitionClose18.vcd" //Man. That got BAD. } Rule PlayerTransitionCloseCoach { criteria ConceptPlayerTransition IsNotCoughing IsCoach IsNotSaidPlayerTransition IsTalk IsTalkCoach IsWorldTalkCoach IsCloseTransition ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCloseCoach } Response PlayerUsingDefibrillatorCoach { scene "scenes/Coach/Defibrillator05.vcd" //Clear! scene "scenes/Coach/Defibrillator06.vcd" //Come on! scene "scenes/Coach/Defibrillator07.vcd" //Come ON! scene "scenes/Coach/Defibrillator08.vcd" //Don't you die on me... } Rule PlayerUsingDefibrillatorCoach { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerUsingDefibrillatorCoach } Response PlayerWarnHeardBoomerCoach { scene "scenes/Coach/HeardBoomer01.vcd" //I hear a Boomer. scene "scenes/Coach/HeardBoomer02.vcd" //Boomer's sneakin 'round. scene "scenes/Coach/HeardBoomer03.vcd" //Careful now, boomer. scene "scenes/Coach/HeardBoomer04.vcd" //Step slow ya' all, boomer round. } Rule PlayerWarnHeardBoomerCoach { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsCoach IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerCoach } Response PlayerWarnHeardBoomerC1Coach { scene "scenes/Coach/HeardSpecialC101.vcd" //Ahh what the heck is that?! scene "scenes/Coach/HeardSpecialC102.vcd" //I don't like the sound of that one bit. scene "scenes/Coach/HeardSpecialC103.vcd" //Anyone know what that is? scene "scenes/Coach/HeardSpecialC104.vcd" //From the sounds of it, its about to get a whole lot worse. } Rule PlayerWarnHeardBoomerC1Coach { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsCoach IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerC1Coach } Response PlayerWarnHeardChargerCoach { scene "scenes/Coach/HeardCharger01.vcd" //We gotta Charger round. scene "scenes/Coach/HeardCharger02.vcd" //Gotta Charger round. scene "scenes/Coach/HeardCharger03.vcd" //I hear a Charger. scene "scenes/Coach/HeardCharger04.vcd" //I hear a charger, don't get charged and shit. } Rule PlayerWarnHeardChargerCoach { criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsCoach IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardChargerCoach } Response PlayerWarnHeardChargerC1Coach { scene "scenes/Coach/HeardSpecialC101.vcd" //Ahh what the heck is that?! scene "scenes/Coach/HeardSpecialC102.vcd" //I don't like the sound of that one bit. scene "scenes/Coach/HeardSpecialC103.vcd" //Anyone know what that is? scene "scenes/Coach/HeardSpecialC104.vcd" //From the sounds of it, its about to get a whole lot worse. } Rule PlayerWarnHeardChargerC1Coach { criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsCoach IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardChargerC1Coach } Response PlayerWarnHeardHunterCoach { scene "scenes/Coach/HeardHunter01.vcd" //I hear a hunter. scene "scenes/Coach/HeardHunter02.vcd" //Punk ass hunter around. scene "scenes/Coach/HeardHunter03.vcd" //Sounds like a hunter. } Rule PlayerWarnHeardHunterCoach { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsCoach IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterCoach } Response PlayerWarnHeardHunterC1Coach { scene "scenes/Coach/HeardSpecialC101.vcd" //Ahh what the heck is that?! scene "scenes/Coach/HeardSpecialC102.vcd" //I don't like the sound of that one bit. scene "scenes/Coach/HeardSpecialC103.vcd" //Anyone know what that is? scene "scenes/Coach/HeardSpecialC104.vcd" //From the sounds of it, its about to get a whole lot worse. } Rule PlayerWarnHeardHunterC1Coach { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsCoach IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterC1Coach } Response PlayerWarnHeardJockeyCoach { scene "scenes/Coach/HeardJockey01.vcd" //I hear a jockey. scene "scenes/Coach/HeardJockey02.vcd" //One of those little jockeys is around. scene "scenes/Coach/HeardJockey03.vcd" //That sounds like a little jockey. scene "scenes/Coach/HeardJockey04.vcd" //One of those leapin' on your back bitches is around. scene "scenes/Coach/HeardJockey05.vcd" //One of those leapin' on your back bitches is around. scene "scenes/Coach/HeardJockey06.vcd" //I hear one of those jockeys. If I see it, I'm gonna shoot the shit out of it. } Rule PlayerWarnHeardJockeyCoach { criteria ConceptPlayerWarnHearZombie IsJockeyClass IsNotCoughing IsCoach IsNotWarnHeardJockey NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "WarnHeardJockey:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardJockeyCoach } Response PlayerWarnHeardJockeyC1Coach { scene "scenes/Coach/HeardJockeyC101.vcd" //What is that noise? scene "scenes/Coach/HeardJockeyC102.vcd" //What is that noise? scene "scenes/Coach/HeardJockeyC103.vcd" //Is that one of those little things? } Rule PlayerWarnHeardJockeyC1Coach { criteria ConceptPlayerWarnHearZombie IsJockeyClass IsNotCoughing IsCoach IsNotWarnHeardJockey NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsCampaignl4d2_1 IsWorldTalkCoach C1M1orC1M2 ApplyContext "WarnHeardJockey:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardJockeyC1Coach } Response PlayerWarnHeardSmokerCoach { scene "scenes/Coach/HeardSmoker01.vcd" //Sounds like a Smoker. scene "scenes/Coach/HeardSmoker02.vcd" //I hear a smoker. scene "scenes/Coach/HeardSmoker03.vcd" //Sounds like one of them smoker bitches. } Rule PlayerWarnHeardSmokerCoach { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsCoach IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerCoach } Response PlayerWarnHeardSmokerC1Coach { scene "scenes/Coach/HeardSpecialC101.vcd" //Ahh what the heck is that?! scene "scenes/Coach/HeardSpecialC102.vcd" //I don't like the sound of that one bit. scene "scenes/Coach/HeardSpecialC103.vcd" //Anyone know what that is? scene "scenes/Coach/HeardSpecialC104.vcd" //From the sounds of it, its about to get a whole lot worse. } Rule PlayerWarnHeardSmokerC1Coach { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsCoach IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerC1Coach } Response PlayerWarnHeardSpitterCoach { scene "scenes/Coach/HeardSpitter01.vcd" //I hear a spitter. scene "scenes/Coach/HeardSpitter02.vcd" //That sounds like a spitter. scene "scenes/Coach/HeardSpitter03.vcd" //Spitter's around. scene "scenes/Coach/HeardSpitter04.vcd" //That fat spittin' bitch is around. scene "scenes/Coach/HeardSpitter05.vcd" //I hear that fat woman. } Rule PlayerWarnHeardSpitterCoach { criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsCoach IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSpitterCoach } Response PlayerWarnHeardSpitterC1Coach { scene "scenes/Coach/HeardSpecialC101.vcd" //Ahh what the heck is that?! scene "scenes/Coach/HeardSpecialC102.vcd" //I don't like the sound of that one bit. scene "scenes/Coach/HeardSpecialC103.vcd" //Anyone know what that is? scene "scenes/Coach/HeardSpecialC104.vcd" //From the sounds of it, its about to get a whole lot worse. } Rule PlayerWarnHeardSpitterC1Coach { criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsCoach IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach C1M1orC1M2 ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSpitterC1Coach } Response PlayerWarnHeardWitchCoach { scene "scenes/Coach/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 -3.153 //Ya'all hear her?,Get ready to toss that bitch. scene "scenes/Coach/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 -2.240 //Quiet everybody I hear a bitch. scene "scenes/Coach/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 -1.714 //That there sounds like a witch. scene "scenes/Coach/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 -2.501 //Quiet y'all, I hear a witch. } Rule PlayerWarnHeardWitchCoach { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsCoach IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchCoach } Response PlayerWarnHeardWitchC1Coach { scene "scenes/Coach/HeardWitchC101.vcd" then Self PlayerKillThatLight foo:0 -2.273 //Rochelle, that ain't you is it girl? scene "scenes/Coach/HeardWitchC102.vcd" then Self PlayerKillThatLight foo:0 -2.731 //Rochelle, that ain't you is it girl? scene "scenes/Coach/HeardWitchC103.vcd" then Self PlayerKillThatLight foo:0 -1.412 //What is that crying? scene "scenes/Coach/HeardWitchC104.vcd" then Self PlayerKillThatLight foo:0 -1.219 //What's doing that crying? scene "scenes/Coach/HeardWitchC105.vcd" then Self PlayerKillThatLight foo:0 -1.773 //Man, that crying don't sound right. } Rule PlayerWarnHeardWitchC1Coach { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsCoach IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkCoach IsCampaignl4d2_1 IsWorldTalkCoach C1M1orC1M2 ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchC1Coach } Response PlayerWarnMegaMobCoach { scene "scenes/Coach/Incoming01.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/Coach/Incoming03.vcd" predelay "2.5,3.5" //Ah shit, this ain't gonna be good. scene "scenes/Coach/Incoming06.vcd" predelay "2.5,3.5" //It's on. scene "scenes/Coach/Incoming07.vcd" predelay "2.5,3.5" //Game on, baby! } Rule PlayerWarnMegaMobCoach { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsCoach IsNotWarnMegaMob IsTalk IsTalkCoach IsNotSpeaking IsWorldTalkCoach ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobCoach } Response PlayerWarnMegaMobC501Coach { scene "scenes/Coach/Incoming01.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/Coach/Incoming03.vcd" predelay "2.5,3.5" //Ah shit, this ain't gonna be good. scene "scenes/Coach/Incoming06.vcd" predelay "2.5,3.5" //It's on. scene "scenes/Coach/Incoming07.vcd" predelay "2.5,3.5" //Game on, baby! } Rule PlayerWarnMegaMobC501Coach { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsCoach IsNotWarnMegaMob IsTalk IsTalkCoach IsNotSpeaking ismap_c5m1_waterfront IsWorldTalkCoach IsNotScavenge ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,ShotCar0501:1:0" applycontexttoworld Response PlayerWarnMegaMobC501Coach } Response PlayerWarnWitchAngryCoach { scene "scenes/Coach/WitchGettingAngry01.vcd" //Oh shit, that bitch's pissed. scene "scenes/Coach/WitchGettingAngry02.vcd" //Quit trifling with that bitch, she gonna explode. scene "scenes/Coach/WitchGettingAngry03.vcd" //Watch out ya'all, someone pissed off that bitch. scene "scenes/Coach/WitchGettingAngry04.vcd" //Ohh shit, that bitch's gettin' angry! } Rule PlayerWarnWitchAngryCoach { criteria ConceptWitchGettingAngry IsNotCoughing IsCoach IsNotWarnAngryWitch IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnWitchAngryCoach } Response PlayerWorldInfectedDet2Coach { scene "scenes/Coach/WorldSigns24.vcd" //No shit. } Rule PlayerWorldInfectedDet2Coach { criteria ConceptWorldSignsInfectedDetected2 IsNotCoughing IsCoach IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach Response PlayerWorldInfectedDet2Coach } Response PlayerWorldIntroC31BlankCoach { scene "scenes/Coach/Blank.vcd" then any WorldIntroC31 foo:0 5 //Blank } Rule PlayerWorldIntroC31BlankCoach { criteria ConceptintroC3M1 IsNotCoughing IsCoach IsTalk ismap_c3m1_plankcountry AutoIsNotScavenge AutoIsNotSurvival Response PlayerWorldIntroC31BlankCoach } Response PlayerWorldIntroC51Coach { scene "scenes/Coach/Blank.vcd" then orator C5M1_intro001 foo:0 0.01 //Blank } Rule PlayerWorldIntroC51Coach { criteria ConceptWorldIntroC51 IsNotCoughing IsCoach IsNotSaidWorldIntroC51 IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidWorldIntroC51:1:0,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response PlayerWorldIntroC51Coach } Response PlayerWorldIntroC513Coach { scene "scenes/Coach/World02.vcd" //Oh yeaah. Our goal is right next to the bridge, ON THE OTHER MOTHER F'IN SIDE OF THE RIVER! } Rule PlayerWorldIntroC513Coach { criteria ConceptWorldIntroC513 IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerWorldIntroC513Coach } Response PlayerWorldSignColdBeer2Coach { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. scene "scenes/Coach/Yes05.vcd" //For sure. scene "scenes/Coach/Yes07.vcd" //Positively. } Rule PlayerWorldSignColdBeer2Coach { criteria ConceptWorldSignColdBeer2 IsNotCoughing IsCoach IsTalk IsTalkCoach IsSubjectNear200 IntensityZero IsWorldTalkCoach Response PlayerWorldSignColdBeer2Coach } Response SurvivorCaughtVomitCoach { scene "scenes/Coach/BoomerReaction01.vcd" //[Reaction noise to boomer vomit - gross and bad] scene "scenes/Coach/BoomerReaction02.vcd" //[Reaction noise to boomer vomit - gross and bad] scene "scenes/Coach/BoomerReaction03.vcd" //[Reaction noise to boomer vomit - gross and bad] scene "scenes/Coach/BoomerReaction04.vcd" //[Reaction noise to boomer vomit - gross and bad] scene "scenes/Coach/BoomerReaction05.vcd" //[Reaction noise to boomer vomit - gross and bad] scene "scenes/Coach/BoomerReaction06.vcd" //[Reaction noise to boomer vomit - gross and bad] scene "scenes/Coach/BoomerReaction07.vcd" //[Reaction noise to boomer vomit - gross and bad] scene "scenes/Coach/BoomerReaction08.vcd" //[Reaction noise to boomer vomit - gross and bad] } Rule SurvivorCaughtVomitCoach { criteria ConceptPlayerVomitInFace IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorCaughtVomitCoach } Response SurvivorchargerpoundCoach { scene "scenes/Coach/GrabbedByCharger01.vcd" //Charger got me! scene "scenes/Coach/GrabbedByCharger02.vcd" //Charger! Shoot! scene "scenes/Coach/GrabbedByCharger03.vcd" //Shoot the charger! scene "scenes/Coach/GrabbedByCharger04.vcd" //Shoot this damn charger! scene "scenes/Coach/GrabbedByCharger05.vcd" //One of y'all gonna shoot this thing? scene "scenes/Coach/GrabbedByCharger06.vcd" //This thing is beatin' my ass. scene "scenes/Coach/GrabbedByCharger07.vcd" //Don't stand there, kill this thing! scene "scenes/Coach/GrabbedByCharger08.vcd" //Charger is pounding me into the ground! scene "scenes/Coach/GrabbedByCharger09.vcd" //This charger is pounding me! } Rule SurvivorchargerpoundCoach { criteria Conceptchargerpound IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidchargerpound IsWorldTalkCoach ApplyContext "Saidchargerpound:1:5,TalkCoach:1:5" Response SurvivorchargerpoundCoach } Response SurvivorCoughingCoach { scene "scenes/Coach/Cough01.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough02.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough03.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough04.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough05.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough06.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough07.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough08.vcd" //[Coughing from smoke] } Rule SurvivorCoughingCoach { criteria ConceptSurvivorCoughing IsCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorCoughingCoach } Response SurvivorCoughingDeathCoach { scene "scenes/Coach/Cough01.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough02.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough03.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough04.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough05.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough06.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough07.vcd" //[Coughing from smoke] scene "scenes/Coach/Cough08.vcd" //[Coughing from smoke] } Rule SurvivorCoughingDeathCoach { criteria ConceptPlayerDeath IsCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorCoughingDeathCoach } Response SurvivorDeathCoach { scene "scenes/Coach/DeathScream01.vcd" //[Loud painful death scream] scene "scenes/Coach/DeathScream02.vcd" //[Loud painful death scream] scene "scenes/Coach/DeathScream03.vcd" //[Loud painful death scream] scene "scenes/Coach/DeathScream04.vcd" //[Short quick death scream] scene "scenes/Coach/DeathScream05.vcd" //[Short quick death scream] scene "scenes/Coach/DeathScream06.vcd" //[Short quick death scream] scene "scenes/Coach/DeathScream07.vcd" //[Short quick death scream] scene "scenes/Coach/DeathScream08.vcd" //[Death rattle] scene "scenes/Coach/DeathScream09.vcd" //[Death rattle] } Rule SurvivorDeathCoach { criteria ConceptPlayerDeath IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorDeathCoach } Response SurvivorGooedBySpitterCoach { scene "scenes/Coach/GooedBySpitter01.vcd" //Spittttt! (disgusted) scene "scenes/Coach/GooedBySpitter02.vcd" //Damn spitter got me. scene "scenes/Coach/GooedBySpitter03.vcd" //Shit! That long necked bitch hit me. scene "scenes/Coach/GooedBySpitter04.vcd" //Burning goo! scene "scenes/Coach/GooedBySpitter05.vcd" //Get out of the goo. scene "scenes/Coach/GooedBySpitter06.vcd" //Goddamn it, goo! } Rule SurvivorGooedBySpitterCoach { criteria ConceptGooedBySpitter IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidGooedBySpitter IsWorldTalkCoach ApplyContext "SaidGooedBySpitter:1:20,TalkCoach:1:3" Response SurvivorGooedBySpitterCoach } Response SurvivorGooedBySpitterC1Coach { scene "scenes/Coach/GooedBySpitterC101.vcd" //What's this burning stuff? scene "scenes/Coach/GooedBySpitterC102.vcd" //That female zombie spat somethin' on me! scene "scenes/Coach/GooedBySpitterC103.vcd" //You have got to be kidding me. } Rule SurvivorGooedBySpitterC1Coach { criteria ConceptGooedBySpitter IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidGooedBySpitter IsCampaignl4d2_1 IsWorldTalkCoach C1M1orC1M2 ApplyContext "SaidGooedBySpitter:1:20,TalkCoach:1:3" Response SurvivorGooedBySpitterC1Coach } Response SurvivorGrabbedByTongueCoach { scene "scenes/Coach/GrabbedBySmoker01.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Coach/GrabbedBySmoker01a.vcd" //No... scene "scenes/Coach/GrabbedBySmoker01b.vcd" //NO... scene "scenes/Coach/GrabbedBySmoker01c.vcd" //NO... scene "scenes/Coach/GrabbedBySmoker01d.vcd" //NOOOOOOO!!!!!!!!! scene "scenes/Coach/GrabbedBySmoker02.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Coach/GrabbedBySmoker02a.vcd" //Nah... scene "scenes/Coach/GrabbedBySmoker02b.vcd" //NO! scene "scenes/Coach/GrabbedBySmoker02c.vcd" //NO! scene "scenes/Coach/GrabbedBySmoker02d.vcd" //AUGH! scene "scenes/Coach/GrabbedBySmoker03.vcd" //no, No, NO, NO!!! scene "scenes/Coach/GrabbedBySmoker03a.vcd" //No! scene "scenes/Coach/GrabbedBySmoker03b.vcd" //No! scene "scenes/Coach/GrabbedBySmoker03c.vcd" //NO!!! scene "scenes/Coach/GrabbedBySmoker04.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Coach/GrabbedBySmoker04a.vcd" //No! scene "scenes/Coach/GrabbedBySmoker04b.vcd" //No! scene "scenes/Coach/GrabbedBySmoker04c.vcd" //NO! } Rule SurvivorGrabbedByTongueCoach { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorGrabbedByTongueCoach } Response SurvivorGrabbedByTongueC1Coach { scene "scenes/Coach/GrabbedBySmokerC101.vcd" //Something's got me! scene "scenes/Coach/GrabbedBySmokerC102.vcd" //What's got me? scene "scenes/Coach/GrabbedBySmokerC103.vcd" //I'm all wrapped up! scene "scenes/Coach/GrabbedBySmokerC104.vcd" //Hey! Where am I gettin' dragged to!?! } Rule SurvivorGrabbedByTongueC1Coach { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsCoach IsTalk IsTalkCoach IsCampaignl4d2_1 IsWorldTalkCoach C1M1orC1M2 Response SurvivorGrabbedByTongueC1Coach } Response SurvivorNearCheckpoinC3M1tCoach { scene "scenes/Coach/WorldC3M130.vcd" //Into the drainage ditch. } Rule SurvivorNearCheckpoinC3M1tCoach { criteria ConceptPlayerNearCheckpoint IsNotCoughing IsCoach IsNotSaidSafeSpotAhead NotInCombat IsNotInCheckpoint IsTalk IsTalkCoach ismap_c3m1_plankcountry IsWorldTalkCoach ApplyContext "SaidSafeSpotAhead:1:90" applycontexttoworld Response SurvivorNearCheckpoinC3M1tCoach } Response SurvivorPouncedByHunterCoach { scene "scenes/Coach/ScreamWhilePounced01.vcd" //GET IT OFF! [angry] scene "scenes/Coach/ScreamWhilePounced02.vcd" //GET IT OFF. GET IT OFF. scene "scenes/Coach/ScreamWhilePounced02a.vcd" //GET IT OFF! scene "scenes/Coach/ScreamWhilePounced03.vcd" //GET IT OFF! scene "scenes/Coach/ScreamWhilePounced04.vcd" //GET IT OFF! scene "scenes/Coach/ScreamWhilePounced05.vcd" //GET IT OFF! } Rule SurvivorPouncedByHunterCoach { criteria ConceptScreamWhilePounced IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorPouncedByHunterCoach } Response SurvivorTankPoundCoach { scene "scenes/Coach/TankPound01.vcd" //Oh shit get this thing off me! scene "scenes/Coach/TankPound02.vcd" //Can't y'all see this thing is beatin' the shit out of me!!?!?!!? scene "scenes/Coach/TankPound03.vcd" //Hey! in case ya'll didn't see it, I got a tank on me! scene "scenes/Coach/TankPound04.vcd" //I got a tank on me! scene "scenes/Coach/TankPound05.vcd" //Get it off - ah - Get it off me! scene "scenes/Coach/TankPound06.vcd" //Get this damn thing off! } Rule SurvivorTankPoundCoach { criteria ConceptPlayerGroundPoundedByTank IsCoach IsTalk IsTalkCoach IsWorldTalkCoach isNotmap_c1m2_streets ApplyContext "SaidTankWarn2:1:60" Response SurvivorTankPoundCoach } Response SurvivorVocalizeBackUpCoach { scene "scenes/Coach/BackUp01.vcd" //Oh shit, back it up! scene "scenes/Coach/BackUp02.vcd" //Back it up! scene "scenes/Coach/BackUp03.vcd" //BackBackBack! scene "scenes/Coach/BackUp04.vcd" //Back up, back up! scene "scenes/Coach/BackUp05.vcd" //Back up! scene "scenes/Coach/BackUp06.vcd" //Back Back Back Back Back! } Rule SurvivorVocalizeBackUpCoach { criteria ConceptPlayerBackUp IsCoach IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorVocalizeBackUpCoach } Response SurvivorVocalizeEmphaticGoCoach { scene "scenes/Coach/EmphaticGo01.vcd" //GO! scene "scenes/Coach/EmphaticGo02.vcd" //Let's go people. scene "scenes/Coach/EmphaticGo03.vcd" //Move your ass. scene "scenes/Coach/EmphaticGo04.vcd" //Go go go! scene "scenes/Coach/EmphaticGo05.vcd" //Go go GO! scene "scenes/Coach/EmphaticGo06.vcd" //MOVE IT! } Rule SurvivorVocalizeEmphaticGoCoach { criteria ConceptPlayerEmphaticGo IsCoach IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorVocalizeEmphaticGoCoach } Response SurvivorVocalizeFollowMeCoach { scene "scenes/Coach/FollowMe01.vcd" //Come on y' all this way. scene "scenes/Coach/FollowMe02.vcd" //This way. scene "scenes/Coach/FollowMe03.vcd" //Come on, this way. scene "scenes/Coach/FollowMe04.vcd" //Follow me. scene "scenes/Coach/FollowMe05.vcd" //This way. scene "scenes/Coach/FollowMe06.vcd" //Y'all stay close. } Rule SurvivorVocalizeFollowMeCoach { criteria ConceptPlayerFollowMe IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorVocalizeFollowMeCoach } Response SurvivorVocalizeGoingToDieCoach { scene "scenes/Coach/GoingToDie01.vcd" //This here is some serious bullshit. scene "scenes/Coach/GoingToDie02.vcd" //This ain't how i thought this would go. scene "scenes/Coach/GoingToDie03.vcd" //I can walk this shit off. scene "scenes/Coach/GoingToDie04.vcd" //Ahhhhhhh. scene "scenes/Coach/GoingToDie05.vcd" //Damn, they messed me up. scene "scenes/Coach/GoingToDie07.vcd" //Man, this shit hurts. scene "scenes/Coach/GoingToDie08.vcd" odds 3 //Man said there was nothing to worry about, well buullshit. scene "scenes/Coach/GoingToDie09.vcd" //Ya'll crazy if you don't think this hurts. scene "scenes/Coach/GoingToDie10.vcd" //Shit, I'm messed up. scene "scenes/Coach/GoingToDie11.vcd" //It hurts, but ain't nothin. scene "scenes/Coach/GoingToDie12.vcd" //This shit ain't pretty. scene "scenes/Coach/GoingToDie13.vcd" //Ahh damnit. (frustrated) scene "scenes/Coach/GoingToDie14.vcd" //Man, this right here hurts somethin' fierce. scene "scenes/Coach/GoingToDie15.vcd" //This is some outrageous shit. scene "scenes/Coach/GoingToDie16.vcd" //Crazy sons of a bitches messed me up. scene "scenes/Coach/GoingToDie17.vcd" //Damn. They beat me good. scene "scenes/Coach/GoingToDie18.vcd" //They beat my ass fair and square. scene "scenes/Coach/GoingToDie19.vcd" odds 5 //I shoulda learned to drive a tank or some shit. scene "scenes/Coach/GoingToDie20.vcd" //Ahh damnit now. scene "scenes/Coach/GoingToDie21.vcd" odds 5 //No pain, no gain. I must be about to gain some serious shit. scene "scenes/Coach/GoingToDie22.vcd" //I ain't ready to lay down yet. scene "scenes/Coach/GoingToDie23.vcd" //Hey. Now this here is some bullshit. scene "scenes/Coach/GoingToDie23.vcd" //Hey. Now this here is some bullshit. scene "scenes/Coach/GoingToDie24.vcd" //I can walk this off. scene "scenes/Coach/GoingToDie25.vcd" //Tryin' to walk this off. scene "scenes/Coach/GoingToDie27.vcd" //I'm gotta get right. scene "scenes/Coach/GoingToDie28.vcd" //I ain't dead yet. scene "scenes/Coach/GoingToDie32.vcd" //Man, those zombies beat my ass. } Rule SurvivorVocalizeGoingToDieCoach { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotComplainBlock IsWorldTalkCoach ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDieCoach } Response SurvivorVocalizeGoingToDie3Coach { scene "scenes/Coach/GoingToDie301.vcd" //I'm just gonna admit it, I need some help. scene "scenes/Coach/GoingToDie302.vcd" //I need to get right. scene "scenes/Coach/GoingToDie303.vcd" //Sheeeeeet, I ain't gonna make it. scene "scenes/Coach/GoingToDie304.vcd" //Come on, pull it together man. You can make it through this shit. [to self] } Rule SurvivorVocalizeGoingToDie3Coach { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsCoach IsOnThirdStrike IsTalk IsTalkCoach IsNotComplainBlock IsWorldTalkCoach ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDie3Coach } Response SurvivorVocalizeLookOutCoach { scene "scenes/Coach/LookOut01.vcd" //Look out! scene "scenes/Coach/LookOut02.vcd" //Look out! scene "scenes/Coach/LookOut03.vcd" //Oh shit, watch out! scene "scenes/Coach/LookOut04.vcd" //Watch out! } Rule SurvivorVocalizeLookOutCoach { criteria ConceptPlayerLookOut IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorVocalizeLookOutCoach } Response SurvivorVocalizeThisWayCoach { scene "scenes/Coach/FollowMe01.vcd" //Come on y' all this way. scene "scenes/Coach/FollowMe02.vcd" //This way. scene "scenes/Coach/FollowMe03.vcd" //Come on, this way. scene "scenes/Coach/FollowMe04.vcd" //Follow me. scene "scenes/Coach/FollowMe05.vcd" //This way. scene "scenes/Coach/FollowMe06.vcd" //Y'all stay close. } Rule SurvivorVocalizeThisWayCoach { criteria ConceptPlayerThisWay IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorVocalizeThisWayCoach } Response SurvivorVocalizeWaitHereCoach { scene "scenes/Coach/WaitHere01.vcd" //Hold up. scene "scenes/Coach/WaitHere02.vcd" //Rest you ass for a sec. scene "scenes/Coach/WaitHere03.vcd" //Wait up. scene "scenes/Coach/WaitHere04.vcd" //Stop. scene "scenes/Coach/WaitHere05.vcd" //Hold up, hold up y'all. scene "scenes/Coach/WaitHere06.vcd" //Slow down. Damn. } Rule SurvivorVocalizeWaitHereCoach { criteria ConceptPlayerWaitHere IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response SurvivorVocalizeWaitHereCoach } Response SurvivorWarnSpitterIncomingCoach { scene "scenes/Coach/WarnSpitterIncoming01.vcd" //Spit coming! scene "scenes/Coach/WarnSpitterIncoming02.vcd" //Goo coming! scene "scenes/Coach/WarnSpitterIncoming03.vcd" //Burning shit coming! scene "scenes/Coach/WarnSpitterIncoming04.vcd" //Spit coming! scene "scenes/Coach/WarnSpitterIncoming05.vcd" //Goo coming! scene "scenes/Coach/WarnSpitterIncoming06.vcd" //Burning shit coming! scene "scenes/Coach/WarnSpitterIncoming07.vcd" //Heads up, goo! scene "scenes/Coach/WarnSpitterIncoming08.vcd" //Watch out, spit! } Rule SurvivorWarnSpitterIncomingCoach { criteria ConceptWarnSpitterIncoming IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidWarnSpitterIncoming IsWorldTalkCoach ApplyContext "SaidWarnSpitterIncoming:1:10" Response SurvivorWarnSpitterIncomingCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Danger //-------------------------------------------------------------------------------------------------------------- Response PlayerLedgeHangEndCoach { scene "scenes/Coach/LedgeHangEnd01.vcd" //Allright, SHIT...I'M GONNA FALL! scene "scenes/Coach/LedgeHangEnd02.vcd" //HEY! I CAN'T HOLD ON ANYMORE! scene "scenes/Coach/LedgeHangEnd03.vcd" //HELP ME UP ALREADY! } Rule PlayerLedgeHangEndCoach { criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerLedgeHangEndCoach } Response PlayerLedgeHangMiddleCoach { scene "scenes/Coach/LedgeHangMiddle01.vcd" //God dammit, I knew I shoulda lost some weight. scene "scenes/Coach/LedgeHangMiddle02.vcd" //Man, shit's gettin' old, help! scene "scenes/Coach/LedgeHangMiddle03.vcd" //Look, somebody wanna pull me up? scene "scenes/Coach/LedgeHangMiddle04.vcd" //Hey! I'm still hanging here! } Rule PlayerLedgeHangMiddleCoach { criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerLedgeHangMiddleCoach } Response PlayerLedgeHangStartCoach { scene "scenes/Coach/LedgeHangStart01.vcd" //Ahh shit, need a hand. scene "scenes/Coach/LedgeHangStart02.vcd" //This is screwed up ya' all, I need some help. scene "scenes/Coach/LedgeHangStart03.vcd" //Shit, I f'd this up, can you help me out? scene "scenes/Coach/LedgeHangStart04.vcd" //Hey ya'all I fell off the damn ledge. } Rule PlayerLedgeHangStartCoach { criteria ConceptPlayerLedgeHangStart IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerLedgeHangStartCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Death //-------------------------------------------------------------------------------------------------------------- Response DoubleDeathCoach { scene "scenes/Coach/DoubleDeathResponse01.vcd" predelay ".5,1.25" //We can do this, man, we can do this. scene "scenes/Coach/DoubleDeathResponse02.vcd" predelay ".5,1.25" //Ooooh! We gotta pull our shit together. scene "scenes/Coach/DoubleDeathResponse05.vcd" predelay ".5,1.25" //Stay close, we're a party of two. scene "scenes/Coach/DoubleDeathResponse07.vcd" predelay ".5,1.25" //Damn. This here is all we got. } Rule DoubleDeathCoach { criteria ConceptSurvivorDied IsNotCoughing IsCoach IsSaidSomeoneDied IsTalk IsTalkCoach IsNotSaidSomeoneDiedDouble IsWorldTalkCoach ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response DoubleDeathCoach } Response DoubleDeath2Coach { scene "scenes/Coach/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Shit! It's just you and me! Hang tough. scene "scenes/Coach/DoubleDeathResponse04.vcd" predelay ".5,1.25" //Shit! Just us two left. Stay close! scene "scenes/Coach/DoubleDeathResponse06.vcd" predelay ".5,1.25" //Ain't no one else but you and me left. scene "scenes/Coach/DoubleDeathResponseQuiet01.vcd" predelay ".5,1.25" //Shit! It's just you and me! Hang tough. } Rule DoubleDeath2Coach { criteria ConceptDeath2Left IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent IsWorldTalkCoach ApplyContext "SaidSomeoneDiedDouble2:1:10" applycontexttoworld Response DoubleDeath2Coach } Response SurvivorDiedGamblerCoach { scene "scenes/Coach/NameNick05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.730 //Nick! scene "scenes/Coach/NameNick08.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.802 //Nicolas! } Rule SurvivorDiedGamblerCoach { criteria ConceptSurvivorDied IsNotCoughing IsCoach IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedGamblerCoach } Response SurvivorDiedMechanicCoach { scene "scenes/Coach/NameEllis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -1.172 //Damn. Ellis! scene "scenes/Coach/NameEllis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.588 //Ellis! scene "scenes/Coach/NameEllis04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.682 //Ellis! } Rule SurvivorDiedMechanicCoach { criteria ConceptSurvivorDied IsNotCoughing IsCoach IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedMechanicCoach } Response SurvivorDiedProducerCoach { scene "scenes/Coach/NameRochelle02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.774 //Rochelle. scene "scenes/Coach/NameRochelle07.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.603 //Ro! scene "scenes/Coach/NameRochelle08.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.821 //ROCHELLE! } Rule SurvivorDiedProducerCoach { criteria ConceptSurvivorDied IsNotCoughing IsCoach IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedProducerCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorDeployUpExplosivesCoach { scene "scenes/Coach/ExplosiveAmmo04.vcd" //Deploying frag rounds! } Rule SurvivorDeployUpExplosivesCoach { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsCoach IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidDeployUpgradePack_Explosive HasUpgradePack_Explosive ApplyContext "SaidDeployUpgradePack_Explosive:1:30" Response SurvivorDeployUpExplosivesCoach } Response SurvivorDeployUpIncendiaryCoach { scene "scenes/Coach/IncendAmmo04.vcd" //Deploying fire bullets! scene "scenes/Coach/IncendAmmo05.vcd" //Everyone, grab some incendiary ammo! } Rule SurvivorDeployUpIncendiaryCoach { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsCoach IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidDeployUpgradePack_Incendiary HasUpgradePack_Incendiary ApplyContext "SaidDeployUpgradePack_Incendiary:1:30" Response SurvivorDeployUpIncendiaryCoach } Response SurvivorPickupAdrenalineCoach { scene "scenes/Coach/Adrenaline02.vcd" //Grabbin' a shot! } Rule SurvivorPickupAdrenalineCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpAdrenaline IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupAdrenalineCoach } Response SurvivorPickupAdrenalineAlwaysCoach { scene "scenes/Coach/Adrenaline02.vcd" //Grabbin' a shot! } Rule SurvivorPickupAdrenalineAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpAdrenaline IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupAdrenalineAlwaysCoach } Response SurvivorPickupAutoShotgunCoach { scene "scenes/Coach/TakeAutoShotgun01.vcd" //This shotgun will put the hurt on them zombies. scene "scenes/Coach/TakeAutoShotgun02.vcd" //Autoshottie is mine. scene "scenes/Coach/TakeAutoShotgun03.vcd" //Oh hell yeah, I'm takin an autoshotgun. } Rule SurvivorPickupAutoShotgunCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupAutoShotgunCoach } Response SurvivorPickupAutoShotgunAlwaysCoach { scene "scenes/Coach/TakeAutoShotgun01.vcd" //This shotgun will put the hurt on them zombies. scene "scenes/Coach/TakeAutoShotgun02.vcd" //Autoshottie is mine. scene "scenes/Coach/TakeAutoShotgun03.vcd" //Oh hell yeah, I'm takin an autoshotgun. } Rule SurvivorPickupAutoShotgunAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupAutoShotgunAlwaysCoach } Response SurvivorPickupchainsawCoach { scene "scenes/Coach/MeleeWeapons04.vcd" //Got a chainsaw. scene "scenes/Coach/TakeMelee04.vcd" //I am gonna set some zombies straight with this. } Rule SurvivorPickupchainsawCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpchainsaw IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ChanceToFire60Percent IsNotInStartArea ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupchainsawCoach } Response SurvivorPickupcricket_batCoach { scene "scenes/Coach/MeleeWeapons14.vcd" //Paddle bat here. scene "scenes/Coach/MeleeWeapons15.vcd" //Got a paddle bat. scene "scenes/Coach/MeleeWeapons16.vcd" //I am gonna paddle the SHIT outta somethin'. scene "scenes/Coach/TakeMelee07.vcd" //Alright. Now I am ready. } Rule SurvivorPickupcricket_batCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpcricket_bat IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ChanceToFire60Percent IsNotInStartArea ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupcricket_batCoach } Response SurvivorPickupCricketBatCoach { scene "scenes/Coach/TakeMelee01.vcd" //Oh yeah. scene "scenes/Coach/TakeMelee02.vcd" //Alright now, mm-hm. This is gonna work. scene "scenes/Coach/TakeMelee03.vcd" //I am gonna smack some shit with this. scene "scenes/Coach/TakeMelee04.vcd" //I am gonna set some zombies straight with this. scene "scenes/Coach/TakeMelee05.vcd" //Yeah. This is my kind of weapon. scene "scenes/Coach/TakeMelee06.vcd" //Shit. I'd pay cash money for this. scene "scenes/Coach/TakeMelee07.vcd" //Alright. Now I am ready. } Rule SurvivorPickupCricketBatCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpcricket_bat IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupCricketBatCoach } Response SurvivorPickupCrowBarCoach { scene "scenes/Coach/MeleeWeapons11.vcd" //Grabbing a crowbar. scene "scenes/Coach/TakeMelee02.vcd" //Alright now, mm-hm. This is gonna work. scene "scenes/Coach/TakeMelee05.vcd" //Yeah. This is my kind of weapon. } Rule SurvivorPickupCrowBarCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpCrowBar IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ChanceToFire60Percent IsNotInStartArea ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupCrowBarCoach } Response SurvivorPickupDefibrillatorCoach { scene "scenes/Coach/Defibrillator03.vcd" //Got some chest paddles. scene "scenes/Coach/Defibrillator04.vcd" //Got a defib unit. } Rule SurvivorPickupDefibrillatorCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpDefibrillator IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupDefibrillatorCoach } Response SurvivorPickupelectric_guitarCoach { scene "scenes/Coach/MeleeWeapons08.vcd" //Grabbing a guitar. } Rule SurvivorPickupelectric_guitarCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpelectric_guitar IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ChanceToFire60Percent IsNotInStartArea ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupelectric_guitarCoach } Response SurvivorPickupFirstAidKitCoach { scene "scenes/Coach/TakeFirstAid01.vcd" //I'm grabbin' some first aid. scene "scenes/Coach/TakeFirstAid02.vcd" //Look here, this here first aid is mine. scene "scenes/Coach/TakeFirstAid03.vcd" //I got the first aid. } Rule SurvivorPickupFirstAidKitCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupFirstAidKitCoach } Response SurvivorPickupFirstAidKitAlwaysCoach { scene "scenes/Coach/TakeFirstAid01.vcd" //I'm grabbin' some first aid. scene "scenes/Coach/TakeFirstAid02.vcd" //Look here, this here first aid is mine. scene "scenes/Coach/TakeFirstAid03.vcd" //I got the first aid. } Rule SurvivorPickupFirstAidKitAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupFirstAidKitAlwaysCoach } Response SurvivorPickupFirstSMGCoach { scene "scenes/Coach/WorldC1M1B70.vcd" //Think the zombies mind if I take one of their guns? scene "scenes/Coach/WorldC1M1B74.vcd" //Now I ain't effin' around! scene "scenes/Coach/WorldC1M1B76.vcd" //I have NEVER been so happy to see a gun. scene "scenes/Coach/WorldC1M1B80.vcd" //Now we're talking. scene "scenes/Coach/WorldC1M1B82.vcd" //THAT levels the playin' field. } Rule SurvivorPickupFirstSMGCoach { criteria ConceptPlayerPickup IsCoach IsPickedUpSmg_silenced IsTalk IsTalkCoach IsNotSaidPickupFirstSMG IsSaidC1M1OpenDoor IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30,SaidPickupFirstSMG:1:0" applycontexttoworld Response SurvivorPickupFirstSMGCoach } Response SurvivorPickupGrenadeLauncherCoach { scene "scenes/Coach/TakeGrenadeLauncher01.vcd" //Damn, this shit looks dangerous. scene "scenes/Coach/TakeGrenadeLauncher02.vcd" //Alright now this is gonna blow some shit up. scene "scenes/Coach/TakeGrenadeLauncher03.vcd" //Man, it's gonna be raining zombie parts. scene "scenes/Coach/TakeGrenadeLauncher04.vcd" //Alright now, let's blow some shit up. scene "scenes/Coach/TakeGrenadeLauncher05.vcd" //I tell ya, it's gonna be raining zombie pieces. } Rule SurvivorPickupGrenadeLauncherCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpGrenadeLauncher IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupGrenadeLauncherCoach } Response SurvivorPickupHuntingRifleCoach { scene "scenes/Coach/TakeSniper01.vcd" //Gonna scope some smoker ass with this. scene "scenes/Coach/TakeSniper02.vcd" //Pow! I'm gonna snipe some bitches. scene "scenes/Coach/TakeSniper03.vcd" //Hey boy. Pow! Some bitches gonna get sniped. } Rule SurvivorPickupHuntingRifleCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupHuntingRifleCoach } Response SurvivorPickupHuntingRifleAlwaysCoach { scene "scenes/Coach/TakeSniper01.vcd" //Gonna scope some smoker ass with this. scene "scenes/Coach/TakeSniper02.vcd" //Pow! I'm gonna snipe some bitches. scene "scenes/Coach/TakeSniper03.vcd" //Hey boy. Pow! Some bitches gonna get sniped. } Rule SurvivorPickupHuntingRifleAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupHuntingRifleAlwaysCoach } Response SurvivorPickupIncendiaryAmmoCoach { scene "scenes/Coach/IncendAmmo03.vcd" //Let's burn some shit UP! scene "scenes/Coach/Yes03.vcd" //Yes. } Rule SurvivorPickupIncendiaryAmmoCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpIncendiaryAmmo IsNotSpeaking ChanceToFire40Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupIncendiaryAmmoCoach } Response SurvivorPickupKatanaCoach { scene "scenes/Coach/MeleeWeapons09.vcd" //Ninja sword here. scene "scenes/Coach/MeleeWeapons10.vcd" //Grabbing a sword. scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/TakeMelee01.vcd" //Oh yeah. scene "scenes/Coach/TakeMelee06.vcd" //Shit. I'd pay cash money for this. } Rule SurvivorPickupKatanaCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpKatana IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ChanceToFire60Percent IsNotInStartArea ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupKatanaCoach } Response SurvivorPickupLaserSightsAlwaysCoach { scene "scenes/Coach/Yes03.vcd" //Yes. scene "scenes/Coach/Yes04.vcd" //Oh Yeah. scene "scenes/Coach/Yes05.vcd" //For sure. } Rule SurvivorPickupLaserSightsAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpLaserSights IsNotSpeaking ChanceToFire50Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupLaserSightsAlwaysCoach } Response SurvivorPickupMacheteCoach { scene "scenes/Coach/MeleeWeapons02.vcd" //Got a machete. scene "scenes/Coach/TakeMelee01.vcd" //Oh yeah. } Rule SurvivorPickupMacheteCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpMachete IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ChanceToFire60Percent IsNotInStartArea ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupMacheteCoach } Response SurvivorPickupMagnumCoach { scene "scenes/Coach/TakeAssaultRifle02.vcd" //This right here'll mess some shit up. } Rule SurvivorPickupMagnumCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpMagnum IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupMagnumCoach } Response SurvivorPickupMagnumAlwaysCoach { scene "scenes/Coach/TakeAssaultRifle02.vcd" //This right here'll mess some shit up. } Rule SurvivorPickupMagnumAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpMagnum IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupMagnumAlwaysCoach } Response SurvivorPickupMolotovCoach { scene "scenes/Coach/TakeMolotov01.vcd" //Grabbing a Molotov. [to self] scene "scenes/Coach/TakeMolotov02.vcd" //Grabbing me a Molotov. [to self] } Rule SurvivorPickupMolotovCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupMolotovCoach } Response SurvivorPickupMolotovAlwaysCoach { scene "scenes/Coach/TakeMolotov01.vcd" //Grabbing a Molotov. [to self] scene "scenes/Coach/TakeMolotov02.vcd" //Grabbing me a Molotov. [to self] } Rule SurvivorPickupMolotovAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupMolotovAlwaysCoach } Response SurvivorPickupPainPillsCoach { scene "scenes/Coach/TakePills01.vcd" //Damn right. Gonna take everything I can. scene "scenes/Coach/TakePills02.vcd" //This shit'll help. scene "scenes/Coach/TakePills03.vcd" //I'm grabbing pills. scene "scenes/Coach/TakePills04.vcd" //I'm grabbing pills. scene "scenes/Coach/TakePills05.vcd" //I know one thing, I'm grabbing pills. scene "scenes/Coach/TakePills06.vcd" //I got the pills! } Rule SurvivorPickupPainPillsCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupPainPillsCoach } Response SurvivorPickupPainPillsAlwaysCoach { scene "scenes/Coach/TakePills01.vcd" //Damn right. Gonna take everything I can. scene "scenes/Coach/TakePills02.vcd" //This shit'll help. scene "scenes/Coach/TakePills03.vcd" //I'm grabbing pills. scene "scenes/Coach/TakePills04.vcd" //I'm grabbing pills. scene "scenes/Coach/TakePills05.vcd" //I know one thing, I'm grabbing pills. scene "scenes/Coach/TakePills06.vcd" //I got the pills! } Rule SurvivorPickupPainPillsAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupPainPillsAlwaysCoach } Response SurvivorPickupPipeBombCoach { scene "scenes/Coach/SpotGrenades09.vcd" //Grabbin a pipe bomb. scene "scenes/Coach/TakePipeBomb01.vcd" //Grabbin a pipe bomb. scene "scenes/Coach/TakePipeBomb02.vcd" //Ya boy! scene "scenes/Coach/TakePipeBomb03.vcd" //Oh shit yeah. } Rule SurvivorPickupPipeBombCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupPipeBombCoach } Response SurvivorPickupPipeBombAlwaysCoach { scene "scenes/Coach/SpotGrenades09.vcd" //Grabbin a pipe bomb. scene "scenes/Coach/TakePipeBomb01.vcd" //Grabbin a pipe bomb. scene "scenes/Coach/TakePipeBomb02.vcd" //Ya boy! scene "scenes/Coach/TakePipeBomb03.vcd" //Oh shit yeah. } Rule SurvivorPickupPipeBombAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupPipeBombAlwaysCoach } Response SurvivorPickupPumpShotgunCoach { scene "scenes/Coach/TakeShotgun01.vcd" //Grabbing a shotgun. scene "scenes/Coach/TakeShotgun02.vcd" //This shotgun 'll work. scene "scenes/Coach/TakeShotgun03.vcd" //Grabbing a shotgun. } Rule SurvivorPickupPumpShotgunCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupPumpShotgunCoach } Response SurvivorPickupPumpShotgunAlwaysCoach { scene "scenes/Coach/TakeShotgun01.vcd" //Grabbing a shotgun. scene "scenes/Coach/TakeShotgun02.vcd" //This shotgun 'll work. scene "scenes/Coach/TakeShotgun03.vcd" //Grabbing a shotgun. } Rule SurvivorPickupPumpShotgunAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupPumpShotgunAlwaysCoach } Response SurvivorPickupRifleCoach { scene "scenes/Coach/TakeAssaultRifle01.vcd" //Shit. Shoulda taught this class. scene "scenes/Coach/TakeAssaultRifle02.vcd" //This right here'll mess some shit up. scene "scenes/Coach/TakeAssaultRifle03.vcd" //Ah hell. Gonna set some things right with this shit. scene "scenes/Coach/TakeAssaultRifle04.vcd" //I got the assault rifle. scene "scenes/Coach/TakeAssaultRifle05.vcd" //Gonna take the assault rifle. } Rule SurvivorPickupRifleCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupRifleCoach } Response SurvivorPickupRifleAlwaysCoach { scene "scenes/Coach/TakeAssaultRifle01.vcd" //Shit. Shoulda taught this class. scene "scenes/Coach/TakeAssaultRifle02.vcd" //This right here'll mess some shit up. scene "scenes/Coach/TakeAssaultRifle03.vcd" //Ah hell. Gonna set some things right with this shit. scene "scenes/Coach/TakeAssaultRifle04.vcd" //I got the assault rifle. scene "scenes/Coach/TakeAssaultRifle05.vcd" //Gonna take the assault rifle. } Rule SurvivorPickupRifleAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupRifleAlwaysCoach } Response SurvivorPickupSecondPistolCoach { scene "scenes/Coach/TakePistol01.vcd" //Takin an extra pistol. scene "scenes/Coach/TakePistol02.vcd" //Gonna go all Akimbo and shit. scene "scenes/Coach/TakePistol03.vcd" //Yeah, I'm goin two for one here. } Rule SurvivorPickupSecondPistolCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupSecondPistolCoach } Response SurvivorPickupSMGCoach { scene "scenes/Coach/TakeSubMachineGun01.vcd" //Guess I'll take this here machine gun. scene "scenes/Coach/TakeSubMachineGun02.vcd" //Grabbing a machinegun. scene "scenes/Coach/TakeSubMachineGun03.vcd" //Pat at tat tat [to self] } Rule SurvivorPickupSMGCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupSMGCoach } Response SurvivorPickupSMGAlwaysCoach { scene "scenes/Coach/TakeSubMachineGun01.vcd" //Guess I'll take this here machine gun. scene "scenes/Coach/TakeSubMachineGun02.vcd" //Grabbing a machinegun. scene "scenes/Coach/TakeSubMachineGun03.vcd" //Pat at tat tat [to self] } Rule SurvivorPickupSMGAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupSMGAlwaysCoach } Response SurvivorPickuptonfaCoach { scene "scenes/Coach/MeleeWeapons06.vcd" //Grabbing a nightstick. scene "scenes/Coach/TakeMelee03.vcd" //I am gonna smack some shit with this. } Rule SurvivorPickuptonfaCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUptonfa IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ChanceToFire60Percent IsNotInStartArea ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickuptonfaCoach } Response SurvivorPickupUpExplosiveAmmoCoach { scene "scenes/Coach/Yes03.vcd" //Yes. scene "scenes/Coach/Yes04.vcd" //Oh Yeah. scene "scenes/Coach/Yes05.vcd" //For sure. } Rule SurvivorPickupUpExplosiveAmmoCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpExplosiveAmmo IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupUpExplosiveAmmoCoach } Response SurvivorPickupUpExplosivesCoach { scene "scenes/Coach/ExplosiveAmmo03.vcd" //Grabbin' some frag rounds! } Rule SurvivorPickupUpExplosivesCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpUpgradePack_Explosive IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupUpExplosivesCoach } Response SurvivorPickupUpIncendiaryCoach { scene "scenes/Coach/IncendAmmo02.vcd" //Grabbin' fire bullets! } Rule SurvivorPickupUpIncendiaryCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpUpgradePack_Incendiary IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryCoach } Response SurvivorPickupUpIncendiaryAmmoCoach { scene "scenes/Coach/IncendAmmo03.vcd" //Let's burn some shit UP! scene "scenes/Coach/Yes03.vcd" //Yes. } Rule SurvivorPickupUpIncendiaryAmmoCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpIncendiaryAmmo IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryAmmoCoach } Response SurvivorPickupVomitJarCoach { scene "scenes/Coach/BoomerJar02.vcd" //Grabbin' puke! scene "scenes/Coach/BoomerJar03.vcd" //Grabbin' a bile jar! scene "scenes/Coach/BoomerJar06.vcd" //Grabbin' puke! scene "scenes/Coach/BoomerJar08.vcd" //Grabbin' a bile jar! } Rule SurvivorPickupVomitJarCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupVomitJarCoach } Response SurvivorPickupVomitJarAlwaysCoach { scene "scenes/Coach/BoomerJar02.vcd" //Grabbin' puke! scene "scenes/Coach/BoomerJar03.vcd" //Grabbin' a bile jar! scene "scenes/Coach/BoomerJar06.vcd" //Grabbin' puke! scene "scenes/Coach/BoomerJar08.vcd" //Grabbin' a bile jar! } Rule SurvivorPickupVomitJarAlwaysCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysCoach } Response SurvivorPickupVomitJarAlwaysC1Coach { scene "scenes/Coach/BoomerJar02.vcd" then coach Player.TakeVomitJarC1a foo:0 -0.912 //Grabbin' puke! scene "scenes/Coach/BoomerJar06.vcd" //Grabbin' puke! } Rule SurvivorPickupVomitJarAlwaysC1Coach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkCoach IsWorldTalkCoach ismap_c1m1_hotelC1 ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysC1Coach } Response SurvivorPickupVomitJarC1Coach { scene "scenes/Coach/BoomerJar02.vcd" then coach Player.TakeVomitJarC1a foo:0 -0.912 //Grabbin' puke! scene "scenes/Coach/BoomerJar06.vcd" //Grabbin' puke! } Rule SurvivorPickupVomitJarC1Coach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkCoach IsWorldTalkCoach ismap_c1m1_hotelC1 ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupVomitJarC1Coach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerGettingRevivedCoach { scene "scenes/Coach/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 -1.648 //I'm cool. scene "scenes/Coach/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 -1.077 //It's all good. scene "scenes/Coach/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 -1.608 //Hell yeah it hurts. scene "scenes/Coach/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 -1.239 //Yeah it hurts. scene "scenes/Coach/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 -1.270 //I'm good, I'm good. scene "scenes/Coach/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 -1.654 //What in the hell do you think? scene "scenes/Coach/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 -1.177 //Ohhh shit. scene "scenes/Coach/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 -1.123 //Hook me up. scene "scenes/Coach/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 -0.895 //Hurry it up. scene "scenes/Coach/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 -1.045 //[groan] scene "scenes/Coach/GettingRevived11.vcd" then From ReviveFriendDownFinal foo:0 -0.811 //[groan2] scene "scenes/Coach/GettingRevived12.vcd" then From ReviveFriendDownFinal foo:0 -1.664 //[groan2] scene "scenes/Coach/GettingRevived13.vcd" odds 4 then From ReviveFriendDownFinal foo:0 -2.350 //They better name a school after me for this shit. scene "scenes/Coach/GettingRevived14.vcd" then From ReviveFriendDownFinal foo:0 -1.811 //Help me up and I can walk this off. scene "scenes/Coach/GettingRevived15.vcd" then From ReviveFriendDownFinal foo:0 -1.813 //Ain't gonna be nothing left of me. scene "scenes/Coach/GettingRevived16.vcd" then From ReviveFriendDownFinal foo:0 -1.275 //I'm just screwin with ya. scene "scenes/Coach/GettingRevived18.vcd" then From ReviveFriendDownFinal foo:0 -1.333 //What ya tellin me man? scene "scenes/Coach/GettingRevived19.vcd" then From ReviveFriendDownFinal foo:0 -0.988 //I've been worse. scene "scenes/Coach/GettingRevived20.vcd" then From ReviveFriendDownFinal foo:0 -0.790 //Whata you mean? scene "scenes/Coach/GettingRevived21.vcd" then From ReviveFriendDownFinal foo:0 -0.626 //I'm okay. scene "scenes/Coach/GettingRevived22.vcd" then From ReviveFriendDownFinal foo:0 -0.588 //Ain't nothin'. scene "scenes/Coach/GettingRevived23.vcd" then From ReviveFriendDownFinal foo:0 -0.978 //I can walk it off. scene "scenes/Coach/GettingRevived24.vcd" then From ReviveFriendDownFinal foo:0 -0.488 //Okay. scene "scenes/Coach/GettingRevived25.vcd" then From ReviveFriendDownFinal foo:0 -0.778 //Good enough. scene "scenes/Coach/GettingRevived26.vcd" then From ReviveFriendDownFinal foo:0 -0.656 //Just get me up. scene "scenes/Coach/GettingRevived27.vcd" then From ReviveFriendDownFinal foo:0 -4.297 //Man, been better, been better. scene "scenes/Coach/GettingRevived28.vcd" then From ReviveFriendDownFinal foo:0 -1.764 //Can't lie, been better. scene "scenes/Coach/GettingRevived29.vcd" then From ReviveFriendDownFinal foo:0 -2.076 //Damn, this shit hurts. scene "scenes/Coach/GettingRevived30.vcd" then From ReviveFriendDownFinal foo:0 -1.651 //Don't like bein' on the ground. scene "scenes/Coach/GettingRevived31.vcd" then From ReviveFriendDownFinal foo:0 -1.062 //I'm hurtin down here. scene "scenes/Coach/GettingRevived32.vcd" then From ReviveFriendDownFinal foo:0 -1.791 //Well I ain't on my back for nothin'. scene "scenes/Coach/GettingRevived33.vcd" then From ReviveFriendDownFinal foo:0 -1.924 //Man, how the hell you think I'm doin'? scene "scenes/Coach/GettingRevived34.vcd" //I'm fine, but let's not waste time chit-chattin'. scene "scenes/Coach/GettingRevived35.vcd" then From ReviveFriendDownFinal foo:0 -0.484 //I'm good. scene "scenes/Coach/GettingRevived36.vcd" then From ReviveFriendDownFinal foo:0 -2.086 //I'll live... most likely. scene "scenes/Coach/GettingRevived37.vcd" then From ReviveFriendDownFinal foo:0 -2.288 //Tell you what, ain't my best day. } Rule PlayerGettingRevivedCoach { criteria ConceptReviveFriendDown IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerGettingRevivedCoach } Response PlayerHealOtherCoach { scene "scenes/Coach/HealOther01.vcd" //Stop squirmin' I'm gonna heal ya. scene "scenes/Coach/HealOther02.vcd" //Hold up, I'm gonna heal your ass. scene "scenes/Coach/HealOther03.vcd" //Hold up now, I'll fix ya. scene "scenes/Coach/HealOther04.vcd" //Shit they beat ya good, let me heal ya'll. scene "scenes/Coach/HealOther05.vcd" //Quit fussin' I'll heal ya. scene "scenes/Coach/HealOther06.vcd" //Goddamit, quit fussin and let me heal ya. scene "scenes/Coach/HealOther07.vcd" //Allright hang on, this might sting a bit. } Rule PlayerHealOtherCoach { criteria ConceptPlayerHealingOther IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerHealOtherCoach } Response PlayerHealOtherC1Coach { scene "scenes/Coach/HealOtherC101.vcd" //Quit squirming, or I might mess this up. scene "scenes/Coach/HealOtherC102.vcd" //Stand still now, 'cause I ain't used to doin' this. scene "scenes/Coach/HealOtherC103.vcd" //I hope this makes you feel better ain't sure what I'm doin'. } Rule PlayerHealOtherC1Coach { criteria ConceptPlayerHealingOther IsNotCoughing IsCoach IsTalk IsTalkCoach IsCampaignl4d2_1 IsWorldTalkCoach ismap_c1m1_hotelC1 NoKnowNames Response PlayerHealOtherC1Coach } Response PlayerHealOtherCombatCoach { scene "scenes/Coach/HealOtherCombat01.vcd" //Hold on! Hold on! scene "scenes/Coach/HealOtherCombat02.vcd" //Let me heal your shit. scene "scenes/Coach/HealOtherCombat03.vcd" //Let me heal ya now. scene "scenes/Coach/HealOtherCombat04.vcd" //Lemme heal ya! scene "scenes/Coach/HealOtherCombat05.vcd" //Hold up, I'll fix ya. scene "scenes/Coach/HealOtherCombat06.vcd" //Stand still, I'm healin' ya! } Rule PlayerHealOtherCombatCoach { criteria ConceptPlayerHealingOther IsNotCoughing IsCoach IsTalk IsTalkCoach InCombat IsWorldTalkCoach Response PlayerHealOtherCombatCoach } Response PlayerLedgeSaveCoach { scene "scenes/Coach/LedgeSave01.vcd" //Oh shit, look at ya. Let me help you up. scene "scenes/Coach/LedgeSave02.vcd" //I got ya, I got ya. scene "scenes/Coach/LedgeSave03.vcd" //Damn, this shit's messed up, you gonna hurt yourself hangin there. scene "scenes/Coach/LedgeSave04.vcd" //What do you say we get your ass up off this here ledge? scene "scenes/Coach/LedgeSave05.vcd" //Easy, let me help ya up now, cause I ain't gonna go get your ass if you fall. } Rule PlayerLedgeSaveCoach { criteria ConceptPlayerLedgeSave IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Response PlayerLedgeSaveCoach } Response PlayerReviveFriendCoach { scene "scenes/Coach/ReviveFriend01.vcd" //Don't mean to be pickin on ya, but y'all look like shit. scene "scenes/Coach/ReviveFriend02.vcd" //What we got here? Ain't nothin'. Ya good. scene "scenes/Coach/ReviveFriend03.vcd" //You ain't right, but lets get ya up and movin'. scene "scenes/Coach/ReviveFriend04.vcd" //Let's get ya up and take a look at ya, yeah yeah you good. scene "scenes/Coach/ReviveFriend05.vcd" //Damn, they beat ya ass good didn't they? I get ya up though. scene "scenes/Coach/ReviveFriend06.vcd" //You for real? You gonna stay down with a little scratch like that? Get up! scene "scenes/Coach/ReviveFriend07.vcd" //Let's get ya ass up, a little nick ain't no reason to give up. scene "scenes/Coach/ReviveFriend08.vcd" //Come on man, don't shit yourself over this. You gonna be okay. Let me get ya up. scene "scenes/Coach/ReviveFriend09.vcd" //Down and give me 20. Just foolin', let's get ya back up on your feet. scene "scenes/Coach/ReviveFriend10.vcd" then Subject ReviveFriendDown foo:0 -1.159 //Where that put you at? scene "scenes/Coach/ReviveFriend11.vcd" then Subject ReviveFriendDown foo:0 -1.353 //They put a hurtin on ya. scene "scenes/Coach/ReviveFriend12.vcd" then Subject ReviveFriendDown foo:0 -1.882 //What we got here? scene "scenes/Coach/ReviveFriend13.vcd" //No time to be gentle. Let's get you up on your feet. scene "scenes/Coach/ReviveFriend14.vcd" //Come on now, what you goin' on about? You're gonna make it. Let's get you up. scene "scenes/Coach/ReviveFriendA01.vcd" then Subject ReviveFriendDown foo:0 -1.004 //You dead? scene "scenes/Coach/ReviveFriendA02.vcd" then Subject ReviveFriendDown foo:0 -0.710 //You good? scene "scenes/Coach/ReviveFriendA03.vcd" then Subject ReviveFriendDown foo:0 -1.316 //Gonna lay there all day? scene "scenes/Coach/ReviveFriendA04.vcd" then Subject ReviveFriendDown foo:0 -0.806 //So what happened? scene "scenes/Coach/ReviveFriendA05.vcd" then Subject ReviveFriendDown foo:0 -0.951 //They end you? scene "scenes/Coach/ReviveFriendA06.vcd" then Subject ReviveFriendDown foo:0 -1.198 //This it for you? scene "scenes/Coach/ReviveFriendA07.vcd" then Subject ReviveFriendDown foo:0 -0.797 //You right? scene "scenes/Coach/ReviveFriendA08.vcd" then Subject ReviveFriendDown foo:0 -1.224 //You wanna stay down? } Rule PlayerReviveFriendCoach { criteria ConceptPlayerReviveFriend IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCoach } Response PlayerReviveFriendBCoach { scene "scenes/Coach/ReviveFriendB01.vcd" //Allright good. scene "scenes/Coach/ReviveFriendB02.vcd" //Walk it off. scene "scenes/Coach/ReviveFriendB03.vcd" //You okay. scene "scenes/Coach/ReviveFriendB04.vcd" //You look good. scene "scenes/Coach/ReviveFriendB05.vcd" //Come on now. scene "scenes/Coach/ReviveFriendB06.vcd" //Now you're back in business. scene "scenes/Coach/ReviveFriendB07.vcd" //Up we go. scene "scenes/Coach/ReviveFriendB08.vcd" //You good. scene "scenes/Coach/ReviveFriendB09.vcd" //You're doin fine. scene "scenes/Coach/ReviveFriendB10.vcd" //This don't look bad. scene "scenes/Coach/ReviveFriendB11.vcd" //Can't lose you now can we? scene "scenes/Coach/ReviveFriendB12.vcd" //See you're gonna make it. scene "scenes/Coach/ReviveFriendB13.vcd" //Told ya. Wasn't nothing. scene "scenes/Coach/ReviveFriendB14.vcd" //All right, let's finish what we started. scene "scenes/Coach/ReviveFriendB15.vcd" //Alright now, we're back in business. } Rule PlayerReviveFriendBCoach { criteria ConceptReviveFriendDownFinal IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendBCoach } Response PlayerReviveFriendCriticalCoach { scene "scenes/Coach/ReviveCriticalFriend01.vcd" //You might want to make your peace. You hurt bad. One more time and that is it for ya. scene "scenes/Coach/ReviveCriticalFriend02.vcd" //They keep jumpin your shit and you keep goin' down... One more time and that's it. scene "scenes/Coach/ReviveCriticalFriend03.vcd" //You gonna be okay... ah nah, nah, I can't lie to ya. Go down again and that's it for ya. scene "scenes/Coach/ReviveCriticalFriend04.vcd" //You look like one of those dudes in a drivin school film, this may be it for ya. scene "scenes/Coach/ReviveCriticalFriend05.vcd" //I ain't clownin' when I say this, but you better not go down again, cause that be it for ya. scene "scenes/Coach/ReviveCriticalFriend06.vcd" //I gotta be straight with ya, you gonna die if you go down again, you understand? scene "scenes/Coach/ReviveCriticalFriend07.vcd" //You gonna want to make peace my man, you go down again and you ain't gettin back up. } Rule PlayerReviveFriendCriticalCoach { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalCoach } Response PlayerReviveFriendLoudCoach { scene "scenes/Coach/ReviveFriendLoud01.vcd" //Come on now! Get ya ass up. scene "scenes/Coach/ReviveFriendLoud02.vcd" //We ain't got time for this, get up. scene "scenes/Coach/ReviveFriendLoud03.vcd" //Let's get you ass up. scene "scenes/Coach/ReviveFriendLoud04.vcd" //Oh shit, come on, get up. scene "scenes/Coach/ReviveFriendLoud05.vcd" //Come on now, ain't got time for this, get up. scene "scenes/Coach/ReviveFriendLoud06.vcd" //Get your ass up! Get up! scene "scenes/Coach/ReviveFriendLoud07.vcd" //Getup! Come on now. Get. Up! } Rule PlayerReviveFriendLoudCoach { criteria ConceptPlayerReviveFriend IsNotCoughing IsCoach IsZombiePresentTank IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudCoach } Rule PlayerLedgeSaveCriticalCoach { criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - ZRescue //-------------------------------------------------------------------------------------------------------------- Rule PlayerReviveFriendLoud2Coach { criteria ConceptPlayerReviveFriend IsNotCoughing IsCoach IntensityHigh IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudCoach } Rule PlayerReviveFriendLoudCritCoach { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsCoach IntensityHigh IsTalk IsTalkCoach IntensityHigh IsWorldTalkCoach ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response _C1M1_ElevatorHelloCoach { scene "scenes/Coach/WorldC1M1B100.vcd" //My name's Coach. I don't like bein' here any more than you do-but if we gotta fight, we might as well fight together. scene "scenes/Coach/WorldC1M1B101.vcd" //My name's Coach. And I KNOW how to shoot a gun. scene "scenes/Coach/WorldC1M1B105.vcd" //And you? scene "scenes/Coach/WorldC1M1B106.vcd" //There we go. Most people call me Coach. And we're gonna be okay. Just gotta keep our heads. scene "scenes/Coach/WorldC1M1B108.vcd" //Everyone just calls me Coach. scene "scenes/Coach/WorldC1M1B109.vcd" //Naw, I'm good. You? scene "scenes/Coach/WorldC1M1B110.vcd" //People call me Coach, what's your name? scene "scenes/Coach/WorldC1M1B125.vcd" //Coach'll work. scene "scenes/Coach/WorldC1M1B96.vcd" //So. Pleased to meet you. You can call me Coach. What's your name? scene "scenes/Coach/WorldC1M1B99.vcd" //Coach. } Rule _C1M1_ElevatorHelloCoach { criteria Concept_C1M1_ElevatorHello IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:7.156" applycontexttoworld Response _C1M1_ElevatorHelloCoach } Response _C1M1_ElevatorHello01aCoach { scene "scenes/Coach/WorldC1M1B98.vcd" then producer _C1M1_ElevatorHello02a foo:0 -1.524 //People just call me Coach. } Rule _C1M1_ElevatorHello01aCoach { criteria Concept_C1M1_ElevatorHello01a IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _C1M1_ElevatorHello01aCoach } Response _C1M1_ElevatorHello01cCoach { scene "scenes/Coach/WorldC1M1B104.vcd" then mechanic _C1M1_ElevatorHello02c foo:0 -3.956 //Settle down, son. We're going to be okay. What's your name? } Rule _C1M1_ElevatorHello01cCoach { criteria Concept_C1M1_ElevatorHello01c IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.056" applycontexttoworld Response _C1M1_ElevatorHello01cCoach } Response _C1M1_ElevatorHello01dCoach { scene "scenes/Coach/WorldC1M1B103.vcd" then producer _C1M1_ElevatorHello02d foo:0 -0.673 //Coach. } Rule _C1M1_ElevatorHello01dCoach { criteria Concept_C1M1_ElevatorHello01d IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _C1M1_ElevatorHello01dCoach } Response _C1M1_ElevatorHello02bCoach { scene "scenes/Coach/WorldC1M1B121.vcd" then coach _C1M1_ElevatorHello03b foo:0 -1.224 //No, I'm good. scene "scenes/Coach/WorldC1M1B124.vcd" then coach _C1M1_ElevatorHello03b foo:0 -0.852 //I don't think so. } Rule _C1M1_ElevatorHello02bCoach { criteria Concept_C1M1_ElevatorHello02b IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.324" applycontexttoworld Response _C1M1_ElevatorHello02bCoach } Response _C1M1_ElevatorHello03bCoach { scene "scenes/Coach/WorldC1M1B97.vcd" then producer _C1M1_ElevatorHello04b foo:0 -3.619 //My friends call me Coach. I guess y'all can do the same. } Rule _C1M1_ElevatorHello03bCoach { criteria Concept_C1M1_ElevatorHello03b IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.719" applycontexttoworld Response _C1M1_ElevatorHello03bCoach } Response _C1M1_ElevatorHello05cCoach { scene "scenes/Coach/WorldC1M1B111.vcd" //Let's stay together... for a little longer at least. Okay, Nick? } Rule _C1M1_ElevatorHello05cCoach { criteria Concept_C1M1_ElevatorHello05c IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.619" applycontexttoworld Response _C1M1_ElevatorHello05cCoach } Response _c1m4startelevator4bCoach { scene "scenes/Coach/WorldC1M4B01.vcd" then mechanic _c1m4startelevator5a foo:0 -2.313 //Son, you got a DEAL. scene "scenes/Coach/WorldC1M4B02.vcd" then mechanic _c1m4startelevator5a foo:0 -5.790 //Ha HA! All the way to New Orleans! Baby, that sounds like a PLAN. scene "scenes/Coach/WorldC1M4B05.vcd" then mechanic _c1m4startelevator5b foo:0 -6.334 //Normally I wouldn't do this. But in these circumstances, I think Mr. Gibbs, Jr. ain't gonna mind. scene "scenes/Coach/WorldC1M4B10.vcd" then mechanic _c1m4startelevator5b foo:0 -2.685 //Forgive us Jimmy, but we need your car. } Rule _c1m4startelevator4bCoach { criteria Concept_c1m4startelevator4b IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator4bCoach } Response _c1m4startelevatorLastCoach { scene "scenes/Coach/WorldC1M4B08.vcd" //Soon as them doors open? You run your ass off and find some GAS. scene "scenes/Coach/WorldC1M4B09.vcd" //Soon as these doors open, get ready to MOVE. } Rule _c1m4startelevatorLastCoach { criteria Concept_c1m4startelevatorLast IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevatorLastCoach } Response _C2M1_Fall01Coach { scene "scenes/Coach/WorldC2M131.vcd" //Damn, I am too old for this shit. } Rule _C2M1_Fall01Coach { criteria Concept_C2M1_Fall01 IsCoach NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival Response _C2M1_Fall01Coach } Response _C2M1_Fall02Coach { scene "scenes/Coach/WorldC2M132.vcd" //Nah, hell no. scene "scenes/Coach/WorldC2M134.vcd" //You a crazy man Ellis. } Rule _C2M1_Fall02Coach { criteria Concept_C2M1_Fall02 IsCoach NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoachHappy ApplyContext "_auto_CoachAngry:1:4" applycontexttoworld Response _C2M1_Fall02Coach } Response _C2M1_Fall04Coach { scene "scenes/Coach/WorldC2M1B11.vcd" //[laughs] It's not funny. You coulda really hurt yours[breaks into laughs again] Naw, it's funny. } Rule _C2M1_Fall04Coach { criteria Concept_C2M1_Fall04 IsCoach NotInCombat ChanceToFire20Percent IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoachAngry ApplyContext "Talk:1:7.124,_auto_CoachHappy:1:4" applycontexttoworld Response _C2M1_Fall04Coach } Response _c2m1_searchlights01Coach { scene "scenes/Coach/WorldC2M122.vcd" //That there's whispering oaks. } Rule _c2m1_searchlights01Coach { criteria Concept_c2m1_searchlights01 IsCoach NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.903" applycontexttoworld Response _c2m1_searchlights01Coach } Response _c2m1_searchlights02Coach { scene "scenes/Coach/WorldC2M2B02.vcd" then any _c2m1_searchlights03 foo:0 0.01 //There's still searchlights on. I'd say that's a good sign. } Rule _c2m1_searchlights02Coach { criteria Concept_c2m1_searchlights02 IsCoach NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.292" applycontexttoworld Response _c2m1_searchlights02Coach } Response _c2m1_searchlights03Coach { scene "scenes/Coach/WorldC2M2B01.vcd" //We'll head towards the searchlights. If there's an evac, it'll be there. } Rule _c2m1_searchlights03Coach { criteria Concept_c2m1_searchlights03 IsCoach NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.295" applycontexttoworld Response _c2m1_searchlights03Coach } Response _C2M1abandoned01Coach { scene "scenes/Coach/WorldC2M1B02.vcd" then any _C2M1abandoned02 foo:0 0.01 //Maybe they left 'em when they got rescued. } Rule _C2M1abandoned01Coach { criteria Concept_C2M1abandoned01 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _C2M1abandoned01Coach } Response _C2M1BillboardCoach { scene "scenes/Coach/WorldC2M1B03.vcd" then Gambler _C2M1Billboard01 foo:0 0.02 //Hey, Whisperin' Oaks! Shit, I used to go there when I was a kid! } Rule _C2M1BillboardCoach { criteria Concept_C2M1Billboard IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _C2M1BillboardCoach } Response _C2M2_Bathroom01Coach { scene "scenes/Coach/WorldC2M201.vcd" //Oh. Ahh sorry Ro. } Rule _C2M2_Bathroom01Coach { criteria Concept_C2M2_Bathroom01 IsCoach NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival Response _C2M2_Bathroom01Coach } Response _C2M2_CaroStart03Coach { scene "scenes/Coach/WorldC2M215.vcd" //Ahh damn, the merry-go-round started! scene "scenes/Coach/WorldC2M216.vcd" //Shit. That things make it a racket! } Rule _C2M2_CaroStart03Coach { criteria Concept_C2M2_CaroStart03 IsCoach IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response _C2M2_CaroStart03Coach } Response _C2M2_CottonCandy01Coach { scene "scenes/Coach/WorldC2M2B25.vcd" //Cotton Candy. The king of foods. scene "scenes/Coach/WorldC2M2B26.vcd" //Ah yeah. Cotton Candy. The wise pharaoh of food. Sittin' atop the food pyramid, passin' judgement on all lesser foods. } Rule _C2M2_CottonCandy01Coach { criteria Concept_C2M2_CottonCandy01 IsCoach NotInCombat IsSubjectDistNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:10.109" applycontexttoworld Response _C2M2_CottonCandy01Coach } Response _C2M2_Kiddie01Coach { scene "scenes/Coach/WorldC2M2B29.vcd" then producer _C2M2_Kiddie05 foo:0 0.2 //Sometimes it feels like we're babysitting, doesn't it? } Rule _C2M2_Kiddie01Coach { criteria Concept_C2M2_Kiddie01 IsCoach NotInCombat IsSubjectDistNear500 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.173" applycontexttoworld Response _C2M2_Kiddie01Coach } Response _C2M2_Riders04Coach { scene "scenes/Coach/WorldC2M2B09.vcd" then self _C2M2_Riders05 foo:0 0.2 //Hell yes! I got ALL their albums. Even their new stuff that ain't no good. } Rule _C2M2_Riders04Coach { criteria Concept_C2M2_Riders04 IsCoach IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8" applycontexttoworld Response _C2M2_Riders04Coach } Response _C2M2_Riders05Coach { scene "scenes/Coach/WorldC2M2B11.vcd" then any _C2M2_Riders06 foo:0 0.2 //Best light show in the business, though. } Rule _C2M2_Riders05Coach { criteria Concept_C2M2_Riders05 IsCoach IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8" applycontexttoworld Response _C2M2_Riders05Coach } Response _C2M2_Riders07Coach { scene "scenes/Coach/WorldC2M2B09.vcd" then self _C2M2_Riders05 foo:0 0.2 //Hell yes! I got ALL their albums. Even their new stuff that ain't no good. } Rule _C2M2_Riders07Coach { criteria Concept_C2M2_Riders07 IsCoach IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8" applycontexttoworld Response _C2M2_Riders07Coach } Response _C2M2_SeeSafehouse01Coach { scene "scenes/Coach/WorldC2M218.vcd" //Oh yeah... tunnel of love. } Rule _C2M2_SeeSafehouse01Coach { criteria Concept_C2M2_SeeSafehouse01 IsCoach IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response _C2M2_SeeSafehouse01Coach } Response _c2m3_coaster01Coach { scene "scenes/Coach/WorldC2M312.vcd" //Running the screaming oak...now don't that beat all... } Rule _c2m3_coaster01Coach { criteria Concept_c2m3_coaster01 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:3.591" applycontexttoworld Response _c2m3_coaster01Coach } Response _c2m3_coaster05Coach { scene "scenes/Coach/WorldC2M311.vcd" //No, this ain't gonna be cool. You ain't right in the head boy. } Rule _c2m3_coaster05Coach { criteria Concept_c2m3_coaster05 IsCoach ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:4.144" applycontexttoworld Response _c2m3_coaster05Coach } Response _c2m3_coaster08Coach { scene "scenes/Coach/WorldC2M312.vcd" //Running the screaming oak...now don't that beat all... } Rule _c2m3_coaster08Coach { criteria Concept_c2m3_coaster08 IsCoach AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:3.591" applycontexttoworld Response _c2m3_coaster08Coach } Response _c2m3_freshair01Coach { scene "scenes/Coach/WorldC2M308.vcd" //Hm. Shit. First time I ever couldn't wait to get out of the tunnel of love. } Rule _c2m3_freshair01Coach { criteria Concept_c2m3_freshair01 IsCoach IsSubjectDistNear250 NotInCombat TimeSinceGroupInCombat04 ChanceToFire80Percent TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival Response _c2m3_freshair01Coach } Response _c2m3_hole01Coach { scene "scenes/Coach/WorldC2M306.vcd" //Alright, let's do this together. } Rule _c2m3_hole01Coach { criteria Concept_c2m3_hole01 IsCoach NotInCombat IsSubjectDistNear250 AutoIsNotScavenge AutoIsNotSurvival _auto_NotDownHole Response _c2m3_hole01Coach } Response _C4_BigStormHits01Coach { scene "scenes/Coach/MiscDirectional63.vcd" then any _C4_BigStormHits02 foo:0 0.04 //SQUALL'S STARTIN', PEOPLE! scene "scenes/Coach/MiscDirectional64.vcd" then any _C4_BigStormHits02 foo:0 0.04 //STORM COMIN'! } Rule _C4_BigStormHits01Coach { criteria Concept_C4_BigStormHits01 IsCoach _auto_NotC4CoachInCover ApplyContext "Talk:1:1.787" applycontexttoworld Response _C4_BigStormHits01Coach } Response _C4_BigStormHits02Coach { scene "scenes/Coach/MiscDirectional65.vcd" //STICK TOGETHER! } Rule _C4_BigStormHits02Coach { criteria Concept_C4_BigStormHits02 IsCoach IsNotCoughing IsSubjectDistNear600 IsNotIncapacitated _auto_NotC4CoachInCover ApplyContext "Talk:1:1.203" applycontexttoworld Response _C4_BigStormHits02Coach } Response _c4m1_rainresponseCoach { scene "scenes/Coach/WorldC4M1B17.vcd" //Aw hell. Looks like a bad storm's comin. } Rule _c4m1_rainresponseCoach { criteria Concept_c4m1_rainresponse IsCoach NotInCombat IsTalkCoach IsWorldTalkCoach SecondsSinceCombat2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_004 ApplyContext "SrcGrp_C4M1_004:1:0" applycontexttoworld Response _c4m1_rainresponseCoach } Response _c4m1Intro05Coach { scene "scenes/Coach/WorldC4M1B06.vcd" then any _c4m1Intro20 foo:0 0.01 //What gun bag? Oh for-TELL ME we didn't forget the guns. } Rule _c4m1Intro05Coach { criteria Concept_c4m1Intro05 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.517" Response _c4m1Intro05Coach } Response _c4m1Intro09Coach { scene "scenes/Coach/WorldC4M1B01.vcd" //Look here, the gas station's right across the street. We coulda already been there and back by now. Come on. } Rule _c4m1Intro09Coach { criteria Concept_c4m1Intro09 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.888" Response _c4m1Intro09Coach } Response _c4m1Intro14Coach { scene "scenes/Coach/No11.vcd" then gambler _c4m1Intro13 foo:0 0.01 //No. } Rule _c4m1Intro14Coach { criteria Concept_c4m1Intro14 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _c4m1Intro14Coach } Response _c4m2_caneyell01Coach { scene "scenes/Coach/WorldC4M2B29.vcd" //KEEP MOVING! } Rule _c4m2_caneyell01Coach { criteria Concept_c4m2_caneyell01 IsCoach ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsCoachInCane Response _c4m2_caneyell01Coach } Response _c4m2_ElevatorHere01Coach { scene "scenes/Coach/WorldC4M2B22.vcd" //ELEVATOR'S HERE! scene "scenes/Coach/WorldC4M2B24.vcd" //EVERYBODY IN THE ELEVATOR! scene "scenes/Coach/WorldC4M2B25.vcd" //GET YOUR ASSES IN THE ELEVATOR! } Rule _c4m2_ElevatorHere01Coach { criteria Concept_c4m2_ElevatorHere01 IsCoach IsNotIncapacitated IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_ElevatorHere01Coach } Response _c4m2_gasinside01Coach { scene "scenes/Coach/WorldC4M2B32.vcd" //Cool. Let's go get it. } Rule _c4m2_gasinside01Coach { criteria Concept_c4m2_gasinside01 IsCoach NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoachInCane Response _c4m2_gasinside01Coach } Response _c4m2_seestation01Coach { scene "scenes/Coach/WorldC4M2B19.vcd" //Through the cane field! } Rule _c4m2_seestation01Coach { criteria Concept_c4m2_seestation01 IsCoach IsSubjectDistNear200 NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2" applycontexttoworld Response _c4m2_seestation01Coach } Response _c4m2_streetblocked01Coach { scene "scenes/Coach/WorldC4M2B02.vcd" //We gotta head through the sugar mill. } Rule _c4m2_streetblocked01Coach { criteria Concept_c4m2_streetblocked01 IsCoach IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked01Coach } Response _c4m2_streetblocked01bCoach { scene "scenes/Coach/blank.vcd" then subject _c4m2_streetblocked02 foo:0 0.01 // } Rule _c4m2_streetblocked01bCoach { criteria Concept_c4m2_streetblocked01 IsCoach IsSubjectDistFar400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked01bCoach } Response _c4m2_streetblocked02Coach { scene "scenes/Coach/WorldC4M2B02.vcd" //We gotta head through the sugar mill. } Rule _c4m2_streetblocked02Coach { criteria Concept_c4m2_streetblocked02 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked02Coach } Response _c4m2_waterpool02Coach { scene "scenes/Coach/WorldC4M1B20.vcd" //First the plague, now the flood. I feel like I should be buildin' an ark. scene "scenes/Coach/WorldC4M1B21.vcd" //First the plague, now the flood. I think somebody's trying to tell us something. scene "scenes/Coach/WorldC4M2B07.vcd" //We already got plague. Maybe the Lord'll let us slide on the flood. } Rule _c4m2_waterpool02Coach { criteria Concept_c4m2_waterpool02 IsCoach IsSubjectDistNear400 NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_waterpool02Coach } Response _c4m2_Witchville05Coach { scene "scenes/Coach/WorldC4M208.vcd" odds 5 //Dang. Bitches must like sugar. scene "scenes/Coach/WorldC4M2B12.vcd" //Maybe the rain brings 'em out. } Rule _c4m2_Witchville05Coach { criteria Concept_c4m2_Witchville05 IsCoach IsSubjectDistNear500 NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_Witchville05Coach } Response _C4M3_FLOODED01Coach { scene "scenes/Coach/MiscDirectional60.vcd" //All that sugar... It's a damn shame. scene "scenes/Coach/MiscDirectional61.vcd" //All that sugar... it's a goddamn tragedy, is what it is. } Rule _C4M3_FLOODED01Coach { criteria Concept_C4M3_FLOODED01 IsCoach NotInCombat IsNotCoughing IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival Response _C4M3_FLOODED01Coach } Response _c4m3_rain01Coach { scene "scenes/Coach/WorldC4M3B09.vcd" //I told ya these storms come up quick. } Rule _c4m3_rain01Coach { criteria Concept_c4m3_rain01 IsCoach NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m3_rain01Coach } Response _c4m3_startsafe02Coach { scene "scenes/Coach/WorldC4M3B05.vcd" then any _c4m3_startsafe03 foo:0 0.2 //I got one. } Rule _c4m3_startsafe02Coach { criteria Concept_c4m3_startsafe02 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.140" applycontexttoworld Response _c4m3_startsafe02Coach } Response _c4m3_startsafe03Coach { scene "scenes/Coach/WorldC4M3B02.vcd" //Let's head back to the boat. scene "scenes/Coach/WorldC4M3B03.vcd" //Back to the boat, people. scene "scenes/Coach/WorldC4M3B06.vcd" then any _c4m3_startsafe04 foo:0 0.2 //Getting' back to the boat ain't gonna be as easy as getting' here. } Rule _c4m3_startsafe03Coach { criteria Concept_c4m3_startsafe03 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.221" applycontexttoworld Response _c4m3_startsafe03Coach } Response _C4M5_BoatComing01Coach { scene "scenes/Coach/WorldC4M4B19.vcd" //THERE'S VIRGIL! } Rule _C4M5_BoatComing01Coach { criteria Concept_C4M5_BoatComing01 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response _C4M5_BoatComing01Coach } Response _C4M5_FinaleStart01Coach { scene "scenes/Coach/WorldC4M4B15.vcd" // } Rule _C4M5_FinaleStart01Coach { criteria Concept_C4M5_FinaleStart01 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_NoLostCall:1:0" applycontexttoworld Response _C4M5_FinaleStart01Coach } Response _C4M5_Intro01Coach { scene "scenes/Coach/WorldC4M401.vcd" then any _C4M5_Intro02 foo:0 0.1 //Let's go, almost back to the boat. } Rule _C4M5_Intro01Coach { criteria ConceptTalkIdle IsCoach IsInSafeSpot Isc4m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M5_002 _auto_IsSafeRoomStart _auto_NotSafeRoomQuiet IsNotSpeakingWeight0 ApplyContext "Talk:1:2.894,SrcGrp_C4M5_002:1:0" applycontexttoworld Response _C4M5_Intro01Coach } Response _C4M5_Intro03Coach { scene "scenes/Coach/WorldC4M4B11.vcd" then any _C4M5_Intro04 foo:0 0.1 //If we fire up the Burger Tank sign, Virgil might see it. } Rule _C4M5_Intro03Coach { criteria Concept_C4M5_Intro03 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.485" applycontexttoworld Response _C4M5_Intro03Coach } Response _introc1m1a03Coach { scene "scenes/Coach/WorldC1M1B01.vcd" then any _introc1m1a04 foo:0 -6.346 //HEYYY! COME BACK! COME-ahh, he ain't comin' back. } Rule _introc1m1a03Coach { criteria Concept_introc1m1a03 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.446" applycontexttoworld Response _introc1m1a03Coach } Response _introc1m1a05Coach { scene "scenes/Coach/WorldC1M1B16.vcd" //Gotta agree. Let's follow them to the mall. } Rule _introc1m1a05Coach { criteria Concept_introc1m1a05 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.045" applycontexttoworld Response _introc1m1a05Coach } Response _introc1m1b01Coach { scene "scenes/Coach/WorldC1M1B03.vcd" then mechanic _introc1m1b02 foo:0 -4.215 //Hey! There's still people on the roof! Get BACK HERE! } Rule _introc1m1b01Coach { criteria Concept_introc1m1b01 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.315" applycontexttoworld Response _introc1m1b01Coach } Response _introc1m1b04Coach { scene "scenes/Coach/WorldC1M1B12.vcd" //Looked like it was headin' to the mall across town. } Rule _introc1m1b04Coach { criteria Concept_introc1m1b04 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.508" applycontexttoworld Response _introc1m1b04Coach } Rule BlankTestoCoach { criteria ConceptBlankTesto IsCoach ApplyContext "_auto_BlankTesto:1:0" applycontexttoworld Response NoResponse } Response c1m1_elevator_door_open { scene "scenes/Coach/Cough01.vcd" then all C1M1Cough foo:0 -0.584 //[Coughing from smoke] scene "scenes/Coach/Cough02.vcd" then all C1M1Cough foo:0 -0.537 //[Coughing from smoke] scene "scenes/Coach/Cough03.vcd" then all C1M1Cough foo:0 -0.478 //[Coughing from smoke] scene "scenes/Coach/Cough06.vcd" then all C1M1Cough foo:0 -0.502 //[Coughing from smoke] } Rule c1m1_elevator_door_open { criteria Conceptc1m1_elevator_door_open IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M1InSmoke:1:30,Talk:0:0" applycontexttoworld Response c1m1_elevator_door_open } Response c1m1_elevator_ready2Coach { scene "scenes/Coach/WorldC1M1B90.vcd" then coach C1M1Cough foo:0 -2.498 //Hit the button before this turns into a bad idea. scene "scenes/Coach/WorldC1M1B95.vcd" then coach C1M1Cough foo:0 -2.002 //Alright, enough chat. Get ready. } Rule c1m1_elevator_ready2Coach { criteria Conceptc1m1_elevator_ready2 IsCoach IsNotSaidC1M1OpenDoor AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M1OpenDoor:1:30" applycontexttoworld Response c1m1_elevator_ready2Coach } Response C1M1_ElevatorHello01_02G1Coach { scene "scenes/Coach/WorldC1M1B98.vcd" then mechanic C1M1_ElevatorHello01_02G2 foo:0 -1.524 //People just call me Coach. } Rule C1M1_ElevatorHello01_02G1Coach { criteria ConceptC1M1_ElevatorHello01_02G1 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02G1Coach } Response C1M1_ElevatorHello01_02G4Coach { scene "scenes/Coach/EllisInterrupt01.vcd" then coach C1M1_ElevatorHello01_02G5 foo:0 -2.397 //Boy, you are WEARIN' me out. } Rule C1M1_ElevatorHello01_02G4Coach { criteria ConceptC1M1_ElevatorHello01_02G4 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02G4Coach } Response C1M1_ElevatorHello01_02G5Coach { scene "scenes/Coach/WorldC1M1B114.vcd" then producer C1M1_ElevatorHello01_02G6 foo:0 -0.981 //Who'd we lose? } Rule C1M1_ElevatorHello01_02G5Coach { criteria ConceptC1M1_ElevatorHello01_02G5 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02G5Coach } Response C1M1_ElevatorHello01_02M6Coach { scene "scenes/Coach/SurvivorMournMechanicC102.vcd" //Little man, we are goin' to miss you. } Rule C1M1_ElevatorHello01_02M6Coach { criteria ConceptC1M1_ElevatorHello01_02M6 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02M6Coach } Response C1M1_ElevatorHello01_03a4Coach { scene "scenes/Coach/WorldC1M1B98.vcd" then coach C1M1_ElevatorHello01_03a5 foo:0 -1.524 //People just call me Coach. } Rule C1M1_ElevatorHello01_03a4Coach { criteria ConceptC1M1_ElevatorHello01_03a4 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03a4Coach } Response C1M1_ElevatorHello01_03a5Coach { scene "scenes/Coach/WorldC1M1B114.vcd" then gambler C1M1_ElevatorHello01_03a6 foo:0 -0.981 //Who'd we lose? } Rule C1M1_ElevatorHello01_03a5Coach { criteria ConceptC1M1_ElevatorHello01_03a5 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03a5Coach } Response C1M1_ElevatorHello01_03b3Coach { scene "scenes/Coach/WorldC1M1B98.vcd" then coach C1M1_ElevatorHello01_03b4 foo:0 -1.524 //People just call me Coach. } Rule C1M1_ElevatorHello01_03b3Coach { criteria ConceptC1M1_ElevatorHello01_03b3 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03b3Coach } Response C1M1_ElevatorHello01_03b4Coach { scene "scenes/Coach/WorldC1M1B114.vcd" then gambler C1M1_ElevatorHello01_03b5 foo:0 -0.981 //Who'd we lose? } Rule C1M1_ElevatorHello01_03b4Coach { criteria ConceptC1M1_ElevatorHello01_03b4 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03b4Coach } Response C1M1_ElevatorHello01_03b6Coach { scene "scenes/Coach/WorldC1M1B116.vcd" //I think it was Ellis. } Rule C1M1_ElevatorHello01_03b6Coach { criteria ConceptC1M1_ElevatorHello01_03b6 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03b6Coach } Response C1M1CoughCoach { scene "scenes/Coach/Cough01.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Coach/Cough02.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Coach/Cough03.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Coach/Cough06.vcd" predelay ".2,.5" //[Coughing from smoke] } Rule C1M1CoughCoach { criteria ConceptC1M1Cough IsCoach ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival Response C1M1CoughCoach } Response C1M2SafeRoom2Coach { scene "scenes/Coach/WorldC1M2B03.vcd" then producer C1M2SafeRooma1 foo:0 -4.016 //There's a gun store on the way to the mall. What do you say we pay it a visit? scene "scenes/Coach/WorldC1M2B03.vcd" then gambler C1M2SafeRoomd1 foo:0 -4.016 //There's a gun store on the way to the mall. What do you say we pay it a visit? } Rule C1M2SafeRoom2Coach { criteria ConceptC1M2SafeRoom2 IsCoach ismap_c1m2_streets AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.116" applycontexttoworld Response C1M2SafeRoom2Coach } Response C1M3AlarmOffaCoach { scene "scenes/Coach/WorldC1M3B03.vcd" //Amen scene "scenes/Coach/WorldC1M3B33.vcd" //I can still hear it in my head, but I think the alarm is off. } Rule C1M3AlarmOffaCoach { criteria ConceptC1M3AlarmOffa IsCoach IsSubjectDistNear600 AutoIsNotScavenge AutoIsNotSurvival Response C1M3AlarmOffaCoach } Response C1M3SafeRoom2Coach { scene "scenes/Coach/WorldC1M3B01.vcd" //Keep an eye out for the evac center. Also the food court. I am STARVING. scene "scenes/Coach/WorldC1M3B02.vcd" then all C1M3SafeRoom2d foo:0 -13.984 //Everybody, gather 'round. Let's pray. Dear Lord. See us safely through our time of trial in this mall. And please Lord... let the food court be okay. } Rule C1M3SafeRoom2Coach { criteria ConceptC1M3SafeRoom2 IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:14.084" applycontexttoworld Response C1M3SafeRoom2Coach } Response C1M3SafeRoom2cCoach { scene "scenes/Coach/WorldC1M3B05.vcd" //CEDA's gotta be around here somewhere. Let's find this evac and get out of here. } Rule C1M3SafeRoom2cCoach { criteria ConceptC1M3SafeRoom2c IsCoach AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.169" applycontexttoworld Response C1M3SafeRoom2cCoach } Response C1M4NearFinale03aCoach { scene "scenes/Coach/World14.vcd" //Gotta agree with that. scene "scenes/Coach/WorldDead02.vcd" //Yeah, true that. scene "scenes/Coach/WorldSigns26.vcd" //No shit. } Rule C1M4NearFinale03aCoach { criteria ConceptC1M4NearFinale03a IsCoach IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C1M4NearFinale03aCoach } Response C1M4NearFinale03bCoach { scene "scenes/Coach/WorldC2M132.vcd" //Nah, hell no. } Rule C1M4NearFinale03bCoach { criteria ConceptC1M4NearFinale03b IsCoach IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C1M4NearFinale03bCoach } Response c1m4NearFinale1aCoach { scene "scenes/Coach/LookHere02.vcd" then Gambler C1M4NearFinale02a foo:0 -1.263 //What do ya'all make of this? } Rule c1m4NearFinale1aCoach { criteria Conceptc1m4NearFinale1 IsCoach IsGamblerNear800 IsCoachNear800 AutoIsNotScavenge AutoIsNotSurvival Response c1m4NearFinale1aCoach } Response C1M4SafeRoom2a1Coach { scene "scenes/Coach/WorldC1M3B22.vcd" then gambler C1M4SafeRoom2a2 foo:0 -3.132 //Ohh heyyy! Jimmy Gibbs! scene "scenes/Coach/WorldC1M3B23.vcd" then gambler C1M4SafeRoom2a2 foo:0 -3.349 //I heard of Jimmy Gibbs! That man's a stock car LEGEND. } Rule C1M4SafeRoom2a1Coach { criteria ConceptC1M4SafeRoom2a1 IsCoach IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.449" applycontexttoworld Response C1M4SafeRoom2a1Coach } Response C1M4SafeRoom2a3Coach { scene "scenes/Coach/WorldC1M3B24.vcd" then gambler C1M4SafeRoom2a4 foo:0 -6.900 //Well, trust me-in these parts? He's as famous as... Elvis. Or the President. } Rule C1M4SafeRoom2a3Coach { criteria ConceptC1M4SafeRoom2a3 IsCoach IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:7.000" applycontexttoworld Response C1M4SafeRoom2a3Coach } Response C1M4SafeRoom2a5Coach { scene "scenes/Coach/WorldC5M3B30.vcd" //Get your ass movin', Nick. } Rule C1M4SafeRoom2a5Coach { criteria ConceptC1M4SafeRoom2a5 IsCoach IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.839" applycontexttoworld Response C1M4SafeRoom2a5Coach } Response C1M4SafeRoom2b5Coach { scene "scenes/Coach/WorldC1M3B04.vcd" //Amen } Rule C1M4SafeRoom2b5Coach { criteria ConceptC1M4SafeRoom2b5 IsCoach IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.848" applycontexttoworld Response C1M4SafeRoom2b5Coach } Response C1M4SafeRoomEndCoach { scene "scenes/Coach/MoveOn01.vcd" predelay "1,1.5" //Allright, let's go. scene "scenes/Coach/MoveOn02.vcd" predelay "1,1.5" //Come on, people, let's get with it. scene "scenes/Coach/MoveOn04.vcd" predelay "1,1.5" //We gonna put up tents and shit or keep movin'? scene "scenes/Coach/WorldC1M4B07.vcd" predelay "1,1.5" //If we see a Jimmy Gibbs zombie. somebody else is gonna have to kill him. } Rule C1M4SafeRoomEndCoach { criteria ConceptSurvivorLeavingInitialCheckpoint ismap_c1m4_atrium IsCoach IsNotSaidC1M4LeftSafeRoom _auto_NotTellingStory ApplyContext "SaidC1M4LeftSafeRoom:1:0" applycontexttoworld Response C1M4SafeRoomEndCoach } Response C2M1DoneFallingAlt1Coach { scene "scenes/Coach/WorldC2M1B12.vcd" //[laughs] Watch that first step, baby. } Rule C2M1DoneFallingAlt1Coach { criteria ConceptC2M1DoneFalling IsCoach NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsNotCoughing ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoachAngry ApplyContext "Talk:1:3.055,_auto_CoachHappy:1:4" applycontexttoworld Response C2M1DoneFallingAlt1Coach } Response C2M1Intro002Coach { scene "scenes/Coach/WorldC2M1B01.vcd" //Hell, it got us this far. We'll find another way to N'awlins. } Rule C2M1Intro002Coach { criteria ConceptC2M1Intro002 IsCoach AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro002Coach } Response C2M3SafeIntro009Coach { scene "scenes/Coach/WorldC2M316.vcd" //This is some crazy ass world we live in now. } Rule C2M3SafeIntro009Coach { criteria ConceptC2M3SafeIntro009 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.317" applycontexttoworld Response C2M3SafeIntro009Coach } Response C2M3SafeIntro011Coach { scene "scenes/Coach/WorldC2M3B03.vcd" //Nick, I was on the football team. Coach did just fine. scene "scenes/Coach/WorldC2M3B04.vcd" //Coach didn't do too bad for himself back in the day, Nick. scene "scenes/Coach/WorldC2M3B05.vcd" then gambler C2M3SafeIntro012 foo:0 0.01 //How many tunnel of love memories YOU got, Nick? } Rule C2M3SafeIntro011Coach { criteria ConceptC2M3SafeIntro011 IsCoach IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.418" applycontexttoworld Response C2M3SafeIntro011Coach } Response C2M5_lipsync001Coach { scene "scenes/Coach/WorldC2M5B22.vcd" then orator C2M5_OratorBlank01 $CoachMadAtRiders:1:0 0.01 //They have taped music? Shit. Old ass classic rock clowns. scene "scenes/Coach/WorldC2M5B23.vcd" //No, they're just saving their voices for the studio, Nick. That's SMART. scene "scenes/Coach/WorldC2M5B24.vcd" //You mock because you're jealous, Nick. These men are living legends. } Rule C2M5_lipsync001Coach { criteria ConceptC2M5_lipsync001 IsCoach TimeSinceGroupInCombat02 NotInCombat IsNotSpeaking IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C2M5_lipsync001Coach } Response C4EnterCoverCoach { speak "Coach_Blank" noscene //Blank } Rule C4EnterCoverCoach { criteria ConceptC4EnterCover IsCoach ApplyContext "_auto_C4CoachInCover:1:0" applycontexttoworld Response C4EnterCoverCoach } Response C4ExitCoverCoach { speak "Coach_Blank" noscene //Blank } Rule C4ExitCoverCoach { criteria ConceptC4ExitCover IsCoach ApplyContext "_auto_C4CoachInCover:0:0" applycontexttoworld Response C4ExitCoverCoach } Response C4FinaleStartCoach { scene "scenes/Coach/WorldC4M412.vcd" //I knew Burger Tank wouldn't let us down. scene "scenes/Coach/WorldC4M413.vcd" //Burger tank to the rescue! scene "scenes/Coach/WorldC4M4B14.vcd" then any _C4M5_FinaleStart01 foo:0 0.01 //The sign's lit! } Rule C4FinaleStartCoach { criteria ConceptC4FinaleStart IsCoach ApplyContext "_auto_FinaleStarted:1:0" applycontexttoworld Response C4FinaleStartCoach } Response c4m1_InBurgerTank01Coach { sequential norepeat scene "scenes/Coach/WorldC4M107.vcd" then coach c4m1_InBurgerTank01 foo:0 0.01 //I could go for a BBQ bacon burger. scene "scenes/Coach/WorldC4M108.vcd" then coach c4m1_InBurgerTank01 foo:0 0.01 //And a large order of fries, and... scene "scenes/Coach/WorldC4M109.vcd" then coach c4m1_InBurgerTank01 foo:0 0.01 //An orange soda with no ice, and a... scene "scenes/Coach/WorldC4M110.vcd" then coach c4m1_InBurgerTank01 foo:0 0.01 //piece of hot apple pie. scene "scenes/Coach/WorldC4M111.vcd" then coach c4m1_InBurgerTank01 foo:0 0.01 //Goddamn I miss Burger Tank. } Rule c4m1_InBurgerTank01Coach { criteria Conceptc4m1_InBurgerTank01 IsCoach NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "TalkCoach:1:3" applycontexttoworld Response c4m1_InBurgerTank01Coach } Response c4m1_nogas01Coach { scene "scenes/Coach/WorldC4M1B08.vcd" then any c4m1_nogas04 foo:0 0.01 //Next gas two miles. Looks like Virgil's gonna be waitin' a bit longer than he thought. scene "scenes/Coach/WorldC4M1B09.vcd" then any c4m1_nogas04 foo:0 0.01 //Next gas two miles. Hope Virgil likes waitin', 'cause it looks we're goin' for a walk. scene "scenes/Coach/WorldC4M1B11.vcd" then any c4m1_nogas02 foo:0 0.01 //Let's head to this Ducatel diesel. } Rule c4m1_nogas01Coach { criteria Conceptc4m1_nogas01 IsCoach NotInCombat IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.700" Response c4m1_nogas01Coach } Response c4m1_nogas03Coach { scene "scenes/Coach/WorldC4M1B12.vcd" //Because if they DON'T, we gonna be stuck here forever, Nick. } Rule c4m1_nogas03Coach { criteria Conceptc4m1_nogas03 IsCoach NotInCombat IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.734" Response c4m1_nogas03Coach } Response c4m1_nogas06Coach { scene "scenes/Coach/WorldC4M1B14.vcd" //Let's just get this done and head back. } Rule c4m1_nogas06Coach { criteria Conceptc4m1_nogas06 IsCoach NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response c4m1_nogas06Coach } Response c4m1_nogas10Coach { scene "scenes/Coach/WorldC4M1B11.vcd" then any c4m1_nogas02 foo:0 0.01 //Let's head to this Ducatel diesel. } Rule c4m1_nogas10Coach { criteria Conceptc4m1_nogas10 IsCoach NotInCombat IsSubjectDistNear300 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.141" Response c4m1_nogas10Coach } Response GasPour10MoreTalkCoach { scene "scenes/Coach/WorldC1M4B27.vcd" //We still need ten more! } Rule GasPour10MoreTalkCoach { criteria ConceptGasPour10More IsCoach IsNotSpeaking _auto_IsGasCountOK Response GasPour10MoreTalkCoach } Response GasPour1MoreCoach { scene "scenes/Coach/WorldC1M4B31.vcd" //One more can to go! } Rule GasPour1MoreCoach { criteria ConceptGasPour1More IsCoach IsNotSpeaking _auto_IsGasCountOK Response GasPour1MoreCoach } Response GasPour2MoreCoach { scene "scenes/Coach/WorldC1M4B30.vcd" //Just two more! } Rule GasPour2MoreCoach { criteria ConceptGasPour2More IsCoach IsNotSpeaking _auto_IsGasCountOK Response GasPour2MoreCoach } Response GasPour3MoreCoach { scene "scenes/Coach/WorldC1M4B29.vcd" //Just three more! } Rule GasPour3MoreCoach { criteria ConceptGasPour3More IsCoach IsNotSpeaking _auto_IsGasCountOK Response GasPour3MoreCoach } Response GasPour5MoreCoach { scene "scenes/Coach/WorldC1M4B28.vcd" //We still need five more! } Rule GasPour5MoreCoach { criteria ConceptGasPour5More IsCoach IsNotSpeaking _auto_IsGasCountOK Response GasPour5MoreCoach } Response Player.CoverMeC1RCoach2Coach { scene "scenes/Coach/CoverMeC1RCoach01.vcd" //I ain't never done this before. scene "scenes/Coach/CoverMeC1RCoach02.vcd" //Hell, no, I ain't never done this before. } Rule Player.CoverMeC1RCoach2Coach { criteria ConceptPlayer.CoverMeC1RCoach2 IsCoach Response Player.CoverMeC1RCoach2Coach } Response Player.TakeBatRCoach { scene "scenes/Coach/TakeMeleeR01.vcd" then gambler Player.TakeBatR2 foo:0 -1.068 //You play ball Nick? } Rule Player.TakeBatRCoach { criteria ConceptPlayer.TakeBatR IsCoach IsGamblerNear400 ChanceToFire30Percent Response Player.TakeBatRCoach } Response Player.TakeVomitJarC1aCoach { scene "scenes/Coach/BoomerJar07.vcd" //I can not believe I just said that. } Rule Player.TakeVomitJarC1aCoach { criteria ConceptPlayer.TakeVomitJarC1a IsCoach ChanceToFire10Percent Response Player.TakeVomitJarC1aCoach } Response PlayerShotGasCanCoach { scene "scenes/Coach/ReactionNegative01.vcd" predelay "1,1.5" //Shit. scene "scenes/Coach/ReactionNegative03.vcd" predelay "1,1.5" //Damn! scene "scenes/Coach/ReactionNegative08.vcd" predelay "1,1.5" //Goddamnit! scene "scenes/Coach/ReactionNegative09.vcd" predelay "1,1.5" //Shiiit. scene "scenes/Coach/ReactionNegative15.vcd" predelay "1,1.5" //Goddamn! scene "scenes/Coach/ReactionNegative16.vcd" predelay "1,1.5" //Son of a bitch. } Rule PlayerShotGasCanCoach { criteria ConceptPlayerShotGasCan IsCoach IsNotSaidPlayerShotGasCan IsScavenge ApplyContext "SaidPlayerShotGasCan1:10" applycontexttoworld Response PlayerShotGasCanCoach } Response WorldIntroC31e3Coach { scene "scenes/Coach/WorldC3M104.vcd" //Come on now, if I was having a cookout, I ain't invitin' CEDA either. } Rule WorldIntroC31e3Coach { criteria ConceptWorldIntroC31e3 IsCoach Response WorldIntroC31e3Coach } Response WorldIntroC3e1Coach { scene "scenes/Coach/WorldC3M1B05.vcd" //Next time someone wants to shoot our pilot, can I get a little warning? } Rule WorldIntroC3e1Coach { criteria ConceptWorldIntroC3e1 IsCoach Response WorldIntroC3e1Coach } Response WorldIntroC3f1Coach { scene "scenes/Coach/WorldC3M1B07.vcd" then gambler WorldIntroC3f2 foo:0 -11.007 //Shit, that pilot just changed. One minute he was flying us to safety, the next he was... well... I am pretty damn sure he was trying to eat us. } Rule WorldIntroC3f1Coach { criteria ConceptWorldIntroC3f1 IsCoach Response WorldIntroC3f1Coach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Heal //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeHealCoach { scene "scenes/Coach/CoverMe01.vcd" predelay ".2,.5" //Hold on y'all I gotta heal. scene "scenes/Coach/CoverMe02.vcd" predelay ".2,.5" //Cover me for a sec, I gotta heal. scene "scenes/Coach/CoverMe03.vcd" predelay ".2,.5" //Hold up, healin'. scene "scenes/Coach/CoverMe04.vcd" predelay ".2,.5" //Hey man, hold up - healin'. scene "scenes/Coach/CoverMe05.vcd" predelay ".2,.5" //Healing! Hold on a sec. scene "scenes/Coach/CoverMe06.vcd" predelay ".2,.5" //Give me a minute, gotta heal. scene "scenes/Coach/CoverMe07.vcd" predelay ".2,.5" //Shit, gotta heal my ass. scene "scenes/Coach/CoverMe08.vcd" predelay ".2,.5" //Hold on y'all I'm healing. } Rule PlayerCoverMeHealCoach { criteria ConceptPlayerHealing IsNotCoughing IsCoach IsNotAskedForCoverCoach IsTalk IsTalkCoach IsNotAlone IsWorldTalkCoach ApplyContext "CoachAskForCover:1:30" Response PlayerCoverMeHealCoach } Response PlayerCoverMeHealC1Coach { scene "scenes/Coach/CoverMeC101.vcd" predelay ".2,.5" //Hold up, gotta try and heal myself. scene "scenes/Coach/CoverMeC102.vcd" predelay ".2,.5" //Wait up, gonna try and use this thing. scene "scenes/Coach/CoverMeC103.vcd" predelay ".2,.5" //Man, no idea how this thing works. scene "scenes/Coach/CoverMeC104.vcd" predelay ".2,.5" then mechanic Player.CoverMeC1RCoach1 foo:0 -2.791 //Hold up, gotta try and heal myself. } Rule PlayerCoverMeHealC1Coach { criteria ConceptPlayerHealing IsNotCoughing IsCoach IsNotAskedForCoverCoach IsTalk IsTalkCoach IsNotAlone IsCampaignl4d2_1 IsWorldTalkCoach ismap_c1m1_hotelC1 ApplyContext "CoachAskForCover:1:30" Response PlayerCoverMeHealC1Coach } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response PlayerLostCallCoach { scene "scenes/Coach/LostCall01.vcd" //Where you all at? scene "scenes/Coach/LostCall01.vcd" //Where you all at? scene "scenes/Coach/LostCall02.vcd" //Hey! Anyone out there? scene "scenes/Coach/LostCall02.vcd" //Hey! Anyone out there? scene "scenes/Coach/LostCall03.vcd" //Holler back at me folks! scene "scenes/Coach/LostCall03.vcd" //Holler back at me folks! } Rule PlayerLostCallCoach { criteria ConceptTalkIdle IsCoach IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall _auto_NotNoLostCall IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response PlayerLostCallCoach } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedChainsawCoach { scene "scenes/Coach/MeleeWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here... } Rule SurvivorSpottedChainsawCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsChainsaw IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawCoach } Response SurvivorSpottedChainsawAutoCoach { scene "scenes/Coach/MeleeWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here... } Rule SurvivorSpottedChainsawAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsChainsaw IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawAutoCoach } Response SurvivorSpottedcricket_batCoach { scene "scenes/Coach/MeleeWeapons14.vcd" then any _SpotStuffResponse foo:0 0.01 //Paddle bat here. scene "scenes/Coach/MeleeWeapons15.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a paddle bat. } Rule SurvivorSpottedcricket_batCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto Iscricket_bat IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batCoach } Response SurvivorSpottedcricket_batAutoCoach { scene "scenes/Coach/MeleeWeapons14.vcd" then any _SpotStuffResponse foo:0 0.01 //Paddle bat here. scene "scenes/Coach/MeleeWeapons15.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a paddle bat. } Rule SurvivorSpottedcricket_batAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscricket_bat IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batAutoCoach } Response SurvivorSpottedcrowbarCoach { scene "scenes/Coach/MeleeWeapons12.vcd" then any _SpotStuffResponse foo:0 0.01 //Crowbar. scene "scenes/Coach/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! } Rule SurvivorSpottedcrowbarCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto Iscrowbar IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarCoach } Response SurvivorSpottedcrowbarAutoCoach { scene "scenes/Coach/MeleeWeapons12.vcd" then any _SpotStuffResponse foo:0 0.01 //Crowbar. scene "scenes/Coach/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! } Rule SurvivorSpottedcrowbarAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscrowbar IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarAutoCoach } Response SurvivorSpottedGuitarCoach { scene "scenes/Coach/MeleeWeapons07.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. } Rule SurvivorSpottedGuitarCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsGuitar IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarCoach } Response SurvivorSpottedGuitarAutoCoach { scene "scenes/Coach/MeleeWeapons07.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. } Rule SurvivorSpottedGuitarAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGuitar IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarAutoCoach } Response SurvivorSpottedKatanaCoach { scene "scenes/Coach/MeleeWeapons09.vcd" then any _SpotStuffResponse foo:0 0.01 //Ninja sword here. } Rule SurvivorSpottedKatanaCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsKatana IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaCoach } Response SurvivorSpottedKatanaAutoCoach { scene "scenes/Coach/MeleeWeapons09.vcd" then any _SpotStuffResponse foo:0 0.01 //Ninja sword here. } Rule SurvivorSpottedKatanaAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsKatana IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaAutoCoach } Response SurvivorSpottedLaserSightsCoach { scene "scenes/Coach/LaserSights01.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Coach/LaserSights02.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Coach/LaserSights03.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. } Rule SurvivorSpottedLaserSightsCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsLaserSights IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsCoach } Response SurvivorSpottedLaserSightsAutoCoach { scene "scenes/Coach/LaserSights01.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Coach/LaserSights02.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Coach/LaserSights03.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. } Rule SurvivorSpottedLaserSightsAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsLaserSights IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsAutoCoach } Response SurvivorSpottedMacheteCoach { scene "scenes/Coach/MeleeWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here... } Rule SurvivorSpottedMacheteCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsMachete IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteCoach } Response SurvivorSpottedMacheteAutoCoach { scene "scenes/Coach/MeleeWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here... } Rule SurvivorSpottedMacheteAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMachete IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteAutoCoach } Response SurvivorSpottedMagnumCoach { scene "scenes/Coach/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. scene "scenes/Coach/LookHere03.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this shit out. scene "scenes/Coach/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. scene "scenes/Coach/TakeAssaultRifle02.vcd" then any _SpotStuffResponse foo:0 0.01 //This right here'll mess some shit up. } Rule SurvivorSpottedMagnumCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsMagnum IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumCoach } Response SurvivorSpottedMagnumAutoCoach { scene "scenes/Coach/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. scene "scenes/Coach/LookHere03.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this shit out. scene "scenes/Coach/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. scene "scenes/Coach/TakeAssaultRifle02.vcd" then any _SpotStuffResponse foo:0 0.01 //This right here'll mess some shit up. } Rule SurvivorSpottedMagnumAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMagnum IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumAutoCoach } Response SurvivorSpottedRifleAutoCoach2 { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. } Rule SurvivorSpottedRifleAutoCoach2 { criteria ConceptPlayerSpotRifle IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedRifleAutoCoach2 } Response SurvivorSpottedSMGAutoCoach2 { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. } Rule SurvivorSpottedSMGAutoCoach2 { criteria ConceptPlayerSpotSMG IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSMGAutoCoach2 } Response SurvivorSpottedSniperRifleAutoCoach2 { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. } Rule SurvivorSpottedSniperRifleAutoCoach2 { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSniperRifleAutoCoach2 } Response SurvivorSpottedtonfaCoach { scene "scenes/Coach/MeleeWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //nightstick here... } Rule SurvivorSpottedtonfaCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto Istonfa IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaCoach } Response SurvivorSpottedtonfaAutoCoach { scene "scenes/Coach/MeleeWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //nightstick here... } Rule SurvivorSpottedtonfaAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Istonfa IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaAutoCoach } Response SurvivorSpottedWeaponCoach { scene "scenes/Coach/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Coach/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapon's over here! scene "scenes/Coach/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! scene "scenes/Coach/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Guns! scene "scenes/Coach/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //We got guns! scene "scenes/Coach/SpotWeapons06.vcd" then any _SpotStuffResponse foo:0 0.01 //All right, guns! } Rule SurvivorSpottedWeaponCoach { criteria ConceptPlayerSpotPistol IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Response SurvivorSpottedWeaponPistolAutoCoach { scene "scenes/Coach/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Coach/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapon's over here! scene "scenes/Coach/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! scene "scenes/Coach/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Guns! scene "scenes/Coach/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //We got guns! scene "scenes/Coach/SpotWeapons06.vcd" then any _SpotStuffResponse foo:0 0.01 //All right, guns! } Rule SurvivorSpottedWeaponPistolAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSecondPistol IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoCoach } Response SurvivorSpottedWeaponPistolAutoCoach2 { scene "scenes/Coach/PositiveNoise03.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/PositiveNoise10.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Coach/Yes04.vcd" //Oh Yeah. } Rule SurvivorSpottedWeaponPistolAutoCoach2 { criteria ConceptPlayerSpotPistol IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoCoach2 } Rule SurvivorSpottedAmmoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsAmmo IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedAutoShotgunCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsAutoShotgun IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedAutoShotgunAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsAutoShotgun IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedHuntingRifleCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsHuntingRifle IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedHuntingRifleAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsHuntingRifle IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedPumpShotgunCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsPumpShotgun IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedRifleCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsRifle IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedRifle_AK47Coach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsRifle_AK47 IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedRifle_AK47AutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_AK47 IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedRifle_desertCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsRifle_desert IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedRifle_desertAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_desert IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedRifleAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedSecondPistolCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsSecondPistol IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedShotgunCoach { criteria ConceptPlayerSpotShotgun IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedShotgun_ChromeCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsShotgun_Chrome IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedShotgun_spasCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsShotgun_spas IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedShotgun_spasAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsShotgun_spas IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedSMGCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsSMG IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedSMG_silencedCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsSmg_silenced IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedSMG_silencedAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSmg_silenced IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedSniperRifleCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsSniper_military IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedSniperRifleAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSniper_military IsWorldTalkCoach _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } Rule SurvivorSpottedWeaponCoach { criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponCoach } //-------------------------------------------------------------------------------------------------------------- // ZZZ //-------------------------------------------------------------------------------------------------------------- Rule C2M3AlarmOffNagCoach { criteria ConceptTalkIdle IsCoach ChanceToFire50Percent IsNotIncapacitated ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival _auto_IsCoasterStarted _auto_NotTimerLockA _auto_NotTimerLockCoach _auto_IsCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:8,_auto_TimerLockCoach:1:11,_auto_TracksOK:0:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaCoach } Response C2M3Chopper001Coach { scene "scenes/Coach/WorldC2M3B15.vcd" //There's a chopper! } Rule C2M3Chopper001Coach { criteria ConceptC2M3Chopper001 IsCoach IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C2M3Chopper001Coach }