//-------------------------------------------------------------------------------------------------------------- // Gambler Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "GamblerNotPickedUpItem" "GamblerPickedUpItem" "!=1" "required" weight 0 Criterion "GamblerNotSaidGrabbingCan" "SaidGrabbingCan" "!=1" "required" weight 0 Criterion "IsGamblerFriendlyFire" "worldGamblerFriendlyFire" "1" "required" weight 0 Criterion "IsNotGamblerFriendlyFire" "worldGamblerFriendlyFire" "!=1" "required" weight 0 Criterion "IsNotAskedForCoverGambler" "GamblerAskForCover" "!=1" "required" weight 0 Criterion "IsNotSaidGamblerWitchChasing" "SaidGamblerWitchChasing" "!=1" "required" weight 0 Criterion "IsNotSaidAlertGiveItemStopGambler" "SaidAlertGiveItemStopGambler" "!=1" "required" weight 0 Criterion "IsNotSaidAlertGiveItemStopFirstAidGambler" "SaidAlertGiveItemStopFirstAidGambler" "!=1" "required" weight 0 Criterion "IsNotSaidBeenJockeyedGambler" "SaidBeenJockeyedGambler" "!=1" "required" weight 0 Criterion "IsSaidGamblerWitchAttacking" "SaidGamblerWitchAttacking" "1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankGambler { speak "Gambler_Blank" noscene //Blank } Response C1M1InSmokeGambler { scene "scenes/Gambler/Cough01.vcd" then any C1M1Cough foo:0 -1.560 //[Coughing from smoke] scene "scenes/Gambler/Cough02.vcd" then any C1M1Cough foo:0 -2.621 //[Coughing from smoke] scene "scenes/Gambler/Cough04.vcd" then any C1M1Cough foo:0 -1.145 //[Coughing from smoke] } Rule C1M1InSmokeGambler { criteria ConceptTalkIdle IsGambler IsSaidC1M1InSmoke ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 Response C1M1InSmokeGambler } Response C1M3AlarmOffGambler { scene "scenes/Gambler/WorldC1M3B23.vcd" then any C1M3AlarmOffa foo:0 .5 //Got it! scene "scenes/Gambler/WorldC1M3B24.vcd" then any C1M3AlarmOffa foo:0 -0.839 //Alarm off! } Rule C1M3AlarmOffGambler { criteria ConceptC1M3AlarmOff2 IsNotSaidC1M3AlarmOff AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3AlarmOff:1:0" applycontexttoworld Response C1M3AlarmOffGambler } Response C1M3BrokeWindowGambler { scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM! scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm! scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm! } Rule C1M3BrokeWindowGambler { criteria ConceptC1M3BrokeWindow2 IsNotSaidC1M3BrokeWindow AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3BrokeWindow:1:0" applycontexttoworld Response C1M3BrokeWindowGambler } Response C1M3DoorAlarmGambler { scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM! scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm! scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm! } Rule C1M3DoorAlarmGambler { criteria ConceptC1M3DoorAlarm2 IsNotSaidC1M3DoorAlarm AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3DoorAlarm:1:0" applycontexttoworld Response C1M3DoorAlarmGambler } Response C1M3SafeRoomGambler { scene "scenes/Gambler/Blank.vcd" then any C1M3SafeRoom2 foo:0 3 //Blank } Rule C1M3SafeRoomGambler { criteria ConceptTalkIdle Joined2 IsGambler IsNotSaidC1M3SafeRoom2 ismap_c1m3_mall IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3SafeRoom2:1:0" applycontexttoworld Response C1M3SafeRoomGambler } Response C1M4SafeRoomGambler { scene "scenes/Gambler/Blank.vcd" then any C1M4SafeRoom2 foo:0 3 //Blank } Rule C1M4SafeRoomGambler { criteria ConceptTalkIdle Joined2 IsGambler IsNotSaidC1M4SafeRoom2 ismap_c1m4_atrium IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M4SafeRoom2:1:0" applycontexttoworld Response C1M4SafeRoomGambler } // Autogenerated criteria for linked source group C4M3_002 criterion "IsNotSrcGrp_C4M3_002" "worldSrcGrp_C4M3_002" "<1" required Response C4M3Saferoom001Gambler { scene "scenes/Gambler/WorldC4M3B01.vcd" then any _c4m3_startsafe02 foo:0 0.01 //Okay, everybody gassed up and good to go? } Rule C4M3Saferoom001Gambler { criteria ConceptTalkIdle IsGambler ChanceToFire80Percent NotInCombat IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_002 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:2.133,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_002:1:0" applycontexttoworld Response C4M3Saferoom001Gambler } Response PlayerNiceShotGambler { scene "scenes/Gambler/NiceShot01.vcd" //Nice shot. scene "scenes/Gambler/NiceShot02.vcd" //Nice shot. scene "scenes/Gambler/NiceShot03.vcd" //How'dja do that? scene "scenes/Gambler/NiceShot04.vcd" //Nice shot. scene "scenes/Gambler/NiceShot05.vcd" //Good shooting. scene "scenes/Gambler/NiceShot06.vcd" //Nice shooting. scene "scenes/Gambler/NiceShot07.vcd" //Nice shot! scene "scenes/Gambler/NiceShot08.vcd" //Nice shot Ace. scene "scenes/Gambler/NiceShot09.vcd" //Impressive. } Rule PlayerNiceShotGambler { criteria ConceptPlayerNiceShot IsNotCoughing IsGambler IssuerClose IsTalk IsTalkGambler ChanceToFire30Percent IsWorldTalkGambler Response PlayerNiceShotGambler } Response PlayerNiceShotCoachGambler { scene "scenes/Gambler/NiceShotCoach01.vcd" //All right Coach. scene "scenes/Gambler/NiceShotCoach02.vcd" //All right Coach. } Rule PlayerNiceShotCoachGambler { criteria ConceptPlayerNiceShot IsNotCoughing IsGambler IssuerClose IsTalk IsTalkGambler ChanceToFire10Percent IsWorldTalkGambler SubjectIsCoach Response PlayerNiceShotCoachGambler } Response PlayerNiceShotMechanicGambler { scene "scenes/Gambler/NiceShotMechanic01.vcd" //You're getting the hang of this Ellis. scene "scenes/Gambler/NiceShotMechanic02.vcd" //You're getting the hang of this Ellis. } Rule PlayerNiceShotMechanicGambler { criteria ConceptPlayerNiceShot IsNotCoughing IsGambler IssuerClose IsTalk IsTalkGambler ChanceToFire10Percent IsWorldTalkGambler SubjectIsMechanic Response PlayerNiceShotMechanicGambler } Response PlayerNiceShotProducerGambler { scene "scenes/Gambler/NiceShotProducer01.vcd" //Damn, Rochelle... scene "scenes/Gambler/NiceShotProducer02.vcd" //Rochelle... damn! scene "scenes/Gambler/NiceShotProducer03.vcd" //Damn, Rochelle. Nice. } Rule PlayerNiceShotProducerGambler { criteria ConceptPlayerNiceShot IsNotCoughing IsGambler IssuerClose IsTalk IsTalkGambler ChanceToFire10Percent IsWorldTalkGambler SubjectIsProducer Response PlayerNiceShotProducerGambler } Response SurvivorMournCoachGambler { scene "scenes/Gambler/SurvivorMournCoach01.vcd" //Ahh Coach. scene "scenes/Gambler/SurvivorMournCoach02.vcd" //Later Coach. scene "scenes/Gambler/SurvivorMournCoach03.vcd" //Shit Coach, I'll miss you. } Rule SurvivorMournCoachGambler { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated HasNotDefibrillator IsWorldTalkGambler Response SurvivorMournCoachGambler } Response SurvivorMournCoachC1Gambler { scene "scenes/Gambler/SurvivorMournCoachC101.vcd" //I am going to miss you big guy. scene "scenes/Gambler/SurvivorMournCoachC102.vcd" //Goddamn it coach, what'd you leave me with? scene "scenes/Gambler/SurvivorMournCoachC103.vcd" //Goddamn it coach, what'd you leave me with? } Rule SurvivorMournCoachC1Gambler { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel Response SurvivorMournCoachC1Gambler } Response SurvivorMournMechanicGambler { scene "scenes/Gambler/SurvivorMournEllis01.vcd" //Ellis. scene "scenes/Gambler/SurvivorMournEllis02.vcd" //Ahh Ellis. scene "scenes/Gambler/SurvivorMournEllis03.vcd" //Ellis, I am surprised you lasted as long as you did. } Rule SurvivorMournMechanicGambler { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated HasNotDefibrillator IsWorldTalkGambler Response SurvivorMournMechanicGambler } Response SurvivorMournMechanicC1Gambler { scene "scenes/Gambler/SurvivorMournMechanicC101.vcd" //He was annoying but he could shoot a gun. scene "scenes/Gambler/SurvivorMournMechanicC102.vcd" //No time for mourning, let's go. scene "scenes/Gambler/SurvivorMournMechanicC103.vcd" //He was annoying but he could shoot a gun. } Rule SurvivorMournMechanicC1Gambler { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel Response SurvivorMournMechanicC1Gambler } Response SurvivorMournProducerGambler { scene "scenes/Gambler/SurvivorMournRochelle01.vcd" //Rochelle. scene "scenes/Gambler/SurvivorMournRochelle02.vcd" //Ahh shit Rochelle. scene "scenes/Gambler/SurvivorMournRochelle03.vcd" //Goodnight Rochelle. scene "scenes/Gambler/SurvivorMournRochelle04.vcd" //There goes repopulating the earth. } Rule SurvivorMournProducerGambler { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated HasNotDefibrillator IsWorldTalkGambler Response SurvivorMournProducerGambler } Response SurvivorMournProducerC1Gambler { scene "scenes/Gambler/SurvivorMournProducerC101.vcd" //I can think of two other people I would have rather seen go first. scene "scenes/Gambler/SurvivorMournProducerC102.vcd" //Guys, what are we going to do now? } Rule SurvivorMournProducerC1Gambler { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel Response SurvivorMournProducerC1Gambler } //-------------------------------------------------------------------------------------------------------------- // AutoConvo //-------------------------------------------------------------------------------------------------------------- Response _C1M1_ElevatorHello01Gambler { scene "scenes/Gambler/WorldC1M1B52.vcd" then coach _C1M1_ElevatorHello01a foo:0 -2.673 //Nick, name's Nick. You all did good. What's your names? scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler _C1M1_ElevatorHello01b foo:0 -0.647 //Name's Nick. } Rule _C1M1_ElevatorHello01Gambler { criteria Concept_C1M1_ElevatorHello01 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsEveryoneAlive ApplyContext "Talk:1:2.773" applycontexttoworld Response _C1M1_ElevatorHello01Gambler } Response C1M1_ElevatorHello01_02CMGambler { scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler C1M1_ElevatorHello01_03CM2 foo:0 -0.647 //Name's Nick. } Rule C1M1_ElevatorHello01_02CMGambler { criteria Concept_C1M1_ElevatorHello01 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsWithTwo IsCoachNotAlive IsMechanicNotAlive ApplyContext "Talk:1:0.747" applycontexttoworld Response C1M1_ElevatorHello01_02CMGambler } Response C1M1_ElevatorHello01_02PMGambler { scene "scenes/Gambler/WorldC1M1B60.vcd" then gambler C1M1_ElevatorHello01_03b1 foo:0 -1.859 //There's blood on me, but it ain't mine. } Rule C1M1_ElevatorHello01_02PMGambler { criteria Concept_C1M1_ElevatorHello01 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsWithTwo IsProducerNotAlive IsMechanicNotAlive ApplyContext "Talk:1:1.959" applycontexttoworld Response C1M1_ElevatorHello01_02PMGambler } Response C1M1_ElevatorHello01_03PGambler { scene "scenes/Gambler/WorldC1M1B60.vcd" then gambler C1M1_ElevatorHello01_03a1 foo:0 -1.859 //There's blood on me, but it ain't mine. } Rule C1M1_ElevatorHello01_03PGambler { criteria Concept_C1M1_ElevatorHello01 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsWithOnlyThree IsProducerNotAlive ApplyContext "Talk:1:1.959" applycontexttoworld Response C1M1_ElevatorHello01_03PGambler } Response Playerc1m1_enter_elevatorGambler { scene "scenes/Gambler/WorldC1M1B36.vcd" //This elevator's still working! scene "scenes/Gambler/WorldC1M1B37.vcd" //Technically... you're not supposed to use an elevator in a fire. But that might not apply during a zombie apocalypse. scene "scenes/Gambler/WorldC1M1B38.vcd" //Everybody get in the elevator! } Rule Playerc1m1_enter_elevatorGambler { criteria Conceptc1m1_enter_elevator IsGambler IsTalk IsTalkGambler IsNotSaidc1m1_enter_elevator AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler ApplyContext "Saidc1m1_enter_elevator:1:0" applycontexttoworld Response Playerc1m1_enter_elevatorGambler } Response PlayerC1M2AlarmDoor2Gambler { scene "scenes/Gambler/EmphaticGo04.vcd" predelay ".1,2" //Go go go! scene "scenes/Gambler/EmphaticGo05.vcd" predelay ".1,2" //Let's go. Let's go. scene "scenes/Gambler/WorldC1M2B21.vcd" predelay ".1,2" //Get ready, this is going to set off the alarm scene "scenes/Gambler/WorldC1M2B24.vcd" predelay ".1,2" //Get the cola! scene "scenes/Gambler/WorldC1M2B25.vcd" predelay ".1,2" //Grab the cola! scene "scenes/Gambler/WorldC1M2B26.vcd" predelay ".1,2" //Somebody grab the Cola! } Rule PlayerC1M2AlarmDoor2Gambler { criteria ConceptC1M2AlarmDoor2 IsGambler IsTalk IsTalkGambler IsGamblerActor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2InsideGunShop:1:0" applycontexttoworld Response PlayerC1M2AlarmDoor2Gambler } Response PlayerC1M2GrabbingCola2Gambler { scene "scenes/Gambler/WorldC1M2B27.vcd" //I got his Cola, let's go! scene "scenes/Gambler/WorldC1M2B28.vcd" //We got it, let's go! scene "scenes/Gambler/WorldC1M2B29.vcd" //Got the cola! } Rule PlayerC1M2GrabbingCola2Gambler { criteria ConceptPlayerPickup IsGambler IsTalk IsTalkGambler IsNotSaidC1M2GrabbingCola2 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsPickedUpColaBottles ismap_c1m2_streets ApplyContext "SaidC1M2GrabbingCola2:1:5,Talk:1:1.699,_auto_SaidC1M2GrabbedCola:1:0" applycontexttoworld Response PlayerC1M2GrabbingCola2Gambler } Response PlayerC1M2GunRoomDoorResponseGambler { scene "scenes/Gambler/WorldC1M2B16.vcd" then orator C1M2GunRoomDoorResponse1 foo:0 -7.877 //So let me get this straight: we get you your shit and you'll help us get to the mall? Right? Okay. You screw us and I will kill you with your own gun. scene "scenes/Gambler/WorldC1M2B17.vcd" then orator C1M2GunRoomDoorResponse1 foo:0 -4.759 //Thank you for the guns, honestly, we all appreciate it. But you better not be screwing with us. scene "scenes/Gambler/WorldC1M2B19.vcd" //Sure, why not. scene "scenes/Gambler/WorldC1M2B20.vcd" then orator C1M2GunRoomDoorResponse2 foo:0 -4.349 //Sir, for the use of this gun, I am willing to go get you your cola. } Rule PlayerC1M2GunRoomDoorResponseGambler { criteria ConceptC1M2GunRoomDoorResponse IsGambler IsNotSaidC1M2GunRoomDoorResponse AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2GunRoomDoorResponse:1:0" applycontexttoworld Response PlayerC1M2GunRoomDoorResponseGambler } Response PlayerC1M2InsideGunShop2Gambler { scene "scenes/Gambler/WorldC1M2B14.vcd" //Candy store for adults. scene "scenes/Gambler/WorldC1M2B15.vcd" //Let's grab some guns, we got shit to shoot. } Rule PlayerC1M2InsideGunShop2Gambler { criteria ConceptC1M2InsideGunShop2 IsGambler IsTalk IsTalkGambler IsNotSaidC1M2InsideGunShop IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2InsideGunShop:1:0" applycontexttoworld Response PlayerC1M2InsideGunShop2Gambler } Response PlayerC3M1CallFerry2Gambler { scene "scenes/Gambler/AskReady02.vcd" then any C3M1FerryInTransit foo:0 25 //We ready? scene "scenes/Gambler/AskReadyC103.vcd" then any C3M1FerryInTransit foo:0 25 //If you aren't ready, I don't want to hear it. scene "scenes/Gambler/World409.vcd" then any C3M1FerryInTransit foo:0 25 //I'm hitting it, get ready! scene "scenes/Gambler/WorldC3M1B11.vcd" then any C3M1FerryInTransit foo:0 25 //I'm calling over the ferry. scene "scenes/Gambler/WorldC3M1B12.vcd" then any C3M1FerryInTransit foo:0 25 //Get ready, I'm calling the ferry. } Rule PlayerC3M1CallFerry2Gambler { criteria ConceptC3M1CallFerry2 IsGambler IsTalk IsTalkGambler IsNotSaidC3M1CallFerry2 IsGamblerActor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1CallFerry2:1:0" applycontexttoworld Response PlayerC3M1CallFerry2Gambler } Response PlayerC3M1FerryLanded2Gambler { scene "scenes/Gambler/WorldC3M101.vcd" then any C3M1FerryLanded2 foo:0 4 //Get on the boat! scene "scenes/Gambler/WorldC3M102.vcd" then any C3M1FerryLanded2 foo:0 4 //Get on the boat! scene "scenes/Gambler/WorldC3M103.vcd" then any C3M1FerryLanded2 foo:0 4 //Get to the boat! } Rule PlayerC3M1FerryLanded2Gambler { criteria ConceptC3M1FerryLanded2 IsGambler IsTalk IsTalkGambler IsNotSaidC3M1FerryLaunched2 IsNotSaidC3M1FerryLanded2 IsNotSaidWorldC3M1FerryCrossing IsNotIncapacitated IsNotAlone IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLanded2:1:2" applycontexttoworld Response PlayerC3M1FerryLanded2Gambler } Response PlayerC3M1FerryLaunched2aGambler { scene "scenes/Gambler/Blank.vcd" //Blank } Rule PlayerC3M1FerryLaunched2aGambler { criteria ConceptC3M1FerryLaunched2 IsGambler IsTalk IsTalkGambler IsNotSaidC3M1FerryLaunched2 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLaunched2:1:0" applycontexttoworld Response PlayerC3M1FerryLaunched2aGambler } Response PlayerC3M2ComingHomeGambler { scene "scenes/Gambler/LostCall01.vcd" then any C3M2ComingHome foo:0 1 //Helloooo? scene "scenes/Gambler/LostCall02.vcd" then any C3M2ComingHome foo:0 1 //Heyyy ooooo! scene "scenes/Gambler/LostCall05.vcd" then any C3M2ComingHome foo:0 1 //Helloooo? scene "scenes/Gambler/WorldC2M133.vcd" then any C3M2ComingHome foo:0 1 //Lights are on, where's the people? scene "scenes/Gambler/WorldC3M2B19.vcd" then any C3M2ComingHome foo:0 -0.591 //Hello! scene "scenes/Gambler/WorldC3M2B22.vcd" then any C3M2ComingHome foo:0 -0.675 //HELLO!!! scene "scenes/Gambler/WorldC3M2B23.vcd" then any C3M2ComingHome foo:0 -0.716 //HELLO!!! scene "scenes/Gambler/WorldC3M2B24.vcd" then any C3M2ComingHome foo:0 -1.434 //HEY! HELLO!!! } Rule PlayerC3M2ComingHomeGambler { criteria ConceptC3M2ComingHome IsGambler IsTalk IsTalkGambler IsNotSaidC3M2Village2 IsSaidC3M2Village1 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival Under4C3M2YelledHello ApplyContext "SaidC3M2ComingHome:1:0,C3M2YelledHello++,Talk:1:2.589" applycontexttoworld Response PlayerC3M2ComingHomeGambler } Response PlayerC3M2OpenDoor2Gambler { scene "scenes/Gambler/Incoming08.vcd" //Get ready! scene "scenes/Gambler/WorldC2M463.vcd" //You guys ready to rock? } Rule PlayerC3M2OpenDoor2Gambler { criteria ConceptC3M2OpenDoor2 IsGambler IsTalk IsTalkGambler IsNotSaidC3M2OpenDoor2 IsGamblerActor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M2OpenDoor:21:0,Talk:1:1.492" applycontexttoworld Response PlayerC3M2OpenDoor2Gambler } Response PlayerC3M2PlaneDoorOpenGambler { scene "scenes/Gambler/WorldC3M2B16.vcd" //I'm opening the door. scene "scenes/Gambler/WorldC3M2B17.vcd" //Get ready, I'm opening the door. } Rule PlayerC3M2PlaneDoorOpenGambler { criteria ConceptC3M2PlaneDoorOpen IsGambler IsTalk IsTalkGambler IsNotSaidC3M2PlaneDoorOpen IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M2PlaneDoorOpen:1:0,Talk:1:1.513" applycontexttoworld Response PlayerC3M2PlaneDoorOpenGambler } Response Playerc5m4floatendGambler { scene "scenes/Gambler/World308.vcd" //Our rides here. } Rule Playerc5m4floatendGambler { criteria Conceptc5m4floatend2 IsGambler IsTalk IsTalkGambler IsNotSaidc5m4floatend2 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidc5m4floatend2:1:0" applycontexttoworld Response Playerc5m4floatendGambler } Response Playerc5m4floatstart2Gambler { scene "scenes/Gambler/World409.vcd" //I'm hitting it, get ready! scene "scenes/Gambler/WorldC2M223.vcd" //I'm hitting it. } Rule Playerc5m4floatstart2Gambler { criteria Conceptc5m4floatstart2 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidc5m4floatstart2:1:0,_auto_TractorStarted:1:0,_auto_InMiniFinale:1:0" applycontexttoworld Response Playerc5m4floatstart2Gambler } Response PlayerintroC1M1Gambler { scene "scenes/Gambler/blank.vcd" then any _introc1m1 foo:0 2 // } Rule PlayerintroC1M1Gambler { criteria ConceptintroFarm IsGambler IsTalk IsTalkGambler IsNotSaidintroFarm ismap_c1m1_hotel IsWorldTalkGambler ApplyContext "SaidintroFarm:1:0,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response PlayerintroC1M1Gambler } Response PlayerPlayerUsingColaBottlesGambler { scene "scenes/Gambler/Blank.vcd" then orator whitakerputcola foo:0 0 //Blank } Rule PlayerPlayerUsingColaBottlesGambler { criteria ConceptPlayerUsingColaBottles IsGambler IsTalk IsTalkGambler IsNotSaidPlayerUsingColaBottles IsWorldTalkGambler ApplyContext "SaidPlayerUsingColaBottles:1:20,WhoPutCola:Gambler:35" applycontexttoworld Response PlayerPlayerUsingColaBottlesGambler } Response PlayerRelaxedSighGambler { scene "scenes/Gambler/PainRelieftFirstAid01.vcd" //Woah yeah. scene "scenes/Gambler/PainRelieftFirstAid02.vcd" //Okay. scene "scenes/Gambler/PainRelieftFirstAid03.vcd" //Ahhh. scene "scenes/Gambler/PainRelieftFirstAid04.vcd" //Better. scene "scenes/Gambler/PainRelieftFirstAid05.vcd" //That worked. scene "scenes/Gambler/PainRelieftFirstAid06.vcd" //Alright, now I'm back. scene "scenes/Gambler/PainRelieftFirstAid07.vcd" //Ahh, better. } Rule PlayerRelaxedSighGambler { criteria ConceptRelaxedSigh IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerRelaxedSighGambler } Response PlayerStayTogetherInsideReponseGambler { scene "scenes/Gambler/GoingToDie20.vcd" //Can you see I'm limping here? scene "scenes/Gambler/GoingToDie22.vcd" //I'm going as fast as I can. } Rule PlayerStayTogetherInsideReponseGambler { criteria ConceptStayTogetherInsideReponse IsGambler IsTalk IsTalkGambler IsNotSaidStayTogetherInsideReponse IsNotHealthySlow IsNotInSafeSpot IsWorldTalkGambler ApplyContext "SaidStayTogetherInsideReponse:1:20" applycontexttoworld Response PlayerStayTogetherInsideReponseGambler } Response PlayerUseAdrenalineGambler { scene "scenes/Gambler/Adrenaline03.vcd" predelay "1.2" //[shaking self awake] scene "scenes/Gambler/PainRelieftPills01.vcd" predelay "1.2" //Bbbbrrrrrrr } Rule PlayerUseAdrenalineGambler { criteria ConceptUseAdrenaline IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerUseAdrenalineGambler } Response PlayerWorldC3M1FerryCrossingC01Gambler { scene "scenes/Gambler/WorldC3M113.vcd" then producer WorldC3M1FerryCrossingC02 foo:0 -2.763 //What, alive infected or alive and not zombies? } Rule PlayerWorldC3M1FerryCrossingC01Gambler { criteria ConceptWorldC3M1FerryCrossingC01 IsGambler IsNotSaidWorldC3M1FerryCrossingC01 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingC01:1:0,Talk:1:2.863" applycontexttoworld Response PlayerWorldC3M1FerryCrossingC01Gambler } Response PlayerWorldC3M1FerryCrossingC03Gambler { scene "scenes/Gambler/WorldC3M114.vcd" then producer WorldC3M1FerryCrossingC04 foo:0 -0.946 //100 to 1. } Rule PlayerWorldC3M1FerryCrossingC03Gambler { criteria ConceptWorldC3M1FerryCrossingC03 IsGambler IsNotSaidWorldC3M1FerryCrossingC03 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingC03:1:0,Talk:1:1.046" applycontexttoworld Response PlayerWorldC3M1FerryCrossingC03Gambler } Response PlayerWorldC3M1FerryCrossingD03Gambler { scene "scenes/Gambler/WorldC3M117.vcd" //You forgot one thing, from the way we shoot? Each other. } Rule PlayerWorldC3M1FerryCrossingD03Gambler { criteria ConceptWorldC3M1FerryCrossingD03 IsGambler IsNotSaidWorldC3M1FerryCrossingD03 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingD03:1:0,Talk:1:4.086" applycontexttoworld Response PlayerWorldC3M1FerryCrossingD03Gambler } Response PlayerWorldC3M1FerryCrossingE03Gambler { scene "scenes/Gambler/WorldC3M116.vcd" //Jesus christ Ellis, like the goddamn zombies aren't bad enough. } Rule PlayerWorldC3M1FerryCrossingE03Gambler { criteria ConceptWorldC3M1FerryCrossingE03 IsGambler IsNotSaidWorldC3M1FerryCrossingE03 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingE03:1:0,Talk:1:3.779" applycontexttoworld Response PlayerWorldC3M1FerryCrossingE03Gambler } Response PlayerWorldC3M1FerryCrossingG02Gambler { scene "scenes/Gambler/WorldC3M110.vcd" then coach WorldC3M1FerryCrossingG03 foo:0 -2.315 //Wow, Coach, that was uplifting. (sarcastically) scene "scenes/Gambler/WorldC3M111.vcd" //Well Coach, that was uplifting. Everybody else motivated now? (sarcastically) scene "scenes/Gambler/WorldC3M112.vcd" then coach WorldC3M1FerryCrossingG03 foo:0 -1.408 //Thanks, Coach, that was uplifting. (sarcastically) } Rule PlayerWorldC3M1FerryCrossingG02Gambler { criteria ConceptWorldC3M1FerryCrossingG02 IsGambler IsNotSaidWorldC3M1FerryCrossingG02 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingG02:1:0,Talk:1:3.218" applycontexttoworld Response PlayerWorldC3M1FerryCrossingG02Gambler } Response PlayerWorldC3M1FerryCrossingG04Gambler { scene "scenes/Gambler/WorldC3M107.vcd" //Yes, } Rule PlayerWorldC3M1FerryCrossingG04Gambler { criteria ConceptWorldC3M1FerryCrossingG04 IsGambler IsNotSaidWorldC3M1FerryCrossingG04 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingG04:1:0,Talk:1:0.722" applycontexttoworld Response PlayerWorldC3M1FerryCrossingG04Gambler } Response PlayerWorldC3M1FerryCrossingI01Gambler { scene "scenes/Gambler/WorldC3M105.vcd" then mechanic WorldC3M1FerryCrossingI02 foo:0 -1.929 //What you? Really? scene "scenes/Gambler/WorldC3M106.vcd" then mechanic WorldC3M1FerryCrossingI02 foo:0 -0.532 //Pffft. } Rule PlayerWorldC3M1FerryCrossingI01Gambler { criteria ConceptWorldC3M1FerryCrossingI01 IsGambler IsNotSaidWorldC3M1FerryCrossingI01 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingI01:1:0,Talk:1:2.029" applycontexttoworld Response PlayerWorldC3M1FerryCrossingI01Gambler } //-------------------------------------------------------------------------------------------------------------- // AutoResponder //-------------------------------------------------------------------------------------------------------------- Response ThanksGotItemGambler { scene "scenes/Gambler/Thanks01.vcd" //Thanks. scene "scenes/Gambler/Thanks03.vcd" //Thanks! scene "scenes/Gambler/Thanks05.vcd" //I owe you one. } Rule ThanksGotItemGambler { criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response ThanksGotItemGambler } //-------------------------------------------------------------------------------------------------------------- // AwardSpeech //-------------------------------------------------------------------------------------------------------------- Response ReviveThanksGambler { scene "scenes/Gambler/Thanks01.vcd" predelay ".2,.5" //Thanks. scene "scenes/Gambler/Thanks03.vcd" predelay ".2,.5" //Thanks! scene "scenes/Gambler/Thanks05.vcd" predelay ".2,.5" //I owe you one. } Rule ReviveThanksGambler { criteria ConceptRevivedByFriend IsNotCoughing IsGambler ApplyContext "TalkGambler:1:2" Response ReviveThanksGambler } Response ReviveThanksCoachGambler { scene "scenes/Gambler/Thanks04.vcd" predelay ".2,.5" //Thanks, man, I owe you. scene "scenes/Gambler/Thanks05.vcd" predelay ".2,.5" //I owe you one. scene "scenes/Gambler/ThanksCoach01.vcd" predelay ".2,.5" //Thanks bro. } Rule ReviveThanksCoachGambler { criteria ConceptRevivedByFriend IsNotCoughing IsGambler SubjectIsCoach ChanceToFire30Percent ApplyContext "TalkGambler:1:2" Response ReviveThanksCoachGambler } Response ReviveThanksMechanicGambler { scene "scenes/Gambler/Thanks03.vcd" predelay ".2,.5" //Thanks! scene "scenes/Gambler/Thanks04.vcd" predelay ".2,.5" //Thanks, man, I owe you. scene "scenes/Gambler/ThanksEllis01.vcd" predelay ".2,.5" //Thanks killer. } Rule ReviveThanksMechanicGambler { criteria ConceptRevivedByFriend IsNotCoughing IsGambler SubjectIsMechanic ChanceToFire30Percent ApplyContext "TalkGambler:1:2" Response ReviveThanksMechanicGambler } Response ReviveThanksProducerGambler { scene "scenes/Gambler/Thanks03.vcd" predelay ".2,.5" //Thanks! scene "scenes/Gambler/Thanks05.vcd" predelay ".2,.5" //I owe you one. scene "scenes/Gambler/ThanksRochelle01.vcd" predelay ".2,.5" //Thanks Ro. } Rule ReviveThanksProducerGambler { criteria ConceptRevivedByFriend IsNotCoughing IsGambler SubjectIsProducer ChanceToFire30Percent ApplyContext "TalkGambler:1:2" Response ReviveThanksProducerGambler } //-------------------------------------------------------------------------------------------------------------- // Bots //-------------------------------------------------------------------------------------------------------------- Response AutoYouAreWelcomeGambler { scene "scenes/Gambler/YouAreWelcome01.vcd" //You're welcome. scene "scenes/Gambler/YouAreWelcome02.vcd" //You're welcome. scene "scenes/Gambler/YouAreWelcome03.vcd" //You're welcome. scene "scenes/Gambler/YouAreWelcome04.vcd" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome05.vcd" //You're welcome. scene "scenes/Gambler/YouAreWelcome06.vcd" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome07.vcd" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome08.vcd" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome09.vcd" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome10.vcd" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome11.vcd" //Anytime. scene "scenes/Gambler/YouAreWelcome12.vcd" //Anytime. scene "scenes/Gambler/YouAreWelcome13.vcd" //Anytime. scene "scenes/Gambler/YouAreWelcome14.vcd" //Sure thing. scene "scenes/Gambler/YouAreWelcome15.vcd" //Sure thing. scene "scenes/Gambler/YouAreWelcome16.vcd" //Sure thing. scene "scenes/Gambler/YouAreWelcome17.vcd" //Sure thing. } Rule AutoYouAreWelcomeGambler { criteria ConceptYouWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler TimeSinceGroupInCombat05 IsNotSpeaking IsWorldTalkGambler Response AutoYouAreWelcomeGambler } Response AutoYouAreWelcomeC1Gambler { scene "scenes/Gambler/YouAreWelcomeC101.vcd" //Whatever. scene "scenes/Gambler/YouAreWelcomeC102.vcd" //Um yeah. scene "scenes/Gambler/YouAreWelcomeC103.vcd" //Sure. scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever. scene "scenes/Gambler/YouAreWelcomeC105.vcd" //Sure. scene "scenes/Gambler/YouAreWelcomeC106.vcd" //Um yeah. scene "scenes/Gambler/YouAreWelcomeC107.vcd" //Sure. scene "scenes/Gambler/YouAreWelcomeC108.vcd" //Whatever. scene "scenes/Gambler/YouAreWelcomeC109.vcd" //Um yeah. } Rule AutoYouAreWelcomeC1Gambler { criteria ConceptYouWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler TimeSinceGroupInCombat05 IsNotSpeaking IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel Response AutoYouAreWelcomeC1Gambler } Response BotPlayer.YourWelcomeGambler { scene "scenes/Gambler/YouAreWelcome01.vcd" predelay "1,3.5" //You're welcome. scene "scenes/Gambler/YouAreWelcome02.vcd" predelay "1,3.5" //You're welcome. scene "scenes/Gambler/YouAreWelcome03.vcd" predelay "1,3.5" //You're welcome. scene "scenes/Gambler/YouAreWelcome04.vcd" predelay "1,3.5" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome05.vcd" predelay "1,3.5" //You're welcome. scene "scenes/Gambler/YouAreWelcome06.vcd" predelay "1,3.5" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome07.vcd" predelay "1,3.5" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome08.vcd" predelay "1,3.5" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome09.vcd" predelay "1,3.5" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome10.vcd" predelay "1,3.5" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome11.vcd" predelay "1,3.5" //Anytime. scene "scenes/Gambler/YouAreWelcome12.vcd" predelay "1,3.5" //Anytime. scene "scenes/Gambler/YouAreWelcome13.vcd" predelay "1,3.5" //Anytime. scene "scenes/Gambler/YouAreWelcome14.vcd" predelay "1,3.5" //Sure thing. scene "scenes/Gambler/YouAreWelcome15.vcd" predelay "1,3.5" //Sure thing. scene "scenes/Gambler/YouAreWelcome16.vcd" predelay "1,3.5" //Sure thing. scene "scenes/Gambler/YouAreWelcome17.vcd" predelay "1,3.5" //Sure thing. } Rule BotPlayer.YourWelcomeGambler { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response BotPlayer.YourWelcomeGambler } Response BotPlayer.YourWelcomeC1Gambler { scene "scenes/Gambler/YouAreWelcomeC101.vcd" predelay "1,3.5" //Whatever. scene "scenes/Gambler/YouAreWelcomeC102.vcd" predelay "1,3.5" //Um yeah. scene "scenes/Gambler/YouAreWelcomeC103.vcd" predelay "1,3.5" //Sure. scene "scenes/Gambler/YouAreWelcomeC104.vcd" predelay "1,3.5" //Whatever. scene "scenes/Gambler/YouAreWelcomeC105.vcd" predelay "1,3.5" //Sure. scene "scenes/Gambler/YouAreWelcomeC106.vcd" predelay "1,3.5" //Um yeah. scene "scenes/Gambler/YouAreWelcomeC107.vcd" predelay "1,3.5" //Sure. scene "scenes/Gambler/YouAreWelcomeC108.vcd" predelay "1,3.5" //Whatever. scene "scenes/Gambler/YouAreWelcomeC109.vcd" predelay "1,3.5" //Um yeah. } Rule BotPlayer.YourWelcomeC1Gambler { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel Response BotPlayer.YourWelcomeC1Gambler } Response BotReassureComingGambler { scene "scenes/Gambler/Yes01.vcd" predelay "1,3.5" //Yes. scene "scenes/Gambler/Yes02.vcd" predelay "1,3.5" //Yep. scene "scenes/Gambler/Yes03.vcd" predelay "1,3.5" //Yeah. scene "scenes/Gambler/Yes04.vcd" predelay "1,3.5" //Yeppers. scene "scenes/Gambler/Yes05.vcd" predelay "1,3.5" //Yes. scene "scenes/Gambler/Yes06.vcd" predelay "1,3.5" //Yes. scene "scenes/Gambler/Yes07.vcd" predelay "1,3.5" //Yeah. scene "scenes/Gambler/Yes08.vcd" predelay "1,3.5" //Yessss. scene "scenes/Gambler/Yes09.vcd" predelay "1,3.5" //Yes. scene "scenes/Gambler/Yes10.vcd" predelay "1,3.5" //Yessss. scene "scenes/Gambler/Yes12.vcd" predelay "1,3.5" //Yeah, yeah, yeah, yeah. } Rule BotReassureComingGambler { criteria ConceptSurvivorBotReassureComing IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response BotReassureComingGambler } Response BotReassureNearbyGambler { scene "scenes/Gambler/ImWithYou01.vcd" predelay "1,3.5" //I'm here. scene "scenes/Gambler/ImWithYou02.vcd" predelay "1,3.5" //Why not? I follow you. scene "scenes/Gambler/ImWithYou03.vcd" predelay "1,3.5" //I'm with you. scene "scenes/Gambler/ImWithYou04.vcd" predelay "1,3.5" //Sure thing, let's go. scene "scenes/Gambler/ImWithYou05.vcd" predelay "1,3.5" //Sure, let's go. } Rule BotReassureNearbyGambler { criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response BotReassureNearbyGambler } Response BotYesReadyGambler { scene "scenes/Gambler/Yes01.vcd" predelay "1,3.5" //Yes. scene "scenes/Gambler/Yes02.vcd" predelay "1,3.5" //Yep. scene "scenes/Gambler/Yes03.vcd" predelay "1,3.5" //Yeah. scene "scenes/Gambler/Yes04.vcd" predelay "1,3.5" //Yeppers. scene "scenes/Gambler/Yes05.vcd" predelay "1,3.5" //Yes. scene "scenes/Gambler/Yes06.vcd" predelay "1,3.5" //Yes. scene "scenes/Gambler/Yes07.vcd" predelay "1,3.5" //Yeah. scene "scenes/Gambler/Yes08.vcd" predelay "1,3.5" //Yessss. scene "scenes/Gambler/Yes09.vcd" predelay "1,3.5" //Yes. scene "scenes/Gambler/Yes10.vcd" predelay "1,3.5" //Yessss. scene "scenes/Gambler/Yes12.vcd" predelay "1,3.5" //Yeah, yeah, yeah, yeah. } Rule BotYesReadyGambler { criteria ConceptSurvivorBotYesReady IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response BotYesReadyGambler } //-------------------------------------------------------------------------------------------------------------- // C1M2 //-------------------------------------------------------------------------------------------------------------- Response C1M2LeavingSafeRoomGambler { scene "scenes/Gambler/MoveOn04.vcd" //What are we waiting for? Let's go. scene "scenes/Gambler/ReviveFriendB14.vcd" //Let's go kill some zombies. } Rule C1M2LeavingSafeRoomGambler { criteria ConceptSurvivorLeavingInitialCheckpoint IsGambler IsNotSaidC1M2LeavingSafeRoom ismap_c1m2_streets _auto_NotTellingStory ApplyContext "SaidC1M2LeavingSafeRoom:1:0,Talk:1:2.989" applycontexttoworld Response C1M2LeavingSafeRoomGambler } Response C1M2SafeRoomGambler { scene "scenes/Gambler/Blank.vcd" then any C1M2SafeRoom2 foo:0 3 //Blank } Rule C1M2SafeRoomGambler { criteria ConceptTalkIdle Joined2 IsGambler IsNotSaidC1M2SafeRoom2 ismap_c1m2_streets IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M2SafeRoom2:1:0" applycontexttoworld Response C1M2SafeRoomGambler } Response C1M2SafeRoomb1Gambler { scene "scenes/Gambler/WorldC1M1B103.vcd" then coach C1M2SafeRoomb2 foo:0 -1.777 //I guess living here's finally paying off. } Rule C1M2SafeRoomb1Gambler { criteria ConceptC1M2SafeRoomb1 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.877" applycontexttoworld Response C1M2SafeRoomb1Gambler } Response C1M2SafeRoomb3Gambler { scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever. } Rule C1M2SafeRoomb3Gambler { criteria ConceptC1M2SafeRoomb3 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.749" applycontexttoworld Response C1M2SafeRoomb3Gambler } Response C1M2SafeRoomd1Gambler { scene "scenes/Gambler/WorldC1M1B34.vcd" then producer C1M2SafeRoomd2 foo:0 -1.030 //Now we're talking. scene "scenes/Gambler/WorldC1M2B01.vcd" then oroducer C1M2SafeRoomd2a foo:0 -1.060 //Sounds good to me. scene "scenes/Gambler/WorldC1M2B02.vcd" //A gun store sounds like a fine to stop. } Rule C1M2SafeRoomd1Gambler { criteria ConceptC1M2SafeRoomd1 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.185" applycontexttoworld Response C1M2SafeRoomd1Gambler } Response C1M2TankerAttackGambler { scene "scenes/Gambler/WorldC1M2B30.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Barrier's down! Let's get out of here. scene "scenes/Gambler/WorldC1M2B31.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //There goes the tanker. Let's get out of here. scene "scenes/Gambler/WorldC1M2B32.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //That's one way to open a path. scene "scenes/Gambler/WorldC1M2B33.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //I gotta respect that! scene "scenes/Gambler/WorldC1M2B34.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //That is how you clear a path. } Rule C1M2TankerAttackGambler { criteria ConceptC1M2TankerAttack2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M2TankerAttackGambler } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response c1m4escapeGambler { scene "scenes/Gambler/WorldC1M4B38.vcd" //HELL YEAH! Next stop: New Orleans... scene "scenes/Gambler/WorldC1M4B42.vcd" //Time to go! } Rule c1m4escapeGambler { criteria Conceptc1m4escape IsGambler IsNotSaidc1m4escape AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3,Saidc1m4escape:1:0" Response c1m4escapeGambler } Response C1M4GasPourGambler { scene "scenes/Gambler/WorldC1M4B09.vcd" //Come onnnn, come onnnnnn... scene "scenes/Gambler/WorldC1M4B10.vcd" //Come onnnn, come onnnnnn... scene "scenes/Gambler/WorldC1M4B11.vcd" //Come on... scene "scenes/Gambler/WorldC1M4B12.vcd" //Get in the tank, you stupid goddamn gas, get in the tank. scene "scenes/Gambler/WorldC1M4B13.vcd" //Piece of shit gas, GET IN THE CAR! scene "scenes/Gambler/WorldC1M4B14.vcd" //Got another can in the tank! scene "scenes/Gambler/WorldC1M4B15.vcd" //One more for the gas tank! scene "scenes/Gambler/WorldC1M4B16.vcd" //How big is the tank in this thing? scene "scenes/Gambler/WorldC1M4B17.vcd" //Hurry up, hurrrry upppp... scene "scenes/Gambler/WorldC1M4B18.vcd" //Come comeoncomeoncomeoncomeon. Come on! scene "scenes/Gambler/WorldC1M4B19.vcd" //Get! In! The! Tank! } Rule C1M4GasPourGambler { criteria ConceptPlayerPourStarted IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge ismap_c1m4_atrium _auto_NotNoGasPourLine ApplyContext "TalkGambler:1:2" Response C1M4GasPourGambler } Response C1M4PlayerGetToRescueVehicleGambler { scene "scenes/Gambler/EmphaticGo05.vcd" //Let's go. Let's go. scene "scenes/Gambler/WorldC1M4B20.vcd" //Get in there! scene "scenes/Gambler/WorldC1M4B37.vcd" //Would you get to the goddamn car? } Rule C1M4PlayerGetToRescueVehicleGambler { criteria ConceptGetToVehicle IsGambler IsNotSaidPlayerGetToRescueVehicle ismap_c1m4_atrium IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidPlayerGetToRescueVehicle:1:0" applycontexttoworld Response C1M4PlayerGetToRescueVehicleGambler } Response c1m4startelevatorGambler { scene "scenes/Gambler/WorldC1M4B02.vcd" then mechanic _c1m4startelevator2a foo:0 -2.415 //CEDA's not gonna save us, any ideas? } Rule c1m4startelevatorGambler { criteria Conceptc1m4startelevator IsGambler AutoIsNotScavenge AutoIsNotSurvival Response c1m4startelevatorGambler } Response FinaleStartC1M4Gambler { scene "scenes/Gambler/WorldC1M4B07.vcd" //Let's get some GAS! } Rule FinaleStartC1M4Gambler { criteria ConceptFinaleTriggered IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m4_atrium IsNotScavenge IsNotSaidFinaleStartC1M4 ApplyContext "Talk:1:3,SaidFinaleStartC1M4:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response FinaleStartC1M4Gambler } Response GasPourDoneC1M4Gambler { scene "scenes/Gambler/WorldC1M4B34.vcd" //She's all filled up, let's go, get to the car! scene "scenes/Gambler/WorldC1M4B35.vcd" //Thank YOU, Jimmy Gibbs, Jr. scene "scenes/Gambler/WorldC1M4B36.vcd" //Get to the car! scene "scenes/Gambler/WorldC1M4B39.vcd" //Everyone to the car! scene "scenes/Gambler/WorldC1M4B40.vcd" //I'm not waiting long, get to the car! scene "scenes/Gambler/WorldC1M4B41.vcd" //Time to leave people! scene "scenes/Gambler/WorldC1M4B43.vcd" //Let's go people, let's go! } Rule GasPourDoneC1M4Gambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge ismap_c1m4_atrium ScoreDoneSC Response GasPourDoneC1M4Gambler } //-------------------------------------------------------------------------------------------------------------- // C2General //-------------------------------------------------------------------------------------------------------------- Response C2M2CarouselIdleGambler { scene "scenes/Gambler/WorldC2M2B18.vcd" //SHIT, that's loud! Somebody shut it down! scene "scenes/Gambler/WorldC2M2B19.vcd" //Goddamn, that's loud! Somebody shut it down! } Rule C2M2CarouselIdleGambler { criteria ConceptTalkIdle IsGambler ChanceToFire30Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_IsCarouselOn _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_NotSawTunnelOfLove IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:13,_auto_TimerLockGambler:1:20" applycontexttoworld Response C2M2CarouselIdleGambler } Response C2M2TunnelIdleGambler { scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running. scene "scenes/Gambler/WorldC2M226.vcd" //Run into the tunnel of love! scene "scenes/Gambler/WorldC2M228.vcd" //Go go go. Cut in line. } Rule C2M2TunnelIdleGambler { criteria ConceptTalkIdle IsGambler ChanceToFire50Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_IsSawTunnelOfLove IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:8,_auto_TimerLockGambler:1:12" applycontexttoworld Response C2M2TunnelIdleGambler } // Autogenerated criteria for linked source group C2M2_SAFE002 criterion "IsNotSrcGrp_C2M2_SAFE002" "worldSrcGrp_C2M2_SAFE002" "<1" required //-------------------------------------------------------------------------------------------------------------- // C2M3 //-------------------------------------------------------------------------------------------------------------- Response c2m3_DownHoleGambler { speak "Gambler_Blank" noscene //Blank } Rule c2m3_DownHoleGambler { criteria Conceptc2m3downhole IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_DownHole:1:0" applycontexttoworld Response c2m3_DownHoleGambler } Response c2m3CoasterEndGambler { scene "scenes/Gambler/WorldC2M3B22.vcd" //Alarm's off! } Rule c2m3CoasterEndGambler { criteria Conceptc2m3CoasterEnd IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CoasterOff:0:0,_auto_CoasterOver:1:0" applycontexttoworld Response c2m3CoasterEndGambler } Response C2M3CoasterStartGambler { scene "scenes/Gambler/MiscDirectional35.vcd" then mechanic _c2m3_howcool foo:0 1.0 //I hit it! } Rule C2M3CoasterStartGambler { criteria Conceptc2m3CoasterStart IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "WarnMegaMob:1:30,_auto_CoasterStarted:1:0" applycontexttoworld Response C2M3CoasterStartGambler } Response c2m3SeeChopperGambler { scene "scenes/Gambler/Look02.vcd" then any C2M3Chopper001 foo:0 0.01 //Look! } Rule c2m3SeeChopperGambler { criteria Conceptc2m3SeeChopper IsGambler IsTalk AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_OutOfTunnel:1:0" applycontexttoworld Response c2m3SeeChopperGambler } // Autogenerated criteria for linked source group C2M3_SPOT01 criterion "IsNotSrcGrp_C2M3_SPOT01" "worldSrcGrp_C2M3_SPOT01" "<1" required // Autogenerated criteria for linked source group C2M3_SPOT02 criterion "IsNotSrcGrp_C2M3_SPOT02" "worldSrcGrp_C2M3_SPOT02" "<1" required // Autogenerated criteria for linked source group C2M3_007 criterion "IsNotSrcGrp_C2M3_007" "worldSrcGrp_C2M3_007" "<1" required Response PlayerRemarkc2m3_saferoomaGambler { scene "scenes/Gambler/Blank.vcd" //Blank } Rule PlayerRemarkc2m3_saferoomaGambler { criteria ConceptTalkIdle IsGambler 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_saferoomaGambler } //-------------------------------------------------------------------------------------------------------------- // C2M4 //-------------------------------------------------------------------------------------------------------------- Response C2M4_saferoom01Gambler { scene "scenes/Gambler/WorldC3M107.vcd" then any C2M4_saferoom02 foo:0 0.01 //Yes, scene "scenes/Gambler/WorldC3M109.vcd" then any C2M4_saferoom02 foo:0 0.01 //Yes Ellis, I remember. } Rule C2M4_saferoom01Gambler { criteria ConceptC2M4_saferoom01 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart ApplyContext "Talk:1:1.758" applycontexttoworld Response C2M4_saferoom01Gambler } // Autogenerated criteria for linked source group C2M4_700 criterion "IsNotSrcGrp_C2M4_700" "worldSrcGrp_C2M4_700" "<1" required Response c2m4_saferoominitGambler { scene "scenes/Gambler/blank.vcd" //Blank } Rule c2m4_saferoominitGambler { criteria ConceptTalkIdle IsGambler 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_saferoominitGambler } Response C2M4ButtonPressedGambler { scene "scenes/Gambler/MiscDirectional35.vcd" //I hit it! } Rule C2M4ButtonPressedGambler { criteria ConceptC2M4ButtonPressed IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_ButtonPressed:1:0" applycontexttoworld Response C2M4ButtonPressedGambler } Response C2M4Chopper001Gambler { scene "scenes/Gambler/WorldC2M4B04.vcd" //We need something big to signal the 'copter. } Rule C2M4Chopper001Gambler { criteria ConceptC2M4Chopper001 IsGambler IsTalk NotInCombat IsSubjectDistNear400 IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response C2M4Chopper001Gambler } // Autogenerated criteria for linked source group C2M4_008 criterion "IsNotSrcGrp_C2M4_008" "worldSrcGrp_C2M4_008" "<1" required Response C2M4GateIdle2Gambler { norepeat scene "scenes/Gambler/MiscDirectional32.vcd" //Press the button! } Rule C2M4GateIdle2Gambler { criteria ConceptTalkIdle IsGambler IsNotIncapacitated ismap_c2m4 NotInCombat TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsNearGateNag _auto_IsNearGate _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_NotButtonPressed IsNotSpeakingWeight0 ApplyContext "Talk:1:0.886,_auto_TimerLockA:1:20,_auto_TimerLockGambler:1:23" applycontexttoworld Response C2M4GateIdle2Gambler } // Autogenerated criteria for linked source group C2M4_009 criterion "IsNotSrcGrp_C2M4_009" "worldSrcGrp_C2M4_009" "<1" required Response C2M4GateOpenIdleGambler { scene "scenes/Gambler/WorldC2M478.vcd" then any _C2M4_GateOpen001 foo:0 0.01 //Gate's open! } Rule C2M4GateOpenIdleGambler { criteria ConceptTalkIdle IsGambler IsNotIncapacitated ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_009 _auto_IsGateOpen _auto_NotTimerLockA IsNotSpeakingWeight0 ApplyContext "Talk:1:0.887,SrcGrp_C2M4_009:1:0" applycontexttoworld Response C2M4GateOpenIdleGambler } // Autogenerated criteria for linked source group C2M4_SAFE001 criterion "IsNotSrcGrp_C2M4_SAFE001" "worldSrcGrp_C2M4_SAFE001" "<1" required Response c2m4SeeChopperGambler { scene "scenes/Gambler/WorldC2M4B04.vcd" //We need something big to signal the 'copter. } Rule c2m4SeeChopperGambler { criteria Conceptc2m4SeeChopper IsGambler IsTalk NotInCombat IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response c2m4SeeChopperGambler } // Autogenerated criteria for linked source group C2M4_910 criterion "IsNotSrcGrp_C2M4_910" "worldSrcGrp_C2M4_910" "<1" required //-------------------------------------------------------------------------------------------------------------- // C2M5 //-------------------------------------------------------------------------------------------------------------- Response C2M5_Button2YellGambler { scene "scenes/Gambler/WorldC2M463.vcd" //You guys ready to rock? scene "scenes/Gambler/WorldC2M5B21.vcd" //I'm gonna regret this, but turn it up! } Rule C2M5_Button2YellGambler { criteria ConceptC2M5_Button2Yell IsGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeaking Response C2M5_Button2YellGambler } Response C2M5_ChoppercomingGambler { scene "scenes/Gambler/WorldC2M5B38.vcd" then any C2M5_PlanWorked foo:0 0.01 //There's the copter! scene "scenes/Gambler/WorldC2M5B39.vcd" then any C2M5_PlanWorked foo:0 0.01 //This worked! The copter is here! } Rule C2M5_ChoppercomingGambler { criteria ConceptC2M5_Choppercoming IsGambler IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response C2M5_ChoppercomingGambler } Response c2m5_intro004Gambler { scene "scenes/Gambler/WorldC2M5B04.vcd" //Unless someone has a better idea, let's rock. } Rule c2m5_intro004Gambler { criteria Conceptc2m5_intro004 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.089" applycontexttoworld Response c2m5_intro004Gambler } Response c2m5_intro008Gambler { scene "scenes/Gambler/WorldC2M450.vcd" odds 2 //Okay, we'll set off the pyrotechnics, but I'm telling you right now. I AM NOT GOING TO AIR GUITAR. } Rule c2m5_intro008Gambler { criteria Conceptc2m5_intro008 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.949" applycontexttoworld Response c2m5_intro008Gambler } Response c2m5_intro011Gambler { scene "scenes/Gambler/WorldC2M5B02.vcd" then any c2m5_intro012 foo:0 0.1 //Coach, that is the stupidest idea I have ever agreed with. } Rule c2m5_intro011Gambler { criteria Conceptc2m5_intro011 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.581" applycontexttoworld Response c2m5_intro011Gambler } Response c2m5_intro015Gambler { scene "scenes/Gambler/WorldC2M5B02.vcd" then any c2m5_intro016 foo:0 0.1 //Coach, that is the stupidest idea I have ever agreed with. } Rule c2m5_intro015Gambler { criteria Conceptc2m5_intro015 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.581" applycontexttoworld Response c2m5_intro015Gambler } Response c2m5_intro020Gambler { scene "scenes/Gambler/WorldC2M5B04.vcd" //Unless someone has a better idea, let's rock. } Rule c2m5_intro020Gambler { criteria Conceptc2m5_intro020 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.089" applycontexttoworld Response c2m5_intro020Gambler } Response c2m5_intro026Gambler { scene "scenes/Gambler/WorldC2M4B04.vcd" then any c2m5_intro013 foo:0 0.1 //We need something big to signal the 'copter. } Rule c2m5_intro026Gambler { criteria Conceptc2m5_intro026 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.140" applycontexttoworld Response c2m5_intro026Gambler } Response C2M5_PlanWorkedGambler { scene "scenes/Gambler/WorldC2M5B42.vcd" //Holy shit, this worked! scene "scenes/Gambler/WorldC2M5B43.vcd" //Coach, you're a genius this worked! scene "scenes/Gambler/WorldC2M5B44.vcd" //It worked! I love you Coach! } Rule C2M5_PlanWorkedGambler { criteria ConceptC2M5_PlanWorked IsGambler IsNotIncapacitated NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C2M5_PlanWorkedGambler } // Autogenerated criteria for linked source group C2M5_001 criterion "IsNotSrcGrp_C2M5_001" "worldSrcGrp_C2M5_001" "<1" required Response c2m5_saferoominitGambler { scene "scenes/Gambler/blank.vcd" //Blank } Rule c2m5_saferoominitGambler { criteria ConceptTalkIdle IsGambler 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_saferoominitGambler } // Autogenerated criteria for linked source group C2M5_101 criterion "IsNotSrcGrp_C2M5_101" "worldSrcGrp_C2M5_101" "<1" required Response C2M5Button1Gambler { scene "scenes/Gambler/WorldC2M5B18.vcd" //Lights! } Rule C2M5Button1Gambler { criteria ConceptC2M5Button1 IsGambler 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 C2M5Button1Gambler } Response C2M5ChopperNagGambler { scene "scenes/Gambler/WorldC2M5B48.vcd" //The pilot's landed, let's go! scene "scenes/Gambler/WorldC2M5B49.vcd" //Get on the helicopter! scene "scenes/Gambler/WorldC2M5B50.vcd" //Everyone to the copter! scene "scenes/Gambler/WorldC2M5B52.vcd" //Copter's landed, let's go! scene "scenes/Gambler/WorldC2M5B53.vcd" //Let's go, let's go to the copter! } Rule C2M5ChopperNagGambler { criteria ConceptTalkIdle IsGambler Ismap_c2m5 IsNotIncapacitated IsTalk AutoIsNotScavenge AutoIsNotSurvival _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockGambler IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:5,_auto_TimerLockGambler:1:10" applycontexttoworld Response C2M5ChopperNagGambler } // Autogenerated criteria for linked source group C2M5_100 criterion "IsNotSrcGrp_C2M5_100" "worldSrcGrp_C2M5_100" "<1" required Response C2M5InArenaNagGambler { norepeat scene "scenes/Gambler/WorldC2M461.vcd" //Hit the lights. scene "scenes/Gambler/WorldC2M468.vcd" //Someone needs to hit the lights! scene "scenes/Gambler/WorldC2M470.vcd" //We have to hit the lights! scene "scenes/Gambler/WorldC2M5B16.vcd" //Hit the lights! scene "scenes/Gambler/WorldC2M5B26.vcd" //Turn on the lights! } Rule C2M5InArenaNagGambler { criteria ConceptTalkIdle IsGambler ChanceToFire80Percent NotInCombat Ismap_c2m5 IsTalk IsTalkGambler IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton1 _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_IsC2M5InArena IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:30,_auto_TimerLockGambler:1:34,_auto_NoSpotting:1:0" applycontexttoworld Response C2M5InArenaNagGambler } // Autogenerated criteria for linked source group C2M5_SAFE001 criterion "IsNotSrcGrp_C2M5_SAFE001" "worldSrcGrp_C2M5_SAFE001" "<1" required // Autogenerated criteria for linked source group C2M5_THANK criterion "IsNotSrcGrp_C2M5_THANK" "worldSrcGrp_C2M5_THANK" "<1" required Response C2M5WeAreRocking##Name## { scene "scenes/Gambler/Hurrah01.vcd" //We are walking through the valley of the shadow of death and kicking ass. scene "scenes/Gambler/Hurrah08.vcd" //We're makin' it look EASY! scene "scenes/Gambler/Hurrah09.vcd" //And THAT is how you do that! scene "scenes/Gambler/Hurrah10.vcd" //We're the four riders of the goddamn apocalypse! } Rule C2M5WeAreRocking##Name## { criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler IntensityOver75 _auto_IsC2M5InArena _auto_NotC2M5WeAreRocking ApplyContext "_auto_C2M5WeAreRocking:1:1.10" applycontexttoworld Response C2M5WeAreRocking##Name## } //-------------------------------------------------------------------------------------------------------------- // C3 //-------------------------------------------------------------------------------------------------------------- Response C3GoingToDieGambler { norepeat scene "scenes/Gambler/WorldC3MGoingToDie01.vcd" //I am not dying in this swamp. scene "scenes/Gambler/WorldC3MGoingToDie02.vcd" //I am not going to be gator food. } Rule C3GoingToDieGambler { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock ChanceToFire30Percent IsWorldTalkGambler ismapc3m2_swamp ApplyContext "IsComplain:1:25" forceweight 200 Response C3GoingToDieGambler } // Autogenerated criteria for linked source group C2M3_SAFE001 criterion "IsNotSrcGrp_C2M3_SAFE001" "worldSrcGrp_C2M3_SAFE001" "<1" required //-------------------------------------------------------------------------------------------------------------- // C3M1 //-------------------------------------------------------------------------------------------------------------- Response C3M1FerryEnd2Gambler { scene "scenes/Gambler/MoveOn02.vcd" //Let's roll! scene "scenes/Gambler/MoveOn04.vcd" //What are we waiting for? Let's go. } Rule C3M1FerryEnd2Gambler { criteria ConceptC3M1FerryEnd2 IsGambler IsNotSaidC3M1FerryEnd AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryEnd:1:0" applycontexttoworld Response C3M1FerryEnd2Gambler } // Autogenerated criteria for linked source group C3M2_900 criterion "IsNotSrcGrp_C3M2_900" "worldSrcGrp_C3M2_900" "<1" required //-------------------------------------------------------------------------------------------------------------- // C3M2 //-------------------------------------------------------------------------------------------------------------- Response C3M2DisgustGambler { scene "scenes/Gambler/ReactionNegative24.vcd" //Is this some kind of sick joke? scene "scenes/Gambler/WorldC3M3B13.vcd" //This is just really unsanitary. } Rule C3M2DisgustGambler { criteria Conceptc3m2disgust IsGambler NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C3M2_900 ApplyContext "Talk:1:2.028,SrcGrp_C3M2_900:1:0" applycontexttoworld Response C3M2DisgustGambler } Response C3M2SafeRoomGambler { scene "scenes/Gambler/WorldC3M1B17.vcd" then producer C3M2SafeRoom2d foo:0 -2.978 //Shit. This swamp is going to ruin my white suit. scene "scenes/Gambler/WorldC3M2B03.vcd" then gambler C3M2SafeRoomb2 foo:0 .01 //These swamps don't agree with me. scene "scenes/Gambler/WorldC3M2B05.vcd" //I am not dying in this goddamn swamp. } Rule C3M2SafeRoomGambler { criteria ConceptTalkIdle Joined3 IsGambler IsNotSaidC3M2SafeRoom ismapc3m2_swamp IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC3M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC3M2SafeRoom:1:0,Talk:1:3.088" applycontexttoworld Response C3M2SafeRoomGambler } Response C3M2SafeRoom3dGambler { scene "scenes/Gambler/WorldC3M1B18.vcd" //Brains come out. Swamp water doesn't. Don't ask me how I know that. } Rule C3M2SafeRoom3dGambler { criteria ConceptC3M2SafeRoom3d IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.629" applycontexttoworld Response C3M2SafeRoom3dGambler } Response C3M2SafeRoomb2Gambler { scene "scenes/Gambler/WorldC3M2B01.vcd" then mechanic C3M2SafeRoomb3 foo:0 .01 //This swamp is just a cesspool for disease. scene "scenes/Gambler/WorldC3M2B02.vcd" //I can feel my feet growing fungus. } Rule C3M2SafeRoomb2Gambler { criteria ConceptC3M2SafeRoomb2 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.455" applycontexttoworld Response C3M2SafeRoomb2Gambler } //-------------------------------------------------------------------------------------------------------------- // C3M3 //-------------------------------------------------------------------------------------------------------------- Response C3M3SafeRoom2Gambler { scene "scenes/Gambler/WorldC3M3B01.vcd" then mechanic C3M3SafeRoom2d2 foo:0 .05 //The swamp people didn't make it. scene "scenes/Gambler/WorldC3M3B02.vcd" then producer C3M3SafeRoom2e2 foo:0 .05 //This is ugly. } Rule C3M3SafeRoom2Gambler { criteria ConceptTalkIdle Joined3 IsGambler Ismapc3m3_shantytown IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC3M3SafeRoom IsNotSaidC3M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC3M3SafeRoom:1:0,Talk:1:1.402" applycontexttoworld Response C3M3SafeRoom2Gambler } Response InfoRemC3M3LowerGateaGambler { scene "scenes/Gambler/WorldC3M3B08.vcd" //Lower the plank. scene "scenes/Gambler/WorldC3M3B09.vcd" //Lower the bridge. } Rule InfoRemC3M3LowerGateaGambler { criteria ConceptInfoRemC3M3LowerGatea IsGambler IsNotSaidC3M3BridgeButton IntensityUnder25 AutoIsNotScavenge AutoIsNotSurvival Response InfoRemC3M3LowerGateaGambler } Response InfoRemC3M3Unsanitarya2Gambler { scene "scenes/Gambler/WorldC2M433.vcd" //What? } Rule InfoRemC3M3Unsanitarya2Gambler { criteria ConceptInfoRemC3M3Unsanitarya2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response InfoRemC3M3Unsanitarya2Gambler } //-------------------------------------------------------------------------------------------------------------- // C3M4 //-------------------------------------------------------------------------------------------------------------- Response C3M4BoatNagsGambler { scene "scenes/Gambler/WorldC3M101.vcd" //Get on the boat! scene "scenes/Gambler/WorldC3M102.vcd" //Get on the boat! scene "scenes/Gambler/WorldC3M103.vcd" //Get to the boat! scene "scenes/Gambler/WorldC3M4B23.vcd" //Everyone to the boat! scene "scenes/Gambler/WorldC3M4B24.vcd" //Get to the boat! scene "scenes/Gambler/WorldC3M4B25.vcd" //To the boat! scene "scenes/Gambler/WorldC4M4B22.vcd" //GET TO THE BOAT! scene "scenes/Gambler/WorldC4M4B23.vcd" //GET TO THE BOAT! } Rule C3M4BoatNagsGambler { criteria ConceptTalkIdle IsGambler IsTalk ismapc3m4_plantation IsNotIncapacitated ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateExploded _auto_NotTimerLockA IsNotSpeakingWeight0 ApplyContext "Talk:1:1.066,_auto_TimerLockA:1:6" applycontexttoworld Response C3M4BoatNagsGambler } Response C3M4Button1Gambler { scene "scenes/Gambler/WorldC5M5B08.vcd" then orator C3M4Button101 foo:0 0.3 //Um, hello? } Rule C3M4Button1Gambler { criteria ConceptC3M4Button1 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.497,_auto_Button1:1:0,_auto_Button1Gambler:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response C3M4Button1Gambler } Response C3M4Button201Gambler { scene "scenes/Gambler/WorldC3M4B02.vcd" then orator C3M4Button202 foo:0 0.01 //We're at a big old house with gate. scene "scenes/Gambler/WorldC3M4B05.vcd" then orator C3M4Button202 foo:0 0.01 //At a plantation with a big gate. scene "scenes/Gambler/WorldC3M4B07.vcd" then orator C3M4Button202 foo:0 0.01 //I'm standing by a big gate, in front of a big house. } Rule C3M4Button201Gambler { criteria ConceptC3M4Button201 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.424" applycontexttoworld Response C3M4Button201Gambler } Response C3M4GateBlow01Gambler { scene "scenes/Gambler/WorldC2M478.vcd" then orator C3M4GateBlow02 foo:0 0.01 //Gate's open! scene "scenes/Gambler/WorldC3M4B22.vcd" then orator C3M4GateBlow02 foo:0 0.01 //Our Cajun buddy blew open the gate, let's go! scene "scenes/Gambler/WorldC3M4B27.vcd" then orator C3M4GateBlow02 foo:0 0.01 //That's one way to open that gate. } Rule C3M4GateBlow01Gambler { criteria ConceptC3M4GateBlow01 IsGambler IsTalk AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_GateExploded:1:0" applycontexttoworld Response C3M4GateBlow01Gambler } //-------------------------------------------------------------------------------------------------------------- // C4 //-------------------------------------------------------------------------------------------------------------- Response C4GoingToDieGambler { norepeat scene "scenes/Gambler/WorldC4MGoingToDie01.vcd" //Never get out of the boat. Never get out of the boat. Never get out of the boat. scene "scenes/Gambler/WorldC4MGoingToDie02.vcd" //I cannot believe I am looking forward to getting back on that boat. scene "scenes/Gambler/WorldC4MGoingToDie03.vcd" //Some milk run this turned out to be. scene "scenes/Gambler/WorldC4MGoingToDie04.vcd" //Should have just kept floating down the damn river. scene "scenes/Gambler/WorldC4MGoingToDie05.vcd" //What in the hell were we thinking stopping here? } Rule C4GoingToDieGambler { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock ChanceToFire30Percent IsWorldTalkGambler IsCampaign4 ApplyContext "IsComplain:1:25" forceweight 200 Response C4GoingToDieGambler } //-------------------------------------------------------------------------------------------------------------- // C4General //-------------------------------------------------------------------------------------------------------------- Response C4StormBlindIdleGambler { scene "scenes/Gambler/MiscDirectional66.vcd" //I can't see a damn thing... } Rule C4StormBlindIdleGambler { criteria ConceptTalkIdle IsGambler ChanceToFire30Percent IsNotIncapacitated _auto_NotTimerLockA _auto_IsTimerA _auto_NotC4GamblerInCover IsNotSpeakingWeight0 ApplyContext "_auto_TimerA:0:0" applycontexttoworld Response C4StormBlindIdleGambler } //-------------------------------------------------------------------------------------------------------------- // C4M1 //-------------------------------------------------------------------------------------------------------------- Response _c4m1Intro20Gambler { scene "scenes/Gambler/WorldC4M1B07.vcd" //The gas station's right across the street. Let's just get the gas and then we'll figure out how to signal Virgil. } Rule _c4m1Intro20Gambler { criteria Concept_c4m1Intro20 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.114" applycontexttoworld Response _c4m1Intro20Gambler } Response _c4m1Intro23Gambler { scene "scenes/Gambler/WorldC4M1B02.vcd" //What gun bag? } Rule _c4m1Intro23Gambler { criteria Concept_c4m1Intro23 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.184" applycontexttoworld Response _c4m1Intro23Gambler } // Autogenerated criteria for linked source group C4M2_006 criterion "IsNotSrcGrp_C4M2_006" "worldSrcGrp_C4M2_006" "<1" required //-------------------------------------------------------------------------------------------------------------- // C4M2 //-------------------------------------------------------------------------------------------------------------- Response C4M2IdleWitchville01Gambler { scene "scenes/Gambler/WorldC4M2B09.vcd" then any _c4m2_Witchville05 foo:0 0.01 //Jesus. Welcome to witchville... } Rule C4M2IdleWitchville01Gambler { criteria ConceptPlayerWarnHearZombie IsWitchClass IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler IsGamblerInWitchville ChanceToFire50Percent NotSaidLotsOfWitches IsNotSrcGrp_C4M2_006 ApplyContext "SaidWitchWarn:1:20,WarnHeardWitch:1:300,SaidLotsOfWitches:1:90,SrcGrp_C4M2_006:1:0" applycontexttoworld Response C4M2IdleWitchville01Gambler } // Autogenerated criteria for linked source group C4M2_008 criterion "IsNotSrcGrp_C4M2_008" "worldSrcGrp_C4M2_008" "<1" required // Autogenerated criteria for linked source group C4M2_007 criterion "IsNotSrcGrp_C4M2_007" "worldSrcGrp_C4M2_007" "<1" required Response C4M2IdleWitchville03Gambler { scene "scenes/Gambler/WorldC4M209.vcd" //I have never seen so many witches. scene "scenes/Gambler/WorldC4M210.vcd" //What the hell is with all the witches? scene "scenes/Gambler/WorldC4M2B13.vcd" //Man, that's a LOT of witches. } Rule C4M2IdleWitchville03Gambler { criteria ConceptPlayerWarnHearZombie IsWitchClass IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler InCombat IsWorldTalkGambler IsGamblerInWitchville ChanceToFire50Percent NotSaidLotsOfWitches IsNotSrcGrp_C4M2_007 ApplyContext "SaidWitchWarn:1:20,WarnHeardWitch:1:300,SaidLotsOfWitches:1:90,SrcGrp_C4M2_007:1:0" applycontexttoworld Response C4M2IdleWitchville03Gambler } Response C4M2PushedButtonGambler { scene "scenes/Gambler/MiscDirectional35.vcd" //I hit it! } Rule C4M2PushedButtonGambler { criteria Conceptc4m2_elevator_top_button IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C4M2PushedButtonGambler } //-------------------------------------------------------------------------------------------------------------- // C4M5 //-------------------------------------------------------------------------------------------------------------- Response C4M5BoatNagsGambler { scene "scenes/Gambler/WorldC4M442.vcd" //Everyone to the boat! scene "scenes/Gambler/WorldC4M4B22.vcd" //GET TO THE BOAT! scene "scenes/Gambler/WorldC4M4B23.vcd" //GET TO THE BOAT! } Rule C4M5BoatNagsGambler { criteria ConceptTalkIdle IsGambler ChanceToFire50Percent Isc4m5 AutoIsNotScavenge AutoIsNotSurvival _auto_IsBoatArrived _auto_NotBoatSurvivorNagGate IsNotSpeakingWeight0 ApplyContext "_auto_BoatSurvivorNagGate:1:7" applycontexttoworld Response C4M5BoatNagsGambler } // Autogenerated criteria for linked source group C4M5_001 criterion "IsNotSrcGrp_C4M5_001" "worldSrcGrp_C4M5_001" "<1" required Response PlayerRemarkc4m5_saferoomaGambler { speak "Gambler_Blank" noscene //Blank } Rule PlayerRemarkc4m5_saferoomaGambler { criteria ConceptTalkIdle IsGambler 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_saferoomaGambler } //-------------------------------------------------------------------------------------------------------------- // C5 //-------------------------------------------------------------------------------------------------------------- Response C5GoingToDieGambler { norepeat scene "scenes/Gambler/WorldC5MGoingToDie01.vcd" //I am not going to die in this city. scene "scenes/Gambler/WorldC5MGoingToDie02.vcd" //I have not come this far to die now. } Rule C5GoingToDieGambler { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock ChanceToFire30Percent IsWorldTalkGambler IsCampaign5 ApplyContext "IsComplain:1:25" forceweight 200 Response C5GoingToDieGambler } //-------------------------------------------------------------------------------------------------------------- // C5M1 //-------------------------------------------------------------------------------------------------------------- Response C5M1_intro006Gambler { scene "scenes/Gambler/WorldC5M1B03.vcd" //You mean that blurry line on the horizon? Let's not get ahead of ourselves here. } Rule C5M1_intro006Gambler { criteria ConceptC5M1_intro006 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.733" applycontexttoworld Response C5M1_intro006Gambler } Response C5M1_intro007Gambler { scene "scenes/Gambler/WorldC5M1B04.vcd" //Yeah, well, seeing the bridge and getting to it are two different things. } Rule C5M1_intro007Gambler { criteria ConceptC5M1_intro007 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.291" applycontexttoworld Response C5M1_intro007Gambler } // Autogenerated criteria for linked source group C5M1_FLYBY01 criterion "IsNotSrcGrp_C5M1_FLYBY01" "worldSrcGrp_C5M1_FLYBY01" "<1" required Response C5M1Flyby02Gambler { scene "scenes/Gambler/WorldC5M1B05.vcd" then any C5M1Flyby03 foo:0 0.01 //I wonder if that's good news... scene "scenes/Gambler/WorldC5M1B06.vcd" //I got a bad feeling about that... scene "scenes/Gambler/WorldC5M1B08.vcd" //You don't evacuate people in fighter jets... } Rule C5M1Flyby02Gambler { criteria ConceptC5M1Flyby02 IsGambler IsNotCoughing NotInCombat IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C5M1Flyby02Gambler } //-------------------------------------------------------------------------------------------------------------- // C5M2 //-------------------------------------------------------------------------------------------------------------- Response C5M2AlarmNagGambler { scene "scenes/Gambler/WorldC5M2B12.vcd" //RUN! scene "scenes/Gambler/WorldC5M2B13.vcd" //KEEP RUNNING! scene "scenes/Gambler/WorldC5M2B14.vcd" //GO! scene "scenes/Gambler/WorldC5M2B15.vcd" //JUST RUN! scene "scenes/Gambler/WorldC5M2B16.vcd" //MOVE MOVE! scene "scenes/Gambler/WorldC5M2B17.vcd" //WE GOTTA TURN OFF THE ALARM! } Rule C5M2AlarmNagGambler { criteria ConceptTalkIdle IsGambler IsMapc5m2_park AutoIsNotScavenge AutoIsNotSurvival ChanceToFire80Percent _auto_IsAlarmOn _auto_NotAlarmOff _auto_NotDoorOpen _auto_NotTimerLockA _auto_NotTimerLockGambler IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockGambler:1:13" applycontexttoworld Response C5M2AlarmNagGambler } Response C5M2Freeway01Gambler { scene "scenes/Gambler/WorldC5M2B04.vcd" //Let's follow it. } Rule C5M2Freeway01Gambler { criteria ConceptC5M2Freeway01 IsGambler IsNotCoughing NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C5M2Freeway01Gambler } Response C5M2Horse001Gambler { scene "scenes/Gambler/WorldC5M2B02.vcd" //Nice observation, Ellis. } Rule C5M2Horse001Gambler { criteria ConceptC5M2Horse001 IsGambler IsSubjectNear300 IsNotCoughing NotInCombat IsTalk IsNotScavenge TimeSinceGroupInCombat02 AutoIsNotSurvival Response C5M2Horse001Gambler } Response PlayerRemarkc5m2busstationGambler { scene "scenes/Gambler/WorldC5M2B18.vcd" //Through this bus station! } Rule PlayerRemarkc5m2busstationGambler { criteria ConceptRemark IsGambler Isc5m2busstation IsNotSaidc5m2busstation IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_IsDoorOpen IsNotSpeakingWeight0 ApplyContext "Saidc5m2busstation:1:0,Talk:1:1.250" applycontexttoworld Response PlayerRemarkc5m2busstationGambler } Response PlayerRemarkc5m2freewayGambler { scene "scenes/Gambler/WorldC5M2B03.vcd" then any C5M2Freeway01 foo:0 0.1 //That freeway looks like it heads to the bridge. } Rule PlayerRemarkc5m2freewayGambler { criteria ConceptRemark IsGambler Isc5m2freeway IsNotSaidc5m2freeway IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m2freeway:1:0,Talk:1:2.216" applycontexttoworld Response PlayerRemarkc5m2freewayGambler } Response PlayerRemarkc5m2parkGambler { scene "scenes/Gambler/WorldC5M2B01.vcd" //We can cut through this park! } Rule PlayerRemarkc5m2parkGambler { criteria ConceptRemark IsGambler Isc5m2park IsNotSaidc5m2park IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m2park:1:0,Talk:1:1.354" applycontexttoworld Response PlayerRemarkc5m2parkGambler } Response PlayerRemarkWorldC502Horse2Gambler { scene "scenes/Gambler/World119.vcd" then Mechanic WorldC502Horse3 foo:0 -1.828 //You ever eat horse? Tasty. (Ellis - wish we had horses. ) } Rule PlayerRemarkWorldC502Horse2Gambler { criteria ConceptWorldC502Horse2 IsGambler IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsNotScavenge TimeSinceGroupInCombat02 Response PlayerRemarkWorldC502Horse2Gambler } //-------------------------------------------------------------------------------------------------------------- // C5M3 //-------------------------------------------------------------------------------------------------------------- Response C5M3AlarmFieldNagsGambler { norepeat scene "scenes/Gambler/WorldC5M3B16.vcd" then self C5M3AlarmFieldNags01 foo:0 0.1 //Do you still smell sewer? scene "scenes/Gambler/WorldC5M3B20.vcd" //Careful. Carefuuulll. } Rule C5M3AlarmFieldNagsGambler { criteria ConceptTalkIdle IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk _auto_IsInAlarmField _auto_NotTimerLockA _auto_NotAlarmFieldOn IsNotSpeakingWeight0 ApplyContext "Talk:1:2.073,_auto_TimerLockA:1:12" applycontexttoworld forceweight 200 Response C5M3AlarmFieldNagsGambler } Response C5M3AlarmFieldNags01Gambler { scene "scenes/Gambler/WorldC5M3B17.vcd" //Because I still smell it. } Rule C5M3AlarmFieldNags01Gambler { criteria ConceptC5M3AlarmFieldNags01 IsGambler NotInCombat AutoIsNotScavenge AutoIsNotSurvival _auto_IsInAlarmField _auto_NotAlarmFieldOn Response C5M3AlarmFieldNags01Gambler } Response C5M3AlarmFieldNags02Gambler { scene "scenes/Gambler/World421.vcd" then mechanic C5M3AlarmFieldNags03 foo:0 0.1 //Your mom's car. (Hey nick, what kind of car did you drive?) } Rule C5M3AlarmFieldNags02Gambler { criteria ConceptC5M3AlarmFieldNags02 IsGambler NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C5M3AlarmFieldNags02Gambler } // Autogenerated criteria for linked source group C5M3_NAG01 criterion "IsNotSrcGrp_C5M3_NAG01" "worldSrcGrp_C5M3_NAG01" "<1" required Response C5M3Bodies02Gambler { scene "scenes/Gambler/WorldC5M2B06.vcd" then any C5M3Bodies03 foo:0 0.1 //Somebody? Christ, Coach, you know who did this. } Rule C5M3Bodies02Gambler { criteria ConceptC5M3Bodies02 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsSubjectDistNear500 NotInCombat ApplyContext "Talk:1:2.833" applycontexttoworld Response C5M3Bodies02Gambler } Response C5M3Bodies04Gambler { scene "scenes/Gambler/WorldC5M2B09.vcd" //[contemplative, to self] Not good. } Rule C5M3Bodies04Gambler { criteria ConceptC5M3Bodies04 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsSubjectDistNear500 NotInCombat ApplyContext "Talk:1:0.919" applycontexttoworld Response C5M3Bodies04Gambler } Response C5M3FirstInAlarmGambler { scene "scenes/Gambler/World214.vcd" //Ooohhhhh ho ho ho... watch where you shoot! scene "scenes/Gambler/WorldC5M3B18.vcd" //You have GOT to be kidding me. scene "scenes/Gambler/WorldC5M3B19.vcd" //Christ, there's car alarms everywhere. } Rule C5M3FirstInAlarmGambler { criteria ConceptC5M3FirstInAlarmField IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidremark_caralarm:1:0,Talk:1:3.440" applycontexttoworld Response C5M3FirstInAlarmGambler } Response C5M3Freeway01Gambler { scene "scenes/Gambler/WorldC5M3B02.vcd" //The bridge can't be far now. } Rule C5M3Freeway01Gambler { criteria ConceptC5M3Freeway01 IsGambler IsNotCoughing NotInCombat IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C5M3Freeway01Gambler } // Autogenerated criteria for linked source group C5M3_NAG03 criterion "IsNotSrcGrp_C5M3_NAG03" "worldSrcGrp_C5M3_NAG03" "<1" required Response C5M3GraveNagsGambler { norepeat scene "scenes/Gambler/World226.vcd" //The city of the dead (to self) scene "scenes/Gambler/blank.vcd" // } Rule C5M3GraveNagsGambler { criteria ConceptTalkIdle IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk ChanceToFire10Percent IsNotAlone TimeSinceGroupInCombat02 IsGamblerAlive IsNotSrcGrp_C5M3_NAG03 _auto_IsOffHighway IsNotSpeakingWeight0 ApplyContext "Talk:1:1.278,SrcGrp_C5M3_NAG03:1:0" applycontexttoworld Response C5M3GraveNagsGambler } Response C5M3GraveNags02Gambler { scene "scenes/Gambler/EllisInterrupt03.vcd" //Uh huh. } Rule C5M3GraveNags02Gambler { criteria ConceptC5M3GraveNags02 IsGambler NotInCombat IsNotCoughing IsNotAlone TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival Response C5M3GraveNags02Gambler } Response C5M3Jets2Gambler { scene "scenes/Gambler/WorldC5M3B24.vcd" //OH COME ON! } Rule C5M3Jets2Gambler { criteria Conceptc5m3Jets2 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.369" applycontexttoworld Response C5M3Jets2Gambler } Response C5M3manhole01Gambler { scene "scenes/Gambler/WorldC5M3B10.vcd" //Oh Christ, not the sewer. scene "scenes/Gambler/WorldC5M3B14.vcd" //I am NOT climbing into... Ah screw it. Let's go. } Rule C5M3manhole01Gambler { criteria ConceptC5M3manhole01 IsGambler IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C5M3manhole01Gambler } Response C5M3OnBridgeGambler { scene "scenes/Gambler/Hurrah04.vcd" //What do ya know, we're going to make it. scene "scenes/Gambler/WorldC5M3B23.vcd" //That's it! We're really here! We're on the bridge! We're here! We're here! } Rule C5M3OnBridgeGambler { criteria Conceptc5m3OnBridge IsGambler IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.077,_auto_OnBridgeGambler:1:0,_auto_AlarmFieldOn:1:0" applycontexttoworld Response C5M3OnBridgeGambler } Response C5M3SeeGraveyard01Gambler { scene "scenes/Gambler/WorldC5M3B25.vcd" odds 10 then coach C5M3SeeGraveyard02 foo:0 0.01 //You sure we shouldn't just panic? I mean, I think panic was invented for just this sort of situation. } Rule C5M3SeeGraveyard01Gambler { criteria ConceptC5M3SeeGraveyard01 IsGambler NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.608" applycontexttoworld Response C5M3SeeGraveyard01Gambler } Response C5M3SeeGraveyard05Gambler { scene "scenes/Gambler/WorldC5M3B27.vcd" then mechanic C5M3SeeGraveyard06 foo:0 0.01 //Ellis, you're carrying like 10 different guns. } Rule C5M3SeeGraveyard05Gambler { criteria ConceptC5M3SeeGraveyard05 IsGambler IsMechanicNear400 NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.141" applycontexttoworld Response C5M3SeeGraveyard05Gambler } Response C5M3SewerIn01Gambler { scene "scenes/Gambler/WorldC5M3B11.vcd" //[to self] Tell me about it... } Rule C5M3SewerIn01Gambler { criteria ConceptC5M3SewerIn01 IsGambler NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C5M3SewerIn01Gambler } Response C5M3ShootCarGambler { scene "scenes/Gambler/ReactionNegative04.vcd" //God damn it. scene "scenes/Gambler/ReactionNegative05.vcd" //Bullshit! scene "scenes/Gambler/ReactionNegative09.vcd" //Son of a bitch. scene "scenes/Gambler/ReactionNegative10.vcd" //Son of a bitch. } Rule C5M3ShootCarGambler { criteria ConceptPanicEvent IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsGambler _auto_IsInAlarmField _auto_NotAlarmFieldOn ApplyContext "_auto_AlarmFieldOn:1:0,_auto_TimerLockA:1:1.5" applycontexttoworld Response C5M3ShootCarGambler } // Autogenerated criteria for linked source group C5M3_CAR01 criterion "IsNotSrcGrp_C5M3_CAR01" "worldSrcGrp_C5M3_CAR01" "<1" required Response C5M3ShootCar2Gambler { scene "scenes/Gambler/WorldC5M3B21.vcd" //HOW MANY OF THESE CARS ARE YOU GONNA SHOOT? } Rule C5M3ShootCar2Gambler { criteria ConceptPanicEvent IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsNotGambler IsNotSrcGrp_C5M3_CAR01 _auto_IsInAlarmField _auto_IsAlarmFieldOn _auto_NotTimerLockA ApplyContext "_auto_SecondCarGambler:1:8,SrcGrp_C5M3_CAR01:1:0" applycontexttoworld Response C5M3ShootCar2Gambler } // Autogenerated criteria for linked source group C5M3_CAR02 criterion "IsNotSrcGrp_C5M3_CAR02" "worldSrcGrp_C5M3_CAR02" "<1" required Response C5M3ShootCar3Gambler { scene "scenes/Gambler/WorldC5M3B22.vcd" //YOU WANNA START SHOOTING CARS, LET'S SHOOT CARS! } Rule C5M3ShootCar3Gambler { criteria ConceptPanicEvent IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsGambler IsNotSpeaking IsNotSrcGrp_C5M3_CAR02 _auto_IsInAlarmField _auto_IsAlarmFieldOn _auto_IsSecondCarGambler ApplyContext "Talk:1:2.879,_auto_SecondCarGambler:1:0,SrcGrp_C5M3_CAR02:1:0" applycontexttoworld Response C5M3ShootCar3Gambler } Response C5M3Sniper01Gambler { scene "scenes/Gambler/WorldC5M3B09.vcd" //Jesus, it was open season on everything out here. } Rule C5M3Sniper01Gambler { criteria ConceptC5M3Sniper01 IsGambler IsNotCoughing NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.733" applycontexttoworld Response C5M3Sniper01Gambler } Response PlayerRemarkc5m3bodiesGambler { scene "scenes/Gambler/World117.vcd" then any WorldC502NotZombies2 foo:0 0.1 //These bodies are not infected. scene "scenes/Gambler/WorldC5M2B08.vcd" then any C5M3Bodies01 foo:0 0.01 //Jesus. These are people! They were shooting people. I told you I had a bad feeling about this. } Rule PlayerRemarkc5m3bodiesGambler { criteria ConceptRemark IsGambler IsMapc5m2_park Isc5m3bodies IsNotSaidc5m3bodies IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsInStartArea ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 ApplyContext "Saidc5m3bodies:1:0,Talk:1:5.916,_auto_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkc5m3bodiesGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc5m3bodiesGambler : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkc5m3bodiesGambler { criteria ConceptRemark IsGambler IsMapc5m2_park Isc5m3bodies IsNotSaidc5m3bodies IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc5m3bodies:1:0,Talk:1:5.916,_auto_SafeRoom:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkc5m3crashedheliGambler { scene "scenes/Gambler/World204.vcd" //Zombies didn't take down this helicopter. } Rule PlayerRemarkc5m3crashedheliGambler { criteria ConceptRemark IsGambler Isc5m3crashedheli IsNotSaidc5m3crashedheli IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3crashedheli:1:0" applycontexttoworld Response PlayerRemarkc5m3crashedheliGambler } Response PlayerRemarkc5m3freewayGambler { scene "scenes/Gambler/WorldC5M3B01.vcd" then any C5M3Freeway01 foo:0 -1.564 //We gotta keep following the freeway. scene "scenes/Gambler/WorldC5M3B01.vcd" then self C5M3Freeway01 foo:0 -1.564 //We gotta keep following the freeway. } Rule PlayerRemarkc5m3freewayGambler { criteria ConceptRemark IsGambler Isc5m3freeway IsNotSaidc5m3freeway IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea IsNotSpeakingWeight0 ApplyContext "Saidc5m3freeway:1:0" applycontexttoworld Response PlayerRemarkc5m3freewayGambler } Response PlayerRemarkc5m3insewerGambler { scene "scenes/Gambler/blank.vcd" //Blank } Rule PlayerRemarkc5m3insewerGambler { criteria ConceptRemark IsGambler Isc5m3insewer IsNotSaidc5m3insewer IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear250 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3insewer:1:0,_auto_InSewer:1:0" applycontexttoworld Response PlayerRemarkc5m3insewerGambler } Response PlayerRemarkc5m3manholeGambler { scene "scenes/Gambler/WorldC5M3B10.vcd" then any C5M3manhole01 foo:0 0.1 //Oh Christ, not the sewer. } Rule PlayerRemarkc5m3manholeGambler { criteria ConceptRemark IsGambler Isc5m3manhole IsNotSaidc5m3manhole IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_NotInSewer IsNotSpeakingWeight0 ApplyContext "Saidc5m3manhole:1:0,Talk:1:1.881" applycontexttoworld forceweight 100 Response PlayerRemarkc5m3manholeGambler } Response PlayerRemarkc5m3offhighwayGambler { scene "scenes/Gambler/blank.vcd" // } Rule PlayerRemarkc5m3offhighwayGambler { criteria ConceptRemark IsGambler Isc5m3offhighway IsNotSaidc5m3offhighway IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3offhighway:1:0,_auto_OffHighway:1:0" applycontexttoworld Response PlayerRemarkc5m3offhighwayGambler } Response PlayerRemarkc5m3safezoneGambler { scene "scenes/Gambler/WorldC5M3B05.vcd" //[sarcastic] If that was their idea of safety, I can't wait to see what's out here. } Rule PlayerRemarkc5m3safezoneGambler { criteria ConceptRemark IsGambler Isc5m3safezone IsNotSaidc5m3safezone IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsInStartArea ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 ApplyContext "Saidc5m3safezone:1:0,Talk:1:4.258,_auto_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkc5m3safezoneGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc5m3safezoneGambler : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkc5m3safezoneGambler { criteria ConceptRemark IsGambler Isc5m3safezone IsNotSaidc5m3safezone IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc5m3safezone:1:0,Talk:1:4.258,_auto_SafeRoom:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkc5m3seegraveyardGambler { scene "scenes/Gambler/WorldC5M3B26.vcd" //They're blowing this bridge to cover a retreat. If we wanna go with 'em, we better hurry. } Rule PlayerRemarkc5m3seegraveyardGambler { criteria ConceptRemark IsGambler Isc5m3seegraveyard IsNotSaidc5m3seegraveyard IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotAlone _auto_IsBridgeBomb _auto_NotTimerLockA _auto_NotOffHighway IsNotSpeakingWeight0 ApplyContext "Saidc5m3seegraveyard:1:0,Talk:1:4.342" applycontexttoworld Response PlayerRemarkc5m3seegraveyardGambler } Response PlayerRemarkc5m3seesaferoomGambler { scene "scenes/Gambler/SafeSpotAhead01.vcd" //Safe house! scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead! scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house! } Rule PlayerRemarkc5m3seesaferoomGambler { criteria ConceptRemark IsGambler Isc5m3seesaferoom IsNotSaidc5m3seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc5m3seesaferoomGambler } Response PlayerRemarkc5m3sewercommentGambler { scene "scenes/Gambler/WorldC5M3B12.vcd" //[reacting terrible smell] Oh my god, the stink's inside my head. } Rule PlayerRemarkc5m3sewercommentGambler { criteria ConceptRemark IsGambler Isc5m3sewercomment IsNotSaidc5m3sewercomment IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsGamblerAlive ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3sewercomment:1:0,Talk:1:2.353" applycontexttoworld Response PlayerRemarkc5m3sewercommentGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc5m3sewercommentGambler : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkc5m3sewercommentGambler { criteria ConceptRemark IsGambler Isc5m3sewercomment IsNotSaidc5m3sewercomment IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsGamblerAlive AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc5m3sewercomment:1:0,Talk:1:2.353" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkc5m3sniperGambler { scene "scenes/Gambler/WorldC5M3B07.vcd" //What the hell was this guy doing? scene "scenes/Gambler/WorldC5M3B08.vcd" then coach C5M3Sniper01 foo:0 0.1 //Does this guy's scorecard mean what I think it means? scene "scenes/Gambler/WorldC5M3B09.vcd" //Jesus, it was open season on everything out here. } Rule PlayerRemarkc5m3sniperGambler { criteria ConceptRemark IsGambler Isc5m3sniper IsNotSaidc5m3sniper IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3sniper:1:0,Talk:1:2.833" applycontexttoworld Response PlayerRemarkc5m3sniperGambler } Response PlayerRemarkc5m3upladderGambler { scene "scenes/Gambler/World213.vcd" //Up the ladder! scene "scenes/Gambler/WorldC2M422.vcd" //Climb the ladder. } Rule PlayerRemarkc5m3upladderGambler { criteria ConceptRemark IsGambler Isc5m3upladder IsNotSaidc5m3upladder IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3upladder:1:0" applycontexttoworld Response PlayerRemarkc5m3upladderGambler } Response PlayerRemarkc5m3upstepsGambler { scene "scenes/Gambler/WorldC2M115.vcd" //Let's try upstairs. } Rule PlayerRemarkc5m3upstepsGambler { criteria ConceptRemark IsGambler Isc5m3upsteps IsNotSaidc5m3upsteps IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3upsteps:1:0" applycontexttoworld Response PlayerRemarkc5m3upstepsGambler } Response PlayerRemarkc5m3wargrafittiGambler { scene "scenes/Gambler/WorldC5M3B03.vcd" //What the hell was going on here? } Rule PlayerRemarkc5m3wargrafittiGambler { criteria ConceptRemark IsGambler Isc5m3wargrafitti IsNotSaidc5m3wargrafitti IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3wargrafitti:1:0" applycontexttoworld Response PlayerRemarkc5m3wargrafittiGambler } // Autogenerated criteria for linked source group C5M4BOMB_100 criterion "IsNotSrcGrp_C5M4BOMB_100" "worldSrcGrp_C5M4BOMB_100" "<1" required //-------------------------------------------------------------------------------------------------------------- // C5M4 //-------------------------------------------------------------------------------------------------------------- Response C5M4BombInt01Gambler { scene "scenes/Gambler/WorldC5M4B06.vcd" then any C5M4BombInt01A foo:0 0.01 //SHIT! } Rule C5M4BombInt01Gambler { criteria ConceptC5M4BombInt01 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.841,_auto_Bomb1:1:0" applycontexttoworld Response C5M4BombInt01Gambler } Response C5M4BombInt01AGambler { scene "scenes/Gambler/WorldC5M4B01.vcd" //I guess they ran outta bridges to bomb... scene "scenes/Gambler/WorldC5M4B09.vcd" //Well, it's official: They're trying to kill US now. } Rule C5M4BombInt01AGambler { criteria ConceptC5M4BombInt01A IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.853" applycontexttoworld Response C5M4BombInt01AGambler } Response C5M4BombInt02Gambler { norepeat scene "scenes/Gambler/WorldC5M4B05.vcd" //Christ, those guys are such assholes. } Rule C5M4BombInt02Gambler { criteria ConceptC5M4BombInt02 IsGambler NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea ApplyContext "Talk:1:2.002,_auto_Bomb2:1:0" applycontexttoworld Response C5M4BombInt02Gambler } Response C5M4BombInt03Gambler { norepeat scene "scenes/Gambler/World220.vcd" //WHAT THE HELL ARE THEY DOING? (reaction to bombing) scene "scenes/Gambler/WorldC5M4B03.vcd" //STOP BOMBING US! scene "scenes/Gambler/WorldC5M4B03.vcd" //STOP BOMBING US! } Rule C5M4BombInt03Gambler { criteria ConceptC5M4BombInt03 IsGambler NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea ApplyContext "Talk:1:1.654,_auto_Bomb3:1:0" applycontexttoworld Response C5M4BombInt03Gambler } Response c5m4floatendGambler { scene "scenes/Gambler/World308.vcd" //Our rides here. } Rule c5m4floatendGambler { criteria Conceptc5m4floatend AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_InMiniFinale:0:0" applycontexttoworld Response c5m4floatendGambler } Response C5M4MadeIt01Gambler { scene "scenes/Gambler/WorldC5M4B08.vcd" //Holy shit, I think we actually made it. } Rule C5M4MadeIt01Gambler { criteria ConceptC5M4MadeIt01 IsGambler IsNotCoughing NotInCombat IsTalk IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_NotMadeIt ApplyContext "_auto_MadeIt:1:0" applycontexttoworld Response C5M4MadeIt01Gambler } Response PlayerRemarkc5m4inminifinaleGambler { scene "scenes/Gambler/blank.vcd" // } Rule PlayerRemarkc5m4inminifinaleGambler { criteria ConceptRemark IsGambler Isc5m4inminifinale IsNotSaidc5m4inminifinale IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4inminifinale:1:0,_auto_InMiniFinale:1:0" applycontexttoworld Response PlayerRemarkc5m4inminifinaleGambler } Response PlayerRemarkc5m4pooltableGambler { scene "scenes/Gambler/World303.vcd" //God I love pool. } Rule PlayerRemarkc5m4pooltableGambler { criteria ConceptRemark IsGambler Isc5m4pooltable IsNotSaidc5m4pooltable IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 ChanceToFire20Percent TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4pooltable:1:0" applycontexttoworld Response PlayerRemarkc5m4pooltableGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc5m4pooltableGambler : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkc5m4pooltableGambler { criteria ConceptRemark IsGambler Isc5m4pooltable IsNotSaidc5m4pooltable IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc5m4pooltable:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkc5m4seebridgeGambler { scene "scenes/Gambler/World312.vcd" then any C5M4MadeIt01 foo:0 0.01 //The BRIDGE! } Rule PlayerRemarkc5m4seebridgeGambler { criteria ConceptRemark IsGambler Isc5m4seebridge IsNotSaidc5m4seebridge IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4seebridge:1:0,_auto_SawBridge:1:0" applycontexttoworld Response PlayerRemarkc5m4seebridgeGambler } Response PlayerRemarkc5m4seesaferoomGambler { scene "scenes/Gambler/WorldC5M4B12.vcd" then any C5M4MadeIt01 foo:0 0.01 //There's a safe room in the bridge! } Rule PlayerRemarkc5m4seesaferoomGambler { criteria ConceptRemark IsGambler Isc5m4seesaferoom IsNotSaidc5m4seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc5m4seesaferoomGambler } Response PlayerRemarkc5m4tractornagGambler { scene "scenes/Gambler/World305.vcd" //Someone start the tractor. scene "scenes/Gambler/World307.vcd" //We can use that float to get across. } Rule PlayerRemarkc5m4tractornagGambler { criteria ConceptRemark IsGambler Isc5m4tractornag IsNotSaidc5m4tractornag IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_NotTractorStarted IsNotSpeakingWeight0 ApplyContext "Saidc5m4tractornag:1:0" applycontexttoworld Response PlayerRemarkc5m4tractornagGambler } //-------------------------------------------------------------------------------------------------------------- // C5M4Ellis //-------------------------------------------------------------------------------------------------------------- Response EllisStoryInterruptGambler { scene "scenes/Gambler/EllisInterrupt08.vcd" then mechanic EllisStoryReac01 foo:0 0.01 //Ellis. Is now the best time? } Rule EllisStoryInterruptGambler { criteria ConceptSurvivorLeavingInitialCheckpoint IsGambler _auto_IsTellingStory _auto_NotDidInterrupt ApplyContext "Talk:1:2.434,_auto_DidInterrupt:1:0,_auto_TellingStory:0:0" applycontexttoworld forceweight 1 Response EllisStoryInterruptGambler } Response EllisStoryInterrupt2Gambler { scene "scenes/Gambler/EllisInterrupt08.vcd" then mechanic EllisStoryReac01 foo:0 0.01 //Ellis. Is now the best time? } Rule EllisStoryInterrupt2Gambler { criteria ConceptEllisInterrupt IsGambler _auto_IsTellingStory _auto_NotDidInterrupt ApplyContext "Talk:1:2.434,_auto_DidInterrupt:1:0,_auto_TellingStory:0:0,_auto_FullStory:1:0" applycontexttoworld forceweight 1 Response EllisStoryInterrupt2Gambler } //-------------------------------------------------------------------------------------------------------------- // C5M5 //-------------------------------------------------------------------------------------------------------------- Response C5M5_Button2Gambler { scene "scenes/Gambler/WorldC5M507.vcd" odds 10 //Well, let's cross the brige and finally get out of this hell. scene "scenes/Gambler/WorldC5M509.vcd" //You heard the man. Let's get across this goddamn bridge. } Rule C5M5_Button2Gambler { criteria ConceptC5M5_Button2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C5M5_Button2Gambler } Response C5M5_saferoom001Gambler { scene "scenes/Gambler/WorldC5M5B05.vcd" then coach C5M5_saferoom005 foo:0 0.1 //Or they're gonna line us up against a wall and shoot us. } Rule C5M5_saferoom001Gambler { criteria ConceptC5M5_saferoom001 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2 Response C5M5_saferoom001Gambler } Response C5M5_saferoom003Gambler { scene "scenes/Gambler/WorldC5M5B04.vcd" //[chuckles] Okay, allright, let's go. } Rule C5M5_saferoom003Gambler { criteria ConceptC5M5_saferoom003 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2 Response C5M5_saferoom003Gambler } Response C5M5_saferoom004Gambler { scene "scenes/Gambler/WorldC5M5B03.vcd" //[chuckles] Allright, let's go. } Rule C5M5_saferoom004Gambler { criteria ConceptC5M5_saferoom004 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2 Response C5M5_saferoom004Gambler } Response C5M5_SurvivorConv01Gambler { scene "scenes/Gambler/WorldC5M5B16.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //My name's Nick. There's four of us on the... on the west end of the bridge. } Rule C5M5_SurvivorConv01Gambler { criteria ConceptC5M5_SurvivorConv01 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2 Response C5M5_SurvivorConv01Gambler } Response C5M5_SurvivorConv02Gambler { scene "scenes/Gambler/WorldC5M5B09.vcd" then orator C5M5_Soldier1Conv04 foo:0 0.01 //We are NOT infected. } Rule C5M5_SurvivorConv02Gambler { criteria ConceptC5M5_SurvivorConv02 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2 Response C5M5_SurvivorConv02Gambler } Response C5M5_SurvivorConv03Gambler { scene "scenes/Gambler/WorldC5M5B10.vcd" then orator C5M5_Soldier1Conv05 foo:0 0.01 //Yeah, you could say that. } Rule C5M5_SurvivorConv03Gambler { criteria ConceptC5M5_SurvivorConv03 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2 Response C5M5_SurvivorConv03Gambler } Response C5M5_SurvivorConv04Gambler { scene "scenes/Gambler/WorldC5M508.vcd" //Sure, give us a few minutes. } Rule C5M5_SurvivorConv04Gambler { criteria ConceptC5M5_SurvivorConv04 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2 Response C5M5_SurvivorConv04Gambler } Response C5M5_SurvivorConv05Gambler { scene "scenes/Gambler/WorldC5M508.vcd" //Sure, give us a few minutes. scene "scenes/Gambler/WorldC5M5B12.vcd" //Roger that. Here we come. scene "scenes/Gambler/WorldC5M5B12.vcd" //Roger that. Here we come. } Rule C5M5_SurvivorConv05Gambler { criteria ConceptC5M5_SurvivorConv05 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2 Response C5M5_SurvivorConv05Gambler } Response C5M5Button1Gambler { scene "scenes/Gambler/WorldC5M5B08.vcd" then orator C5M5_Soldier1Conv01 foo:0 0.01 //Um, hello? } Rule C5M5Button1Gambler { criteria ConceptC5M5Button1 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 ApplyContext "Talk:1:0,_auto_SoldierChatter:0:0,_auto_TalkingGambler:1:0,_auto_Button1:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response C5M5Button1Gambler } // Autogenerated criteria for linked source group C5M5_002 criterion "IsNotSrcGrp_C5M5_002" "worldSrcGrp_C5M5_002" "<1" required Response C5M5HearSoldiersGambler { scene "scenes/Gambler/WorldC5M5B06.vcd" //Hey, those are soldiers. Let's let 'em know we're here. } Rule C5M5HearSoldiersGambler { criteria ConceptTalkIdle IsGambler IsMapc5m5_bridge AutoIsNotScavenge AutoIsNotSurvival IsTalk IsNotSrcGrp_C5M5_002 _auto_IsSoldierChatter _auto_NotButton1 IsNotSpeakingWeight0 ApplyContext "_auto_RadioNag:1:0,_auto_TimerLockA:1:10,_auto_TimerLockGambler:1:15,SrcGrp_C5M5_002:1:0" applycontexttoworld Response C5M5HearSoldiersGambler } Response C5M5HearSoldiersNagGambler { norepeat scene "scenes/Gambler/WorldC5M5B07.vcd" //Is somebody gonna pick up the radio? } Rule C5M5HearSoldiersNagGambler { criteria ConceptTalkIdle IsGambler IsMapc5m5_bridge ChanceToFire90Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsSoldierChatter _auto_NotButton1 _auto_IsRadioNag _auto_NotTimerLockA _auto_NotTimerLockGambler IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockGambler:1:15" applycontexttoworld Response C5M5HearSoldiersNagGambler } // Autogenerated criteria for linked source group C5M5_001 criterion "IsNotSrcGrp_C5M5_001" "worldSrcGrp_C5M5_001" "<1" required Response C5M5LeaveSafeGambler { scene "scenes/Gambler/Blank.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Blank } Rule C5M5LeaveSafeGambler { criteria ConceptSurvivorLeavingInitialCheckpoint IsGambler IsMapc5m5_bridge IsNotSrcGrp_C5M5_001 ApplyContext "Talk:0:0,_auto_SoldierChatter:1:0,SrcGrp_C5M5_001:1:0" applycontexttoworld Response C5M5LeaveSafeGambler } // Autogenerated criteria for linked source group C5M5_600 criterion "IsNotSrcGrp_C5M5_600" "worldSrcGrp_C5M5_600" "<1" required Response C5M5RescueStartGambler { scene "scenes/Gambler/WorldC2M5B38.vcd" then orator C5M5StartHeliNag foo:0 0.01 //There's the copter! scene "scenes/Gambler/WorldC5M5B14.vcd" then orator C5M5StartHeliNag foo:0 0.01 //THERE'S THE COPTER! } Rule C5M5RescueStartGambler { criteria ConceptGetToVehicle IsGambler IsMapc5m5_bridge IsNotSrcGrp_C5M5_600 _auto_NotGetToHeli ApplyContext "_auto_GetToHeli:1:0,_auto_TimerGateA:1:5,SrcGrp_C5M5_600:1:0" applycontexttoworld Response C5M5RescueStartGambler } Response C5M5RunToHeliGambler { scene "scenes/Gambler/World425.vcd" //Get to the chopper! scene "scenes/Gambler/WorldC2M5B49.vcd" //Get on the helicopter! scene "scenes/Gambler/WorldC2M5B50.vcd" //Everyone to the copter! scene "scenes/Gambler/WorldC2M5B53.vcd" //Let's go, let's go to the copter! scene "scenes/Gambler/WorldC5M5B15.vcd" //GET TO THE COPTER! } Rule C5M5RunToHeliGambler { criteria ConceptTalkIdle IsGambler IsTalk IsMapc5m5_bridge ChanceToFire80Percent IsNotAlone AutoIsNotScavenge AutoIsNotSurvival _auto_IsGetToHeli _auto_NotTimerGateA _auto_NotTimerGateGambler IsNotSpeakingWeight0 ApplyContext "_auto_TimerGateA:1:6,_auto_TimerGateGambler:1:8" applycontexttoworld Response C5M5RunToHeliGambler } // Autogenerated criteria for linked source group C5M5_004 criterion "IsNotSrcGrp_C5M5_004" "worldSrcGrp_C5M5_004" "<1" required Response C5M5SafeRoomIdleGambler { scene "scenes/Gambler/WorldC5M5B01.vcd" then any C5M5_saferoom002 foo:0 0.1 //Before we run across this bridge right toward the people who've been dropping bombs on us, anyone wanna talk about a plan b? } Rule C5M5SafeRoomIdleGambler { criteria ConceptTalkIdle IsGambler 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 C5M5SafeRoomIdleGambler } // Autogenerated criteria for linked source group C5M5_003 criterion "IsNotSrcGrp_C5M5_003" "worldSrcGrp_C5M5_003" "<1" required Response C5M5SafeRoomStartGambler { scene "scenes/Gambler/Blank.vcd" //Blank } Rule C5M5SafeRoomStartGambler { criteria ConceptTalkIdle IsGambler 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 C5M5SafeRoomStartGambler } Response C13M4Button1Gambler { scene "scenes/Gambler/WorldC5M5B08.vcd" //Um, hello? } Rule C13M4Button1Gambler { criteria ConceptC13M4Button1 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C13M4Button1Gambler } //-------------------------------------------------------------------------------------------------------------- // Call For Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerCallForRescueGambler { speak "Gambler_CallForRescue01" noscene //Goddamn it, I'm stuck in here. Get me out! speak "Gambler_CallForRescue02" noscene //Someone want to come get me out of here? speak "Gambler_CallForRescue03" noscene //I'm no use to anyone in here, get me out of here! speak "Gambler_CallForRescue04" noscene //You guys out there? Come get me! speak "Gambler_CallForRescue05" noscene //I need someone's help for just five seconds! speak "Gambler_CallForRescue06" noscene //Can one of you people come get me, please? speak "Gambler_CallForRescue07" noscene //I am trapped in a room! speak "Gambler_CallForRescue08" noscene //I cannot get out of here by myself! speak "Gambler_CallForRescue09" noscene //Come on guys, get me out of here. speak "Gambler_CallForRescue10" noscene //You know I'm going to be a big help. Just get me out of here! speak "Gambler_CallForRescue11" noscene //Alright, who's available to get me out of here? speak "Gambler_CallForRescue12" noscene //Just this once I need some help. } Rule PlayerCallForRescueGambler { criteria ConceptCallForRescue IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerCallForRescueGambler } //-------------------------------------------------------------------------------------------------------------- // Counter //-------------------------------------------------------------------------------------------------------------- Response ScenarioJoinLastGambler { scene "scenes/Gambler/blank.vcd" //Blank } Rule ScenarioJoinLastGambler { criteria ConceptTalkIdle IsGambler IsInStartArea JoinedLess5 IsNotSpeakingWeight0 _auto_NotSafeRoomStart _auto_NotTurnOffJoinLast ApplyContext "JoinLast:++1" applycontexttoworld forceweight 1 Response ScenarioJoinLastGambler } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpotFirstWeaponsGambler { scene "scenes/Gambler/WorldC1M1B126.vcd" then any _SpotStuffResponse foo:0 0.01 //Grab something, I got a feeling this isn't going to be easy. scene "scenes/Gambler/WorldC1M1B128.vcd" then any _SpotStuffResponse foo:0 0.01 //We better arm ourselves. I hope you three know how to fight. You don't look it. scene "scenes/Gambler/WorldC1M1B129.vcd" then any _SpotStuffResponse foo:0 0.01 //If the world's going to hell, I'm taking a weapon. scene "scenes/Gambler/WorldC1M1B130.vcd" then any _SpotStuffResponse foo:0 0.01 //Everybody grab a weapon. I get the feeling we're gonna need 'em. } Rule SurvivorSpotFirstWeaponsGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m1_hotel IsNotSaidFirstWeapon IsWorldTalkGambler ApplyContext "SaidFirstWeapon:1:0" applycontexttoworld Response SurvivorSpotFirstWeaponsGambler } Response SurvivorSpottedAdrenalineGambler { scene "scenes/Gambler/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! } Rule SurvivorSpottedAdrenalineGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsAdrenaline IsWorldTalkGambler ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineGambler } Response SurvivorSpottedAdrenalineAutoGambler { scene "scenes/Gambler/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! } Rule SurvivorSpottedAdrenalineAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAdrenaline IsNotSaidSpot IsAdrenaline IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineAutoGambler } Response SurvivorSpottedAmmoGambler { scene "scenes/Gambler/SpotAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Gambler/SpotAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Gambler/SpotAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo! scene "scenes/Gambler/SpotAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Gambler/SpotAmmo05.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo! } Rule SurvivorSpottedAmmoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler IsAmmo ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoGambler } Response SurvivorSpottedCoachCloseGambler { scene "scenes/Gambler/NameCoach05.vcd" //Coach. scene "scenes/Gambler/NameCoach11.vcd" //Coach. scene "scenes/Gambler/NameCoach12.vcd" //Coach. } Rule SurvivorSpottedCoachCloseGambler { criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkGambler Response SurvivorSpottedCoachCloseGambler } Response SurvivorSpottedCoachClose2Gambler { scene "scenes/Gambler/NameCoach05.vcd" //Coach. scene "scenes/Gambler/NameCoach11.vcd" //Coach. scene "scenes/Gambler/NameCoach12.vcd" //Coach. } Rule SurvivorSpottedCoachClose2Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkGambler Response SurvivorSpottedCoachClose2Gambler } Response SurvivorSpottedCoachClose2C1Gambler { scene "scenes/Gambler/NameCoach02.vcd" //Coach! scene "scenes/Gambler/NameCoach03.vcd" //Coach! scene "scenes/Gambler/NameCoach04.vcd" //Coach. } Rule SurvivorSpottedCoachClose2C1Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedCoachClose2C1Gambler } Response SurvivorSpottedCoachCloseC1Gambler { scene "scenes/Gambler/NameCoach02.vcd" //Coach! scene "scenes/Gambler/NameCoach03.vcd" //Coach! scene "scenes/Gambler/NameCoach04.vcd" //Coach. } Rule SurvivorSpottedCoachCloseC1Gambler { criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedCoachCloseC1Gambler } Response SurvivorSpottedCoachFarGambler { scene "scenes/Gambler/NameCoach01.vcd" //Coach! scene "scenes/Gambler/NameCoach02.vcd" //Coach! scene "scenes/Gambler/NameCoach06.vcd" //Coach! } Rule SurvivorSpottedCoachFarGambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachFar400 IsWorldTalkGambler Response SurvivorSpottedCoachFarGambler } Response SurvivorSpottedCoachFarC1Gambler { scene "scenes/Gambler/NameCoach01.vcd" //Coach! scene "scenes/Gambler/NameCoach06.vcd" //Coach! scene "scenes/Gambler/NameCoach07.vcd" //Coach! } Rule SurvivorSpottedCoachFarC1Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachFar400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedCoachFarC1Gambler } Response SurvivorSpottedDefibrillatorGambler { scene "scenes/Gambler/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here. scene "scenes/Gambler/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defibrillator here. scene "scenes/Gambler/Defibrillator04.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here. } Rule SurvivorSpottedDefibrillatorGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsDefibrillator IsWorldTalkGambler ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorGambler } Response SurvivorSpottedDefibrillatorAutoGambler { scene "scenes/Gambler/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here. scene "scenes/Gambler/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defibrillator here. scene "scenes/Gambler/Defibrillator04.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here. } Rule SurvivorSpottedDefibrillatorAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidDefibrillator IsNotSaidSpot IsDefibrillator IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorAutoGambler } Response SurvivorSpottedGrenadeGambler { scene "scenes/Gambler/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a pipebomb here. scene "scenes/Gambler/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb. scene "scenes/Gambler/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bombs! scene "scenes/Gambler/SpotGrenades05.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipebomb here. } Rule SurvivorSpottedGrenadeGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsPipeBomb IsWorldTalkGambler ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeGambler } Response SurvivorSpottedGrenadeAutoGambler { scene "scenes/Gambler/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a pipebomb here. scene "scenes/Gambler/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb. scene "scenes/Gambler/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bombs! scene "scenes/Gambler/SpotGrenades05.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipebomb here. } Rule SurvivorSpottedGrenadeAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot IsPipeBomb IsWorldTalkGambler YesHasGrenade _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoGambler } Response SurvivorSpottedGrenadeLauncherGambler { scene "scenes/Gambler/GrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher here. scene "scenes/Gambler/GrenadeLauncher04.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a grenade launcher. } Rule SurvivorSpottedGrenadeLauncherGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto Isgrenade_launcher IsWorldTalkGambler ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherGambler } Response SurvivorSpottedGrenadeLauncherAutoGambler { scene "scenes/Gambler/GrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher here. scene "scenes/Gambler/GrenadeLauncher04.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a grenade launcher. } Rule SurvivorSpottedGrenadeLauncherAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotgrenade_launcher IsNotSaidSpot Isgrenade_launcher IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherAutoGambler } Response SurvivorSpottedHealthGambler { scene "scenes/Gambler/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! scene "scenes/Gambler/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here! scene "scenes/Gambler/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid! } Rule SurvivorSpottedHealthGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsFirstAidKit IsWorldTalkGambler ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthGambler } Response SurvivorSpottedHealthAutoGambler { scene "scenes/Gambler/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! scene "scenes/Gambler/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here! scene "scenes/Gambler/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid! } Rule SurvivorSpottedHealthAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot IsFirstAidKit IsWorldTalkGambler YesHasFirstAidKit _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoGambler } Response SurvivorSpottedMechanicCloseGambler { scene "scenes/Gambler/NameEllis02.vcd" //Ellis. scene "scenes/Gambler/NameEllis03.vcd" //Ellis! scene "scenes/Gambler/NameEllis05.vcd" //Ellis. scene "scenes/Gambler/NameEllis06.vcd" //Ellis! scene "scenes/Gambler/NameEllis08.vcd" //Ellis. scene "scenes/Gambler/NameEllis11.vcd" //Ellis. scene "scenes/Gambler/NameEllis12.vcd" //Ellis. scene "scenes/Gambler/NameEllis24.vcd" //Overalls. } Rule SurvivorSpottedMechanicCloseGambler { criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkGambler Response SurvivorSpottedMechanicCloseGambler } Response SurvivorSpottedMechanicClose2Gambler { scene "scenes/Gambler/NameEllis02.vcd" //Ellis. scene "scenes/Gambler/NameEllis03.vcd" //Ellis! scene "scenes/Gambler/NameEllis05.vcd" //Ellis. scene "scenes/Gambler/NameEllis06.vcd" //Ellis! scene "scenes/Gambler/NameEllis08.vcd" //Ellis. scene "scenes/Gambler/NameEllis11.vcd" //Ellis. scene "scenes/Gambler/NameEllis12.vcd" //Ellis. scene "scenes/Gambler/NameEllis24.vcd" //Overalls. } Rule SurvivorSpottedMechanicClose2Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkGambler Response SurvivorSpottedMechanicClose2Gambler } Response SurvivorSpottedMechanicClose2C1Gambler { scene "scenes/Gambler/NameMechanicC104.vcd" //Dude. scene "scenes/Gambler/NameMechanicC106.vcd" //hey kid. scene "scenes/Gambler/NameMechanicC107.vcd" //Kid. scene "scenes/Gambler/NameMechanicC108.vcd" //Kid. scene "scenes/Gambler/NameMechanicC109.vcd" //Kid. scene "scenes/Gambler/NameMechanicC110.vcd" //Kid. scene "scenes/Gambler/NameMechanicC111.vcd" //Kid. } Rule SurvivorSpottedMechanicClose2C1Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicClose2C1Gambler } Response SurvivorSpottedMechanicCloseC1Gambler { scene "scenes/Gambler/NameMechanicC104.vcd" //Dude. scene "scenes/Gambler/NameMechanicC106.vcd" //hey kid. scene "scenes/Gambler/NameMechanicC107.vcd" //Kid. scene "scenes/Gambler/NameMechanicC108.vcd" //Kid. scene "scenes/Gambler/NameMechanicC109.vcd" //Kid. scene "scenes/Gambler/NameMechanicC110.vcd" //Kid. scene "scenes/Gambler/NameMechanicC111.vcd" //Kid. } Rule SurvivorSpottedMechanicCloseC1Gambler { criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicCloseC1Gambler } Response SurvivorSpottedMechanicFarGambler { scene "scenes/Gambler/NameEllis04.vcd" //Ellis! } Rule SurvivorSpottedMechanicFarGambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicFar400 IsWorldTalkGambler Response SurvivorSpottedMechanicFarGambler } Response SurvivorSpottedMechanicFarC1Gambler { scene "scenes/Gambler/NameMechanicC101.vcd" //Dude. scene "scenes/Gambler/NameMechanicC102.vcd" //Dude. scene "scenes/Gambler/NameMechanicC103.vcd" //Dude. scene "scenes/Gambler/NameMechanicC105.vcd" //Kid. } Rule SurvivorSpottedMechanicFarC1Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicFar400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicFarC1Gambler } Response SurvivorSpottedMolotovGambler { scene "scenes/Gambler/SpotGrenades06.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov! scene "scenes/Gambler/SpotGrenades07.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov here. scene "scenes/Gambler/SpotGrenades08.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotovs! } Rule SurvivorSpottedMolotovGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsMolotov IsWorldTalkGambler ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovGambler } Response SurvivorSpottedMolotovAutoGambler { scene "scenes/Gambler/SpotGrenades06.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov! scene "scenes/Gambler/SpotGrenades07.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov here. scene "scenes/Gambler/SpotGrenades08.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotovs! } Rule SurvivorSpottedMolotovAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot IsMolotov IsWorldTalkGambler YesHasMolotov _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoGambler } Response SurvivorSpottedPillsGambler { scene "scenes/Gambler/SpotPills01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Gambler/SpotPills03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Gambler/SpotPills04.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! } Rule SurvivorSpottedPillsGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsPainPills IsWorldTalkGambler ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsGambler } Response SurvivorSpottedPillsAutoGambler { scene "scenes/Gambler/SpotPills01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Gambler/SpotPills03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Gambler/SpotPills04.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! } Rule SurvivorSpottedPillsAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills IsWorldTalkGambler YesHasPainPills _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoGambler } Response SurvivorSpottedPillsAutoHasPillsGambler { scene "scenes/Gambler/SpotPills02.vcd" //We got pills here! scene "scenes/Gambler/SpotPills05.vcd" //We got pills here! } Rule SurvivorSpottedPillsAutoHasPillsGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot YesHasPainPills IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills ChanceToFire40Percent IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoHasPillsGambler } Response SurvivorSpottedProducerCloseGambler { scene "scenes/Gambler/NameRochelle08.vcd" //Ro. scene "scenes/Gambler/NameRochelle09.vcd" //Rochelle. scene "scenes/Gambler/NameRochelle10.vcd" //Rochelle. } Rule SurvivorSpottedProducerCloseGambler { criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkGambler Response SurvivorSpottedProducerCloseGambler } Response SurvivorSpottedProducerClose2Gambler { scene "scenes/Gambler/NameRochelle08.vcd" //Ro. scene "scenes/Gambler/NameRochelle09.vcd" //Rochelle. scene "scenes/Gambler/NameRochelle10.vcd" //Rochelle. } Rule SurvivorSpottedProducerClose2Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkGambler Response SurvivorSpottedProducerClose2Gambler } Response SurvivorSpottedProducerClose2C1Gambler { scene "scenes/Gambler/NameProducerC102.vcd" //Hey sweetheart. scene "scenes/Gambler/NameProducerC103.vcd" //Hey sweetie. scene "scenes/Gambler/NameProducerC104.vcd" //Hey honey. scene "scenes/Gambler/NameProducerC105.vcd" //Hey honey. scene "scenes/Gambler/NameProducerC107.vcd" //Hey sweetie. scene "scenes/Gambler/NameProducerC109.vcd" //Sweetheart. scene "scenes/Gambler/NameProducerC110.vcd" //Hey you. scene "scenes/Gambler/NameProducerC112.vcd" //Hey you. scene "scenes/Gambler/NameProducerC113.vcd" //Sweetie. scene "scenes/Gambler/NameProducerC114.vcd" //Hey honey. } Rule SurvivorSpottedProducerClose2C1Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerClose2C1Gambler } Response SurvivorSpottedProducerCloseC1Gambler { scene "scenes/Gambler/NameProducerC102.vcd" //Hey sweetheart. scene "scenes/Gambler/NameProducerC103.vcd" //Hey sweetie. scene "scenes/Gambler/NameProducerC104.vcd" //Hey honey. scene "scenes/Gambler/NameProducerC105.vcd" //Hey honey. scene "scenes/Gambler/NameProducerC107.vcd" //Hey sweetie. scene "scenes/Gambler/NameProducerC109.vcd" //Sweetheart. scene "scenes/Gambler/NameProducerC110.vcd" //Hey you. scene "scenes/Gambler/NameProducerC112.vcd" //Hey you. scene "scenes/Gambler/NameProducerC113.vcd" //Sweetie. scene "scenes/Gambler/NameProducerC114.vcd" //Hey honey. } Rule SurvivorSpottedProducerCloseC1Gambler { criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerCloseC1Gambler } Response SurvivorSpottedProducerFarGambler { scene "scenes/Gambler/NameRochelle01.vcd" //Rochelle! scene "scenes/Gambler/NameRochelle05.vcd" //Ro! scene "scenes/Gambler/NameRochelle12.vcd" //Rochelle! } Rule SurvivorSpottedProducerFarGambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerFar400 IsWorldTalkGambler Response SurvivorSpottedProducerFarGambler } Response SurvivorSpottedProducerFarC1Gambler { scene "scenes/Gambler/NameProducerC101.vcd" //Hey you. scene "scenes/Gambler/NameProducerC108.vcd" //Sweetie. scene "scenes/Gambler/NameProducerC111.vcd" //Hey sweetie. } Rule SurvivorSpottedProducerFarC1Gambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerFar400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerFarC1Gambler } Response SurvivorSpottedUpPack_ExplosiveGambler { scene "scenes/Gambler/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Gambler/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here! } Rule SurvivorSpottedUpPack_ExplosiveGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsUpgradePack_Explosive IsWorldTalkGambler ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveGambler } Response SurvivorSpottedUpPack_ExplosiveAutoGambler { scene "scenes/Gambler/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Gambler/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here! } Rule SurvivorSpottedUpPack_ExplosiveAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Explosive IsNotSaidSpot IsUpgradePack_Explosive IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveAutoGambler } Response SurvivorSpottedUpPack_IncendiaryGambler { scene "scenes/Gambler/IncendAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here! } Rule SurvivorSpottedUpPack_IncendiaryGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsUpgradePack_Incendiary IsWorldTalkGambler ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiaryGambler } Response SurvivorSpottedUpPack_IncendiAutoGambler { scene "scenes/Gambler/IncendAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here! } Rule SurvivorSpottedUpPack_IncendiAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Incendiary IsNotSaidSpot IsUpgradePack_Incendiary IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiAutoGambler } Response SurvivorSpottedVomitJarGambler { scene "scenes/Gambler/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here! scene "scenes/Gambler/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Is that a bottle of puke? } Rule SurvivorSpottedVomitJarGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsVomitJar IsWorldTalkGambler ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarGambler } Response SurvivorSpottedVomitJarAutoGambler { scene "scenes/Gambler/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here! scene "scenes/Gambler/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Is that a bottle of puke? } Rule SurvivorSpottedVomitJarAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoGambler } Response SurvivorSpottedVomitJarAutoC1Gambler { scene "scenes/Gambler/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Is that a bottle of puke? scene "scenes/Gambler/BoomerJar03.vcd" then any _SpotStuffResponse foo:0 0.01 //That can't be a bottle of puke, is it? } Rule SurvivorSpottedVomitJarAutoC1Gambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkGambler ismap_c1m1_hotelC1 _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoC1Gambler } Response SurvivorSpottedVomitJarC1Gambler { scene "scenes/Gambler/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Is that a bottle of puke? scene "scenes/Gambler/BoomerJar03.vcd" then any _SpotStuffResponse foo:0 0.01 //That can't be a bottle of puke, is it? } Rule SurvivorSpottedVomitJarC1Gambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsVomitJar IsWorldTalkGambler ismap_c1m1_hotelC1 ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarC1Gambler } Response SurvivorSpottedWorldCloseGambler { scene "scenes/Gambler/LookHere01.vcd" //Check it out. scene "scenes/Gambler/LookHere02.vcd" //Look here. scene "scenes/Gambler/LookHere03.vcd" //Look at this. scene "scenes/Gambler/LookHere04.vcd" //Check it out. scene "scenes/Gambler/LookHere05.vcd" //Look here. scene "scenes/Gambler/LookHere06.vcd" //Look at this. } Rule SurvivorSpottedWorldCloseGambler { criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler Response SurvivorSpottedWorldCloseGambler } Rule SurvivorSpottedAmmoAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsAmmo IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoGambler } //-------------------------------------------------------------------------------------------------------------- // MapIntro //-------------------------------------------------------------------------------------------------------------- Response C4M1IntroGambler { scene "scenes/Gambler/blank.vcd" then orator _c4m1Intro01 foo:0 0.01 // } Rule C4M1IntroGambler { criteria ConceptIntroC4M1 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidremark_caralarm:1:400,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response C4M1IntroGambler } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedArmoredGambler { norepeat scene "scenes/Gambler/SeeArmored01.vcd" //Those zombies are wearing armor? scene "scenes/Gambler/SeeArmored02.vcd" //Those zombies are wearing armor! scene "scenes/Gambler/SeeArmored03.vcd" //Shoot the armored zombies in the back! } Rule SurvivorSpottedArmoredGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeArmored IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidArmoredWarn IsNotSpeakingWeight0 ApplyContext "SaidArmoredWarn:1:20" applycontexttoworld Response SurvivorSpottedArmoredGambler } Response SurvivorSpottedBoomerGambler { scene "scenes/Gambler/WarnBoomer01.vcd" //BOOMER! scene "scenes/Gambler/WarnBoomer02.vcd" //WE GOT A BOOMER! scene "scenes/Gambler/WarnBoomer03.vcd" //BOOMER! scene "scenes/Gambler/WarnBoomer04.vcd" //BOOMER! scene "scenes/Gambler/WarnBoomer05.vcd" //BOOMER! scene "scenes/Gambler/WarnBoomer06.vcd" //WE GOT A BOOMER! } Rule SurvivorSpottedBoomerGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerGambler } Response SurvivorSpottedBoomerC1Gambler { scene "scenes/Gambler/WarnBoomerC101.vcd" //Fat guy! scene "scenes/Gambler/WarnBoomerC102.vcd" //Goiter man! scene "scenes/Gambler/WarnBoomerC103.vcd" //Aunt bee. scene "scenes/Gambler/WarnBoomerC104.vcd" //Fatty! scene "scenes/Gambler/WarnBoomerC105.vcd" //Fat guy! } Rule SurvivorSpottedBoomerC1Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerC1Gambler } Response SurvivorSpottedCedaGambler { norepeat scene "scenes/Gambler/SeeHazmat01.vcd" //Hazmat guys! scene "scenes/Gambler/SeeHazmat02.vcd" //Guess those suits don't stop bites. scene "scenes/Gambler/SeeHazmat03.vcd" //Are those guys fireproof? } Rule SurvivorSpottedCedaGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeCeda IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidCedaWarn IsNotSpeakingWeight0 ApplyContext "SaidCedaWarn:1:20" applycontexttoworld Response SurvivorSpottedCedaGambler } Response SurvivorSpottedChargerGambler { scene "scenes/Gambler/WarnCharger01.vcd" //CHARGER! scene "scenes/Gambler/WarnCharger02.vcd" //WE GOT A CHARGER! scene "scenes/Gambler/WarnCharger03.vcd" //CHARGER! scene "scenes/Gambler/WarnCharger04.vcd" //CHARGER! } Rule SurvivorSpottedChargerGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerGambler } Response SurvivorSpottedChargerAlsoGambler { scene "scenes/Gambler/WarnCharger01.vcd" //CHARGER! scene "scenes/Gambler/WarnCharger02.vcd" //WE GOT A CHARGER! scene "scenes/Gambler/WarnCharger03.vcd" //CHARGER! scene "scenes/Gambler/WarnCharger04.vcd" //CHARGER! } Rule SurvivorSpottedChargerAlsoGambler { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerAlsoGambler } Response SurvivorSpottedChargerAlsoC1Gambler { scene "scenes/Gambler/WarnChargerC101.vcd" //One Arm! scene "scenes/Gambler/WarnChargerC102.vcd" //Overalls! scene "scenes/Gambler/WarnChargerC103.vcd" //Hillbilly! } Rule SurvivorSpottedChargerAlsoC1Gambler { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerAlsoC1Gambler } Response SurvivorSpottedChargerC1Gambler { scene "scenes/Gambler/WarnChargerC101.vcd" //One Arm! scene "scenes/Gambler/WarnChargerC102.vcd" //Overalls! scene "scenes/Gambler/WarnChargerC103.vcd" //Hillbilly! } Rule SurvivorSpottedChargerC1Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerC1Gambler } Response SurvivorSpottedClownGambler { scene "scenes/Gambler/SeeClowns01.vcd" //That squeaking is driving the zombies crazy! scene "scenes/Gambler/SeeClowns02.vcd" //Kill the clown! scene "scenes/Gambler/SeeClowns03.vcd" //Kill the clown, he's attracting more zombies! scene "scenes/Gambler/SeeClowns04.vcd" //Kill every clown you see! scene "scenes/Gambler/SeeClowns05.vcd" //Shoot the clown! } Rule SurvivorSpottedClownGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeClown IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidClownWarn IsNotSpeakingWeight0 ApplyContext "SaidClownWarn:1:20,SawClowns:++1" applycontexttoworld Response SurvivorSpottedClownGambler } Response SurvivorSpottedHunterGambler { scene "scenes/Gambler/WarnHunter01.vcd" //WE GOT A HUNTER! scene "scenes/Gambler/WarnHunter02.vcd" //HUNTER! scene "scenes/Gambler/WarnHunter03.vcd" //HUNTER! scene "scenes/Gambler/WarnHunter04.vcd" //HUNTER! scene "scenes/Gambler/WarnHunter05.vcd" //WE GOT A HUNTER! } Rule SurvivorSpottedHunterGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterGambler } Response SurvivorSpottedHunterC1Gambler { scene "scenes/Gambler/WarnHunterC101.vcd" //Jumper! scene "scenes/Gambler/WarnHunterC102.vcd" //Leaper! scene "scenes/Gambler/WarnHunterC103.vcd" //Scrawny little bitch I'm gonna kill. } Rule SurvivorSpottedHunterC1Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterC1Gambler } Response SurvivorSpottedInfectedGambler { scene "scenes/Gambler/Incoming01.vcd" //This is why we've got guns! scene "scenes/Gambler/Incoming02.vcd" //It's about to get serious! scene "scenes/Gambler/Incoming03.vcd" //We got inbound! scene "scenes/Gambler/Incoming04.vcd" //They're coming! scene "scenes/Gambler/Incoming05.vcd" //Here they come! scene "scenes/Gambler/Incoming06.vcd" //God damn, it's gettin' good. scene "scenes/Gambler/Incoming07.vcd" //They're coming! scene "scenes/Gambler/Incoming08.vcd" //Get ready! } Rule SurvivorSpottedInfectedGambler { criteria ConceptPlayerIncoming IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorSpottedInfectedGambler } Response SurvivorSpottedJimmyGambler { scene "scenes/Gambler/ReactionNegative07.vcd" //Holy Shit! scene "scenes/Gambler/WorldC2M1B03.vcd" //God DAMN you, Jimmy Gibbs, Jr. } Rule SurvivorSpottedJimmyGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeJimmy IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidJimmyWarn IsNotSpeakingWeight0 ApplyContext "SaidJimmyWarn:1:3" applycontexttoworld Response SurvivorSpottedJimmyGambler } Response SurvivorSpottedJockeyGambler { scene "scenes/Gambler/WarnJockey01.vcd" //Jockey! scene "scenes/Gambler/WarnJockey02.vcd" //Jockey! scene "scenes/Gambler/WarnJockey03.vcd" //Jockey! } Rule SurvivorSpottedJockeyGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyGambler } Response SurvivorSpottedJockeyAlsoGambler { scene "scenes/Gambler/WarnJockey01.vcd" //Jockey! scene "scenes/Gambler/WarnJockey02.vcd" //Jockey! scene "scenes/Gambler/WarnJockey03.vcd" //Jockey! } Rule SurvivorSpottedJockeyAlsoGambler { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyAlsoGambler } Response SurvivorSpottedJockeyAlsoC1Gambler { scene "scenes/Gambler/WarnJockeyC101.vcd" //Little guy! scene "scenes/Gambler/WarnJockeyC102.vcd" //Little freak! scene "scenes/Gambler/WarnJockeyC103.vcd" //Little guy! } Rule SurvivorSpottedJockeyAlsoC1Gambler { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyAlsoC1Gambler } Response SurvivorSpottedJockeyC1Gambler { scene "scenes/Gambler/WarnJockeyC101.vcd" //Little guy! scene "scenes/Gambler/WarnJockeyC102.vcd" //Little freak! scene "scenes/Gambler/WarnJockeyC103.vcd" //Little guy! } Rule SurvivorSpottedJockeyC1Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyC1Gambler } Response SurvivorSpottedMudmenGambler { norepeat scene "scenes/Gambler/SeeMudmen01.vcd" //Mudders! scene "scenes/Gambler/SeeMudmen02.vcd" //Mudders! scene "scenes/Gambler/SeeMudmen03.vcd" //Watch out, Mudmen! scene "scenes/Gambler/SeeMudmen04.vcd" //Mudders! } Rule SurvivorSpottedMudmenGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidMudmenWarn IsNotSpeakingWeight0 ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1" applycontexttoworld Response SurvivorSpottedMudmenGambler } Response SurvivorSpottedMudmen2Gambler { scene "scenes/Gambler/WorldC3M201.vcd" //Screw these goddamn mud people. } Rule SurvivorSpottedMudmen2Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidMudmenWarn SawManyMudMen IntensityUnder50 IsNotSpeakingWeight0 ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1" applycontexttoworld Response SurvivorSpottedMudmen2Gambler } Response SurvivorSpottedSmokerGambler { scene "scenes/Gambler/WarnSmoker01.vcd" //WE GOT A SMOKER! scene "scenes/Gambler/WarnSmoker02.vcd" //SMOKER! scene "scenes/Gambler/WarnSmoker03.vcd" //SMOKER! scene "scenes/Gambler/WarnSmoker04.vcd" //SMOKER! } Rule SurvivorSpottedSmokerGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerGambler } Response SurvivorSpottedSmokerC1Gambler { scene "scenes/Gambler/WarnSmokerC101.vcd" //TONGUE! scene "scenes/Gambler/WarnSmokerC102.vcd" //The smoking thing! } Rule SurvivorSpottedSmokerC1Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerC1Gambler } Response SurvivorSpottedSpitterGambler { scene "scenes/Gambler/WarnSpitter01.vcd" //Spitter scene "scenes/Gambler/WarnSpitter02.vcd" //Spitter scene "scenes/Gambler/WarnSpitter03.vcd" //We got a spitter } Rule SurvivorSpottedSpitterGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterGambler } Response SurvivorSpottedSpitterAlsoGambler { scene "scenes/Gambler/WarnSpitter01.vcd" //Spitter scene "scenes/Gambler/WarnSpitter02.vcd" //Spitter scene "scenes/Gambler/WarnSpitter03.vcd" //We got a spitter } Rule SurvivorSpottedSpitterAlsoGambler { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterAlsoGambler } Response SurvivorSpottedSpitterAlsoC1Gambler { scene "scenes/Gambler/WarnSpitterC101.vcd" //Green thing! scene "scenes/Gambler/WarnSpitterC102.vcd" //Neck! } Rule SurvivorSpottedSpitterAlsoC1Gambler { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterAlsoC1Gambler } Response SurvivorSpottedSpitterC1Gambler { scene "scenes/Gambler/WarnSpitterC101.vcd" //Green thing! scene "scenes/Gambler/WarnSpitterC102.vcd" //Neck! } Rule SurvivorSpottedSpitterC1Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterC1Gambler } Response SurvivorSpottedTankGambler { scene "scenes/Gambler/HeardHulk01.vcd" //Tank! Tank! scene "scenes/Gambler/HeardHulk02.vcd" //Tank inbound! scene "scenes/Gambler/HeardHulk03.vcd" //Man up! We got a Tank! scene "scenes/Gambler/HeardHulk04.vcd" //Get ready, we got a TANK! scene "scenes/Gambler/HeardHulk05.vcd" //Hold steady, TANK! scene "scenes/Gambler/HeardHulk06.vcd" //Get ready, TANK! scene "scenes/Gambler/WarnTank01.vcd" //WE GOT A TANK! scene "scenes/Gambler/WarnTank02.vcd" //TANK! scene "scenes/Gambler/WarnTank03.vcd" //TANK! scene "scenes/Gambler/WarnTank04.vcd" //TANK! } Rule SurvivorSpottedTankGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankGambler } Response SurvivorSpottedTankC1Gambler { scene "scenes/Gambler/WarnTankC101.vcd" //We have a problem! scene "scenes/Gambler/WarnTankC102.vcd" //HOLY SHIT! BIG FREAKING ZOMBIE! scene "scenes/Gambler/WarnTankC103.vcd" //We have a problem! scene "scenes/Gambler/WarnTankC104.vcd" //HOLY SHIT! BIG FREAKING ZOMBIE! } Rule SurvivorSpottedTankC1Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m2_streetsC1 IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankC1Gambler } Response SurvivorSpottedWitchGambler { scene "scenes/Gambler/WarnWitch01.vcd" //We got a witch. scene "scenes/Gambler/WarnWitch02.vcd" //Witch. scene "scenes/Gambler/WarnWitch03.vcd" //Witch. scene "scenes/Gambler/WarnWitch04.vcd" //Witch. } Rule SurvivorSpottedWitchGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchGambler } Response SurvivorSpottedWitchC1Gambler { scene "scenes/Gambler/Blank.vcd" //Blank } Rule SurvivorSpottedWitchC1Gambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchC1Gambler } Rule SurvivorAlsoSpottedBoomerGambler { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerGambler } Rule SurvivorAlsoSpottedBoomerC1Gambler { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerGambler } Rule SurvivorAlsoSpottedHunterGambler { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterGambler } Rule SurvivorAlsoSpottedHunterC1Gambler { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterGambler } Rule SurvivorAlsoSpottedSmokerGambler { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerGambler } Rule SurvivorAlsoSpottedSmokerC1Gambler { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerGambler } Rule SurvivorAlsoSpottedTankGambler { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankGambler } Rule SurvivorAlsoSpottedTankC1Gambler { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m2_streetsC1 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankGambler } Rule SurvivorAlsoSpottedWitchGambler { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchGambler } Rule SurvivorAlsoSpottedWitchC1Gambler { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchGambler } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerAlertGiveItemGambler { scene "scenes/Gambler/AlertGiveItem01.vcd" odds 5 //It is more blessed to give than to receive. scene "scenes/Gambler/AlertGiveItem02.vcd" //Have this. scene "scenes/Gambler/AlertGiveItem03.vcd" //Just take this. scene "scenes/Gambler/AlertGiveItem04.vcd" //This is for you. scene "scenes/Gambler/AlertGiveItem05.vcd" //Here, I don't need this. scene "scenes/Gambler/AlertGiveItem06.vcd" //Take it, just take it. } Rule PlayerAlertGiveItemGambler { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerAlertGiveItemGambler } Response PlayerAlertGiveItemC1Gambler { scene "scenes/Gambler/AlertGiveItemC101.vcd" //Hey you, take this. scene "scenes/Gambler/AlertGiveItemC102.vcd" //What's your name, here you go. } Rule PlayerAlertGiveItemC1Gambler { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotelC1 NoKnowNames Response PlayerAlertGiveItemC1Gambler } Response PlayerAlertGiveItemCombatGambler { scene "scenes/Gambler/AlertGiveItemCombat01.vcd" //Take this. scene "scenes/Gambler/AlertGiveItemCombat02.vcd" //Grab this. scene "scenes/Gambler/AlertGiveItemCombat03.vcd" //Take it. } Rule PlayerAlertGiveItemCombatGambler { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsGambler IsTalk IsTalkGambler InCombat IsWorldTalkGambler Response PlayerAlertGiveItemCombatGambler } Response PlayerFriendlyFireGambler { scene "scenes/Gambler/FriendlyFire02.vcd" odds 5 //I don't want to hear any excuses, just stop shooting me. scene "scenes/Gambler/FriendlyFire03.vcd" //STOP SHOOTING ME! scene "scenes/Gambler/FriendlyFire04.vcd" //Can you stop shooting me? scene "scenes/Gambler/FriendlyFire05.vcd" odds 5 //You know, ot's not all right that you are SHOOTING ME! scene "scenes/Gambler/FriendlyFire06.vcd" //DAMN! You suck at shooting. scene "scenes/Gambler/FriendlyFire07.vcd" //Stop shooting me. scene "scenes/Gambler/FriendlyFire08.vcd" odds 5 //Well thank you for ventilating my suit. scene "scenes/Gambler/FriendlyFire09.vcd" //You. Are. Shooting. Me. scene "scenes/Gambler/FriendlyFire10.vcd" //You do realize you are shooting me right? scene "scenes/Gambler/FriendlyFire11.vcd" //Shoot me again. Shoot me again, I dare you. scene "scenes/Gambler/FriendlyFire12.vcd" //You want to watch where you're shooting? scene "scenes/Gambler/FriendlyFire13.vcd" odds 5 //Stop! Shooting me doesn't get us anywhere. scene "scenes/Gambler/FriendlyFire14.vcd" //Let's not mess this up by shooting each other, okay? scene "scenes/Gambler/FriendlyFire15.vcd" //Can we not shoot each other? scene "scenes/Gambler/FriendlyFire16.vcd" //Question: Can we not shoot each other? scene "scenes/Gambler/FriendlyFire17.vcd" //You're shooting me again. scene "scenes/Gambler/FriendlyFire18.vcd" //You shoot me again, and I will drop you. scene "scenes/Gambler/FriendlyFire19.vcd" //Shoot me again, I'll drop you. scene "scenes/Gambler/FriendlyFire21.vcd" odds 5 //Are you really going to shoot a guy in a $3000 suit? Come on! scene "scenes/Gambler/FriendlyFire22.vcd" //Stop shooting me. scene "scenes/Gambler/FriendlyFire23.vcd" //Do not shoot me. scene "scenes/Gambler/FriendlyFire24.vcd" //Stop shooting each other. scene "scenes/Gambler/FriendlyFire25.vcd" //Can we stop shooting each other? scene "scenes/Gambler/FriendlyFire26.vcd" //Can we stop shooting each other? scene "scenes/Gambler/FriendlyFire27.vcd" //Don't shoot each other. scene "scenes/Gambler/FriendlyFire28.vcd" //Can we not shoot each other? scene "scenes/Gambler/FriendlyFire29.vcd" //Can we not shoot each other, please? scene "scenes/Gambler/FriendlyFire30.vcd" //You are shooting - ME! scene "scenes/Gambler/FriendlyFire31.vcd" odds 10 //Unless you want to be picking your teeth up off the floor, stop shooting me! } Rule PlayerFriendlyFireGambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireGambler } Response PlayerFriendlyFire2Gambler { scene "scenes/Gambler/TeamKillAccident01.vcd" //Don't you think we should be killing the zombies instead? scene "scenes/Gambler/TeamKillAccident02.vcd" //What in the hell kind of strategy is that? scene "scenes/Gambler/TeamKillAccident03.vcd" //What?!!? This is hard enough without you helping the freaks! } Rule PlayerFriendlyFire2Gambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsGamblerFriendlyFire IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerFriendlyFire:1:3" applycontexttoworld Response PlayerFriendlyFire2Gambler } Response PlayerFriendlyFireC1Gambler { scene "scenes/Gambler/FriendlyFireC101.vcd" //I don't know who started this shit, but lets just stop the friendly right now, 'kay? scene "scenes/Gambler/FriendlyFireC103.vcd" //Never shoot me again. scene "scenes/Gambler/FriendlyFireC104.vcd" //You do not want to be shooting me! scene "scenes/Gambler/FriendlyFireC105.vcd" //Why would you think shooting me is a good idea? scene "scenes/Gambler/FriendlyFireC106.vcd" //Let's try shooting zombies instead of people, okay? } Rule PlayerFriendlyFireC1Gambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotelC1 NoKnowNames ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireC1Gambler } Response PlayerFriendlyFireFromCoachC1Gambler { scene "scenes/Gambler/FriendlyFireC1Coach01.vcd" //Coach! Don't shoot me. scene "scenes/Gambler/FriendlyFireC1Coach02.vcd" //Coach! Come on. } Rule PlayerFriendlyFireFromCoachC1Gambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler SubjectIsCoach ChanceToFire50Percent IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromCoachC1Gambler } Response PlayerFriendlyFireFromCoachNBGambler { scene "scenes/Gambler/FriendlyFireC1Coach02.vcd" //Coach! Come on. scene "scenes/Gambler/NameCoach02.vcd" //Coach! scene "scenes/Gambler/NameCoach09.vcd" //Coach. } Rule PlayerFriendlyFireFromCoachNBGambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler SubjectIsCoach ChanceToFire50Percent IsWorldTalkGambler isNotmap_c1m1_hotel ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromCoachNBGambler } Response PlayerFriendlyFireFromMechanicGambler { scene "scenes/Gambler/FriendlyFireEllis01.vcd" //Hey sport, watch where you're shooting! scene "scenes/Gambler/FriendlyFireMechanic01.vcd" //Ellis, come on man. scene "scenes/Gambler/FriendlyFireMechanic02.vcd" //Y'all wanna stop shootin me? } Rule PlayerFriendlyFireFromMechanicGambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler SubjectIsMechanic ChanceToFire30Percent IsWorldTalkGambler isNotmap_c1m1_hotel ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromMechanicGambler } Response PlayerFriendlyFireFromMechanicNBGambler { scene "scenes/Gambler/FriendlyFireMechanic01.vcd" //Ellis, come on man. scene "scenes/Gambler/NameEllis07.vcd" //Ellis! scene "scenes/Gambler/ReactionNegative33.vcd" //Dumbshit. scene "scenes/Gambler/WorldC3M116.vcd" //Jesus christ Ellis, like the goddamn zombies aren't bad enough. } Rule PlayerFriendlyFireFromMechanicNBGambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler SubjectIsMechanic ChanceToFire50Percent IsWorldTalkGambler isNotmap_c1m1_hotel ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromMechanicNBGambler } Response PlayerFriendlyFireFromProducerGambler { scene "scenes/Gambler/FriendlyFireFemale01.vcd" //Sweetheart? Don't shoot me. } Rule PlayerFriendlyFireFromProducerGambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler SubjectIsProducer ChanceToFire30Percent IsWorldTalkGambler isNotmap_c1m1_hotel ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromProducerGambler } Response PlayerFriendlyFireFromProducerC1Gambler { scene "scenes/Gambler/FriendlyFireC1Producer01.vcd" //ROCHELLE! scene "scenes/Gambler/FriendlyFireC1Producer02.vcd" //Ro! Just... just stop okay? scene "scenes/Gambler/FriendlyFireC1Producer03.vcd" //ROCHELLE! } Rule PlayerFriendlyFireFromProducerC1Gambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler SubjectIsProducer ChanceToFire50Percent IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromProducerC1Gambler } Response PlayerFriendlyFireFromProducerNBGambler { scene "scenes/Gambler/FriendlyFireC1Producer01.vcd" //ROCHELLE! scene "scenes/Gambler/NameRochelle12.vcd" //Rochelle! } Rule PlayerFriendlyFireFromProducerNBGambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler SubjectIsProducer ChanceToFire50Percent IsWorldTalkGambler isNotmap_c1m1_hotel ApplyContext "GamblerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromProducerNBGambler } Response PlayerFriendlyFireNoBulletGambler { scene "scenes/Gambler/Defibrillator08.vcd" //Come ON! scene "scenes/Gambler/FriendlyFire01.vcd" //Do that again and I'll bury you alive. scene "scenes/Gambler/FriendlyFireC102.vcd" //I don't know who started this shit, 'kay? But lets just stop the friendly right now,. scene "scenes/Gambler/World219.vcd" //WHAT THE - (reaction to bombing) scene "scenes/Gambler/WorldC5M3B24.vcd" //OH COME ON! } Rule PlayerFriendlyFireNoBulletGambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletGambler } Response PlayerFriendlyFireNoBulletC1Gambler { scene "scenes/Gambler/Defibrillator08.vcd" //Come ON! scene "scenes/Gambler/FriendlyFireC101.vcd" //I don't know who started this shit, but lets just stop the friendly right now, 'kay? scene "scenes/Gambler/World219.vcd" //WHAT THE - (reaction to bombing) } Rule PlayerFriendlyFireNoBulletC1Gambler { criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames ApplyContext "GamblerFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletC1Gambler } Response PlayerToTheRescueGambler { scene "scenes/Gambler/ToTheRescue01.vcd" predelay "0.75,1.5" //Relax, Relax I'm coming! scene "scenes/Gambler/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm on my way! scene "scenes/Gambler/ToTheRescue03.vcd" predelay "0.75,1.5" //Hold on, coming! scene "scenes/Gambler/ToTheRescue04.vcd" predelay "0.75,1.5" //I'm on the way! } Rule PlayerToTheRescueGambler { criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsGambler IsTalk IsTalkGambler NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 IsWorldTalkGambler ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueGambler } Response PlayerToTheRescueRosGambler { scene "scenes/Gambler/ToTheRescue01.vcd" predelay "0.75,1.5" //Relax, Relax I'm coming! scene "scenes/Gambler/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm on my way! scene "scenes/Gambler/ToTheRescue03.vcd" predelay "0.75,1.5" //Hold on, coming! scene "scenes/Gambler/ToTheRescue04.vcd" predelay "0.75,1.5" //I'm on the way! } Rule PlayerToTheRescueRosGambler { criteria ConceptPlayerToTheRescue IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueRosGambler } Response SurvivorTauntResponseGambler { scene "scenes/Gambler/Taunt01.vcd" //Suck on that scene "scenes/Gambler/Taunt02.vcd" //Stick that where the sun don't shine! scene "scenes/Gambler/Taunt03.vcd" //Take that you mealy-mouthed bastards. scene "scenes/Gambler/Taunt04.vcd" //Stick it up your ass! scene "scenes/Gambler/Taunt05.vcd" //Stick that up your ass! scene "scenes/Gambler/Taunt06.vcd" //We are wiping the floor with you. scene "scenes/Gambler/Taunt07.vcd" //You don't stand a chance. scene "scenes/Gambler/Taunt08.vcd" //Give up now! scene "scenes/Gambler/Taunt09.vcd" //Candyasses! } Rule SurvivorTauntResponseGambler { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorTauntResponseGambler } //-------------------------------------------------------------------------------------------------------------- // Orator //-------------------------------------------------------------------------------------------------------------- Response ShotMannequinGambler2 { scene "scenes/Gambler/Laughter06.vcd" // scene "scenes/Gambler/Laughter15.vcd" // scene "scenes/Gambler/Laughter16.vcd" // } Rule ShotMannequinGambler2 { criteria ConceptShotMannequin2 IsGambler IsShotMannGambler IsNotSaidShotMannequinGambler2 ApplyContext "SaidShotMannequinGambler2:1:0,ShotMannGambler:0:0" applycontexttoworld Response ShotMannequinGambler2 } // Autogenerated criteria for linked source group C4M1_003 criterion "IsNotSrcGrp_C4M1_003" "worldSrcGrp_C4M1_003" "<1" required //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response C4M1IdleComment01Gambler { scene "scenes/Gambler/WorldC4M1B22.vcd" //Look for landmarks. It might be dark on our way back. } Rule C4M1IdleComment01Gambler { criteria ConceptTalkIdle ChanceToFire40Percent IsSurvivor ismap_c4m1_milltown_a IsSaidc4m1_nogas IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_003 _auto_NotNoGasGate ApplyContext "Talk:1:2.788,SrcGrp_C4M1_003:1:0" applycontexttoworld Response C4M1IdleComment01Gambler } Response C4M2IdleCommentCane01Gambler { scene "scenes/Gambler/WorldC4M2B29.vcd" then any _c4m2_caneyell01 foo:0 0.01 //KEEP MOVING! JUST HEAD FOR THE SIGN! scene "scenes/Gambler/WorldC4M2B30.vcd" then any _c4m2_caneyell01 foo:0 0.01 //HEAD FOR THE SIGN! } Rule C4M2IdleCommentCane01Gambler { criteria ConceptTalkIdle ChanceToFire60Percent IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsGamblerInCane _auto_NotCaneYellGated _auto_NotLastSurvivorTalkedGambler ApplyContext "_auto_CaneYellGated:1:10,_auto_LastSurvivorTalkedGambler:1:15" applycontexttoworld Response C4M2IdleCommentCane01Gambler } Response PlayerChokeResponseGambler { scene "scenes/Gambler/Choke01.vcd" //Smoker 's got me! scene "scenes/Gambler/Choke02.vcd" //[Choking] scene "scenes/Gambler/Choke03.vcd" //Smoker's GOT ME!!! scene "scenes/Gambler/Choke04.vcd" //Shoot the tongue! Shoot the tongue! scene "scenes/Gambler/Choke05.vcd" //[Choking] scene "scenes/Gambler/Choke06.vcd" //[Choking] scene "scenes/Gambler/Choke07.vcd" //[Choking] } Rule PlayerChokeResponseGambler { criteria ConceptPlayerChoke IsSurvivor IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerChokeResponseGambler } Response PlayerReloadingC502RunGambler { scene "scenes/Gambler/World123.vcd" //To the tower. scene "scenes/Gambler/World125.vcd" //Somebody's got to turn off the alarm! } Rule PlayerReloadingC502RunGambler { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler IsNotSaidWorldC502AlarmStopped IsSaidWorldC502AlarmButton2 ChanceToFire50Percent IsWorldTalkGambler Response PlayerReloadingC502RunGambler } Response PlayerReloadingTankGambler { scene "scenes/Gambler/BattleCryTank01.vcd" //Kill the tank! scene "scenes/Gambler/BattleCryTank02.vcd" //Shoot the tank! scene "scenes/Gambler/BattleCryTank03.vcd" //Shoot the damn tank! scene "scenes/Gambler/BattleCryTank04.vcd" //Shoot it! Shoot it! scene "scenes/Gambler/BattleCryTank05.vcd" //Everyone shoot the tank! scene "scenes/Gambler/BattleCryTank06.vcd" //You, SHOOT THE TANK! scene "scenes/Gambler/BattleCryTank07.vcd" //KEEP SHOOTING! } Rule PlayerReloadingTankGambler { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkGambler isNotmap_c1m2_streets ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20" applycontexttoworld Response PlayerReloadingTankGambler } Response PlayerReloadingTankC1Gambler { scene "scenes/Gambler/HeardTanklC101.vcd" //I hope that's not bullet proof. scene "scenes/Gambler/HeardTanklC102.vcd" //We are screwed. scene "scenes/Gambler/HeardTanklC103.vcd" //Maybe if we don't move it won't see us. scene "scenes/Gambler/HeardTanklC104.vcd" //Okay, that's reason to panic. scene "scenes/Gambler/HeardTanklC105.vcd" //What in the hell sign of the apocalypse is that? scene "scenes/Gambler/HeardTanklC106.vcd" //I hope that's not bullet proof. scene "scenes/Gambler/HeardTanklC107.vcd" //What in the hell sign of the apocalypse is that? scene "scenes/Gambler/HeardTanklC108.vcd" //Okay, that's reason to panic. scene "scenes/Gambler/HeardTanklC109.vcd" //Maybe if we don't move it won't see us. scene "scenes/Gambler/HeardTanklC110.vcd" //We are screwed. } Rule PlayerReloadingTankC1Gambler { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkGambler ismap_c1m2_streets ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20" applycontexttoworld Response PlayerReloadingTankC1Gambler } Response PlayerTonguePullStartResponseGambler { scene "scenes/Gambler/GrabbedBySmoker01.vcd" //no, No, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Gambler/GrabbedBySmoker01a.vcd" //No, No! scene "scenes/Gambler/GrabbedBySmoker01b.vcd" //NOOOOOOO!!!!!!!!! scene "scenes/Gambler/GrabbedBySmoker02.vcd" //SMOKER'S GOT ME!! scene "scenes/Gambler/GrabbedBySmoker02a.vcd" //...GOT ME!! scene "scenes/Gambler/GrabbedBySmoker03.vcd" //SMOKER'S GOT ME!! scene "scenes/Gambler/GrabbedBySmoker04.vcd" //no, No, No, NO, NO!!!!!!!! scene "scenes/Gambler/GrabbedBySmoker04a.vcd" //NO, NO, NO!! scene "scenes/Gambler/GrabbedBySmoker05.vcd" //no, No, No, NO!!!!!!!! scene "scenes/Gambler/GrabbedBySmoker05a.vcd" //NO! scene "scenes/Gambler/GrabbedBySmoker05b.vcd" //NO, NO! scene "scenes/Gambler/GrabbedBySmoker05c.vcd" //NO!!!!!!!! } Rule PlayerTonguePullStartResponseGambler { criteria ConceptPlayerTonguePullStart IsSurvivor IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerTonguePullStartResponseGambler } Response PlayerTonguePullStartResponseC1Gambler { scene "scenes/Gambler/GrabbedBySmokerC101.vcd" //What the hell? scene "scenes/Gambler/GrabbedBySmokerC102.vcd" //Something's got me?!?! scene "scenes/Gambler/GrabbedBySmokerC103.vcd" //What's this shit? scene "scenes/Gambler/GrabbedBySmokerC104.vcd" //What the? Ahh gross shit. scene "scenes/Gambler/GrabbedBySmokerC105.vcd" //Freaking tongue!?!? } Rule PlayerTonguePullStartResponseC1Gambler { criteria ConceptPlayerTonguePullStart IsSurvivor IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler C1M1orC1M2 Response PlayerTonguePullStartResponseC1Gambler } Response PlayerWitchChasingGambler { scene "scenes/Gambler/WitchChasing01.vcd" //AhhhI pissed the witch off! scene "scenes/Gambler/WitchChasing02.vcd" //This bitch is chasing me! scene "scenes/Gambler/WitchChasing03.vcd" //Witch coming! Witch coming! scene "scenes/Gambler/WitchChasing04.vcd" //Shoot the witch! Shoot the witch! Shoot the witch! scene "scenes/Gambler/WitchChasing05.vcd" //Shoot the witch! Shoot the witch! Shoot the witch! What are you doing? Shoot her! scene "scenes/Gambler/WitchChasing06.vcd" //AhhhI pissed the witch off! } Rule PlayerWitchChasingGambler { criteria ConceptPlayerExertionMinor IsGambler IsWitchPresent SubjectIsNotWitch IsNotSaidGamblerWitchChasing IsSaidGamblerWitchAttacking isNotmap_c4m2_sugarmill_a ApplyContext "SaidGamblerWitchChasing:1:5,TalkGambler:1:2" Response PlayerWitchChasingGambler } Response PlayerWitchStartAttackGambler { scene "scenes/Gambler/DoubleDeathResponse03.vcd" //Ahhh SHIT! scene "scenes/Gambler/GrabbedBySmoker05c.vcd" //NO!!!!!!!! scene "scenes/Gambler/ReactionNegative03.vcd" //Shit! scene "scenes/Gambler/ReactionNegative04.vcd" //God damn it. scene "scenes/Gambler/ReactionNegative07.vcd" //Holy Shit! scene "scenes/Gambler/ReactionNegative15.vcd" //Shit! scene "scenes/Gambler/ReactionNegative30.vcd" //Bitch. } Rule PlayerWitchStartAttackGambler { criteria ConceptWitchStartAttack IsGambler Iswitch_aggro_onGambler ApplyContext "SaidGamblerWitchAttacking:1:15,TalkGambler:1:2" Response PlayerWitchStartAttackGambler } Response SurvivorCriticalHurtGambler { scene "scenes/Gambler/HurtCritical01.vcd" //[pain noise - loud major pain] scene "scenes/Gambler/HurtCritical02.vcd" //[pain noise - loud major pain] scene "scenes/Gambler/HurtCritical03.vcd" //[pain noise - loud major pain] scene "scenes/Gambler/HurtCritical04.vcd" //[pain noise - loud major pain] scene "scenes/Gambler/HurtCritical05.vcd" //[pain noise - loud major pain] scene "scenes/Gambler/HurtCritical06.vcd" //[pain noise - loud major pain] scene "scenes/Gambler/HurtCritical07.vcd" //[pain noise - loud major pain] } Rule SurvivorCriticalHurtGambler { criteria IsSurvivor InPain IsCriticalPain IsGambler IsTalk IsTalkGambler SubjectIsNotJockey IsWorldTalkGambler Response SurvivorCriticalHurtGambler } Response SurvivorIncapacitatedHurtGambler { scene "scenes/Gambler/IncapacitatedInjury01.vcd" //AHHHHH [terrified yell] scene "scenes/Gambler/IncapacitatedInjury02.vcd" //AHHHHH [terrified yell] scene "scenes/Gambler/IncapacitatedInjury03.vcd" //AHHHHH [terrified yell] scene "scenes/Gambler/IncapacitatedInjury04.vcd" //AHHHHH [terrified yell] scene "scenes/Gambler/IncapacitatedInjury05.vcd" //AHHHHH [terrified yell] } Rule SurvivorIncapacitatedHurtGambler { criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorIncapacitatedHurtGambler } Response SurvivorJockeyHurtMajorGambler { scene "scenes/Gambler/GrabbedByJockey01.vcd" then all commentjockey foo:0 -1.387 //Jockey's got me. (disgusted) scene "scenes/Gambler/GrabbedByJockey02.vcd" then all commentjockey foo:0 -1.768 //Shoot this thing on my back! scene "scenes/Gambler/GrabbedByJockey03.vcd" then all commentjockey foo:0 -1.633 //Kill this jockey on me! scene "scenes/Gambler/GrabbedByJockey04.vcd" then all commentjockey foo:0 -1.084 //Jockey on me! scene "scenes/Gambler/GrabbedByJockey05.vcd" then all commentjockey foo:0 -1.363 //Jockey! Jockey! scene "scenes/Gambler/GrabbedByJockey06.vcd" then all commentjockey foo:0 -1.967 //Shoot this thing off my back! scene "scenes/Gambler/HurtCritical07.vcd" then all commentjockey foo:0 -0.746 //[pain noise - loud major pain] scene "scenes/Gambler/HurtMajor03.vcd" then all commentjockey foo:0 -0.820 //[pain noise - oy] scene "scenes/Gambler/HurtMajor05.vcd" then all commentjockey foo:0 -0.576 //[pain noise - ugh] scene "scenes/Gambler/ScreamWhilePounced04.vcd" then all commentjockey foo:0 -0.557 //GET IT OFF! scene "scenes/Gambler/ScreamWhilePounced06.vcd" then all commentjockey foo:0 -1.042 //GET IT OFF ME! } Rule SurvivorJockeyHurtMajorGambler { criteria IsSurvivor InPain IsMajorPain IsGambler IsTalk IsTalkGambler SubjectIsJockey IsNotSaidBeenJockeyedGambler IsWorldTalkGambler IsBeingJockeyed ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorGambler } Response SurvivorJockeyHurtMajorC1Gambler { scene "scenes/Gambler/GrabbedByJockey02.vcd" //Shoot this thing on my back! scene "scenes/Gambler/GrabbedByJockey06.vcd" //Shoot this thing off my back! } Rule SurvivorJockeyHurtMajorC1Gambler { criteria IsSurvivor InPain IsMajorPain IsGambler IsTalk IsTalkGambler SubjectIsJockey IsNotSaidBeenJockeyedGambler IsWorldTalkGambler C1M1orC1M2 IsBeingJockeyed ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorC1Gambler } Response SurvivorJockeyHurtMinorGambler { scene "scenes/Gambler/GrabbedByJockey01.vcd" then all commentjockey foo:0 -1.387 //Jockey's got me. (disgusted) scene "scenes/Gambler/GrabbedByJockey02.vcd" then all commentjockey foo:0 -1.768 //Shoot this thing on my back! scene "scenes/Gambler/GrabbedByJockey03.vcd" then all commentjockey foo:0 -1.633 //Kill this jockey on me! scene "scenes/Gambler/GrabbedByJockey04.vcd" then all commentjockey foo:0 -1.084 //Jockey on me! scene "scenes/Gambler/GrabbedByJockey05.vcd" then all commentjockey foo:0 -1.363 //Jockey! Jockey! scene "scenes/Gambler/GrabbedByJockey06.vcd" then all commentjockey foo:0 -1.967 //Shoot this thing off my back! scene "scenes/Gambler/HurtCritical07.vcd" then all commentjockey foo:0 -0.746 //[pain noise - loud major pain] scene "scenes/Gambler/HurtMajor03.vcd" then all commentjockey foo:0 -0.820 //[pain noise - oy] scene "scenes/Gambler/HurtMajor05.vcd" then all commentjockey foo:0 -0.576 //[pain noise - ugh] scene "scenes/Gambler/ScreamWhilePounced04.vcd" then all commentjockey foo:0 -0.557 //GET IT OFF! scene "scenes/Gambler/ScreamWhilePounced06.vcd" then all commentjockey foo:0 -1.042 //GET IT OFF ME! } Rule SurvivorJockeyHurtMinorGambler { criteria IsSurvivor InPain IsMinorPain IsGambler IsTalk IsTalkGambler SubjectIsJockey IsNotSaidBeenJockeyedGambler IsWorldTalkGambler IsBeingJockeyed ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorGambler } Response SurvivorJockeyHurtMinorC1Gambler { scene "scenes/Gambler/GrabbedByJockey02.vcd" //Shoot this thing on my back! scene "scenes/Gambler/GrabbedByJockey06.vcd" //Shoot this thing off my back! } Rule SurvivorJockeyHurtMinorC1Gambler { criteria IsSurvivor InPain IsMinorPain IsGambler IsTalk IsTalkGambler SubjectIsJockey IsNotSaidBeenJockeyedGambler IsWorldTalkGambler C1M1orC1M2 IsBeingJockeyed ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorC1Gambler } Response SurvivorMajorHurtGambler { scene "scenes/Gambler/HurtMajor01.vcd" //[pain noise - huh] scene "scenes/Gambler/HurtMajor02.vcd" //[pain noise - ahh] scene "scenes/Gambler/HurtMajor03.vcd" //[pain noise - oy] scene "scenes/Gambler/HurtMajor04.vcd" //[pain noise - ugh] scene "scenes/Gambler/HurtMajor05.vcd" //[pain noise - ugh] scene "scenes/Gambler/HurtMajor06.vcd" //[pain noise - ugh] scene "scenes/Gambler/HurtMajor07.vcd" //[pain noise - ugh] scene "scenes/Gambler/HurtMajor08.vcd" //[pain noise - ugh] scene "scenes/Gambler/HurtMajor09.vcd" //[pain noise - ugh] scene "scenes/Gambler/HurtMajor10.vcd" //[pain noise - ugh] scene "scenes/Gambler/HurtMajor11.vcd" //[pain noise - ugh] } Rule SurvivorMajorHurtGambler { criteria IsSurvivor InPain IsMajorPain IsGambler IsTalk IsTalkGambler SubjectIsNotJockey IsWorldTalkGambler Response SurvivorMajorHurtGambler } Response SurvivorMinorHurtGambler { scene "scenes/Gambler/HurtMinor01.vcd" //[pain noise - short minor pain] scene "scenes/Gambler/HurtMinor02.vcd" //[pain noise - short minor pain] scene "scenes/Gambler/HurtMinor03.vcd" //[pain noise - short minor pain] scene "scenes/Gambler/HurtMinor04.vcd" //[pain noise - short minor pain] scene "scenes/Gambler/HurtMinor05.vcd" //[pain noise - short minor pain] scene "scenes/Gambler/HurtMinor06.vcd" //[pain noise - short minor pain] scene "scenes/Gambler/HurtMinor07.vcd" //[pain noise - short minor pain] scene "scenes/Gambler/HurtMinor08.vcd" //[pain noise - short minor pain] scene "scenes/Gambler/HurtMinor09.vcd" //[pain noise - short minor pain] } Rule SurvivorMinorHurtGambler { criteria IsSurvivor InPain IsMinorPain IsGambler IsTalk IsTalkGambler SubjectIsNotJockey IsWorldTalkGambler Response SurvivorMinorHurtGambler } Response SurvivorReloadingGambler { scene "scenes/Gambler/Reloading01.vcd" //Reloading! scene "scenes/Gambler/Reloading02.vcd" //Reloading! scene "scenes/Gambler/Reloading03.vcd" //Reloading! scene "scenes/Gambler/Reloading04.vcd" //Reloading! scene "scenes/Gambler/Reloading05.vcd" //Reloading! scene "scenes/Gambler/Reloading06.vcd" //Reloading! scene "scenes/Gambler/Reloading07.vcd" //Reloading! } Rule SurvivorReloadingGambler { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkGambler Response SurvivorReloadingGambler } Response SurvivorReloadingIntenseGambler { scene "scenes/Gambler/ReloadIntense01.vcd" //Reloading! scene "scenes/Gambler/ReloadIntense02.vcd" //Reloading here! scene "scenes/Gambler/ReloadIntense03.vcd" //Gotta reload! scene "scenes/Gambler/ReloadIntense04.vcd" //Reloading! scene "scenes/Gambler/ReloadIntense05.vcd" //Reloading! } Rule SurvivorReloadingIntenseGambler { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkGambler Intensity100 Response SurvivorReloadingIntenseGambler } //-------------------------------------------------------------------------------------------------------------- // Player Help Incapped //-------------------------------------------------------------------------------------------------------------- Response PlayerHelpIncappedGambler { scene "scenes/Gambler/Help01.vcd" then any FriendNeedsHelp foo:0 -1.223 //I need some help. scene "scenes/Gambler/Help02.vcd" then any FriendNeedsHelp foo:0 -2.629 //I can't do this on my own, gimme some help! scene "scenes/Gambler/Help03.vcd" then any FriendNeedsHelp foo:0 -1.921 //Somebody want to lend me a hand, here? scene "scenes/Gambler/Help04.vcd" then any FriendNeedsHelp foo:0 -0.418 //Help! scene "scenes/Gambler/Help05.vcd" then any FriendNeedsHelp foo:0 -1.154 //Hey, over here! } Rule PlayerHelpIncappedGambler { criteria ConceptPlayerHelp IsGambler IsTalk IsTalkGambler IsIncapacitated NotCalledForHelpRecently IsWorldTalkGambler ApplyContext "CalledForHelp:1:20" Response PlayerHelpIncappedGambler } //-------------------------------------------------------------------------------------------------------------- // PlayerIncappedResponse //-------------------------------------------------------------------------------------------------------------- Response HelpResponseGamblerGambler { scene "scenes/Gambler/Blank.vcd" //Blank } Rule HelpResponseGamblerGambler { criteria ConceptFriendNeedsHelp IsGambler IsTalk IsTalkGambler IsNotIncapacitated IsInSafeSpot FromIsGambler IsNotInStartArea NotAloneInSafeSpot IsWorldTalkGambler Response HelpResponseGamblerGambler } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response C2M1DoneFallingGambler { scene "scenes/Gambler/HurtMinor05.vcd" then self _C2M1_Fall05 foo:0 0.1 //[pain noise - short minor pain] scene "scenes/Gambler/WorldC5M2B07.vcd" then coach _C2M1_Fall04 foo:0 0.01 //[pissed, to self] Christ. } Rule C2M1DoneFallingGambler { criteria ConceptC2M1DoneFalling IsGambler NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsNotCoughing ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsGamblerWavWindow ApplyContext "Talk:1:0.987" applycontexttoworld Response C2M1DoneFallingGambler } Response C2M1FallingGambler { scene "scenes/Gambler/WorldC2M127.vcd" then self EndOfWavWindow5 foo:0 0.01 //Woah shit. } Rule C2M1FallingGambler { criteria ConceptC2M1Falling IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.270" applycontexttoworld Response C2M1FallingGambler } Response C2M2CarouselOffGambler { scene "scenes/Gambler/WorldC2M2B20.vcd" //Okay, it's off! } Rule C2M2CarouselOffGambler { criteria Conceptc2m2CarouselEnd IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.079,_auto_CarouselOn:0:0,_auto_CarouselOver:1:0" applycontexttoworld Response C2M2CarouselOffGambler } Response C2M2CarouselOnGambler { scene "scenes/Gambler/WorldC2M220.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //What hell, I'm hitting it. scene "scenes/Gambler/WorldC2M223.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //I'm hitting it. scene "scenes/Gambler/WorldC2M224.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //Get ready to run, I'm hitting it. } Rule C2M2CarouselOnGambler { criteria Conceptc2m2CarouselStart IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CarouselOn:1:0,_auto_TimerLockA:1:6,_auto_ThroughCarousel:1:0" applycontexttoworld Response C2M2CarouselOnGambler } Response C3M3BridgeButtonGambler { scene "scenes/Gambler/WorldC3M3B10.vcd" //I'm lowering the bridge. scene "scenes/Gambler/WorldC3M3B11.vcd" //Get ready! Lowering the bridge! } Rule C3M3BridgeButtonGambler { criteria ConceptC3M3BridgeButton IsNotSaidC3M3BridgeButton IsGambler IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M3BridgeButton:1:30" applycontexttoworld Response C3M3BridgeButtonGambler } Response EndOfWavWindow5Gambler { speak "Gambler_Blank" noscene //Blank } Rule EndOfWavWindow5Gambler { criteria ConceptEndOfWavWindow5 IsGambler ApplyContext "_auto_GamblerWavWindow:1:4" applycontexttoworld Response EndOfWavWindow5Gambler } Response PlayerChainSawUsedGambler { scene "scenes/Gambler/BattleCry01.vcd" //YEEEAAAAH! scene "scenes/Gambler/BattleCry02.vcd" //DIE! DIE! scene "scenes/Gambler/BattleCry03.vcd" //SUCK ON THIS! scene "scenes/Gambler/BattleCry04.vcd" //YEAH! DIE! } Rule PlayerChainSawUsedGambler { criteria ConceptChainsawUsed IsNotSaidChainSawUsed IsGambler IsTalk IsTalkGambler Intensity100 IsWorldTalkGambler ApplyContext "SaidChainSawUsed:1:90" applycontexttoworld Response PlayerChainSawUsedGambler } Response PlayerRemarkC1M1AroundFireGambler { scene "scenes/Gambler/WorldC1M1B16.vcd" then any C1M1Cough foo:0 -2.868 //Shit! This place is burnin' up FAST. } Rule PlayerRemarkC1M1AroundFireGambler { criteria ConceptRemark IsGambler IsC1M1AroundFire IsNotSaidC1M1AroundFire IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1AroundFire:1:0" applycontexttoworld Response PlayerRemarkC1M1AroundFireGambler } Response PlayerRemarkC1M1OverTableGambler { scene "scenes/Gambler/FollowMe02.vcd" then any C1M1Cough foo:0 -0.480 //Over here. scene "scenes/Gambler/FollowMe08.vcd" then any C1M1Cough foo:0 -0.702 //Come on, this way! scene "scenes/Gambler/FollowMe09.vcd" then any C1M1Cough foo:0 -0.831 //Okay this way! scene "scenes/Gambler/FollowMe11.vcd" then any C1M1Cough foo:0 -0.623 //Over here. scene "scenes/Gambler/MiscDirectional06.vcd" then any C1M1Cough foo:0 -0.780 //C'mon, this way! } Rule PlayerRemarkC1M1OverTableGambler { criteria ConceptRemark IsGambler IsC1M1OverTable IsNotSaidC1M1OverTable IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1OverTable:1:0" applycontexttoworld Response PlayerRemarkC1M1OverTableGambler } Response PlayerRemarkC1M1SearchRoomsGambler { scene "scenes/Gambler/WorldC1M1B35.vcd" then any C1M1Cough foo:0 -2.192 //Search these rooms. Might be something we can use. } Rule PlayerRemarkC1M1SearchRoomsGambler { criteria ConceptRemark IsGambler IsC1M1SearchRooms IsNotSaidC1M1SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1SearchRooms:1:0" applycontexttoworld Response PlayerRemarkC1M1SearchRoomsGambler } Response PlayerRemarkC1M1ThroughThisDoorGambler { scene "scenes/Gambler/MiscDirectional13.vcd" then any C1M1Cough foo:0 -0.819 //Through this door! } Rule PlayerRemarkC1M1ThroughThisDoorGambler { criteria ConceptRemark IsGambler IsC1M1ThroughThisDoor IsNotSaidC1M1ThroughThisDoor IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1ThroughThisDoor:1:0" applycontexttoworld Response PlayerRemarkC1M1ThroughThisDoorGambler } Response PlayerRemarkC1M3AlarmDoorsGambler { scene "scenes/Gambler/WorldC1M3B15.vcd" //I got a sinking feeling this alarm's gonna get us some attention... scene "scenes/Gambler/WorldC1M3B16.vcd" //I got a sick feeling this alarm's gonna get us some attention... } Rule PlayerRemarkC1M3AlarmDoorsGambler { criteria ConceptRemark IsGambler IsC1M3AlarmDoors IsNotSaidC1M3AlarmDoors IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3AlarmDoors:1:0" applycontexttoworld Response PlayerRemarkC1M3AlarmDoorsGambler } Response PlayerRemarkC1M3CarefulWindowsGambler { scene "scenes/Gambler/WarnCareful02.vcd" //Let's be careful. scene "scenes/Gambler/WorldC1M3B15.vcd" //I got a sinking feeling this alarm's gonna get us some attention... } Rule PlayerRemarkC1M3CarefulWindowsGambler { criteria ConceptRemark IsGambler IsC1M3CarefulWindows IsNotSaidC1M3CarefulWindows IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CarefulWindows:1:0" applycontexttoworld Response PlayerRemarkC1M3CarefulWindowsGambler } Response PlayerRemarkC1M3CEDAGone1Gambler { scene "scenes/Gambler/WorldC1M3B28.vcd" //Jesus. I knew it. There's nothing here! scene "scenes/Gambler/WorldC1M3B31.vcd" //No one's alive in here. } Rule PlayerRemarkC1M3CEDAGone1Gambler { criteria ConceptRemark IsGambler IsC1M3CEDAGone1 IsNotSaidC1M3CEDAGone1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CEDAGone1:1:0" applycontexttoworld Response PlayerRemarkC1M3CEDAGone1Gambler } Response PlayerRemarkC1M3CEDAGone2Gambler { scene "scenes/Gambler/WorldC1M3B29.vcd" //Okay, so the evac station's abandoned, annnnd we're at the center of a zombie-filled building. But on the bright side? We're all probably gonna die. scene "scenes/Gambler/WorldC1M3B30.vcd" //CEDA leaving me twice in one day, lesson learned. } Rule PlayerRemarkC1M3CEDAGone2Gambler { criteria ConceptRemark IsGambler IsC1M3CEDAGone2 IsNotSaidC1M3CEDAGone2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CEDAGone2:1:0" applycontexttoworld Response PlayerRemarkC1M3CEDAGone2Gambler } Response PlayerRemarkC1M3DiscoPantsGambler { scene "scenes/Gambler/WorldC1M3B08.vcd" //Disco Pants and Haircuts? Man, lots of space in this mall. } Rule PlayerRemarkC1M3DiscoPantsGambler { criteria ConceptRemark IsGambler IsC1M3DiscoPants IsNotSaidC1M3DiscoPants IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DiscoPants:1:0" applycontexttoworld Response PlayerRemarkC1M3DiscoPantsGambler } Response PlayerRemarkC1M3DownHereGambler { scene "scenes/Gambler/MiscDirectional05.vcd" //Down here! scene "scenes/Gambler/MiscDirectional29.vcd" //We can get down here! scene "scenes/Gambler/WorldC2M320.vcd" //Down here. scene "scenes/Gambler/WorldMisc06.vcd" //Down here. } Rule PlayerRemarkC1M3DownHereGambler { criteria ConceptRemark IsGambler IsC1M3DownHere IsNotSaidC1M3DownHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownHere:1:0" applycontexttoworld Response PlayerRemarkC1M3DownHereGambler } Response PlayerRemarkC1M3DownHere2Gambler { scene "scenes/Gambler/MiscDirectional05.vcd" //Down here! scene "scenes/Gambler/MiscDirectional29.vcd" //We can get down here! scene "scenes/Gambler/WorldC2M320.vcd" //Down here. scene "scenes/Gambler/WorldMisc06.vcd" //Down here. } Rule PlayerRemarkC1M3DownHere2Gambler { criteria ConceptRemark IsGambler IsC1M3DownHere2 IsNotSaidC1M3DownHere2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownHere2:1:0" applycontexttoworld Response PlayerRemarkC1M3DownHere2Gambler } Response PlayerRemarkC1M3DownTheEscalator1Gambler { scene "scenes/Gambler/WorldC1M3B07.vcd" //Down that escalator! } Rule PlayerRemarkC1M3DownTheEscalator1Gambler { criteria ConceptRemark IsGambler IsC1M3DownTheEscalator1 IsNotSaidC1M3DownTheEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownTheEscalator1:1:0" applycontexttoworld Response PlayerRemarkC1M3DownTheEscalator1Gambler } Response PlayerRemarkC1M3OverHereGambler { scene "scenes/Gambler/MiscDirectional13.vcd" //Through this door! scene "scenes/Gambler/MiscDirectional37.vcd" //Over this door! scene "scenes/Gambler/WorldC1M2B06.vcd" //Through the door! } Rule PlayerRemarkC1M3OverHereGambler { criteria ConceptRemark IsGambler IsC1M3OverHere IsNotSaidC1M3OverHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3OverHere:1:0" applycontexttoworld Response PlayerRemarkC1M3OverHereGambler } Response PlayerRemarkC1M3SearchRoomsGambler { scene "scenes/Gambler/WorldC1M1B35.vcd" then any C1M1Cough foo:0 -2.192 //Search these rooms. Might be something we can use. } Rule PlayerRemarkC1M3SearchRoomsGambler { criteria ConceptRemark IsGambler IsC1M3SearchRooms IsNotSaidC1M3SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3SearchRooms:1:0" applycontexttoworld Response PlayerRemarkC1M3SearchRoomsGambler } Response PlayerRemarkC1M3ThisWayGambler { scene "scenes/Gambler/FollowMe05.vcd" //Come on, this way! scene "scenes/Gambler/FollowMe10.vcd" //This way! scene "scenes/Gambler/WorldC1M3B09.vcd" //Evac's this way! scene "scenes/Gambler/WorldC1M3B35.vcd" //Looks like people headed this way! } Rule PlayerRemarkC1M3ThisWayGambler { criteria ConceptRemark IsGambler IsC1M3ThisWay IsNotSaidC1M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3ThisWay:1:0" applycontexttoworld Response PlayerRemarkC1M3ThisWayGambler } Response PlayerRemarkC1M3ThroughHereGambler { scene "scenes/Gambler/MiscDirectional01.vcd" //Through here! scene "scenes/Gambler/MiscDirectional20.vcd" //Through this gate! scene "scenes/Gambler/WorldMisc02.vcd" //Through here. scene "scenes/Gambler/WorldMisc08.vcd" //Through here. } Rule PlayerRemarkC1M3ThroughHereGambler { criteria ConceptRemark IsGambler IsC1M3ThroughHere IsNotSaidC1M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3ThroughHere:1:0" applycontexttoworld Response PlayerRemarkC1M3ThroughHereGambler } Response PlayerRemarkC1M3TurnOffAlarm1Gambler { scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up! scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving! scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm? } Rule PlayerRemarkC1M3TurnOffAlarm1Gambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm1 IsNotSaidC1M3TurnOffAlarm1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1Gambler } Response PlayerRemarkC1M3TurnOffAlarm1aGambler { scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up! scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving! scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm? } Rule PlayerRemarkC1M3TurnOffAlarm1aGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm1a IsNotSaidC1M3TurnOffAlarm1a IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1aGambler } Response PlayerRemarkC1M3TurnOffAlarm1bGambler { scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up! scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving! scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm? } Rule PlayerRemarkC1M3TurnOffAlarm1bGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm1b IsNotSaidC1M3TurnOffAlarm1b IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1bGambler } Response PlayerRemarkC1M3TurnOffAlarm1cGambler { scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up! scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving! scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm? } Rule PlayerRemarkC1M3TurnOffAlarm1cGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm1c IsNotSaidC1M3TurnOffAlarm1c IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1cGambler } Response PlayerRemarkC1M3TurnOffAlarm2Gambler { scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM! scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm! scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm! scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running. scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO! } Rule PlayerRemarkC1M3TurnOffAlarm2Gambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2 IsNotSaidC1M3TurnOffAlarm2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2Gambler } Response PlayerRemarkC1M3TurnOffAlarm2aGambler { scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM! scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm! scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm! scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running. scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO! } Rule PlayerRemarkC1M3TurnOffAlarm2aGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2a IsNotSaidC1M3TurnOffAlarm2a IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2aGambler } Response PlayerRemarkC1M3TurnOffAlarm2bGambler { scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM! scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm! scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm! scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running. scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO! } Rule PlayerRemarkC1M3TurnOffAlarm2bGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2b IsNotSaidC1M3TurnOffAlarm2b IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2bGambler } Response PlayerRemarkC1M3TurnOffAlarm2cGambler { scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM! scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm! scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm! scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running. scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO! } Rule PlayerRemarkC1M3TurnOffAlarm2cGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2c IsNotSaidC1M3TurnOffAlarm2c IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2cGambler } Response PlayerRemarkC1M3TurnOffAlarm2dGambler { scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM! scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm! scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm! scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running. scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO! } Rule PlayerRemarkC1M3TurnOffAlarm2dGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2d IsNotSaidC1M3TurnOffAlarm2d IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2d:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2dGambler } Response PlayerRemarkC1M3TurnOffAlarm3Gambler { scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM! scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm! scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3Gambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm3 IsNotSaidC1M3TurnOffAlarm3 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3Gambler } Response PlayerRemarkC1M3TurnOffAlarm3aGambler { scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up! scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving! scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm? } Rule PlayerRemarkC1M3TurnOffAlarm3aGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm3a IsNotSaidC1M3TurnOffAlarm3a IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3aGambler } Response PlayerRemarkC1M3TurnOffAlarm3bGambler { scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up! scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving! scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm? } Rule PlayerRemarkC1M3TurnOffAlarm3bGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm3b IsNotSaidC1M3TurnOffAlarm3b IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3bGambler } Response PlayerRemarkC1M3TurnOffAlarm3cGambler { scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up! scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving! scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm? } Rule PlayerRemarkC1M3TurnOffAlarm3cGambler { criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm3c IsNotSaidC1M3TurnOffAlarm3c IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3cGambler } Response PlayerRemarkC1M3UpEscalator1Gambler { scene "scenes/Gambler/WorldC1M3B04.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator1Gambler { criteria ConceptRemark IsGambler IsC1M3UpEscalator1 IsNotSaidC1M3UpEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator1:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator1Gambler } Response PlayerRemarkC1M3UpEscalator2Gambler { scene "scenes/Gambler/WorldC1M3B04.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator2Gambler { criteria ConceptRemark IsGambler IsC1M3UpEscalator2 IsNotSaidC1M3UpEscalator2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator2:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator2Gambler } Response PlayerRemarkC1M3UpEscalator3Gambler { scene "scenes/Gambler/WorldC1M3B04.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator3Gambler { criteria ConceptRemark IsGambler IsC1M3UpEscalator3 IsNotSaidC1M3UpEscalator3 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator3:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator3Gambler } // Autogenerated criteria for linked source group C2M1_001 criterion "IsNotSrcGrp_C2M1_001" "worldSrcGrp_C2M1_001" "<1" required Response PlayerRemarkc2m1_carwreckage1Gambler { scene "scenes/Gambler/WorldC2M105.vcd" //This is just a mess. } Rule PlayerRemarkc2m1_carwreckage1Gambler { criteria ConceptRemark IsGambler Isc2m1_carwreckage1 IsNotSaidc2m1_carwreckage1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_carwreckage1:1:0,Talk:1:1.543,SrcGrp_C2M1_001:1:0" applycontexttoworld Response PlayerRemarkc2m1_carwreckage1Gambler } Rule PlayerRemarkc2m1_carwreckage2Gambler { criteria ConceptRemark IsGambler Isc2m1_carwreckage2 IsNotSaidc2m1_carwreckage2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_carwreckage2:1:0,Talk:1:1.543,SrcGrp_C2M1_001:1:0" applycontexttoworld Response PlayerRemarkc2m1_carwreckage1Gambler } // Autogenerated criteria for linked source group C2M1_004 criterion "IsNotSrcGrp_C2M1_004" "worldSrcGrp_C2M1_004" "<1" required Response PlayerRemarkc2m1_checkroomsaGambler { scene "scenes/Gambler/WorldC2M114.vcd" //Search the rooms. scene "scenes/Gambler/WorldC2M1B14.vcd" //We better search these rooms. } Rule PlayerRemarkc2m1_checkroomsaGambler { criteria ConceptRemark IsGambler Isc2m1_checkroomsa IsNotSaidc2m1_checkroomsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsa:1:0,Talk:1:1.430,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaGambler } Rule PlayerRemarkc2m1_checkroomsbGambler { criteria ConceptRemark IsGambler Isc2m1_checkroomsb IsNotSaidc2m1_checkroomsb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsb:1:0,Talk:1:1.430,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaGambler } Rule PlayerRemarkc2m1_checkroomscGambler { criteria ConceptRemark IsGambler Isc2m1_checkroomsc IsNotSaidc2m1_checkroomsc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsc:1:0,Talk:1:1.430,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaGambler } Rule PlayerRemarkc2m1_checkroomsdGambler { criteria ConceptRemark IsGambler Isc2m1_checkroomsd IsNotSaidc2m1_checkroomsd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsd:1:0,Talk:1:1.430,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaGambler } // Autogenerated criteria for linked source group C2M1_005 criterion "IsNotSrcGrp_C2M1_005" "worldSrcGrp_C2M1_005" "<1" required Response PlayerRemarkc2m1_cliffaGambler { scene "scenes/Gambler/WorldC2M125.vcd" //Careful heading down there hill. scene "scenes/Gambler/WorldC2M1B16.vcd" //Careful, this gully looks pretty steep. } Rule PlayerRemarkc2m1_cliffaGambler { criteria ConceptRemark IsGambler Isc2m1_cliffa IsNotSaidc2m1_cliffa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffa:1:0,Talk:1:1.763,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaGambler } Rule PlayerRemarkc2m1_cliffbGambler { criteria ConceptRemark IsGambler Isc2m1_cliffb IsNotSaidc2m1_cliffb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffb:1:0,Talk:1:1.763,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaGambler } Rule PlayerRemarkc2m1_cliffcGambler { criteria ConceptRemark IsGambler Isc2m1_cliffc IsNotSaidc2m1_cliffc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffc:1:0,Talk:1:1.763,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaGambler } Rule PlayerRemarkc2m1_cliffdGambler { criteria ConceptRemark IsGambler Isc2m1_cliffd IsNotSaidc2m1_cliffd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffd:1:0,Talk:1:1.763,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaGambler } Response PlayerRemarkc2m1_downstairsGambler { scene "scenes/Gambler/WorldC2M320.vcd" //Down here. } Rule PlayerRemarkc2m1_downstairsGambler { criteria ConceptRemark IsGambler Isc2m1_downstairs IsNotSaidc2m1_downstairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_downstairs:1:0,Talk:1:0.797" applycontexttoworld Response PlayerRemarkc2m1_downstairsGambler } Response PlayerRemarkc2m1_followriverGambler { scene "scenes/Gambler/WorldC2M130.vcd" //Down the river. } Rule PlayerRemarkc2m1_followriverGambler { criteria ConceptRemark IsGambler Isc2m1_followriver IsNotSaidc2m1_followriver IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_followriver:1:0,Talk:1:0.822" applycontexttoworld Response PlayerRemarkc2m1_followriverGambler } Response PlayerRemarkc2m1_motelsignGambler { scene "scenes/Gambler/WorldC2M109.vcd" //There's a motel up there. } Rule PlayerRemarkc2m1_motelsignGambler { criteria ConceptRemark IsGambler Isc2m1_motelsign IsNotSaidc2m1_motelsign IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1500 ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_motelsign:1:0,Talk:1:1.428" applycontexttoworld Response PlayerRemarkc2m1_motelsignGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m1_motelsignGambler : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkc2m1_motelsignGambler { criteria ConceptRemark IsGambler Isc2m1_motelsign IsNotSaidc2m1_motelsign IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_motelsign:1:0,Talk:1:1.428" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } // Autogenerated criteria for linked source group C2M1_002 criterion "IsNotSrcGrp_C2M1_002" "worldSrcGrp_C2M1_002" "<1" required Response PlayerRemarkc2m1_offrampaGambler { scene "scenes/Gambler/WorldC2M107.vcd" //Down the off ramp. scene "scenes/Gambler/WorldC2M1B08.vcd" //Down this off ramp! } Rule PlayerRemarkc2m1_offrampaGambler { criteria ConceptRemark IsGambler Isc2m1_offrampa IsNotSaidc2m1_offrampa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampa:1:0,Talk:1:1.119,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaGambler } Rule PlayerRemarkc2m1_offrampbGambler { criteria ConceptRemark IsGambler Isc2m1_offrampb IsNotSaidc2m1_offrampb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampb:1:0,Talk:1:1.119,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaGambler } Rule PlayerRemarkc2m1_offrampcGambler { criteria ConceptRemark IsGambler Isc2m1_offrampc IsNotSaidc2m1_offrampc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampc:1:0,Talk:1:1.119,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaGambler } Rule PlayerRemarkc2m1_offrampdGambler { criteria ConceptRemark IsGambler Isc2m1_offrampd IsNotSaidc2m1_offrampd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampd:1:0,Talk:1:1.119,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaGambler } // Autogenerated criteria for linked source group C2M1_006 criterion "IsNotSrcGrp_C2M1_006" "worldSrcGrp_C2M1_006" "<1" required Response PlayerRemarkc2m1_parkaGambler { scene "scenes/Gambler/WorldC2M1B17.vcd" //Whispering Oaks! We made it. } Rule PlayerRemarkc2m1_parkaGambler { criteria ConceptRemark IsGambler Isc2m1_parka IsNotSaidc2m1_parka IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parka:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaGambler } Rule PlayerRemarkc2m1_parkbGambler { criteria ConceptRemark IsGambler Isc2m1_parkb IsNotSaidc2m1_parkb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkb:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaGambler } Rule PlayerRemarkc2m1_parkcGambler { criteria ConceptRemark IsGambler Isc2m1_parkc IsNotSaidc2m1_parkc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkc:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaGambler } Rule PlayerRemarkc2m1_parkdGambler { criteria ConceptRemark IsGambler Isc2m1_parkd IsNotSaidc2m1_parkd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkd:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaGambler } Rule PlayerRemarkc2m1_parkfGambler { criteria ConceptRemark IsGambler Isc2m1_parkf IsNotSaidc2m1_parkf IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkf:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaGambler } Response PlayerRemarkc2m1_poolGambler { scene "scenes/Gambler/WorldC2M1B13.vcd" //[Whistles] those people SUCKED at high diving. } Rule PlayerRemarkc2m1_poolGambler { criteria ConceptRemark IsGambler Isc2m1_pool IsNotSaidc2m1_pool IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_pool:1:0,Talk:1:3.037" applycontexttoworld Response PlayerRemarkc2m1_poolGambler } Response PlayerRemarkc2m1_saferoomGambler { scene "scenes/Gambler/WorldC2M135.vcd" //Safe house in the trailer. } Rule PlayerRemarkc2m1_saferoomGambler { criteria ConceptRemark IsGambler Isc2m1_saferoom IsNotSaidc2m1_saferoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_saferoom:1:0,Talk:1:1.723" applycontexttoworld Response PlayerRemarkc2m1_saferoomGambler } Response PlayerRemarkc2m1_searchlightsaGambler { scene "scenes/Gambler/WorldC2M1B07.vcd" then any _c2m1_searchlights01 foo:0 0.01 //Searchlights over there. Could be a way out. } Rule PlayerRemarkc2m1_searchlightsaGambler { criteria ConceptRemark IsGambler Isc2m1_searchlightsa IsNotSaidc2m1_searchlightsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_searchlightsa:1:0,Talk:1:2.216" applycontexttoworld Response PlayerRemarkc2m1_searchlightsaGambler } Response PlayerRemarkc2m1_throughhereGambler { scene "scenes/Gambler/WorldC2M118.vcd" //In here. } Rule PlayerRemarkc2m1_throughhereGambler { criteria ConceptRemark IsGambler Isc2m1_throughhere IsNotSaidc2m1_throughhere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughhere:1:0,Talk:1:0.691" applycontexttoworld Response PlayerRemarkc2m1_throughhereGambler } // Autogenerated criteria for linked source group C2M1_007 criterion "IsNotSrcGrp_C2M1_007" "worldSrcGrp_C2M1_007" "<1" required Response PlayerRemarkc2m1_throughmotelaGambler { scene "scenes/Gambler/WorldC2M1B11.vcd" //Highway's blocked! Let's cut through this motel! } Rule PlayerRemarkc2m1_throughmotelaGambler { criteria ConceptRemark IsGambler Isc2m1_throughmotela IsNotSaidc2m1_throughmotela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotela:1:0,Talk:1:2.201,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaGambler } Rule PlayerRemarkc2m1_throughmotelbGambler { criteria ConceptRemark IsGambler Isc2m1_throughmotelb IsNotSaidc2m1_throughmotelb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotelb:1:0,Talk:1:2.201,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaGambler } Rule PlayerRemarkc2m1_throughmotelcGambler { criteria ConceptRemark IsGambler Isc2m1_throughmotelc IsNotSaidc2m1_throughmotelc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotelc:1:0,Talk:1:2.201,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaGambler } Response PlayerRemarkc2m1_throughwindowGambler { scene "scenes/Gambler/MiscDirectional07.vcd" //Through this window! } Rule PlayerRemarkc2m1_throughwindowGambler { criteria ConceptRemark IsGambler Isc2m1_throughwindow IsNotSaidc2m1_throughwindow IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughwindow:1:0,Talk:1:1.021" applycontexttoworld Response PlayerRemarkc2m1_throughwindowGambler } Response PlayerRemarkc2m1_uphillGambler { scene "scenes/Gambler/WorldC2M131.vcd" //We can get up the hill over here. } Rule PlayerRemarkc2m1_uphillGambler { criteria ConceptRemark IsGambler Isc2m1_uphill IsNotSaidc2m1_uphill IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_uphill:1:0,Talk:1:1.859" applycontexttoworld Response PlayerRemarkc2m1_uphillGambler } // Autogenerated criteria for linked source group C2M1_003 criterion "IsNotSrcGrp_C2M1_003" "worldSrcGrp_C2M1_003" "<1" required Response PlayerRemarkc2m1_upstairsaGambler { scene "scenes/Gambler/WorldC2M115.vcd" //Let's try upstairs. } Rule PlayerRemarkc2m1_upstairsaGambler { criteria ConceptRemark IsGambler Isc2m1_upstairsa IsNotSaidc2m1_upstairsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_upstairsa:1:0,Talk:1:1.220,SrcGrp_C2M1_003:1:0" applycontexttoworld Response PlayerRemarkc2m1_upstairsaGambler } Rule PlayerRemarkc2m1_upstairsbGambler { criteria ConceptRemark IsGambler Isc2m1_upstairsb IsNotSaidc2m1_upstairsb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_upstairsb:1:0,Talk:1:1.220,SrcGrp_C2M1_003:1:0" applycontexttoworld Response PlayerRemarkc2m1_upstairsaGambler } // Autogenerated criteria for linked source group C2M2_FOOD_005 criterion "IsNotSrcGrp_C2M2_FOOD_005" "worldSrcGrp_C2M2_FOOD_005" "<1" required // Autogenerated criteria for linked source group C2M2_FOOD_006 criterion "IsNotSrcGrp_C2M2_FOOD_006" "worldSrcGrp_C2M2_FOOD_006" "<1" required // Autogenerated criteria for linked source group C2M2_FOOD_008 criterion "IsNotSrcGrp_C2M2_FOOD_008" "worldSrcGrp_C2M2_FOOD_008" "<1" required Response PlayerRemarkc2m2_carouselaGambler { scene "scenes/Gambler/WorldC2M2B15.vcd" //Nice fencing. Looks like a federal carousel penitentiary. scene "scenes/Gambler/WorldC2M2B16.vcd" //A fenced-in carousel? Is this where they took child prisoners on day trips? } Rule PlayerRemarkc2m2_carouselaGambler { criteria ConceptRemark IsGambler Isc2m2_carousela IsNotSaidc2m2_carousela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carousela:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0" applycontexttoworld Response PlayerRemarkc2m2_carouselaGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m2_carouselaGambler : ChanceToFire60Percent Rule AUTOBLANK_PlayerRemarkc2m2_carouselaGambler { criteria ConceptRemark IsGambler Isc2m2_carousela IsNotSaidc2m2_carousela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carousela:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Rule PlayerRemarkc2m2_carouselbGambler { criteria ConceptRemark IsGambler Isc2m2_carouselb IsNotSaidc2m2_carouselb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carouselb:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0" applycontexttoworld Response PlayerRemarkc2m2_carouselaGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m2_carouselbGambler : ChanceToFire60Percent Rule AUTOBLANK_PlayerRemarkc2m2_carouselbGambler { criteria ConceptRemark IsGambler Isc2m2_carouselb IsNotSaidc2m2_carouselb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carouselb:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkc2m2_carouselbuttonGambler { scene "scenes/Gambler/WorldC2M218.vcd" then self _C2M2_CaroButton01 foo:0 0.1 //We need to turn on the power to open this door. } Rule PlayerRemarkc2m2_carouselbuttonGambler { criteria ConceptRemark IsGambler Isc2m2_carouselbutton IsNotSaidc2m2_carouselbutton IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carouselbutton:1:0,Talk:1:2.416" applycontexttoworld Response PlayerRemarkc2m2_carouselbuttonGambler } Rule PlayerRemarkc2m2_carouselcGambler { criteria ConceptRemark IsGambler Isc2m2_carouselc IsNotSaidc2m2_carouselc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carouselc:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0" applycontexttoworld Response PlayerRemarkc2m2_carouselaGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m2_carouselcGambler : ChanceToFire60Percent Rule AUTOBLANK_PlayerRemarkc2m2_carouselcGambler { criteria ConceptRemark IsGambler Isc2m2_carouselc IsNotSaidc2m2_carouselc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carouselc:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Rule PlayerRemarkc2m2_carouseldGambler { criteria ConceptRemark IsGambler Isc2m2_carouseld IsNotSaidc2m2_carouseld IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carouseld:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0" applycontexttoworld Response PlayerRemarkc2m2_carouselaGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m2_carouseldGambler : ChanceToFire60Percent Rule AUTOBLANK_PlayerRemarkc2m2_carouseldGambler { criteria ConceptRemark IsGambler Isc2m2_carouseld IsNotSaidc2m2_carouseld IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m2_carouseld:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } // Autogenerated criteria for linked source group C2M2_FOOD_002 criterion "IsNotSrcGrp_C2M2_FOOD_002" "worldSrcGrp_C2M2_FOOD_002" "<1" required Response PlayerRemarkc2m2_entrancesignGambler { scene "scenes/Gambler/WorldC2M202.vcd" //Looks abandoned. scene "scenes/Gambler/WorldC2M205.vcd" //As far as Evac Centers go, this is not the worst place to hole up. } Rule PlayerRemarkc2m2_entrancesignGambler { criteria ConceptRemark IsGambler Isc2m2_entrancesign IsNotSaidc2m2_entrancesign IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m2_entrancesign:1:0,Talk:1:3.821" applycontexttoworld Response PlayerRemarkc2m2_entrancesignGambler } // Autogenerated criteria for linked source group C2M2_FOOD_007 criterion "IsNotSrcGrp_C2M2_FOOD_007" "worldSrcGrp_C2M2_FOOD_007" "<1" required Response PlayerRemarkc2m2_lilpeanutaGambler { scene "scenes/Gambler/WorldC2M2B14.vcd" then mechanic _C2M2_Peanut01 foo:0 0.01 //I do not like that little peanut man. } Rule PlayerRemarkc2m2_lilpeanutaGambler { criteria ConceptRemark IsGambler Isc2m2_lilpeanuta IsNotSaidc2m2_lilpeanuta IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m2_lilpeanuta:1:0" applycontexttoworld Response PlayerRemarkc2m2_lilpeanutaGambler } // Autogenerated criteria for linked source group C2M2_FOOD_001 criterion "IsNotSrcGrp_C2M2_FOOD_001" "worldSrcGrp_C2M2_FOOD_001" "<1" required // Autogenerated criteria for linked source group C2M2_FOOD_003 criterion "IsNotSrcGrp_C2M2_FOOD_003" "worldSrcGrp_C2M2_FOOD_003" "<1" required // Autogenerated criteria for linked source group C2M2_910 criterion "IsNotSrcGrp_C2M2_910" "worldSrcGrp_C2M2_910" "<1" required Response PlayerRemarkc2m2_saferoomaGambler { speak "Gambler_Blank" noscene //Blank } Rule PlayerRemarkc2m2_saferoomaGambler { criteria ConceptTalkIdle IsGambler 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_saferoomaGambler } // Autogenerated criteria for linked source group C2M2_FOOD_004 criterion "IsNotSrcGrp_C2M2_FOOD_004" "worldSrcGrp_C2M2_FOOD_004" "<1" required Response PlayerRemarkc2m2_thistall2Gambler { scene "scenes/Gambler/WorldC2M2B09.vcd" then mechanic _C2M2_ThisTall02 foo:0 0.01 //You gotta be this tall to get in here, Ellis. Sorry, buddy. You'll be missed. } Rule PlayerRemarkc2m2_thistall2Gambler { criteria ConceptRemark IsGambler Isc2m2_thistall IsNotSaidc2m2_thistall IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsMechanicNear400Weight0 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 ApplyContext "Saidc2m2_thistall:1:0,Talk:1:3.942" applycontexttoworld Response PlayerRemarkc2m2_thistall2Gambler } // Autogenerated criteria for linked source group C2M2_SLIDE criterion "IsNotSrcGrp_C2M2_SLIDE" "worldSrcGrp_C2M2_SLIDE" "<1" required Response PlayerRemarkc2m2_topofslideaGambler { scene "scenes/Gambler/HurryUp03.vcd" then mechanic _C2M2_Slide01 foo:0 0.01 //Hurry it up. } Rule PlayerRemarkc2m2_topofslideaGambler { criteria ConceptRemark IsGambler Isc2m2_topofslidea IsNotSaidc2m2_topofslidea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslidea:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaGambler } Rule PlayerRemarkc2m2_topofslidebGambler { criteria ConceptRemark IsGambler Isc2m2_topofslideb IsNotSaidc2m2_topofslideb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslideb:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaGambler } Rule PlayerRemarkc2m2_topofslidecGambler { criteria ConceptRemark IsGambler Isc2m2_topofslidec IsNotSaidc2m2_topofslidec IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslidec:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaGambler } Rule PlayerRemarkc2m2_topofslidedGambler { criteria ConceptRemark IsGambler Isc2m2_topofslided IsNotSaidc2m2_topofslided IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslided:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaGambler } Response PlayerRemarkc2m2_tunnelofloveGambler { scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead! } Rule PlayerRemarkc2m2_tunnelofloveGambler { criteria ConceptRemark IsGambler Isc2m2_tunneloflove IsNotSaidc2m2_tunneloflove IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival _auto_IsThroughCarousel IsNotSpeakingWeight0 ApplyContext "Saidc2m2_tunneloflove:1:0,_auto_SawTunnelOfLove:1:0,_auto_TimerLockA:1:5,_auto_TimerLockGambler:0:0" applycontexttoworld Response PlayerRemarkc2m2_tunnelofloveGambler } // Autogenerated criteria for linked source group C2M2_BATHROOM criterion "IsNotSrcGrp_C2M2_BATHROOM" "worldSrcGrp_C2M2_BATHROOM" "<1" required // Autogenerated criteria for linked source group C2M3_001 criterion "IsNotSrcGrp_C2M3_001" "worldSrcGrp_C2M3_001" "<1" required Response PlayerRemarkc2m3_aroundblockaGambler { scene "scenes/Gambler/WorldC2M322.vcd" //Hmm... okay, we're further down the path. scene "scenes/Gambler/WorldC2M323.vcd" //That got us around the block. } Rule PlayerRemarkc2m3_aroundblockaGambler { criteria ConceptRemark IsGambler Isc2m3_aroundblocka IsNotSaidc2m3_aroundblocka IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_aroundblocka:1:0,SrcGrp_C2M3_001:1:0" applycontexttoworld Response PlayerRemarkc2m3_aroundblockaGambler } Rule PlayerRemarkc2m3_aroundblockbGambler { criteria ConceptRemark IsGambler Isc2m3_aroundblockb IsNotSaidc2m3_aroundblockb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_aroundblockb:1:0,SrcGrp_C2M3_001:1:0" applycontexttoworld Response PlayerRemarkc2m3_aroundblockaGambler } Rule PlayerRemarkc2m3_aroundblockcGambler { criteria ConceptRemark IsGambler Isc2m3_aroundblockc IsNotSaidc2m3_aroundblockc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_aroundblockc:1:0,SrcGrp_C2M3_001:1:0" applycontexttoworld Response PlayerRemarkc2m3_aroundblockaGambler } Response PlayerRemarkc2m3_cementriveraGambler { scene "scenes/Gambler/WorldC2M307.vcd" then mechanic _c2m3_cement01 foo:0 0.1 //You could almost call this a cement river, Ellis } Rule PlayerRemarkc2m3_cementriveraGambler { criteria ConceptRemark IsGambler Isc2m3_cementrivera IsNotSaidc2m3_cementrivera IsNotCoughing NotInCombat IsTalk IsSubjectNear200 ChanceToFire80Percent IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_cementrivera:1:0,_auto_CementRiver:1:0" applycontexttoworld Response PlayerRemarkc2m3_cementriveraGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_cementriveraGambler : ChanceToFire80Percent Rule AUTOBLANK_PlayerRemarkc2m3_cementriveraGambler { criteria ConceptRemark IsGambler Isc2m3_cementrivera IsNotSaidc2m3_cementrivera IsNotCoughing NotInCombat IsTalk IsSubjectNear200 IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_cementrivera:1:0,_auto_CementRiver:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Rule PlayerRemarkc2m3_cementriverbGambler { criteria ConceptRemark IsGambler Isc2m3_cementriverb IsNotSaidc2m3_cementriverb IsNotCoughing NotInCombat IsTalk IsSubjectNear200 ChanceToFire80Percent IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_cementriverb:1:0,_auto_CementRiver:1:0" applycontexttoworld Response PlayerRemarkc2m3_cementriveraGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_cementriverbGambler : ChanceToFire80Percent Rule AUTOBLANK_PlayerRemarkc2m3_cementriverbGambler { criteria ConceptRemark IsGambler Isc2m3_cementriverb IsNotSaidc2m3_cementriverb IsNotCoughing NotInCombat IsTalk IsSubjectNear200 IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_cementriverb:1:0,_auto_CementRiver:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Rule PlayerRemarkc2m3_cementrivercGambler { criteria ConceptRemark IsGambler Isc2m3_cementriverc IsNotSaidc2m3_cementriverc IsNotCoughing NotInCombat IsTalk IsSubjectNear200 ChanceToFire80Percent IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_cementriverc:1:0,_auto_CementRiver:1:0" applycontexttoworld Response PlayerRemarkc2m3_cementriveraGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_cementrivercGambler : ChanceToFire80Percent Rule AUTOBLANK_PlayerRemarkc2m3_cementrivercGambler { criteria ConceptRemark IsGambler Isc2m3_cementriverc IsNotSaidc2m3_cementriverc IsNotCoughing NotInCombat IsTalk IsSubjectNear200 IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_cementriverc:1:0,_auto_CementRiver:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } // Autogenerated criteria for linked source group C2M3_005 criterion "IsNotSrcGrp_C2M3_005" "worldSrcGrp_C2M3_005" "<1" required Response PlayerRemarkc2m3_coasteroffaGambler { norepeat scene "scenes/Gambler/WorldC2M344.vcd" //Hit the alarm to stop them! scene "scenes/Gambler/WorldC2M345.vcd" //Shut down the coaster! scene "scenes/Gambler/WorldC2M346.vcd" //We have to shut down the coaster! scene "scenes/Gambler/WorldC2M3B18.vcd" //We gotta get that alarm off! scene "scenes/Gambler/WorldC2M3B19.vcd" //Somebody turn off that alarm! } Rule PlayerRemarkc2m3_coasteroffaGambler { criteria ConceptRemark IsGambler Isc2m3_coasteroffa IsNotSaidc2m3_coasteroffa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_coasteroffaGambler } Rule PlayerRemarkc2m3_coasteroffbGambler { criteria ConceptRemark IsGambler Isc2m3_coasteroffb IsNotSaidc2m3_coasteroffb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_coasteroffaGambler } Rule PlayerRemarkc2m3_coasteroffcGambler { criteria ConceptRemark IsGambler Isc2m3_coasteroffc IsNotSaidc2m3_coasteroffc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_coasteroffaGambler } Response PlayerRemarkc2m3_freshairGambler { scene "scenes/Gambler/WorldC2M325.vcd" then any _c2m3_freshair01 foo:0 0.1 //I can feel a breeze, fresh air! } Rule PlayerRemarkc2m3_freshairGambler { criteria ConceptRemark IsGambler Isc2m3_freshair IsNotSaidc2m3_freshair IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 ChanceToFire90Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_freshair:1:0" applycontexttoworld Response PlayerRemarkc2m3_freshairGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_freshairGambler : ChanceToFire90Percent Rule AUTOBLANK_PlayerRemarkc2m3_freshairGambler { criteria ConceptRemark IsGambler Isc2m3_freshair IsNotSaidc2m3_freshair IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_freshair:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkc2m3_holeGambler { scene "scenes/Gambler/WorldC2M316.vcd" then any _c2m3_hole01 foo:0 0.1 //Down the hole. scene "scenes/Gambler/WorldC2M317.vcd" then any _c2m3_hole01 foo:0 0.1 //Down the hole. } Rule PlayerRemarkc2m3_holeGambler { criteria ConceptRemark IsGambler Isc2m3_hole IsNotSaidc2m3_hole IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_hole:1:0" applycontexttoworld Response PlayerRemarkc2m3_holeGambler } Response PlayerRemarkc2m3_longesttunnelaGambler { scene "scenes/Gambler/WorldC2M3B13.vcd" //This is the LONGEST tunnel of love I've ever seen. } Rule PlayerRemarkc2m3_longesttunnelaGambler { criteria ConceptRemark IsGambler Isc2m3_longesttunnela IsNotSaidc2m3_longesttunnela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 TimeSinceGroupInCombat04 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotLongestTunnel IsNotSpeakingWeight0 ApplyContext "Saidc2m3_longesttunnela:1:0,_auto_LongestTunnel:1:0" applycontexttoworld Response PlayerRemarkc2m3_longesttunnelaGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_longesttunnelaGambler : ChanceToFire80Percent Rule AUTOBLANK_PlayerRemarkc2m3_longesttunnelaGambler { criteria ConceptRemark IsGambler Isc2m3_longesttunnela IsNotSaidc2m3_longesttunnela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotLongestTunnel IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_longesttunnela:1:0,_auto_LongestTunnel:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkc2m3_overfenceGambler { scene "scenes/Gambler/MiscDirectional22.vcd" //Over this fence! } Rule PlayerRemarkc2m3_overfenceGambler { criteria ConceptRemark IsGambler Isc2m3_overfence IsNotSaidc2m3_overfence IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_overfence:1:0" applycontexttoworld Response PlayerRemarkc2m3_overfenceGambler } // Autogenerated criteria for linked source group C2M3_003 criterion "IsNotSrcGrp_C2M3_003" "worldSrcGrp_C2M3_003" "<1" required Response PlayerRemarkc2m3_rubbleaGambler { scene "scenes/Gambler/WorldC2M333.vcd" then any _c2m3_coaster01 foo:0 0.1 //Okay, the only way over is to get on the coaster's track. scene "scenes/Gambler/WorldC2M334.vcd" then any _c2m3_coaster08 foo:0 0.01 //We're gonna have to run the coaster. } Rule PlayerRemarkc2m3_rubbleaGambler { criteria ConceptRemark IsGambler Isc2m3_rubblea IsNotSaidc2m3_rubblea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblea:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Rule PlayerRemarkc2m3_rubblebGambler { criteria ConceptRemark IsGambler Isc2m3_rubbleb IsNotSaidc2m3_rubbleb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubbleb:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Rule PlayerRemarkc2m3_rubblecGambler { criteria ConceptRemark IsGambler Isc2m3_rubblec IsNotSaidc2m3_rubblec IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblec:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Rule PlayerRemarkc2m3_rubbledGambler { criteria ConceptRemark IsGambler Isc2m3_rubbled IsNotSaidc2m3_rubbled IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubbled:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Rule PlayerRemarkc2m3_rubbleeGambler { criteria ConceptRemark IsGambler Isc2m3_rubblee IsNotSaidc2m3_rubblee IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblee:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Rule PlayerRemarkc2m3_rubblefGambler { criteria ConceptRemark IsGambler Isc2m3_rubblef IsNotSaidc2m3_rubblef IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblef:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Rule PlayerRemarkc2m3_rubblegGambler { criteria ConceptRemark IsGambler Isc2m3_rubbleg IsNotSaidc2m3_rubbleg IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubbleg:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Rule PlayerRemarkc2m3_rubblehGambler { criteria ConceptRemark IsGambler Isc2m3_rubbleh IsNotSaidc2m3_rubbleh IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubbleh:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Rule PlayerRemarkc2m3_rubbleiGambler { criteria ConceptRemark IsGambler Isc2m3_rubblei IsNotSaidc2m3_rubblei IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0 ApplyContext "Saidc2m3_rubblei:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0" applycontexttoworld Response PlayerRemarkc2m3_rubbleaGambler } Response PlayerRemarkc2m3_saferoomendaGambler { scene "scenes/Gambler/SafeSpotAhead02.vcd" //We got a safe house! scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house! } Rule PlayerRemarkc2m3_saferoomendaGambler { criteria ConceptRemark IsGambler Isc2m3_saferoomenda IsNotSaidc2m3_saferoomenda IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival _auto_IsOkSafehouse IsNotSpeakingWeight0 ApplyContext "Saidc2m3_saferoomenda:1:0,_auto_CoasterOff:0:0,_auto_CoasterOver:1:0" applycontexttoworld Response PlayerRemarkc2m3_saferoomendaGambler } // Autogenerated criteria for linked source group C2M3_002 criterion "IsNotSrcGrp_C2M3_002" "worldSrcGrp_C2M3_002" "<1" required Response PlayerRemarkc2m3_swanroomaGambler { scene "scenes/Gambler/WorldC2M313.vcd" //Let's try the maintenance room. scene "scenes/Gambler/WorldC2M3B08.vcd" //Into the swan maintenance room of love! } Rule PlayerRemarkc2m3_swanroomaGambler { criteria ConceptRemark IsGambler Isc2m3_swanrooma IsNotSaidc2m3_swanrooma IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_swanmaintenancerooma:1:0" applycontexttoworld Response PlayerRemarkc2m3_swanroomaGambler } Response PlayerRemarkc2m3_tracks01Gambler { norepeat scene "scenes/Gambler/WorldC2M331.vcd" //I hate roller coasters. scene "scenes/Gambler/WorldC2M335.vcd" //Stay on the track. scene "scenes/Gambler/WorldC2M336.vcd" //Make sure to call out if you get pulled. scene "scenes/Gambler/WorldC2M337.vcd" //Stay on the track people! scene "scenes/Gambler/WorldC2M339.vcd" //Run on the track! scene "scenes/Gambler/WorldC2M340.vcd" //Thank god this doesn't do a loop. scene "scenes/Gambler/WorldC2M342.vcd" //We need to keep going down the track! scene "scenes/Gambler/WorldC2M3B14.vcd" //You got your wish, Ellis. We're on a ride. scene "scenes/Gambler/WorldC2M3B20.vcd" //Just follow the tracks, everybody! scene "scenes/Gambler/WorldC2M3B21.vcd" //Everybody, just follow the tracks! scene "scenes/Gambler/WorldC2M3B23.vcd" //These infected do NOT respect lines. } Rule PlayerRemarkc2m3_tracks01Gambler { criteria ConceptRemark IsGambler Isc2m3_tracks01 IsNotSaidc2m3_tracks01 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks01:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Gambler } Rule PlayerRemarkc2m3_tracks02Gambler { criteria ConceptRemark IsGambler Isc2m3_tracks02 IsNotSaidc2m3_tracks02 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks02:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Gambler } Rule PlayerRemarkc2m3_tracks03Gambler { criteria ConceptRemark IsGambler Isc2m3_tracks03 IsNotSaidc2m3_tracks03 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks03:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Gambler } Rule PlayerRemarkc2m3_tracks04Gambler { criteria ConceptRemark IsGambler Isc2m3_tracks04 IsNotSaidc2m3_tracks04 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks04:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Gambler } Rule PlayerRemarkc2m3_tracks05Gambler { criteria ConceptRemark IsGambler Isc2m3_tracks05 IsNotSaidc2m3_tracks05 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks05:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Gambler } Rule PlayerRemarkc2m3_tracks06Gambler { criteria ConceptRemark IsGambler Isc2m3_tracks06 IsNotSaidc2m3_tracks06 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks06:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Gambler } Rule PlayerRemarkc2m3_tracks07Gambler { criteria ConceptRemark IsGambler Isc2m3_tracks07 IsNotSaidc2m3_tracks07 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks07:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Gambler } Rule PlayerRemarkc2m3_tracks08Gambler { criteria ConceptRemark IsGambler Isc2m3_tracks08 IsNotSaidc2m3_tracks08 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks08:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Gambler } Response PlayerRemarkc2m3_ventaGambler { scene "scenes/Gambler/WorldC2M315.vcd" //This isn't very romantic. } Rule PlayerRemarkc2m3_ventaGambler { criteria ConceptRemark IsGambler Isc2m3_venta IsNotSaidc2m3_venta IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_venta:1:0" applycontexttoworld Response PlayerRemarkc2m3_ventaGambler } Response PlayerRemarkc2m3_wayblocked1Gambler { scene "scenes/Gambler/WorldC2M312.vcd" //This way is blocked. } Rule PlayerRemarkc2m3_wayblocked1Gambler { criteria ConceptRemark IsGambler Isc2m3_wayblocked1 IsNotSaidc2m3_wayblocked1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_wayblocked1:1:0" applycontexttoworld Response PlayerRemarkc2m3_wayblocked1Gambler } Response PlayerRemarkc2m4_barnentryGambler { scene "scenes/Gambler/WorldC4M205.vcd" //Through this building. } Rule PlayerRemarkc2m4_barnentryGambler { criteria ConceptRemark IsGambler Isc2m4_barnentry IsNotSaidc2m4_barnentry IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m4_barnentry:1:0" applycontexttoworld Response PlayerRemarkc2m4_barnentryGambler } // Autogenerated criteria for linked source group C2M4_001 criterion "IsNotSrcGrp_C2M4_001" "worldSrcGrp_C2M4_001" "<1" required Response PlayerRemarkc2m4_bumpercarsaGambler { scene "scenes/Gambler/WorldC2M347.vcd" //Through the bumper cars! scene "scenes/Gambler/WorldC2M348.vcd" //Keep going through the bumper cars. } Rule PlayerRemarkc2m4_bumpercarsaGambler { criteria ConceptRemark IsGambler Isc2m4_bumpercarsa IsNotSaidc2m4_bumpercarsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsa:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaGambler } Rule PlayerRemarkc2m4_bumpercarsbGambler { criteria ConceptRemark IsGambler Isc2m4_bumpercarsb IsNotSaidc2m4_bumpercarsb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsb:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaGambler } Rule PlayerRemarkc2m4_bumpercarscGambler { criteria ConceptRemark IsGambler Isc2m4_bumpercarsc IsNotSaidc2m4_bumpercarsc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsc:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaGambler } // Autogenerated criteria for linked source group C2M4_006 criterion "IsNotSrcGrp_C2M4_006" "worldSrcGrp_C2M4_006" "<1" required // Autogenerated criteria for linked source group C2M4_005 criterion "IsNotSrcGrp_C2M4_005" "worldSrcGrp_C2M4_005" "<1" required Response PlayerRemarkc2m4_onroofaGambler { scene "scenes/Gambler/WorldC2M416.vcd" //Careful on these roofs. } Rule PlayerRemarkc2m4_onroofaGambler { criteria ConceptRemark IsGambler Isc2m4_onroofa IsNotSaidc2m4_onroofa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_onroofa:1:0,SrcGrp_C2M4_005:1:0" applycontexttoworld Response PlayerRemarkc2m4_onroofaGambler } Rule PlayerRemarkc2m4_onroofbGambler { criteria ConceptRemark IsGambler Isc2m4_onroofb IsNotSaidc2m4_onroofb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_onroofb:1:0,SrcGrp_C2M4_005:1:0" applycontexttoworld Response PlayerRemarkc2m4_onroofaGambler } Response PlayerRemarkc2m4_pendoorGambler { scene "scenes/Gambler/MiscDirectional13.vcd" //Through this door! } Rule PlayerRemarkc2m4_pendoorGambler { criteria ConceptRemark IsGambler Isc2m4_pendoor IsNotSaidc2m4_pendoor IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m4_pendoor:1:0" applycontexttoworld Response PlayerRemarkc2m4_pendoorGambler } // Autogenerated criteria for linked source group C2M4_002 criterion "IsNotSrcGrp_C2M4_002" "worldSrcGrp_C2M4_002" "<1" required Response PlayerRemarkc2m4_pens1Gambler { scene "scenes/Gambler/NickOcd04.vcd" then any C2M4PenSmell001 foo:0 0.1 //Ugh. What's that SMELL? scene "scenes/Gambler/WorldC2M408.vcd" odds 5 //Looks like the H in 4H stands for hell. } Rule PlayerRemarkc2m4_pens1Gambler { criteria ConceptRemark IsGambler Isc2m4_pens1 IsNotSaidc2m4_pens1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_pens1:1:0,SrcGrp_C2M4_002:1:0" applycontexttoworld Response PlayerRemarkc2m4_pens1Gambler } Rule PlayerRemarkc2m4_pens2Gambler { criteria ConceptRemark IsGambler Isc2m4_pens2 IsNotSaidc2m4_pens2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_pens2:1:0,SrcGrp_C2M4_002:1:0" applycontexttoworld Response PlayerRemarkc2m4_pens1Gambler } Response PlayerRemarkc2m4_seesaferoomGambler { scene "scenes/Gambler/WorldC1M3B36.vcd" //There's a saferoom up ahead! } Rule PlayerRemarkc2m4_seesaferoomGambler { criteria ConceptRemark IsGambler Isc2m4_seesaferoom IsNotSaidc2m4_seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateOpen IsNotSpeakingWeight0 ApplyContext "Saidc2m4_seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc2m4_seesaferoomGambler } // Autogenerated criteria for linked source group C2M4_004 criterion "IsNotSrcGrp_C2M4_004" "worldSrcGrp_C2M4_004" "<1" required // Autogenerated criteria for linked source group C2M4_003 criterion "IsNotSrcGrp_C2M4_003" "worldSrcGrp_C2M4_003" "<1" required Response PlayerRemarkc2m4_upbarnaGambler { scene "scenes/Gambler/WorldC4M406.vcd" //Across the rooftops. } Rule PlayerRemarkc2m4_upbarnaGambler { criteria ConceptRemark IsGambler Isc2m4_upbarna IsNotSaidc2m4_upbarna IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_upbarna:1:0,SrcGrp_C2M4_003:1:0" applycontexttoworld Response PlayerRemarkc2m4_upbarnaGambler } Rule PlayerRemarkc2m4_upbarnbGambler { criteria ConceptRemark IsGambler Isc2m4_upbarnb IsNotSaidc2m4_upbarnb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_upbarnb:1:0,SrcGrp_C2M4_003:1:0" applycontexttoworld Response PlayerRemarkc2m4_upbarnaGambler } Response PlayerRemarkc2m5_button2Gambler { scene "scenes/Gambler/WorldC2M5B08.vcd" then any C2M5_lipsync001 foo:0 0.01 //Sorry to break it to you Coach, but your heroes lip-sync. There's a tape back here labeled finale. scene "scenes/Gambler/WorldC2M5B10.vcd" //This looks all setup for the finale. scene "scenes/Gambler/WorldC2M5B11.vcd" //When I hit this tape, it's gonna blare some old people's rock music and start the finale. Get ready. scene "scenes/Gambler/WorldC2M5B12.vcd" //Coach, when I start this finale, you aren't gonna start dancing are you? Ahh Screw it, I'm hitting it. scene "scenes/Gambler/WorldC2M5B13.vcd" //If you have taste, cover your ears. I'm starting the finale. scene "scenes/Gambler/WorldC2M5B14.vcd" //Get ready, I'm gonna start the finale. scene "scenes/Gambler/WorldC2M5B15.vcd" //Everyone ready, I'm gonna hit this and start the finale. } Rule PlayerRemarkc2m5_button2Gambler { criteria ConceptRemark IsGambler Isc2m5_button2 IsNotSaidc2m5_button2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear75 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 IsNotSpeakingWeight0 ApplyContext "Saidc2m5_button2:1:0" applycontexttoworld Response PlayerRemarkc2m5_button2Gambler } Response PlayerRemarkC3M2PlaneCrashGambler { scene "scenes/Gambler/WorldC3M2B06.vcd" //I guess walking isn't so bad (seeing downed plane) } Rule PlayerRemarkC3M2PlaneCrashGambler { criteria ConceptRemark IsGambler IsC3M2PlaneCrash IsNotSaidC3M2PlaneCrash IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidC3M2OpenDoor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneCrash:1:0,Talk:1:1.538" applycontexttoworld Response PlayerRemarkC3M2PlaneCrashGambler } Response PlayerRemarkC3M2PlaneDoorNagGambler { scene "scenes/Gambler/WorldC3M2B08.vcd" //I think it's a safe bet to say an alarm will sound when we open this door. scene "scenes/Gambler/WorldC3M2B11.vcd" //The emergency exit is the only way. scene "scenes/Gambler/WorldC3M2B12.vcd" //I think it's a safe bet to say an alarm will sound when we open this door. scene "scenes/Gambler/WorldC3M2B15.vcd" //The emergency exit is the only way. } Rule PlayerRemarkC3M2PlaneDoorNagGambler { criteria ConceptRemark IsGambler IsC3M2PlaneDoorNag IsNotSaidC3M2PlaneDoorNag IsNotCoughing IsTalk IsTalkGambler IsSubjectNear500 IsNotSaidC3M2OpenDoor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneDoorNag:1:0,SaidC3M2PlaneDoorNagShort:1:8,Talk:1:3.340" applycontexttoworld Response PlayerRemarkC3M2PlaneDoorNagGambler } Response PlayerRemarkC3M2PlaneDoorNagaGambler { scene "scenes/Gambler/WorldC3M2B07.vcd" //We can get through this door. scene "scenes/Gambler/WorldC3M2B09.vcd" //We have to open this door. scene "scenes/Gambler/WorldC3M2B10.vcd" //Someone open the door. scene "scenes/Gambler/WorldC3M2B13.vcd" //We have to open this door. scene "scenes/Gambler/WorldC3M2B14.vcd" //Someone open the door. } Rule PlayerRemarkC3M2PlaneDoorNagaGambler { criteria ConceptRemark IsGambler IsC3M2PlaneDoorNaga IsNotSaidC3M2PlaneDoorNaga IsNotCoughing IsTalk IsTalkGambler IsSubjectNear400 IsSaidC3M2PlaneDoorNag IsNotSaidC3M2OpenDoor IsNotSaidC3M2PlaneDoorNagShort AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneDoorNaga:1:0,Talk:1:1.377" applycontexttoworld Response PlayerRemarkC3M2PlaneDoorNagaGambler } Response PlayerRemarkC3M2RoadGambler { scene "scenes/Gambler/WorldC3M2B04.vcd" //Dry land up ahead. } Rule PlayerRemarkC3M2RoadGambler { criteria ConceptRemark IsGambler IsC3M2Road IsNotSaidC3M2Road IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Road:1:0,Talk:1:1.106" applycontexttoworld Response PlayerRemarkC3M2RoadGambler } Response PlayerRemarkC3M2SickOfSwampGambler { scene "scenes/Gambler/WorldC3M203.vcd" //This mud is not doing my suit any favors. } Rule PlayerRemarkC3M2SickOfSwampGambler { criteria ConceptRemark IsGambler IsC3M2SickOfSwamp IsNotSaidC3M2SickOfSwamp IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2SickOfSwamp:1:0,Talk:1:2.246" applycontexttoworld Response PlayerRemarkC3M2SickOfSwampGambler } Response PlayerRemarkC3M2Village1Gambler { scene "scenes/Gambler/WorldC3M2B18.vcd" then any C3M2ComingHome foo:0 -0.566 //Hello! scene "scenes/Gambler/WorldC3M2B20.vcd" then any C3M2ComingHome foo:0 -2.016 //Holy shit, maybe the swamp people made it! scene "scenes/Gambler/WorldC3M2B25.vcd" then any C3M2ComingHome foo:0 -0.849 //ANYBODY HOME? } Rule PlayerRemarkC3M2Village1Gambler { criteria ConceptRemark IsGambler IsC3M2Village1 IsNotSaidC3M2Village1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear800 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Village1:1:0,Talk:1:2.116" applycontexttoworld Response PlayerRemarkC3M2Village1Gambler } Response PlayerRemarkC3M2Village2Gambler { scene "scenes/Gambler/SafeSpotAhead01.vcd" //Safe house! scene "scenes/Gambler/SafeSpotAhead02.vcd" //We got a safe house! scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead! scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house! } Rule PlayerRemarkC3M2Village2Gambler { criteria ConceptRemark IsGambler IsC3M2Village2 IsNotSaidC3M2Village2 IsNotCoughing IsTalk IsTalkGambler IsSubjectNear400 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Village2:1:0,Talk:1:1.388" applycontexttoworld Response PlayerRemarkC3M2Village2Gambler } Response PlayerRemarkC3M3BodiesGambler { scene "scenes/Gambler/WorldC3M3B04.vcd" //That's a shit ton of bodies. } Rule PlayerRemarkC3M3BodiesGambler { criteria ConceptRemark IsGambler IsC3M3Bodies IsNotSaidC3M3Bodies IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3Bodies:1:0" applycontexttoworld Response PlayerRemarkC3M3BodiesGambler } Response PlayerRemarkC3M3LowerGateGambler { scene "scenes/Gambler/WorldC3M3B06.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //We need to lower this plank. scene "scenes/Gambler/WorldC3M3B07.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //The only way is over this plank. } Rule PlayerRemarkC3M3LowerGateGambler { criteria ConceptRemark IsGambler IsC3M3LowerGate IsNotSaidC3M3BridgeButton IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3LowerGate:1:0" applycontexttoworld Response PlayerRemarkC3M3LowerGateGambler } Response PlayerRemarkC3M3MoreShacksGambler { scene "scenes/Gambler/WorldC3M3B12.vcd" //Did people really live in these shacks? } Rule PlayerRemarkC3M3MoreShacksGambler { criteria ConceptRemark IsGambler IsC3M3MoreShacks IsNotSaidC3M3MoreShacks IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 ChanceToFire10Percent IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3MoreShacks:1:0" applycontexttoworld Response PlayerRemarkC3M3MoreShacksGambler } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3MoreShacksGambler : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkC3M3MoreShacksGambler { criteria ConceptRemark IsGambler IsC3M3MoreShacks IsNotSaidC3M3MoreShacks IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3MoreShacks:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkC3M3ThisWayGambler { scene "scenes/Gambler/FollowMe08.vcd" //Come on, this way! scene "scenes/Gambler/MiscDirectional06.vcd" //C'mon, this way! } Rule PlayerRemarkC3M3ThisWayGambler { criteria ConceptRemark IsGambler IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThisWay:1:0" applycontexttoworld Response PlayerRemarkC3M3ThisWayGambler } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3ThisWayGambler : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkC3M3ThisWayGambler { criteria ConceptRemark IsGambler IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThisWay:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkC3M3ThroughHereGambler { scene "scenes/Gambler/WorldC2M210.vcd" //Back here. scene "scenes/Gambler/WorldC2M217.vcd" //Through here. scene "scenes/Gambler/WorldC3M3B05.vcd" //Looks like some of them headed to the river. scene "scenes/Gambler/WorldC4M128.vcd" //Through this house. scene "scenes/Gambler/WorldMisc02.vcd" //Through here. scene "scenes/Gambler/WorldMisc08.vcd" //Through here. } Rule PlayerRemarkC3M3ThroughHereGambler { criteria ConceptRemark IsGambler IsC3M3ThroughHere IsNotSaidC3M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThroughHere:1:0" applycontexttoworld Response PlayerRemarkC3M3ThroughHereGambler } Response PlayerRemarkC3M3ThroughThisHouseGambler { scene "scenes/Gambler/MiscDirectional01.vcd" //Through here! scene "scenes/Gambler/MiscDirectional11.vcd" //Let's go through here! scene "scenes/Gambler/WorldC2M217.vcd" //Through here. scene "scenes/Gambler/WorldC4M326.vcd" //We gotta to go back through here! } Rule PlayerRemarkC3M3ThroughThisHouseGambler { criteria ConceptRemark IsGambler IsC3M3ThroughThisHouse IsNotSaidC3M3ThroughThisHouse IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThroughThisHouse:1:0" applycontexttoworld Response PlayerRemarkC3M3ThroughThisHouseGambler } Response PlayerRemarkC3M3UnsanitaryGambler { scene "scenes/Gambler/NickOcd01.vcd" //You know how many germs are on that thing? scene "scenes/Gambler/NickOcd02.vcd" then mechanic InfoRemC3M3Unsanitarya1 foo:0 -4.349 //Ugh. It's like rotten eggs here. Does nobody else SMELL that? scene "scenes/Gambler/WorldC3M3B13.vcd" //This is just really unsanitary. scene "scenes/Gambler/WorldC3M3B14.vcd" //Where did anyone who lived here wash their hands? } Rule PlayerRemarkC3M3UnsanitaryGambler { criteria ConceptRemark IsGambler IsC3M3Unsanitary IsNotSaidC3M3Unsanitary IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3Unsanitary:1:0" applycontexttoworld Response PlayerRemarkC3M3UnsanitaryGambler } Response PlayerRemarkC3M3UpHereGambler { scene "scenes/Gambler/WorldC4M314.vcd" //Up here! scene "scenes/Gambler/WorldMisc01.vcd" //Up here. } Rule PlayerRemarkC3M3UpHereGambler { criteria ConceptRemark IsGambler IsC3M3UpHere IsNotSaidC3M3UpHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear100 IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3UpHere:1:0" applycontexttoworld Response PlayerRemarkC3M3UpHereGambler } Response PlayerRemarkc3m4downroadGambler { scene "scenes/Gambler/WorldC4M133.vcd" //Let's go down this street. } Rule PlayerRemarkc3m4downroadGambler { criteria ConceptRemark IsGambler Isc3m4downroad IsNotSaidc3m4downroad IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4downroad:1:0" applycontexttoworld Response PlayerRemarkc3m4downroadGambler } Response PlayerRemarkc3m4scaffoldGambler { scene "scenes/Gambler/WorldC2M427.vcd" //We can climb this scaffolding. } Rule PlayerRemarkc3m4scaffoldGambler { criteria ConceptRemark IsGambler Isc3m4scaffold IsNotSaidc3m4scaffold IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4scaffold:1:0" applycontexttoworld Response PlayerRemarkc3m4scaffoldGambler } // Autogenerated criteria for linked source group C4M1_002 criterion "IsNotSrcGrp_C4M1_002" "worldSrcGrp_C4M1_002" "<1" required Response PlayerRemarkc4m1_boataGambler { scene "scenes/Gambler/WorldC4M1B23.vcd" odds 10 //What, does everybody around here have a boat? scene "scenes/Gambler/WorldC4M1B24.vcd" //If this rain keeps up, we can sail this thing right to Virgil. } Rule PlayerRemarkc4m1_boataGambler { criteria ConceptRemark IsGambler Isc4m1_boata IsNotSaidc4m1_boata IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m1_boata:1:0,SrcGrp_C4M1_002:1:0" applycontexttoworld Response PlayerRemarkc4m1_boataGambler } Rule PlayerRemarkc4m1_boatbGambler { criteria ConceptRemark IsGambler Isc4m1_boatb IsNotSaidc4m1_boatb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m1_boatb:1:0,SrcGrp_C4M1_002:1:0" applycontexttoworld Response PlayerRemarkc4m1_boataGambler } Response PlayerRemarkc4m1_carcrashGambler { scene "scenes/Gambler/WorldC4M1B28.vcd" then any c4m1_wreck01 foo:0 0.01 //Now THAT is a nasty wreck. } Rule PlayerRemarkc4m1_carcrashGambler { criteria ConceptRemark IsGambler Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_carcrash:1:0" applycontexttoworld Response PlayerRemarkc4m1_carcrashGambler } //AUTOGENERATED BLANK FOR PlayerRemarkc4m1_carcrashGambler : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkc4m1_carcrashGambler { criteria ConceptRemark IsGambler Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc4m1_carcrash:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkc4m1_garagesaleGambler { scene "scenes/Gambler/WorldC4M1B27.vcd" //Let's cut through the garage sale. } Rule PlayerRemarkc4m1_garagesaleGambler { criteria ConceptRemark IsGambler Isc4m1_garagesale IsNotSaidc4m1_garagesale IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear400 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_garagesale:1:0" applycontexttoworld Response PlayerRemarkc4m1_garagesaleGambler } Response PlayerRemarkc4m1_nogasGambler { scene "scenes/Gambler/WorldC4M120.vcd" then any c4m1_nogas01 foo:0 0.01 //Out of gas. scene "scenes/Gambler/WorldC4M1B12.vcd" then any c4m1_nogas01 foo:0 0.01 //No gas. Terrific. This is just great. } Rule PlayerRemarkc4m1_nogasGambler { criteria ConceptRemark IsGambler Isc4m1_nogas IsNotSaidc4m1_nogas IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_nogas:1:0,Talk:1:2.493,_auto_NoGasGate:1:25" applycontexttoworld Response PlayerRemarkc4m1_nogasGambler } Response PlayerRemarkc4m1_nogasToldGambler { scene "scenes/Gambler/WorldC4M1B13.vcd" then any c4m1_nogas10 foo:0 0.01 //No gas. See? What'd I say? } Rule PlayerRemarkc4m1_nogasToldGambler { criteria ConceptRemark IsGambler Isc4m1_nogas IsNotSaidc4m1_nogas IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler Isc4m1IToldYouSo AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_nogas:1:0,Talk:1:1.531" applycontexttoworld Response PlayerRemarkc4m1_nogasToldGambler } Response PlayerRemarkc4m1_playgroundfarGambler { scene "scenes/Gambler/WorldC4M1B26.vcd" //Through that playground! } Rule PlayerRemarkc4m1_playgroundfarGambler { criteria ConceptRemark IsGambler Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear1000 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_playground:1:0" applycontexttoworld Response PlayerRemarkc4m1_playgroundfarGambler } Response PlayerRemarkc4m1_playgroundnearGambler { scene "scenes/Gambler/WorldC4M1B25.vcd" //Through this playground! } Rule PlayerRemarkc4m1_playgroundnearGambler { criteria ConceptRemark IsGambler Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_playground:1:0" applycontexttoworld Response PlayerRemarkc4m1_playgroundnearGambler } Response PlayerRemarkc4m1_saferoomcloseGambler { scene "scenes/Gambler/MiscDirectional44.vcd" //There's a safe room up there! } Rule PlayerRemarkc4m1_saferoomcloseGambler { criteria ConceptRemark IsGambler Isc4m1_saferoomclose IsNotSaidc4m1_saferoomclose IsNotCoughing IsTalk IsTalkGambler IsSubjectNear800 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_saferoomclose:1:0" applycontexttoworld Response PlayerRemarkc4m1_saferoomcloseGambler } Response PlayerRemarkc4m1_throughhereAGambler { scene "scenes/Gambler/MiscDirectional11.vcd" //Let's go through here! } Rule PlayerRemarkc4m1_throughhereAGambler { criteria ConceptRemark IsGambler Isc4m1_throughhereA IsNotSaidc4m1_throughhereA IsNotCoughing IsTalk IsTalkGambler IsSubjectNear400 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_throughhereA:1:0" applycontexttoworld Response PlayerRemarkc4m1_throughhereAGambler } // Autogenerated criteria for linked source group C4M2_101 criterion "IsNotSrcGrp_C4M2_101" "worldSrcGrp_C4M2_101" "<1" required Response PlayerRemarkc4m2_gasinsidesignaGambler { scene "scenes/Gambler/WorldC4M2B33.vcd" then any _c4m2_gasinside01 foo:0 0.01 //Looks like the gas is inside. } Rule PlayerRemarkc4m2_gasinsidesignaGambler { criteria ConceptRemark IsGambler Isc4m2_gasinsidesigna IsNotSaidc4m2_gasinsidesigna IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesigna:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaGambler } Rule PlayerRemarkc4m2_gasinsidesignbGambler { criteria ConceptRemark IsGambler Isc4m2_gasinsidesignb IsNotSaidc4m2_gasinsidesignb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesignb:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaGambler } Rule PlayerRemarkc4m2_gasinsidesigncGambler { criteria ConceptRemark IsGambler Isc4m2_gasinsidesignc IsNotSaidc4m2_gasinsidesignc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesignc:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaGambler } Response PlayerRemarkc4m2_millentranceGambler { scene "scenes/Gambler/WorldC2M118.vcd" //In here. } Rule PlayerRemarkc4m2_millentranceGambler { criteria ConceptRemark IsGambler Isc4m2_millentrance IsNotSaidc4m2_millentrance IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_millentrance:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceGambler } Response PlayerRemarkc4m2_millentranceexitGambler { scene "scenes/Gambler/MiscDirectional03.vcd" //This way! scene "scenes/Gambler/MiscDirectional06.vcd" //C'mon, this way! } Rule PlayerRemarkc4m2_millentranceexitGambler { criteria ConceptRemark IsGambler Isc4m2_millentranceexit IsNotSaidc4m2_millentranceexit IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_millentranceexit:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceexitGambler } // Autogenerated criteria for linked source group C4M2_001 criterion "IsNotSrcGrp_C4M2_001" "worldSrcGrp_C4M2_001" "<1" required Response PlayerRemarkc4m2_seegasstationaGambler { scene "scenes/Gambler/WorldC4M2B18.vcd" then self _c4m2_seestation01 foo:0 0.01 //There's the gas station! } Rule PlayerRemarkc4m2_seegasstationaGambler { criteria ConceptRemark IsGambler Isc4m2_seegasstationa IsNotSaidc4m2_seegasstationa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_seegasstationaGambler } Rule PlayerRemarkc4m2_seegasstationbGambler { criteria ConceptRemark IsGambler Isc4m2_seegasstationb IsNotSaidc4m2_seegasstationb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_seegasstationaGambler } Rule PlayerRemarkc4m2_seegasstationcGambler { criteria ConceptRemark IsGambler Isc4m2_seegasstationc IsNotSaidc4m2_seegasstationc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_seegasstationaGambler } Rule PlayerRemarkc4m2_seegasstationdGambler { criteria ConceptRemark IsGambler Isc4m2_seegasstationd IsNotSaidc4m2_seegasstationd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_seegasstationaGambler } Rule PlayerRemarkc4m2_seegasstationeGambler { criteria ConceptRemark IsGambler Isc4m2_seegasstatione IsNotSaidc4m2_seegasstatione IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_seegasstationaGambler } // Autogenerated criteria for linked source group C4M2_102 criterion "IsNotSrcGrp_C4M2_102" "worldSrcGrp_C4M2_102" "<1" required Response PlayerRemarkc4m2_seesaferoomaGambler { scene "scenes/Gambler/WorldC4M2B36.vcd" //There's gas in the safe room! } Rule PlayerRemarkc4m2_seesaferoomaGambler { criteria ConceptRemark IsGambler Isc4m2_seesaferooma IsNotSaidc4m2_seesaferooma IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seesaferooma:1:0,SrcGrp_C4M2_102:1:0" applycontexttoworld Response PlayerRemarkc4m2_seesaferoomaGambler } Rule PlayerRemarkc4m2_seesaferoombGambler { criteria ConceptRemark IsGambler Isc4m2_seesaferoomb IsNotSaidc4m2_seesaferoomb IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seesaferoomb:1:0,SrcGrp_C4M2_102:1:0" applycontexttoworld Response PlayerRemarkc4m2_seesaferoomaGambler } // Autogenerated criteria for linked source group C4M2_003 criterion "IsNotSrcGrp_C4M2_003" "worldSrcGrp_C4M2_003" "<1" required Response PlayerRemarkc4m2_streetblockedaGambler { scene "scenes/Gambler/WorldC4M2B01.vcd" then any _c4m2_streetblocked01 foo:0 0.01 //The road's blocked. } Rule PlayerRemarkc4m2_streetblockedaGambler { criteria ConceptRemark IsGambler Isc4m2_streetblockeda IsNotSaidc4m2_streetblockeda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_streetblockedaGambler } Rule PlayerRemarkc4m2_streetblockedbGambler { criteria ConceptRemark IsGambler Isc4m2_streetblockedb IsNotSaidc4m2_streetblockedb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_streetblockedaGambler } Rule PlayerRemarkc4m2_streetblockedcGambler { criteria ConceptRemark IsGambler Isc4m2_streetblockedc IsNotSaidc4m2_streetblockedc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_streetblockedaGambler } Response PlayerRemarkc4m2_uprampGambler { scene "scenes/Gambler/WorldC4M2B16.vcd" //Up that ramp! } Rule PlayerRemarkc4m2_uprampGambler { criteria ConceptRemark IsGambler Isc4m2_upramp IsNotSaidc4m2_upramp IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_upramp:1:0" applycontexttoworld Response PlayerRemarkc4m2_uprampGambler } Response PlayerRemarkc4m2_upthestairsGambler { scene "scenes/Gambler/WorldMisc01.vcd" //Up here. } Rule PlayerRemarkc4m2_upthestairsGambler { criteria ConceptRemark IsGambler Isc4m2_upthestairs IsNotSaidc4m2_upthestairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_upthestairs:1:0" applycontexttoworld Response PlayerRemarkc4m2_upthestairsGambler } // Autogenerated criteria for linked source group C4M2_002 criterion "IsNotSrcGrp_C4M2_002" "worldSrcGrp_C4M2_002" "<1" required Response PlayerRemarkc4m2_useelevatoraGambler { scene "scenes/Gambler/WorldC4M2B22.vcd" //We can take that elevator down to the field. } Rule PlayerRemarkc4m2_useelevatoraGambler { criteria ConceptRemark IsGambler Isc4m2_useelevatora IsNotSaidc4m2_useelevatora IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_useelevatoraGambler } Rule PlayerRemarkc4m2_useelevatorbGambler { criteria ConceptRemark IsGambler Isc4m2_useelevatorb IsNotSaidc4m2_useelevatorb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_useelevatoraGambler } Rule PlayerRemarkc4m2_useelevatorcGambler { criteria ConceptRemark IsGambler Isc4m2_useelevatorc IsNotSaidc4m2_useelevatorc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler 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_useelevatoraGambler } // Autogenerated criteria for linked source group C4M2_004 criterion "IsNotSrcGrp_C4M2_004" "worldSrcGrp_C4M2_004" "<1" required Response PlayerRemarkc4m2_waterpoolaGambler { scene "scenes/Gambler/WorldC4M2B05.vcd" then any _c4m2_waterpool02 foo:0 0.01 //The water's starting to pool. Shit. scene "scenes/Gambler/WorldC4M2B06.vcd" then any _c4m2_waterpool02 foo:0 0.01 //Ah shit, this place is already starting to flood. scene "scenes/Gambler/WorldC4M2B08.vcd" then any _c4m2_waterpool02 foo:0 0.01 //It's already starting to flood. } Rule PlayerRemarkc4m2_waterpoolaGambler { criteria ConceptRemark IsGambler Isc4m2_waterpoola IsNotSaidc4m2_waterpoola IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoola:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaGambler } Rule PlayerRemarkc4m2_waterpoolbGambler { criteria ConceptRemark IsGambler Isc4m2_waterpoolb IsNotSaidc4m2_waterpoolb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoolb:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaGambler } Rule PlayerRemarkc4m2_waterpoolcGambler { criteria ConceptRemark IsGambler Isc4m2_waterpoolc IsNotSaidc4m2_waterpoolc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoolc:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaGambler } // Autogenerated criteria for linked source group C4M2_100 criterion "IsNotSrcGrp_C4M2_100" "worldSrcGrp_C4M2_100" "<1" required Response PlayerRemarkc4m2_weatheraGambler { scene "scenes/Gambler/WorldC4M2B03.vcd" //This rain doesn't look like it's gonna let up. scene "scenes/Gambler/WorldC4M2B04.vcd" //Christ, I hope this rain doesn't get any worse. scene "scenes/Gambler/WorldC4M2B07.vcd" //The sky looks bad. } Rule PlayerRemarkc4m2_weatheraGambler { criteria ConceptRemark IsGambler Isc4m2_weathera IsNotSaidc4m2_weathera IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_100 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_weathera:1:0,SrcGrp_C4M2_100:1:0" applycontexttoworld Response PlayerRemarkc4m2_weatheraGambler } // Autogenerated criteria for linked source group C4M3_005 criterion "IsNotSrcGrp_C4M3_005" "worldSrcGrp_C4M3_005" "<1" required Response PlayerRemarkc4m3_caneaGambler { scene "scenes/Gambler/MiscDirectional45.vcd" //Back through the field! scene "scenes/Gambler/WorldC4M303.vcd" //Back through the canefield. } Rule PlayerRemarkc4m3_caneaGambler { criteria ConceptRemark IsGambler Isc4m3_canea IsNotSaidc4m3_canea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canea:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Rule PlayerRemarkc4m3_canebGambler { criteria ConceptRemark IsGambler Isc4m3_caneb IsNotSaidc4m3_caneb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneb:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Rule PlayerRemarkc4m3_canecGambler { criteria ConceptRemark IsGambler Isc4m3_canec IsNotSaidc4m3_canec IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canec:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Rule PlayerRemarkc4m3_canedGambler { criteria ConceptRemark IsGambler Isc4m3_caned IsNotSaidc4m3_caned IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caned:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Rule PlayerRemarkc4m3_caneeGambler { criteria ConceptRemark IsGambler Isc4m3_canee IsNotSaidc4m3_canee IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canee:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Rule PlayerRemarkc4m3_canefGambler { criteria ConceptRemark IsGambler Isc4m3_canef IsNotSaidc4m3_canef IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canef:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Rule PlayerRemarkc4m3_canegGambler { criteria ConceptRemark IsGambler Isc4m3_caneg IsNotSaidc4m3_caneg IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneg:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Rule PlayerRemarkc4m3_canehGambler { criteria ConceptRemark IsGambler Isc4m3_caneh IsNotSaidc4m3_caneh IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneh:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Rule PlayerRemarkc4m3_caneiGambler { criteria ConceptRemark IsGambler Isc4m3_canei IsNotSaidc4m3_canei IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canei:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaGambler } Response PlayerRemarkc4m3_crosshere1Gambler { scene "scenes/Gambler/MiscDirectional25.vcd" //We can cross here! scene "scenes/Gambler/MiscDirectional53.vcd" //We can get across the water here! } Rule PlayerRemarkc4m3_crosshere1Gambler { criteria ConceptRemark IsGambler Isc4m3_crosshere1 IsNotSaidc4m3_crosshere1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_crosshere1:1:0" applycontexttoworld Response PlayerRemarkc4m3_crosshere1Gambler } Rule PlayerRemarkc4m3_crosshere2Gambler { criteria ConceptRemark IsGambler Isc4m3_crosshere2 IsNotSaidc4m3_crosshere2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_crosshere2:1:0" applycontexttoworld Response PlayerRemarkc4m3_crosshere1Gambler } Response PlayerRemarkc4m3_downhere1Gambler { scene "scenes/Gambler/MiscDirectional05.vcd" //Down here! scene "scenes/Gambler/WorldC2M321.vcd" //Down here. scene "scenes/Gambler/WorldMisc06.vcd" //Down here. } Rule PlayerRemarkc4m3_downhere1Gambler { criteria ConceptRemark IsGambler Isc4m3_downhere1 IsNotSaidc4m3_downhere1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downhere1:1:0" applycontexttoworld Response PlayerRemarkc4m3_downhere1Gambler } Rule PlayerRemarkc4m3_downhere2Gambler { criteria ConceptRemark IsGambler Isc4m3_downhere2 IsNotSaidc4m3_downhere2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downhere2:1:0" applycontexttoworld Response PlayerRemarkc4m3_downhere1Gambler } Response PlayerRemarkc4m3_downstairsaGambler { scene "scenes/Gambler/MiscDirectional50.vcd" //Everyone back down the stairs! } Rule PlayerRemarkc4m3_downstairsaGambler { criteria ConceptRemark IsGambler Isc4m3_downstairsa IsNotSaidc4m3_downstairsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downstairsa:1:0" applycontexttoworld Response PlayerRemarkc4m3_downstairsaGambler } Response PlayerRemarkc4m3_ducatelsignGambler { scene "scenes/Gambler/MiscDirectional68.vcd" //There's the Ducatel sign! We're almost outta here! } Rule PlayerRemarkc4m3_ducatelsignGambler { criteria ConceptRemark IsGambler Isc4m3_ducatelsign IsNotSaidc4m3_ducatelsign IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_ducatelsign:1:0" applycontexttoworld Response PlayerRemarkc4m3_ducatelsignGambler } // Autogenerated criteria for linked source group C4M3_010 criterion "IsNotSrcGrp_C4M3_010" "worldSrcGrp_C4M3_010" "<1" required Response PlayerRemarkc4m3_elevatoraGambler { scene "scenes/Gambler/MiscDirectional47.vcd" //We can take the elevator back up! } Rule PlayerRemarkc4m3_elevatoraGambler { criteria ConceptRemark IsGambler Isc4m3_elevatora IsNotSaidc4m3_elevatora IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatora:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraGambler } Rule PlayerRemarkc4m3_elevatorbGambler { criteria ConceptRemark IsGambler Isc4m3_elevatorb IsNotSaidc4m3_elevatorb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatorb:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraGambler } Rule PlayerRemarkc4m3_elevatorcGambler { criteria ConceptRemark IsGambler Isc4m3_elevatorc IsNotSaidc4m3_elevatorc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatorc:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraGambler } // Autogenerated criteria for linked source group C4M3_051 criterion "IsNotSrcGrp_C4M3_051" "worldSrcGrp_C4M3_051" "<1" required Response PlayerRemarkc4m3_floodedaGambler { scene "scenes/Gambler/MiscDirectional61.vcd" then coach _C4M3_FLOODED01 foo:0 0.2 //It's a lake down there. } Rule PlayerRemarkc4m3_floodedaGambler { criteria ConceptRemark IsGambler Isc4m3_floodeda IsNotSaidc4m3_floodeda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodeda:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaGambler } // Autogenerated criteria for linked source group C4M3_053 criterion "IsNotSrcGrp_C4M3_053" "worldSrcGrp_C4M3_053" "<1" required Rule PlayerRemarkc4m3_floodeddGambler { criteria ConceptRemark IsGambler Isc4m3_floodedd IsNotSaidc4m3_floodedd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodedd:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaGambler } Rule PlayerRemarkc4m3_floodedeGambler { criteria ConceptRemark IsGambler Isc4m3_floodede IsNotSaidc4m3_floodede IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodede:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaGambler } Rule PlayerRemarkc4m3_floodedfGambler { criteria ConceptRemark IsGambler Isc4m3_floodedf IsNotSaidc4m3_floodedf IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodedf:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaGambler } // Autogenerated criteria for linked source group C4M3_050 criterion "IsNotSrcGrp_C4M3_050" "worldSrcGrp_C4M3_050" "<1" required Response PlayerRemarkc4m3_overtankaGambler { scene "scenes/Gambler/MiscDirectional52.vcd" //We can cross over that tank! } Rule PlayerRemarkc4m3_overtankaGambler { criteria ConceptRemark IsGambler Isc4m3_overtanka IsNotSaidc4m3_overtanka IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_overtanka:1:0,SrcGrp_C4M3_050:1:0" applycontexttoworld Response PlayerRemarkc4m3_overtankaGambler } Rule PlayerRemarkc4m3_overtankbGambler { criteria ConceptRemark IsGambler Isc4m3_overtankb IsNotSaidc4m3_overtankb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_overtankb:1:0,SrcGrp_C4M3_050:1:0" applycontexttoworld Response PlayerRemarkc4m3_overtankaGambler } // Autogenerated criteria for linked source group C4M3_003 criterion "IsNotSrcGrp_C4M3_003" "worldSrcGrp_C4M3_003" "<1" required Response PlayerRemarkc4m3_rainaGambler { scene "scenes/Gambler/WorldC4M304.vcd" then any _c4m3_rain01 foo:0 0.02 //Shit, it's really coming down. scene "scenes/Gambler/WorldC4M3B08.vcd" then any _c4m3_rain01 foo:0 0.02 //Ohhh shit, the storm has arrived. scene "scenes/Gambler/WorldC4M3B09.vcd" then any _c4m3_rain01 foo:0 0.02 //It's pissing down. } Rule PlayerRemarkc4m3_rainaGambler { criteria ConceptRemark IsGambler Isc4m3_raina IsNotSaidc4m3_raina IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_raina:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaGambler } Rule PlayerRemarkc4m3_rainbGambler { criteria ConceptRemark IsGambler Isc4m3_rainb IsNotSaidc4m3_rainb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_rainb:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaGambler } Rule PlayerRemarkc4m3_raincGambler { criteria ConceptRemark IsGambler Isc4m3_rainc IsNotSaidc4m3_rainc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_rainc:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaGambler } Rule PlayerRemarkc4m3_raindGambler { criteria ConceptRemark IsGambler Isc4m3_raind IsNotSaidc4m3_raind IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_raind:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaGambler } // Autogenerated criteria for linked source group C4M3_052 criterion "IsNotSrcGrp_C4M3_052" "worldSrcGrp_C4M3_052" "<1" required Response PlayerRemarkc4m3_safehousedownaGambler { scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house! } Rule PlayerRemarkc4m3_safehousedownaGambler { criteria ConceptRemark IsGambler Isc4m3_safehousedowna IsNotSaidc4m3_safehousedowna IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedowna:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaGambler } Rule PlayerRemarkc4m3_safehousedownbGambler { criteria ConceptRemark IsGambler Isc4m3_safehousedownb IsNotSaidc4m3_safehousedownb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedownb:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaGambler } Rule PlayerRemarkc4m3_safehousedowncGambler { criteria ConceptRemark IsGambler Isc4m3_safehousedownc IsNotSaidc4m3_safehousedownc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedownc:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaGambler } // Autogenerated criteria for linked source group C4M3_001 criterion "IsNotSrcGrp_C4M3_001" "worldSrcGrp_C4M3_001" "<1" required Response PlayerRemarkc4m3_startsaferoomaGambler { scene "scenes/Gambler/Blank.vcd" //Blank } Rule PlayerRemarkc4m3_startsaferoomaGambler { criteria ConceptTalkIdle IsGambler 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_startsaferoomaGambler } Rule PlayerRemarkc4m3_thiswayaGambler { criteria ConceptRemark IsGambler Isc4m3_thiswaya IsNotSaidc4m3_thiswaya IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_thiswaya:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceexitGambler } Response PlayerRemarkc4m3_uppipesGambler { scene "scenes/Gambler/MiscDirectional49.vcd" //Up this pipe! } Rule PlayerRemarkc4m3_uppipesGambler { criteria ConceptRemark IsGambler Isc4m3_uppipes IsNotSaidc4m3_uppipes IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_uppipes:1:0" applycontexttoworld Response PlayerRemarkc4m3_uppipesGambler } Response PlayerRemarkc4m4_floodedaGambler { scene "scenes/Gambler/WorldC4M402.vcd" then any _C4M4_FLOODED01 foo:0 0.5 //Goddamn town's flooded. } Rule PlayerRemarkc4m4_floodedaGambler { criteria ConceptRemark IsGambler Isc4m4_floodeda IsNotSaidc4m4_floodeda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_floodeda:1:0,Talk:1:1.986" applycontexttoworld Response PlayerRemarkc4m4_floodedaGambler } // Autogenerated criteria for linked source group C4M4_002 criterion "IsNotSrcGrp_C4M4_002" "worldSrcGrp_C4M4_002" "<1" required Response PlayerRemarkc4m4_garagesaleaGambler { scene "scenes/Gambler/WorldC4M4B07.vcd" //The yard sale! We're going the right way! } Rule PlayerRemarkc4m4_garagesaleaGambler { criteria ConceptRemark IsGambler Isc4m4_garagesalea IsNotSaidc4m4_garagesalea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_garagesalea:1:0,SrcGrp_C4M4_002:1:0" applycontexttoworld Response PlayerRemarkc4m4_garagesaleaGambler } Rule PlayerRemarkc4m4_garagesalebGambler { criteria ConceptRemark IsGambler Isc4m4_garagesaleb IsNotSaidc4m4_garagesaleb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_garagesaleb:1:0,SrcGrp_C4M4_002:1:0" applycontexttoworld Response PlayerRemarkc4m4_garagesaleaGambler } // Autogenerated criteria for linked source group C4M4_003 criterion "IsNotSrcGrp_C4M4_003" "worldSrcGrp_C4M4_003" "<1" required Response PlayerRemarkc4m4_pastplaygroundaGambler { speak "Gambler_Blank" noscene //Blank } Rule PlayerRemarkc4m4_pastplaygroundaGambler { criteria ConceptRemark IsGambler Isc4m4_pastplaygrounda IsNotSaidc4m4_pastplaygrounda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygrounda:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaGambler } Rule PlayerRemarkc4m4_pastplaygroundbGambler { criteria ConceptRemark IsGambler Isc4m4_pastplaygroundb IsNotSaidc4m4_pastplaygroundb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundb:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaGambler } Rule PlayerRemarkc4m4_pastplaygroundcGambler { criteria ConceptRemark IsGambler Isc4m4_pastplaygroundc IsNotSaidc4m4_pastplaygroundc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundc:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaGambler } Rule PlayerRemarkc4m4_pastplaygrounddGambler { criteria ConceptRemark IsGambler Isc4m4_pastplaygroundd IsNotSaidc4m4_pastplaygroundd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundd:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaGambler } Rule PlayerRemarkc4m4_pastplaygroundeGambler { criteria ConceptRemark IsGambler Isc4m4_pastplaygrounde IsNotSaidc4m4_pastplaygrounde IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygrounde:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaGambler } Rule PlayerRemarkc4m4_pastplaygroundfGambler { criteria ConceptRemark IsGambler Isc4m4_pastplaygroundf IsNotSaidc4m4_pastplaygroundf IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundf:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaGambler } Rule PlayerRemarkc4m4_pastplaygroundgGambler { criteria ConceptRemark IsGambler Isc4m4_pastplaygroundg IsNotSaidc4m4_pastplaygroundg IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundg:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaGambler } Response PlayerRemarkc4m4_playgroundaGambler { scene "scenes/Gambler/WorldC4M4B08.vcd" //The playground! We're almost there! } Rule PlayerRemarkc4m4_playgroundaGambler { criteria ConceptRemark IsGambler Isc4m4_playgrounda IsNotSaidc4m4_playgrounda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_NotLockA IsNotSpeakingWeight0 ApplyContext "Saidc4m4_playgrounda:1:0" applycontexttoworld Response PlayerRemarkc4m4_playgroundaGambler } Response PlayerRemarkc4m4_porchlightaGambler { scene "scenes/Gambler/WorldC4M4B05.vcd" //I remember that porch light. } Rule PlayerRemarkc4m4_porchlightaGambler { criteria ConceptRemark IsGambler Isc4m4_porchlighta IsNotSaidc4m4_porchlighta IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_porchlighta:1:0" applycontexttoworld Response PlayerRemarkc4m4_porchlightaGambler } Response PlayerRemarkc4m4_safehouseaGambler { scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead! scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house! } Rule PlayerRemarkc4m4_safehouseaGambler { criteria ConceptRemark IsGambler Isc4m4_safehousea IsNotSaidc4m4_safehousea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_safehousea:1:0" applycontexttoworld Response PlayerRemarkc4m4_safehouseaGambler } // Autogenerated criteria for linked source group C4M4_001 criterion "IsNotSrcGrp_C4M4_001" "worldSrcGrp_C4M4_001" "<1" required Response PlayerRemarkc4m4_useroofsaGambler { scene "scenes/Gambler/MiscDirectional62.vcd" //Get to higher ground! scene "scenes/Gambler/WorldC4M405.vcd" //We can use the rooftops. scene "scenes/Gambler/WorldC4M4B04.vcd" //We can get across the roofs. } Rule PlayerRemarkc4m4_useroofsaGambler { criteria ConceptRemark IsGambler Isc4m4_useroofsa IsNotSaidc4m4_useroofsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsa:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaGambler } Rule PlayerRemarkc4m4_useroofsbGambler { criteria ConceptRemark IsGambler Isc4m4_useroofsb IsNotSaidc4m4_useroofsb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsb:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaGambler } Rule PlayerRemarkc4m4_useroofscGambler { criteria ConceptRemark IsGambler Isc4m4_useroofsc IsNotSaidc4m4_useroofsc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsc:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaGambler } Rule PlayerRemarkc5m2peopleGambler { criteria ConceptRemark IsGambler Isc5m2people IsNotSaidc5m2people IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m2people:1:0,Talk:1:5.916" applycontexttoworld Response PlayerRemarkc5m3bodiesGambler } Response PlayerRemarkpathc2m1_abandonedcarsGambler { scene "scenes/Gambler/WorldC2M1B04.vcd" then Coach _C2M1abandoned01 foo:0 0.02 //These abandoned cars go on for MILES. } Rule PlayerRemarkpathc2m1_abandonedcarsGambler { criteria ConceptRemark IsGambler Ispathc2m1_abandonedcars IsNotSaidpathc2m1_abandonedcars IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 ChanceToFire60Percent IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidpathc2m1_abandonedcars:1:0" applycontexttoworld Response PlayerRemarkpathc2m1_abandonedcarsGambler } //AUTOGENERATED BLANK FOR PlayerRemarkpathc2m1_abandonedcarsGambler : ChanceToFire60Percent Rule AUTOBLANK_PlayerRemarkpathc2m1_abandonedcarsGambler { criteria ConceptRemark IsGambler Ispathc2m1_abandonedcars IsNotSaidpathc2m1_abandonedcars IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidpathc2m1_abandonedcars:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkpathc2m1_billboardGambler { scene "scenes/Gambler/LookHere04.vcd" then Coach _C2M1Billboard foo:0 0.01 //Check it out. } Rule PlayerRemarkpathc2m1_billboardGambler { criteria ConceptRemark IsGambler Ispathc2m1_billboard IsNotSaidpathc2m1_billboard IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear1000 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidpathc2m1_billboard:1:0,Talk:1:8" applycontexttoworld Response PlayerRemarkpathc2m1_billboardGambler } Response PlayerRemarkremark_caralarmGambler { scene "scenes/Gambler/World112.vcd" //Don't shoot that car! } Rule PlayerRemarkremark_caralarmGambler { criteria ConceptRemark IsGambler Isremark_caralarm IsNotSaidremark_caralarm IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear700 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidremark_caralarm:1:0" applycontexttoworld Response PlayerRemarkremark_caralarmGambler } Response PlayerRemarkWorldC1M1AlmostThereGambler { scene "scenes/Gambler/WorldC1M4B26.vcd" //Almost there! } Rule PlayerRemarkWorldC1M1AlmostThereGambler { criteria ConceptRemark IsGambler IsWorldC1M1AlmostThere IsNotSaidWorldC1M1AlmostThere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1AlmostThere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1AlmostThereGambler } Response PlayerRemarkWorldC1M1CedaMapsGambler { scene "scenes/Gambler/WorldC1M1B143.vcd" //If that map's right, New Orleans might be the last place in America that can get us out alive. scene "scenes/Gambler/WorldC1M1B146.vcd" //According to this map, the only place left standing is New Orleans. scene "scenes/Gambler/WorldC1M1B147.vcd" //Jesus, the whole country has fallen. scene "scenes/Gambler/WorldC1M1B148.vcd" //This map is not good news. scene "scenes/Gambler/WorldC1M1B149.vcd" //According to this map, there aren't a whole lot of options. } Rule PlayerRemarkWorldC1M1CedaMapsGambler { criteria ConceptRemark IsGambler IsWorldC1M1CedaMaps IsNotSaidWorldC1M1CedaMaps IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1CedaMaps:1:0,Talk:1:4.334" applycontexttoworld Response PlayerRemarkWorldC1M1CedaMapsGambler } Response PlayerRemarkWorldC1M1DownHereGambler { scene "scenes/Gambler/MiscDirectional05.vcd" //Down here! scene "scenes/Gambler/WorldMisc08.vcd" //Through here. } Rule PlayerRemarkWorldC1M1DownHereGambler { criteria ConceptRemark IsGambler IsWorldC1M1DownHere IsNotSaidWorldC1M1DownHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1DownHereGambler } Response PlayerRemarkWorldC1M1ElevatorBrokenGambler { scene "scenes/Gambler/WorldC1M1B17.vcd" //Damn it! Elevator's out. } Rule PlayerRemarkWorldC1M1ElevatorBrokenGambler { criteria ConceptRemark IsGambler IsWorldC1M1ElevatorBroken IsNotSaidWorldC1M1ElevatorBroken IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1ElevatorBroken:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1ElevatorBrokenGambler } Response PlayerRemarkWorldC1M1FireRoomGambler { scene "scenes/Gambler/WorldC1M1B137.vcd" //Well, this is unexpected. } Rule PlayerRemarkWorldC1M1FireRoomGambler { criteria ConceptRemark IsGambler IsWorldC1M1FireRoom IsNotSaidWorldC1M1FireRoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1FireRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FireRoomGambler } Response PlayerRemarkWorldC1M1FireSpreadingGambler { scene "scenes/Gambler/WorldC1M1B14.vcd" //Alright, I'm not walking through THAT. Let's find another way. scene "scenes/Gambler/WorldC1M1B15.vcd" //Let's find another way. This suit's flammable. scene "scenes/Gambler/WorldC1M1B16.vcd" //Shit! This place is burnin' up FAST. } Rule PlayerRemarkWorldC1M1FireSpreadingGambler { criteria ConceptRemark IsGambler IsWorldC1M1FireSpreading IsNotSaidWorldC1M1FireSpreading IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1FireSpreading:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FireSpreadingGambler } Response PlayerRemarkWorldC1M1FirstGambler { scene "scenes/Gambler/WorldC1M1B134.vcd" predelay ".5,1" //Holy shit, it's zombies. scene "scenes/Gambler/WorldC1M1B138.vcd" predelay ".5,1" //These... don't look like people. scene "scenes/Gambler/WorldC1M1B139.vcd" predelay ".5,1" //Jesus Christ! What are these things? scene "scenes/Gambler/WorldC1M1B140.vcd" predelay ".5,1" //I don't know about you, but I'm killing these things. } Rule PlayerRemarkWorldC1M1FirstGambler { criteria ConceptRemark IsGambler IsWorldC1M1First IsNotSaidWorldC1M1First IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1First:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FirstGambler } Response PlayerRemarkWorldC1M1LedgeGambler { scene "scenes/Gambler/WorldC1M1B21.vcd" //Get out to the ledge! scene "scenes/Gambler/WorldC1M1B22.vcd" //Out here! Let's try the ledge! scene "scenes/Gambler/WorldC1M1B23.vcd" //We can use this ledge to get around the fire. } Rule PlayerRemarkWorldC1M1LedgeGambler { criteria ConceptRemark IsGambler IsWorldC1M1Ledge IsNotSaidWorldC1M1Ledge IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1Ledge:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1LedgeGambler } Response PlayerRemarkWorldC1M2CloseGambler { scene "scenes/Gambler/WorldC1M2B03.vcd" //Mall must be close... } Rule PlayerRemarkWorldC1M2CloseGambler { criteria ConceptRemark IsGambler IsWorldC1M2Close IsNotSaidWorldC1M2Close IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2Close:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2CloseGambler } Response PlayerRemarkWorldC1M2DownStairsGambler { scene "scenes/Gambler/WorldC2M320.vcd" //Down here. scene "scenes/Gambler/WorldMisc06.vcd" //Down here. } Rule PlayerRemarkWorldC1M2DownStairsGambler { criteria ConceptRemark IsGambler IsWorldC1M2DownStairs IsNotSaidWorldC1M2DownStairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 TimeSinceGroupInCombat05 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2DownStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2DownStairsGambler } Response PlayerRemarkWorldC1M2DumpsterGambler { scene "scenes/Gambler/WorldC1M2B08.vcd" //Over this dumpster! } Rule PlayerRemarkWorldC1M2DumpsterGambler { criteria ConceptRemark IsGambler IsWorldC1M2Dumpster IsNotSaidWorldC1M2Dumpster IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2Dumpster:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2DumpsterGambler } Response PlayerRemarkWorldC1M2InHereGambler { scene "scenes/Gambler/MiscDirectional04.vcd" //In here! scene "scenes/Gambler/WorldC1M2B06.vcd" //Through the door! scene "scenes/Gambler/WorldC2M118.vcd" //In here. scene "scenes/Gambler/WorldC4M208.vcd" //In here! } Rule PlayerRemarkWorldC1M2InHereGambler { criteria ConceptRemark IsGambler IsWorldC1M2InHere IsNotSaidWorldC1M2InHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2InHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2InHereGambler } Response PlayerRemarkWorldC1M2JumpTruckGambler { scene "scenes/Gambler/WorldC1M2B07.vcd" //Jump onto the truck! } Rule PlayerRemarkWorldC1M2JumpTruckGambler { criteria ConceptRemark IsGambler IsWorldC1M2JumpTruck IsNotSaidWorldC1M2JumpTruck IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2JumpTruck:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2JumpTruckGambler } Response PlayerRemarkWorldC1M2MadeItGambler { scene "scenes/Gambler/WorldC1M2B36.vcd" //Well, we made it. Let's hope there's still somebody here. scene "scenes/Gambler/WorldC1M2B37.vcd" //Okay we made it. Let's hope there's still somebody here. scene "scenes/Gambler/WorldC1M2B38.vcd" //Okay, we made it to the mall. BARELY. } Rule PlayerRemarkWorldC1M2MadeItGambler { criteria ConceptRemark IsGambler IsWorldC1M2MadeIt IsNotSaidWorldC1M2MadeIt IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MadeIt:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MadeItGambler } Response PlayerRemarkWorldC1M2UpStairsGambler { scene "scenes/Gambler/MiscDirectional06.vcd" //C'mon, this way! scene "scenes/Gambler/WorldC2M115.vcd" //Let's try upstairs. } Rule PlayerRemarkWorldC1M2UpStairsGambler { criteria ConceptRemark IsGambler IsWorldC1M2UpStairs IsNotSaidWorldC1M2UpStairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2UpStairsGambler } Response PlayerRemarkWorldC3M1FerryNagGambler { scene "scenes/Gambler/WorldC3M1B09.vcd" //We gotta get that boat over here. scene "scenes/Gambler/WorldC3M1B10.vcd" //We need to call that boat over here. } Rule PlayerRemarkWorldC3M1FerryNagGambler { criteria ConceptRemark IsGambler IsWorldC3M1FerryNag IsNotSaidWorldC3M1FerryNag IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidC3M1CallFerry2 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryNag:1:0,SaidWorldC3M1FerryNagNext:1:9" applycontexttoworld Response PlayerRemarkWorldC3M1FerryNagGambler } Response PlayerRemarkWorldC502AlarmButtonGambler { scene "scenes/Gambler/World121.vcd" then any WorldC502AlarmButtonRun foo:0 -1.940 //Annnd... Let's go! Let's go! scene "scenes/Gambler/World122.vcd" then any WorldC502AlarmButtonRun foo:0 -2.434 //Annnd... Let's go! Let's go! Let's go! scene "scenes/Gambler/World124.vcd" then any WorldC502AlarmButtonRun foo:0 -0.983 //Run to the tower. scene "scenes/Gambler/World126.vcd" then any WorldC502AlarmButtonRun foo:0 -1.250 //Turn off the alarm! } Rule PlayerRemarkWorldC502AlarmButtonGambler { criteria ConceptWorldC502AlarmButton IsGambler IsNotSaidWorldC502AlarmButton IsNotCoughing IsNotScavenge ApplyContext "SaidWorldC502AlarmButton:1:0,SaidWorldC502AlarmButton2:1:60" applycontexttoworld Response PlayerRemarkWorldC502AlarmButtonGambler } Response PlayerRemarkWorldC502AlarmStoppedGambler { scene "scenes/Gambler/World129.vcd" then orator C5M2_BusDoors01 foo:0 18.5 //Alarm is off! } Rule PlayerRemarkWorldC502AlarmStoppedGambler { criteria ConceptWorldC502AlarmStopped IsGambler IsNotSaidWorldC502AlarmStopped IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidWorldC502AlarmStopped:1:0" applycontexttoworld Response PlayerRemarkWorldC502AlarmStoppedGambler } Response PlayerRemarkWorldC502AlleyGambler { scene "scenes/Gambler/World133.vcd" //There's the freeway. scene "scenes/Gambler/WorldMisc07.vcd" //Down the alley! scene "scenes/Gambler/WorldMisc08.vcd" //Through here. } Rule PlayerRemarkWorldC502AlleyGambler { criteria ConceptRemark IsGambler IsWorldC502Alley IsNotSaidWorldC502Alley IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC52Alley:1:0" applycontexttoworld Response PlayerRemarkWorldC502AlleyGambler } Response PlayerRemarkWorldC502BusStory2Gambler { scene "scenes/Gambler/World132.vcd" then Mechanic WorldC502BusStory2b foo:0 -2.429 //Ellis! ELLIS! We don't have time for that right now! (ellis telling story about riding on buses) } Rule PlayerRemarkWorldC502BusStory2Gambler { criteria ConceptWorldC502BusStory2 IsGambler IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerRemarkWorldC502BusStory2Gambler } Response PlayerRemarkWorldC502NotZombies3Gambler { scene "scenes/Gambler/World107.vcd" then any WorldC502NotZombies3b foo:0 -1.678 //Looks like the Military took over. } Rule PlayerRemarkWorldC502NotZombies3Gambler { criteria ConceptWorldC502NotZombies3 IsGambler IsNotCoughing IsNotScavenge NotInCombat IsSubjectDistNear500 ApplyContext "Talk:1:1.778" Response PlayerRemarkWorldC502NotZombies3Gambler } Response PlayerRemarkWorldC502Run1Gambler { scene "scenes/Gambler/World123.vcd" //To the tower. scene "scenes/Gambler/World125.vcd" //Somebody's got to turn off the alarm! } Rule PlayerRemarkWorldC502Run1Gambler { criteria ConceptWorldC502AlarmButtonRun IsGambler IsNotCoughing Response PlayerRemarkWorldC502Run1Gambler } Response PlayerRemarkWorldC502SmellGambler { scene "scenes/Gambler/World113.vcd" //From the looks of this park. I'm glad we didn't arrive early. } Rule PlayerRemarkWorldC502SmellGambler { criteria ConceptRemark IsGambler IsWorldC502Smell IsNotSaidWorldC502Smell IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidSmell ChanceToFire50Percent IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC502Smell:1:0,SaidSmell:1:0" applycontexttoworld Response PlayerRemarkWorldC502SmellGambler } //AUTOGENERATED BLANK FOR PlayerRemarkWorldC502SmellGambler : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkWorldC502SmellGambler { criteria ConceptRemark IsGambler IsWorldC502Smell IsNotSaidWorldC502Smell IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidSmell IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC502Smell:1:0,SaidSmell:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkWorldC502SmellBathGambler { scene "scenes/Gambler/WorldMisc09.vcd" //It reeks like piss. scene "scenes/Gambler/WorldMisc11.vcd" then Mechanic WorldC502SmellBath2 foo:0 -2.074 //It reeks like piss. } Rule PlayerRemarkWorldC502SmellBathGambler { criteria ConceptRemark IsGambler IsWorldC502Smell IsNotSaidWorldC502SmellBath IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidSmell ChanceToFire50Percent IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC502SmellBath:1:0,SaidSmell:1:0" applycontexttoworld Response PlayerRemarkWorldC502SmellBathGambler } //AUTOGENERATED BLANK FOR PlayerRemarkWorldC502SmellBathGambler : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkWorldC502SmellBathGambler { criteria ConceptRemark IsGambler IsWorldC502Smell IsNotSaidWorldC502SmellBath IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidSmell IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC502SmellBath:1:0,SaidSmell:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankGambler } Response PlayerRemarkWorldC502SmellBath3Gambler { scene "scenes/Gambler/WorldMisc10.vcd" //God damn you are messed up. scene "scenes/Gambler/WorldMisc12.vcd" //You are messed up. } Rule PlayerRemarkWorldC502SmellBath3Gambler { criteria ConceptWorldC502SmellBath3 IsGambler IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsNotScavenge Response PlayerRemarkWorldC502SmellBath3Gambler } Response PlayerRemarkWorldC502SpotSafeHouseGambler { scene "scenes/Gambler/SafeSpotAhead01.vcd" //Safe house! scene "scenes/Gambler/SafeSpotAhead02.vcd" //We got a safe house! scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead! } Rule PlayerRemarkWorldC502SpotSafeHouseGambler { criteria ConceptRemark IsGambler IsWorldC502SpotSafeHouse IsNotSaidWorldC502SpotSafeHouse IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC502SpotSafeHouse:1:0" applycontexttoworld Response PlayerRemarkWorldC502SpotSafeHouseGambler } Response PlayerRemarkWorldDoNotShootCarC501Gambler { scene "scenes/Gambler/World112.vcd" //Don't shoot that car! } Rule PlayerRemarkWorldDoNotShootCarC501Gambler { criteria ConceptRemark IsGambler IsWorldDoNotShootCarC501 IsNotSaidWorldDoNotShootCarC501 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotShotCar0501 IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldDoNotShootCarC501:1:0" applycontexttoworld Response PlayerRemarkWorldDoNotShootCarC501Gambler } Response PlayerRemarkWorldSignRestricted2Gambler { scene "scenes/Gambler/WorldSigns01.vcd" //Restricted area my ass (restricted area) } Rule PlayerRemarkWorldSignRestricted2Gambler { criteria ConceptWorldSignRestrictedArea2 IsGambler IsNotSaidWorldSignRestrictedArea2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler ApplyContext "SaidWorldSignRestrictedArea2:1:0,Talk:1:1.993" applycontexttoworld Response PlayerRemarkWorldSignRestricted2Gambler } Response PlayerWorldSignC5AlarmWillSoundGambler { scene "scenes/Gambler/World116.vcd" then any WorldSignC5AlarmWillSound3 foo:0 -3.412 //As soon as that door opens, get ready to run for the tower. } Rule PlayerWorldSignC5AlarmWillSoundGambler { criteria ConceptRemark IsGambler IsWorldSignC5AlarmWillSound IsNotSaidWorldSignC5AlarmWillSound IsNotCoughing IsTalk IsTalkGambler IsSubjectNear200 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignC5AlarmWillSound:1:0" applycontexttoworld Response PlayerWorldSignC5AlarmWillSoundGambler } Response PlayerWorldSignC5AlarmWillSound3bGambler { scene "scenes/Gambler/World115.vcd" then mechanic WorldSignC5AlarmWillSound3d foo:0 -3.261 //We run to the tower and turn off the alarm. (exasperated to Ellis) } Rule PlayerWorldSignC5AlarmWillSound3bGambler { criteria ConceptWorldSignC5AlarmWillSound3b IsGambler IsNotCoughing NotInCombat IsNotSaidWorldC502AlarmButton ApplyContext "Talk:1:2" applycontexttoworld Response PlayerWorldSignC5AlarmWillSound3bGambler } Response PlayerWorldSignC5AlarmWillSound3cGambler { scene "scenes/Gambler/World120.vcd" //Yeah and of course, stay together (Ellis - but we should stick together right?) } Rule PlayerWorldSignC5AlarmWillSound3cGambler { criteria ConceptWorldSignC5AlarmWillSound3c IsGambler IsNotCoughing NotInCombat IsNotSaidWorldC502AlarmButton ApplyContext "Talk:1:2" applycontexttoworld Response PlayerWorldSignC5AlarmWillSound3cGambler } Response RespondAffirmativeGambler { scene "scenes/Gambler/Yes01.vcd" //Yes. scene "scenes/Gambler/Yes04.vcd" //Yeppers. scene "scenes/Gambler/Yes05.vcd" //Yes. scene "scenes/Gambler/Yes08.vcd" //Yessss. scene "scenes/Gambler/Yes09.vcd" //Yes. } Rule RespondAffirmativeGambler { criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isGambler IsTalkGambler IsWorldTalkGambler Response RespondAffirmativeGambler } // Autogenerated criteria for linked source group C4M1_001 criterion "IsNotSrcGrp_C4M1_001" "worldSrcGrp_C4M1_001" "<1" required //-------------------------------------------------------------------------------------------------------------- // Rosetta - Directional //-------------------------------------------------------------------------------------------------------------- Response PlayerFollowMeGambler { scene "scenes/Gambler/FollowMe01.vcd" //This way! scene "scenes/Gambler/FollowMe02.vcd" //Over here. scene "scenes/Gambler/FollowMe03.vcd" //Follow me. scene "scenes/Gambler/FollowMe04.vcd" //Follow me. scene "scenes/Gambler/FollowMe05.vcd" //Come on, this way! scene "scenes/Gambler/FollowMe06.vcd" //Keep up. scene "scenes/Gambler/FollowMe07.vcd" //Keep up. scene "scenes/Gambler/FollowMe08.vcd" //Come on, this way! scene "scenes/Gambler/FollowMe09.vcd" //Okay this way! scene "scenes/Gambler/FollowMe10.vcd" //This way! scene "scenes/Gambler/FollowMe11.vcd" //Over here. scene "scenes/Gambler/FollowMe12.vcd" //Follow me. scene "scenes/Gambler/FollowMe13.vcd" //Keep up. } Rule PlayerFollowMeGambler { criteria ConceptPlayerFollowMe IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerFollowMeGambler } Response PlayerHelpGambler { scene "scenes/Gambler/Help02.vcd" //I can't do this on my own, gimme some help! scene "scenes/Gambler/Help03.vcd" //Somebody want to lend me a hand, here? scene "scenes/Gambler/Help04.vcd" //Help! scene "scenes/Gambler/Help05.vcd" //Hey, over here! } Rule PlayerHelpGambler { criteria ConceptPlayerHelp IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerHelpGambler } Response PlayerHurryUpGambler { scene "scenes/Gambler/HurryUp01.vcd" //Come on I'm in a hurry, scene "scenes/Gambler/HurryUp02.vcd" //Come on I'm in a hurry, scene "scenes/Gambler/HurryUp03.vcd" //Hurry it up. scene "scenes/Gambler/HurryUp04.vcd" //Lets go, Lets go! scene "scenes/Gambler/HurryUp05.vcd" //Move, move, move. } Rule PlayerHurryUpGambler { criteria ConceptPlayerHurryUp IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerHurryUpGambler } Response PlayerKillThatLightGambler { scene "scenes/Gambler/KillThatLight01.vcd" //Lights off. scene "scenes/Gambler/KillThatLight02.vcd" //Everybody, lights off. scene "scenes/Gambler/KillThatLight03.vcd" //Kill your light. } Rule PlayerKillThatLightGambler { criteria ConceptPlayerKillThatLight IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerKillThatLightGambler } Response PlayerLeadOnGambler { scene "scenes/Gambler/LeadOn01.vcd" //Lead on. scene "scenes/Gambler/LeadOn02.vcd" //Lead on, McDuff. scene "scenes/Gambler/LeadOn03.vcd" //Lead on, smart guy. scene "scenes/Gambler/LeadOn04.vcd" //Lead on. scene "scenes/Gambler/LeadOn05.vcd" //I'm right behind you. scene "scenes/Gambler/LeadOn06.vcd" //Right behind you. scene "scenes/Gambler/LeadOn07.vcd" //Yeah, you go first. scene "scenes/Gambler/LeadOn08.vcd" //Lead on. scene "scenes/Gambler/LeadOn09.vcd" //Right behind you. } Rule PlayerLeadOnGambler { criteria ConceptPlayerLeadOn IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerLeadOnGambler } Response PlayerMoveOnGambler { scene "scenes/Gambler/MoveOn01.vcd" //Look at ya. What are we waiting for? Let's go. scene "scenes/Gambler/MoveOn02.vcd" //Let's roll! scene "scenes/Gambler/MoveOn03.vcd" //Time to move. scene "scenes/Gambler/MoveOn04.vcd" //What are we waiting for? Let's go. scene "scenes/Gambler/MoveOn05.vcd" //Let's go. } Rule PlayerMoveOnGambler { criteria ConceptPlayerMoveOn IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerMoveOnGambler } Response PlayerStayTogetherGambler { scene "scenes/Gambler/StayTogether01.vcd" //Stay close! scene "scenes/Gambler/StayTogether02.vcd" //Stay together people. scene "scenes/Gambler/StayTogether03.vcd" //Keep close. } Rule PlayerStayTogetherGambler { criteria ConceptPlayerStayTogether IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerStayTogetherGambler } Response PlayerWatchOutBehindGambler { scene "scenes/Gambler/WatchOutBehind01.vcd" //They're behind us! scene "scenes/Gambler/WatchOutBehind02.vcd" //Behind us! scene "scenes/Gambler/WatchOutBehind03.vcd" //Behind! scene "scenes/Gambler/WatchOutBehind04.vcd" //Behind us! } Rule PlayerWatchOutBehindGambler { criteria ConceptPlayerWatchOutBehind IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerWatchOutBehindGambler } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerAskReadyGambler { scene "scenes/Gambler/AskReady01.vcd" //Okay, we ready? scene "scenes/Gambler/AskReady02.vcd" //We ready? scene "scenes/Gambler/AskReady03.vcd" //Ready? scene "scenes/Gambler/AskReady04.vcd" //Everyone ready? scene "scenes/Gambler/AskReady05.vcd" //We ready? scene "scenes/Gambler/AskReady06.vcd" //We ready? scene "scenes/Gambler/AskReady07.vcd" //We ready? scene "scenes/Gambler/AskReady08.vcd" //Ready? scene "scenes/Gambler/AskReady09.vcd" //Everyone ready? scene "scenes/Gambler/AskReady10.vcd" //We ready? } Rule PlayerAskReadyGambler { criteria ConceptPlayerAskReady IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerAskReadyGambler } Response PlayerAskReadyC1Gambler { scene "scenes/Gambler/AskReadyC101.vcd" //Are you guys ready? scene "scenes/Gambler/AskReadyC102.vcd" //Do you think you can handle this? scene "scenes/Gambler/AskReadyC103.vcd" //If you aren't ready, I don't want to hear it. } Rule PlayerAskReadyC1Gambler { criteria ConceptPlayerAskReady IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response PlayerAskReadyC1Gambler } Response PlayerImWithYouGambler { scene "scenes/Gambler/ImWithYou01.vcd" //I'm here. scene "scenes/Gambler/ImWithYou02.vcd" //Why not? I follow you. scene "scenes/Gambler/ImWithYou03.vcd" //I'm with you. scene "scenes/Gambler/ImWithYou04.vcd" //Sure thing, let's go. scene "scenes/Gambler/ImWithYou05.vcd" //Sure, let's go. } Rule PlayerImWithYouGambler { criteria ConceptPlayerImWithYou IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerImWithYouGambler } Response PlayerLaughGambler { scene "scenes/Gambler/Laughter01.vcd" // scene "scenes/Gambler/Laughter03.vcd" // scene "scenes/Gambler/Laughter17.vcd" // } Rule PlayerLaughGambler { criteria ConceptPlayerLaugh IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerLaughGambler } Response PlayerLostCallGambler { scene "scenes/Gambler/LostCall01.vcd" //Helloooo? scene "scenes/Gambler/LostCall02.vcd" //Heyyy ooooo! scene "scenes/Gambler/LostCall03.vcd" //Anybody hear me? scene "scenes/Gambler/LostCall04.vcd" //Can you guys hear me? scene "scenes/Gambler/LostCall05.vcd" //Helloooo? } Rule PlayerLostCallGambler { criteria ConceptPlayerLostCall IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerLostCallGambler } Response PlayerNiceJobResponseGambler { scene "scenes/Gambler/NiceJob01.vcd" //Well all right! scene "scenes/Gambler/NiceJob02.vcd" //Well all right! scene "scenes/Gambler/NiceJob03.vcd" //Nice job! scene "scenes/Gambler/NiceJob04.vcd" //Nice job! scene "scenes/Gambler/NiceJob05.vcd" //That was surprisingly good. scene "scenes/Gambler/NiceJob06.vcd" //Nice. scene "scenes/Gambler/NiceJob07.vcd" //Nice. scene "scenes/Gambler/NiceJob08.vcd" //Nice. scene "scenes/Gambler/NiceJob09.vcd" //That's what I like to see. scene "scenes/Gambler/NiceJob10.vcd" //Wow. Nice. } Rule PlayerNiceJobResponseGambler { criteria ConceptPlayerNiceJob IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerNiceJobResponseGambler } Response PlayerNoGambler { scene "scenes/Gambler/No01.vcd" //No. scene "scenes/Gambler/No02.vcd" //Nope. scene "scenes/Gambler/No03.vcd" //No. scene "scenes/Gambler/No04.vcd" //No sir-ee Bob. scene "scenes/Gambler/No05.vcd" //Nope. scene "scenes/Gambler/No06.vcd" //Uh uh. scene "scenes/Gambler/No07.vcd" //No. scene "scenes/Gambler/No08.vcd" //Nope. scene "scenes/Gambler/No09.vcd" //Yeah, no. scene "scenes/Gambler/No10.vcd" //NO! scene "scenes/Gambler/No11.vcd" //NO! scene "scenes/Gambler/No12.vcd" //NO! } Rule PlayerNoGambler { criteria ConceptPlayerNo IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerNoGambler } Response PlayerProfanityGambler { scene "scenes/Gambler/ReactionNegative01.vcd" //This is all going to hell! scene "scenes/Gambler/ReactionNegative01.vcd" //This is all going to hell! scene "scenes/Gambler/ReactionNegative02.vcd" //Damn... scene "scenes/Gambler/ReactionNegative03.vcd" //Shit! scene "scenes/Gambler/ReactionNegative04.vcd" //God damn it. scene "scenes/Gambler/ReactionNegative05.vcd" //Bullshit! scene "scenes/Gambler/ReactionNegative05.vcd" //Bullshit! scene "scenes/Gambler/ReactionNegative06.vcd" //Bastards! scene "scenes/Gambler/ReactionNegative07.vcd" //Holy Shit! scene "scenes/Gambler/ReactionNegative08.vcd" //Ah, tits! scene "scenes/Gambler/ReactionNegative09.vcd" //Son of a bitch. scene "scenes/Gambler/ReactionNegative10.vcd" //Son of a bitch. scene "scenes/Gambler/ReactionNegative11.vcd" //Oh bullshit! scene "scenes/Gambler/ReactionNegative12.vcd" //My ass. scene "scenes/Gambler/ReactionNegative13.vcd" //This is all going to hell! scene "scenes/Gambler/ReactionNegative14.vcd" //Damn... scene "scenes/Gambler/ReactionNegative15.vcd" //Shit! scene "scenes/Gambler/ReactionNegative15.vcd" //Shit! scene "scenes/Gambler/ReactionNegative16.vcd" //God damn it. scene "scenes/Gambler/ReactionNegative17.vcd" //Bullshit! scene "scenes/Gambler/ReactionNegative18.vcd" //Bastards! scene "scenes/Gambler/ReactionNegative19.vcd" //Shit! scene "scenes/Gambler/ReactionNegative20.vcd" //Tits! scene "scenes/Gambler/ReactionNegative21.vcd" //Son of a bitch. scene "scenes/Gambler/ReactionNegative22.vcd" //Oh bullshit! scene "scenes/Gambler/ReactionNegative23.vcd" //My ass. scene "scenes/Gambler/ReactionNegative24.vcd" //Is this some kind of sick joke? scene "scenes/Gambler/ReactionNegative25.vcd" //Is this some kind of sick joke? scene "scenes/Gambler/ReactionNegative25.vcd" //Is this some kind of sick joke? scene "scenes/Gambler/ReactionNegative26.vcd" //I call foul. scene "scenes/Gambler/ReactionNegative27.vcd" //Kiss my ass. scene "scenes/Gambler/ReactionNegative28.vcd" //Ass. scene "scenes/Gambler/ReactionNegative29.vcd" //Asshat. scene "scenes/Gambler/ReactionNegative30.vcd" //Bitch. scene "scenes/Gambler/ReactionNegative31.vcd" //Asshole. scene "scenes/Gambler/ReactionNegative32.vcd" //Assclown. scene "scenes/Gambler/ReactionNegative33.vcd" //Dumbshit. scene "scenes/Gambler/ReactionNegative34.vcd" //Screw this. scene "scenes/Gambler/ReactionNegative35.vcd" //Kiss my ass. scene "scenes/Gambler/ReactionNegative36.vcd" //Kiss my ass. scene "scenes/Gambler/ReactionNegative37.vcd" //What an assclown. scene "scenes/Gambler/ReactionNegative38.vcd" //Dumbshit. } Rule PlayerProfanityGambler { criteria ConceptPlayerAnswerLostCall IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerProfanityGambler } Response PlayerSorryGambler { scene "scenes/Gambler/Sorry03.vcd" //Forgive me, okay?. scene "scenes/Gambler/Sorry04.vcd" //Well sorry. scene "scenes/Gambler/Sorry06.vcd" //I'm sorry, okay? scene "scenes/Gambler/Sorry07.vcd" //Can you forgive me? } Rule PlayerSorryGambler { criteria ConceptPlayerSorry IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerSorryGambler } Response PlayerThanksGambler { scene "scenes/Gambler/Thanks01.vcd" //Thanks. scene "scenes/Gambler/Thanks03.vcd" //Thanks! scene "scenes/Gambler/Thanks05.vcd" //I owe you one. } Rule PlayerThanksGambler { criteria ConceptPlayerThanks IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerThanksGambler } Response PlayerYellRunGambler { scene "scenes/Gambler/YellRun01.vcd" //Run scene "scenes/Gambler/YellRun02.vcd" //Screw it, run! scene "scenes/Gambler/YellRun03.vcd" //Run! Just run! scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO! } Rule PlayerYellRunGambler { criteria ConceptPlayerYellRun IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerYellRunGambler } Response PlayerYesGambler { scene "scenes/Gambler/Yes01.vcd" //Yes. scene "scenes/Gambler/Yes02.vcd" //Yep. scene "scenes/Gambler/Yes03.vcd" //Yeah. scene "scenes/Gambler/Yes04.vcd" //Yeppers. scene "scenes/Gambler/Yes05.vcd" //Yes. scene "scenes/Gambler/Yes06.vcd" //Yes. scene "scenes/Gambler/Yes07.vcd" //Yeah. scene "scenes/Gambler/Yes08.vcd" //Yessss. scene "scenes/Gambler/Yes09.vcd" //Yes. scene "scenes/Gambler/Yes10.vcd" //Yessss. scene "scenes/Gambler/Yes12.vcd" //Yeah, yeah, yeah, yeah. } Rule PlayerYesGambler { criteria ConceptPlayerYes IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerYesGambler } Response PlayerYouAreWelcomeGambler { scene "scenes/Gambler/YouAreWelcome01.vcd" //You're welcome. scene "scenes/Gambler/YouAreWelcome02.vcd" //You're welcome. scene "scenes/Gambler/YouAreWelcome03.vcd" //You're welcome. scene "scenes/Gambler/YouAreWelcome04.vcd" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome05.vcd" //You're welcome. scene "scenes/Gambler/YouAreWelcome06.vcd" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome07.vcd" //Don't worry about it. scene "scenes/Gambler/YouAreWelcome08.vcd" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome09.vcd" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome10.vcd" //That's what I'm here for. scene "scenes/Gambler/YouAreWelcome11.vcd" //Anytime. scene "scenes/Gambler/YouAreWelcome12.vcd" //Anytime. scene "scenes/Gambler/YouAreWelcome13.vcd" //Anytime. scene "scenes/Gambler/YouAreWelcome14.vcd" //Sure thing. scene "scenes/Gambler/YouAreWelcome15.vcd" //Sure thing. scene "scenes/Gambler/YouAreWelcome16.vcd" //Sure thing. scene "scenes/Gambler/YouAreWelcome17.vcd" //Sure thing. } Rule PlayerYouAreWelcomeGambler { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSpeaking IsWorldTalkGambler Response PlayerYouAreWelcomeGambler } Response PlayerYouAreWelcomeC1Gambler { scene "scenes/Gambler/YouAreWelcomeC101.vcd" //Whatever. scene "scenes/Gambler/YouAreWelcomeC102.vcd" //Um yeah. scene "scenes/Gambler/YouAreWelcomeC103.vcd" //Sure. scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever. scene "scenes/Gambler/YouAreWelcomeC105.vcd" //Sure. scene "scenes/Gambler/YouAreWelcomeC106.vcd" //Um yeah. scene "scenes/Gambler/YouAreWelcomeC107.vcd" //Sure. scene "scenes/Gambler/YouAreWelcomeC108.vcd" //Whatever. scene "scenes/Gambler/YouAreWelcomeC109.vcd" //Um yeah. } Rule PlayerYouAreWelcomeC1Gambler { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSpeaking IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel Response PlayerYouAreWelcomeC1Gambler } Rule PlayerFriendlyFireInflictorGambler { criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerSorryGambler } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerNegativeGambler { scene "scenes/Gambler/ReactionNegative01.vcd" //This is all going to hell! scene "scenes/Gambler/ReactionNegative02.vcd" //Damn... scene "scenes/Gambler/ReactionNegative04.vcd" //God damn it. scene "scenes/Gambler/ReactionNegative08.vcd" //Ah, tits! scene "scenes/Gambler/ReactionNegative34.vcd" //Screw this. } Rule PlayerNegativeGambler { criteria ConceptPlayerNegative IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerNegativeGambler } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Warning //-------------------------------------------------------------------------------------------------------------- Response PlayerHeardBoomerGambler { scene "scenes/Gambler/HeardBoomer01.vcd" //Keep a lookout. I hear a boomer. scene "scenes/Gambler/HeardBoomer02.vcd" //I hear a boomer. scene "scenes/Gambler/HeardBoomer03.vcd" //You hear that boomer? scene "scenes/Gambler/HeardBoomer04.vcd" //You hear that boomer? scene "scenes/Gambler/HeardBoomer05.vcd" //You hear that boomer? Don't let him spew on you. scene "scenes/Gambler/HeardBoomer06.vcd" //Boomer around. Don't shoot him if he's near me! OKAY? } Rule PlayerHeardBoomerGambler { criteria ConceptPlayerHeardBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerHeardBoomerGambler } Response PlayerHeardHunterGambler { scene "scenes/Gambler/HeardHunter01.vcd" //You hear that hunter? scene "scenes/Gambler/HeardHunter02.vcd" //Pay attention, hunter's around. scene "scenes/Gambler/HeardHunter03.vcd" //I hear a hunter. } Rule PlayerHeardHunterGambler { criteria ConceptPlayerHeardHunter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerHeardHunterGambler } Response PlayerHeardSmokerGambler { scene "scenes/Gambler/HeardSmoker01.vcd" //There's a Smoker around here. scene "scenes/Gambler/HeardSmoker02.vcd" //Smoker's around. scene "scenes/Gambler/HeardSmoker03.vcd" //I hear a smoker. scene "scenes/Gambler/HeardSmoker04.vcd" //There's a Smoker around here. } Rule PlayerHeardSmokerGambler { criteria ConceptPlayerHeardSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerHeardSmokerGambler } Response PlayerHeardTankGambler { scene "scenes/Gambler/HeardHulk01.vcd" //Tank! Tank! scene "scenes/Gambler/HeardHulk02.vcd" //Tank inbound! scene "scenes/Gambler/HeardHulk03.vcd" //Man up! We got a Tank! scene "scenes/Gambler/HeardHulk04.vcd" //Get ready, we got a TANK! scene "scenes/Gambler/HeardHulk05.vcd" //Hold steady, TANK! scene "scenes/Gambler/HeardHulk06.vcd" //Get ready, TANK! } Rule PlayerHeardTankGambler { criteria ConceptPlayerHeardTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler isNotmap_c1m2_streets Response PlayerHeardTankGambler } Response PlayerHurrahGambler { scene "scenes/Gambler/Hurrah01.vcd" //We are walking through the valley of the shadow of death and kicking ass. scene "scenes/Gambler/Hurrah02.vcd" //It may not be pretty, but we're doing this. scene "scenes/Gambler/Hurrah03.vcd" //You guys aren't so damn bad. scene "scenes/Gambler/Hurrah04.vcd" //What do ya know, we're going to make it. scene "scenes/Gambler/Hurrah05.vcd" //You guys are pretty good. scene "scenes/Gambler/Hurrah06.vcd" //Aces! } Rule PlayerHurrahGambler { criteria ConceptPlayerHurrah IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerHurrahGambler } Response PlayerWarnCarefulGambler { scene "scenes/Gambler/WarnCareful01.vcd" //Everybody be careful. scene "scenes/Gambler/WarnCareful02.vcd" //Let's be careful. scene "scenes/Gambler/WarnCareful03.vcd" //Try and be careful. } Rule PlayerWarnCarefulGambler { criteria ConceptPlayerWarnCareful IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerWarnCarefulGambler } Response SurvivorSpottedWorldFarGambler { scene "scenes/Gambler/Look01.vcd" //Over there! scene "scenes/Gambler/Look02.vcd" //Look! scene "scenes/Gambler/Look03.vcd" //Over there! scene "scenes/Gambler/Look04.vcd" //Look! scene "scenes/Gambler/Look05.vcd" //Over there! scene "scenes/Gambler/Look06.vcd" //Look! scene "scenes/Gambler/Look07.vcd" //Look! } Rule SurvivorSpottedWorldFarGambler { criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler Response SurvivorSpottedWorldFarGambler } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response GasPour10MoreSCGambler { print " " then self GasPour10More foo:0 0.01 //Blank } Rule GasPour10MoreSCGambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score10MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour10MoreSCGambler } Response GasPour10MoreWaitGambler { print " " then self GasPour10More foo:0 0.1 //Blank } Rule GasPour10MoreWaitGambler { criteria ConceptGasPour10More IsGambler IsSpeaking _auto_IsGasCountOK Response GasPour10MoreWaitGambler } Response GasPour1MoreSCGambler { print " " then self GasPour1More foo:0 0.01 //Blank } Rule GasPour1MoreSCGambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score1MoreSC ApplyContext "_auto_GasCountOK:1:4,_auto_NoGasPourLine:1:0" applycontexttoworld Response GasPour1MoreSCGambler } Response GasPour1MoreWaitGambler { print " " then self GasPour1More foo:0 0.1 //Blank } Rule GasPour1MoreWaitGambler { criteria ConceptGasPour1More IsGambler IsSpeaking _auto_IsGasCountOK Response GasPour1MoreWaitGambler } Response GasPour2MoreSCGambler { print " " then self GasPour2More foo:0 0.01 //Blank } Rule GasPour2MoreSCGambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score2MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour2MoreSCGambler } Response GasPour2MoreWaitGambler { print " " then self GasPour2More foo:0 0.1 //Blank } Rule GasPour2MoreWaitGambler { criteria ConceptGasPour2More IsGambler IsSpeaking _auto_IsGasCountOK Response GasPour2MoreWaitGambler } Response GasPour3MoreSCGambler { print " " then self GasPour3More foo:0 0.01 //Blank } Rule GasPour3MoreSCGambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score3MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour3MoreSCGambler } Response GasPour3MoreWaitGambler { print " " then self GasPour3More foo:0 0.1 //Blank } Rule GasPour3MoreWaitGambler { criteria ConceptGasPour3More IsGambler IsSpeaking _auto_IsGasCountOK Response GasPour3MoreWaitGambler } Response GasPour5MoreSCGambler { print " " then self GasPour5More foo:0 0.01 //Blank } Rule GasPour5MoreSCGambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score5MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour5MoreSCGambler } Response GasPour5MoreWaitGambler { print " " then self GasPour5More foo:0 0.1 //Blank } Rule GasPour5MoreWaitGambler { criteria ConceptGasPour5More IsGambler IsSpeaking _auto_IsGasCountOK Response GasPour5MoreWaitGambler } Response GasPourDoneSCGambler { scene "scenes/Gambler/BattleCry03.vcd" //SUCK ON THIS! scene "scenes/Gambler/Hurrah08.vcd" //We're makin' it look EASY! scene "scenes/Gambler/Taunt01.vcd" //Suck on that scene "scenes/Gambler/Taunt02.vcd" //Stick that where the sun don't shine! scene "scenes/Gambler/Taunt05.vcd" //Stick that up your ass! scene "scenes/Gambler/Taunt06.vcd" //We are wiping the floor with you. } Rule GasPourDoneSCGambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsScavenge ScoreDoneSC ApplyContext "Talk:1:3" Response GasPourDoneSCGambler } Response GasPourSCGambler { scene "scenes/Gambler/WorldC1M4B08.vcd" //Fill 'er up! scene "scenes/Gambler/WorldC1M4B09.vcd" //Come onnnn, come onnnnnn... scene "scenes/Gambler/WorldC1M4B10.vcd" //Come onnnn, come onnnnnn... scene "scenes/Gambler/WorldC1M4B11.vcd" //Come on... scene "scenes/Gambler/WorldC1M4B12.vcd" //Get in the tank, you stupid goddamn gas, get in the tank. scene "scenes/Gambler/WorldC1M4B14.vcd" //Got another can in the tank! scene "scenes/Gambler/WorldC1M4B15.vcd" //One more for the gas tank! scene "scenes/Gambler/WorldC1M4B17.vcd" //Hurry up, hurrrry upppp... scene "scenes/Gambler/WorldC1M4B18.vcd" //Come comeoncomeoncomeoncomeon. Come on! scene "scenes/Gambler/WorldC1M4B19.vcd" //Get! In! The! Tank! } Rule GasPourSCGambler { criteria ConceptPlayerPourStarted IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsScavenge ChanceToFire50Percent _auto_NotNoGasPourLine ApplyContext "TalkGambler:1:2" Response GasPourSCGambler } Response GrabbingGasSCGambler { scene "scenes/Gambler/KillConfirmation03.vcd" //Got it! scene "scenes/Gambler/World131.vcd" //I got it! } Rule GrabbingGasSCGambler { criteria ConceptPlayerEquippedScavengeItem IsGambler IsTalk IsTalkGambler IsWorldTalkGambler GamblerNotSaidGrabbingCan ApplyContext "SaidGrabbingCan:1:5" Response GrabbingGasSCGambler } Response ScavengeStartGambler { scene "scenes/Gambler/WorldC1M4B07.vcd" //Let's get some GAS! } Rule ScavengeStartGambler { criteria ConceptSurvivorLeavingCheckpoint IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsScavenge IsNotSaidStartScavenge ApplyContext "SaidStartScavenge:1:4" applycontexttoworld Response ScavengeStartGambler } //-------------------------------------------------------------------------------------------------------------- // Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerCommentJockeyGambler { scene "scenes/Gambler/GrabbedByJockeyR02.vcd" //Ten bucks says he takes him to the right. } Rule PlayerCommentJockeyGambler { criteria ConceptCommentJockey IsGambler IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey ApplyContext "SaidCommentJockey:1:0" applycontexttoworld Response PlayerCommentJockeyGambler } // Autogenerated criteria for linked source group C4M2_104 criterion "IsNotSrcGrp_C4M2_104" "worldSrcGrp_C4M2_104" "<1" required //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response C4M2LockTheDoorCheckPointGambler { scene "scenes/Gambler/WorldC4M2B38.vcd" //Close the door and let's get this gas. } Rule C4M2LockTheDoorCheckPointGambler { criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsGambler IsInSafeSpot IsTalk IsTalkGambler IsWorldTalkGambler ismap_c4m2_sugarmill_a IsNotSrcGrp_C4M2_104 ApplyContext "SrcGrp_C4M2_104:1:0" applycontexttoworld Response C4M2LockTheDoorCheckPointGambler } Response GoingToDieCoachCoachGambler { scene "scenes/Gambler/GoingToDie01.vcd" then coach coachcoaches foo:0 .5 //I really screwed the pooch back there. scene "scenes/Gambler/GoingToDie02.vcd" then coach coachcoaches foo:0 .5 //I gotta take better care of myself. scene "scenes/Gambler/GoingToDie03.vcd" then coach coachcoaches foo:0 .5 //Not dead yet, but not exactly healthy. scene "scenes/Gambler/GoingToDie04.vcd" then coach coachcoaches foo:0 .5 //God damn it! God damn it. God damn it. scene "scenes/Gambler/GoingToDie05.vcd" then coach coachcoaches foo:0 .5 //If I go, you guys gonna miss me. scene "scenes/Gambler/GoingToDie06.vcd" then coach coachcoaches foo:0 .5 //I have seriously felt better. scene "scenes/Gambler/GoingToDie07.vcd" then coach coachcoaches foo:0 .5 //Pull yourself together man, you're falling apart. scene "scenes/Gambler/GoingToDie08.vcd" then coach coachcoaches foo:0 .5 //Don't worry about me, I'll be okay. scene "scenes/Gambler/GoingToDie09.vcd" then coach coachcoaches foo:0 .5 //This is not how it's going to end. scene "scenes/Gambler/GoingToDie10.vcd" then coach coachcoaches foo:0 .5 //I'm not dead yet! scene "scenes/Gambler/GoingToDie11.vcd" then coach coachcoaches foo:0 .5 //You're going to have to do better than that to kill me! scene "scenes/Gambler/GoingToDie12.vcd" odds 5 then coach coachcoaches foo:0 .5 //Quit being a baby, you've felt worse after a night of drinking. scene "scenes/Gambler/GoingToDie13.vcd" then coach coachcoaches foo:0 .5 //Ain't this a bitch. scene "scenes/Gambler/GoingToDie14.vcd" then coach coachcoaches foo:0 .5 //God damn it I can't believe this. scene "scenes/Gambler/GoingToDie15.vcd" then coach coachcoaches foo:0 .5 //Well at least I didn't catch the flu. scene "scenes/Gambler/GoingToDie16.vcd" then coach coachcoaches foo:0 .5 //This is some crap scene "scenes/Gambler/GoingToDie17.vcd" then coach coachcoaches foo:0 .5 //Don't worry. I'm not done yet. scene "scenes/Gambler/GoingToDie18.vcd" then coach coachcoaches foo:0 .5 //I am sick and tired of being sick and tired. scene "scenes/Gambler/GoingToDie23.vcd" then coach coachcoaches foo:0 .5 //What was I thinking coming down here? scene "scenes/Gambler/GoingToDie24.vcd" then coach coachcoaches foo:0 .5 //Okay, all right, I can do this. I can do this. scene "scenes/Gambler/GoingToDie25.vcd" then coach coachcoaches foo:0 .5 //I'm not going to die down here. scene "scenes/Gambler/GoingToDie26.vcd" then coach coachcoaches foo:0 .5 //I am not dying in the middle of nowhere. } Rule GoingToDieCoachCoachGambler { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock IsCoachNear200 ChanceToFire30Percent IsWorldTalkGambler ApplyContext "IsComplain:1:25" Response GoingToDieCoachCoachGambler } Response PlayerAlertGiveItemStopGambler { scene "scenes/Gambler/AlertGiveItemStop01.vcd" //Stop, I have something for you. scene "scenes/Gambler/AlertGiveItemStop02.vcd" //Hang on, you need this more than me. scene "scenes/Gambler/AlertGiveItemStop03.vcd" //Hold up, you can have this. scene "scenes/Gambler/AlertGiveItemStop04.vcd" //Hold up, you can have this. scene "scenes/Gambler/AlertGiveItemStop05.vcd" //Hang on, you need this more than me. scene "scenes/Gambler/AlertGiveItemStop06.vcd" //Stop, I have something for you. } Rule PlayerAlertGiveItemStopGambler { criteria ConceptAlertGiveItemStop IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidAlertGiveItemStopGambler IsWorldTalkGambler ApplyContext "SaidAlertGiveItemStopGambler:1:10" Response PlayerAlertGiveItemStopGambler } Response PlayerAlertGiveItemStopAnFirstAidGambler { scene "scenes/Gambler/Blank.vcd" then subject AlertGiveItemStop foo:0 0 //Blank } Rule PlayerAlertGiveItemStopAnFirstAidGambler { criteria ConceptAlertGiveItemStopFirstAidA IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidAlertGiveItemStopFirstAidGambler NoHasFirstAidKit IsWorldTalkGambler Response PlayerAlertGiveItemStopAnFirstAidGambler } Response PlayerAlertGiveItemStopQnFirstAidGambler { scene "scenes/Gambler/Blank.vcd" then subject AlertGiveItemStopFirstAidA foo:0 0 //Blank } Rule PlayerAlertGiveItemStopQnFirstAidGambler { criteria ConceptBashWithItem IsNotCoughing IsGambler IsTalk IsTalkGambler IsItemFirstAidKit IsNotSaidAlertGiveItemStopFirstAidGambler IsWorldTalkGambler ApplyContext "SaidAlertGiveItemStopFirstAidGambler:1:10" Response PlayerAlertGiveItemStopQnFirstAidGambler } Response PlayerCoachPouncedGambler { scene "scenes/Gambler/HunterCoachPounced01.vcd" predelay ".5,1" //Hunter's got Coach! scene "scenes/Gambler/HunterCoachPounced02.vcd" predelay ".5,1" //Hunter on Coach! } Rule PlayerCoachPouncedGambler { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsCoach IsNotSaidCoachPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "CoachPounced:1:60" applycontexttoworld Response PlayerCoachPouncedGambler } Response PlayerCoachPouncedC1Gambler { scene "scenes/Gambler/HunterPouncedC101.vcd" predelay ".5,1" //Zombie's got him! scene "scenes/Gambler/HunterPouncedC102.vcd" predelay ".5,1" //Zombie's got him! scene "scenes/Gambler/HunterPouncedC103.vcd" predelay ".5,1" //Zombie on him! } Rule PlayerCoachPouncedC1Gambler { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsCoach IsNotSaidCoachPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "CoachPounced:1:60" applycontexttoworld Response PlayerCoachPouncedC1Gambler } Response PlayerEatPillsGambler { scene "scenes/Gambler/PainRelieftPills02.vcd" //Okay, that's gonna last for a bit. scene "scenes/Gambler/PainRelieftPills03.vcd" //Ah, a little pick me up. scene "scenes/Gambler/PainRelieftPills04.vcd" //A little pick me up. That's good. scene "scenes/Gambler/PainRelieftPills05.vcd" //Okay, gotta find some real first aid. } Rule PlayerEatPillsGambler { criteria ConceptEatPills IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerEatPillsGambler } Response PlayerGetInsideCheckPointGambler { scene "scenes/Gambler/StayTogetherInside01.vcd" then any StayTogetherInsideReponse foo:0 -0.765 //Get inside! scene "scenes/Gambler/StayTogetherInside02.vcd" then any StayTogetherInsideReponse foo:0 -1.159 //Everybody INSIDE! scene "scenes/Gambler/StayTogetherInside03.vcd" then any StayTogetherInsideReponse foo:0 -1.141 //Inside NOW! scene "scenes/Gambler/StayTogetherInside04.vcd" then any StayTogetherInsideReponse foo:0 -2.166 //Quit screwing around, get inside! scene "scenes/Gambler/StayTogetherInside05.vcd" then any StayTogetherInsideReponse foo:0 -1.767 //Don't make me come out there for you! scene "scenes/Gambler/StayTogetherInside06.vcd" then any StayTogetherInsideReponse foo:0 -1.807 //Quit screwing around, get inside! scene "scenes/Gambler/StayTogetherInside07.vcd" then any StayTogetherInsideReponse foo:0 -0.881 //Get inside! } Rule PlayerGetInsideCheckPointGambler { criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsGambler IsInSafeSpot IsTalk IsTalkGambler SomeoneOutsideSafeSpot IsWorldTalkGambler Response PlayerGetInsideCheckPointGambler } Response PlayerGrabbedByJockeyGambler { scene "scenes/Gambler/GrabbedByJockey01.vcd" //Jockey's got me. (disgusted) scene "scenes/Gambler/GrabbedByJockey02.vcd" //Shoot this thing on my back! scene "scenes/Gambler/GrabbedByJockey03.vcd" //Kill this jockey on me! scene "scenes/Gambler/GrabbedByJockey04.vcd" //Jockey on me! scene "scenes/Gambler/GrabbedByJockey05.vcd" //Jockey! Jockey! scene "scenes/Gambler/GrabbedByJockey06.vcd" //Shoot this thing off my back! scene "scenes/Gambler/HurtCritical07.vcd" //[pain noise - loud major pain] scene "scenes/Gambler/HurtMajor03.vcd" //[pain noise - oy] scene "scenes/Gambler/HurtMajor05.vcd" //[pain noise - ugh] scene "scenes/Gambler/ScreamWhilePounced04.vcd" //GET IT OFF! scene "scenes/Gambler/ScreamWhilePounced06.vcd" //GET IT OFF ME! } Rule PlayerGrabbedByJockeyGambler { criteria ConceptSurvivorJockeyed IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidBeenJockeyedGambler IsWorldTalkGambler ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyGambler } Response PlayerGrabbedByJockeyC1Gambler { scene "scenes/Gambler/GrabbedByJockey02.vcd" //Shoot this thing on my back! scene "scenes/Gambler/GrabbedByJockey06.vcd" //Shoot this thing off my back! } Rule PlayerGrabbedByJockeyC1Gambler { criteria ConceptSurvivorJockeyed IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidBeenJockeyedGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyC1Gambler } Response PlayerGrenadeMolotovGambler { scene "scenes/Gambler/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.091 //Throwing a Molotov. scene "scenes/Gambler/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.833 //Fire coming. scene "scenes/Gambler/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.777 //Molotov! scene "scenes/Gambler/Grenade08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.932 //Throwing a Molotov. } Rule PlayerGrenadeMolotovGambler { criteria ConceptThrewGrenade IsNotCoughing IsGambler IsTalk IsTalkGambler IsGrenadeMolotv IsWorldTalkGambler Response PlayerGrenadeMolotovGambler } Response PlayerGrenadePipeBombGambler { scene "scenes/Gambler/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.619 //GRENADE! scene "scenes/Gambler/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.097 //Throwing a pipe bomb. scene "scenes/Gambler/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.677 //Pipe Bomb! scene "scenes/Gambler/Grenade07.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.944 //Throwing a pipe bomb. scene "scenes/Gambler/Grenade09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -2.081 //Chase this you zombie bastards! scene "scenes/Gambler/Grenade11.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.923 //Pipe bomb out! scene "scenes/Gambler/Grenade13.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.918 //Pipe bomb out! } Rule PlayerGrenadePipeBombGambler { criteria ConceptThrewGrenade IsNotCoughing IsGambler IsTalk IsTalkGambler IsGrenadePipeBomb IsWorldTalkGambler Response PlayerGrenadePipeBombGambler } Response PlayerGrenadeVomitJarGambler { scene "scenes/Gambler/BoomerJar08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.011 //Puke in the hole! scene "scenes/Gambler/BoomerJar09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.911 //Incoming! scene "scenes/Gambler/BoomerJar10.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.584 //Fight amongst yourselves! } Rule PlayerGrenadeVomitJarGambler { criteria ConceptThrewGrenade IsNotCoughing IsGambler IsTalk IsTalkGambler IsGrenadeVomitJar IsWorldTalkGambler Response PlayerGrenadeVomitJarGambler } Response PlayerGrenadeVomitJarC1Gambler { scene "scenes/Gambler/BoomerJar08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.011 //Puke in the hole! } Rule PlayerGrenadeVomitJarC1Gambler { criteria ConceptThrewGrenade IsNotCoughing IsGambler IsTalk IsTalkGambler IsGrenadeVomitJar IsWorldTalkGambler ismap_c1m1_hotelC1 Response PlayerGrenadeVomitJarC1Gambler } Response PlayerIncapacitatedInitialGambler { scene "scenes/Gambler/IncapacitatedInitial01.vcd" //I'm down! scene "scenes/Gambler/IncapacitatedInitial02.vcd" //I'M DOWN! scene "scenes/Gambler/IncapacitatedInitial03.vcd" //DOWN! scene "scenes/Gambler/IncapacitatedInitial04.vcd" //I'm down! } Rule PlayerIncapacitatedInitialGambler { criteria ConceptPlayerIncapacitated IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "TalkGambler:1:2" Response PlayerIncapacitatedInitialGambler } Response PlayerKillConfirmationGambler { scene "scenes/Gambler/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 -0.415 //Got it! scene "scenes/Gambler/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 -0.606 //It's dead! scene "scenes/Gambler/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 -0.429 //Got it! scene "scenes/Gambler/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 -0.359 //Dead. scene "scenes/Gambler/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 -0.433 //Got 'em. scene "scenes/Gambler/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 -0.473 //Got 'em. scene "scenes/Gambler/KillConfirmation07.vcd" then Any PlayerNiceShot foo:0 -0.913 //Done like dinner! scene "scenes/Gambler/KillConfirmation08.vcd" then Any PlayerNiceShot foo:0 -0.686 //Bull's-eye. scene "scenes/Gambler/KillConfirmation09.vcd" then Any PlayerNiceShot foo:0 -0.666 //That's a hiit. scene "scenes/Gambler/KillConfirmation10.vcd" then Any PlayerNiceShot foo:0 -0.422 //Dead. scene "scenes/Gambler/KillConfirmation11.vcd" then Any PlayerNiceShot foo:0 -0.315 //Hiit. scene "scenes/Gambler/KillConfirmation12.vcd" then Any PlayerNiceShot foo:0 -0.615 //Bull's-eye. scene "scenes/Gambler/KillConfirmation13.vcd" then Any PlayerNiceShot foo:0 -0.480 //Got it! } Rule PlayerKillConfirmationGambler { criteria ConceptKilledZombie IsNotCoughing IsGambler IsTalk IsTalkGambler IsSubjectFar300 ChanceToFire40Percent IsWorldTalkGambler Response PlayerKillConfirmationGambler } Response PlayerMechanicPouncedGambler { scene "scenes/Gambler/HunterEllisPounced01.vcd" predelay ".5,1" //Hunter's got Ellis! scene "scenes/Gambler/HunterEllisPounced02.vcd" predelay ".5,1" //Hunter on Ellis! scene "scenes/Gambler/HunterEllisPounced03.vcd" predelay ".5,1" //Hunter on Ellis! scene "scenes/Gambler/HunterEllisPounced04.vcd" predelay ".5,1" //Hunter's got Ellis! } Rule PlayerMechanicPouncedGambler { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsMechanic IsNotSaidMechanicPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "MechanicPounced:1:60" applycontexttoworld Response PlayerMechanicPouncedGambler } Response PlayerMechanicPouncedC1Gambler { scene "scenes/Gambler/HunterPouncedC101.vcd" predelay ".5,1" //Zombie's got him! scene "scenes/Gambler/HunterPouncedC103.vcd" predelay ".5,1" //Zombie on him! } Rule PlayerMechanicPouncedC1Gambler { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsMechanic IsNotSaidMechanicPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "MechanicPounced:1:60" applycontexttoworld Response PlayerMechanicPouncedC1Gambler } Response PlayerProducerPouncedGambler { scene "scenes/Gambler/HunterRochellePounced01.vcd" predelay ".5,1" //Hunter's got Rochelle! scene "scenes/Gambler/HunterRochellePounced02.vcd" predelay ".5,1" //Hunter on Rochelle! } Rule PlayerProducerPouncedGambler { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsProducer IsNotSaidProducerPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "ProducerPounced:1:60" applycontexttoworld Response PlayerProducerPouncedGambler } Response PlayerProducerPouncedC1Gambler { scene "scenes/Gambler/HunterPouncedC1Producer01.vcd" predelay ".5,1" //Zombie on her! scene "scenes/Gambler/HunterPouncedC1Producer02.vcd" predelay ".5,1" //Get that zombie on her! } Rule PlayerProducerPouncedC1Gambler { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsProducer IsNotSaidProducerPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "ProducerPounced:1:60" applycontexttoworld Response PlayerProducerPouncedC1Gambler } Response PlayerRevivedByDefibrillatorGambler { scene "scenes/Gambler/Defibrillator10.vcd" //[gasp for breath] scene "scenes/Gambler/Defibrillator11.vcd" //[gasp for breath] scene "scenes/Gambler/Defibrillator12.vcd" //[being shocked] scene "scenes/Gambler/Defibrillator13.vcd" //[being shocked] scene "scenes/Gambler/Defibrillator14.vcd" //[gasp for breath] } Rule PlayerRevivedByDefibrillatorGambler { criteria ConceptRevivedByDefibrillator IsNotCoughing IsGambler ApplyContext "TalkGambler:1:3" applycontexttoworld Response PlayerRevivedByDefibrillatorGambler } Response PlayerRevivedByDefibrillator2Gambler { scene "scenes/Gambler/Defibrillator15.vcd" predelay ".5,1.5" //Agggh stop shocking me! scene "scenes/Gambler/Defibrillator16.vcd" predelay ".5,1.5" //Alright. That was some serious shit. scene "scenes/Gambler/Defibrillator17.vcd" predelay ".5,1.5" //Whoa... } Rule PlayerRevivedByDefibrillator2Gambler { criteria ConceptRevivedByDefibrillatorDelayed IsGambler ApplyContext "TalkGambler:1:3" applycontexttoworld Response PlayerRevivedByDefibrillator2Gambler } Response PlayerStayTogetherInsideGambler { scene "scenes/Gambler/StayTogetherInside01.vcd" //Get inside! scene "scenes/Gambler/StayTogetherInside02.vcd" //Everybody INSIDE! scene "scenes/Gambler/StayTogetherInside03.vcd" //Inside NOW! scene "scenes/Gambler/StayTogetherInside04.vcd" //Quit screwing around, get inside! scene "scenes/Gambler/StayTogetherInside05.vcd" //Don't make me come out there for you! scene "scenes/Gambler/StayTogetherInside06.vcd" //Quit screwing around, get inside! scene "scenes/Gambler/StayTogetherInside07.vcd" //Get inside! } Rule PlayerStayTogetherInsideGambler { criteria ConceptPlayerStayTogether IsNotCoughing IsGambler IsInSafeSpot IsTalk IsTalkGambler SomeoneOutsideSafeSpot IsWorldTalkGambler Response PlayerStayTogetherInsideGambler } Response PlayerSuggestHealthCoachGambler { scene "scenes/Gambler/SuggestHealth05.vcd" //Maybe you could heal up now. scene "scenes/Gambler/SuggestHealth06.vcd" //Heal if you need to. scene "scenes/Gambler/SuggestHealthCoach01.vcd" //Coach, you should heal. scene "scenes/Gambler/SuggestHealthCoach02.vcd" //Coach, don't forget about that health kit. scene "scenes/Gambler/SuggestHealthCoach03.vcd" //Hey Coach, heal. scene "scenes/Gambler/SuggestHealthCoach04.vcd" //Hey Coach, heal. scene "scenes/Gambler/SuggestHealthCoach05.vcd" //Coach, you should maybe heal. scene "scenes/Gambler/SuggestHealthCoach06.vcd" //Coach, you should heal. } Rule PlayerSuggestHealthCoachGambler { criteria ConceptPlayerSuggestHealthCoach IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthCoachGambler } Response PlayerSuggestHealthCoachC1Gambler { scene "scenes/Gambler/SuggestHealthC101.vcd" //This might be a good time to heal. scene "scenes/Gambler/SuggestHealthC102.vcd" //Time for people to heal. scene "scenes/Gambler/SuggestHealthC103.vcd" //Don't forget you can heal yourself. scene "scenes/Gambler/SuggestHealthC104.vcd" //This is a good time to heal. scene "scenes/Gambler/SuggestHealthC105.vcd" //Time for people to heal. } Rule PlayerSuggestHealthCoachC1Gambler { criteria ConceptPlayerSuggestHealthCoach IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthCoachC1Gambler } Response PlayerSuggestHealthGamblerC1Gambler { scene "scenes/Gambler/SuggestHealthC101.vcd" //This might be a good time to heal. scene "scenes/Gambler/SuggestHealthC102.vcd" //Time for people to heal. scene "scenes/Gambler/SuggestHealthC103.vcd" //Don't forget you can heal yourself. scene "scenes/Gambler/SuggestHealthC104.vcd" //This is a good time to heal. scene "scenes/Gambler/SuggestHealthC105.vcd" //Time for people to heal. } Rule PlayerSuggestHealthGamblerC1Gambler { criteria ConceptPlayerSuggestHealthGambler IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthGamblerC1Gambler } Response PlayerSuggestHealthMechanicGambler { scene "scenes/Gambler/SuggestHealth01.vcd" //Heal up! scene "scenes/Gambler/SuggestHealth04.vcd" //This would be a good time to heal. scene "scenes/Gambler/SuggestHealthEllis01.vcd" //Ellis, heal up. scene "scenes/Gambler/SuggestHealthEllis02.vcd" //Time to heal Ellis. scene "scenes/Gambler/SuggestHealthEllis03.vcd" //Come on Ellis, don't be a hero. Use your health kit. scene "scenes/Gambler/SuggestHealthEllis04.vcd" //Come on Ellis, don't be a hero. Use your health kit. } Rule PlayerSuggestHealthMechanicGambler { criteria ConceptPlayerSuggestHealthMechanic IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthMechanicGambler } Response PlayerSuggestHealthMechanicC1Gambler { scene "scenes/Gambler/SuggestHealthC101.vcd" //This might be a good time to heal. scene "scenes/Gambler/SuggestHealthC102.vcd" //Time for people to heal. scene "scenes/Gambler/SuggestHealthC103.vcd" //Don't forget you can heal yourself. scene "scenes/Gambler/SuggestHealthC104.vcd" //This is a good time to heal. scene "scenes/Gambler/SuggestHealthC105.vcd" //Time for people to heal. } Rule PlayerSuggestHealthMechanicC1Gambler { criteria ConceptPlayerSuggestHealthMechanic IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthMechanicC1Gambler } Response PlayerSuggestHealthProducerGambler { scene "scenes/Gambler/SuggestHealth02.vcd" //Heal up! scene "scenes/Gambler/SuggestHealth03.vcd" //Good time to heal. scene "scenes/Gambler/SuggestHealthRochell01.vcd" //Rochelle, you don't look so good. scene "scenes/Gambler/SuggestHealthRochell02.vcd" //Rochelle, we need you, heal up. scene "scenes/Gambler/SuggestHealthRochell03.vcd" //Hey Ro, don't forget that health kit. scene "scenes/Gambler/SuggestHealthRochell04.vcd" //Hey Ro, don't forget that health kit. scene "scenes/Gambler/SuggestHealthRochell05.vcd" //Rochelle, you don't look so good. scene "scenes/Gambler/SuggestHealthRochell06.vcd" //Rochelle, we need you, heal up. } Rule PlayerSuggestHealthProducerGambler { criteria ConceptPlayerSuggestHealthProducer IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthProducerGambler } Response PlayerSuggestHealthProducerC1Gambler { scene "scenes/Gambler/SuggestHealthC101.vcd" //This might be a good time to heal. scene "scenes/Gambler/SuggestHealthC102.vcd" //Time for people to heal. scene "scenes/Gambler/SuggestHealthC103.vcd" //Don't forget you can heal yourself. scene "scenes/Gambler/SuggestHealthC104.vcd" //This is a good time to heal. scene "scenes/Gambler/SuggestHealthC105.vcd" //Time for people to heal. } Rule PlayerSuggestHealthProducerC1Gambler { criteria ConceptPlayerSuggestHealthProducer IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthProducerC1Gambler } Response PlayerTransitionGambler { scene "scenes/Gambler/Hurrah03.vcd" //You guys aren't so damn bad. scene "scenes/Gambler/Hurrah07.vcd" //I'm starting to like you guys. scene "scenes/Gambler/Hurrah11.vcd" //And THAT is how you do it! scene "scenes/Gambler/Taunt03.vcd" //Take that you mealy-mouthed bastards. } Rule PlayerTransitionGambler { criteria ConceptPlayerTransition IsNotCoughing IsGambler IsNotSaidPlayerTransition IsTalk IsTalkGambler IsWorldTalkGambler IsEveryoneAlive ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionGambler } Response PlayerTransitionCloseGambler { scene "scenes/Gambler/TransitionClose01.vcd" //That was WAY too close! scene "scenes/Gambler/TransitionClose02.vcd" //That was way, WAY too close! scene "scenes/Gambler/TransitionClose03.vcd" //Man, we got lucky! scene "scenes/Gambler/TransitionClose04.vcd" //That my friends, is how you do it! scene "scenes/Gambler/TransitionClose05.vcd" //Happy New Year! scene "scenes/Gambler/TransitionClose06.vcd" //We got lucky! scene "scenes/Gambler/TransitionClose07.vcd" //God DAMN, that was close! scene "scenes/Gambler/TransitionClose08.vcd" //That was a close one. scene "scenes/Gambler/TransitionClose09.vcd" //At least I made it. scene "scenes/Gambler/TransitionClose10.vcd" //Well, that was unpleasant. scene "scenes/Gambler/TransitionClose11.vcd" //We made that by the skin of our teeth. scene "scenes/Gambler/TransitionClose12.vcd" //That was a little too close. } Rule PlayerTransitionCloseGambler { criteria ConceptPlayerTransition IsNotCoughing IsGambler IsNotSaidPlayerTransition IsTalk IsTalkGambler IsWorldTalkGambler IsCloseTransition ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCloseGambler } Response PlayerUsingDefibrillatorGambler { scene "scenes/Gambler/Defibrillator06.vcd" //Clear! scene "scenes/Gambler/Defibrillator07.vcd" //Come on! scene "scenes/Gambler/Defibrillator08.vcd" //Come ON! scene "scenes/Gambler/Defibrillator09.vcd" //Work, damn it... scene "scenes/Gambler/Defibrillator18.vcd" //Work, damn it... } Rule PlayerUsingDefibrillatorGambler { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerUsingDefibrillatorGambler } Response PlayerWarnHeardBoomerGambler { scene "scenes/Gambler/HeardBoomer01.vcd" //Keep a lookout. I hear a boomer. scene "scenes/Gambler/HeardBoomer02.vcd" //I hear a boomer. scene "scenes/Gambler/HeardBoomer03.vcd" //You hear that boomer? scene "scenes/Gambler/HeardBoomer04.vcd" //You hear that boomer? scene "scenes/Gambler/HeardBoomer05.vcd" //You hear that boomer? Don't let him spew on you. scene "scenes/Gambler/HeardBoomer06.vcd" //Boomer around. Don't shoot him if he's near me! OKAY? } Rule PlayerWarnHeardBoomerGambler { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsGambler IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerGambler } Response PlayerWarnHeardBoomerC1Gambler { scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse? scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what? scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise? scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough. scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that? scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that? scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise? scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is. scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill. } Rule PlayerWarnHeardBoomerC1Gambler { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsGambler IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerC1Gambler } Response PlayerWarnHeardChargerGambler { scene "scenes/Gambler/HeardCharger01.vcd" //Keep your eyes peeled, I hear a charger. scene "scenes/Gambler/HeardCharger02.vcd" //I hear a charger. scene "scenes/Gambler/HeardCharger03.vcd" //Charger around, get ready. scene "scenes/Gambler/HeardCharger04.vcd" //Charger around, get ready. scene "scenes/Gambler/HeardCharger05.vcd" //Do you hear that charger? scene "scenes/Gambler/HeardCharger06.vcd" //I hear a charger. scene "scenes/Gambler/HeardCharger07.vcd" //You hear that charger? } Rule PlayerWarnHeardChargerGambler { criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsGambler IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardChargerGambler } Response PlayerWarnHeardChargerC1Gambler { scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse? scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what? scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise? scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough. scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that? scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that? scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise? scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is. scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill. } Rule PlayerWarnHeardChargerC1Gambler { criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsGambler IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardChargerC1Gambler } Response PlayerWarnHeardHunterGambler { scene "scenes/Gambler/HeardHunter01.vcd" //You hear that hunter? scene "scenes/Gambler/HeardHunter02.vcd" //Pay attention, hunter's around. scene "scenes/Gambler/HeardHunter03.vcd" //I hear a hunter. } Rule PlayerWarnHeardHunterGambler { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsGambler IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterGambler } Response PlayerWarnHeardHunterC1Gambler { scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse? scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what? scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise? scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough. scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that? scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that? scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise? scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is. scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill. } Rule PlayerWarnHeardHunterC1Gambler { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsGambler IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterC1Gambler } Response PlayerWarnHeardJockeyGambler { scene "scenes/Gambler/HeardJockey01.vcd" //I can hear a jockey. scene "scenes/Gambler/HeardJockey02.vcd" //Jockey's around. scene "scenes/Gambler/HeardJockey03.vcd" //One of those little jockey bastards is around. scene "scenes/Gambler/HeardJockey04.vcd" //I can hear a jockey. scene "scenes/Gambler/HeardJockey05.vcd" //Jockey's around. scene "scenes/Gambler/HeardJockey06.vcd" //One of those little jockey bastards is around. } Rule PlayerWarnHeardJockeyGambler { criteria ConceptPlayerWarnHearZombie IsJockeyClass IsNotCoughing IsGambler IsNotWarnHeardJockey NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "WarnHeardJockey:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardJockeyGambler } Response PlayerWarnHeardSmokerGambler { scene "scenes/Gambler/HeardSmoker01.vcd" //There's a Smoker around here. scene "scenes/Gambler/HeardSmoker02.vcd" //Smoker's around. scene "scenes/Gambler/HeardSmoker03.vcd" //I hear a smoker. scene "scenes/Gambler/HeardSmoker04.vcd" //There's a Smoker around here. } Rule PlayerWarnHeardSmokerGambler { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsGambler IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerGambler } Response PlayerWarnHeardSmokerC1Gambler { scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse? scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what? scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise? scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough. scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that? scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that? scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise? scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is. scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill. } Rule PlayerWarnHeardSmokerC1Gambler { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsGambler IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerC1Gambler } Response PlayerWarnHeardSpitterGambler { scene "scenes/Gambler/HeardSpitter01.vcd" //Spitter around. scene "scenes/Gambler/HeardSpitter02.vcd" //I hear a spitter. scene "scenes/Gambler/HeardSpitter03.vcd" //There's a spitter around. scene "scenes/Gambler/HeardSpitter04.vcd" //There's a spitter around. scene "scenes/Gambler/HeardSpitter05.vcd" //I hear a spitter. scene "scenes/Gambler/HeardSpitter06.vcd" //There's a spitter around. } Rule PlayerWarnHeardSpitterGambler { criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsGambler IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSpitterGambler } Response PlayerWarnHeardSpitterC1Gambler { scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse? scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what? scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise? scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough. scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that? scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that? scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise? scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is. scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill. } Rule PlayerWarnHeardSpitterC1Gambler { criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsGambler IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSpitterC1Gambler } Response PlayerWarnHeardWitchGambler { scene "scenes/Gambler/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 -0.913 //Sounds like a witch. scene "scenes/Gambler/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 -0.875 //Sounds like a witch. scene "scenes/Gambler/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 -1.344 //I think I hear my ex-wife... scene "scenes/Gambler/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 -1.062 //Everybody hear that witch? scene "scenes/Gambler/HeardWitch05.vcd" then Self PlayerKillThatLight foo:0 -0.995 //I hear a witch. } Rule PlayerWarnHeardWitchGambler { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsGambler IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchGambler } Response PlayerWarnHeardWitchC1Gambler { scene "scenes/Gambler/HeardWitchC101.vcd" then Self PlayerKillThatLight foo:0 -1.573 //Oh there's a sound that's familiar. scene "scenes/Gambler/HeardWitchC102.vcd" then Self PlayerKillThatLight foo:0 -1.355 //That sound is familiar. scene "scenes/Gambler/HeardWitchC103.vcd" then Self PlayerKillThatLight foo:0 -1.602 //I don't like the sound of this crying. scene "scenes/Gambler/HeardWitchC104.vcd" then Self PlayerKillThatLight foo:0 -1.706 //I don't like the sound of this crying. scene "scenes/Gambler/HeardWitchC105.vcd" then Self PlayerKillThatLight foo:0 -3.984 //A crying woman, what do you think she's sad the mall's closed? scene "scenes/Gambler/HeardWitchC106.vcd" then Self PlayerKillThatLight foo:0 -3.279 //A crying woman, you think she's sad the mall's closed? } Rule PlayerWarnHeardWitchC1Gambler { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsGambler IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler C1M1orC1M2 ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchC1Gambler } Response PlayerWarnMegaMobGambler { scene "scenes/Gambler/Incoming01.vcd" predelay "2.5,3.5" //This is why we've got guns! scene "scenes/Gambler/Incoming04.vcd" predelay "2.5,3.5" //They're coming! scene "scenes/Gambler/Incoming06.vcd" predelay "2.5,3.5" //God damn, it's gettin' good. scene "scenes/Gambler/Incoming07.vcd" predelay "2.5,3.5" //They're coming! } Rule PlayerWarnMegaMobGambler { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsGambler IsNotWarnMegaMob IsTalk IsTalkGambler IsNotSpeaking IsWorldTalkGambler ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobGambler } Response PlayerWarnMegaMobC501Gambler { scene "scenes/Gambler/Incoming01.vcd" predelay "2.5,3.5" //This is why we've got guns! scene "scenes/Gambler/Incoming04.vcd" predelay "2.5,3.5" //They're coming! scene "scenes/Gambler/Incoming06.vcd" predelay "2.5,3.5" //God damn, it's gettin' good. scene "scenes/Gambler/Incoming07.vcd" predelay "2.5,3.5" //They're coming! } Rule PlayerWarnMegaMobC501Gambler { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsGambler IsNotWarnMegaMob IsTalk IsTalkGambler IsNotSpeaking ismap_c5m1_waterfront IsWorldTalkGambler IsNotScavenge ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,ShotCar0501:1:0" applycontexttoworld Response PlayerWarnMegaMobC501Gambler } Response PlayerWarnWitchAngryGambler { scene "scenes/Gambler/WitchGettingAngry01.vcd" //Leave the witch alone. scene "scenes/Gambler/WitchGettingAngry02.vcd" //Can we leave that witch alone? scene "scenes/Gambler/WitchGettingAngry03.vcd" //Watch out, that witch is getting angry. scene "scenes/Gambler/WitchGettingAngry04.vcd" //Stay away from the witch. } Rule PlayerWarnWitchAngryGambler { criteria ConceptWitchGettingAngry IsNotCoughing IsGambler IsNotWarnAngryWitch IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnWitchAngryGambler } Response PlayerWorldInfectedDet2Gambler { scene "scenes/Gambler/WorldSigns02.vcd" //Really, I haven't seen any. (Infected detected in this area.) } Rule PlayerWorldInfectedDet2Gambler { criteria ConceptWorldSignsInfectedDetected2 IsNotCoughing IsGambler IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler Response PlayerWorldInfectedDet2Gambler } Response PlayerWorldIntroC31BlankGambler { scene "scenes/Gambler/Blank.vcd" then any WorldIntroC31 foo:0 5 //Blank } Rule PlayerWorldIntroC31BlankGambler { criteria ConceptintroC3M1 IsNotCoughing IsGambler IsTalk ismap_c3m1_plankcountry AutoIsNotScavenge AutoIsNotSurvival Response PlayerWorldIntroC31BlankGambler } Response PlayerWorldIntroC51Gambler { scene "scenes/Gambler/Blank.vcd" then orator C5M1_intro001 foo:0 0.01 //Blank } Rule PlayerWorldIntroC51Gambler { criteria ConceptWorldIntroC51 IsNotCoughing IsGambler IsNotSaidWorldIntroC51 IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidWorldIntroC51:1:0,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response PlayerWorldIntroC51Gambler } Response SurvivorCaughtVomitGambler { scene "scenes/Gambler/BoomerReaction01.vcd" //Ohh god damn it! scene "scenes/Gambler/BoomerReaction02.vcd" //Ahhh this is some nasty shit. scene "scenes/Gambler/BoomerReaction03.vcd" odds 10 //God damn it! I am covered in vomit again. scene "scenes/Gambler/BoomerReaction04.vcd" //I'm blind. } Rule SurvivorCaughtVomitGambler { criteria ConceptPlayerVomitInFace IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorCaughtVomitGambler } Response SurvivorchargerpoundGambler { scene "scenes/Gambler/GrabbedByCharger01.vcd" //Charger's got me! scene "scenes/Gambler/GrabbedByCharger02.vcd" //Kill the charger! scene "scenes/Gambler/GrabbedByCharger03.vcd" //Shoot the charger! scene "scenes/Gambler/GrabbedByCharger04.vcd" //Can someone shoot this goddamn thing?!? scene "scenes/Gambler/GrabbedByCharger05.vcd" //Shoot the big guy pounding me into the ground! scene "scenes/Gambler/GrabbedByCharger06.vcd" //Shoot him! Shoot him! scene "scenes/Gambler/GrabbedByCharger07.vcd" //Kill this goddamn thing! scene "scenes/Gambler/GrabbedByCharger08.vcd" //This thing is beating my ass! } Rule SurvivorchargerpoundGambler { criteria Conceptchargerpound IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidchargerpound IsWorldTalkGambler ApplyContext "Saidchargerpound:1:5,TalkGambler:1:5" Response SurvivorchargerpoundGambler } Response SurvivorCoughingGambler { scene "scenes/Gambler/Cough01.vcd" //[Coughing from smoke] scene "scenes/Gambler/Cough02.vcd" //[Coughing from smoke] scene "scenes/Gambler/Cough03.vcd" //[Coughing from smoke] scene "scenes/Gambler/Cough04.vcd" //[Coughing from smoke] } Rule SurvivorCoughingGambler { criteria ConceptSurvivorCoughing IsCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorCoughingGambler } Response SurvivorCoughingDeathGambler { scene "scenes/Gambler/Cough01.vcd" //[Coughing from smoke] scene "scenes/Gambler/Cough02.vcd" //[Coughing from smoke] scene "scenes/Gambler/Cough03.vcd" //[Coughing from smoke] scene "scenes/Gambler/Cough04.vcd" //[Coughing from smoke] } Rule SurvivorCoughingDeathGambler { criteria ConceptPlayerDeath IsCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorCoughingDeathGambler } Response SurvivorDeathGambler { scene "scenes/Gambler/DeathScream01.vcd" //[Loud painful death scream] scene "scenes/Gambler/DeathScream02.vcd" //[Loud painful death scream] scene "scenes/Gambler/DeathScream03.vcd" //[Short quick death scream] scene "scenes/Gambler/DeathScream04.vcd" //[Short quick death scream] scene "scenes/Gambler/DeathScream05.vcd" //[Short quick death scream] scene "scenes/Gambler/DeathScream06.vcd" //[Short quick death scream] scene "scenes/Gambler/DeathScream07.vcd" //[Short quick death scream] } Rule SurvivorDeathGambler { criteria ConceptPlayerDeath IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorDeathGambler } Response SurvivorGooedBySpitterGambler { scene "scenes/Gambler/GooedBySpitter01.vcd" //I got hit by the burning goo shit. scene "scenes/Gambler/GooedBySpitter02.vcd" //I got hit by the burning goo shit. scene "scenes/Gambler/GooedBySpitter03.vcd" //Goddamn it, I'm covered in goo. scene "scenes/Gambler/GooedBySpitter04.vcd" //I got hit by the burning goo shit. scene "scenes/Gambler/GooedBySpitter05.vcd" //Let's get out of the goo! scene "scenes/Gambler/GooedBySpitter06.vcd" //Get out of the goo! scene "scenes/Gambler/GooedBySpitterC102.vcd" //What is this shit on me? } Rule SurvivorGooedBySpitterGambler { criteria ConceptGooedBySpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidGooedBySpitter IsWorldTalkGambler ApplyContext "SaidGooedBySpitter:1:20,TalkGambler:1:3" Response SurvivorGooedBySpitterGambler } Response SurvivorGooedBySpitterC1Gambler { scene "scenes/Gambler/GooedBySpitterC101.vcd" //Ugh, what in the hell did that thing just do? scene "scenes/Gambler/GooedBySpitterC102.vcd" //What is this shit on me? scene "scenes/Gambler/GooedBySpitterC103.vcd" //What am I covered in? } Rule SurvivorGooedBySpitterC1Gambler { criteria ConceptGooedBySpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidGooedBySpitter IsCampaignl4d2_1 IsWorldTalkGambler C1M1orC1M2 ApplyContext "SaidGooedBySpitter:1:20,TalkGambler:1:3" Response SurvivorGooedBySpitterC1Gambler } Response SurvivorGrabbedByTongueGambler { scene "scenes/Gambler/GrabbedBySmoker01.vcd" //no, No, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Gambler/GrabbedBySmoker01a.vcd" //No, No! scene "scenes/Gambler/GrabbedBySmoker01b.vcd" //NOOOOOOO!!!!!!!!! scene "scenes/Gambler/GrabbedBySmoker02.vcd" //SMOKER'S GOT ME!! scene "scenes/Gambler/GrabbedBySmoker02a.vcd" //...GOT ME!! scene "scenes/Gambler/GrabbedBySmoker03.vcd" //SMOKER'S GOT ME!! scene "scenes/Gambler/GrabbedBySmoker04.vcd" //no, No, No, NO, NO!!!!!!!! scene "scenes/Gambler/GrabbedBySmoker04a.vcd" //NO, NO, NO!! scene "scenes/Gambler/GrabbedBySmoker05.vcd" //no, No, No, NO!!!!!!!! scene "scenes/Gambler/GrabbedBySmoker05a.vcd" //NO! scene "scenes/Gambler/GrabbedBySmoker05b.vcd" //NO, NO! scene "scenes/Gambler/GrabbedBySmoker05c.vcd" //NO!!!!!!!! } Rule SurvivorGrabbedByTongueGambler { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorGrabbedByTongueGambler } Response SurvivorGrabbedByTongueC1Gambler { scene "scenes/Gambler/GrabbedBySmokerC101.vcd" //What the hell? scene "scenes/Gambler/GrabbedBySmokerC102.vcd" //Something's got me?!?! scene "scenes/Gambler/GrabbedBySmokerC103.vcd" //What's this shit? scene "scenes/Gambler/GrabbedBySmokerC104.vcd" //What the? Ahh gross shit. scene "scenes/Gambler/GrabbedBySmokerC105.vcd" //Freaking tongue!?!? } Rule SurvivorGrabbedByTongueC1Gambler { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler C1M1orC1M2 Response SurvivorGrabbedByTongueC1Gambler } Response SurvivorPouncedByHunterGambler { scene "scenes/Gambler/ScreamWhilePounced01.vcd" //GET IT GET IT GET IT OFF ME! scene "scenes/Gambler/ScreamWhilePounced01a.vcd" //GET IT OFF ME! scene "scenes/Gambler/ScreamWhilePounced02.vcd" //GET IT GET IT GET IT OFF ME! scene "scenes/Gambler/ScreamWhilePounced02a.vcd" //GET IT OFF ME! scene "scenes/Gambler/ScreamWhilePounced03.vcd" //GET IT OFF! GET IT OFF! scene "scenes/Gambler/ScreamWhilePounced03a.vcd" //GET IT OFF! scene "scenes/Gambler/ScreamWhilePounced04.vcd" //GET IT OFF! GET IT OFF! GET IT OFF! scene "scenes/Gambler/ScreamWhilePounced04a.vcd" //GET IT OFF! scene "scenes/Gambler/ScreamWhilePounced04b.vcd" //GET IT OFF! scene "scenes/Gambler/ScreamWhilePounced05.vcd" //GET IT OFF ME! GET IT OFF ME! scene "scenes/Gambler/ScreamWhilePounced05a.vcd" //GET IT OFF ME! scene "scenes/Gambler/ScreamWhilePounced06.vcd" //GET IT OFF ME! } Rule SurvivorPouncedByHunterGambler { criteria ConceptScreamWhilePounced IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorPouncedByHunterGambler } Response SurvivorTankPoundGambler { scene "scenes/Gambler/TankPound01.vcd" //Freaking tank is killing me! scene "scenes/Gambler/TankPound02.vcd" //Freaking tank is killing me! scene "scenes/Gambler/TankPound03.vcd" //Do you see this big giant thing on me?!?! scene "scenes/Gambler/TankPound04.vcd" //Do you see this big giant thing on me?!?! scene "scenes/Gambler/TankPound05.vcd" //Mother of Mercy! This thing is killing me! scene "scenes/Gambler/TankPound06.vcd" //Mother of Mercy! This thing is killing me! } Rule SurvivorTankPoundGambler { criteria ConceptPlayerGroundPoundedByTank IsGambler IsTalk IsTalkGambler IsWorldTalkGambler isNotmap_c1m2_streets ApplyContext "SaidTankWarn2:1:60" Response SurvivorTankPoundGambler } Response SurvivorVocalizeBackUpGambler { scene "scenes/Gambler/BackUp01.vcd" //Back it up! scene "scenes/Gambler/BackUp02.vcd" //Back, back, back! scene "scenes/Gambler/BackUp03.vcd" //Come on back. scene "scenes/Gambler/BackUp04.vcd" //Back it up! } Rule SurvivorVocalizeBackUpGambler { criteria ConceptPlayerBackUp IsGambler IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorVocalizeBackUpGambler } Response SurvivorVocalizeEmphaticGoGambler { scene "scenes/Gambler/EmphaticGo01.vcd" //Go! scene "scenes/Gambler/EmphaticGo02.vcd" //GO! scene "scenes/Gambler/EmphaticGo03.vcd" //GOOO! scene "scenes/Gambler/EmphaticGo04.vcd" //Go go go! scene "scenes/Gambler/EmphaticGo05.vcd" //Let's go. Let's go. scene "scenes/Gambler/EmphaticGo06.vcd" //GO! scene "scenes/Gambler/EmphaticGo07.vcd" //Let's go. } Rule SurvivorVocalizeEmphaticGoGambler { criteria ConceptPlayerEmphaticGo IsGambler IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorVocalizeEmphaticGoGambler } Response SurvivorVocalizeFollowMeGambler { scene "scenes/Gambler/FollowMe01.vcd" //This way! scene "scenes/Gambler/FollowMe02.vcd" //Over here. scene "scenes/Gambler/FollowMe03.vcd" //Follow me. scene "scenes/Gambler/FollowMe04.vcd" //Follow me. scene "scenes/Gambler/FollowMe05.vcd" //Come on, this way! scene "scenes/Gambler/FollowMe06.vcd" //Keep up. scene "scenes/Gambler/FollowMe07.vcd" //Keep up. scene "scenes/Gambler/FollowMe08.vcd" //Come on, this way! scene "scenes/Gambler/FollowMe09.vcd" //Okay this way! scene "scenes/Gambler/FollowMe10.vcd" //This way! scene "scenes/Gambler/FollowMe11.vcd" //Over here. scene "scenes/Gambler/FollowMe12.vcd" //Follow me. scene "scenes/Gambler/FollowMe13.vcd" //Keep up. } Rule SurvivorVocalizeFollowMeGambler { criteria ConceptPlayerFollowMe IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorVocalizeFollowMeGambler } Response SurvivorVocalizeGoingToDieGambler { scene "scenes/Gambler/GoingToDie01.vcd" //I really screwed the pooch back there. scene "scenes/Gambler/GoingToDie02.vcd" //I gotta take better care of myself. scene "scenes/Gambler/GoingToDie03.vcd" //Not dead yet, but not exactly healthy. scene "scenes/Gambler/GoingToDie04.vcd" //God damn it! God damn it. God damn it. scene "scenes/Gambler/GoingToDie05.vcd" //If I go, you guys gonna miss me. scene "scenes/Gambler/GoingToDie06.vcd" //I have seriously felt better. scene "scenes/Gambler/GoingToDie07.vcd" //Pull yourself together man, you're falling apart. scene "scenes/Gambler/GoingToDie08.vcd" //Don't worry about me, I'll be okay. scene "scenes/Gambler/GoingToDie09.vcd" //This is not how it's going to end. scene "scenes/Gambler/GoingToDie10.vcd" //I'm not dead yet! scene "scenes/Gambler/GoingToDie11.vcd" //You're going to have to do better than that to kill me! scene "scenes/Gambler/GoingToDie12.vcd" odds 5 //Quit being a baby, you've felt worse after a night of drinking. scene "scenes/Gambler/GoingToDie13.vcd" //Ain't this a bitch. scene "scenes/Gambler/GoingToDie14.vcd" //God damn it I can't believe this. scene "scenes/Gambler/GoingToDie15.vcd" //Well at least I didn't catch the flu. scene "scenes/Gambler/GoingToDie16.vcd" //This is some crap scene "scenes/Gambler/GoingToDie17.vcd" //Don't worry. I'm not done yet. scene "scenes/Gambler/GoingToDie18.vcd" //I am sick and tired of being sick and tired. scene "scenes/Gambler/GoingToDie23.vcd" //What was I thinking coming down here? scene "scenes/Gambler/GoingToDie24.vcd" //Okay, all right, I can do this. I can do this. scene "scenes/Gambler/GoingToDie25.vcd" //I'm not going to die down here. scene "scenes/Gambler/GoingToDie26.vcd" //I am not dying in the middle of nowhere. } Rule SurvivorVocalizeGoingToDieGambler { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock IsWorldTalkGambler ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDieGambler } Response SurvivorVocalizeGoingToDie3Gambler { scene "scenes/Gambler/GoingToDie301.vcd" //I am not going to make it much longer my friends, I am seriously screwed up. scene "scenes/Gambler/GoingToDie302.vcd" //All right, I gotta call uncle here. I need some help. scene "scenes/Gambler/GoingToDie303.vcd" //Well boys, this looks like its for me. scene "scenes/Gambler/GoingToDie304.vcd" //Doesn't this beat all. I am about to die. scene "scenes/Gambler/GoingToDie305.vcd" //Man, man... It has been a long time since I have felt this bad. } Rule SurvivorVocalizeGoingToDie3Gambler { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsOnThirdStrike IsTalk IsTalkGambler IsNotComplainBlock IsWorldTalkGambler ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDie3Gambler } Response SurvivorVocalizeLookOutGambler { scene "scenes/Gambler/LookOut01.vcd" //Look out! scene "scenes/Gambler/LookOut02.vcd" //Watch out! scene "scenes/Gambler/LookOut03.vcd" //Heads up! } Rule SurvivorVocalizeLookOutGambler { criteria ConceptPlayerLookOut IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorVocalizeLookOutGambler } Response SurvivorVocalizeThisWayGambler { scene "scenes/Gambler/FollowMe01.vcd" //This way! scene "scenes/Gambler/FollowMe02.vcd" //Over here. scene "scenes/Gambler/FollowMe03.vcd" //Follow me. scene "scenes/Gambler/FollowMe04.vcd" //Follow me. scene "scenes/Gambler/FollowMe05.vcd" //Come on, this way! scene "scenes/Gambler/FollowMe06.vcd" //Keep up. scene "scenes/Gambler/FollowMe07.vcd" //Keep up. scene "scenes/Gambler/FollowMe08.vcd" //Come on, this way! scene "scenes/Gambler/FollowMe09.vcd" //Okay this way! scene "scenes/Gambler/FollowMe10.vcd" //This way! scene "scenes/Gambler/FollowMe11.vcd" //Over here. scene "scenes/Gambler/FollowMe12.vcd" //Follow me. scene "scenes/Gambler/FollowMe13.vcd" //Keep up. } Rule SurvivorVocalizeThisWayGambler { criteria ConceptPlayerThisWay IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorVocalizeThisWayGambler } Response SurvivorVocalizeWaitHereGambler { scene "scenes/Gambler/WaitHere01.vcd" //Wait. scene "scenes/Gambler/WaitHere02.vcd" //Don't move from this spot. scene "scenes/Gambler/WaitHere03.vcd" //Stay here. scene "scenes/Gambler/WaitHere04.vcd" //Just stay here. scene "scenes/Gambler/WaitHere05.vcd" //Wait here. } Rule SurvivorVocalizeWaitHereGambler { criteria ConceptPlayerWaitHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response SurvivorVocalizeWaitHereGambler } Response SurvivorWarnSpitterIncomingGambler { scene "scenes/Gambler/WarnSpitterIncoming01.vcd" //We got goo!! scene "scenes/Gambler/WarnSpitterIncoming02.vcd" //Goo incoming! scene "scenes/Gambler/WarnSpitterIncoming03.vcd" //Hot stuff coming! scene "scenes/Gambler/WarnSpitterIncoming04.vcd" //Fire spit coming! scene "scenes/Gambler/WarnSpitterIncoming05.vcd" //Fire spit coming! scene "scenes/Gambler/WarnSpitterIncoming06.vcd" //We got goo!! scene "scenes/Gambler/WarnSpitterIncoming07.vcd" //We got goo coming!! } Rule SurvivorWarnSpitterIncomingGambler { criteria ConceptWarnSpitterIncoming IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidWarnSpitterIncoming IsWorldTalkGambler ApplyContext "SaidWarnSpitterIncoming:1:10" Response SurvivorWarnSpitterIncomingGambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Danger //-------------------------------------------------------------------------------------------------------------- Response PlayerLedgeHangEndGambler { scene "scenes/Gambler/LedgeHangEnd01.vcd" //Get your asses over here and HELP ME! scene "scenes/Gambler/LedgeHangEnd02.vcd" //SOMEBODY NEEDS TO HELP ME UP! scene "scenes/Gambler/LedgeHangEnd03.vcd" //Don't be leaving me here DAMNIT! HELP! } Rule PlayerLedgeHangEndGambler { criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerLedgeHangEndGambler } Response PlayerLedgeHangMiddleGambler { scene "scenes/Gambler/LedgeHangMiddle01.vcd" //I am hanging over here! scene "scenes/Gambler/LedgeHangMiddle02.vcd" //Don't even think of leaving me here! scene "scenes/Gambler/LedgeHangMiddle03.vcd" //Could use a hand over here. scene "scenes/Gambler/LedgeHangMiddle04.vcd" //Could use some help here . } Rule PlayerLedgeHangMiddleGambler { criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerLedgeHangMiddleGambler } Response PlayerLedgeHangStartGambler { scene "scenes/Gambler/LedgeHangStart01.vcd" //Guys, I seem to have slipped! scene "scenes/Gambler/LedgeHangStart02.vcd" //I'm hanging here. scene "scenes/Gambler/LedgeHangStart03.vcd" //Hey! Give me a hand. scene "scenes/Gambler/LedgeHangStart04.vcd" //I need a hand. } Rule PlayerLedgeHangStartGambler { criteria ConceptPlayerLedgeHangStart IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerLedgeHangStartGambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Death //-------------------------------------------------------------------------------------------------------------- Response DoubleDeathGambler { scene "scenes/Gambler/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Ahhh SHIT! scene "scenes/Gambler/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Ahhh SHIT! scene "scenes/Gambler/DoubleDeathResponse04.vcd" predelay ".5,1.25"odds 5 //I think we just became long shots. scene "scenes/Gambler/DoubleDeathResponse05.vcd" predelay ".5,1.25" //We just screwed our odds. } Rule DoubleDeathGambler { criteria ConceptSurvivorDied IsNotCoughing IsGambler IsSaidSomeoneDied IsTalk IsTalkGambler IsNotSaidSomeoneDiedDouble IsWorldTalkGambler ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response DoubleDeathGambler } Response DoubleDeath2Gambler { scene "scenes/Gambler/DoubleDeathResponse01.vcd" predelay ".5,1.25" //Well shit. We're a twosome from here on out. scene "scenes/Gambler/DoubleDeathResponse02.vcd" predelay ".5,1.25" //Looks like it's just you and me. } Rule DoubleDeath2Gambler { criteria ConceptDeath2Left IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent IsWorldTalkGambler ApplyContext "SaidSomeoneDiedDouble2:1:10" applycontexttoworld Response DoubleDeath2Gambler } Response DoubleDeath2MechanicGambler { scene "scenes/Gambler/DoubleDeathResponseMechanic01.vcd" predelay ".5,1.25" //Hey Ellis, don't let me down. scene "scenes/Gambler/DoubleDeathResponseMechanic02.vcd" predelay ".5,1.25" //Hey, Ellis, you know all that shit I was saying? I was just joking. } Rule DoubleDeath2MechanicGambler { criteria ConceptDeath2Left IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire40Percent IsWorldTalkGambler IsMechanicAlive IsWithTwo ApplyContext "SaidSomeoneDiedDouble2:1:10" applycontexttoworld Response DoubleDeath2MechanicGambler } Response SurvivorDiedCoachGambler { scene "scenes/Gambler/NameCoach01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.467 //Coach! scene "scenes/Gambler/NameCoach02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.572 //Coach! } Rule SurvivorDiedCoachGambler { criteria ConceptSurvivorDied IsNotCoughing IsGambler IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedCoachGambler } Response SurvivorDiedMechanicGambler { scene "scenes/Gambler/NameEllis04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.585 //Ellis! scene "scenes/Gambler/NameEllis07.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.505 //Ellis! scene "scenes/Gambler/NameEllis13.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.670 //Ellis! } Rule SurvivorDiedMechanicGambler { criteria ConceptSurvivorDied IsNotCoughing IsGambler IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedMechanicGambler } Response SurvivorDiedProducerGambler { scene "scenes/Gambler/NameRochelle01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.532 //Rochelle! scene "scenes/Gambler/NameRochelle12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.514 //Rochelle! } Rule SurvivorDiedProducerGambler { criteria ConceptSurvivorDied IsNotCoughing IsGambler IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedProducerGambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorDeployUpExplosivesGambler { scene "scenes/Gambler/ExplosiveAmmo04.vcd" //Deploying frag rounds! } Rule SurvivorDeployUpExplosivesGambler { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsGambler IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidDeployUpgradePack_Explosive HasUpgradePack_Explosive ApplyContext "SaidDeployUpgradePack_Explosive:1:30" Response SurvivorDeployUpExplosivesGambler } Response SurvivorDeployUpIncendiaryGambler { scene "scenes/Gambler/IncendAmmo04.vcd" //Deploying fire bullets! scene "scenes/Gambler/IncendAmmo05.vcd" //Everybody grab some incendiary ammo! } Rule SurvivorDeployUpIncendiaryGambler { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsGambler IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidDeployUpgradePack_Incendiary HasUpgradePack_Incendiary ApplyContext "SaidDeployUpgradePack_Incendiary:1:30" Response SurvivorDeployUpIncendiaryGambler } Response SurvivorPickupAdrenalineGambler { scene "scenes/Gambler/Adrenaline02.vcd" //Grabbin' a shot! } Rule SurvivorPickupAdrenalineGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpAdrenaline IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupAdrenalineGambler } Response SurvivorPickupAdrenalineAlwaysGambler { scene "scenes/Gambler/Adrenaline02.vcd" //Grabbin' a shot! } Rule SurvivorPickupAdrenalineAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpAdrenaline IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupAdrenalineAlwaysGambler } Response SurvivorPickupAutoShotgunGambler { scene "scenes/Gambler/TakeAutoShotgun01.vcd" //I got the shotgun. scene "scenes/Gambler/TakeAutoShotgun02.vcd" //Shotgun for me. scene "scenes/Gambler/TakeAutoShotgun03.vcd" //Taking the shotgun scene "scenes/Gambler/TakeAutoShotgun04.vcd" //Shotgun. } Rule SurvivorPickupAutoShotgunGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupAutoShotgunGambler } Response SurvivorPickupAutoShotgunAlwaysGambler { scene "scenes/Gambler/TakeAutoShotgun01.vcd" //I got the shotgun. scene "scenes/Gambler/TakeAutoShotgun02.vcd" //Shotgun for me. scene "scenes/Gambler/TakeAutoShotgun03.vcd" //Taking the shotgun scene "scenes/Gambler/TakeAutoShotgun04.vcd" //Shotgun. } Rule SurvivorPickupAutoShotgunAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupAutoShotgunAlwaysGambler } Response SurvivorPickupbaseball_batGambler { scene "scenes/Gambler/MeleeWeapons17.vcd" //I'm gonna whack the shit outta somethin' with this. scene "scenes/Gambler/TakeBat01.vcd" then coach Player.TakeBatR foo:0 -2.148 //This brings back some good memories. scene "scenes/Gambler/TakeBat02.vcd" //This is nice, I'm gonna crack some heads with it. scene "scenes/Gambler/TakeBat03.vcd" //I'm gonna crack some heads with this. } Rule SurvivorPickupbaseball_batGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpbaseball_bat IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupbaseball_batGambler } Response SurvivorPickupchainsawGambler { scene "scenes/Gambler/MeleeWeapons04.vcd" //Got a chainsaw. scene "scenes/Gambler/TakeMelee01.vcd" //Hell yeah. scene "scenes/Gambler/Yes10.vcd" //Yessss. } Rule SurvivorPickupchainsawGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpchainsaw IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupchainsawGambler } Response SurvivorPickupcricket_batGambler { scene "scenes/Gambler/MeleeWeapons16.vcd" //Gonna whack the shit outta somethin' with this. scene "scenes/Gambler/MeleeWeapons18.vcd" //Niiiiice. scene "scenes/Gambler/TakeMelee03.vcd" //This could be fun. scene "scenes/Gambler/TakeMelee05.vcd" //That'll come in handy. } Rule SurvivorPickupcricket_batGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpcricket_bat IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupcricket_batGambler } Response SurvivorPickupCricketBatGambler { scene "scenes/Gambler/TakeMelee01.vcd" //Hell yeah. scene "scenes/Gambler/TakeMelee02.vcd" //This feels good. scene "scenes/Gambler/TakeMelee03.vcd" //This could be fun. scene "scenes/Gambler/TakeMelee04.vcd" //Can save some bullets with this one. scene "scenes/Gambler/TakeMelee05.vcd" //That'll come in handy. scene "scenes/Gambler/TakeMelee06.vcd" //I am going to beat the shit out of something with this. } Rule SurvivorPickupCricketBatGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpcricket_bat IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupCricketBatGambler } Response SurvivorPickupCrowBarGambler { scene "scenes/Gambler/MeleeWeapons11.vcd" //Grabbing a crowbar. scene "scenes/Gambler/MeleeWeapons13.vcd" odds 5 //I cannot WAIT to find a crate. scene "scenes/Gambler/TakeMelee02.vcd" //This feels good. scene "scenes/Gambler/TakeMelee05.vcd" //That'll come in handy. } Rule SurvivorPickupCrowBarGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpCrowBar IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupCrowBarGambler } Response SurvivorPickupDefibrillatorGambler { scene "scenes/Gambler/Defibrillator03.vcd" //Got some chest paddles. scene "scenes/Gambler/Defibrillator05.vcd" //Got a defib unit. } Rule SurvivorPickupDefibrillatorGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpDefibrillator IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupDefibrillatorGambler } Response SurvivorPickupelectric_guitarGambler { scene "scenes/Gambler/MeleeWeapons08.vcd" //Grabbing a guitar. } Rule SurvivorPickupelectric_guitarGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpelectric_guitar IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupelectric_guitarGambler } Response SurvivorPickupFireAxeGambler { scene "scenes/Gambler/TakeFryingAxe01.vcd" //A Freaking Axe (to self laughing) scene "scenes/Gambler/TakeFryingAxe02.vcd" //Axe! } Rule SurvivorPickupFireAxeGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpFireAxe IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupFireAxeGambler } Response SurvivorPickupFirstAidKitGambler { scene "scenes/Gambler/TakeFirstAid01.vcd" //I need this. scene "scenes/Gambler/TakeFirstAid02.vcd" //I need this. scene "scenes/Gambler/TakeFirstAid03.vcd" //Grabbing the first aid. scene "scenes/Gambler/TakeFirstAid04.vcd" //I'll hold on to the first aid kit. scene "scenes/Gambler/TakeFirstAid05.vcd" //First Aid Kit. } Rule SurvivorPickupFirstAidKitGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupFirstAidKitGambler } Response SurvivorPickupFirstAidKitAlwaysGambler { scene "scenes/Gambler/TakeFirstAid01.vcd" //I need this. scene "scenes/Gambler/TakeFirstAid02.vcd" //I need this. scene "scenes/Gambler/TakeFirstAid03.vcd" //Grabbing the first aid. scene "scenes/Gambler/TakeFirstAid04.vcd" //I'll hold on to the first aid kit. scene "scenes/Gambler/TakeFirstAid05.vcd" //First Aid Kit. } Rule SurvivorPickupFirstAidKitAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupFirstAidKitAlwaysGambler } Response SurvivorPickupFirstSMGGambler { scene "scenes/Gambler/WorldC1M1B27.vcd" //This shit'll even up the score. } Rule SurvivorPickupFirstSMGGambler { criteria ConceptPlayerPickup IsGambler IsPickedUpSmg_silenced IsTalk IsTalkGambler IsNotSaidPickupFirstSMG IsSaidC1M1OpenDoor IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30,SaidPickupFirstSMG:1:0" applycontexttoworld Response SurvivorPickupFirstSMGGambler } Response SurvivorPickupFryingPanGambler { scene "scenes/Gambler/TakeFryingPan01.vcd" //Gonna bonk some heads with this! scene "scenes/Gambler/TakeFryingPan02.vcd" //Frying pan! scene "scenes/Gambler/TakeFryingPan03.vcd" //A skillet! scene "scenes/Gambler/TakeFryingPan04.vcd" //This'll work. } Rule SurvivorPickupFryingPanGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpFryingPan IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupFryingPanGambler } Response SurvivorPickupGrenadeLauncherGambler { scene "scenes/Gambler/GrenadeLauncher02.vcd" //Hell yeah. Grenade launcher. scene "scenes/Gambler/GrenadeLauncher03.vcd" //[chuckles] Time to make some zombie soup. } Rule SurvivorPickupGrenadeLauncherGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpGrenadeLauncher IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupGrenadeLauncherGambler } Response SurvivorPickupGunC1M2Gambler { scene "scenes/Gambler/WorldC1M2B13.vcd" //I'm not legally allowed to own a gun, hope everybody's okay with that. } Rule SurvivorPickupGunC1M2Gambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsItemTypeRifle IsNotSpeaking IsTalk IsSaidC1M2InsideGunShop IsNotSaidC1M2GunRoomDoorWhit IsNotSaidC1M2InsideGunShopPickUp IsWorldTalkGambler IsNotSaidC1M2InsideGunShopPickUp ChanceToFire50Percent ApplyContext "SaidC1M2InsideGunShopPickUp:1:0" applycontexttoworld Response SurvivorPickupGunC1M2Gambler } Response SurvivorPickupHuntingRifleGambler { scene "scenes/Gambler/TakeSniper01.vcd" //Sniper for me. scene "scenes/Gambler/TakeSniper02.vcd" //I'll snipe. scene "scenes/Gambler/TakeSniper03.vcd" //Sniper for me. scene "scenes/Gambler/TakeSniper04.vcd" //I'll snipe. } Rule SurvivorPickupHuntingRifleGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupHuntingRifleGambler } Response SurvivorPickupHuntingRifleAlwaysGambler { scene "scenes/Gambler/TakeSniper01.vcd" //Sniper for me. scene "scenes/Gambler/TakeSniper02.vcd" //I'll snipe. scene "scenes/Gambler/TakeSniper03.vcd" //Sniper for me. scene "scenes/Gambler/TakeSniper04.vcd" //I'll snipe. } Rule SurvivorPickupHuntingRifleAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupHuntingRifleAlwaysGambler } Response SurvivorPickupIncendiaryAmmoGambler { scene "scenes/Gambler/IncendAmmo03.vcd" //Let's start some fires, people! scene "scenes/Gambler/NiceJob01.vcd" //Well all right! scene "scenes/Gambler/Yes10.vcd" //Yessss. } Rule SurvivorPickupIncendiaryAmmoGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpIncendiaryAmmo IsNotSpeaking ChanceToFire40Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupIncendiaryAmmoGambler } Response SurvivorPickupKatanaGambler { scene "scenes/Gambler/MeleeWeapons09.vcd" //Ninja sword here. scene "scenes/Gambler/MeleeWeapons10.vcd" //Grabbing a sword. scene "scenes/Gambler/PositiveNoise14.vcd" //Hell yeah. scene "scenes/Gambler/TakeMelee03.vcd" //This could be fun. } Rule SurvivorPickupKatanaGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpKatana IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupKatanaGambler } Response SurvivorPickupLaserSightsAlwaysGambler { scene "scenes/Gambler/Yes08.vcd" //Yessss. } Rule SurvivorPickupLaserSightsAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpLaserSights IsNotSpeaking ChanceToFire50Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupLaserSightsAlwaysGambler } Response SurvivorPickupMacheteGambler { scene "scenes/Gambler/MeleeWeapons02.vcd" //Got a machete. scene "scenes/Gambler/TakeMelee04.vcd" //Can save some bullets with this one. } Rule SurvivorPickupMacheteGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMachete IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupMacheteGambler } Response SurvivorPickupMagnumGambler { scene "scenes/Gambler/MeleeWeapons18.vcd" //Niiiiice. scene "scenes/Gambler/TakeMelee01.vcd" //Hell yeah. } Rule SurvivorPickupMagnumGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMagnum IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupMagnumGambler } Response SurvivorPickupMagnumAlwaysGambler { scene "scenes/Gambler/MeleeWeapons18.vcd" //Niiiiice. scene "scenes/Gambler/TakeMelee01.vcd" //Hell yeah. } Rule SurvivorPickupMagnumAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMagnum IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupMagnumAlwaysGambler } Response SurvivorPickupMolotovGambler { scene "scenes/Gambler/TakeMolotov01.vcd" //Grabbing a Molotov. scene "scenes/Gambler/TakeMolotov02.vcd" //Molotov! } Rule SurvivorPickupMolotovGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupMolotovGambler } Response SurvivorPickupMolotovAlwaysGambler { scene "scenes/Gambler/TakeMolotov01.vcd" //Grabbing a Molotov. scene "scenes/Gambler/TakeMolotov02.vcd" //Molotov! } Rule SurvivorPickupMolotovAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupMolotovAlwaysGambler } Response SurvivorPickupPainPillsGambler { scene "scenes/Gambler/TakePills01.vcd" //Pills. scene "scenes/Gambler/TakePills02.vcd" //I got pills. scene "scenes/Gambler/TakePills03.vcd" //I can always use these. scene "scenes/Gambler/TakePills04.vcd" //I'll hold onto these pills. } Rule SurvivorPickupPainPillsGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupPainPillsGambler } Response SurvivorPickupPainPillsAlwaysGambler { scene "scenes/Gambler/TakePills01.vcd" //Pills. scene "scenes/Gambler/TakePills02.vcd" //I got pills. scene "scenes/Gambler/TakePills03.vcd" //I can always use these. scene "scenes/Gambler/TakePills04.vcd" //I'll hold onto these pills. } Rule SurvivorPickupPainPillsAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupPainPillsAlwaysGambler } Response SurvivorPickupPipeBombGambler { scene "scenes/Gambler/TakePipeBomb01.vcd" //Grabbing a pipe bomb. scene "scenes/Gambler/TakePipeBomb02.vcd" //Pipe bomb! } Rule SurvivorPickupPipeBombGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupPipeBombGambler } Response SurvivorPickupPipeBombAlwaysGambler { scene "scenes/Gambler/TakePipeBomb01.vcd" //Grabbing a pipe bomb. scene "scenes/Gambler/TakePipeBomb02.vcd" //Pipe bomb! } Rule SurvivorPickupPipeBombAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupPipeBombAlwaysGambler } Response SurvivorPickupPumpShotgunGambler { scene "scenes/Gambler/TakeShotgun01.vcd" //Going with the shotgun. scene "scenes/Gambler/TakeShotgun02.vcd" //Shotgun. scene "scenes/Gambler/TakeShotgun03.vcd" //Taking the shotgun. } Rule SurvivorPickupPumpShotgunGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupPumpShotgunGambler } Response SurvivorPickupPumpShotgunAlwaysGambler { scene "scenes/Gambler/TakeShotgun01.vcd" //Going with the shotgun. scene "scenes/Gambler/TakeShotgun02.vcd" //Shotgun. scene "scenes/Gambler/TakeShotgun03.vcd" //Taking the shotgun. } Rule SurvivorPickupPumpShotgunAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupPumpShotgunAlwaysGambler } Response SurvivorPickupRifleGambler { scene "scenes/Gambler/TakeAssaultRifle01.vcd" //Taking the rifle. scene "scenes/Gambler/TakeAssaultRifle02.vcd" //Grabbing the assault rifle. scene "scenes/Gambler/TakeAssaultRifle03.vcd" //Grabbing the assault rifle. scene "scenes/Gambler/TakeAssaultRifle04.vcd" //Assault rifle. scene "scenes/Gambler/TakeAssaultRifle05.vcd" //Taking the rifle. } Rule SurvivorPickupRifleGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupRifleGambler } Response SurvivorPickupRifleAlwaysGambler { scene "scenes/Gambler/TakeAssaultRifle01.vcd" //Taking the rifle. scene "scenes/Gambler/TakeAssaultRifle02.vcd" //Grabbing the assault rifle. scene "scenes/Gambler/TakeAssaultRifle03.vcd" //Grabbing the assault rifle. scene "scenes/Gambler/TakeAssaultRifle04.vcd" //Assault rifle. scene "scenes/Gambler/TakeAssaultRifle05.vcd" //Taking the rifle. } Rule SurvivorPickupRifleAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupRifleAlwaysGambler } Response SurvivorPickupSecondPistolGambler { scene "scenes/Gambler/TakePistol01.vcd" //Grabbing the pistol! scene "scenes/Gambler/TakePistol02.vcd" //Pistol! scene "scenes/Gambler/TakePistol03.vcd" //Second pistol. } Rule SurvivorPickupSecondPistolGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupSecondPistolGambler } Response SurvivorPickupSMGGambler { scene "scenes/Gambler/TakeSubMachineGun01.vcd" //Taking the machinegun. scene "scenes/Gambler/TakeSubMachineGun02.vcd" //Going with the machinegun. } Rule SurvivorPickupSMGGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupSMGGambler } Response SurvivorPickupSMGAlwaysGambler { scene "scenes/Gambler/TakeSubMachineGun01.vcd" //Taking the machinegun. scene "scenes/Gambler/TakeSubMachineGun02.vcd" //Going with the machinegun. } Rule SurvivorPickupSMGAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupSMGAlwaysGambler } Response SurvivorPickuptonfaGambler { scene "scenes/Gambler/MeleeWeapons06.vcd" //Grabbing a nightstick. scene "scenes/Gambler/MeleeWeapons17.vcd" //I'm gonna whack the shit outta somethin' with this. scene "scenes/Gambler/TakeMelee02.vcd" //This feels good. } Rule SurvivorPickuptonfaGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUptonfa IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickuptonfaGambler } Response SurvivorPickupUpExplosiveAmmoGambler { scene "scenes/Gambler/Yes08.vcd" //Yessss. } Rule SurvivorPickupUpExplosiveAmmoGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpExplosiveAmmo IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupUpExplosiveAmmoGambler } Response SurvivorPickupUpExplosivesGambler { scene "scenes/Gambler/ExplosiveAmmo03.vcd" //Grabbin' some frag rounds! } Rule SurvivorPickupUpExplosivesGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpUpgradePack_Explosive IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupUpExplosivesGambler } Response SurvivorPickupUpIncendiaryGambler { scene "scenes/Gambler/IncendAmmo02.vcd" //Grabbin' fire bullets! } Rule SurvivorPickupUpIncendiaryGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpUpgradePack_Incendiary IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryGambler } Response SurvivorPickupUpIncendiaryAmmoGambler { scene "scenes/Gambler/IncendAmmo03.vcd" //Let's start some fires, people! scene "scenes/Gambler/NiceJob01.vcd" //Well all right! scene "scenes/Gambler/Yes10.vcd" //Yessss. } Rule SurvivorPickupUpIncendiaryAmmoGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpIncendiaryAmmo IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryAmmoGambler } Response SurvivorPickupVomitJarGambler { scene "scenes/Gambler/BoomerJar04.vcd" //Grabbin' puke! scene "scenes/Gambler/BoomerJar07.vcd" //Grabbin' a bile jar! } Rule SurvivorPickupVomitJarGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupVomitJarGambler } Response SurvivorPickupVomitJarAlwaysGambler { scene "scenes/Gambler/BoomerJar04.vcd" //Grabbin' puke! scene "scenes/Gambler/BoomerJar07.vcd" //Grabbin' a bile jar! } Rule SurvivorPickupVomitJarAlwaysGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysGambler } Response SurvivorPickupVomitJarAlwaysC1Gambler { scene "scenes/Gambler/BoomerJar04.vcd" //Grabbin' puke! } Rule SurvivorPickupVomitJarAlwaysC1Gambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m1_hotelC1 ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysC1Gambler } Response SurvivorPickupVomitJarC1Gambler { scene "scenes/Gambler/BoomerJar04.vcd" //Grabbin' puke! } Rule SurvivorPickupVomitJarC1Gambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m1_hotelC1 ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupVomitJarC1Gambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerGettingRevivedGambler { scene "scenes/Gambler/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 -1.187 //Well, what do I look like? scene "scenes/Gambler/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 -1.028 //I'm fine. scene "scenes/Gambler/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 -0.742 //You tell me. scene "scenes/Gambler/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 -1.062 //Same as always. scene "scenes/Gambler/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 -1.538 //Not exactly great. scene "scenes/Gambler/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 -1.459 //I'm cool, I'm cool. scene "scenes/Gambler/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 -1.846 //I'm good, I'm good. Get me up. scene "scenes/Gambler/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 -1.103 //Don't worry about me. scene "scenes/Gambler/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 -0.751 //Good enough. scene "scenes/Gambler/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 -1.763 //Fine, I'm fine, fine. scene "scenes/Gambler/GettingRevived11.vcd" then From ReviveFriendDownFinal foo:0 -1.961 //Oh I'm super. (sarcastic) scene "scenes/Gambler/GettingRevived12.vcd" then From ReviveFriendDownFinal foo:0 -0.773 //I been better. scene "scenes/Gambler/GettingRevived13.vcd" then From ReviveFriendDownFinal foo:0 -2.200 //Just get me up. scene "scenes/Gambler/GettingRevived14.vcd" then From ReviveFriendDownFinal foo:0 -0.636 //I'll be fine. scene "scenes/Gambler/GettingRevived15.vcd" then From ReviveFriendDownFinal foo:0 -0.803 //Oh I'm great, (sarcastic) scene "scenes/Gambler/GettingRevived16.vcd" odds 10 //Fan-freaking-tastic, that's how I am. (sarcastic) scene "scenes/Gambler/GettingRevived17.vcd" then From ReviveFriendDownFinal foo:0 -1.171 //I'll live. Let's go. scene "scenes/Gambler/GettingRevived18.vcd" then From ReviveFriendDownFinal foo:0 -0.669 //Been better. scene "scenes/Gambler/GettingRevived19.vcd" then From ReviveFriendDownFinal foo:0 -0.664 //I've been better. scene "scenes/Gambler/GettingRevived20.vcd" then From ReviveFriendDownFinal foo:0 -1.097 //Don't worry, just get me up. } Rule PlayerGettingRevivedGambler { criteria ConceptReviveFriendDown IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerGettingRevivedGambler } Response PlayerHealOtherGambler { scene "scenes/Gambler/HealOther01.vcd" //I should probably save this for me, but - what the hell. scene "scenes/Gambler/HealOther02.vcd" //Let doctor Nick fix you up. scene "scenes/Gambler/HealOther03.vcd" //Just hang on, let me heal you. scene "scenes/Gambler/HealOther04.vcd" //You're a mess, stand still. scene "scenes/Gambler/HealOther05.vcd" //Now, don't waste this by getting pounced or something. } Rule PlayerHealOtherGambler { criteria ConceptPlayerHealingOther IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerHealOtherGambler } Response PlayerHealOtherC1Gambler { scene "scenes/Gambler/HealOtherC101.vcd" //Hold still, I've done this before. scene "scenes/Gambler/HealOtherC102.vcd" //Quit moving around. I've seen worse. scene "scenes/Gambler/HealOtherC103.vcd" //Man up for a minute. I'm going to fix you up. scene "scenes/Gambler/HealOtherC104.vcd" //Hold still. Probably going to regret this, but let me use this on you. scene "scenes/Gambler/HealOtherC105.vcd" //Alright, don't let the other ones know I am doing this. I'm only doing it for you. (whispered) } Rule PlayerHealOtherC1Gambler { criteria ConceptPlayerHealingOther IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames Response PlayerHealOtherC1Gambler } Response PlayerHealOtherCombatGambler { scene "scenes/Gambler/HealOtherCombat01.vcd" //Hold on! HOLD. ON. scene "scenes/Gambler/HealOtherCombat02.vcd" //We don't have time, stop moving. scene "scenes/Gambler/HealOtherCombat03.vcd" //Cover us while I heal you. scene "scenes/Gambler/HealOtherCombat04.vcd" //I'm gonna heal you. Keep shooting. scene "scenes/Gambler/HealOtherCombat05.vcd" //Keep 'em off us while I heal you. } Rule PlayerHealOtherCombatGambler { criteria ConceptPlayerHealingOther IsNotCoughing IsGambler IsTalk IsTalkGambler InCombat IsWorldTalkGambler Response PlayerHealOtherCombatGambler } Response PlayerLedgeSaveGambler { scene "scenes/Gambler/LedgeSave01.vcd" //Easy there fireball. Let me get you up. scene "scenes/Gambler/LedgeSave02.vcd" //Don't worry. I'll bail your ass out of this mess. scene "scenes/Gambler/LedgeSave03.vcd" //Did you miss me? Come on, let's get you up. scene "scenes/Gambler/LedgeSave04.vcd" //I got you, just relax. Let's get you up. } Rule PlayerLedgeSaveGambler { criteria ConceptPlayerLedgeSave IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Response PlayerLedgeSaveGambler } Response PlayerReviveFriendGambler { scene "scenes/Gambler/ReviveFriend01.vcd" //We can't afford to lose you, yet. So let's get you up. scene "scenes/Gambler/ReviveFriend02.vcd" //You have to learn to take care of yourself or you'll keep ending up down here. scene "scenes/Gambler/ReviveFriend03.vcd" //Come on get up. You're not dead yet. scene "scenes/Gambler/ReviveFriend04.vcd" //Come on pull yourself together. We gotta get you up. scene "scenes/Gambler/ReviveFriend05.vcd" //You have to take better care of yourself! Now let's get you up. scene "scenes/Gambler/ReviveFriend06.vcd" //Look at you laying there. Time to get up. scene "scenes/Gambler/ReviveFriend07.vcd" //Come on get up. Get up, you're not dead yet. scene "scenes/Gambler/ReviveFriend08.vcd" //We, I... need you for a little longer. So let's get you back up on your feet. scene "scenes/Gambler/ReviveFriend09.vcd" //If I get you up, you promise not to shoot me anymore? scene "scenes/Gambler/ReviveFriend10.vcd" //Come on, I've seen worse. Let's get your butt up. scene "scenes/Gambler/ReviveFriend11.vcd" //It seems like every time I turn around you are down on the ground. Now let's get you up. scene "scenes/Gambler/ReviveFriend12.vcd" //It's a miracle you lasted this long, Let's get you on your feet. scene "scenes/Gambler/ReviveFriend13.vcd" //Settle down, Settle down. Everything is going to be okay. scene "scenes/Gambler/ReviveFriend14.vcd" //This is nothing. You'll be as good as new once I get you up. scene "scenes/Gambler/ReviveFriend15.vcd" //I'm not going to leave you behind. Let's get you up. scene "scenes/Gambler/ReviveFriend16.vcd" //You're tougher than you look. Let's get you back on your feet. scene "scenes/Gambler/ReviveFriend17.vcd" //Relax. You're going to be okay. I have seen worse. scene "scenes/Gambler/ReviveFriend18.vcd" //Don't worry. Don't worry. I can get you back up. scene "scenes/Gambler/ReviveFriend19.vcd" //Don't worry. Don't worry. I can get you back up. scene "scenes/Gambler/ReviveFriend20.vcd" //This is nothing. You'll be as good as new once I get you up. scene "scenes/Gambler/ReviveFriendA01.vcd" then Subject ReviveFriendDown foo:0 -0.730 //Let me look at you.. scene "scenes/Gambler/ReviveFriendA02.vcd" then Subject ReviveFriendDown foo:0 -0.922 //You going to be okay? scene "scenes/Gambler/ReviveFriendA03.vcd" then Subject ReviveFriendDown foo:0 -1.005 //Are you going to be okay? scene "scenes/Gambler/ReviveFriendA04.vcd" then Subject ReviveFriendDown foo:0 -0.849 //How you holding up? scene "scenes/Gambler/ReviveFriendA05.vcd" then Subject ReviveFriendDown foo:0 -1.966 //Easy there fireball, easy. scene "scenes/Gambler/ReviveFriendA06.vcd" then Subject ReviveFriendDown foo:0 -1.017 //Easy there fireball. scene "scenes/Gambler/ReviveFriendA07.vcd" then Subject ReviveFriendDown foo:0 -0.518 //You hurt? scene "scenes/Gambler/ReviveFriendA08.vcd" then Subject ReviveFriendDown foo:0 -0.851 //Everything working? scene "scenes/Gambler/ReviveFriendA09.vcd" then Subject ReviveFriendDown foo:0 -0.952 //You in one piece? scene "scenes/Gambler/ReviveFriendA10.vcd" then Subject ReviveFriendDown foo:0 -1.353 //You're not gonna die on me, are ya? scene "scenes/Gambler/ReviveFriendA11.vcd" then Subject ReviveFriendDown foo:0 -0.839 //Are you going to die? } Rule PlayerReviveFriendGambler { criteria ConceptPlayerReviveFriend IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendGambler } Response PlayerReviveFriendBGambler { scene "scenes/Gambler/ReviveFriendB01.vcd" //Come on, still lots to be done. scene "scenes/Gambler/ReviveFriendB02.vcd" //Rise and shine! scene "scenes/Gambler/ReviveFriendB03.vcd" //Let's hit the road. scene "scenes/Gambler/ReviveFriendB04.vcd" //Here we go. scene "scenes/Gambler/ReviveFriendB05.vcd" //Up and at 'em. scene "scenes/Gambler/ReviveFriendB06.vcd" //Let's roll. scene "scenes/Gambler/ReviveFriendB07.vcd" //You owe me one. scene "scenes/Gambler/ReviveFriendB08.vcd" //Let's have a look at you. scene "scenes/Gambler/ReviveFriendB09.vcd" //Time to get some revenge. scene "scenes/Gambler/ReviveFriendB10.vcd" //It's time to get some revenge. scene "scenes/Gambler/ReviveFriendB11.vcd" //Let's go. scene "scenes/Gambler/ReviveFriendB12.vcd" //See - all good. scene "scenes/Gambler/ReviveFriendB13.vcd" //Good as new. scene "scenes/Gambler/ReviveFriendB14.vcd" //Let's go kill some zombies. } Rule PlayerReviveFriendBGambler { criteria ConceptReviveFriendDownFinal IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendBGambler } Response PlayerReviveFriendCriticalGambler { scene "scenes/Gambler/ReviveCriticalFriend01.vcd" //I can't lie to you. You are messed up. If you don't get yourself healed up, that;s it. scene "scenes/Gambler/ReviveCriticalFriend02.vcd" //You seriously cannot go down again. If you do... you aren't going to make it. scene "scenes/Gambler/ReviveCriticalFriend03.vcd" //You're starting to worry me. I can get you up, but you go down again and that's it. } Rule PlayerReviveFriendCriticalGambler { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalGambler } Response PlayerReviveFriendLoudGambler { scene "scenes/Gambler/ReviveFriendLoud01.vcd" //Ah shit, come on, come on. Come on. scene "scenes/Gambler/ReviveFriendLoud02.vcd" //GET UP, GET UP, GET UP! scene "scenes/Gambler/ReviveFriendLoud03.vcd" //TIME TO MOVE, LET'S GO! scene "scenes/Gambler/ReviveFriendLoud04.vcd" //We don't have time for this, GET UP! scene "scenes/Gambler/ReviveFriendLoud05.vcd" //Let's go, ON YOUR FEET! Let's GO! scene "scenes/Gambler/ReviveFriendLoud06.vcd" //Ah shit, come on, come on. Come on. } Rule PlayerReviveFriendLoudGambler { criteria ConceptPlayerReviveFriend IsNotCoughing IsGambler IsZombiePresentTank IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudGambler } Rule PlayerLedgeSaveCriticalGambler { criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalGambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - ZRescue //-------------------------------------------------------------------------------------------------------------- Rule PlayerReviveFriendLoud2Gambler { criteria ConceptPlayerReviveFriend IsNotCoughing IsGambler IntensityHigh IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudGambler } Rule PlayerReviveFriendLoudCritGambler { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsGambler IntensityHigh IsTalk IsTalkGambler IntensityHigh IsWorldTalkGambler ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudGambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response _C1M1_ElevatorHelloGambler { scene "scenes/Gambler/WorldC1M1B45.vcd" //Nick. That's all you need to know. scene "scenes/Gambler/WorldC1M1B46.vcd" //Nick. scene "scenes/Gambler/WorldC1M1B50.vcd" //Hey, what's your name? scene "scenes/Gambler/WorldC1M1B53.vcd" //Okay, let's keep this up. scene "scenes/Gambler/WorldC1M1B54.vcd" //Nick. scene "scenes/Gambler/WorldC1M1B55.vcd" //Nice work out there. scene "scenes/Gambler/WorldC1M1B58.vcd" //Nick. scene "scenes/Gambler/WorldC1M1B60.vcd" //There's blood on me, but it ain't mine. scene "scenes/Gambler/WorldC1M1B62.vcd" //No, I'm good. scene "scenes/Gambler/WorldC1M1B65.vcd" //Nick. Not that it matters, 'cause I think we should split up when this things opens. scene "scenes/Gambler/WorldC1M1B70.vcd" then coach _C1M1_ElevatorHello01d foo:0 -6.919 //I normally go solo-but under the circumstances, I'm thinkin' we stick together. Call me Nick. You got names? } Rule _C1M1_ElevatorHelloGambler { criteria Concept_C1M1_ElevatorHello IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:7.019" applycontexttoworld Response _C1M1_ElevatorHelloGambler } Response _C1M1_ElevatorHello01bGambler { scene "scenes/Gambler/WorldC1M1B57.vcd" then coach _C1M1_ElevatorHello02b foo:0 -3.221 //Anyone get bit? Isn't that how this works? } Rule _C1M1_ElevatorHello01bGambler { criteria Concept_C1M1_ElevatorHello01b IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _C1M1_ElevatorHello01bGambler } Response _C1M1_ElevatorHello04cGambler { scene "scenes/Gambler/WorldC1M1B44.vcd" then coach _C1M1_ElevatorHello05c foo:0 -3.410 //Name's Nick. But don't worry about learning it, 'cause I ain't sticking around long. scene "scenes/Gambler/WorldC1M1B51.vcd" //You did good out there, Rochelle. } Rule _C1M1_ElevatorHello04cGambler { criteria Concept_C1M1_ElevatorHello04c IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.510" applycontexttoworld Response _C1M1_ElevatorHello04cGambler } Response _C1M1_ElevatorHello04dGambler { scene "scenes/Gambler/WorldC1M1B59.vcd" //Well, I'm glad we got that out of the way. Now: did anyone get bit? } Rule _C1M1_ElevatorHello04dGambler { criteria Concept_C1M1_ElevatorHello04d IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _C1M1_ElevatorHello04dGambler } Response _c1m4startelevator4aGambler { scene "scenes/Gambler/WorldC1M4B01.vcd" then mechanic _c1m4startelevator5a foo:0 -2.928 //I think the little guy's onto something. Let's give it a shot. scene "scenes/Gambler/WorldC1M4B03.vcd" then mechanic _c1m4startelevator5a1 foo:0 -2.366 //I'll agree to the idea, but I'm driving. scene "scenes/Gambler/WorldC1M4B05.vcd" then mechanic _c1m4startelevator5a foo:0 -2.725 //Well, it beats my idea: staying here and dying in the mall. scene "scenes/Gambler/WorldC1M4B06.vcd" then mechanic _c1m4startelevator5a foo:0 -3.110 //Okay. Let's gas up the car and get the hell out of this mall. } Rule _c1m4startelevator4aGambler { criteria Concept_c1m4startelevator4a IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator4aGambler } Response _c1m4startelevator6a1Gambler { scene "scenes/Gambler/WorldC1M4B04.vcd" then any _c1m4startelevatorLast foo:0 -1.826 //What a fun road trip this will be. } Rule _c1m4startelevator6a1Gambler { criteria Concept_c1m4startelevator6a1 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator6a1Gambler } Response _C2M1_Fall03Gambler { scene "scenes/Gambler/WorldC2M137.vcd" //Breaking my neck is not a fun time, Ellis. } Rule _C2M1_Fall03Gambler { criteria Concept_C2M1_Fall03 IsGambler NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival Response _C2M1_Fall03Gambler } Response _C2M1_Fall05Gambler { scene "scenes/Gambler/ReactionNegative03.vcd" then coach _C2M1_Fall04 foo:0 0.01 //Shit! } Rule _C2M1_Fall05Gambler { criteria Concept_C2M1_Fall05 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _C2M1_Fall05Gambler } Response _c2m1_searchlights03Gambler { scene "scenes/Gambler/WorldC2M2B02.vcd" //We'll head towards the searchlights. If there's an evac, it'll be there. scene "scenes/Gambler/WorldC2M2B03.vcd" //Or maybe a corpse fell on the searchlight button. Still, worth checking out. } Rule _c2m1_searchlights03Gambler { criteria Concept_c2m1_searchlights03 IsGambler NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.257" applycontexttoworld Response _c2m1_searchlights03Gambler } Response _C2M1abandoned02Gambler { scene "scenes/Gambler/WorldC2M1B05.vcd" //That's... one theory. } Rule _C2M1abandoned02Gambler { criteria Concept_C2M1abandoned02 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _C2M1abandoned02Gambler } Response _C2M1Billboard01Gambler { scene "scenes/Gambler/WorldC2M1B06.vcd" //Oh good. Now we can die there as adults. } Rule _C2M1Billboard01Gambler { criteria Concept_C2M1Billboard01 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _C2M1Billboard01Gambler } Response _C2M2_Bathroom01Gambler { scene "scenes/Gambler/Sorry01.vcd" //Excuse me. scene "scenes/Gambler/Sorry08.vcd" //Don't look at me like that. } Rule _C2M2_Bathroom01Gambler { criteria Concept_C2M2_Bathroom01 IsGambler NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival Response _C2M2_Bathroom01Gambler } Response _C2M2_CaroButton01Gambler { scene "scenes/Gambler/WorldC2M219.vcd" //You know what? Somehow I think it will activate everything else around here. } Rule _C2M2_CaroButton01Gambler { criteria Concept_C2M2_CaroButton01 IsGambler NotInCombat IsSubjectDistNear500 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.411" applycontexttoworld Response _C2M2_CaroButton01Gambler } Response _C2M2_Kiddie01Gambler { scene "scenes/Gambler/WorldC2M2B08.vcd" //He's like a five year old. With guns. And a comprehensive grasp of every swear word in the English language. } Rule _C2M2_Kiddie01Gambler { criteria Concept_C2M2_Kiddie01 IsGambler NotInCombat IsSubjectDistNear500 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.314" applycontexttoworld Response _C2M2_Kiddie01Gambler } Response _C2M2_Kiddie04Gambler { scene "scenes/Gambler/WorldC2M2B05.vcd" //Now *I* want to ride one. } Rule _C2M2_Kiddie04Gambler { criteria Concept_C2M2_Kiddie04 IsGambler NotInCombat IsSubjectDistNear500 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.424" applycontexttoworld Response _C2M2_Kiddie04Gambler } Response _C2M2_Riders01Gambler { scene "scenes/Gambler/WorldC2M2B04.vcd" then any _C2M2_Riders04 foo:0 0.1 //Never heard of 'em. They any good? } Rule _C2M2_Riders01Gambler { criteria Concept_C2M2_Riders01 IsGambler IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8" applycontexttoworld Response _C2M2_Riders01Gambler } Response _C2M2_SeeSafehouse01Gambler { scene "scenes/Gambler/WorldC2M227.vcd" //Tunnel of love? Jesus Christ. } Rule _C2M2_SeeSafehouse01Gambler { criteria Concept_C2M2_SeeSafehouse01 IsGambler IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response _C2M2_SeeSafehouse01Gambler } Response _C2M2_Steak01Gambler { scene "scenes/Gambler/WorldC2M2B07.vcd" //Buddy, if you can me out of this alive? I will deep-fry you an entire goddamn cow. } Rule _C2M2_Steak01Gambler { criteria Concept_C2M2_Steak01 IsGambler NotInCombat IsSubjectDistNear500 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver ApplyContext "Talk:1:4.641" applycontexttoworld Response _C2M2_Steak01Gambler } Response _C2M2_ThisTall01Gambler { scene "scenes/Gambler/WorldC2M2B11.vcd" //Nope. Just lots and lots of tanks. } Rule _C2M2_ThisTall01Gambler { criteria Concept_C2M2_ThisTall01 IsGambler NotInCombat IsSubjectDistNear500 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver ApplyContext "Talk:1:2.272" applycontexttoworld Response _C2M2_ThisTall01Gambler } Response _c2m3_coaster02Gambler { scene "scenes/Gambler/WorldC2M334.vcd" then any _c2m3_coaster03 foo:0 0.01 //We're gonna have to run the coaster. } Rule _c2m3_coaster02Gambler { criteria Concept_c2m3_coaster02 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:1.745" applycontexttoworld Response _c2m3_coaster02Gambler } Response _c2m3_hole01Gambler { scene "scenes/Gambler/WorldC2M318.vcd" //Let's all do this together. scene "scenes/Gambler/WorldC2M319.vcd" //Everyone at the same time. } Rule _c2m3_hole01Gambler { criteria Concept_c2m3_hole01 IsGambler NotInCombat IsSubjectDistNear250 AutoIsNotScavenge AutoIsNotSurvival _auto_NotDownHole Response _c2m3_hole01Gambler } Response _c2m3_water01Gambler { scene "scenes/Gambler/WorldC2M3B07.vcd" //Yeah. Don't drink it. } Rule _c2m3_water01Gambler { criteria Concept_c2m3_water01 IsGambler IsSubjectDistNear300 NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response _c2m3_water01Gambler } Response _C4_BigStormHits01Gambler { scene "scenes/Gambler/MiscDirectional63.vcd" then any _C4_BigStormHits02 foo:0 0.04 //HERE COMES THE RAIN! scene "scenes/Gambler/MiscDirectional64.vcd" then any _C4_BigStormHits02 foo:0 0.04 //STORM COMING! } Rule _C4_BigStormHits01Gambler { criteria Concept_C4_BigStormHits01 IsGambler _auto_NotC4GamblerInCover ApplyContext "Talk:1:1.363" applycontexttoworld Response _C4_BigStormHits01Gambler } Response _C4_BigStormHits02Gambler { scene "scenes/Gambler/MiscDirectional65.vcd" //STAY CLOSE! } Rule _C4_BigStormHits02Gambler { criteria Concept_C4_BigStormHits02 IsGambler IsNotCoughing IsSubjectDistNear600 IsNotIncapacitated _auto_NotC4GamblerInCover ApplyContext "Talk:1:1.241" applycontexttoworld Response _C4_BigStormHits02Gambler } // Autogenerated criteria for linked source group C4M1_004 criterion "IsNotSrcGrp_C4M1_004" "worldSrcGrp_C4M1_004" "<1" required Response _c4m1_rainresponseGambler { scene "scenes/Gambler/WorldC4M1B20.vcd" //Shit. It looks like it's really gonna storm. } Rule _c4m1_rainresponseGambler { criteria Concept_c4m1_rainresponse IsGambler NotInCombat IsTalkGambler IsWorldTalkGambler SecondsSinceCombat2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_004 ApplyContext "SrcGrp_C4M1_004:1:0" applycontexttoworld Response _c4m1_rainresponseGambler } Response _c4m1Intro03Gambler { scene "scenes/Gambler/WorldC4M1B01.vcd" then any _c4m1Intro04 foo:0 0.01 //What are we supposed to signal him with? scene "scenes/Gambler/blank.vcd" then producer _c4m1Intro15 foo:0 0.01 // scene "scenes/Gambler/blank.vcd" odds 5 then coach _c4m1Intro22 foo:0 0.01 // } Rule _c4m1Intro03Gambler { criteria Concept_c4m1Intro03 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.789" Response _c4m1Intro03Gambler } Response _c4m1Intro05Gambler { scene "scenes/Gambler/WorldC4M1B02.vcd" then any _c4m1Intro06 foo:0 0.01 //What gun bag? } Rule _c4m1Intro05Gambler { criteria Concept_c4m1Intro05 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.194" Response _c4m1Intro05Gambler } Response _c4m1Intro07Gambler { scene "scenes/Gambler/WorldC4M1B03.vcd" then any _c4m1Intro08 foo:0 0.01 //ME? Who died and made me gun monitor? } Rule _c4m1Intro07Gambler { criteria Concept_c4m1Intro07 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.774" Response _c4m1Intro07Gambler } Response _c4m1Intro11Gambler { scene "scenes/Gambler/WorldC4M1B09.vcd" then mechanic _c4m1Intro12 foo:0 0.01 //You wanna hear a prediction? } Rule _c4m1Intro11Gambler { criteria Concept_c4m1Intro11 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "c4m1IToldYouSo:1:0" applycontexttoworld Response _c4m1Intro11Gambler } Response _c4m1Intro13Gambler { scene "scenes/Gambler/WorldC4M1B10.vcd" //There's not gonna be any gas. Watch. } Rule _c4m1Intro13Gambler { criteria Concept_c4m1Intro13 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _c4m1Intro13Gambler } Response _c4m2_caneyell01Gambler { scene "scenes/Gambler/WorldC4M2B31.vcd" //KEEP MOVING! } Rule _c4m2_caneyell01Gambler { criteria Concept_c4m2_caneyell01 IsGambler ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsGamblerInCane Response _c4m2_caneyell01Gambler } Response _c4m2_ElevatorHere01Gambler { scene "scenes/Gambler/WorldC4M2B24.vcd" //ELEVATOR'S HERE! scene "scenes/Gambler/WorldC4M2B26.vcd" //EVERYBODY IN THE ELEVATOR! } Rule _c4m2_ElevatorHere01Gambler { criteria Concept_c4m2_ElevatorHere01 IsGambler IsNotIncapacitated IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_ElevatorHere01Gambler } Response _c4m2_seestation01Gambler { scene "scenes/Gambler/WorldC4M216.vcd" //Through the cane field. scene "scenes/Gambler/WorldC4M2B20.vcd" then mechanic _c4m2_seestation02 foo:0 0.01 //Through the wheat farm! } Rule _c4m2_seestation01Gambler { criteria Concept_c4m2_seestation01 IsGambler IsSubjectDistNear200 NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2" applycontexttoworld Response _c4m2_seestation01Gambler } Response _c4m2_seestation03Gambler { scene "scenes/Gambler/WorldC4M2B21.vcd" //Whaatever you say, Farmer Joe. } Rule _c4m2_seestation03Gambler { criteria Concept_c4m2_seestation03 IsGambler IsSubjectDistNear150 NotInCombat ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2" applycontexttoworld Response _c4m2_seestation03Gambler } Response _c4m2_streetblocked01Gambler { scene "scenes/Gambler/WorldC4M2B02.vcd" //I think we gotta cut through the sugar mill. } Rule _c4m2_streetblocked01Gambler { criteria Concept_c4m2_streetblocked01 IsGambler IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked01Gambler } Response _c4m2_streetblocked01bGambler { scene "scenes/Gambler/blank.vcd" then subject _c4m2_streetblocked02 foo:0 0.01 // } Rule _c4m2_streetblocked01bGambler { criteria Concept_c4m2_streetblocked01 IsGambler IsSubjectDistFar400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked01bGambler } Response _c4m2_streetblocked02Gambler { scene "scenes/Gambler/WorldC4M2B02.vcd" //I think we gotta cut through the sugar mill. } Rule _c4m2_streetblocked02Gambler { criteria Concept_c4m2_streetblocked02 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked02Gambler } Response _c4m2_Witchville04Gambler { scene "scenes/Gambler/EmphaticGoQuiet01.vcd" //Everybody keep moving. } Rule _c4m2_Witchville04Gambler { criteria Concept_c4m2_Witchville04 IsGambler IsSubjectDistNear500 NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_Witchville04Gambler } Response _c4m3_rain01Gambler { scene "scenes/Gambler/WorldC4M306.vcd" //Goddamn town is going to be flooded! scene "scenes/Gambler/WorldC4M3B07.vcd" //Well, at least this shithole'll get CLEANER... scene "scenes/Gambler/WorldC4M3B11.vcd" //If this rain keeps up, the boat can come to US. } Rule _c4m3_rain01Gambler { criteria Concept_c4m3_rain01 IsGambler NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m3_rain01Gambler } Response _c4m3_startsafe02Gambler { scene "scenes/Gambler/WorldC4M3B03.vcd" then any _c4m3_startsafe03 foo:0 0.2 //Yup. scene "scenes/Gambler/WorldC4M3B04.vcd" then any _c4m3_startsafe03 foo:0 0.2 //I got mine. } Rule _c4m3_startsafe02Gambler { criteria Concept_c4m3_startsafe02 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.178" applycontexttoworld Response _c4m3_startsafe02Gambler } Response _c4m3_startsafe04Gambler { scene "scenes/Gambler/WorldC4M3B02.vcd" //Let's hit it. } Rule _c4m3_startsafe04Gambler { criteria Concept_c4m3_startsafe04 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.754" applycontexttoworld Response _c4m3_startsafe04Gambler } Response _C4M5_BoatComing01Gambler { scene "scenes/Gambler/WorldC4M4B19.vcd" //YOU SEE THAT? VIRGIL SEES US! scene "scenes/Gambler/WorldC4M4B20.vcd" //THERE'S VIRGIL! } Rule _C4M5_BoatComing01Gambler { criteria Concept_C4M5_BoatComing01 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response _C4M5_BoatComing01Gambler } Response _C4M5_FinaleStart01Gambler { scene "scenes/Gambler/WorldC4M4B15.vcd" //Come on, Virgil... } Rule _C4M5_FinaleStart01Gambler { criteria Concept_C4M5_FinaleStart01 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_NoLostCall:1:0" applycontexttoworld Response _C4M5_FinaleStart01Gambler } // Autogenerated criteria for linked source group C4M5_002 criterion "IsNotSrcGrp_C4M5_002" "worldSrcGrp_C4M5_002" "<1" required Response _C4M5_Intro02Gambler { scene "scenes/Gambler/WorldC4M1B01.vcd" then any _C4M5_Intro03 foo:0 0.3 //What are we supposed to signal him with? } Rule _C4M5_Intro02Gambler { criteria Concept_C4M5_Intro02 IsGambler IsInSafespot AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.179" applycontexttoworld Response _C4M5_Intro02Gambler } Response _introc1m1Gambler { scene "scenes/Gambler/WorldC1M1B87.vcd" then coach _introc1m1b01 foo:0 -1.893 //God DAMN it! We just missed it! } Rule _introc1m1Gambler { criteria Concept_introc1m1 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.993" applycontexttoworld Response _introc1m1Gambler } Response _introc1m1a01Gambler { scene "scenes/Gambler/WorldC1M1B101.vcd" then any _introc1m1a02 foo:0 -1 //Hey! Get back here! } Rule _introc1m1a01Gambler { criteria Concept_introc1m1a01 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.222" applycontexttoworld Response _introc1m1a01Gambler } Response _introc1m1b03Gambler { scene "scenes/Gambler/WorldC1M1B123.vcd" then coach _introc1m1b04 foo:0 -2.133 //They saw us all right, and they're not coming back. } Rule _introc1m1b03Gambler { criteria Concept_introc1m1b03 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.233" applycontexttoworld Response _introc1m1b03Gambler } Rule BlankTestoGambler { criteria ConceptBlankTesto IsGambler ApplyContext "_auto_BlankTesto:1:0" applycontexttoworld Response NoResponse } Response c1m1_elevator_door_open { scene "scenes/Gambler/Cough01.vcd" then all C1M1Cough foo:0 -1.560 //[Coughing from smoke] scene "scenes/Gambler/Cough02.vcd" then all C1M1Cough foo:0 -2.621 //[Coughing from smoke] scene "scenes/Gambler/Cough04.vcd" then all C1M1Cough foo:0 -1.145 //[Coughing from smoke] } Rule c1m1_elevator_door_open { criteria Conceptc1m1_elevator_door_open IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M1InSmoke:1:30,Talk:0:0" applycontexttoworld Response c1m1_elevator_door_open } Response c1m1_elevator_ready2Gambler { scene "scenes/Gambler/WorldC1M1B41.vcd" then gambler C1M1Cough foo:0 -3.035 //I bet there'll be something waiting for us out there. So let's get ready... scene "scenes/Gambler/WorldC1M1B42.vcd" then gambler C1M1Cough foo:0 -2.588 //Alright, we're all friends now. Get ready... } Rule c1m1_elevator_ready2Gambler { criteria Conceptc1m1_elevator_ready2 IsGambler IsNotSaidC1M1OpenDoor AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M1OpenDoor:1:30" applycontexttoworld Response c1m1_elevator_ready2Gambler } Response C1M1_ElevatorHello01_02C1Gambler { scene "scenes/Gambler/WorldC1M1B64.vcd" then gambler C1M1_ElevatorHello01_02C2 foo:0 -1.027 //And then there were three. } Rule C1M1_ElevatorHello01_02C1Gambler { criteria ConceptC1M1_ElevatorHello01_02C1 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02C1Gambler } Response C1M1_ElevatorHello01_02C2Gambler { scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler C1M1_ElevatorHello01_02C3 foo:0 -0.647 //Name's Nick. } Rule C1M1_ElevatorHello01_02C2Gambler { criteria ConceptC1M1_ElevatorHello01_02C2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02C2Gambler } Response C1M1_ElevatorHello01_02C3Gambler { scene "scenes/Gambler/WorldC1M1B50.vcd" then producer C1M1_ElevatorHello01_02C4 foo:0 -1.277 //Hey, what's your name? } Rule C1M1_ElevatorHello01_02C3Gambler { criteria ConceptC1M1_ElevatorHello01_02C3 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02C3Gambler } Response C1M1_ElevatorHello01_02C7Gambler { scene "scenes/Gambler/WorldC1M1B68.vcd" //I think it was Coach. Don't matter now. } Rule C1M1_ElevatorHello01_02C7Gambler { criteria ConceptC1M1_ElevatorHello01_02C7 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02C7Gambler } Response C1M1_ElevatorHello01_02M1Gambler { scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler C1M1_ElevatorHello01_02M2 foo:0 -0.647 //Name's Nick. } Rule C1M1_ElevatorHello01_02M1Gambler { criteria ConceptC1M1_ElevatorHello01_02M1 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02M1Gambler } Response C1M1_ElevatorHello01_02M2Gambler { scene "scenes/Gambler/WorldC1M1B50.vcd" then producer C1M1_ElevatorHello01_02M3 foo:0 -1.277 //Hey, what's your name? } Rule C1M1_ElevatorHello01_02M2Gambler { criteria ConceptC1M1_ElevatorHello01_02M2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02M2Gambler } Response C1M1_ElevatorHello01_02PC1Gambler { scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler C1M1_ElevatorHello01_02PC2 foo:0 -0.647 //Name's Nick. } Rule C1M1_ElevatorHello01_02PC1Gambler { criteria ConceptC1M1_ElevatorHello01_02PC1 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02PC1Gambler } Response C1M1_ElevatorHello01_02PC2Gambler { scene "scenes/Gambler/WorldC1M1B66.vcd" then mechanic C1M1_ElevatorHello01_02PC3 foo:0 -1.264 //We're pretty screwed. } Rule C1M1_ElevatorHello01_02PC2Gambler { criteria ConceptC1M1_ElevatorHello01_02PC2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02PC2Gambler } Response C1M1_ElevatorHello01_02PC4Gambler { scene "scenes/Gambler/WorldC1M1B69.vcd" //I think she just said it was Rochelle. } Rule C1M1_ElevatorHello01_02PC4Gambler { criteria ConceptC1M1_ElevatorHello01_02PC4 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02PC4Gambler } Response C1M1_ElevatorHello01_03a1Gambler { scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler C1M1_ElevatorHello01_03a2 foo:0 -0.647 //Name's Nick. } Rule C1M1_ElevatorHello01_03a1Gambler { criteria ConceptC1M1_ElevatorHello01_03a1 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03a1Gambler } Response C1M1_ElevatorHello01_03a2Gambler { scene "scenes/Gambler/WorldC1M1B50.vcd" then mechanic C1M1_ElevatorHello01_03a3 foo:0 -1.277 //Hey, what's your name? } Rule C1M1_ElevatorHello01_03a2Gambler { criteria ConceptC1M1_ElevatorHello01_03a2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03a2Gambler } Response C1M1_ElevatorHello01_03a6Gambler { scene "scenes/Gambler/WorldC1M1B69.vcd" //I think she just said it was Rochelle. } Rule C1M1_ElevatorHello01_03a6Gambler { criteria ConceptC1M1_ElevatorHello01_03a6 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03a6Gambler } Response C1M1_ElevatorHello01_03b1Gambler { scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler C1M1_ElevatorHello01_03b2 foo:0 -0.647 //Name's Nick. } Rule C1M1_ElevatorHello01_03b1Gambler { criteria ConceptC1M1_ElevatorHello01_03b1 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03b1Gambler } Response C1M1_ElevatorHello01_03b2Gambler { scene "scenes/Gambler/WorldC1M1B50.vcd" then coach C1M1_ElevatorHello01_03b3 foo:0 -1.277 //Hey, what's your name? } Rule C1M1_ElevatorHello01_03b2Gambler { criteria ConceptC1M1_ElevatorHello01_03b2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03b2Gambler } Response C1M1_ElevatorHello01_03b5Gambler { scene "scenes/Gambler/WorldC1M1B69.vcd" then coach C1M1_ElevatorHello01_03b6 foo:0 -1.391 //I think she just said it was Rochelle. } Rule C1M1_ElevatorHello01_03b5Gambler { criteria ConceptC1M1_ElevatorHello01_03b5 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03b5Gambler } Response C1M1_ElevatorHello01_03CM2Gambler { scene "scenes/Gambler/WorldC1M1B50.vcd" then producer C1M1_ElevatorHello01_03CM3 foo:0 -1.277 //Hey, what's your name? } Rule C1M1_ElevatorHello01_03CM2Gambler { criteria ConceptC1M1_ElevatorHello01_03CM2 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03CM2Gambler } Response C1M1_ElevatorHello01_03CM6Gambler { scene "scenes/Gambler/WorldC1M1B67.vcd" //Was it Ellis? Well, doesn't matter now. } Rule C1M1_ElevatorHello01_03CM6Gambler { criteria ConceptC1M1_ElevatorHello01_03CM6 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03CM6Gambler } Response C1M1CoughGambler { scene "scenes/Gambler/Cough01.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Gambler/Cough02.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Gambler/Cough04.vcd" predelay ".2,.5" //[Coughing from smoke] } Rule C1M1CoughGambler { criteria ConceptC1M1Cough IsGambler ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival Response C1M1CoughGambler } Response C1M3AlarmOffaGambler { scene "scenes/Gambler/WorldC1M3B25.vcd" //Thanks for turning off that alarm! scene "scenes/Gambler/WorldC1M3B26.vcd" //Man, that was driving me crazy. scene "scenes/Gambler/WorldC1M3B27.vcd" //You know what? I could take the zombies, but not that goddam noise. } Rule C1M3AlarmOffaGambler { criteria ConceptC1M3AlarmOffa IsGambler IsSubjectDistNear600 AutoIsNotScavenge AutoIsNotSurvival Response C1M3AlarmOffaGambler } Response C1M3SafeRoom2Gambler { scene "scenes/Gambler/WorldC1M3B02.vcd" then coach C1M3SafeRoom2c foo:0 -3.888 //Let's go find this evacuation center. I'm already sick of this place. } Rule C1M3SafeRoom2Gambler { criteria ConceptC1M3SafeRoom2 IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.988" applycontexttoworld Response C1M3SafeRoom2Gambler } Response C1M3SafeRoom2aGambler { scene "scenes/Gambler/WorldC1M3B01.vcd" //If anyone sees a men's store let me know. I got blood on this suit. } Rule C1M3SafeRoom2aGambler { criteria ConceptC1M3SafeRoom2a IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.863" applycontexttoworld Response C1M3SafeRoom2aGambler } Response C1M3SafeRoom2bGambler { scene "scenes/Gambler/WorldC1M3B03.vcd" //Ugh. GOD, I hate malls. } Rule C1M3SafeRoom2bGambler { criteria ConceptC1M3SafeRoom2b IsGambler AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.248" applycontexttoworld Response C1M3SafeRoom2bGambler } Response C1M4NearFinale02aGambler { scene "scenes/Gambler/WorldC1M1B66.vcd" then coach C1M4NearFinale03a foo:0 -1.264 //We're pretty screwed. } Rule C1M4NearFinale02aGambler { criteria ConceptC1M4NearFinale02a IsGambler IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C1M4NearFinale02aGambler } Response C1M4NearFinale02cGambler { scene "scenes/Gambler/No02.vcd" then mechanic C1M4NearFinale03c foo:0 -0.437 //Nope. scene "scenes/Gambler/No04.vcd" then mechanic C1M4NearFinale03c foo:0 -1.055 //No sir-ee Bob. } Rule C1M4NearFinale02cGambler { criteria ConceptC1M4NearFinale02c IsGambler IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C1M4NearFinale02cGambler } Response C1M4NearFinale02eGambler { scene "scenes/Gambler/WorldC1M3B34.vcd" then Coach C1M4NearFinale03a foo:0 -1.957 //We are going to have to save ourselves, people. } Rule C1M4NearFinale02eGambler { criteria ConceptC1M4NearFinale02e IsGambler IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C1M4NearFinale02eGambler } Response c1m4NearFinale1bGambler { scene "scenes/Gambler/WorldC1M1B125.vcd" then Producer C1M4NearFinale02b foo:0 -2.023 //So much for the rescue. Any ideas? } Rule c1m4NearFinale1bGambler { criteria Conceptc1m4NearFinale1 IsGambler IsProducerNear800 IsCoachNear800 AutoIsNotScavenge AutoIsNotSurvival Response c1m4NearFinale1bGambler } Response c1m4NearFinale1dGambler { scene "scenes/Gambler/SurvivorMournProducerC102.vcd" then Producer C1M4NearFinale02d foo:0 -2.778 //Guys, what are we going to do now? } Rule c1m4NearFinale1dGambler { criteria Conceptc1m4NearFinale1 IsGambler IsProducerNear800 AutoIsNotScavenge AutoIsNotSurvival Response c1m4NearFinale1dGambler } Response c1m4NearFinale1eGambler { scene "scenes/Gambler/WorldC1M3B33.vcd" then gambler C1M4NearFinale02e foo:0 -1.202 //We aren't getting saved. } Rule c1m4NearFinale1eGambler { criteria Conceptc1m4NearFinale1 IsGambler IsCoachNear800 AutoIsNotScavenge AutoIsNotSurvival Response c1m4NearFinale1eGambler } Response C1M4SafeRoom2Gambler { scene "scenes/Gambler/WorldC1M3B12.vcd" then coach C1M4SafeRoom2a1 foo:0 -1.705 //Who the hell is Jimmy Gibbs, Jr.? } Rule C1M4SafeRoom2Gambler { criteria ConceptC1M4SafeRoom2 IsGambler ismap_c1m4_atrium AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.805" applycontexttoworld Response C1M4SafeRoom2Gambler } Response C1M4SafeRoom2a2Gambler { scene "scenes/Gambler/WorldC1M3B13.vcd" then coach C1M4SafeRoom2a3 foo:0 -2.626 //I'm getting sick of looking at this guy's face. } Rule C1M4SafeRoom2a2Gambler { criteria ConceptC1M4SafeRoom2a2 IsGambler IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.726" applycontexttoworld Response C1M4SafeRoom2a2Gambler } Response C1M4SafeRoom2a4Gambler { scene "scenes/Gambler/WorldC1M3B14.vcd" then coach C1M4SafeRoom2a5 foo:0 -2.422 //Really? 'Cause he looks like an asshole. } Rule C1M4SafeRoom2a4Gambler { criteria ConceptC1M4SafeRoom2a4 IsGambler IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.522" applycontexttoworld Response C1M4SafeRoom2a4Gambler } Response C1M4SafeRoomEndGambler { scene "scenes/Gambler/MoveOn02.vcd" predelay "1,1.5" //Let's roll! scene "scenes/Gambler/MoveOn04.vcd" predelay "1,1.5" //What are we waiting for? Let's go. } Rule C1M4SafeRoomEndGambler { criteria ConceptSurvivorLeavingInitialCheckpoint ismap_c1m4_atrium IsGambler IsNotSaidC1M4LeftSafeRoom _auto_NotTellingStory ApplyContext "SaidC1M4LeftSafeRoom:1:0" applycontexttoworld Response C1M4SafeRoomEndGambler } Response C2M1Intro001Gambler { scene "scenes/Gambler/WorldC2M1B01.vcd" then Any C2M1Intro003 foo:0 0.02 //I hate to be the bearer of bad news, guys-but unless Ellis knows how to build a monster truck, we AIN'T drivin' through this. } Rule C2M1Intro001Gambler { criteria ConceptC2M1Intro001 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro001Gambler } Response C2M1Intro002Gambler { scene "scenes/Gambler/WorldC2M1B02.vcd" //Don't sweat it, Ellis. At least you got us out of that mall. scene "scenes/Gambler/WorldC2M1B03.vcd" then Mechanic C2M1Intro009 foo:0 0.02 //God DAMN you, Jimmy Gibbs, Jr. } Rule C2M1Intro002Gambler { criteria ConceptC2M1Intro002 IsGambler AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro002Gambler } Response C2M3SafeIntro001Gambler { scene "scenes/Gambler/WorldC2M2B22.vcd" //This is the most RELAXING safe room I've ever been in. } Rule C2M3SafeIntro001Gambler { criteria ConceptC2M3SafeIntro001 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.832" applycontexttoworld Response C2M3SafeIntro001Gambler } Response C2M3SafeIntro004Gambler { scene "scenes/Gambler/WorldC2M301.vcd" then self C2M3SafeIntro007 foo:0 0.2 //Why couldn't I have been in Vegas when the infection hit? Or even Atlantic city? Instead I am trapped inside some hillbilly tunnel of love. } Rule C2M3SafeIntro004Gambler { criteria ConceptC2M3SafeIntro004 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:9.047" applycontexttoworld Response C2M3SafeIntro004Gambler } Response C2M3SafeIntro005Gambler { scene "scenes/Gambler/WorldC2M3B02.vcd" then mechanic C2M3SafeIntro006 foo:0 0.1 //You got your wish, Ellis. We're in an amusement park ride. } Rule C2M3SafeIntro005Gambler { criteria ConceptC2M3SafeIntro005 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.398" applycontexttoworld Response C2M3SafeIntro005Gambler } Response C2M3SafeIntro007Gambler { scene "scenes/Gambler/WorldC2M303.vcd" //Did you see the sign out front? Cousins only day today. } Rule C2M3SafeIntro007Gambler { criteria ConceptC2M3SafeIntro007 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.570" applycontexttoworld Response C2M3SafeIntro007Gambler } Response C2M3SafeIntro010Gambler { scene "scenes/Gambler/WorldC2M3B03.vcd" then coach C2M3SafeIntro011 foo:0 0.1 //Bringing back any memories, Coach? You, a cheeseburger, romance in the air... } Rule C2M3SafeIntro010Gambler { criteria ConceptC2M3SafeIntro010 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.035" applycontexttoworld Response C2M3SafeIntro010Gambler } Response C2M3SafeIntro012Gambler { scene "scenes/Gambler/WorldC2M3B04.vcd" //Psh! Huh. Several. Easily. } Rule C2M3SafeIntro012Gambler { criteria ConceptC2M3SafeIntro012 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.875" applycontexttoworld Response C2M3SafeIntro012Gambler } Response C2M3SafeIntro013Gambler { scene "scenes/Gambler/WorldC2M3B01.vcd" //I think we should clarify what constitutes "close". } Rule C2M3SafeIntro013Gambler { criteria ConceptC2M3SafeIntro013 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.825" applycontexttoworld Response C2M3SafeIntro013Gambler } Response C4EnterCoverGambler { speak "Gambler_Blank" noscene //Blank } Rule C4EnterCoverGambler { criteria ConceptC4EnterCover IsGambler ApplyContext "_auto_C4GamblerInCover:1:0" applycontexttoworld Response C4EnterCoverGambler } Response C4ExitCoverGambler { speak "Gambler_Blank" noscene //Blank } Rule C4ExitCoverGambler { criteria ConceptC4ExitCover IsGambler ApplyContext "_auto_C4GamblerInCover:0:0" applycontexttoworld Response C4ExitCoverGambler } Response C4FinaleStartGambler { scene "scenes/Gambler/WorldC4M422.vcd" //Come on burger tank, save us! scene "scenes/Gambler/WorldC4M423.vcd" then any _C4M5_FinaleStart01 foo:0 0.01 //Fast food is going to save us. scene "scenes/Gambler/WorldC4M4B14.vcd" then any _C4M5_FinaleStart01 foo:0 0.01 //Sign's on! } Rule C4FinaleStartGambler { criteria ConceptC4FinaleStart IsGambler ApplyContext "_auto_FinaleStarted:1:0" applycontexttoworld Response C4FinaleStartGambler } Response c4m1_nogas01Gambler { scene "scenes/Gambler/WorldC4M1B11.vcd" then coach c4m1_nogas06 foo:0 0.01 //Looks like our milk run just turned into a marathon. } Rule c4m1_nogas01Gambler { criteria Conceptc4m1_nogas01 IsGambler NotInCombat IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.502" Response c4m1_nogas01Gambler } Response c4m1_nogas02Gambler { scene "scenes/Gambler/WorldC4M1B14.vcd" then coach c4m1_nogas03 foo:0 0.01 //What makes you think they have gas? } Rule c4m1_nogas02Gambler { criteria Conceptc4m1_nogas02 IsGambler NotInCombat IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.950" Response c4m1_nogas02Gambler } Response c4m1_nogas04Gambler { scene "scenes/Gambler/WorldC4M107.vcd" //Let's do this quick and get back on the damn boat. scene "scenes/Gambler/WorldC4M1B17.vcd" //Let's just get this done and get back. } Rule c4m1_nogas04Gambler { criteria Conceptc4m1_nogas04 IsGambler NotInCombat IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.497" Response c4m1_nogas04Gambler } Response c4m1_nogas20Gambler { scene "scenes/Gambler/WorldC5M2B09.vcd" then mechanic c4m1_nogas21 foo:0 0.01 //[contemplative, to self] Not good. } Rule c4m1_nogas20Gambler { criteria Conceptc4m1_nogas20 IsGambler NotInCombat IsSubjectDistNear300 AutoIsNotScavenge AutoIsNotSurvival Response c4m1_nogas20Gambler } Response GasPour10MoreTalkGambler { scene "scenes/Gambler/WorldC1M4B28.vcd" //We still need ten more! } Rule GasPour10MoreTalkGambler { criteria ConceptGasPour10More IsGambler IsNotSpeaking _auto_IsGasCountOK Response GasPour10MoreTalkGambler } Response GasPour1MoreGambler { scene "scenes/Gambler/WorldC1M4B33.vcd" //One more can to go! } Rule GasPour1MoreGambler { criteria ConceptGasPour1More IsGambler IsNotSpeaking _auto_IsGasCountOK Response GasPour1MoreGambler } Response GasPour2MoreGambler { scene "scenes/Gambler/WorldC1M4B31.vcd" //Just two more! } Rule GasPour2MoreGambler { criteria ConceptGasPour2More IsGambler IsNotSpeaking _auto_IsGasCountOK Response GasPour2MoreGambler } Response GasPour3MoreGambler { scene "scenes/Gambler/WorldC1M4B30.vcd" //Just three more! } Rule GasPour3MoreGambler { criteria ConceptGasPour3More IsGambler IsNotSpeaking _auto_IsGasCountOK Response GasPour3MoreGambler } Response GasPour5MoreGambler { scene "scenes/Gambler/WorldC1M4B29.vcd" //We still need five more! } Rule GasPour5MoreGambler { criteria ConceptGasPour5More IsGambler IsNotSpeaking _auto_IsGasCountOK Response GasPour5MoreGambler } Response Player.SeeMudmen2aGambler { scene "scenes/Gambler/WorldC3M202.vcd" //I'm with Ellis, I hate these mud people. } Rule Player.SeeMudmen2aGambler { criteria ConceptPlayer.SeeMudmen2a IsGambler IsMechanicNear400 Response Player.SeeMudmen2aGambler } Response Player.TakeBatR2Gambler { scene "scenes/Gambler/TakeBatR01.vcd" //Nope. Bouncer at a club. } Rule Player.TakeBatR2Gambler { criteria ConceptPlayer.TakeBatR2 IsGambler Response Player.TakeBatR2Gambler } Response PlayerShotGasCanGambler { scene "scenes/Gambler/ReactionNegative02.vcd" predelay "1,1.5" //Damn... scene "scenes/Gambler/ReactionNegative03.vcd" predelay "1,1.5" //Shit! scene "scenes/Gambler/ReactionNegative08.vcd" predelay "1,1.5" //Ah, tits! scene "scenes/Gambler/ReactionNegative11.vcd" predelay "1,1.5" //Oh bullshit! } Rule PlayerShotGasCanGambler { criteria ConceptPlayerShotGasCan IsGambler IsNotSaidPlayerShotGasCan IsScavenge ApplyContext "SaidPlayerShotGasCan1:10" applycontexttoworld Response PlayerShotGasCanGambler } Response WorldIntroC31a1Gambler { scene "scenes/Gambler/WorldC3M1B02.vcd" then any WorldIntroC31a2 foo:0 -3.526 //Well, he wasn't doing a very good job once he became a zombie now was he? } Rule WorldIntroC31a1Gambler { criteria ConceptWorldIntroC31a1 IsGambler Response WorldIntroC31a1Gambler } Response WorldIntroC31a3Gambler { scene "scenes/Gambler/WorldC3M1B03.vcd" //I shot a zombie. He was a zombie Ellis. He must have gotten bitten before he picked us up. } Rule WorldIntroC31a3Gambler { criteria ConceptWorldIntroC31a3 IsGambler Response WorldIntroC31a3Gambler } Response WorldIntroC31b1Gambler { scene "scenes/Gambler/WorldC3M1B06.vcd" then gambler WorldIntroC31b2 foo:0 -1.403 //This looks like a friendly place. } Rule WorldIntroC31b1Gambler { criteria ConceptWorldIntroC31b1 IsGambler Response WorldIntroC31b1Gambler } Response WorldIntroC31b2Gambler { scene "scenes/Gambler/WorldC3M1B08.vcd" //They probably should have added no zombies to that sign. } Rule WorldIntroC31b2Gambler { criteria ConceptWorldIntroC31b2 IsGambler Response WorldIntroC31b2Gambler } Response WorldIntroC31c2Gambler { scene "scenes/Gambler/WorldC3M1B01.vcd" then coach WorldIntroC31c3 foo:0 -1.612 //I can't believe none of you were going to shoot him. } Rule WorldIntroC31c2Gambler { criteria ConceptWorldIntroC31c2 IsGambler Response WorldIntroC31c2Gambler } Response WorldIntroC31c4Gambler { scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever. } Rule WorldIntroC31c4Gambler { criteria ConceptWorldIntroC31c4 IsGambler Response WorldIntroC31c4Gambler } Response WorldIntroC31d1Gambler { scene "scenes/Gambler/WorldC3M1B04.vcd" then mechanic WorldIntroC31d2 foo:0 -2.303 //No problem big guy, sorry about the landing. } Rule WorldIntroC31d1Gambler { criteria ConceptWorldIntroC31d1 IsGambler Response WorldIntroC31d1Gambler } Response WorldIntroC31e3aGambler { scene "scenes/Gambler/WorldC3M1B05.vcd" //Great, we crash land in front of a village that hates everyone. } Rule WorldIntroC31e3aGambler { criteria ConceptWorldIntroC31e3a IsGambler Response WorldIntroC31e3aGambler } Response WorldIntroC3f2Gambler { scene "scenes/Gambler/WorldC3M1B01.vcd" //I can't believe none of you were going to shoot him. } Rule WorldIntroC3f2Gambler { criteria ConceptWorldIntroC3f2 IsGambler Response WorldIntroC3f2Gambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Heal //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeHealGambler { scene "scenes/Gambler/CoverMe01.vcd" predelay ".2,.5" //Hold up, going to heal. scene "scenes/Gambler/CoverMe02.vcd" predelay ".2,.5" //Healing. scene "scenes/Gambler/CoverMe03.vcd" predelay ".2,.5" //I'm gonna heal. scene "scenes/Gambler/CoverMe04.vcd" predelay ".2,.5" //I gotta heal. scene "scenes/Gambler/CoverMe05.vcd" predelay ".2,.5" //Healing! scene "scenes/Gambler/CoverMe06.vcd" predelay ".2,.5" //Gonna heal. scene "scenes/Gambler/CoverMe07.vcd" predelay ".2,.5" //Healing. scene "scenes/Gambler/CoverMe08.vcd" predelay ".2,.5" //Hold up, going to heal. scene "scenes/Gambler/CoverMe09.vcd" predelay ".2,.5" //Healing! } Rule PlayerCoverMeHealGambler { criteria ConceptPlayerHealing IsNotCoughing IsGambler IsNotAskedForCoverGambler IsTalk IsTalkGambler IsNotAlone IsWorldTalkGambler ApplyContext "GamblerAskForCover:1:30" Response PlayerCoverMeHealGambler } Response PlayerCoverMeHealC1Gambler { scene "scenes/Gambler/CoverMeC101.vcd" predelay ".2,.5" then mechanic Player.CoverMeC1R foo:0 -1.375 //I'm gonna patch myself up. scene "scenes/Gambler/CoverMeC102.vcd" predelay ".2,.5" //Wait up, gonna fix myself up. scene "scenes/Gambler/CoverMeC103.vcd" predelay ".2,.5" //Wait! Healing! scene "scenes/Gambler/CoverMeC104.vcd" predelay ".2,.5" //Hang on, I'm gonna fix myself up. scene "scenes/Gambler/CoverMeC105.vcd" predelay ".2,.5" //Just wait a sec! Healing! } Rule PlayerCoverMeHealC1Gambler { criteria ConceptPlayerHealing IsNotCoughing IsGambler IsNotAskedForCoverGambler IsTalk IsTalkGambler IsNotAlone IsCampaignl4d2_1 IsWorldTalkGambler ismap_c1m1_hotelC1 ApplyContext "GamblerAskForCover:1:30" Response PlayerCoverMeHealC1Gambler } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response PlayerLostCallGambler { scene "scenes/Gambler/LostCall01.vcd" //Helloooo? scene "scenes/Gambler/LostCall01.vcd" //Helloooo? scene "scenes/Gambler/LostCall02.vcd" //Heyyy ooooo! scene "scenes/Gambler/LostCall02.vcd" //Heyyy ooooo! scene "scenes/Gambler/LostCall03.vcd" //Anybody hear me? scene "scenes/Gambler/LostCall03.vcd" //Anybody hear me? scene "scenes/Gambler/LostCall04.vcd" //Can you guys hear me? scene "scenes/Gambler/LostCall04.vcd" //Can you guys hear me? scene "scenes/Gambler/LostCall05.vcd" //Helloooo? scene "scenes/Gambler/LostCall05.vcd" //Helloooo? } Rule PlayerLostCallGambler { criteria ConceptTalkIdle IsGambler IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall _auto_NotNoLostCall IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response PlayerLostCallGambler } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedChainsawGambler { scene "scenes/Gambler/MeleeWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here... scene "scenes/Gambler/MeleeWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a chainsaw. } Rule SurvivorSpottedChainsawGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsChainsaw IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawGambler } Response SurvivorSpottedChainsawAutoGambler { scene "scenes/Gambler/MeleeWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here... scene "scenes/Gambler/MeleeWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a chainsaw. } Rule SurvivorSpottedChainsawAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsChainsaw IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawAutoGambler } Response SurvivorSpottedcricket_batGambler { scene "scenes/Gambler/MeleeWeapons14.vcd" then any _SpotStuffResponse foo:0 0.01 //Cricket bat here. scene "scenes/Gambler/MeleeWeapons15.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a cricket bat. } Rule SurvivorSpottedcricket_batGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto Iscricket_bat IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batGambler } Response SurvivorSpottedcricket_batAutoGambler { scene "scenes/Gambler/MeleeWeapons14.vcd" then any _SpotStuffResponse foo:0 0.01 //Cricket bat here. scene "scenes/Gambler/MeleeWeapons15.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a cricket bat. } Rule SurvivorSpottedcricket_batAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscricket_bat IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batAutoGambler } Response SurvivorSpottedcrowbarGambler { scene "scenes/Gambler/MeleeWeapons12.vcd" then any _SpotStuffResponse foo:0 0.01 //Crowbar. scene "scenes/Gambler/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedcrowbarGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto Iscrowbar IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarGambler } Response SurvivorSpottedcrowbarAutoGambler { scene "scenes/Gambler/MeleeWeapons12.vcd" then any _SpotStuffResponse foo:0 0.01 //Crowbar. scene "scenes/Gambler/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedcrowbarAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscrowbar IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarAutoGambler } Response SurvivorSpottedGuitarGambler { scene "scenes/Gambler/MeleeWeapons07.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. } Rule SurvivorSpottedGuitarGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsGuitar IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarGambler } Response SurvivorSpottedGuitarAutoGambler { scene "scenes/Gambler/MeleeWeapons07.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. } Rule SurvivorSpottedGuitarAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGuitar IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarAutoGambler } Response SurvivorSpottedKatanaGambler { scene "scenes/Gambler/MeleeWeapons09.vcd" then any _SpotStuffResponse foo:0 0.01 //Ninja sword here. } Rule SurvivorSpottedKatanaGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsKatana IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaGambler } Response SurvivorSpottedKatanaAutoGambler { scene "scenes/Gambler/MeleeWeapons09.vcd" then any _SpotStuffResponse foo:0 0.01 //Ninja sword here. } Rule SurvivorSpottedKatanaAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsKatana IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaAutoGambler } Response SurvivorSpottedLaserSightsGambler { scene "scenes/Gambler/LaserSights01.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Gambler/LaserSights02.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Gambler/LaserSights03.vcd" then any _SpotStuffResponse foo:0 0.01 //We got some laser sights. } Rule SurvivorSpottedLaserSightsGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsLaserSights IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsGambler } Response SurvivorSpottedLaserSightsAutoGambler { scene "scenes/Gambler/LaserSights01.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Gambler/LaserSights02.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Gambler/LaserSights03.vcd" then any _SpotStuffResponse foo:0 0.01 //We got some laser sights. } Rule SurvivorSpottedLaserSightsAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsLaserSights IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsAutoGambler } Response SurvivorSpottedMacheteGambler { scene "scenes/Gambler/MeleeWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here... } Rule SurvivorSpottedMacheteGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsMachete IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteGambler } Response SurvivorSpottedMacheteAutoGambler { scene "scenes/Gambler/MeleeWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here... } Rule SurvivorSpottedMacheteAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMachete IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteAutoGambler } Response SurvivorSpottedMagnumGambler { scene "scenes/Gambler/LookHere02.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. scene "scenes/Gambler/MeleeWeapons18.vcd" then any _SpotStuffResponse foo:0 0.01 //Niiiiice. } Rule SurvivorSpottedMagnumGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsMagnum IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumGambler } Response SurvivorSpottedMagnumAutoGambler { scene "scenes/Gambler/LookHere02.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. scene "scenes/Gambler/MeleeWeapons18.vcd" then any _SpotStuffResponse foo:0 0.01 //Niiiiice. } Rule SurvivorSpottedMagnumAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMagnum IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumAutoGambler } Response SurvivorSpottedtonfaGambler { scene "scenes/Gambler/MeleeWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //nightstick here... } Rule SurvivorSpottedtonfaGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto Istonfa IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaGambler } Response SurvivorSpottedtonfaAutoGambler { scene "scenes/Gambler/MeleeWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //nightstick here... } Rule SurvivorSpottedtonfaAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Istonfa IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaAutoGambler } Response SurvivorSpottedWeaponGambler { scene "scenes/Gambler/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Gambler/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Everyone grab a weapon! scene "scenes/Gambler/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Guns here! } Rule SurvivorSpottedWeaponGambler { criteria ConceptPlayerSpotPistol IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Response SurvivorSpottedWeaponPistolAutoGambler { scene "scenes/Gambler/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Gambler/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Everyone grab a weapon! scene "scenes/Gambler/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Guns here! } Rule SurvivorSpottedWeaponPistolAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSecondPistol IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoGambler } Rule SurvivorSpottedAutoShotgunGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsAutoShotgun IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedAutoShotgunAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsAutoShotgun IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedHuntingRifleGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsHuntingRifle IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedHuntingRifleAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsHuntingRifle IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedPumpShotgunGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsPumpShotgun IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedRifleGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsRifle IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedRifle_AK47Gambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsRifle_AK47 IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedRifle_AK47AutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_AK47 IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedRifle_desertGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsRifle_desert IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedRifle_desertAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_desert IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedRifleAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedSecondPistolGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsSecondPistol IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedShotgunGambler { criteria ConceptPlayerSpotShotgun IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedShotgun_ChromeGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsShotgun_Chrome IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedShotgun_spasGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsShotgun_spas IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedShotgun_spasAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsShotgun_spas IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedSMGGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsSMG IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedSMG_silencedGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsSmg_silenced IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedSMG_silencedAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSmg_silenced IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedSniperRifleGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsSniper_military IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedSniperRifleAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSniper_military IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } Rule SurvivorSpottedWeaponGambler { criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponGambler } //-------------------------------------------------------------------------------------------------------------- // ZZZ //-------------------------------------------------------------------------------------------------------------- Rule C2M3AlarmOffNagGambler { criteria ConceptTalkIdle IsGambler ChanceToFire50Percent IsNotIncapacitated ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival _auto_IsCoasterStarted _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_IsCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:8,_auto_TimerLockGambler:1:11,_auto_TracksOK:0:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaGambler }