//-------------------------------------------------------------------------------------------------------------- // Manager Response Rule File //-------------------------------------------------------------------------------------------------------------- Response L4D1PlayerNiceShotManager { scene "scenes/Manager/NiceJob03.vcd" //Nice job. scene "scenes/Manager/NiceJob05.vcd" //That was great. scene "scenes/Manager/NiceShot01.vcd" //Nice shot! scene "scenes/Manager/NiceShot02.vcd" odds 5 //Oh man, great shot. scene "scenes/Manager/NiceShot03.vcd" odds 2 //Wooo, nice baby! scene "scenes/Manager/NiceShot05.vcd" //Nice one! scene "scenes/Manager/NiceShot07.vcd" //Nice shot! scene "scenes/Manager/NiceShot08.vcd" //Great shot! } Rule L4D1PlayerNiceShotManager { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsManager IsSubjectDistNear1500 IsTalk IsTalkManager IsWorldTalkManager IsNotSpeaking ChanceToFire70Percent Response L4D1PlayerNiceShotManager } //-------------------------------------------------------------------------------------------------------------- // C6M3 //-------------------------------------------------------------------------------------------------------------- Response c6m3_outroL4D1Manager { scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic13.vcd" //Bye! Be safe! We're gonna miss you! } Rule c6m3_outroL4D1Manager { criteria Conceptc6m3_outro3 IsManager isC6m3_port IsNotVersus IsNotSaidc6m3_outro3 ApplyContext "Saidc6m3_outro3:1:0" applycontexttoworld forceweight 1 Response c6m3_outroL4D1Manager } Response c6m3_outroL4D102aManager { scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic02.vcd" then TeenGirl c6m3_outroL4D102b foo:0 -2.130 //It was nice see normal people again. scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic03.vcd" //It was nice see normal people again. Except for that Nick guy... } Rule c6m3_outroL4D102aManager { criteria Conceptc6m3_outroL4D102a IsManager Response c6m3_outroL4D102aManager } Response c6m3_outroL4D106aManager { scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic11.vcd" //Go Ellis! GO! } Rule c6m3_outroL4D106aManager { criteria Conceptc6m3_outroL4D106a IsManager Response c6m3_outroL4D106aManager } Response c6m3_outroL4D1AllManager { scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic01.vcd" then Manager c6m3_outroL4D102a foo:0 -1.024 //I'm gonna miss them. scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic04.vcd" then TeenGirl c6m3_outroL4D103a foo:0 -1.146 //Should we have told them? scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic05.vcd" //BYE RO! BYE COACH! BYE ELLIS! BYE WHATEVER YOUR NAME IS! scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic12.vcd" then TeenGirl c6m3_outroL4D107a foo:0 -3.412 //I've got a good feeling about them. I think they're gonna be okay. } Rule c6m3_outroL4D1AllManager { criteria Conceptc6m3_outro3 IsManager isC6m3_port IsEveryoneAliveWeight0 IsNotVersus IsNotSaidc6m3_outro3 ApplyContext "Saidc6m3_outro3:1:0" applycontexttoworld forceweight 1 Response c6m3_outroL4D1AllManager } Response c6m3_outroL4D1CoachManager { scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic06.vcd" //Bye Coach! Keep it positive! scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic08.vcd" //I think we're gonna be seeing more of that guy! } Rule c6m3_outroL4D1CoachManager { criteria Conceptc6m3_outro3 IsManager isC6m3_port IsCoachAlive IsNotVersus IsNotSaidc6m3_outro3 ApplyContext "Saidc6m3_outro3:1:0" applycontexttoworld forceweight 1 Response c6m3_outroL4D1CoachManager } Response c6m3_outroL4D1GamblerManager { scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic09.vcd" then TeenGirl c6m3_outroL4D105a foo:0 -2.622 //I think we're gonna be seeing more of that guy! } Rule c6m3_outroL4D1GamblerManager { criteria Conceptc6m3_outro3 IsManager isC6m3_port IsGamblerAlive IsNotVersus IsNotSaidc6m3_outro3 ApplyContext "Saidc6m3_outro3:1:0" applycontexttoworld forceweight 1 Response c6m3_outroL4D1GamblerManager } Response c6m3_outroL4D1MechanicManager { scene "scenes/Manager/DLC1_C6M3_L4D1FinaleCinematic10.vcd" then Manager c6m3_outroL4D106a foo:0 -3.335 //Bye Ellis! You're gonna make it to New Orleans! I know you will! } Rule c6m3_outroL4D1MechanicManager { criteria Conceptc6m3_outro3 IsManager isC6m3_port IsMechanicAlive IsNotVersus IsNotSaidc6m3_outro3 ApplyContext "Saidc6m3_outro3:1:0" applycontexttoworld forceweight 1 Response c6m3_outroL4D1MechanicManager } Response C6M3VocalizeLookOutManager { scene "scenes/Manager/LookOut01.vcd" //Look out! scene "scenes/Manager/LookOut02.vcd" //Look out! scene "scenes/Manager/LookOut03.vcd" //Watch out! scene "scenes/Manager/LookOut04.vcd" //Watch out! scene "scenes/Manager/LookOut05.vcd" //Heads up! scene "scenes/Manager/LookOut06.vcd" //Heads up! } Rule C6M3VocalizeLookOutManager { criteria ConceptPlayerLookOut IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager Response C6M3VocalizeLookOutManager } Response L4D1_NiceJobPourManager { scene "scenes/Manager/NiceJob02.vcd" //Nice work. scene "scenes/Manager/NiceJob03.vcd" //Nice job. } Rule L4D1_NiceJobPourManager { criteria ConceptL4D1_NiceJobPour IsManager Response L4D1_NiceJobPourManager } Response WorldC6M3_ByBridge01Manager { scene "scenes/Manager/DLC1_C6M3_L4D1FinaleBridgeRun01.vcd" //Get to your car, we got 'em. scene "scenes/Manager/DLC1_C6M3_L4D1FinaleBridgeRun02.vcd" //Get going! Get going! } Rule WorldC6M3_ByBridge01Manager { criteria ConceptWorldC6M3_ByBridge01 IsManager Response WorldC6M3_ByBridge01Manager } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response L4D1AlsoSpottedBoomerManager { scene "scenes/Manager/WarnBoomer01.vcd" //BOOMER! scene "scenes/Manager/WarnBoomer02.vcd" //BOOMER! scene "scenes/Manager/WarnBoomer03.vcd" //BOOMER! } Rule L4D1AlsoSpottedBoomerManager { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1AlsoSpottedBoomerManager } Response L4D1AlsoSpottedHunterManager { scene "scenes/Manager/WarnHunter01.vcd" //HUNTER! scene "scenes/Manager/WarnHunter02.vcd" //HUNTER! scene "scenes/Manager/WarnHunter03.vcd" //HUNTER! } Rule L4D1AlsoSpottedHunterManager { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1AlsoSpottedHunterManager } Response L4D1AlsoSpottedSmokerManager { scene "scenes/Manager/WarnSmoker01.vcd" //SMOKER! scene "scenes/Manager/WarnSmoker02.vcd" //SMOKER! scene "scenes/Manager/WarnSmoker03.vcd" //SMOKER! } Rule L4D1AlsoSpottedSmokerManager { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1AlsoSpottedSmokerManager } Response L4D1AlsoSpottedTankManager { scene "scenes/Manager/DLC1_L4D1Tank01.vcd" //Lead those puppies this way! scene "scenes/Manager/DLC1_L4D1Tank02.vcd" //I am going to rip those tanks up! scene "scenes/Manager/DLC1_L4D1Tank03.vcd" //This is just why we put this up here! scene "scenes/Manager/DLC1_L4D1Tank04.vcd" //This is why we put this baby up here! scene "scenes/Manager/DLC1_L4D1Tank04.vcd" //This is why we put this baby up here! scene "scenes/Manager/DLC1_L4D1Tank05.vcd" odds 1 //TWO TANKS! } Rule L4D1AlsoSpottedTankManager { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager Isc6m3_port ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1AlsoSpottedTankManager } Response L4D1SpottedBoomerManager { scene "scenes/Manager/WarnBoomer01.vcd" //BOOMER! scene "scenes/Manager/WarnBoomer02.vcd" //BOOMER! scene "scenes/Manager/WarnBoomer03.vcd" //BOOMER! } Rule L4D1SpottedBoomerManager { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager IsNotSpeaking ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1SpottedBoomerManager } Response L4D1SpottedChargerManager { scene "scenes/Manager/DLC1_L4D1Charger01.vcd" //CHARGER! scene "scenes/Manager/DLC1_L4D1Charger02.vcd" //CHARGER! scene "scenes/Manager/DLC1_L4D1Charger03.vcd" //CHARGER! } Rule L4D1SpottedChargerManager { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1SpottedChargerManager } Response L4D1SpottedHunterManager { scene "scenes/Manager/WarnHunter01.vcd" //HUNTER! scene "scenes/Manager/WarnHunter02.vcd" //HUNTER! scene "scenes/Manager/WarnHunter03.vcd" //HUNTER! } Rule L4D1SpottedHunterManager { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1SpottedHunterManager } Response L4D1SpottedJockeyManager { scene "scenes/Manager/DLC1_L4D1Jockey01.vcd" //JOCKEY! scene "scenes/Manager/DLC1_L4D1Jockey02.vcd" //JOCKEY! scene "scenes/Manager/DLC1_L4D1Jockey03.vcd" //JOCKEY! } Rule L4D1SpottedJockeyManager { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1SpottedJockeyManager } Response L4D1SpottedSmokerManager { scene "scenes/Manager/WarnSmoker01.vcd" //SMOKER! scene "scenes/Manager/WarnSmoker02.vcd" //SMOKER! scene "scenes/Manager/WarnSmoker03.vcd" //SMOKER! } Rule L4D1SpottedSmokerManager { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1SpottedSmokerManager } Response L4D1SpottedSpitterManager { scene "scenes/Manager/DLC1_L4D1Spitter01.vcd" //SPITTER! scene "scenes/Manager/DLC1_L4D1Spitter02.vcd" //SPITTER! scene "scenes/Manager/DLC1_L4D1Spitter03.vcd" //SPITTER! } Rule L4D1SpottedSpitterManager { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1SpottedSpitterManager } Response L4D1SpottedTankManager { scene "scenes/Manager/DLC1_L4D1Tank01.vcd" //Lead those puppies this way! scene "scenes/Manager/DLC1_L4D1Tank02.vcd" //I am going to rip those tanks up! scene "scenes/Manager/DLC1_L4D1Tank03.vcd" //This is just why we put this up here! scene "scenes/Manager/DLC1_L4D1Tank04.vcd" //This is why we put this baby up here! scene "scenes/Manager/DLC1_L4D1Tank04.vcd" //This is why we put this baby up here! scene "scenes/Manager/DLC1_L4D1Tank05.vcd" odds 1 //TWO TANKS! } Rule L4D1SpottedTankManager { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager Isc6m3_port IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1SpottedTankManager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response L4D1PlayerKillConfirmationManager { scene "scenes/Manager/KillConfirmation01.vcd" then Any L4D1PlayerNiceShot foo:0 -0.960 //Got it! scene "scenes/Manager/KillConfirmation02.vcd" then Any L4D1PlayerNiceShot foo:0 -0.810 //Killed it! scene "scenes/Manager/KillConfirmation03.vcd" then Any L4D1PlayerNiceShot foo:0 -1.099 //Dead! scene "scenes/Manager/KillConfirmation04.vcd" then Any L4D1PlayerNiceShot foo:0 -0.672 //Got it! scene "scenes/Manager/KillConfirmation05.vcd" then Any L4D1PlayerNiceShot foo:0 -0.875 //Killed it! scene "scenes/Manager/KillConfirmation06.vcd" then Any L4D1PlayerNiceShot foo:0 -0.736 //Dead! } Rule L4D1PlayerKillConfirmationManager { criteria ConceptKilledZombie IsNotCoughing IsManager IsTalk IsTalkManager IsSubjectFar300 ChanceToFire80Percent IsWorldTalkManager Response L4D1PlayerKillConfirmationManager } Response L4D1PlayerKillConfirmationTankManager { scene "scenes/Manager/DLC1_KILLFINALTANK01.vcd" then Any L4D1PlayerNiceShot foo:0 -2.251 //That is for Bill! scene "scenes/Manager/DLC1_KILLFINALTANK02.vcd" then Any L4D1PlayerNiceShot foo:0 -2.166 //That is for Bill! } Rule L4D1PlayerKillConfirmationTankManager { criteria ConceptKilledZombie IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager SubjectIsTank ChanceToFire30Percent Response L4D1PlayerKillConfirmationTankManager } Response L4D1PlayerWarnMegaMobManager { scene "scenes/Manager/Incoming01.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/Manager/Incoming02.vcd" predelay "2.5,3.5" //They're comin'! scene "scenes/Manager/Incoming03.vcd" predelay "2.5,3.5" //Incoming! } Rule L4D1PlayerWarnMegaMobManager { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsManager IsNotWarnMegaMob IsTalk IsTalkManager IsNotSpeaking IsWorldTalkManager ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1PlayerWarnMegaMobManager }