//-------------------------------------------------------------------------------------------------------------- // Manager Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "ManagerNotSaidGrabbingCan" "SaidGrabbingCan" "!=1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankManager { speak "Manager_Blank" noscene //Blank } //-------------------------------------------------------------------------------------------------------------- // C7M1 //-------------------------------------------------------------------------------------------------------------- Response C7M1_saferoom03aManager { scene "scenes/Manager/C6DLC3INTRO03.vcd" then Any C7M1_saferoom03b foo:0 .1 //Why's that? } Rule C7M1_saferoom03aManager { criteria ConceptC7M1_saferoom03a IsManager Response C7M1_saferoom03aManager } Response C7M1_saferoom05aManager { scene "scenes/Manager/C6DLC3INTRO05.vcd" //I think she's mad at Bill. } Rule C7M1_saferoom05aManager { criteria ConceptC7M1_saferoom05a IsManager Response C7M1_saferoom05aManager } Response C7M1_saferoom08aManager { scene "scenes/Manager/C6DLC3INTRO10.vcd" then Any C7M1_saferoom08b foo:0 .1 //Actually, I'd like to see that too! scene "scenes/Manager/C6DLC3INTRO12.vcd" then Any C7M1_saferoom08b foo:0 .1 //Actually, I would have liked to see that too! } Rule C7M1_saferoom08aManager { criteria ConceptC7M1_saferoom08a IsManager Response C7M1_saferoom08aManager } Response C7M1_saferoom12Manager { scene "scenes/Manager/C6DLC3INTRO15.vcd" then Any C7M1_saferoom12a foo:0 .1 //I'm pissed too! } Rule C7M1_saferoom12Manager { criteria ConceptC7M1_saferoom12 IsManager Response C7M1_saferoom12Manager } Response C7M1_saferoom15cManager { scene "scenes/Manager/C6DLC3INTRO21.vcd" //Well, thanks, man! } Rule C7M1_saferoom15cManager { criteria ConceptC7M1_saferoom15c IsManager Response C7M1_saferoom15cManager } Response C7M1_saferoom18aManager { scene "scenes/Manager/C6DLC3INTRO23.vcd" //I got a good feeling about this island. } Rule C7M1_saferoom18aManager { criteria ConceptC7M1_saferoom18a IsManager Response C7M1_saferoom18aManager } Response C7M1_saferoom19Manager { scene "scenes/Manager/C6DLC3INTRO25.vcd" then Any C7M1_saferoom19a foo:0 .1 //Zoey, come on. We have to work together. } Rule C7M1_saferoom19Manager { criteria ConceptC7M1_saferoom19 IsManager Response C7M1_saferoom19Manager } Response C7M1_saferoom19bManager { scene "scenes/Manager/C6DLC3INTRO26.vcd" //Come on, we have to keep moving. } Rule C7M1_saferoom19bManager { criteria ConceptC7M1_saferoom19b IsManager Response C7M1_saferoom19bManager } Response C7M1_saferoom21Manager { scene "scenes/Manager/C6DLC3INTRO30.vcd" then Any C7M1_saferoom21a foo:0 .1 //Francis am I alone in hating boats? } Rule C7M1_saferoom21Manager { criteria ConceptC7M1_saferoom21 IsManager Response C7M1_saferoom21Manager } Response C7M1_saferoom22aManager { scene "scenes/Manager/C6DLC3INTRO33.vcd" //I'm trying to keep my head up Bill. scene "scenes/Manager/C6DLC3INTRO35.vcd" //Look, I'm trying, Bill. I'm trying. } Rule C7M1_saferoom22aManager { criteria ConceptC7M1_saferoom22a IsManager Response C7M1_saferoom22aManager } Response C7M1_saferoom24Manager { scene "scenes/Manager/C6DLC3INTRO36.vcd" then Any C7M1_saferoom24a foo:0 .1 //Way to go Francis, some cardio is just what we need! } Rule C7M1_saferoom24Manager { criteria ConceptC7M1_saferoom24 IsManager Response C7M1_saferoom24Manager } Response C7M1_saferoom25Manager { scene "scenes/Manager/C6DLC3INTRO37.vcd" then Any C7M1_saferoom25a foo:0 .1 //What do we do if we meet someone? } Rule C7M1_saferoom25Manager { criteria ConceptC7M1_saferoom25 IsManager Response C7M1_saferoom25Manager } Response C7M1_saferoom25bManager { scene "scenes/Manager/C6DLC3INTRO39.vcd" //How can we be sure they're immune? } Rule C7M1_saferoom25bManager { criteria ConceptC7M1_saferoom25b IsManager Response C7M1_saferoom25bManager } Response C7M1OpenTankDoorManager { scene "scenes/Manager/C6DLC3OPENINGDOOR01.vcd" //You all sure no one else doesn't want to open this door? scene "scenes/Manager/C6DLC3OPENINGDOOR02.vcd" //Get ready, I'm opening the door. scene "scenes/Manager/C6DLC3OPENINGDOOR03.vcd" //I'll open this, but I'm not going to be happy. scene "scenes/Manager/C6DLC3OPENINGDOOR04.vcd" //Get ready, I don't have a good feeling about this. scene "scenes/Manager/C6DLC3OPENINGDOOR05.vcd" //Stay positive guys, we can handle this. scene "scenes/Manager/C6DLC3OPENINGDOOR06.vcd" //Man, why am I always opening these things? } Rule C7M1OpenTankDoorManager { criteria Conceptc7m1opentankdoorspeakManager IsManager _auto_NotsaidC7M1OpenTankDoor ApplyContext "_auto_saidC7M1OpenTankDoor:1:10,_auto_saidC7M1OpenTankDoorLong:1:0" applycontexttoworld Response C7M1OpenTankDoorManager } Response C7M1SafeRoomIdleManager { scene "scenes/Manager/C6DLC3INTRO02.vcd" then Any C7M1_saferoom03 foo:0 .1 //Hey, Bill! Look, there's a boat! Hell, there's boats everywhere. scene "scenes/Manager/C6DLC3INTRO20.vcd" then Any C7M1_saferoom13 foo:0 .1 //We GOTTA be getting close to the Gulf. I can almost smell the salt water. scene "scenes/Manager/C6DLC3INTRO32.vcd" then Any C7M1_saferoom22 foo:0 .1 //Military jail, a train ride, and now… back to walking? } Rule C7M1SafeRoomIdleManager { criteria ConceptTalkIdle IsManager IsMapc7m1_docks IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_IsSafeRoomStart _auto_NotSafeRoomQuiet _auto_NotC7M1SafeRoomConvo IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_C7M1SafeRoomConvo:1:0" applycontexttoworld Response C7M1SafeRoomIdleManager } Response C7M1SafeRoomStartManager { scene "scenes/Manager/Blank.vcd" //Blank } Rule C7M1SafeRoomStartManager { criteria ConceptTalkIdle IsManager IsMapc7m1_docks IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5" applycontexttoworld Response C7M1SafeRoomStartManager } Response InfoRemc7m1_pretank02Manager { scene "scenes/Manager/C6DLC3TANKINTRAINYARD03.vcd" //Me? scene "scenes/Manager/C6DLC3TANKINTRAINYARD05.vcd" //Who? Me? } Rule InfoRemc7m1_pretank02Manager { criteria ConceptInfoRemc7m1_pretank02 IsManager Response InfoRemc7m1_pretank02Manager } Response InfoRemc7m1_tankcar01aManager { scene "scenes/Manager/C6DLC3INTANKTRAINCAR03.vcd" //You're welcome. } Rule InfoRemc7m1_tankcar01aManager { criteria ConceptInfoRemc7m1_tankcar01a IsManager Response InfoRemc7m1_tankcar01aManager } //-------------------------------------------------------------------------------------------------------------- // C7M2 //-------------------------------------------------------------------------------------------------------------- Response C7M2_saferoom02Manager { scene "scenes/Manager/C6DLC3FIRSTSAFEROOM01.vcd" then Any C7M2_saferoom02a foo:0 .1 //Let me see. Uh. "Taki. I love you. Goodbye." } Rule C7M2_saferoom02Manager { criteria ConceptC7M2_saferoom02 IsManager Response C7M2_saferoom02Manager } Response C7M2_saferoom02bManager { scene "scenes/Manager/C6DLC3FIRSTSAFEROOM02.vcd" then Any C7M2_saferoom02c foo:0 .1 //I interned in Tokyo. } Rule C7M2_saferoom02bManager { criteria ConceptC7M2_saferoom02b IsManager Response C7M2_saferoom02bManager } Response C7M2_saferoom02dManager { scene "scenes/Manager/C6DLC3FIRSTSAFEROOM03.vcd" then Any C7M2_saferoom02e foo:0 .1 //"Bill's an idiot." } Rule C7M2_saferoom02dManager { criteria ConceptC7M2_saferoom02d IsManager Response C7M2_saferoom02dManager } Response C7M2_saferoom03aManager { scene "scenes/Manager/C6DLC3FIRSTSAFEROOM07.vcd" then Any C7M2_saferoom03b foo:0 .1 //Thinking positive got me where I am, Francis. } Rule C7M2_saferoom03aManager { criteria ConceptC7M2_saferoom03a IsManager Response C7M2_saferoom03aManager } Response C7M2_saferoom04Manager { scene "scenes/Manager/C6DLC3FIRSTSAFEROOM08.vcd" //Even if it does go back to normal, they're not lettin' us back in. I think this island's the only chance we got. scene "scenes/Manager/C6DLC3FIRSTSAFEROOM09.vcd" //Even if it does go back to normal, we won't. I think this island's the only chance we got. } Rule C7M2_saferoom04Manager { criteria ConceptC7M2_saferoom04 IsManager Response C7M2_saferoom04Manager } Response C7M2_saferoom05cManager { scene "scenes/Manager/C6DLC3FIRSTSAFEROOM10.vcd" //Let's make a note of that for next time, alright? } Rule C7M2_saferoom05cManager { criteria ConceptC7M2_saferoom05c IsManager Response C7M2_saferoom05cManager } Response C7M2SafeRoomIdleManager { scene "scenes/Manager/C6DLC3FIRSTSAFEROOM06.vcd" then Any C7M2_saferoom03 foo:0 .1 //We're gonna find that sail boat right around the corner. You just watch. } Rule C7M2SafeRoomIdleManager { criteria ConceptTalkIdle IsManager IsMapc7m2_barge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_IsSafeRoomStart _auto_NotSafeRoomQuiet _auto_NotC7M2SafeRoomConvo IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_C7M2SafeRoomConvo:1:0" applycontexttoworld Response C7M2SafeRoomIdleManager } Response C7M2SafeRoomStartManager { scene "scenes/Manager/Blank.vcd" //Blank } Rule C7M2SafeRoomStartManager { criteria ConceptTalkIdle IsManager IsMapc7m2_barge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5" applycontexttoworld Response C7M2SafeRoomStartManager } Response Player.WarnMegaMobc7m201Manager { scene "scenes/Manager/C6DLC3GRAVELHILL08.vcd" //Get into the chute! scene "scenes/Manager/C6DLC3GRAVELHILL09.vcd" //Everyone, into the chute! } Rule Player.WarnMegaMobc7m201Manager { criteria ConceptPlayer.WarnMegaMobc7m201 IsManager Response Player.WarnMegaMobc7m201Manager } //-------------------------------------------------------------------------------------------------------------- // C7M3 //-------------------------------------------------------------------------------------------------------------- Response C7M3_saferoom003aManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM06.vcd" //How old are you again Bill? scene "scenes/Manager/C6DLC3SECONDSAFEROOM07.vcd" then Any C7M3_saferoom003b foo:0 .1 //Bill, did they have TV when you were young? } Rule C7M3_saferoom003aManager { criteria ConceptC7M3_saferoom003a IsManager Response C7M3_saferoom003aManager } Response C7M3_saferoom004Manager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM09.vcd" then Any C7M3_saferoom004a foo:0 .1 //But you know, as long as I have a Molotov I can make a firewall! } Rule C7M3_saferoom004Manager { criteria ConceptC7M3_saferoom004 IsManager Response C7M3_saferoom004Manager } Response C7M3_saferoom004aManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM11.vcd" then Any C7M3_saferoom004b foo:0 .1 //Get it Francis? A firewall? } Rule C7M3_saferoom004aManager { criteria ConceptC7M3_saferoom004a IsManager Response C7M3_saferoom004aManager } Response C7M3_saferoom006bManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM15.vcd" then Any C7M3_saferoom006c foo:0 .1 //No more internet, no more xbox, no more nothing... } Rule C7M3_saferoom006bManager { criteria ConceptC7M3_saferoom006b IsManager Response C7M3_saferoom006bManager } Response C7M3_saferoom007aManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM17.vcd" then Any C7M3_saferoom007b foo:0 .1 //Yeah, I read that in books too. } Rule C7M3_saferoom007aManager { criteria ConceptC7M3_saferoom007a IsManager Response C7M3_saferoom007aManager } Response C7M3_saferoom007cManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM18.vcd" //I don't remember what that feels like. } Rule C7M3_saferoom007cManager { criteria ConceptC7M3_saferoom007c IsManager Response C7M3_saferoom007cManager } Response C7M3_saferoom009aManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM20.vcd" //I like the sound of that. } Rule C7M3_saferoom009aManager { criteria ConceptC7M3_saferoom009a IsManager Response C7M3_saferoom009aManager } Response C7M3_saferoom010aManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM22.vcd" then Any C7M3_saferoom010b foo:0 .1 //I always wanted to learn how to fish. scene "scenes/Manager/C6DLC3SECONDSAFEROOM23.vcd" then Any C7M3_saferoom010b foo:0 .1 //I always wanted to learn how. } Rule C7M3_saferoom010aManager { criteria ConceptC7M3_saferoom010a IsManager Response C7M3_saferoom010aManager } Response C7M3_saferoom011Manager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM24.vcd" //Sounds good to me. } Rule C7M3_saferoom011Manager { criteria ConceptC7M3_saferoom011 IsManager ApplyContext "_auto_saidSailBoatIntro:1:0" applycontexttoworld Response C7M3_saferoom011Manager } Response C7M3_saferoom013aManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM26.vcd" then Any C7M3_saferoom013b foo:0 .1 //You don't hate it already? } Rule C7M3_saferoom013aManager { criteria ConceptC7M3_saferoom013a IsManager Response C7M3_saferoom013aManager } Response C7M3_saferoom013cManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM27.vcd" then Any C7M3_saferoom013d foo:0 .1 //Man, this is gonna be a long rest of our lives. } Rule C7M3_saferoom013cManager { criteria ConceptC7M3_saferoom013c IsManager Response C7M3_saferoom013cManager } Response C7M3_saferoom014aManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM29.vcd" then Any C7M3_saferoom014b foo:0 .1 //Well, hater, I guess you don't have to eat any then. } Rule C7M3_saferoom014aManager { criteria ConceptC7M3_saferoom014a IsManager Response C7M3_saferoom014aManager } Response C7M3_saferoom015aManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM31.vcd" //Just a good feeling, I guess. } Rule C7M3_saferoom015aManager { criteria ConceptC7M3_saferoom015a IsManager Response C7M3_saferoom015aManager } Response C7M3_saferoom016bManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM34.vcd" then Any C7M3_saferoom016c foo:0 .1 //I'm in too good a mood to get mad at you, Francis. } Rule C7M3_saferoom016bManager { criteria ConceptC7M3_saferoom016b IsManager Response C7M3_saferoom016bManager } Response C7M3_saferoom016dManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM35.vcd" then Any C7M3_saferoom016c foo:0 .1 //Hey Francis, I got a good feeling about wearing your skin as a pretty dress. } Rule C7M3_saferoom016dManager { criteria ConceptC7M3_saferoom016d IsManager Response C7M3_saferoom016dManager } Response C7M3_saferoom017Manager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM36.vcd" then Any C7M3_saferoom017a foo:0 .1 //Come on, Francis. Give it a rest. } Rule C7M3_saferoom017Manager { criteria ConceptC7M3_saferoom017 IsManager Response C7M3_saferoom017Manager } Response C7M3_saferoom017bManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM37.vcd" then Any C7M3_saferoom017c foo:0 .1 //Are you joking? } Rule C7M3_saferoom017bManager { criteria ConceptC7M3_saferoom017b IsManager Response C7M3_saferoom017bManager } Response C7M3_saferoom017dManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM39.vcd" then Any C7M3_saferoom017e foo:0 .1 //Shit, Francis. Well, when we get there, I got your back. I'm gonna keep an eye on that island for ya. } Rule C7M3_saferoom017dManager { criteria ConceptC7M3_saferoom017d IsManager Response C7M3_saferoom017dManager } Response C7M3_saferoom017fManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM41.vcd" then Any C7M3_saferoom017g foo:0 .1 //Punk island... } Rule C7M3_saferoom017fManager { criteria ConceptC7M3_saferoom017f IsManager Response C7M3_saferoom017fManager } Response C7M3_saferoom017gManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM42.vcd" //Punk ass island bitch... scene "scenes/Manager/C6DLC3SECONDSAFEROOM43.vcd" //Punk ass bitch island... scene "scenes/Manager/C6DLC3SECONDSAFEROOM44.vcd" //Punk ass island bitch ya better watch yourself... scene "scenes/Manager/C6DLC3SECONDSAFEROOM45.vcd" then Any C7M3_saferoom017h foo:0 .1 //Punk ass island bitch better watch yourself once Louis and Francis on the case. } Rule C7M3_saferoom017gManager { criteria ConceptC7M3_saferoom017g IsManager Response C7M3_saferoom017gManager } Response C7M3BridgeBreaksManager { scene "scenes/Manager/DLC2M2FinaleBreak101.vcd" //The generator's off! scene "scenes/Manager/DLC2M2FinaleBreak102.vcd" //We need to restart the generator! } Rule C7M3BridgeBreaksManager { criteria conceptC7M3BridgeBreaks IsManager _auto_NotSaidC7M3BridgeBreaks ApplyContext "_auto_SaidC7M3BridgeBreaks:1:0" applycontexttoworld Response C7M3BridgeBreaksManager } Response C7M3FinalPressBikerManager { scene "scenes/Manager/C6DLC3FRANCISDIES01.vcd" //Thanks Francis! scene "scenes/Manager/C6DLC3FRANCISDIES02.vcd" //Fraaaancis! scene "scenes/Manager/C6DLC3FRANCISDIES03.vcd" //I'm gonna miss that guy. scene "scenes/Manager/C6DLC3FRANCISDIES05.vcd" //FRANCIS! } Rule C7M3FinalPressBikerManager { criteria ConceptC7M3FinalSpeakBiker IsManager IsLastGenerator IsNotBiker _auto_NotC7M3FinalPress ApplyContext "_auto_C7M3FinalPress:1:0" applycontexttoworld Response C7M3FinalPressBikerManager } Response C7M3FinalPressNamVetManager { scene "scenes/Manager/C6DLC3BILLDIES01.vcd" //Bill ! Bill! You saved us! scene "scenes/Manager/C6DLC3BILLDIES02.vcd" //No! We're gonna leave him behind! scene "scenes/Manager/C6DLC3BILLDIES04.vcd" //Bill! Goddamnit, I'm going to miss you! scene "scenes/Manager/C6DLC3BILLDIES05.vcd" //Bill! Bill! You can't be dead! You can't be. } Rule C7M3FinalPressNamVetManager { criteria ConceptC7M3FinalSpeakNamVet IsManager IsLastGenerator IsNotNamVet _auto_NotC7M3FinalPress ApplyContext "_auto_C7M3FinalPress:1:0" applycontexttoworld Response C7M3FinalPressNamVetManager } Response C7M3FinalPressTeenGirlManager { scene "scenes/Manager/C6DLC3ZOEYDIES01.vcd" //Oh my god! Zoey! scene "scenes/Manager/C6DLC3ZOEYDIES03.vcd" //Zoey! You saved us! scene "scenes/Manager/C6DLC3ZOEYDIES04.vcd" //Ah Damnit, Zoey's dead! scene "scenes/Manager/C6DLC3ZOEYDIES05.vcd" //Not Zoey! } Rule C7M3FinalPressTeenGirlManager { criteria ConceptC7M3FinalSpeakTeenGirl IsManager IsLastGenerator IsNotTeenGirl _auto_NotC7M3FinalPress ApplyContext "_auto_C7M3FinalPress:1:0" applycontexttoworld Response C7M3FinalPressTeenGirlManager } Response C7M3GeneratorPress01Manager { scene "scenes/Manager/C6DLC3PRESTART1STGEN01.vcd" //These generator are going to be noisy, get ready. scene "scenes/Manager/C6DLC3PRESTART1STGEN02.vcd" //Let's start this generator. scene "scenes/Manager/C6DLC3PRESTART1STGEN03.vcd" //We need to power these three generators to raise the bridge! scene "scenes/Manager/C6DLC3PRESTART1STGEN04.vcd" //These generators must be setup to power the bridge. } Rule C7M3GeneratorPress01Manager { criteria ConceptC7M3GeneratorSpeakManager IsManager IsFirstGenerator _auto_NotC7M3PressingManager ApplyContext "_auto_C7M3PressingManager:1:6,_auto_SaidCreshendoStartNear:1:0" applycontexttoworld Response C7M3GeneratorPress01Manager } Response C7M3GeneratorPress02Manager { scene "scenes/Manager/C6DLC3PRESTART1STGEN02.vcd" //Let's start this generator. scene "scenes/Manager/DLC2M2FinaleButtonPressGen101.vcd" //Allright, allright. Come onnnn. Come on, catch. scene "scenes/Manager/DLC2M2FinaleButtonPressGen102.vcd" //Allright, allright. Come on baby, start for me. } Rule C7M3GeneratorPress02Manager { criteria ConceptC7M3GeneratorSpeakManager IsManager IsSecondGenerator _auto_NotC7M3PressingManager ApplyContext "_auto_C7M3PressingManager:1:6,_auto_SaidCreshendoStartNear:1:0" applycontexttoworld Response C7M3GeneratorPress02Manager } Response C7M3GeneratorPress03Manager { scene "scenes/Manager/C6DLC3PRESTARTLASTGEN01.vcd" //Last generator. } Rule C7M3GeneratorPress03Manager { criteria ConceptC7M3GeneratorSpeakManager IsManager IsThirdGenerator _auto_NotC7M3PressingManager ApplyContext "_auto_C7M3PressingManager:1:6,_auto_SaidCreshendoStartNear:1:0" applycontexttoworld Response C7M3GeneratorPress03Manager } Response C7M3PlayerGetToRescueVehicleManager { scene "scenes/Manager/C6DLC3BRIDGEAVAILABLE01.vcd" predelay ".1,4" //We did it! scene "scenes/Manager/C6DLC3BRIDGEAVAILABLE04.vcd" predelay ".1,4" //Get to the bridge! } Rule C7M3PlayerGetToRescueVehicleManager { criteria ConceptGetToVehicle IsManager ismapc7m3_port IsTalk IsTalkManager IsWorldTalkManager _auto_NotC7M3ToBridgeManager ApplyContext "_auto_C7M3ToBridgeManager:1:0" applycontexttoworld Response C7M3PlayerGetToRescueVehicleManager } Response C7M3SafeRoomIdleManager { scene "scenes/Manager/C6DLC3SECONDSAFEROOM01.vcd" then Any C7M3_saferoom001 foo:0 .1 //Never thought I'd be happy to be heading to a deserted island. scene "scenes/Manager/C6DLC3SECONDSAFEROOM02.vcd" then Any C7M3_saferoom002 foo:0 .1 //You know, I didn't like the idea of a deserted island at first. But I'm startin' to get a good feeling about this. scene "scenes/Manager/C6DLC3SECONDSAFEROOM04.vcd" then Any C7M3_saferoom003 foo:0 .1 //You know what I miss? Checking email. Seeing what's new. scene "scenes/Manager/C6DLC3SECONDSAFEROOM08.vcd" then Any C7M3_saferoom004 foo:0 .1 //One thing I'm not gonna miss about civilization? I.T. I will never have to tell another human being to reboot their damn computer. scene "scenes/Manager/C6DLC3SECONDSAFEROOM13.vcd" then Any C7M3_saferoom005 foo:0 .1 //Hey, Zoey. We're actually headed to an island. Top ten desert island movies. Go. scene "scenes/Manager/C6DLC3SECONDSAFEROOM14.vcd" then Any C7M3_saferoom006 foo:0 .1 //So, Bill. Once we find a sailboat, how far is it to the Florida Keys? scene "scenes/Manager/C6DLC3SECONDSAFEROOM16.vcd" then Any C7M3_saferoom007 foo:0 .1 //So... once we're on a boat... can zombies swim? scene "scenes/Manager/C6DLC3SECONDSAFEROOM19.vcd" then Any C7M3_saferoom009 foo:0 .1 //Bill, when we get to the keys, you got an island in mind? scene "scenes/Manager/C6DLC3SECONDSAFEROOM21.vcd" then Any C7M3_saferoom010 foo:0 .1 //Bill, when we get to the keys, you know how to fish? scene "scenes/Manager/C6DLC3SECONDSAFEROOM25.vcd" then Any C7M3_saferoom013 foo:0 .1 //Francis, what's the first thing you're gonna do when we get to the island? scene "scenes/Manager/C6DLC3SECONDSAFEROOM28.vcd" then Any C7M3_saferoom014 foo:0 .1 //Francis, you ready to get to the keys and have ourselves a seafood feast? scene "scenes/Manager/C6DLC3SECONDSAFEROOM30.vcd" then Any C7M3_saferoom015 foo:0 .1 //Once we get to the keys, I'm gonna teach you how to swim Francis. scene "scenes/Manager/C6DLC3SECONDSAFEROOM33.vcd" then Any C7M3_saferoom016 foo:0 .1 //Everybody ready to go live on an island in paradise? Man, I cannot wait! } Rule C7M3SafeRoomIdleManager { criteria ConceptTalkIdle IsManager IsMapc7m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_IsSafeRoomStart _auto_NotSafeRoomQuiet _auto_NotC7M3SafeRoomConvo IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_C7M3SafeRoomConvo:1:0" applycontexttoworld Response C7M3SafeRoomIdleManager } Response C7M3SafeRoomStartManager { scene "scenes/Manager/Blank.vcd" //Blank } Rule C7M3SafeRoomStartManager { criteria ConceptTalkIdle IsManager IsMapc7m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5" applycontexttoworld Response C7M3SafeRoomStartManager } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedAdrenalineManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedAdrenalineManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsAdrenaline IsWorldTalkManager ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineManager } Response SurvivorSpottedAdrenalineAutoManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedAdrenalineAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAdrenaline IsNotSaidSpot IsAdrenaline IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineAutoManager } Response SurvivorSpottedGrenadeLauncherManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedGrenadeLauncherManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto Isgrenade_launcher IsWorldTalkManager ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherManager } Response SurvivorSpottedGrenadeLauncherAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedGrenadeLauncherAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotgrenade_launcher IsNotSaidSpot Isgrenade_launcher IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherAutoManager } Response SurvivorSpottedUpPack_ExplosiveManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedUpPack_ExplosiveManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsUpgradePack_Explosive IsWorldTalkManager ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveManager } Response SurvivorSpottedUpPack_ExplosiveAutoManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedUpPack_ExplosiveAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Explosive IsNotSaidSpot IsUpgradePack_Explosive IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveAutoManager } Response SurvivorSpottedUpPack_IncendiaryManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedUpPack_IncendiaryManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsUpgradePack_Incendiary IsWorldTalkManager ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiaryManager } Response SurvivorSpottedUpPack_IncendiAutoManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedUpPack_IncendiAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Incendiary IsNotSaidSpot IsUpgradePack_Incendiary IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiAutoManager } Response SurvivorSpottedVomitJarManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedVomitJarManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsVomitJar IsWorldTalkManager ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarManager } Response SurvivorSpottedVomitJarAutoManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedVomitJarAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoManager } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerToTheRescueRosManager { scene "scenes/Manager/ToTheRescue01.vcd" predelay "0.75,1.5" //Hold on, I'm on my way! scene "scenes/Manager/ToTheRescue02.vcd" predelay "0.75,1.5" //Look, I'm coming! scene "scenes/Manager/ToTheRescue03.vcd" predelay "0.75,1.5" //Don't worry, I'm on my way! } Rule PlayerToTheRescueRosManager { criteria ConceptPlayerToTheRescue IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueRosManager } Response SurvivorTauntResponseManager { scene "scenes/Manager/Hurrah01.vcd" //Aw riiiight! scene "scenes/Manager/Hurrah02.vcd" //Woo baby, Aw riiiight! scene "scenes/Manager/Hurrah03.vcd" //Hell yeah. scene "scenes/Manager/Hurrah14.vcd" //YEAH! scene "scenes/Manager/Hurrah15.vcd" //YEAH WOO! scene "scenes/Manager/Taunt01.vcd" //That's right! scene "scenes/Manager/Taunt02.vcd" //Woo Hoo, that's right! scene "scenes/Manager/Taunt03.vcd" //Yeah, baby, Yeah! scene "scenes/Manager/Taunt04.vcd" //Alllright! scene "scenes/Manager/Taunt05.vcd" odds 5 //Oh yeah, who's your momma, who's your daddy scene "scenes/Manager/Taunt06.vcd" //Helll yeah, Hell yeah! scene "scenes/Manager/Taunt07.vcd" //[loud, evil laugh] scene "scenes/Manager/Taunt08.vcd" //[loud, evil laugh] scene "scenes/Manager/Taunt09.vcd" //[loud, evil laugh] scene "scenes/Manager/Taunt10.vcd" //[loud, evil laugh] } Rule SurvivorTauntResponseManager { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager Response SurvivorTauntResponseManager } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkc7m1_bricktopManager { scene "scenes/Manager/C6DLC3GENERIC07.vcd" //On top the bricks. } Rule PlayerRemarkc7m1_bricktopManager { criteria ConceptRemark IsManager Isc7m1_bricktop IsNotSaidc7m1_bricktop IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear100 IsNotSpeakingWeight0 ApplyContext "Saidc7m1_bricktop:1:0" applycontexttoworld Response PlayerRemarkc7m1_bricktopManager } Response PlayerRemarkc7m1_harborblockedManager { scene "scenes/Manager/C6DLC3HARBORBLOCKED01.vcd" //This is why the harbor's closed. scene "scenes/Manager/C6DLC3HARBORBLOCKED02.vcd" then Any InfoRemc7m1_harborblocked01 foo:0 -1.360 //You sure this is the right way? } Rule PlayerRemarkc7m1_harborblockedManager { criteria ConceptRemark IsManager Isc7m1_harborblocked IsNotSaidc7m1_harborblocked IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear800 IsNotSpeakingWeight0 ApplyContext "Saidc7m1_harborblocked:1:0" applycontexttoworld Response PlayerRemarkc7m1_harborblockedManager } Response PlayerRemarkc7m1_pastbricksManager { scene "scenes/Manager/C6DLC3GENERIC05.vcd" //Past the bricks. } Rule PlayerRemarkc7m1_pastbricksManager { criteria ConceptRemark IsManager Isc7m1_pastbricks IsNotSaidc7m1_pastbricks IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear700 IsNotSpeakingWeight0 ApplyContext "Saidc7m1_pastbricks:1:0" applycontexttoworld Response PlayerRemarkc7m1_pastbricksManager } Response PlayerRemarkc7m1_pretankManager { scene "scenes/Manager/C6DLC3TANKINTRAINYARD01.vcd" //Only way is through this car. scene "scenes/Manager/C6DLC3TANKINTRAINYARD02.vcd" //Man, a tank in a train. } Rule PlayerRemarkc7m1_pretankManager { criteria ConceptRemark IsManager Isc7m1_pretank IsNotSaidc7m1_pretank IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear200 IsNotSpeakingWeight0 _auto_NotsaidC7M1OpenTankDoorLong ApplyContext "Saidc7m1_pretank:1:0" applycontexttoworld Response PlayerRemarkc7m1_pretankManager } Response PlayerRemarkc7m1_tankcarManager { scene "scenes/Manager/C6DLC3INTANKTRAINCAR01.vcd" then Any InfoRemc7m1_tankcar01 foo:0 -3.082 //Hey Francis what do they make at the tank factory? scene "scenes/Manager/C6DLC3INTANKTRAINCAR05.vcd" //Tanks on a train. scene "scenes/Manager/C6DLC3INTANKTRAINCAR06.vcd" //This is some gross ass shit. } Rule PlayerRemarkc7m1_tankcarManager { criteria ConceptRemark IsManager Isc7m1_tankcar IsNotSaidc7m1_tankcar IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "Saidc7m1_tankcar:1:0" applycontexttoworld Response PlayerRemarkc7m1_tankcarManager } Response PlayerRemarkc7m2_climbupcrapManager { scene "scenes/Manager/DLC2M1Directional08.vcd" //We can get back up over here! scene "scenes/Manager/DLC2M2Directional03.vcd" //Up that fence! } Rule PlayerRemarkc7m2_climbupcrapManager { criteria ConceptRemark IsManager Isc7m2_climbupcrap IsNotSaidc7m2_climbupcrap IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "Saidc7m2_climbupcrap:1:0" applycontexttoworld Response PlayerRemarkc7m2_climbupcrapManager } Response PlayerRemarkc7m2_gravelhillManager { scene "scenes/Manager/C6DLC3GRAVELHILL01.vcd" //I can barely make it up here! scene "scenes/Manager/C6DLC3GRAVELHILL06.vcd" //This is like running in place. scene "scenes/Manager/C6DLC3GRAVELHILL07.vcd" //Gravel here! } Rule PlayerRemarkc7m2_gravelhillManager { criteria ConceptRemark IsManager Isc7m2_gravelhill IsNotSaidc7m2_gravelhill IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "Saidc7m2_gravelhill:1:0" applycontexttoworld Response PlayerRemarkc7m2_gravelhillManager } Response PlayerRemarkc7m2_overboatManager { scene "scenes/Manager/C6DLC3GENERIC01.vcd" //Over the ship! } Rule PlayerRemarkc7m2_overboatManager { criteria ConceptRemark IsManager Isc7m2_overboat IsNotSaidc7m2_overboat IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "Saidc7m2_overboat:1:0" applycontexttoworld Response PlayerRemarkc7m2_overboatManager } Response PlayerRemarkc7m2_throughhereManager { scene "scenes/Manager/GenericDirections05.vcd" //Through here! } Rule PlayerRemarkc7m2_throughhereManager { criteria ConceptRemark IsManager Isc7m2_throughhere IsNotSaidc7m2_throughhere IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "Saidc7m2_throughhere:1:0" applycontexttoworld Response PlayerRemarkc7m2_throughhereManager } Response PlayerRemarkc7m3_seesailboatManager { scene "scenes/Manager/C6DLC3SPOTTINGSAILBOAT01.vcd" //Look, there's the boat we need. Let's get that bridge up and sail out of here. scene "scenes/Manager/C6DLC3SPOTTINGSAILBOAT02.vcd" //Hey Francis, see that? That's what a sail boat looks like! scene "scenes/Manager/C6DLC3SPOTTINGSAILBOAT03.vcd" //We need to raise the bridge to get that sail boat! scene "scenes/Manager/C6DLC3SPOTTINGSAILBOAT04.vcd" //This looks like the last bridge before open water. } Rule PlayerRemarkc7m3_seesailboatManager { criteria ConceptRemark IsManager Isc7m3_seesailboat IsNotSaidc7m3_seesailboat IsNotCoughing NotInCombat IsTalk IsTalkManager IsWorldTalkManager IsFirstGenerator IsNotSpeakingWeight0 ApplyContext "Saidc7m3_seesailboat:1:0" applycontexttoworld Response PlayerRemarkc7m3_seesailboatManager } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerYellRunManager { scene "scenes/Manager/EmphaticRun01.vcd" //Let's get the hell outta here! scene "scenes/Manager/EmphaticRun02.vcd" //RUN! } Rule PlayerYellRunManager { criteria ConceptPlayerYellRun IsNotCoughing IsManager IsTalk IsTalkManager IsWorldTalkManager Response PlayerYellRunManager } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response GrabbingGasSCManager { scene "scenes/Manager/KillConfirmation04.vcd" //Got it! scene "scenes/Manager/Yes05.vcd" //Okay. } Rule GrabbingGasSCManager { criteria ConceptPlayerEquippedScavengeItem IsManager IsTalk IsTalkManager IsWorldTalkManager ManagerNotSaidGrabbingCan ApplyContext "SaidGrabbingCan:1:5" applycontexttoworld Response GrabbingGasSCManager } Response PlayerShotGasCanManager { scene "scenes/Manager/Swears05.vcd" predelay "1,1.5" //Shit. scene "scenes/Manager/Swears06.vcd" predelay "1,1.5" //Ah shit. scene "scenes/Manager/Swears07.vcd" predelay "1,1.5" //Shit shit shit. scene "scenes/Manager/Swears12.vcd" predelay "1,1.5" //Shit. scene "scenes/Manager/Swears13.vcd" predelay "1,1.5" //Ah shit. scene "scenes/Manager/Swears16.vcd" predelay "1,1.5" //That's some country-ass bullshit. } Rule PlayerShotGasCanManager { criteria ConceptPlayerShotGasCan IsManager IsNotSaidPlayerShotGasCan IsScavenge ApplyContext "SaidPlayerShotGasCan1:10" applycontexttoworld Response PlayerShotGasCanManager } Response ScavengeStartManager { scene "scenes/Manager/MoveOn01.vcd" //Allright, let's go. scene "scenes/Manager/MoveOn03.vcd" //Let's go. scene "scenes/Manager/MoveOn04.vcd" //Let's Move, Let's Move! } Rule ScavengeStartManager { criteria ConceptSurvivorLeavingCheckpoint IsManager IsTalk IsTalkManager IsWorldTalkManager IsScavenge IsNotSaidStartScavenge ApplyContext "SaidStartScavenge:1:4" applycontexttoworld Response ScavengeStartManager } Response GasPourSCManager { scene "scenes/Manager/CoverMe02.vcd" //Cover me. scene "scenes/Manager/CoverMe05.vcd" //Watch my back. } Rule GasPourSCManager { criteria ConceptPlayerPourStarted IsManager IsTalk IsTalkManager IsWorldTalkManager IsScavenge ChanceToFire50Percent _auto_NotNoGasPourLine ApplyContext "TalkManager:1:2" Response GasPourSCManager } Response GasPourDoneSCManager { scene "scenes/Manager/Hurrah02.vcd" //Woo baby, Aw riiiight! scene "scenes/Manager/Hurrah08.vcd" //They can't stop us now. scene "scenes/Manager/Hurrah10.vcd" //Nothing can stop us, do you hear me? Nothing can stop us! scene "scenes/Manager/Hurrah13.vcd" //We are unstoppable. scene "scenes/Manager/Taunt01.vcd" //That's right! scene "scenes/Manager/Taunt03.vcd" //Yeah, baby, Yeah! scene "scenes/Manager/Taunt04.vcd" //Alllright! scene "scenes/Manager/Taunt07.vcd" //[Loud, evil laugh] } Rule GasPourDoneSCManager { criteria ConceptPlayerPourFinished IsManager IsTalk IsTalkManager IsWorldTalkManager IsScavenge ScoreDoneSC ApplyContext "Talk:1:3" Response GasPourDoneSCManager } //-------------------------------------------------------------------------------------------------------------- // Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerCommentJockeyDLC3Manager { scene "scenes/Manager/Laughter13.vcd" // scene "scenes/Manager/Taunt09.vcd" //[loud, evil laugh] } Rule PlayerCommentJockeyDLC3Manager { criteria ConceptCommentJockey IsManager IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey ChanceToFire10Percent ApplyContext "SaidCommentJockey:1:0" applycontexttoworld Response PlayerCommentJockeyDLC3Manager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response FinaleAheadc7m3Manager { scene "scenes/Manager/MoveOn01.vcd" //Allright, let's go. scene "scenes/Manager/ReviveFriendB10.vcd" //Let's move! } Rule FinaleAheadc7m3Manager { criteria ConceptPlayerNearFinale IsNotCoughing IsManager IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkManager IsNotIncapacitated IsWorldTalkManager Ismapc7m3_port ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response FinaleAheadc7m3Manager } Response Player.C7M2CrowsFlyManager { scene "scenes/Manager/C6DLC3GRAVELHILL03.vcd" predelay "1,2" then Any Player.WarnMegaMobc7m201 1.5 1 //Lookout! Crows! scene "scenes/Manager/C6DLC3GRAVELHILL04.vcd" predelay "1,2" then Any Player.WarnMegaMobc7m201 2 1 //Ahhh... look, the crows alerted the zombies! scene "scenes/Manager/C6DLC3GRAVELHILL05.vcd" predelay "1,2" then Any Player.WarnMegaMobc7m201 3 1 //Ahhh... dammit... the crows are bringin' the zombies! } Rule Player.C7M2CrowsFlyManager { criteria ConceptC7M2CrowsFlySpeakManager ismapc7m2_barge IsManager _auto_NotC7M2CrowsFlySpeak ApplyContext "_auto_C7M2CrowsFlySpeak:1:0" applycontexttoworld Response Player.C7M2CrowsFlyManager } Response Player.C7M3BridgeLeapManager { scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE01.vcd" //Stay there, don't worry about me none! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE02.vcd" //I'll handle this! Cover me! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE04.vcd" //I got this! You stay there! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE05.vcd" //Good luck you guys! I got this. scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE06.vcd" //I'm gonna miss you guys! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE07.vcd" //Don't get off the bridge! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE09.vcd" //Don't worry, I'll be fine! Stay there! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE10.vcd" //Don't get off the bridge! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE11.vcd" //I swear to god I'm coming back! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE12.vcd" //Stay there! I'll be back in two minutes! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE13.vcd" //Do not follow me! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE14.vcd" //I love you guys! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE16.vcd" //If I go down, don't come after me! } Rule Player.C7M3BridgeLeapManager { criteria ConceptC7M3BridgeLeapSpeakManager IsNotCoughing IsManager IsTalk IsTalkManager IsNotSpeaking ismapc7m3_port IsWorldTalkManager IsNotScavenge _auto_NotSaidC7M3BridgeLeap ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,_auto_SaidC7M3BridgeLeap:1:0" applycontexttoworld Response Player.C7M3BridgeLeapManager } Criterion "SaidC7M3BridgeLeap" "world_auto_SaidC7M3BridgeLeap" "1" "required" weight 1 Criterion "IsNotSaidC7M3ManagerDownFinal" "C7M3ManagerDownFinal" "!=1" "required" weight 1 Response PlayerIncapC7m3Manager { scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE18.vcd" //Hey guys? Remember when I said don't come after me? Oh god! scene "scenes/Manager/C6DLC3JUMPINGOFFBRIDGE19.vcd" //Hey guys? Remember when I said don't come after me? I was kidding, can someone come get me? HELP!!!! } Rule PlayerIncapC7m3Manager { criteria ConceptPlayerIncapacitated IsNotCoughing IsManager IsTalk IsTalkManager ismapc7m3_port SaidC7M3BridgeLeap IsNotSaidC7M3ManagerDownFinal ApplyContext "TalkManager:1:2,C7M3ManagerDownFinal:1:0" Response PlayerIncapC7m3Manager } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupAdrenalineManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupAdrenalineManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpAdrenaline IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupAdrenalineManager } Response SurvivorPickupAdrenalineAlwaysManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupAdrenalineAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpAdrenaline IsNotSpeaking IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupAdrenalineAlwaysManager } Response SurvivorPickupbaseball_batManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupbaseball_batManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpbaseball_bat IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupbaseball_batManager } Response SurvivorPickupchainsawManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupchainsawManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpchainsaw IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupchainsawManager } Response SurvivorPickupcricket_batManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupcricket_batManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpcricket_bat IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupcricket_batManager } Response SurvivorPickupCricketBatManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupCricketBatManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpcricket_bat IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupCricketBatManager } Response SurvivorPickupCrowBarManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupCrowBarManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpCrowBar IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupCrowBarManager } Response SurvivorPickupelectric_guitarManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupelectric_guitarManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpelectric_guitar IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupelectric_guitarManager } Response SurvivorPickupFireAxeManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupFireAxeManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpFireAxe IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupFireAxeManager } Response SurvivorPickupFryingPanManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupFryingPanManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpFryingPan IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupFryingPanManager } Response SurvivorPickupGrenadeLauncherManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupGrenadeLauncherManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpGrenadeLauncher IsNotSpeaking IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupGrenadeLauncherManager } Response SurvivorPickupIncendiaryAmmoManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupIncendiaryAmmoManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpIncendiaryAmmo IsNotSpeaking ChanceToFire40Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupIncendiaryAmmoManager } Response SurvivorPickupKatanaManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupKatanaManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpKatana IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupKatanaManager } Response SurvivorPickupLaserSightsAlwaysManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupLaserSightsAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpLaserSights IsNotSpeaking ChanceToFire50Percent ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupLaserSightsAlwaysManager } Response SurvivorPickupMacheteManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupMacheteManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpMachete IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupMacheteManager } Response SurvivorPickupMagnumManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupMagnumManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpMagnum IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsNotInStartArea IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupMagnumManager } Response SurvivorPickupMagnumAlwaysManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupMagnumAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpMagnum IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupMagnumAlwaysManager } Response SurvivorPickuptonfaManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickuptonfaManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUptonfa IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickuptonfaManager } Response SurvivorPickupGolfClubManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupGolfClubManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpGolfClub IsNotSpeaking ManagerNotPickedUpItem IsTalk IsTalkManager IsWorldTalkManager IsNotInStartArea ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupGolfClubManager } Response SurvivorPickupUpExplosiveAmmoManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupUpExplosiveAmmoManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpExplosiveAmmo IsNotSpeaking IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupUpExplosiveAmmoManager } Response SurvivorPickupUpExplosivesManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupUpExplosivesManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpUpgradePack_Explosive IsNotSpeaking IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupUpExplosivesManager } Response SurvivorPickupUpIncendiaryManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupUpIncendiaryManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpUpgradePack_Incendiary IsNotSpeaking IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryManager } Response SurvivorPickupUpIncendiaryAmmoManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupUpIncendiaryAmmoManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpIncendiaryAmmo IsNotSpeaking IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryAmmoManager } Response SurvivorPickupVomitJarManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupVomitJarManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupVomitJarManager } Response SurvivorPickupVomitJarAlwaysManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupVomitJarAlwaysManager { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsManager IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkManager IsWorldTalkManager ChanceToFire30Percent ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysManager } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response PlayerLostCallManager { scene "scenes/Manager/LostCall01.vcd" //Hello? scene "scenes/Manager/LostCall03.vcd" //Where is everyone? scene "scenes/Manager/LostCall04.vcd" //Is anyone there? scene "scenes/Manager/LostCall05.vcd" //Where'd everyone get to? scene "scenes/Manager/LostCall06.vcd" //Can anyone hear me? } Rule PlayerLostCallManager { criteria ConceptTalkIdle IsManager IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall _auto_NotNoLostCall IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response PlayerLostCallManager } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedChainsawManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedChainsawManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsChainsaw IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawManager } Response SurvivorSpottedChainsawAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedChainsawAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsChainsaw IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawAutoManager } Response SurvivorSpottedcricket_batManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedcricket_batManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto Iscricket_bat IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batManager } Response SurvivorSpottedcricket_batAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedcricket_batAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscricket_bat IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batAutoManager } Response SurvivorSpottedcrowbarManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedcrowbarManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto Iscrowbar IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarManager } Response SurvivorSpottedcrowbarAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedcrowbarAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscrowbar IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarAutoManager } Response SurvivorSpottedGuitarManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedGuitarManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsGuitar IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarManager } Response SurvivorSpottedGuitarAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedGuitarAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGuitar IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarAutoManager } Response SurvivorSpottedKatanaManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedKatanaManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsKatana IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaManager } Response SurvivorSpottedKatanaAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedKatanaAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsKatana IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaAutoManager } Response SurvivorSpottedLaserSightsManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedLaserSightsManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsLaserSights IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsManager } Response SurvivorSpottedLaserSightsAutoManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedLaserSightsAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsLaserSights IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsAutoManager } Response SurvivorSpottedMacheteManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedMacheteManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsMachete IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteManager } Response SurvivorSpottedMacheteAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedMacheteAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMachete IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteAutoManager } Response SurvivorSpottedMagnumManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedMagnumManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsMagnum IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumManager } Response SurvivorSpottedMagnumAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedMagnumAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMagnum IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumAutoManager } Response SurvivorSpottedtonfaManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedtonfaManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto Istonfa IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaManager } Response SurvivorSpottedtonfaAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedtonfaAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Istonfa IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaAutoManager } Response SurvivorSpottedGolfClubManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedGolfClubManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkManager IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubManager } Response SurvivorSpottedGolfClubAutoManager { scene "scenes/Manager/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/Manager/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Manager/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedGolfClubAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsGolfClub IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoManager } Rule SurvivorSpottedAutoShotgunManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsAutoShotgun IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedAutoShotgunAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsAutoShotgun IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedHuntingRifleManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsHuntingRifle IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedHuntingRifleAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsHuntingRifle IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedPumpShotgunManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsPumpShotgun IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedRifleManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsRifle IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedRifle_AK47Manager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsRifle_AK47 IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedRifle_AK47AutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_AK47 IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedRifleAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedSecondPistolManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsSecondPistol IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedShotgun_ChromeManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsShotgun_Chrome IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } Rule SurvivorSpottedSMGManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsSMG IsWorldTalkManager ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponManager } //-------------------------------------------------------------------------------------------------------------- // Added for L4D2 //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedDefibrillatorManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedDefibrillatorManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsNotSmartLookAuto IsDefibrillator IsWorldTalkManager ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorManager } Response SurvivorSpottedDefibrillatorAutoManager { scene "scenes/Manager/Look03.vcd" then any _SpotStuffResponse foo:0 0.01 //Look. scene "scenes/Manager/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Manager/LookHere01.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this out. scene "scenes/Manager/LookHere04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look at this. } Rule SurvivorSpottedDefibrillatorAutoManager { criteria ConceptPlayerSpotWeapon IsNotCoughing IsManager IsTalk IsTalkManager IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidDefibrillator IsNotSaidSpot IsDefibrillator IsWorldTalkManager _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorAutoManager } Response SurvivorPickupDefibrillatorManager { scene "scenes/Manager/ReactionPositive03.vcd" //Oh, Cool scene "scenes/Manager/Yes01.vcd" //Allright. scene "scenes/Manager/Yes05.vcd" //Okay. scene "scenes/Manager/Yes09.vcd" //Cool } Rule SurvivorPickupDefibrillatorManager { criteria ConceptPlayerPickup IsNotCoughing IsManager IsPickedUpDefibrillator IsNotSpeaking IsTalk IsTalkManager IsWorldTalkManager ApplyContext "ManagerPickedUpItem:1:30" Response SurvivorPickupDefibrillatorManager }