//-------------------------------------------------------------------------------------------------------------- // Mechanic Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "MechanicNotPickedUpItem" "MechanicPickedUpItem" "!=1" "required" weight 0 Criterion "MechanicNotSaidGrabbingCan" "SaidGrabbingCan" "!=1" "required" weight 0 Criterion "IsMechanicFriendlyFire" "worldMechanicFriendlyFire" "1" "required" weight 0 Criterion "IsNotMechanicFriendlyFire" "worldMechanicFriendlyFire" "!=1" "required" weight 0 Criterion "IsNotAskedForCoverMechanic" "MechanicAskForCover" "!=1" "required" weight 0 Criterion "IsNotSaidMechanicWitchChasing" "SaidMechanicWitchChasing" "!=1" "required" weight 0 Criterion "IsNotSaidAlertGiveItemStopMechanic" "SaidAlertGiveItemStopMechanic" "!=1" "required" weight 0 Criterion "IsNotSaidAlertGiveItemStopFirstAidMechanic" "SaidAlertGiveItemStopFirstAidMechanic" "!=1" "required" weight 0 Criterion "IsNotSaidBeenJockeyedMechanic" "SaidBeenJockeyedMechanic" "!=1" "required" weight 0 Criterion "IsSaidMechanicWitchAttacking" "SaidMechanicWitchAttacking" "1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankMechanic { speak "Mechanic_Blank" noscene //Blank } Response C1M1InSmokeMechanic { scene "scenes/Mechanic/Cough01.vcd" then any C1M1Cough foo:0 -1.399 //[Coughing from smoke] scene "scenes/Mechanic/Cough02.vcd" then any C1M1Cough foo:0 -2.692 //[Coughing from smoke] scene "scenes/Mechanic/Cough03.vcd" then any C1M1Cough foo:0 -1.647 //[Coughing from smoke] } Rule C1M1InSmokeMechanic { criteria ConceptTalkIdle IsMechanic IsSaidC1M1InSmoke ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 Response C1M1InSmokeMechanic } Response C1M3AlarmOffMechanic { scene "scenes/Mechanic/WorldC1M3B39.vcd" then any C1M3AlarmOffa foo:0 .5 //I Got it! } Rule C1M3AlarmOffMechanic { criteria ConceptC1M3AlarmOff2 IsNotSaidC1M3AlarmOff AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3AlarmOff:1:0" applycontexttoworld Response C1M3AlarmOffMechanic } Response C1M3BrokeWindowMechanic { scene "scenes/Mechanic/WorldC1M3B36.vcd" //We have to turn that alarm off! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! } Rule C1M3BrokeWindowMechanic { criteria ConceptC1M3BrokeWindow2 IsNotSaidC1M3BrokeWindow AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3BrokeWindow:1:0" applycontexttoworld Response C1M3BrokeWindowMechanic } Response C1M3DoorAlarmMechanic { scene "scenes/Mechanic/WorldC1M3B36.vcd" //We have to turn that alarm off! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! } Rule C1M3DoorAlarmMechanic { criteria ConceptC1M3DoorAlarm2 IsNotSaidC1M3DoorAlarm AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3DoorAlarm:1:0" applycontexttoworld Response C1M3DoorAlarmMechanic } Response C1M3SafeRoomMechanic { scene "scenes/Mechanic/Blank.vcd" then any C1M3SafeRoom2 foo:0 3 //Blank } Rule C1M3SafeRoomMechanic { criteria ConceptTalkIdle Joined2 IsMechanic IsNotSaidC1M3SafeRoom2 ismap_c1m3_mall IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3SafeRoom2:1:0" applycontexttoworld Response C1M3SafeRoomMechanic } Response C1M4SafeRoomMechanic { scene "scenes/Mechanic/Blank.vcd" then any C1M4SafeRoom2 foo:0 3 //Blank } Rule C1M4SafeRoomMechanic { criteria ConceptTalkIdle Joined2 IsMechanic IsNotSaidC1M4SafeRoom2 ismap_c1m4_atrium IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M4SafeRoom2:1:0" applycontexttoworld Response C1M4SafeRoomMechanic } Response C4M3Saferoom001Mechanic { scene "scenes/Mechanic/WorldC4M3B03.vcd" then any _c4m3_startsafe02 foo:0 0.01 //Everybody got a can? } Rule C4M3Saferoom001Mechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire80Percent NotInCombat IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_002 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:1.096,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_002:1:0" applycontexttoworld Response C4M3Saferoom001Mechanic } Response PlayerNiceShotMechanic { scene "scenes/Mechanic/NiceShot01.vcd" //Well, Nice. scene "scenes/Mechanic/NiceShot02.vcd" //Nice shot. scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/NiceShot04.vcd" //Yeah, nice! scene "scenes/Mechanic/NiceShot05.vcd" //Good shootin', Tex! scene "scenes/Mechanic/NiceShot06.vcd" //Nice. scene "scenes/Mechanic/NiceShot07.vcd" //Goddamn your good. scene "scenes/Mechanic/NiceShot08.vcd" //Goddamn your good. scene "scenes/Mechanic/NiceShot09.vcd" //Hey good shootin'! scene "scenes/Mechanic/NiceShot10.vcd" //Yeah, nice! scene "scenes/Mechanic/NiceShot11.vcd" //Nice shot. } Rule PlayerNiceShotMechanic { criteria ConceptPlayerNiceShot IsNotCoughing IsMechanic IssuerClose IsTalk IsTalkMechanic ChanceToFire30Percent IsWorldTalkMechanic Response PlayerNiceShotMechanic } Response PlayerNiceShotCoachMechanic { scene "scenes/Mechanic/NiceShotCoach01.vcd" //You nailed it coach! scene "scenes/Mechanic/NiceShotCoach02.vcd" //Nice shot, coach! Nailed it. } Rule PlayerNiceShotCoachMechanic { criteria ConceptPlayerNiceShot IsNotCoughing IsMechanic IssuerClose IsTalk IsTalkMechanic ChanceToFire10Percent IsWorldTalkMechanic SubjectIsCoach Response PlayerNiceShotCoachMechanic } Response PlayerNiceShotGamblerMechanic { scene "scenes/Mechanic/NiceShotGambler01.vcd" //Whoa, Nick! Well... why doesn't it surpise me you're good with a gun? } Rule PlayerNiceShotGamblerMechanic { criteria ConceptPlayerNiceShot IsNotCoughing IsMechanic IssuerClose IsTalk IsTalkMechanic ChanceToFire10Percent IsWorldTalkMechanic SubjectIsGambler Response PlayerNiceShotGamblerMechanic } Response PlayerNiceShotProducerMechanic { scene "scenes/Mechanic/NiceShotRochelle01.vcd" //Well, goddamn Annie Oakley. } Rule PlayerNiceShotProducerMechanic { criteria ConceptPlayerNiceShot IsNotCoughing IsMechanic IssuerClose IsTalk IsTalkMechanic ChanceToFire10Percent IsWorldTalkMechanic SubjectIsProducer Response PlayerNiceShotProducerMechanic } Response SurvivorMournCoachMechanic { scene "scenes/Mechanic/SurvivorMournCoach01.vcd" //Ah man Coach. scene "scenes/Mechanic/SurvivorMournCoach02.vcd" //Well, Coach, thanks for all you done, man. scene "scenes/Mechanic/SurvivorMournCoach03.vcd" //Goodbye Coach. scene "scenes/Mechanic/SurvivorMournCoach04.vcd" //You were a hell of a man, Coach. scene "scenes/Mechanic/SurvivorMournCoach05.vcd" //Thanks Coach. } Rule SurvivorMournCoachMechanic { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsMechanic IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsNotIncapacitated HasNotDefibrillator IsWorldTalkMechanic Response SurvivorMournCoachMechanic } Response SurvivorMournCoachC1Mechanic { scene "scenes/Mechanic/SurvivorMournCoachC101.vcd" //Man, I was hoping me and coach were gonna be friends. } Rule SurvivorMournCoachC1Mechanic { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsMechanic IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkMechanic NoKnowNames ismap_c1m1_hotel Response SurvivorMournCoachC1Mechanic } Response SurvivorMournGamblerMechanic { scene "scenes/Mechanic/SurvivorMournNick01.vcd" //Ahh Nick. scene "scenes/Mechanic/SurvivorMournNick02.vcd" //Nick, you were cool. scene "scenes/Mechanic/SurvivorMournNick03.vcd" //Miss ya, brother. scene "scenes/Mechanic/SurvivorMournNick04.vcd" //Damn, Nick. We was just gettin' to be friends. } Rule SurvivorMournGamblerMechanic { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsMechanic IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsNotIncapacitated HasNotDefibrillator IsWorldTalkMechanic Response SurvivorMournGamblerMechanic } Response SurvivorMournGamblerC1Mechanic { scene "scenes/Mechanic/SurvivorMournGamblerC101.vcd" //Bet he didn't think he'd die before me. } Rule SurvivorMournGamblerC1Mechanic { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsMechanic IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkMechanic NoKnowNames ismap_c1m1_hotel Response SurvivorMournGamblerC1Mechanic } Response SurvivorMournProducerMechanic { scene "scenes/Mechanic/SurvivorMournRochelle01.vcd" //Be good Rochelle. scene "scenes/Mechanic/SurvivorMournRochelle02.vcd" //Ro, I'm gonna miss ya. scene "scenes/Mechanic/SurvivorMournRochelle03.vcd" //I'll remember you in my prayers Ro. scene "scenes/Mechanic/SurvivorMournRochelle04.vcd" //Hell of a girl, Ro. } Rule SurvivorMournProducerMechanic { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsMechanic IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsNotIncapacitated HasNotDefibrillator IsWorldTalkMechanic Response SurvivorMournProducerMechanic } Response SurvivorMournProducerC1Mechanic { scene "scenes/Mechanic/SurvivorMournProducerC101.vcd" //She was the last one I wanted to see go. scene "scenes/Mechanic/SurvivorMournProducerC102.vcd" //She was the last one I wanted to see go. } Rule SurvivorMournProducerC1Mechanic { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsMechanic IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkMechanic NoKnowNames ismap_c1m1_hotel Response SurvivorMournProducerC1Mechanic } //-------------------------------------------------------------------------------------------------------------- // AutoConvo //-------------------------------------------------------------------------------------------------------------- Response _C1M1_ElevatorHello01Mechanic { scene "scenes/Mechanic/WorldC1M1B92.vcd" then coach _C1M1_ElevatorHello01c foo:0 -8.677 //Holy shit! This is some kind of nightmare. Goddamn Zombie Apocalypse and shit. Shit, shit, shit. What in the hell are we going to do? } Rule _C1M1_ElevatorHello01Mechanic { criteria Concept_C1M1_ElevatorHello01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsEveryoneAlive ApplyContext "Talk:1:8.777" applycontexttoworld Response _C1M1_ElevatorHello01Mechanic } Response C1M1_ElevatorHello01_02CMechanic { scene "scenes/Mechanic/WorldC1M1B100.vcd" then gambler C1M1_ElevatorHello01_02C1 foo:0 -3.112 //Oh shit man, I ain't ever seen anyone die before. } Rule C1M1_ElevatorHello01_02CMechanic { criteria Concept_C1M1_ElevatorHello01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsWithOnlyThree IsCoachNotAlive ApplyContext "Talk:1:3.212" applycontexttoworld Response C1M1_ElevatorHello01_02CMechanic } Response C1M1_ElevatorHello01_02PCMechanic { scene "scenes/Mechanic/WorldC1M1B101.vcd" then gambler C1M1_ElevatorHello01_02PC1 foo:0 -2.926 //We gotta watch each other's backs. My name's Ellis, you? } Rule C1M1_ElevatorHello01_02PCMechanic { criteria Concept_C1M1_ElevatorHello01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsWithTwo IsCoachNotAlive IsProducerNotAlive ApplyContext "Talk:1:3.026" applycontexttoworld Response C1M1_ElevatorHello01_02PCMechanic } Response C3M1FerryInTransitMechanic { scene "scenes/Mechanic/WorldC3M126.vcd" //Dang, man, I sure wish that boat would hurry. scene "scenes/Mechanic/WorldC3M127.vcd" //That is the slowest boat ever, man! scene "scenes/Mechanic/WorldC3M128.vcd" //Is that boat ever gonna come? scene "scenes/Mechanic/WorldC3M129.vcd" //Okay, that is the slowest damn pontoon boat, ever! scene "scenes/Mechanic/WorldC3M130.vcd" //That is the slowest damn boat! } Rule C3M1FerryInTransitMechanic { criteria ConceptC3M1FerryInTransit IsMechanic IsTalk IsTalkMechanic IsNotSaidC3M1FerryInTransit IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryInTransit:1:0" applycontexttoworld Response C3M1FerryInTransitMechanic } Response Playerc1m1_enter_elevatorMechanic { scene "scenes/Mechanic/WorldC1M1B120.vcd" //This elevator's still workin! scene "scenes/Mechanic/WorldC1M1B121.vcd" //Thank the lord, this one's still workin. scene "scenes/Mechanic/WorldC1M1B122.vcd" //Hey, everybody, in the elevator! } Rule Playerc1m1_enter_elevatorMechanic { criteria Conceptc1m1_enter_elevator IsMechanic IsTalk IsTalkMechanic IsNotSaidc1m1_enter_elevator AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkMechanic ApplyContext "Saidc1m1_enter_elevator:1:0" applycontexttoworld Response Playerc1m1_enter_elevatorMechanic } Response PlayerC1M2AlarmDoor2Mechanic { scene "scenes/Mechanic/EmphaticGo01.vcd" predelay ".1,2" //Let's go! scene "scenes/Mechanic/EmphaticGo03.vcd" predelay ".1,2" //Go go go! scene "scenes/Mechanic/Incoming02.vcd" predelay ".1,2" //Get ready! scene "scenes/Mechanic/Incoming04.vcd" predelay ".1,2" //Y'all get ready! scene "scenes/Mechanic/WorldC1M2B31.vcd" predelay ".1,2" //Hey, grab that cola! } Rule PlayerC1M2AlarmDoor2Mechanic { criteria ConceptC1M2AlarmDoor2 IsMechanic IsTalk IsTalkMechanic IsMechanicActor IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2InsideGunShop:1:0" applycontexttoworld Response PlayerC1M2AlarmDoor2Mechanic } Response PlayerC1M2GrabbingCola2Mechanic { scene "scenes/Mechanic/WorldC1M2B33.vcd" //Alright, man, I got that dudes cola! Let's go! Let's go! Let's go! scene "scenes/Mechanic/WorldC1M2B34.vcd" //Hey I got the cola! scene "scenes/Mechanic/WorldC1M2B35.vcd" //Grabbin' cola! } Rule PlayerC1M2GrabbingCola2Mechanic { criteria ConceptPlayerPickup IsMechanic IsTalk IsTalkMechanic IsNotSaidC1M2GrabbingCola2 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsPickedUpColaBottles ismap_c1m2_streets ApplyContext "SaidC1M2GrabbingCola2:1:5,Talk:1:3.092,_auto_SaidC1M2GrabbedCola:1:0" applycontexttoworld Response PlayerC1M2GrabbingCola2Mechanic } Response PlayerC1M2GunRoomDoorResponseMechanic { scene "scenes/Mechanic/WorldC1M2B25.vcd" //I can understand that, man needs his snacks. Man this guy's weird. scene "scenes/Mechanic/WorldC1M2B27.vcd" //So we get you some snacks and you clear the way? Shit, that sound fair. scene "scenes/Mechanic/WorldC1M2B28.vcd" //Cola for guns, I think this is like the reverse of what my school did. } Rule PlayerC1M2GunRoomDoorResponseMechanic { criteria ConceptC1M2GunRoomDoorResponse IsMechanic IsNotSaidC1M2GunRoomDoorResponse AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2GunRoomDoorResponse:1:0" applycontexttoworld Response PlayerC1M2GunRoomDoorResponseMechanic } Response PlayerC1M2InsideGunShop2Mechanic { scene "scenes/Mechanic/WorldC2M303.vcd" //This is cool. scene "scenes/Mechanic/WorldC2M319.vcd" //Aw, man, this is gonna be cool. } Rule PlayerC1M2InsideGunShop2Mechanic { criteria ConceptC1M2InsideGunShop2 IsMechanic IsTalk IsTalkMechanic IsNotSaidC1M2InsideGunShop IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2InsideGunShop:1:0" applycontexttoworld Response PlayerC1M2InsideGunShop2Mechanic } Response PlayerC3M1CallFerry2Mechanic { scene "scenes/Mechanic/WorldC3M121.vcd" then any C3M1FerryInTransit foo:0 25 //I'll call it. scene "scenes/Mechanic/WorldC3M123.vcd" then any C3M1FerryInTransit foo:0 25 //Alright, the boat's coming! scene "scenes/Mechanic/WorldC3M124.vcd" then any C3M1FerryInTransit foo:0 25 //Hey, boat's coming! } Rule PlayerC3M1CallFerry2Mechanic { criteria ConceptC3M1CallFerry2 IsMechanic IsTalk IsTalkMechanic IsNotSaidC3M1CallFerry2 IsMechanicActor IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1CallFerry2:1:0" applycontexttoworld Response PlayerC3M1CallFerry2Mechanic } Response PlayerC3M1FerryLanded2Mechanic { scene "scenes/Mechanic/WorldC3M131.vcd" then any C3M1FerryLanded2 foo:0 4 //Pontoon boat's here! scene "scenes/Mechanic/WorldC3M132.vcd" then any C3M1FerryLanded2 foo:0 4 //Boat's here! scene "scenes/Mechanic/WorldC3M133.vcd" then any C3M1FerryLanded2 foo:0 4 //Let's get on the boat! scene "scenes/Mechanic/WorldC3M134.vcd" then any C3M1FerryLanded2 foo:0 4 //Let's go! boat's leaving! scene "scenes/Mechanic/WorldC3M136.vcd" then any C3M1FerryLanded2 foo:0 4 //Let's go! Let's GO! scene "scenes/Mechanic/WorldC3M137.vcd" then any C3M1FerryLanded2 foo:0 4 //What we waitin' for? Let's go! scene "scenes/Mechanic/WorldC3M138.vcd" then any C3M1FerryLanded2 foo:0 4 //Let's go! Everybody on the boat! scene "scenes/Mechanic/WorldC3M139.vcd" then any C3M1FerryLanded2 foo:0 4 //Here we go! Everybody on the boat! } Rule PlayerC3M1FerryLanded2Mechanic { criteria ConceptC3M1FerryLanded2 IsMechanic IsTalk IsTalkMechanic IsNotSaidC3M1FerryLaunched2 IsNotSaidC3M1FerryLanded2 IsNotSaidWorldC3M1FerryCrossing IsNotIncapacitated IsNotAlone IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLanded2:1:2" applycontexttoworld Response PlayerC3M1FerryLanded2Mechanic } Response PlayerC3M1FerryLaunched2aMechanic { scene "scenes/Mechanic/Blank.vcd" //Blank } Rule PlayerC3M1FerryLaunched2aMechanic { criteria ConceptC3M1FerryLaunched2 IsMechanic IsTalk IsTalkMechanic IsNotSaidC3M1FerryLaunched2 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLaunched2:1:0" applycontexttoworld Response PlayerC3M1FerryLaunched2aMechanic } Response PlayerC3M2ComingHomeMechanic { scene "scenes/Mechanic/WorldC3M241.vcd" then any C3M2ComingHome foo:0 1 //They could have held out! scene "scenes/Mechanic/WorldC3M242.vcd" then any C3M2ComingHome foo:0 1 //Hey Y'all! scene "scenes/Mechanic/WorldC3M243.vcd" then any C3M2ComingHome foo:0 1 //Anyone home?! scene "scenes/Mechanic/WorldC3M244.vcd" then any C3M2ComingHome foo:0 1 //Hello?! scene "scenes/Mechanic/WorldC3M245.vcd" then any C3M2ComingHome foo:0 1 //Hey, anybody there?! scene "scenes/Mechanic/WorldC3M248.vcd" then any C3M2ComingHome foo:0 1 //Hello! Anyone there?! scene "scenes/Mechanic/WorldC3M249.vcd" then any C3M2ComingHome foo:0 1 //Hello! Anyone here?! } Rule PlayerC3M2ComingHomeMechanic { criteria ConceptC3M2ComingHome IsMechanic IsTalk IsTalkMechanic IsNotSaidC3M2Village2 IsSaidC3M2Village1 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival Under4C3M2YelledHello ApplyContext "SaidC3M2ComingHome:1:0,C3M2YelledHello++,Talk:1:3.229" applycontexttoworld Response PlayerC3M2ComingHomeMechanic } Response PlayerC3M2OpenDoor2Mechanic { scene "scenes/Mechanic/WorldC3M225.vcd" //All hell, I'm opening it. scene "scenes/Mechanic/WorldC3M226.vcd" //Alright, get ready y'all, I'm openin' the door! } Rule PlayerC3M2OpenDoor2Mechanic { criteria ConceptC3M2OpenDoor2 IsMechanic IsTalk IsTalkMechanic IsNotSaidC3M2OpenDoor2 IsMechanicActor IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M2OpenDoor:21:0,Talk:1:2.157" applycontexttoworld Response PlayerC3M2OpenDoor2Mechanic } Response PlayerC3M2PlaneDoorOpenMechanic { scene "scenes/Mechanic/WorldC3M225.vcd" //All hell, I'm opening it. scene "scenes/Mechanic/WorldC3M226.vcd" //Alright, get ready y'all, I'm openin' the door! } Rule PlayerC3M2PlaneDoorOpenMechanic { criteria ConceptC3M2PlaneDoorOpen IsMechanic IsTalk IsTalkMechanic IsNotSaidC3M2PlaneDoorOpen IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M2PlaneDoorOpen:1:0,Talk:1:2.157" applycontexttoworld Response PlayerC3M2PlaneDoorOpenMechanic } Response Playerc5m4floatendMechanic { scene "scenes/Mechanic/World309.vcd" //Hey, we can get across now. } Rule Playerc5m4floatendMechanic { criteria Conceptc5m4floatend2 IsMechanic IsTalk IsTalkMechanic IsNotSaidc5m4floatend2 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidc5m4floatend2:1:0" applycontexttoworld Response Playerc5m4floatendMechanic } Response Playerc5m4floatstart2Mechanic { scene "scenes/Mechanic/MiscDirectional34.vcd" //Hit it! scene "scenes/Mechanic/World420.vcd" //I'll hit it. Get ready. scene "scenes/Mechanic/WorldC5M112.vcd" //All right, I'm hittin' it. } Rule Playerc5m4floatstart2Mechanic { criteria Conceptc5m4floatstart2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidc5m4floatstart2:1:0,_auto_TractorStarted:1:0,_auto_InMiniFinale:1:0" applycontexttoworld Response Playerc5m4floatstart2Mechanic } Response PlayerintroC1M1Mechanic { scene "scenes/Mechanic/blank.vcd" odds 1 then any _introc1m1 foo:0 2 // } Rule PlayerintroC1M1Mechanic { criteria ConceptintroFarm IsMechanic IsTalk IsTalkMechanic IsNotSaidintroFarm ismap_c1m1_hotel IsWorldTalkMechanic ApplyContext "SaidintroFarm:1:0,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response PlayerintroC1M1Mechanic } Response PlayerPlayerUsingColaBottlesMechanic { scene "scenes/Mechanic/Blank.vcd" then orator whitakerputcola foo:0 0 //Blank } Rule PlayerPlayerUsingColaBottlesMechanic { criteria ConceptPlayerUsingColaBottles IsMechanic IsTalk IsTalkMechanic IsNotSaidPlayerUsingColaBottles IsWorldTalkMechanic ApplyContext "SaidPlayerUsingColaBottles:1:20,WhoPutCola:Mechanic:35" applycontexttoworld Response PlayerPlayerUsingColaBottlesMechanic } Response PlayerRelaxedSighMechanic { scene "scenes/Mechanic/PainRelieftFirstAid01.vcd" //Oooh yeah. scene "scenes/Mechanic/PainRelieftFirstAid02.vcd" //Oooh yeah. scene "scenes/Mechanic/PainRelieftFirstAid03.vcd" //Much, much better now. scene "scenes/Mechanic/PainRelieftFirstAid04.vcd" //Oooh, yeah. Oh yeah, oh yeah. scene "scenes/Mechanic/PainRelieftFirstAid05.vcd" //Oh yeah, oh yeah. scene "scenes/Mechanic/PainRelieftFirstAid06.vcd" //That fixed me up good. } Rule PlayerRelaxedSighMechanic { criteria ConceptRelaxedSigh IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerRelaxedSighMechanic } Response PlayerStayTogetherInsideReponseMechanic { scene "scenes/Mechanic/GoingToDie23.vcd" //Sorry, I can't go any faster. scene "scenes/Mechanic/GoingToDie24.vcd" //I'm goin' as fast as I can. } Rule PlayerStayTogetherInsideReponseMechanic { criteria ConceptStayTogetherInsideReponse IsMechanic IsTalk IsTalkMechanic IsNotSaidStayTogetherInsideReponse IsNotHealthySlow IsNotInSafeSpot IsWorldTalkMechanic ApplyContext "SaidStayTogetherInsideReponse:1:20" applycontexttoworld Response PlayerStayTogetherInsideReponseMechanic } Response PlayerUseAdrenalineMechanic { scene "scenes/Mechanic/Adrenaline03.vcd" predelay "1.2" //[shaking self awake] } Rule PlayerUseAdrenalineMechanic { criteria ConceptUseAdrenaline IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerUseAdrenalineMechanic } Response PlayerWorldC3M1FeedGator2Mechanic { scene "scenes/Mechanic/WorldC3M182.vcd" //I had no plans on feeding the gators. } Rule PlayerWorldC3M1FeedGator2Mechanic { criteria ConceptWorldC3M1FeedGator2 IsMechanic IsTalk IsTalkMechanic IsNotSaidWorldC3M1FeedGator2 ChanceToFire30Percent IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FeedGator2:1:0" applycontexttoworld Response PlayerWorldC3M1FeedGator2Mechanic } Response PlayerWorldC3M1FerryCrossingA01Mechanic { scene "scenes/Mechanic/WorldC3M140.vcd" //Oh yeah, I know plenty about swarmps. Tthey're full of bugs and gators and snakes and well zombies now! } Rule PlayerWorldC3M1FerryCrossingA01Mechanic { criteria ConceptWorldC3M1FerryCrossingA01 IsMechanic IsNotSaidWorldC3M1FerryCrossingA01 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingA01:1:0,Talk:1:6.096" applycontexttoworld Response PlayerWorldC3M1FerryCrossingA01Mechanic } Response PlayerWorldC3M1FerryCrossingB01Mechanic { scene "scenes/Mechanic/WorldC3M145.vcd" then producer WorldC3M1FerryCrossingB02 foo:0 -3.058 //Oh this here? That says I'm a bad ass zombie killing machine } Rule PlayerWorldC3M1FerryCrossingB01Mechanic { criteria ConceptWorldC3M1FerryCrossingB01 IsMechanic IsNotSaidWorldC3M1FerryCrossingB01 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingB01:1:0,Talk:1:3.158" applycontexttoworld Response PlayerWorldC3M1FerryCrossingB01Mechanic } Response PlayerWorldC3M1FerryCrossingD03Mechanic { scene "scenes/Mechanic/WorldC3M141.vcd" then producer WorldC3M1FerryCrossingD04 foo:0 -1.705 //The way were shootin'? Each other. } Rule PlayerWorldC3M1FerryCrossingD03Mechanic { criteria ConceptWorldC3M1FerryCrossingD03 IsMechanic IsNotSaidWorldC3M1FerryCrossingD03 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingD03:1:0,Talk:1:1.805" applycontexttoworld Response PlayerWorldC3M1FerryCrossingD03Mechanic } Response PlayerWorldC3M1FerryCrossingE02Mechanic { scene "scenes/Mechanic/WorldC3M143.vcd" then any WorldC3M1FerryCrossingE03 foo:0 -5.643 //Duh? Farmers that don't grow crops, they grow people. To eat. } Rule PlayerWorldC3M1FerryCrossingE02Mechanic { criteria ConceptWorldC3M1FerryCrossingE02 IsMechanic IsNotSaidWorldC3M1FerryCrossingE02 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingE02:1:0,Talk:1:5.743" applycontexttoworld Response PlayerWorldC3M1FerryCrossingE02Mechanic } Response PlayerWorldC3M1FerryCrossingE04Mechanic { scene "scenes/Mechanic/WorldC3M144.vcd" //Yeah, well, you'll be real sorry if we run into them. } Rule PlayerWorldC3M1FerryCrossingE04Mechanic { criteria ConceptWorldC3M1FerryCrossingE04 IsMechanic IsNotSaidWorldC3M1FerryCrossingE04 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingE04:1:0,Talk:1:2.455" applycontexttoworld Response PlayerWorldC3M1FerryCrossingE04Mechanic } Response PlayerWorldC3M1FerryCrossingG02Mechanic { scene "scenes/Mechanic/WorldC3M149.vcd" //Alright, alright, kinda hopin' you wouldn't get all bibical on me. scene "scenes/Mechanic/WorldC3M150.vcd" //Okayt, kinda hopin' you weren't gonna get all fire and brimstone on me. scene "scenes/Mechanic/WorldC3M151.vcd" //Yeah? I'm walking through that valley kickin' some ass. scene "scenes/Mechanic/WorldC3M152.vcd" //Yeah? I'm walking through that valley kickin' ass. } Rule PlayerWorldC3M1FerryCrossingG02Mechanic { criteria ConceptWorldC3M1FerryCrossingG02 IsMechanic IsNotSaidWorldC3M1FerryCrossingG02 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingG02:1:0,Talk:1:3.699" applycontexttoworld Response PlayerWorldC3M1FerryCrossingG02Mechanic } Response PlayerWorldC3M1FerryCrossingI02Mechanic { scene "scenes/Mechanic/WorldC3M158.vcd" then coach WorldC3M1FerryCrossingI03 foo:0 -3.258 //Oh yeah, when I had first holy communion in the 2nd grade. scene "scenes/Mechanic/WorldC3M159.vcd" then coach WorldC3M1FerryCrossingI03 foo:0 -5.157 //Oh yeah, when I had first holy communion in the 2nd grade. I don't think it fits anymore. } Rule PlayerWorldC3M1FerryCrossingI02Mechanic { criteria ConceptWorldC3M1FerryCrossingI02 IsMechanic IsNotSaidWorldC3M1FerryCrossingI02 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingI02:1:0,Talk:1:5.257" applycontexttoworld Response PlayerWorldC3M1FerryCrossingI02Mechanic } Response PlayerWorldIntroC31Mechanic { scene "scenes/Mechanic/WorldC3M1B02.vcd" then gambler WorldIntroC31a1 foo:0 -1.960 //Nick, what the hell you shot the pilot! } Rule PlayerWorldIntroC31Mechanic { criteria ConceptWorldIntroC31 IsMechanic IsTalk IsTalkMechanic IsNotSaidWorldIntroC31 IsWorldTalkMechanic ApplyContext "SaidWorldIntroC31:1:0" applycontexttoworld Response PlayerWorldIntroC31Mechanic } //-------------------------------------------------------------------------------------------------------------- // AutoResponder //-------------------------------------------------------------------------------------------------------------- Response ThanksGotItemMechanic { scene "scenes/Mechanic/Thanks01.vcd" //Hey thanks, man! scene "scenes/Mechanic/Thanks04.vcd" //I owe you one. scene "scenes/Mechanic/Thanks05.vcd" //Hey, thanks a lot. scene "scenes/Mechanic/Thanks06.vcd" //Thanks man. } Rule ThanksGotItemMechanic { criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response ThanksGotItemMechanic } //-------------------------------------------------------------------------------------------------------------- // AwardSpeech //-------------------------------------------------------------------------------------------------------------- Response ReviveThanksMechanic { scene "scenes/Mechanic/Thanks02.vcd" predelay ".2,.5" //Much obliged scene "scenes/Mechanic/Thanks04.vcd" predelay ".2,.5" //I owe you one. scene "scenes/Mechanic/Thanks05.vcd" predelay ".2,.5" //Hey, thanks a lot. } Rule ReviveThanksMechanic { criteria ConceptRevivedByFriend IsNotCoughing IsMechanic ApplyContext "TalkMechanic:1:2" Response ReviveThanksMechanic } Response ReviveThanksCoachMechanic { scene "scenes/Mechanic/Thanks02.vcd" predelay ".2,.5" //Much obliged scene "scenes/Mechanic/Thanks04.vcd" predelay ".2,.5" //I owe you one. scene "scenes/Mechanic/Thanks06.vcd" predelay ".2,.5" //Thanks man. } Rule ReviveThanksCoachMechanic { criteria ConceptRevivedByFriend IsNotCoughing IsMechanic SubjectIsCoach ChanceToFire30Percent ApplyContext "TalkMechanic:1:2" Response ReviveThanksCoachMechanic } Response ReviveThanksGamblerMechanic { scene "scenes/Mechanic/Thanks02.vcd" predelay ".2,.5" //Much obliged scene "scenes/Mechanic/Thanks04.vcd" predelay ".2,.5" //I owe you one. scene "scenes/Mechanic/Thanks06.vcd" predelay ".2,.5" //Thanks man. } Rule ReviveThanksGamblerMechanic { criteria ConceptRevivedByFriend IsNotCoughing IsMechanic SubjectIsGambler ChanceToFire30Percent ApplyContext "TalkMechanic:1:2" Response ReviveThanksGamblerMechanic } Response ReviveThanksProducerMechanic { scene "scenes/Mechanic/Thanks03.vcd" predelay ".2,.5" //Thank you kindly, ma'm. scene "scenes/Mechanic/Thanks05.vcd" predelay ".2,.5" //Hey, thanks a lot. } Rule ReviveThanksProducerMechanic { criteria ConceptRevivedByFriend IsNotCoughing IsMechanic SubjectIsProducer ChanceToFire30Percent ApplyContext "TalkMechanic:1:2" Response ReviveThanksProducerMechanic } //-------------------------------------------------------------------------------------------------------------- // Bots //-------------------------------------------------------------------------------------------------------------- Response AutoYouAreWelcomeMechanic { scene "scenes/Mechanic/YouAreWelcome01.vcd" //You're welcome. scene "scenes/Mechanic/YouAreWelcome02.vcd" //Yeah, you're welcome. scene "scenes/Mechanic/YouAreWelcome03.vcd" //We're cool. scene "scenes/Mechanic/YouAreWelcome04.vcd" //We're good. scene "scenes/Mechanic/YouAreWelcome05.vcd" //Anytime, man. scene "scenes/Mechanic/YouAreWelcome06.vcd" //Hey, you bet! scene "scenes/Mechanic/YouAreWelcome07.vcd" //Hey, you bet! scene "scenes/Mechanic/YouAreWelcome08.vcd" //Always. scene "scenes/Mechanic/YouAreWelcome09.vcd" //You got it, man. scene "scenes/Mechanic/YouAreWelcome10.vcd" //You got it, girl. } Rule AutoYouAreWelcomeMechanic { criteria ConceptYouWelcome IsNotCoughing IsMechanic IsTalk IsTalkMechanic TimeSinceGroupInCombat05 IsNotSpeaking IsWorldTalkMechanic Response AutoYouAreWelcomeMechanic } Response BotPlayer.YourWelcomeMechanic { scene "scenes/Mechanic/YouAreWelcome01.vcd" predelay "1,3.5" //You're welcome. scene "scenes/Mechanic/YouAreWelcome02.vcd" predelay "1,3.5" //Yeah, you're welcome. scene "scenes/Mechanic/YouAreWelcome03.vcd" predelay "1,3.5" //We're cool. scene "scenes/Mechanic/YouAreWelcome04.vcd" predelay "1,3.5" //We're good. scene "scenes/Mechanic/YouAreWelcome05.vcd" predelay "1,3.5" //Anytime, man. scene "scenes/Mechanic/YouAreWelcome06.vcd" predelay "1,3.5" //Hey, you bet! scene "scenes/Mechanic/YouAreWelcome07.vcd" predelay "1,3.5" //Hey, you bet! scene "scenes/Mechanic/YouAreWelcome08.vcd" predelay "1,3.5" //Always. scene "scenes/Mechanic/YouAreWelcome09.vcd" predelay "1,3.5" //You got it, man. scene "scenes/Mechanic/YouAreWelcome10.vcd" predelay "1,3.5" //You got it, girl. } Rule BotPlayer.YourWelcomeMechanic { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response BotPlayer.YourWelcomeMechanic } Response BotReassureComingMechanic { scene "scenes/Mechanic/Yes01.vcd" predelay "1,3.5" //Yes. scene "scenes/Mechanic/Yes02.vcd" predelay "1,3.5" //Hell yeah. scene "scenes/Mechanic/Yes03.vcd" predelay "1,3.5" //Yep. scene "scenes/Mechanic/Yes04.vcd" predelay "1,3.5" //Okay. scene "scenes/Mechanic/Yes05.vcd" predelay "1,3.5" //Yeah. scene "scenes/Mechanic/Yes06.vcd" predelay "1,3.5" //Sure. scene "scenes/Mechanic/Yes07.vcd" predelay "1,3.5" //Yeah, let's do it. scene "scenes/Mechanic/Yes08.vcd" predelay "1,3.5" //Alright. scene "scenes/Mechanic/Yes09.vcd" predelay "1,3.5" //I'm game. } Rule BotReassureComingMechanic { criteria ConceptSurvivorBotReassureComing IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response BotReassureComingMechanic } Response BotReassureNearbyMechanic { scene "scenes/Mechanic/ImWithYou01.vcd" predelay "1,3.5" //Sure, I'm with ya. scene "scenes/Mechanic/ImWithYou02.vcd" predelay "1,3.5" //Yeah, let's do this. scene "scenes/Mechanic/ImWithYou03.vcd" predelay "1,3.5" //Yeah, let's go. scene "scenes/Mechanic/ImWithYou04.vcd" predelay "1,3.5" //Hell yeah, I'm with ya. } Rule BotReassureNearbyMechanic { criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response BotReassureNearbyMechanic } Response BotYesReadyMechanic { scene "scenes/Mechanic/Yes01.vcd" predelay "1,3.5" //Yes. scene "scenes/Mechanic/Yes02.vcd" predelay "1,3.5" //Hell yeah. scene "scenes/Mechanic/Yes03.vcd" predelay "1,3.5" //Yep. scene "scenes/Mechanic/Yes04.vcd" predelay "1,3.5" //Okay. scene "scenes/Mechanic/Yes05.vcd" predelay "1,3.5" //Yeah. scene "scenes/Mechanic/Yes06.vcd" predelay "1,3.5" //Sure. scene "scenes/Mechanic/Yes07.vcd" predelay "1,3.5" //Yeah, let's do it. scene "scenes/Mechanic/Yes08.vcd" predelay "1,3.5" //Alright. scene "scenes/Mechanic/Yes09.vcd" predelay "1,3.5" //I'm game. } Rule BotYesReadyMechanic { criteria ConceptSurvivorBotYesReady IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response BotYesReadyMechanic } //-------------------------------------------------------------------------------------------------------------- // C1M2 //-------------------------------------------------------------------------------------------------------------- Response C1M2_GoodLuck01Mechanic { scene "scenes/Mechanic/WorldC5M4B22.vcd" //God be with you too sir. } Rule C1M2_GoodLuck01Mechanic { criteria ConceptC1M2_GoodLuck01 IsMechanic IsNotSpeaking IsNotIncapacitated IsTalk NotInCombat ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival Response C1M2_GoodLuck01Mechanic } Response C1M2LeavingSafeRoomMechanic { scene "scenes/Mechanic/AskReady03.vcd" //Y'all ready? } Rule C1M2LeavingSafeRoomMechanic { criteria ConceptSurvivorLeavingInitialCheckpoint IsMechanic IsNotSaidC1M2LeavingSafeRoom ismap_c1m2_streets _auto_NotTellingStory ApplyContext "SaidC1M2LeavingSafeRoom:1:0,Talk:1:1.547" applycontexttoworld Response C1M2LeavingSafeRoomMechanic } Response C1M2SafeRoomMechanic { scene "scenes/Mechanic/Blank.vcd" then any C1M2SafeRoom2 foo:0 3 //Blank } Rule C1M2SafeRoomMechanic { criteria ConceptTalkIdle Joined2 IsMechanic IsNotSaidC1M2SafeRoom2 ismap_c1m2_streets IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M2SafeRoom2:1:0" applycontexttoworld Response C1M2SafeRoomMechanic } Response C1M2SafeRooma2Mechanic { scene "scenes/Mechanic/WorldC1M1B72.vcd" //Heh heh. Zombie apocalypse ain't all bad. } Rule C1M2SafeRooma2Mechanic { criteria ConceptC1M2SafeRooma2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.347" applycontexttoworld Response C1M2SafeRooma2Mechanic } Response C1M2SafeRoomc1Mechanic { scene "scenes/Mechanic/WorldC1M1B22.vcd" then producer C1M2SafeRoomc2 foo:0 -3.765 //Man, Savannah's awesome. C'mon, I'll show you the sights on the way to the mall! } Rule C1M2SafeRoomc1Mechanic { criteria ConceptC1M2SafeRoomc1 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.865" applycontexttoworld Response C1M2SafeRoomc1Mechanic } Response C1M2TankerAttackMechanic { scene "scenes/Mechanic/WorldC1M2B36.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Barrier's down! Let's get outta here. scene "scenes/Mechanic/WorldC1M2B37.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Woohoo! There she goes! Let's get outta here. scene "scenes/Mechanic/WorldC1M2B38.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Now, that is how you clear a path. } Rule C1M2TankerAttackMechanic { criteria ConceptC1M2TankerAttack2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C1M2TankerAttackMechanic } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response c1m4escapeMechanic { scene "scenes/Mechanic/WorldC1M4B59.vcd" //Let's go! I'm driving! WOOO! scene "scenes/Mechanic/WorldC1M4B63.vcd" //Woooohoooo! scene "scenes/Mechanic/WorldC1M4B64.vcd" //Next stop: New Orleans! scene "scenes/Mechanic/WorldC1M4B65.vcd" //Buckle up, folks! I aim to see what this car can DO! scene "scenes/Mechanic/WorldC1M4B67.vcd" //Here we go folks! Buckle up, I aim to see what this car can DO! } Rule c1m4escapeMechanic { criteria Conceptc1m4escape IsMechanic IsNotSaidc1m4escape AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3,Saidc1m4escape:1:0" Response c1m4escapeMechanic } Response C1M4GasPourMechanic { scene "scenes/Mechanic/WorldC1M4B30.vcd" //Come comeoncomeoncomeon... scene "scenes/Mechanic/WorldC1M4B31.vcd" //Please get in the tank, please please please... scene "scenes/Mechanic/WorldC1M4B32.vcd" //C'mon, hurrrry up up up up up... scene "scenes/Mechanic/WorldC1M4B33.vcd" //Man I feel like I'm gassin' up royalty. scene "scenes/Mechanic/WorldC1M4B34.vcd" //This is... such an honor. scene "scenes/Mechanic/WorldC1M4B35.vcd" //Man, never in my wildest dreams did I think I'd be gassin' up Jimmy Gibb's car. scene "scenes/Mechanic/WorldC1M4B37.vcd" //I'll be drivin' you REALLLL soon, girl. scene "scenes/Mechanic/WorldC1M4B38.vcd" //I can't wait to get behind your wheel, darlin'. scene "scenes/Mechanic/WorldC1M4B39.vcd" //Come onnnn, come onnnnnn...Fill it up here! } Rule C1M4GasPourMechanic { criteria ConceptPlayerPourStarted IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotScavenge ismap_c1m4_atrium _auto_NotNoGasPourLine ApplyContext "TalkMechanic:1:2" Response C1M4GasPourMechanic } Response C1M4PlayerGetToRescueVehicleMechanic { scene "scenes/Mechanic/HurryUp07.vcd" //Let's go, let's go! scene "scenes/Mechanic/WorldC3M136.vcd" //Let's go! Let's GO! } Rule C1M4PlayerGetToRescueVehicleMechanic { criteria ConceptGetToVehicle IsMechanic IsNotSaidPlayerGetToRescueVehicle ismap_c1m4_atrium IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidPlayerGetToRescueVehicle:1:0" applycontexttoworld Response C1M4PlayerGetToRescueVehicleMechanic } Response c1m4startelevatorMechanic { scene "scenes/Mechanic/blank.vcd" then any c1m4startelevator foo:0 0 //blank } Rule c1m4startelevatorMechanic { criteria Conceptc1m4startelevator IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response c1m4startelevatorMechanic } Response FinaleStartC1M4Mechanic { scene "scenes/Mechanic/WorldC1M4B25.vcd" //Go! Go! Go! Find some gas! scene "scenes/Mechanic/WorldC1M4B40.vcd" //Grab a gas can and fill 'er up! scene "scenes/Mechanic/WorldC1M4B41.vcd" //Find a gas can! scene "scenes/Mechanic/WorldC1M4B42.vcd" //Find a gas can! scene "scenes/Mechanic/WorldC1M4B44.vcd" //Let's go! Let'sget this car gassed up! scene "scenes/Mechanic/WorldC1M4B45.vcd" //Let'sget this car gassed up! scene "scenes/Mechanic/WorldC1M4B66.vcd" //Jimmy Gibbs Jr. I will do this for you. } Rule FinaleStartC1M4Mechanic { criteria ConceptFinaleTriggered IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ismap_c1m4_atrium IsNotScavenge IsNotSaidFinaleStartC1M4 ApplyContext "Talk:1:3,SaidFinaleStartC1M4:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response FinaleStartC1M4Mechanic } Response GasPourDoneC1M4Mechanic { scene "scenes/Mechanic/WorldC1M4B57.vcd" //We're all filled up, let's go! scene "scenes/Mechanic/WorldC1M4B58.vcd" //Let's get outta here! scene "scenes/Mechanic/WorldC1M4B60.vcd" //Everybody get in the damn car! scene "scenes/Mechanic/WorldC1M4B61.vcd" //Get in the car! We're ready! scene "scenes/Mechanic/WorldC1M4B62.vcd" //Come on, let's GO! } Rule GasPourDoneC1M4Mechanic { criteria ConceptPlayerPourFinished IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotScavenge ismap_c1m4_atrium ScoreDoneSC Response GasPourDoneC1M4Mechanic } //-------------------------------------------------------------------------------------------------------------- // C2General //-------------------------------------------------------------------------------------------------------------- Response C2M2CarouselIdleMechanic { scene "scenes/Mechanic/World134.vcd" //Hey, turn it off! Turn it off! scene "scenes/Mechanic/WorldC2M2B26.vcd" //Turn that damn thing off! } Rule C2M2CarouselIdleMechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire30Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_IsCarouselOn _auto_NotTimerLockA _auto_NotTimerLockMechanic _auto_NotSawTunnelOfLove IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:13,_auto_TimerLockMechanic:1:20" applycontexttoworld Response C2M2CarouselIdleMechanic } Response C2M2TunnelIdleMechanic { scene "scenes/Mechanic/WorldC2M2B29.vcd" //Everybody into the tunnel of love! } Rule C2M2TunnelIdleMechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire50Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_NotTimerLockA _auto_NotTimerLockMechanic _auto_IsSawTunnelOfLove IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:8,_auto_TimerLockMechanic:1:12" applycontexttoworld Response C2M2TunnelIdleMechanic } Response C2M3RubbleNagIdleMechanic { norepeat scene "scenes/Mechanic/WorldC2M323.vcd" //Start it up. scene "scenes/Mechanic/WorldC2M3B42.vcd" //Let's start it up! } Rule C2M3RubbleNagIdleMechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire50Percent IsNotIncapacitated ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTeamNearCoaster _auto_NotCoasterStarted _auto_NotTimerLockA _auto_NotTimerLockMechanic _auto_IsCoasterExpo IsNotSpeakingWeight0 ApplyContext "Talk:1:0.903,_auto_TimerLockA:1:10,_auto_TimerLockMechanic:1:13" applycontexttoworld Response C2M3RubbleNagIdleMechanic } //-------------------------------------------------------------------------------------------------------------- // C2Intro //-------------------------------------------------------------------------------------------------------------- Response C2M2Saferoom001Mechanic { scene "scenes/Mechanic/WorldC2M2B04.vcd" then any _C2M2_Riders01 foo:0 0.1 //Hey, check it out man! That's theThe Midnight Riders! } Rule C2M2Saferoom001Mechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire80Percent NotInCombat IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SAFE002 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomQuiet:1:7,SrcGrp_C2M2_SAFE002:1:0" applycontexttoworld Response C2M2Saferoom001Mechanic } //-------------------------------------------------------------------------------------------------------------- // C2M1 //-------------------------------------------------------------------------------------------------------------- Response C2M1Intro_400Mechanic { scene "scenes/Mechanic/WorldC2M1B08.vcd" then mechanic C2M1Intro_405 foo:0 0.1 //Man. This was the best day of my life. scene "scenes/Mechanic/WorldC2M1B12.vcd" then mechanic C2M1Intro_403 foo:0 0.1 //Well, this is it. Let's not make it harder than it needs to be. scene "scenes/Mechanic/WorldC2M1B13.vcd" then mechanic C2M1Intro_407 foo:0 0.01 //Well, this isn't the way I saw it, but I'm sorry I'm gonna have to leave you here. scene "scenes/Mechanic/WorldC2M1B14.vcd" then mechanic C2M1Intro_401 foo:0 0.1 //You did good. } Rule C2M1Intro_400Mechanic { criteria ConceptC2M1Intro_400 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.363" applycontexttoworld Response C2M1Intro_400Mechanic } Response C2M1Intro_401Mechanic { scene "scenes/Mechanic/WorldC2M1B07.vcd" then mechanic C2M1Intro_402 foo:0 0.3 //You are the most beautiful thing I have ever sat between. } Rule C2M1Intro_401Mechanic { criteria ConceptC2M1Intro_401 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.772" applycontexttoworld Response C2M1Intro_401Mechanic } Response C2M1Intro_402Mechanic { scene "scenes/Mechanic/WorldC2M1B09.vcd" //I love you. } Rule C2M1Intro_402Mechanic { criteria ConceptC2M1Intro_402 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.790" applycontexttoworld Response C2M1Intro_402Mechanic } Response C2M1Intro_403Mechanic { scene "scenes/Mechanic/WorldC2M1B14.vcd" then mechanic C2M1Intro_404 foo:0 0.1 //You did good. } Rule C2M1Intro_403Mechanic { criteria ConceptC2M1Intro_403 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.198" applycontexttoworld Response C2M1Intro_403Mechanic } Response C2M1Intro_404Mechanic { scene "scenes/Mechanic/WorldC2M1B11.vcd" //Thank you. } Rule C2M1Intro_404Mechanic { criteria ConceptC2M1Intro_404 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.506" applycontexttoworld Response C2M1Intro_404Mechanic } Response C2M1Intro_405Mechanic { scene "scenes/Mechanic/WorldC2M1B05.vcd" then mechanic C2M1Intro_406 foo:0 0.1 //We had a good time. scene "scenes/Mechanic/WorldC2M1B14.vcd" then mechanic C2M1Intro_406 foo:0 0.1 //You did good. } Rule C2M1Intro_405Mechanic { criteria ConceptC2M1Intro_405 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.411" applycontexttoworld Response C2M1Intro_405Mechanic } Response C2M1Intro_406Mechanic { scene "scenes/Mechanic/WorldC2M1B11.vcd" //Thank you. } Rule C2M1Intro_406Mechanic { criteria ConceptC2M1Intro_406 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.506" applycontexttoworld Response C2M1Intro_406Mechanic } Response C2M1Intro_407Mechanic { scene "scenes/Mechanic/WorldC2M1B10.vcd" then mechanic C2M1Intro_408 foo:0 0.1 //Thank you. We couldn't have done it without you. } Rule C2M1Intro_407Mechanic { criteria ConceptC2M1Intro_407 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.846" applycontexttoworld Response C2M1Intro_407Mechanic } Response C2M1Intro_408Mechanic { scene "scenes/Mechanic/WorldC2M1B14.vcd" //You did good. } Rule C2M1Intro_408Mechanic { criteria ConceptC2M1Intro_408 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.098" applycontexttoworld Response C2M1Intro_408Mechanic } //-------------------------------------------------------------------------------------------------------------- // C2M3 //-------------------------------------------------------------------------------------------------------------- Response c2m3_DownHoleMechanic { speak "Mechanic_Blank" noscene //Blank } Rule c2m3_DownHoleMechanic { criteria Conceptc2m3downhole IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_DownHole:1:0" applycontexttoworld Response c2m3_DownHoleMechanic } Response c2m3CoasterEndMechanic { scene "scenes/Mechanic/WorldC2M3B27.vcd" //Alarm's off! scene "scenes/Mechanic/WorldC2M3B28.vcd" //It's off! scene "scenes/Mechanic/WorldC2M3B29.vcd" //OFF! } Rule c2m3CoasterEndMechanic { criteria Conceptc2m3CoasterEnd IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CoasterOff:0:0,_auto_CoasterOver:1:0" applycontexttoworld Response c2m3CoasterEndMechanic } Response C2M3CoasterRunMMechanic { scene "scenes/Mechanic/WorldC2M326.vcd" //Oh, shit, man, run! scene "scenes/Mechanic/WorldC2M327.vcd" //Oh, shit, run, man, run! } Rule C2M3CoasterRunMMechanic { criteria ConceptC2M3CoasterRun AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_TracksOK:1:0" applycontexttoworld Response C2M3CoasterRunMMechanic } Response C2M3CoasterStartMechanic { scene "scenes/Mechanic/WorldC2M3B46.vcd" then mechanic _c2m3_howcool foo:0 1.0 //I'm starting it! } Rule C2M3CoasterStartMechanic { criteria Conceptc2m3CoasterStart IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "WarnMegaMob:1:30,_auto_CoasterStarted:1:0" applycontexttoworld Response C2M3CoasterStartMechanic } Response C2M3SafeIntro075Mechanic { scene "scenes/Mechanic/WorldC2M203.vcd" then self C2M3SafeIntro076 foo:0 0.2 //I never once thought a merry-go-round would turn on me. } Rule C2M3SafeIntro075Mechanic { criteria ConceptC2M3SafeIntro075 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival Response C2M3SafeIntro075Mechanic } Response C2M3SafeIntro076Mechanic { scene "scenes/Mechanic/WorldC2M204.vcd" then coach C2M3SafeIntro009 foo:0 0.01 //I mean, what is this world coming to when you dread a merry-go-round? } Rule C2M3SafeIntro076Mechanic { criteria ConceptC2M3SafeIntro076 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival Response C2M3SafeIntro076Mechanic } Response c2m3SeeChopperMechanic { scene "scenes/Mechanic/WorldC2M4B03.vcd" //It's a helicopter! scene "scenes/Mechanic/WorldC2M4B04.vcd" //A chopper! } Rule c2m3SeeChopperMechanic { criteria Conceptc2m3SeeChopper IsMechanic IsTalk AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_OutOfTunnel:1:0" applycontexttoworld Response c2m3SeeChopperMechanic } Response c2m3SpotIncendiaryMechanic { scene "scenes/Mechanic/WorldC2M3B06.vcd" //Incendiary ammo of love here! } Rule c2m3SpotIncendiaryMechanic { criteria ConceptPlayerSpotWeapon IsIncendiary IsMechanic IsTalk NotInCombat Ismap_c2m3 IsNotSrcGrp_C2M3_SPOT01 _auto_NotOutOfTunnel ApplyContext "SrcGrp_C2M3_SPOT01:1:0" applycontexttoworld forceweight 500 Response c2m3SpotIncendiaryMechanic } Response c2m3SpotKatanaMechanic { scene "scenes/Mechanic/WorldC2M3B07.vcd" //Katana sword of love here! } Rule c2m3SpotKatanaMechanic { criteria ConceptPlayerSpotWeapon IsKatana IsMechanic IsTalk NotInCombat Ismap_c2m3 IsNotSrcGrp_C2M3_SPOT02 _auto_NotOutOfTunnel ApplyContext "SrcGrp_C2M3_SPOT02:1:0" applycontexttoworld forceweight 500 Response c2m3SpotKatanaMechanic } Response PlayerRemarkc2m3_saferoomaMechanic { scene "scenes/Mechanic/Blank.vcd" //Blank } Rule PlayerRemarkc2m3_saferoomaMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea Ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_007 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M3_007:1:0" applycontexttoworld Response PlayerRemarkc2m3_saferoomaMechanic } //-------------------------------------------------------------------------------------------------------------- // C2M4 //-------------------------------------------------------------------------------------------------------------- Response C2M4_saferoom02Mechanic { scene "scenes/Mechanic/WorldC3M155.vcd" //Oh come on now, that was fun. } Rule C2M4_saferoom02Mechanic { criteria ConceptC2M4_saferoom02 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart ApplyContext "Talk:1:1.757" applycontexttoworld Response C2M4_saferoom02Mechanic } Response c2m4_saferoominitMechanic { scene "scenes/Mechanic/blank.vcd" //Blank } Rule c2m4_saferoominitMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_700 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M4_700:1:0" applycontexttoworld Response c2m4_saferoominitMechanic } Response C2M4ButtonPressedMechanic { scene "scenes/Mechanic/WorldC1M3B39.vcd" //I Got it! scene "scenes/Mechanic/WorldC2M3B47.vcd" //I'm opening it! } Rule C2M4ButtonPressedMechanic { criteria ConceptC2M4ButtonPressed IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_ButtonPressed:1:0" applycontexttoworld Response C2M4ButtonPressedMechanic } Response C2M4Chopper001Mechanic { scene "scenes/Mechanic/WorldC2M4B07.vcd" //Hey, we need to signal that chopper. } Rule C2M4Chopper001Mechanic { criteria ConceptC2M4Chopper001 IsMechanic IsTalk NotInCombat IsSubjectDistNear400 IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response C2M4Chopper001Mechanic } Response C2M4GateIdle1Mechanic { scene "scenes/Mechanic/WorldC2M3B35.vcd" //We gotta open this gate. } Rule C2M4GateIdle1Mechanic { criteria ConceptTalkIdle IsMechanic IsNotIncapacitated ismap_c2m4 NotInCombat TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_008 _auto_IsNearGate _auto_NotTimerLockA _auto_NotTimerLockMechanic _auto_NotButtonPressed IsNotSpeakingWeight0 ApplyContext "Talk:1:1.116,_auto_TimerLockA:1:20,_auto_TimerLockMechanic:1:23,_auto_NearGateNag:1:0,SrcGrp_C2M4_008:1:0" applycontexttoworld Response C2M4GateIdle1Mechanic } Response C2M4GateIdle2Mechanic { norepeat scene "scenes/Mechanic/MiscDirectional35.vcd" //Press the button! scene "scenes/Mechanic/WorldC1M1B123.vcd" //Let's go, push the button! Push the button! } Rule C2M4GateIdle2Mechanic { criteria ConceptTalkIdle IsMechanic IsNotIncapacitated ismap_c2m4 NotInCombat TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsNearGateNag _auto_IsNearGate _auto_NotTimerLockA _auto_NotTimerLockMechanic _auto_NotButtonPressed IsNotSpeakingWeight0 ApplyContext "Talk:1:1.645,_auto_TimerLockA:1:20,_auto_TimerLockMechanic:1:23" applycontexttoworld Response C2M4GateIdle2Mechanic } Response C2M4Saferoom001Mechanic { scene "scenes/Mechanic/WorldC3M154.vcd" then any C2M4_saferoom01 foo:0 0.01 //Nick remember when we ran on that roller coaster? scene "scenes/Mechanic/blank.vcd" // scene "scenes/Mechanic/blank.vcd" // } Rule C2M4Saferoom001Mechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire80Percent NotInCombat IsInStartArea ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_SAFE001 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:2.555,_auto_SafeRoomQuiet:1:7,SrcGrp_C2M4_SAFE001:1:0" applycontexttoworld Response C2M4Saferoom001Mechanic } Response c2m4SeeChopperMechanic { scene "scenes/Mechanic/WorldC2M4B07.vcd" //Hey, we need to signal that chopper. } Rule c2m4SeeChopperMechanic { criteria Conceptc2m4SeeChopper IsMechanic IsTalk NotInCombat IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response c2m4SeeChopperMechanic } //-------------------------------------------------------------------------------------------------------------- // C2M5 //-------------------------------------------------------------------------------------------------------------- Response C2M5_Button2YellMechanic { scene "scenes/Mechanic/WorldC2M5B25.vcd" //Turn it up! Turn it WAYY UP! scene "scenes/Mechanic/WorldC2M5B26.vcd" //I love this song! scene "scenes/Mechanic/WorldC2M5B28.vcd" //It's like we're roadies for the Midnight Riders! scene "scenes/Mechanic/WorldC2M5B29.vcd" //This song is AWESOME! scene "scenes/Mechanic/WorldC2M5B46.vcd" //We need crank this shit up, baby! scene "scenes/Mechanic/WorldC2M5B47.vcd" //ROCK 'N' ROLL!! } Rule C2M5_Button2YellMechanic { criteria ConceptC2M5_Button2Yell IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeaking Response C2M5_Button2YellMechanic } Response C2M5_ChoppercomingMechanic { scene "scenes/Mechanic/WorldC2M5B48.vcd" then any C2M5_PlanWorked foo:0 0.01 //The chopper saw us! } Rule C2M5_ChoppercomingMechanic { criteria ConceptC2M5_Choppercoming IsMechanic IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response C2M5_ChoppercomingMechanic } Response c2m5_intro003Mechanic { scene "scenes/Mechanic/WorldC2M404.vcd" then self c2m5_intro009 foo:0 0.4 //So we gotta setup to rock, then fight zombies? } Rule c2m5_intro003Mechanic { criteria Conceptc2m5_intro003 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.028" applycontexttoworld Response c2m5_intro003Mechanic } Response c2m5_intro005Mechanic { scene "scenes/Mechanic/WorldC2M5B01.vcd" then any c2m5_intro006 foo:0 0.1 //Coach, I hate to break it to you, but I don't think they're actually HERE. } Rule c2m5_intro005Mechanic { criteria Conceptc2m5_intro005 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.754" applycontexttoworld Response c2m5_intro005Mechanic } Response c2m5_intro008Mechanic { scene "scenes/Mechanic/WorldC2M404.vcd" then self c2m5_intro009 foo:0 0.4 //So we gotta setup to rock, then fight zombies? scene "scenes/Mechanic/WorldC2M5B02.vcd" //Coach, you are a brilliant man. } Rule c2m5_intro008Mechanic { criteria Conceptc2m5_intro008 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.593" applycontexttoworld Response c2m5_intro008Mechanic } Response c2m5_intro009Mechanic { scene "scenes/Mechanic/WorldC2M405.vcd" odds 2 //What next? Dinosaurs flying down from the sky and shooting lasers out of their eyes? scene "scenes/Mechanic/WorldC2M5B27.vcd" //This is the best day of my life! } Rule c2m5_intro009Mechanic { criteria Conceptc2m5_intro009 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.917" applycontexttoworld Response c2m5_intro009Mechanic } Response c2m5_intro011Mechanic { scene "scenes/Mechanic/WorldC2M5B05.vcd" then any c2m5_intro012 foo:0 0.1 //I'm in. Let's rock and roll. } Rule c2m5_intro011Mechanic { criteria Conceptc2m5_intro011 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.664" applycontexttoworld Response c2m5_intro011Mechanic } Response c2m5_intro015Mechanic { scene "scenes/Mechanic/WorldC2M5B06.vcd" //I'm in. This arena's about to get rocked. } Rule c2m5_intro015Mechanic { criteria Conceptc2m5_intro015 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.920" applycontexttoworld Response c2m5_intro015Mechanic } Response c2m5_intro019Mechanic { scene "scenes/Mechanic/WorldC2M5B04.vcd" then any c2m5_intro020 foo:0 0.1 //And that'll signal the chopper pilot! This is gonna be like the FOURTH time the Midnight Riders have saved my life. } Rule c2m5_intro019Mechanic { criteria Conceptc2m5_intro019 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:7.121" applycontexttoworld Response c2m5_intro019Mechanic } Response c2m5_intro024Mechanic { scene "scenes/Mechanic/WorldC2M4B02.vcd" then any c2m5_intro025 foo:0 0.01 //I was born ready. So... yes. scene "scenes/Mechanic/WorldC2M5B03.vcd" odds 20 then any c2m5_intro025 foo:0 0.01 //I always wanted to run to a helicopter during a guitar solo. Just like in a music video. } Rule c2m5_intro024Mechanic { criteria Conceptc2m5_intro024 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.064" applycontexttoworld Response c2m5_intro024Mechanic } Response c2m5_intro029Mechanic { scene "scenes/Mechanic/WorldC2M404.vcd" then self c2m5_intro009 foo:0 0.4 //So we gotta setup to rock, then fight zombies? } Rule c2m5_intro029Mechanic { criteria Conceptc2m5_intro029 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.028" applycontexttoworld Response c2m5_intro029Mechanic } Response C2M5_PlanWorkedMechanic { scene "scenes/Mechanic/WorldC2M5B50.vcd" //See? The Midnight Riders' music saves lives! } Rule C2M5_PlanWorkedMechanic { criteria ConceptC2M5_PlanWorked IsMechanic IsNotIncapacitated NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C2M5_PlanWorkedMechanic } Response c2m5_saferoominitMechanic { scene "scenes/Mechanic/blank.vcd" //Blank } Rule c2m5_saferoominitMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea Ismap_c2m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_001 _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M5_001:1:0" applycontexttoworld Response c2m5_saferoominitMechanic } Response C2M5Button1Mechanic { scene "scenes/Mechanic/WorldC2M5B23.vcd" //Lights! } Rule C2M5Button1Mechanic { criteria ConceptC2M5Button1 IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_101 ApplyContext "_auto_Button1:1:0,_auto_NoSpotting:1:0,_auto_NoLostCall:1:0,SrcGrp_C2M5_101:1:0" applycontexttoworld Response C2M5Button1Mechanic } Response C2M5ChopperNagMechanic { scene "scenes/Mechanic/WorldC2M5B57.vcd" //Let's go! Get to the chopper! scene "scenes/Mechanic/WorldC2M5B58.vcd" //Everybody get to the chopper! scene "scenes/Mechanic/WorldC2M5B59.vcd" //Let's go, guys! Get to the chopper! scene "scenes/Mechanic/WorldC2M5B60.vcd" //Chopper's leaving, let's go! Let's go! scene "scenes/Mechanic/WorldC2M5B61.vcd" //Let's go, let's go! Chopper's here! } Rule C2M5ChopperNagMechanic { criteria ConceptTalkIdle IsMechanic Ismap_c2m5 IsNotIncapacitated IsTalk AutoIsNotScavenge AutoIsNotSurvival _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockMechanic IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:5,_auto_TimerLockMechanic:1:10" applycontexttoworld Response C2M5ChopperNagMechanic } Response C2M5InArenaNagMechanic { norepeat scene "scenes/Mechanic/WorldC2M5B21.vcd" //Hit the lights! scene "scenes/Mechanic/WorldC2M5B34.vcd" //Turn on the lights! } Rule C2M5InArenaNagMechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire80Percent NotInCombat Ismap_c2m5 IsTalk IsTalkMechanic IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton1 _auto_NotTimerLockA _auto_NotTimerLockMechanic _auto_IsC2M5InArena IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:30,_auto_TimerLockMechanic:1:34,_auto_NoSpotting:1:0" applycontexttoworld Response C2M5InArenaNagMechanic } Response C2M5SingingMechanic { scene "scenes/Mechanic/World406.vcd" //Check one... scene "scenes/Mechanic/World407.vcd" //Check one two... scene "scenes/Mechanic/WorldC2M2B05.vcd" //[singing] ...Gotta reach for the top, stay on that mountainnnn... scene "scenes/Mechanic/WorldC2M2B06.vcd" //[singing] ...Every lady's crazy when her daddy's not around... } Rule C2M5SingingMechanic { criteria ConceptC2M5Microphone IsMechanic NotInCombat Ismap_c2m5 TimeSinceGroupInCombat02 IsNotSpeaking AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 _auto_IsButton1 Response C2M5SingingMechanic } Response C2M5ThankYouMechanic { scene "scenes/Mechanic/WorldC2M5B52.vcd" //Thank you, Whispering Oaks and goodnight! You've been a GREAT AUDIENCE! } Rule C2M5ThankYouMechanic { criteria ConceptC2M5Microphone IsMechanic NotInCombat Ismap_c2m5 IsNotSpeaking AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_THANK _auto_IsEscapeReady ApplyContext "Talk:1:5.287,SrcGrp_C2M5_THANK:1:0" applycontexttoworld Response C2M5ThankYouMechanic } Response C2M5WeAreRocking##Name## { scene "scenes/Mechanic/Hurrah03.vcd" //We are kings of the world! scene "scenes/Mechanic/Hurrah05.vcd" //We are a right damn good team! scene "scenes/Mechanic/Hurrah10.vcd" //I ain't no god damn son of a bitch, yeah ya better think about that baby. } Rule C2M5WeAreRocking##Name## { criteria ConceptPlayerLookHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsWorldTalkMechanic IntensityOver75 _auto_IsC2M5InArena _auto_NotC2M5WeAreRocking ApplyContext "_auto_C2M5WeAreRocking:1:1.10" applycontexttoworld Response C2M5WeAreRocking##Name## } //-------------------------------------------------------------------------------------------------------------- // C3M1 //-------------------------------------------------------------------------------------------------------------- Response C3M1FerryEnd2Mechanic { scene "scenes/Mechanic/EmphaticGo01.vcd" //Let's go! scene "scenes/Mechanic/MoveOn02.vcd" //Let's roll. scene "scenes/Mechanic/MoveOn04.vcd" //Hey man, we should get goin'. } Rule C3M1FerryEnd2Mechanic { criteria ConceptC3M1FerryEnd2 IsMechanic IsNotSaidC3M1FerryEnd AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryEnd:1:0" applycontexttoworld Response C3M1FerryEnd2Mechanic } Response WorldC3M1FerryCrossingJMechanic { scene "scenes/Mechanic/WorldC3M1B08.vcd" then producer WorldC3M1FerryCrossingJ2 foo:0 -2.908 //Hey, guys. Be honest. Are my muscles gettin' bigger? } Rule WorldC3M1FerryCrossingJMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsProducerAlive IsMechanicAlive IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Talk:1:3.008" applycontexttoworld Response WorldC3M1FerryCrossingJMechanic } Response WorldC3M1FerryCrossingJ3Mechanic { scene "scenes/Mechanic/WorldC3M1B09.vcd" //I knew it. All this runnin' around climbin' up on stuff's makin' me buff as hell. } Rule WorldC3M1FerryCrossingJ3Mechanic { criteria ConceptWorldC3M1FerryCrossingJ3 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.365" applycontexttoworld Response WorldC3M1FerryCrossingJ3Mechanic } Response WorldC3M1FerryCrossingkMechanic { scene "scenes/Mechanic/WorldC3M1B11.vcd" then producer WorldC3M1FerryCrossingk2 foo:0 -4.201 //Y'all ask me? These swamp people got it all figured out, man. No cops, no rules... } Rule WorldC3M1FerryCrossingkMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsProducerAlive IsMechanicAlive IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Talk:1:4.301" applycontexttoworld Response WorldC3M1FerryCrossingkMechanic } Response WorldC3M1FerryCrossingk3Mechanic { scene "scenes/Mechanic/WorldC3M1B12.vcd" //They figured out how to stop going to the bathroom? That's AMAZING. Ohhhh. No, wait, I just got it. Shit, that's gross as hell. } Rule WorldC3M1FerryCrossingk3Mechanic { criteria ConceptWorldC3M1FerryCrossingk3 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:11.247" applycontexttoworld Response WorldC3M1FerryCrossingk3Mechanic } //-------------------------------------------------------------------------------------------------------------- // C3M2 //-------------------------------------------------------------------------------------------------------------- Response C3M2DisgustMechanic { scene "scenes/Mechanic/ReactionNegative20.vcd" //Ain't that a load of shit. } Rule C3M2DisgustMechanic { criteria Conceptc3m2disgust IsMechanic NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C3M2_900 ApplyContext "Talk:1:1.803,SrcGrp_C3M2_900:1:0" applycontexttoworld Response C3M2DisgustMechanic } Response C3M2SafeRooma2Mechanic { scene "scenes/Mechanic/WorldC3M160.vcd" //You know what you can do? You could try to cover yourself in mud... we're definitely not short on that. scene "scenes/Mechanic/WorldC3M162.vcd" //Ooh - you could try covering yourself in mud... } Rule C3M2SafeRooma2Mechanic { criteria ConceptC3M2SafeRooma2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.505" applycontexttoworld Response C3M2SafeRooma2Mechanic } Response C3M2SafeRoomb3Mechanic { scene "scenes/Mechanic/WorldC3M1B01.vcd" //Nick does have a point. } Rule C3M2SafeRoomb3Mechanic { criteria ConceptC3M2SafeRoomb3 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.369" applycontexttoworld Response C3M2SafeRoomb3Mechanic } Response InfoRemc3m2_parachutist1Mechanic { scene "scenes/Mechanic/WorldC3M214.vcd" then coach InfoRemc3m2_parachutist2 foo:0 -1.466 //Why would he parachute out here? } Rule InfoRemc3m2_parachutist1Mechanic { criteria ConceptRemark IsMechanic Isc3m2_parachutist IsNotSaidc3m2_parachutist IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 IsCoachNear400 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m2_parachutist:1:0" applycontexttoworld forceweight 10 Response InfoRemc3m2_parachutist1Mechanic } //AUTOGENERATED BLANK FOR InfoRemc3m2_parachutist1Mechanic : ChanceToFire50Percent Rule AUTOBLANK_InfoRemc3m2_parachutist1Mechanic { criteria ConceptRemark IsMechanic Isc3m2_parachutist IsNotSaidc3m2_parachutist IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 IsCoachNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc3m2_parachutist:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response InfoRemC3M2Bathtub2Mechanic { scene "scenes/Mechanic/WorldC3M174.vcd" then producer InfoRemC3M2Bathtub3 foo:0 -1.559 //Have you smelled yourself recently? } Rule InfoRemC3M2Bathtub2Mechanic { criteria ConceptInfoRemC3M2Bathtub2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.659" applycontexttoworld Response InfoRemC3M2Bathtub2Mechanic } //-------------------------------------------------------------------------------------------------------------- // C3M3 //-------------------------------------------------------------------------------------------------------------- Response C3M3SafeRoom2Mechanic { scene "scenes/Mechanic/WorldC3M301.vcd" then coach C3M3SafeRoom2b2 foo:0 .05 //Shit, man. They didn't make it. scene "scenes/Mechanic/WorldC3M302.vcd" then producer C3M3SafeRoom2c2 foo:0 .05 //Zombies got here too. scene "scenes/Mechanic/WorldC3M309.vcd" //Hey, is there a way out of the village? } Rule C3M3SafeRoom2Mechanic { criteria ConceptTalkIdle Joined3 IsMechanic Ismapc3m3_shantytown IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC3M3SafeRoom IsNotSaidC3M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC3M3SafeRoom:1:0,Talk:1:2.857" applycontexttoworld Response C3M3SafeRoom2Mechanic } Response C3M3SafeRoom2a2Mechanic { scene "scenes/Mechanic/WorldC3M303.vcd" then producer C3M3SafeRoom2a3 foo:0 .05 //Man, I don't think we're ever gonna get good news again. } Rule C3M3SafeRoom2a2Mechanic { criteria ConceptC3M3SafeRoom2a2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.948" applycontexttoworld Response C3M3SafeRoom2a2Mechanic } Response C3M3SafeRoom2c3Mechanic { scene "scenes/Mechanic/WorldC3M308.vcd" //No sense hanging out here. } Rule C3M3SafeRoom2c3Mechanic { criteria ConceptC3M3SafeRoom2c3 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.467" applycontexttoworld Response C3M3SafeRoom2c3Mechanic } Response C3M3SafeRoom2d2Mechanic { scene "scenes/Mechanic/WorldC3M306.vcd" //Looks like they all headed off to a plantation. } Rule C3M3SafeRoom2d2Mechanic { criteria ConceptC3M3SafeRoom2d2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.309" applycontexttoworld Response C3M3SafeRoom2d2Mechanic } Response InfoRemC3M3Bodies2Mechanic { scene "scenes/Mechanic/WorldC3M310.vcd" then producer InfoRemC3M3Bodies3 foo:0 -1.429 //So they just killed them? } Rule InfoRemC3M3Bodies2Mechanic { criteria ConceptInfoRemC3M3Bodies2 IsMechanic IsProducerNear400 AutoIsNotScavenge AutoIsNotSurvival Response InfoRemC3M3Bodies2Mechanic } Response InfoRemC3M3LowerGateaMechanic { scene "scenes/Mechanic/WorldC3M321.vcd" //Yeah, just hit that lever. scene "scenes/Mechanic/WorldC3M322.vcd" //Somebody hit the lever. scene "scenes/Mechanic/WorldC3M323.vcd" //Lower the bridge. scene "scenes/Mechanic/WorldC3M325.vcd" //Hey, lower that bridge. scene "scenes/Mechanic/WorldC3M326.vcd" //Hit it! } Rule InfoRemC3M3LowerGateaMechanic { criteria ConceptInfoRemC3M3LowerGatea IsMechanic IsNotSaidC3M3BridgeButton IntensityUnder25 AutoIsNotScavenge AutoIsNotSurvival Response InfoRemC3M3LowerGateaMechanic } Response InfoRemC3M3Unsanitarya1Mechanic { scene "scenes/Mechanic/NickOcd06.vcd" then gambler InfoRemC3M3Unsanitarya2 foo:0 -3.766 //Is that what that is? Smelled like a raccoon died an abandoned refrigerator. scene "scenes/Mechanic/NickOcd08.vcd" //[sniffs] Smells like dead zombies to me. I got no quarrels with that smell. } Rule InfoRemC3M3Unsanitarya1Mechanic { criteria ConceptInfoRemC3M3Unsanitarya1 IsMechanic IsMechanicNear400 ChanceToFire30Percent AutoIsNotScavenge AutoIsNotSurvival Response InfoRemC3M3Unsanitarya1Mechanic } //-------------------------------------------------------------------------------------------------------------- // C3M4 //-------------------------------------------------------------------------------------------------------------- Response C3M4BoatNagsMechanic { scene "scenes/Mechanic/WorldC4M4B26.vcd" //GET TO THE BOAT! scene "scenes/Mechanic/WorldC4M4B27.vcd" //Y'ALL GET TO THE BOAT! } Rule C3M4BoatNagsMechanic { criteria ConceptTalkIdle IsMechanic IsTalk ismapc3m4_plantation IsNotIncapacitated ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateExploded _auto_NotTimerLockA IsNotSpeakingWeight0 ApplyContext "Talk:1:1.423,_auto_TimerLockA:1:6" applycontexttoworld Response C3M4BoatNagsMechanic } Response C3M4Button1Mechanic { scene "scenes/Mechanic/WorldC3M418.vcd" then orator C3M4Button101 foo:0 0.3 //Howdy } Rule C3M4Button1Mechanic { criteria ConceptC3M4Button1 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.850,_auto_Button1:1:0,_auto_Button1Mechanic:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response C3M4Button1Mechanic } Response C3M4Button104EllisMechanic { scene "scenes/Mechanic/WorldC3M434.vcd" then orator C3M4Button104 foo:0 -2.0 //Okay, this guys askin' alot of questions, does somebody else wanta take this? } Rule C3M4Button104EllisMechanic { criteria ConceptC3M4Button104Ellis IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C3M4Button104EllisMechanic } Response C3M4Button201Mechanic { scene "scenes/Mechanic/WorldC3M421.vcd" then orator C3M4Button202 foo:0 0.01 //We're at a plantation house. } Rule C3M4Button201Mechanic { criteria ConceptC3M4Button201 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.509" applycontexttoworld Response C3M4Button201Mechanic } //-------------------------------------------------------------------------------------------------------------- // C4General //-------------------------------------------------------------------------------------------------------------- Response C4StormBlindIdleMechanic { scene "scenes/Mechanic/MiscDirectional66.vcd" //I can't see a damn thing. } Rule C4StormBlindIdleMechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire30Percent IsNotIncapacitated _auto_NotTimerLockA _auto_IsTimerA _auto_NotC4MechanicInCover IsNotSpeakingWeight0 ApplyContext "_auto_TimerA:0:0" applycontexttoworld Response C4StormBlindIdleMechanic } //-------------------------------------------------------------------------------------------------------------- // C4M2 //-------------------------------------------------------------------------------------------------------------- Response C4M2IdleWitchville01Mechanic { scene "scenes/Mechanic/WorldC4M2B08.vcd" then any _c4m2_Witchville05 foo:0 0.01 //Man, that is the most witches I ever saw! scene "scenes/Mechanic/WorldC4M2B09.vcd" then any _c4m2_Witchville05 foo:0 0.01 //Holy shit that's a lotta witches. } Rule C4M2IdleWitchville01Mechanic { criteria ConceptPlayerWarnHearZombie IsWitchClass IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsMechanic IsNotIncapacitated IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic IsMechanicInWitchville ChanceToFire50Percent NotSaidLotsOfWitches IsNotSrcGrp_C4M2_006 ApplyContext "SaidWitchWarn:1:20,WarnHeardWitch:1:300,SaidLotsOfWitches:1:90,SrcGrp_C4M2_006:1:0" applycontexttoworld Response C4M2IdleWitchville01Mechanic } Response C4M2IdleWitchville02Mechanic { scene "scenes/Mechanic/WorldC4M2B10.vcd" //Nick, you ever seen this many witches? Ho-lee shit. } Rule C4M2IdleWitchville02Mechanic { criteria ConceptPlayerWarnHearZombie IsWitchClass IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsMechanic IsNotIncapacitated IsTalkMechanic NotInCombat IsWorldTalkMechanic IsMechanicInWitchville IsGamblerNear800 ChanceToFire50Percent NotSaidLotsOfWitches IsNotSrcGrp_C4M2_008 ApplyContext "SaidWitchWarn:1:20,WarnHeardWitch:1:300,SaidLotsOfWitches:1:90,SrcGrp_C4M2_008:1:0" applycontexttoworld Response C4M2IdleWitchville02Mechanic } Response C4M2PushedButtonMechanic { scene "scenes/Mechanic/MiscDirectional38.vcd" //I hit it! } Rule C4M2PushedButtonMechanic { criteria Conceptc4m2_elevator_top_button IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C4M2PushedButtonMechanic } //-------------------------------------------------------------------------------------------------------------- // C4M5 //-------------------------------------------------------------------------------------------------------------- Response C4M5BoatNagsMechanic { scene "scenes/Mechanic/WorldC3M138.vcd" //Let's go! Everybody on the boat! scene "scenes/Mechanic/WorldC3M139.vcd" //Here we go! Everybody on the boat! scene "scenes/Mechanic/WorldC3M414.vcd" //Hey, run to the boat! Run to the boat! scene "scenes/Mechanic/WorldC3M416.vcd" //Hey, quit fighting and get on the boat! scene "scenes/Mechanic/WorldC4M4B26.vcd" //GET TO THE BOAT! scene "scenes/Mechanic/WorldC4M4B27.vcd" //Y'ALL GET TO THE BOAT! } Rule C4M5BoatNagsMechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire50Percent Isc4m5 AutoIsNotScavenge AutoIsNotSurvival _auto_IsBoatArrived _auto_NotBoatSurvivorNagGate IsNotSpeakingWeight0 ApplyContext "_auto_BoatSurvivorNagGate:1:7" applycontexttoworld Response C4M5BoatNagsMechanic } Response PlayerRemarkc4m5_saferoomaMechanic { speak "Mechanic_Blank" noscene //Blank } Rule PlayerRemarkc4m5_saferoomaMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea Isc4m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M5_001 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M5_001:1:0" applycontexttoworld Response PlayerRemarkc4m5_saferoomaMechanic } //-------------------------------------------------------------------------------------------------------------- // C5M1 //-------------------------------------------------------------------------------------------------------------- Response C5M1_intro002Mechanic { scene "scenes/Mechanic/WorldC5M1B03.vcd" then orator C5M1_intro003 foo:0 0.01 //Thanks, brother! } Rule C5M1_intro002Mechanic { criteria ConceptC5M1_intro002 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.715" applycontexttoworld Response C5M1_intro002Mechanic } //-------------------------------------------------------------------------------------------------------------- // C5M2 //-------------------------------------------------------------------------------------------------------------- Response C5M2AlarmNagMechanic { scene "scenes/Mechanic/World133.vcd" //Run! scene "scenes/Mechanic/World134.vcd" //Hey, turn it off! Turn it off! scene "scenes/Mechanic/WorldC2M331.vcd" //Shit, run, man! scene "scenes/Mechanic/YellRun01.vcd" //RUN! scene "scenes/Mechanic/YellRun02.vcd" //RUN! RUN! RUN! scene "scenes/Mechanic/YellRun03.vcd" //MAN, DON'T STOP RUNNING! } Rule C5M2AlarmNagMechanic { criteria ConceptTalkIdle IsMechanic IsMapc5m2_park AutoIsNotScavenge AutoIsNotSurvival ChanceToFire80Percent _auto_IsAlarmOn _auto_NotAlarmOff _auto_NotDoorOpen _auto_NotTimerLockA _auto_NotTimerLockMechanic IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockMechanic:1:13" applycontexttoworld Response C5M2AlarmNagMechanic } Response PlayerRemarkWorldC502HorseMechanic { scene "scenes/Mechanic/World116.vcd" then Gambler WorldC502Horse2 foo:0 -2.947 //Man, I wish we had a horse. I love horses. scene "scenes/Mechanic/World117.vcd" then Gambler WorldC502Horse2 foo:0 -3.180 //I wish we had a horse. I loooove horses. scene "scenes/Mechanic/WorldC5M2B01.vcd" then gambler C5M2Horse001 foo:0 0.1 //[pointing] Horse! } Rule PlayerRemarkWorldC502HorseMechanic { criteria ConceptRemark IsMechanic IsWorldC502Horse IsNotSaidWorldC502Horse IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear600 ChanceToFire50Percent IsWorldTalkMechanic IsNotScavenge AutoIsNotSurvival TimeSinceGroupInCombat02 IsNotSpeakingWeight0 ApplyContext "SaidWorldC502Horse:1:0" applycontexttoworld Response PlayerRemarkWorldC502HorseMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkWorldC502HorseMechanic : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkWorldC502HorseMechanic { criteria ConceptRemark IsMechanic IsWorldC502Horse IsNotSaidWorldC502Horse IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear600 IsWorldTalkMechanic IsNotScavenge AutoIsNotSurvival TimeSinceGroupInCombat02 IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC502Horse:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkWorldC502Horse3Mechanic { scene "scenes/Mechanic/World119.vcd" //Who ain't right in the head now? (You ever eat horse? Tasty. ) scene "scenes/Mechanic/World122.vcd" //Horses are for ridin' not eatin', Nick. } Rule PlayerRemarkWorldC502Horse3Mechanic { criteria ConceptWorldC502Horse3 IsMechanic IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic IsNotScavenge TimeSinceGroupInCombat02 Response PlayerRemarkWorldC502Horse3Mechanic } //-------------------------------------------------------------------------------------------------------------- // C5M3 //-------------------------------------------------------------------------------------------------------------- Response C5M3AlarmFieldNagsMechanic { norepeat scene "scenes/Mechanic/World425.vcd" //Careful where ya' walking. scene "scenes/Mechanic/World433.vcd" then self C5M3AlarmFieldNags01 foo:0 0.2 //Shit! You guys ever seen something like this? scene "scenes/Mechanic/World449.vcd" //I tell ya what would be real bad right now? A tank. scene "scenes/Mechanic/WorldC5M2B04.vcd" //All these alarm cars, it's like a puzzle! scene "scenes/Mechanic/WorldC5M2B05.vcd" //Maybe we ought not to use our guns here. } Rule C5M3AlarmFieldNagsMechanic { criteria ConceptTalkIdle IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk _auto_IsInAlarmField _auto_NotTimerLockA _auto_NotAlarmFieldOn IsNotSpeakingWeight0 ApplyContext "Talk:1:3.125,_auto_TimerLockA:1:12" applycontexttoworld forceweight 200 Response C5M3AlarmFieldNagsMechanic } Response C5M3AlarmFieldNags01Mechanic { scene "scenes/Mechanic/World435.vcd" //It's cool to see new shit. } Rule C5M3AlarmFieldNags01Mechanic { criteria ConceptC5M3AlarmFieldNags01 IsMechanic NotInCombat AutoIsNotScavenge AutoIsNotSurvival _auto_IsInAlarmField _auto_NotAlarmFieldOn Response C5M3AlarmFieldNags01Mechanic } Response C5M3AlarmFieldNags03Mechanic { scene "scenes/Mechanic/World428.vcd" //We'll see that was just uncalled for. Seriously. (Your mom's car. ) scene "scenes/Mechanic/WorldC3M212.vcd" //Yeah, very funny. } Rule C5M3AlarmFieldNags03Mechanic { criteria ConceptC5M3AlarmFieldNags03 IsMechanic NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C5M3AlarmFieldNags03Mechanic } Response C5M3AlarmFieldNags2Mechanic { norepeat scene "scenes/Mechanic/World427.vcd" then gambler C5M3AlarmFieldNags02 foo:0 0.2 //Hey Nick, what kind of car did you drive? } Rule C5M3AlarmFieldNags2Mechanic { criteria ConceptTalkIdle IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk ChanceToFire10Percent IsGamblerAlive IsNotSrcGrp_C5M3_NAG01 _auto_IsInAlarmField _auto_NotTimerLockA _auto_NotAlarmFieldOn IsNotSpeakingWeight0 ApplyContext "Talk:1:2.583,_auto_TimerLockA:1:15,SrcGrp_C5M3_NAG01:1:0" applycontexttoworld forceweight 300 Response C5M3AlarmFieldNags2Mechanic } Response C5M3Bodies01Mechanic { scene "scenes/Mechanic/World207.vcd" //Man, this is givin' me the creeps more than them zombies. } Rule C5M3Bodies01Mechanic { criteria ConceptC5M3Bodies01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsSubjectDistNear500 NotInCombat ApplyContext "Talk:1:2.614" applycontexttoworld Response C5M3Bodies01Mechanic } Response C5M3Bodies02Mechanic { scene "scenes/Mechanic/World204.vcd" //People shootin' people, that shit ain't right, man. } Rule C5M3Bodies02Mechanic { criteria ConceptC5M3Bodies02 IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsSubjectDistNear500 NotInCombat ApplyContext "Talk:1:3.860" applycontexttoworld Response C5M3Bodies02Mechanic } Response C5M3FirstInAlarmMechanic { scene "scenes/Mechanic/World210.vcd" //Shit. They all got alarms. scene "scenes/Mechanic/World426.vcd" //Man, look at all these cars! } Rule C5M3FirstInAlarmMechanic { criteria ConceptC5M3FirstInAlarmField IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidremark_caralarm:1:0,Talk:1:2.675" applycontexttoworld Response C5M3FirstInAlarmMechanic } Response C5M3GraveNagsMechanic { norepeat scene "scenes/Mechanic/World208.vcd" //Hey Nick, I don't like the way how this smells. scene "scenes/Mechanic/World223.vcd" then self C5M3GraveNags01 foo:0 0.4 //Do you know why they bury them above ground? scene "scenes/Mechanic/blank.vcd" // } Rule C5M3GraveNagsMechanic { criteria ConceptTalkIdle IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk ChanceToFire10Percent IsNotAlone TimeSinceGroupInCombat02 IsGamblerAlive IsNotSrcGrp_C5M3_NAG03 _auto_IsOffHighway IsNotSpeakingWeight0 ApplyContext "Talk:1:2.810,SrcGrp_C5M3_NAG03:1:0" applycontexttoworld Response C5M3GraveNagsMechanic } Response C5M3GraveNags01Mechanic { scene "scenes/Mechanic/World224.vcd" then any C5M3GraveNags02 foo:0 0.01 //They bury them like this cause they're under sea level. } Rule C5M3GraveNags01Mechanic { criteria ConceptC5M3GraveNags01 IsMechanic NotInCombat IsNotCoughing IsNotAlone TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival Response C5M3GraveNags01Mechanic } Response C5M3Jets2Mechanic { scene "scenes/Mechanic/WorldC5M2B11.vcd" //Well shit, guess we ain't goin' that way. scene "scenes/Mechanic/WorldC5M2B12.vcd" //Woah! That was cool and all but shit! } Rule C5M3Jets2Mechanic { criteria Conceptc5m3Jets2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.709" applycontexttoworld Response C5M3Jets2Mechanic } Response C5M3OnBridgeMechanic { scene "scenes/Mechanic/World317.vcd" //We're gonna make it out of here! } Rule C5M3OnBridgeMechanic { criteria Conceptc5m3OnBridge IsMechanic IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.267,_auto_OnBridgeMechanic:1:0,_auto_AlarmFieldOn:1:0" applycontexttoworld Response C5M3OnBridgeMechanic } Response C5M3SeeGraveyard01Mechanic { scene "scenes/Mechanic/WorldC5M2B14.vcd" then self C5M3SeeGraveyard03 foo:0 1.0 //I guess we're gonna have to visit that graveyard. } Rule C5M3SeeGraveyard01Mechanic { criteria ConceptC5M3SeeGraveyard01 IsMechanic NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.855" applycontexttoworld Response C5M3SeeGraveyard01Mechanic } Response C5M3SeeGraveyard03Mechanic { scene "scenes/Mechanic/World220.vcd" //It's a little city of graves. scene "scenes/Mechanic/World225.vcd" //Man, If these were real zombies going into this graveyard would be like death. scene "scenes/Mechanic/WorldC5M2B15.vcd" then gambler C5M3SeeGraveyard05 foo:0 0.01 //Oh man, I hope we don't see no ghosts. } Rule C5M3SeeGraveyard03Mechanic { criteria ConceptC5M3SeeGraveyard03 IsMechanic NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.887" applycontexttoworld Response C5M3SeeGraveyard03Mechanic } Response C5M3SeeGraveyard06Mechanic { scene "scenes/Mechanic/WorldC5M2B16.vcd" //You can't shoot a ghost, Nick. I mean, shit, it ain't rocket science, man. } Rule C5M3SeeGraveyard06Mechanic { criteria ConceptC5M3SeeGraveyard06 IsMechanic NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.504" applycontexttoworld Response C5M3SeeGraveyard06Mechanic } Response C5M3ShootCarMechanic { scene "scenes/Mechanic/ReactionNegative07.vcd" //Oh SHIT! scene "scenes/Mechanic/ReactionNegative17.vcd" //That's bullshit! scene "scenes/Mechanic/World213.vcd" //Hey, I swear that wasn't me! } Rule C5M3ShootCarMechanic { criteria ConceptPanicEvent IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsMechanic _auto_IsInAlarmField _auto_NotAlarmFieldOn ApplyContext "_auto_AlarmFieldOn:1:0,_auto_TimerLockA:1:1.5" applycontexttoworld Response C5M3ShootCarMechanic } Response C5M3ShootCar2Mechanic { scene "scenes/Mechanic/WorldC5M2B07.vcd" //STOP SHOOTING THE CARS! } Rule C5M3ShootCar2Mechanic { criteria ConceptPanicEvent IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsNotMechanic IsNotSrcGrp_C5M3_CAR01 _auto_IsInAlarmField _auto_IsAlarmFieldOn _auto_NotTimerLockA ApplyContext "_auto_SecondCarMechanic:1:8,SrcGrp_C5M3_CAR01:1:0" applycontexttoworld Response C5M3ShootCar2Mechanic } Response C5M3ShootCar3Mechanic { scene "scenes/Mechanic/WorldC5M2B08.vcd" //WELL ALRIGHT, I CAN SHOOT A CAR TOO! } Rule C5M3ShootCar3Mechanic { criteria ConceptPanicEvent IsMechanic AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsMechanic IsNotSpeaking IsNotSrcGrp_C5M3_CAR02 _auto_IsInAlarmField _auto_IsAlarmFieldOn _auto_IsSecondCarMechanic ApplyContext "Talk:1:1.931,_auto_SecondCarMechanic:1:0,SrcGrp_C5M3_CAR02:1:0" applycontexttoworld Response C5M3ShootCar3Mechanic } Response PlayerRemarkc5m3bodiesMechanic { scene "scenes/Mechanic/World132.vcd" then any WorldC502NotZombies3 foo:0 0.1 //Ain't none of the bodes zombies. } Rule PlayerRemarkc5m3bodiesMechanic { criteria ConceptRemark IsMechanic IsMapc5m2_park Isc5m3bodies IsNotSaidc5m3bodies IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsInStartArea ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 ApplyContext "Saidc5m3bodies:1:0,Talk:1:1.850,_auto_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkc5m3bodiesMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkc5m3bodiesMechanic : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkc5m3bodiesMechanic { criteria ConceptRemark IsMechanic IsMapc5m2_park Isc5m3bodies IsNotSaidc5m3bodies IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc5m3bodies:1:0,Talk:1:1.850,_auto_SafeRoom:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkc5m3crashedheliMechanic { scene "scenes/Mechanic/World202.vcd" //Man, look at that helicopter. } Rule PlayerRemarkc5m3crashedheliMechanic { criteria ConceptRemark IsMechanic Isc5m3crashedheli IsNotSaidc5m3crashedheli IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3crashedheli:1:0" applycontexttoworld Response PlayerRemarkc5m3crashedheliMechanic } Response PlayerRemarkc5m3insewerMechanic { scene "scenes/Mechanic/blank.vcd" //Blank } Rule PlayerRemarkc5m3insewerMechanic { criteria ConceptRemark IsMechanic Isc5m3insewer IsNotSaidc5m3insewer IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear250 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3insewer:1:0,_auto_InSewer:1:0" applycontexttoworld Response PlayerRemarkc5m3insewerMechanic } Response PlayerRemarkc5m3offhighwayMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule PlayerRemarkc5m3offhighwayMechanic { criteria ConceptRemark IsMechanic Isc5m3offhighway IsNotSaidc5m3offhighway IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3offhighway:1:0,_auto_OffHighway:1:0" applycontexttoworld Response PlayerRemarkc5m3offhighwayMechanic } Response PlayerRemarkc5m3seegraveyardMechanic { scene "scenes/Mechanic/WorldC5M2B14.vcd" then self C5M3SeeGraveyard03 foo:0 1.0 //I guess we're gonna have to visit that graveyard. } Rule PlayerRemarkc5m3seegraveyardMechanic { criteria ConceptRemark IsMechanic Isc5m3seegraveyard IsNotSaidc5m3seegraveyard IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotAlone _auto_IsBridgeBomb _auto_NotTimerLockA _auto_NotOffHighway IsNotSpeakingWeight0 ApplyContext "Saidc5m3seegraveyard:1:0,Talk:1:2.855" applycontexttoworld Response PlayerRemarkc5m3seegraveyardMechanic } Response PlayerRemarkc5m3seesaferoomMechanic { scene "scenes/Mechanic/SafeSpotAhead01.vcd" //Safe house ahead! scene "scenes/Mechanic/SafeSpotAhead02.vcd" //Yeah, safehouse y'all! } Rule PlayerRemarkc5m3seesaferoomMechanic { criteria ConceptRemark IsMechanic Isc5m3seesaferoom IsNotSaidc5m3seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc5m3seesaferoomMechanic } Response PlayerRemarkc5m3upladderMechanic { scene "scenes/Mechanic/MiscDirectional19.vcd" //Up this ladder! scene "scenes/Mechanic/WorldMisc29.vcd" //Everybody up the ladder! } Rule PlayerRemarkc5m3upladderMechanic { criteria ConceptRemark IsMechanic Isc5m3upladder IsNotSaidc5m3upladder IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3upladder:1:0" applycontexttoworld Response PlayerRemarkc5m3upladderMechanic } Response PlayerRemarkc5m3upstepsMechanic { scene "scenes/Mechanic/WorldC3M168.vcd" //Stairs! } Rule PlayerRemarkc5m3upstepsMechanic { criteria ConceptRemark IsMechanic Isc5m3upsteps IsNotSaidc5m3upsteps IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3upsteps:1:0" applycontexttoworld Response PlayerRemarkc5m3upstepsMechanic } //-------------------------------------------------------------------------------------------------------------- // C5M4 //-------------------------------------------------------------------------------------------------------------- Response C5M4BombInt01Mechanic { scene "scenes/Mechanic/WorldC5M4B01.vcd" then any C5M4BombInt01A foo:0 0.01 //Woah! } Rule C5M4BombInt01Mechanic { criteria ConceptC5M4BombInt01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.039,_auto_Bomb1:1:0" applycontexttoworld Response C5M4BombInt01Mechanic } Response C5M4BombInt02Mechanic { norepeat scene "scenes/Mechanic/WorldC5M4B02.vcd" //They nailed that. scene "scenes/Mechanic/WorldC5M4B03.vcd" //What are they even aiming at? scene "scenes/Mechanic/WorldC5M4B04.vcd" //We need to get the hell out of here. scene "scenes/Mechanic/WorldC5M4B05.vcd" //They must not see us. } Rule C5M4BombInt02Mechanic { criteria ConceptC5M4BombInt02 IsMechanic NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea ApplyContext "Talk:1:1.534,_auto_Bomb2:1:0" applycontexttoworld Response C5M4BombInt02Mechanic } Response C5M4BombInt03Mechanic { norepeat scene "scenes/Mechanic/WorldC5M103.vcd" //HEY, STOP WITH THE BOMBING! scene "scenes/Mechanic/WorldC5M104.vcd" //PLEASE DO NOT BOMB US! } Rule C5M4BombInt03Mechanic { criteria ConceptC5M4BombInt03 IsMechanic NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea ApplyContext "Talk:1:1.990,_auto_Bomb3:1:0" applycontexttoworld Response C5M4BombInt03Mechanic } Response c5m4floatendMechanic { scene "scenes/Mechanic/World309.vcd" //Hey, we can get across now. } Rule c5m4floatendMechanic { criteria Conceptc5m4floatend AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_InMiniFinale:0:0" applycontexttoworld Response c5m4floatendMechanic } Response C5M4MadeIt01Mechanic { scene "scenes/Mechanic/World317.vcd" //We're gonna make it out of here! } Rule C5M4MadeIt01Mechanic { criteria ConceptC5M4MadeIt01 IsMechanic IsNotCoughing NotInCombat IsTalk IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_NotMadeIt ApplyContext "_auto_MadeIt:1:0" applycontexttoworld Response C5M4MadeIt01Mechanic } Response PlayerRemarkc5m4alleyMechanic { scene "scenes/Mechanic/World312.vcd" //Never been through so many back alley's in my life. } Rule PlayerRemarkc5m4alleyMechanic { criteria ConceptRemark IsMechanic Isc5m4alley IsNotSaidc5m4alley IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 ChanceToFire30Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4alley:1:0" applycontexttoworld Response PlayerRemarkc5m4alleyMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkc5m4alleyMechanic : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkc5m4alleyMechanic { criteria ConceptRemark IsMechanic Isc5m4alley IsNotSaidc5m4alley IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc5m4alley:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkc5m4inminifinaleMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule PlayerRemarkc5m4inminifinaleMechanic { criteria ConceptRemark IsMechanic Isc5m4inminifinale IsNotSaidc5m4inminifinale IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4inminifinale:1:0,_auto_InMiniFinale:1:0" applycontexttoworld Response PlayerRemarkc5m4inminifinaleMechanic } Response PlayerRemarkc5m4seebridgeMechanic { scene "scenes/Mechanic/World315.vcd" then any C5M4MadeIt01 foo:0 0.01 //There's the bridge! } Rule PlayerRemarkc5m4seebridgeMechanic { criteria ConceptRemark IsMechanic Isc5m4seebridge IsNotSaidc5m4seebridge IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4seebridge:1:0,_auto_SawBridge:1:0" applycontexttoworld Response PlayerRemarkc5m4seebridgeMechanic } Response PlayerRemarkc5m4seesaferoomMechanic { scene "scenes/Mechanic/SafeSpotAhead03.vcd" then any C5M4MadeIt01 foo:0 0.01 //Hey, we got a safe room ahead! scene "scenes/Mechanic/SafeSpotAhead04.vcd" then any C5M4MadeIt01 foo:0 0.01 //Hey, we got a safe room right ahead! } Rule PlayerRemarkc5m4seesaferoomMechanic { criteria ConceptRemark IsMechanic Isc5m4seesaferoom IsNotSaidc5m4seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc5m4seesaferoomMechanic } Response PlayerRemarkc5m4tractornagMechanic { scene "scenes/Mechanic/World307.vcd" //We gotta start that there tractor! scene "scenes/Mechanic/World308.vcd" //Somebody start the tractor! } Rule PlayerRemarkc5m4tractornagMechanic { criteria ConceptRemark IsMechanic Isc5m4tractornag IsNotSaidc5m4tractornag IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_NotTractorStarted IsNotSpeakingWeight0 ApplyContext "Saidc5m4tractornag:1:0" applycontexttoworld Response PlayerRemarkc5m4tractornagMechanic } //-------------------------------------------------------------------------------------------------------------- // C5M5 //-------------------------------------------------------------------------------------------------------------- Response C5M5_Button2Mechanic { scene "scenes/Mechanic/Blank.vcd" //Blank } Rule C5M5_Button2Mechanic { criteria ConceptC5M5_Button2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C5M5_Button2Mechanic } Response C5M5_Button2099Mechanic { scene "scenes/Mechanic/World410.vcd" then mechanic C5M5_Button2200 foo:0 0.01 //They just said we oughta lower the bridge to get across to it. scene "scenes/Mechanic/WorldC5M106.vcd" then mechanic C5M5_Button2100 foo:0 0.2 //Alright, he says we gotta lower the bridge, be careful of the zombies and they'll be waitin' on the other side. } Rule C5M5_Button2099Mechanic { criteria ConceptC5M5_Button2099 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.023" applycontexttoworld Response C5M5_Button2099Mechanic } Response C5M5_Button2100Mechanic { scene "scenes/Mechanic/WorldC5M107.vcd" //Oh yeah, and he wishes us good luck. } Rule C5M5_Button2100Mechanic { criteria ConceptC5M5_Button2100 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.167" applycontexttoworld Response C5M5_Button2100Mechanic } Response C5M5_Button2200Mechanic { scene "scenes/Mechanic/World411.vcd" then mechanic C5M5_Button2201 foo:0 0.01 //Once we lower it we all gotta be careful because there's zombies on the bridge. } Rule C5M5_Button2200Mechanic { criteria ConceptC5M5_Button2200 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.947" applycontexttoworld Response C5M5_Button2200Mechanic } Response C5M5_Button2201Mechanic { scene "scenes/Mechanic/World412.vcd" then mechanic C5M5_Button2202 foo:0 0.3 //I guess he didn't know we been like fighting zombies all through the city. } Rule C5M5_Button2201Mechanic { criteria ConceptC5M5_Button2201 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.662" applycontexttoworld Response C5M5_Button2201Mechanic } Response C5M5_Button2202Mechanic { scene "scenes/Mechanic/World413.vcd" then mechanic C5M5_Button2203 foo:0 0.3 //And the swamps. } Rule C5M5_Button2202Mechanic { criteria ConceptC5M5_Button2202 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.350" applycontexttoworld Response C5M5_Button2202Mechanic } Response C5M5_Button2203Mechanic { scene "scenes/Mechanic/World414.vcd" then mechanic C5M5_Button2204 foo:0 0.3 //And the river. } Rule C5M5_Button2203Mechanic { criteria ConceptC5M5_Button2203 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.158" applycontexttoworld Response C5M5_Button2203Mechanic } Response C5M5_Button2204Mechanic { scene "scenes/Mechanic/World415.vcd" then mechanic C5M5_Button2205 foo:0 0.2 //And shit. Everywhere. } Rule C5M5_Button2204Mechanic { criteria ConceptC5M5_Button2204 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.361" applycontexttoworld Response C5M5_Button2204Mechanic } Response C5M5_Button2205Mechanic { scene "scenes/Mechanic/World416.vcd" //Man, we're like fightin' zombie machines and shit. } Rule C5M5_Button2205Mechanic { criteria ConceptC5M5_Button2205 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.521" applycontexttoworld Response C5M5_Button2205Mechanic } Response C5M5_saferoom002Mechanic { scene "scenes/Mechanic/WorldC5M4B08.vcd" then gambler C5M5_saferoom004 foo:0 0.01 //I don't. } Rule C5M5_saferoom002Mechanic { criteria ConceptC5M5_saferoom002 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2 Response C5M5_saferoom002Mechanic } Response C5M5_SurvivorConv01Mechanic { scene "scenes/Mechanic/WorldC5M4B13.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //Name's Ellis, you? scene "scenes/Mechanic/WorldC5M4B14.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //Four people that could use some help sir. scene "scenes/Mechanic/WorldC5M4B15.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //Well shit, I'm Ellis. I got Rochelle here with me, Coach and Nick. } Rule C5M5_SurvivorConv01Mechanic { criteria ConceptC5M5_SurvivorConv01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingMechanic _auto_NotButton2 Response C5M5_SurvivorConv01Mechanic } Response C5M5_SurvivorConv02Mechanic { scene "scenes/Mechanic/WorldC5M4B16.vcd" then orator C5M5_Soldier1Conv04 foo:0 0.01 //I ain't sick. scene "scenes/Mechanic/WorldC5M4B17.vcd" then orator C5M5_Soldier1Conv04 foo:0 0.01 //I'm feelin' pretty good. scene "scenes/Mechanic/WorldC5M4B18.vcd" then orator C5M5_Soldier1Conv04 foo:0 0.01 //I guess, I think so. What do you mean? } Rule C5M5_SurvivorConv02Mechanic { criteria ConceptC5M5_SurvivorConv02 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingMechanic _auto_NotButton2 Response C5M5_SurvivorConv02Mechanic } Response C5M5_SurvivorConv03Mechanic { scene "scenes/Mechanic/WorldC5M4B19.vcd" then orator C5M5_Soldier1Conv05 foo:0 0.01 //We fought zombies, yeah. scene "scenes/Mechanic/WorldC5M4B20.vcd" then orator C5M5_Soldier1Conv05 foo:0 0.01 //Wll, hell yeah, we fought zombies.. } Rule C5M5_SurvivorConv03Mechanic { criteria ConceptC5M5_SurvivorConv03 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingMechanic _auto_NotButton2 Response C5M5_SurvivorConv03Mechanic } Response C5M5_SurvivorConv04Mechanic { scene "scenes/Mechanic/WorldC5M4B22.vcd" //God be with you too sir. } Rule C5M5_SurvivorConv04Mechanic { criteria ConceptC5M5_SurvivorConv04 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingMechanic _auto_NotButton2 Response C5M5_SurvivorConv04Mechanic } Response C5M5_SurvivorConv05Mechanic { scene "scenes/Mechanic/WorldC5M4B24.vcd" //Okay, see ya soon. } Rule C5M5_SurvivorConv05Mechanic { criteria ConceptC5M5_SurvivorConv05 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingMechanic _auto_NotButton2 Response C5M5_SurvivorConv05Mechanic } Response C5M5Button1Mechanic { scene "scenes/Mechanic/WorldC5M4B12.vcd" then orator C5M5_Soldier1Conv01 foo:0 0.01 //Hello there! } Rule C5M5Button1Mechanic { criteria ConceptC5M5Button1 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 ApplyContext "Talk:1:0,_auto_SoldierChatter:0:0,_auto_TalkingMechanic:1:0,_auto_Button1:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response C5M5Button1Mechanic } Response C5M5HearSoldiersNagMechanic { norepeat scene "scenes/Mechanic/WorldC5M4B10.vcd" //Yo, somebody oughta pick up the radio. scene "scenes/Mechanic/WorldC5M4B11.vcd" //Grab that radio. } Rule C5M5HearSoldiersNagMechanic { criteria ConceptTalkIdle IsMechanic IsMapc5m5_bridge ChanceToFire90Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsSoldierChatter _auto_NotButton1 _auto_IsRadioNag _auto_NotTimerLockA _auto_NotTimerLockMechanic IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockMechanic:1:15" applycontexttoworld Response C5M5HearSoldiersNagMechanic } Response C5M5LeaveSafeMechanic { scene "scenes/Mechanic/Blank.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Blank } Rule C5M5LeaveSafeMechanic { criteria ConceptSurvivorLeavingInitialCheckpoint IsMechanic IsMapc5m5_bridge IsNotSrcGrp_C5M5_001 ApplyContext "Talk:0:0,_auto_SoldierChatter:1:0,SrcGrp_C5M5_001:1:0" applycontexttoworld Response C5M5LeaveSafeMechanic } Response C5M5RescueStartMechanic { scene "scenes/Mechanic/WorldC5M4B29.vcd" then orator C5M5StartHeliNag foo:0 0.01 //Chopper down there! } Rule C5M5RescueStartMechanic { criteria ConceptGetToVehicle IsMechanic IsMapc5m5_bridge IsNotSrcGrp_C5M5_600 _auto_NotGetToHeli ApplyContext "_auto_GetToHeli:1:0,_auto_TimerGateA:1:5,SrcGrp_C5M5_600:1:0" applycontexttoworld Response C5M5RescueStartMechanic } Response C5M5RunToHeliMechanic { scene "scenes/Mechanic/World439.vcd" //To the'copter! scene "scenes/Mechanic/World440.vcd" //Head to the helicopter! scene "scenes/Mechanic/World443.vcd" //Just get inside the helicopter, man! scene "scenes/Mechanic/WorldC2M5B57.vcd" //Let's go! Get to the chopper! scene "scenes/Mechanic/WorldC2M5B58.vcd" //Everybody get to the chopper! scene "scenes/Mechanic/WorldC2M5B59.vcd" //Let's go, guys! Get to the chopper! scene "scenes/Mechanic/WorldC2M5B60.vcd" //Chopper's leaving, let's go! Let's go! } Rule C5M5RunToHeliMechanic { criteria ConceptTalkIdle IsMechanic IsTalk IsMapc5m5_bridge ChanceToFire80Percent IsNotAlone AutoIsNotScavenge AutoIsNotSurvival _auto_IsGetToHeli _auto_NotTimerGateA _auto_NotTimerGateMechanic IsNotSpeakingWeight0 ApplyContext "_auto_TimerGateA:1:6,_auto_TimerGateMechanic:1:8" applycontexttoworld Response C5M5RunToHeliMechanic } Response C5M5SafeRoomStartMechanic { scene "scenes/Mechanic/Blank.vcd" //Blank } Rule C5M5SafeRoomStartMechanic { criteria ConceptTalkIdle IsMechanic IsMapc5m5_bridge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C5M5_003 _auto_NotSafeRoomStart _auto_NotSoldierChatter _auto_NotButton2 IsNotSpeakingWeight0 ApplyContext "Talk:1:0,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C5M5_003:1:0" applycontexttoworld Response C5M5SafeRoomStartMechanic } Response C13M4Button1Mechanic { scene "scenes/Mechanic/WorldC5M4B12.vcd" //Hello there! } Rule C13M4Button1Mechanic { criteria ConceptC13M4Button1 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C13M4Button1Mechanic } //-------------------------------------------------------------------------------------------------------------- // Call For Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerCallForRescueMechanic { speak "Mechanic_CallForRescue01" noscene //Hey y'all, quit playin' man! Get me out of here! speak "Mechanic_CallForRescue02" noscene //Somebody's gotta get me out of here! speak "Mechanic_CallForRescue03" noscene //Help, man! Anybody out there? speak "Mechanic_CallForRescue04" noscene //I need some help, man! speak "Mechanic_CallForRescue05" noscene //Can somebody get me out of here, please? speak "Mechanic_CallForRescue06" noscene //Can somebody lend me a hand in here, please? speak "Mechanic_CallForRescue07" noscene //Okay, I could use some help here! Serious. speak "Mechanic_CallForRescue08" noscene //Ah come on, man, I'm gettin' bored! Get me out of here. speak "Mechanic_CallForRescue09" noscene //Hey everybody! Don't forget about me in here! speak "Mechanic_CallForRescue10" noscene //Alright, I'd really appreciate it if somebody'd get me out of here! speak "Mechanic_CallForRescue11" noscene //I'm trapped in here! speak "Mechanic_CallForRescue12" noscene //Help! Help! Hellllppp! speak "Mechanic_CallForRescue13" noscene //Can somebody lend me a hand in here? speak "Mechanic_CallForRescue14" noscene //I could use some help here! speak "Mechanic_CallForRescue15" noscene //Ah come on, man, I'm gettin' bored! Get me out of here. speak "Mechanic_CallForRescue16" noscene //Hey, you guys have'in fun out there without me? speak "Mechanic_CallForRescue17" noscene //Can one of y'all get me out of here? speak "Mechanic_CallForRescue18" noscene //I triple dog dare ya to rescue me! speak "Mechanic_CallForRescue19" noscene //Now hold on, you're not thinking of leavin' me in here are ya? } Rule PlayerCallForRescueMechanic { criteria ConceptCallForRescue IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerCallForRescueMechanic } //-------------------------------------------------------------------------------------------------------------- // Counter //-------------------------------------------------------------------------------------------------------------- Response ScenarioJoinLastMechanic { scene "scenes/Mechanic/blank.vcd" //Blank } Rule ScenarioJoinLastMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea JoinedLess5 IsNotSpeakingWeight0 _auto_NotSafeRoomStart _auto_NotTurnOffJoinLast ApplyContext "JoinLast:++1" applycontexttoworld forceweight 1 Response ScenarioJoinLastMechanic } //-------------------------------------------------------------------------------------------------------------- // EllisStory //-------------------------------------------------------------------------------------------------------------- Response C1M2EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C1M2EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC1M2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C1M2EllisStoryInitMechanic } Response C1M2EllisStoryStartKMechanic { scene "scenes/Mechanic/EllisStoriesK01.vcd" then any EllisInterrupt foo:0 -19.75 //My buddy Keith tried camping out on top of a building once. He was just shooting crows, but the police were too busy tear gassing him to ask what he was doing up there. He screamed for an entire YEAR every single time he opened his eyes. } Rule C1M2EllisStoryStartKMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC1M2 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:20.049,_auto_TellingStory:1:19.95,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C1M2EllisStoryStartKMechanic } Response C1M3EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C1M3EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC1M3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C1M3EllisStoryInitMechanic } Response C1M3EllisStoryStartAMechanic { scene "scenes/Mechanic/EllisStoriesA01.vcd" then any EllisInterrupt foo:0 -7.93 //Man I love malls. I do. Once we were in a mall, up in Atlanta, and these guys were dancing for like money and stuff and my friend Dave was all like... okay. } Rule C1M3EllisStoryStartAMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC1M3 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:8.228,_auto_TellingStory:1:8.13,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C1M3EllisStoryStartAMechanic } Response C1M4EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C1M4EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC1M4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C1M4EllisStoryInitMechanic } Response C1M4EllisStoryStartBMechanic { scene "scenes/Mechanic/EllisStoriesB01.vcd" then any EllisInterrupt foo:0 -12.29 //Jimmy Gibbs Jr is the man, I mean I don't know anyone like that. But there's this guy I know, he raced dirt tracks, not stock cars but open wheeled cars you know, and he was racing once and a goat... } Rule C1M4EllisStoryStartBMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC1M4 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:12.590,_auto_TellingStory:1:12.49,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C1M4EllisStoryStartBMechanic } Response C2M2EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C2M2EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC2M2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C2M2EllisStoryInitMechanic } Response C2M2EllisStoryStartCMechanic { scene "scenes/Mechanic/EllisStoriesC01.vcd" then any EllisInterrupt foo:0 -13.43 //I knew this guy who was trying to set the world record on staying on a Ferris wheel. He had been up there like 2 days or somethin' and he wanted some beer, but they weren't givin' him any so he got this rope, don't ask me where he got the rope from and } Rule C2M2EllisStoryStartCMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC2M2 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:13.734,_auto_TellingStory:1:13.63,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C2M2EllisStoryStartCMechanic } Response C2M2EllisStoryStartQMechanic { scene "scenes/Mechanic/EllisStoriesQ01.vcd" then any EllisInterrupt foo:0 -12.00 //I ever tell you about the time me and Keith made a homemade bumper car ride with riding mowers in Keith's back yard? Mower blade wounds over 90% of his body. I didn't run him over, either, he somehow managed to fall under his own - } Rule C2M2EllisStoryStartQMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC2M2 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:12.301,_auto_TellingStory:1:12.20,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C2M2EllisStoryStartQMechanic } Response C2M3EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C2M3EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC2M3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C2M3EllisStoryInitMechanic } Response C2M3EllisStoryStartMMechanic { scene "scenes/Mechanic/EllisStoriesM01.vcd" then any EllisInterrupt foo:0 -15.02 //I ever tell you about the time my buddy Keith drowned in a tunnel of love? You wouldn't think it could happen cause the water's so shallow, but that's how it gets you: Over confidence. } Rule C2M3EllisStoryStartMMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC2M3 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:17.317,_auto_TellingStory:1:15.22,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C2M3EllisStoryStartMMechanic } Response C2M4EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C2M4EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC2M4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C2M4EllisStoryInitMechanic } Response C2M4EllisStoryStartPMechanic { scene "scenes/Mechanic/EllisStoriesP01.vcd" then any EllisInterrupt foo:0 -10.17 //I ever tell you about the time me and Keith snuck paintball guns on a roller coaster? I never heard of nobody else doing it, so I think we might have invented a sport. Keith called the patent office but- } Rule C2M4EllisStoryStartPMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC2M4 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:10.472,_auto_TellingStory:1:10.37,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C2M4EllisStoryStartPMechanic } Response C2M4EllisStoryStartVMechanic { scene "scenes/Mechanic/EllisStoriesV01.vcd" then any EllisInterrupt foo:0 -16.01 //I ever tell you about the time my buddy Keith fell out of a roller coaster? He didn't drop far, mind you, just onto the tracks, but the carnival people wouldn't stop the ride cause all the other people'd paid good money, } Rule C2M4EllisStoryStartVMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC2M4 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:16.313,_auto_TellingStory:1:16.21,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C2M4EllisStoryStartVMechanic } Response C2M5EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C2M5EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC2M5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C2M5EllisStoryInitMechanic } Response C2M5EllisStoryStartGMechanic { scene "scenes/Mechanic/EllisStoriesG01.vcd" then any EllisInterrupt foo:0 -14.33 //I ever tell you about the time Keith and I made fireworks? Now, I didn't know shit about chemistry, but Keith figured, "Gasoline burns, don't it?" Third degree burns on 95% percent of his body. } Rule C2M5EllisStoryStartGMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC2M5 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:14.625,_auto_TellingStory:1:14.53,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C2M5EllisStoryStartGMechanic } Response C3M2EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C3M2EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC3M2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C3M2EllisStoryInitMechanic } Response C3M2EllisStoryStartHMechanic { scene "scenes/Mechanic/EllisStoriesH01.vcd" then any EllisInterrupt foo:0 -13.34 //I ever tell you about the time Keith tried to deep fry a turkey? Third degree burns over ninety percent of his body. His doctor called up, like, other doctors to look at him cause they'd never seen burns on top of existing burns- } Rule C3M2EllisStoryStartHMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC3M2 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:13.638,_auto_TellingStory:1:13.54,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C3M2EllisStoryStartHMechanic } Response C3M3EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C3M3EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC3M3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C3M3EllisStoryInitMechanic } Response C3M3EllisStoryStartDMechanic { scene "scenes/Mechanic/EllisStoriesD01.vcd" then any EllisInterrupt foo:0 -23.98 //All this mud reminds me of my friend Keith. He was goin' to build a shack once, to live in and all, I know most of these here people build houses and they become shacks, but keith was about jumpin' right to the shack stage, but he had no wood. } Rule C3M3EllisStoryStartDMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC3M3 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:24.282,_auto_TellingStory:1:24.18,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C3M3EllisStoryStartDMechanic } Response C3M4EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C3M4EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC3M4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C3M4EllisStoryInitMechanic } Response C3M4EllisStoryStartLMechanic { scene "scenes/Mechanic/EllisStoriesL01.vcd" then any EllisInterrupt foo:0 -15.53 //I ever tell you guys about the time my buddy Keith got rolled by a gator in a swamp? He didn't antagonize it or nothing, we were just trying to grab two so we could piss them off and get 'em to fight. } Rule C3M4EllisStoryStartLMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC3M4 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:15.826,_auto_TellingStory:1:15.73,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C3M4EllisStoryStartLMechanic } Response C4M2EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C4M2EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC4M2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C4M2EllisStoryInitMechanic } Response C4M2EllisStoryStartIMechanic { scene "scenes/Mechanic/EllisStoriesI01.vcd" then any EllisInterrupt foo:0 -16.69 //I ever tell you about the time my buddy Keith drove his car off a cliff and broke both his legs? It's not a funny ha-ha story so much as a make you think story. For instance: windshields look pretty durable, right? Not the case, according to Keith. } Rule C4M2EllisStoryStartIMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC4M2 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:16.991,_auto_TellingStory:1:16.89,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C4M2EllisStoryStartIMechanic } Response C4M3EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C4M3EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC4M3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C4M3EllisStoryInitMechanic } Response C4M3EllisStoryStartEMechanic { scene "scenes/Mechanic/EllisStoriesE01.vcd" then any EllisInterrupt foo:0 -9.99 //I ain't ever been in a sugar cane field before, I mean I see 'em and all, but no real reason to go into one, but now you go into a peach grove, you can find all kinds of cool shit. One time I was... } Rule C4M3EllisStoryStartEMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC4M3 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:10.285,_auto_TellingStory:1:10.19,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C4M3EllisStoryStartEMechanic } Response C4M4EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C4M4EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC4M4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C4M4EllisStoryInitMechanic } Response C4M4EllisStoryStartUMechanic { scene "scenes/Mechanic/EllisStoriesU01.vcd" then any EllisInterrupt foo:0 -15.21 //I ever tell you about the time my buddy Keith and I were on top of a burning building and we had to fight our way down like five floors of zombies? We-no wait, I guess that was you guys. Shit, wait'll I tell Keith about that one. } Rule C4M4EllisStoryStartUMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC4M4 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:15.510,_auto_TellingStory:1:15.41,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C4M4EllisStoryStartUMechanic } Response C5M2EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C5M2EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC5M2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C5M2EllisStoryInitMechanic } Response C5M2EllisStoryStartFMechanic { scene "scenes/Mechanic/EllisStoriesF01.vcd" then any EllisInterrupt foo:0 -8.54 //Do you know what suck the heads means? Because I came down here with Keith once and he didn't know and… It ain't nothin' bad. It's about eatin'. } Rule C5M2EllisStoryStartFMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC5M2 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:8.838,_auto_TellingStory:1:8.74,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C5M2EllisStoryStartFMechanic } Response C5M3EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C5M3EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC5M3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C5M3EllisStoryInitMechanic } Response C5M3EllisStoryStartRMechanic { scene "scenes/Mechanic/EllisStoriesR01.vcd" then any EllisInterrupt foo:0 -3.46 //I ever tell you about the time me and Keith filled up water balloons with own p- } Rule C5M3EllisStoryStartRMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC5M3 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:3.761,_auto_TellingStory:1:3.66,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C5M3EllisStoryStartRMechanic } Response C5M3EllisStoryStartTMechanic { scene "scenes/Mechanic/EllisStoriesT01.vcd" then any EllisInterrupt foo:0 -11.59 //I ever tell you about the time my buddy Keith fell down an open manhole? He was unconscious down there for a week, and during that time, unbeknownst to Keith, they paved over the hole. Keith had to- } Rule C5M3EllisStoryStartTMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC5M3 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:11.889,_auto_TellingStory:1:11.79,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C5M3EllisStoryStartTMechanic } Response C5M4EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C5M4EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC5M4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C5M4EllisStoryInitMechanic } Response C5M4EllisStoryStartJMechanic { scene "scenes/Mechanic/EllisStoriesJ01.vcd" then any EllisInterrupt foo:0 -17.96 //My buddy Keith lived in a grave yard once, for a whole year. It wasn't on a dare or nothing, he just got kicked out of his house. } Rule C5M4EllisStoryStartJMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC5M4 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:18.255,_auto_TellingStory:1:18.16,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C5M4EllisStoryStartJMechanic } Response C5M5EllisStoryInitMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule C5M5EllisStoryInitMechanic { criteria ConceptTalkIdle IsMechanic IsNotSpeaking EllisMapC5M5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_ELLISSTORYINIT ApplyContext "_auto_StoryWait:1:180,_auto_StoryGate:1:60,SrcGrp_ELLISSTORYINIT:1:0" applycontexttoworld forceweight 1 Response C5M5EllisStoryInitMechanic } Response C5M5EllisStoryStartSMechanic { scene "scenes/Mechanic/EllisStoriesS01.vcd" then any EllisInterrupt foo:0 -18.21 //One the time the army bombed my buddy Keith. He went camping and didn't bother reading the signs, and I guess they were testing bombs that day-all sorts of stuff too, not just regular bombs. } Rule C5M5EllisStoryStartSMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea IsNotSpeaking EllisMapC5M5 AutoIsNotScavenge AutoIsNotSurvival IsCoop ChanceToFire10Percent IsNotSrcGrp_ELLISSTORY _auto_IsStoryWait _auto_NotStoryGate ApplyContext "Talk:1:18.512,_auto_TellingStory:1:18.41,SrcGrp_ELLISSTORY:1:0" applycontexttoworld forceweight 1 Response C5M5EllisStoryStartSMechanic } Response EllisStoryReac01Mechanic { scene "scenes/Mechanic/EllisStoriesInterrupt05.vcd" //Okay. scene "scenes/Mechanic/EllisStoriesInterrupt14.vcd" //Okay. } Rule EllisStoryReac01Mechanic { criteria ConceptEllisStoryReac01 IsMechanic Response EllisStoryReac01Mechanic } Response EllisStoryReac01GoatMechanic { scene "scenes/Mechanic/EllisStoriesB02.vcd" //okay but there was a goat. } Rule EllisStoryReac01GoatMechanic { criteria ConceptEllisStoryReac01 IsMechanic EllisMapC1M4 _auto_IsFullStory forceweight 100 Response EllisStoryReac01GoatMechanic } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpotFirstWeaponsMechanic { scene "scenes/Mechanic/WorldC1M1B29.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons up and let's go. scene "scenes/Mechanic/WorldC1M1B30.vcd" then any _SpotStuffResponse foo:0 0.01 //You best grab a weapon. I reckon you'll need 'em. scene "scenes/Mechanic/WorldC1M1B33.vcd" then any _SpotStuffResponse foo:0 0.01 //Everybody grab a weapon. It's better to have one and not need it than NEED one and not have it. scene "scenes/Mechanic/WorldC1M1B36.vcd" then any _SpotStuffResponse foo:0 0.01 //I ain't going back downstairs unarmed. scene "scenes/Mechanic/WorldC1M1B37.vcd" then any _SpotStuffResponse foo:0 0.01 //Don't know what's down there, but I'm grabbin' somethin' just in case. scene "scenes/Mechanic/WorldC1M1B38.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, we should all grab something. scene "scenes/Mechanic/WorldC1M1B39.vcd" then any _SpotStuffResponse foo:0 0.01 //hey, everybody grab somethin' I think we got some killin to do. } Rule SurvivorSpotFirstWeaponsMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ismap_c1m1_hotel IsNotSaidFirstWeapon IsWorldTalkMechanic ApplyContext "SaidFirstWeapon:1:0" applycontexttoworld Response SurvivorSpotFirstWeaponsMechanic } Response SurvivorSpottedAdrenalineMechanic { scene "scenes/Mechanic/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! } Rule SurvivorSpottedAdrenalineMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsAdrenaline IsWorldTalkMechanic ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineMechanic } Response SurvivorSpottedAdrenalineAutoMechanic { scene "scenes/Mechanic/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! } Rule SurvivorSpottedAdrenalineAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAdrenaline IsNotSaidSpot IsAdrenaline IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineAutoMechanic } Response SurvivorSpottedAmmoMechanic { scene "scenes/Mechanic/SpotAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Mechanic/SpotAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Got some ammo right here! scene "scenes/Mechanic/SpotAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Mechanic/SpotAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo! scene "scenes/Mechanic/SpotAmmo05.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! } Rule SurvivorSpottedAmmoMechanic { criteria ConceptPlayerSpotAmmo IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsWorldTalkMechanic ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoMechanic } Response SurvivorSpottedCoachCloseMechanic { scene "scenes/Mechanic/NameCoach02.vcd" //Coach. scene "scenes/Mechanic/NameCoach09.vcd" //Coach. scene "scenes/Mechanic/NameCoach12.vcd" //Coach. } Rule SurvivorSpottedCoachCloseMechanic { criteria ConceptPlayerLookHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkMechanic Response SurvivorSpottedCoachCloseMechanic } Response SurvivorSpottedCoachClose2Mechanic { scene "scenes/Mechanic/NameCoach02.vcd" //Coach. scene "scenes/Mechanic/NameCoach09.vcd" //Coach. scene "scenes/Mechanic/NameCoach12.vcd" //Coach. } Rule SurvivorSpottedCoachClose2Mechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkMechanic Response SurvivorSpottedCoachClose2Mechanic } Response SurvivorSpottedCoachClose2C1Mechanic { scene "scenes/Mechanic/NameCoach01.vcd" //Hey Coach! scene "scenes/Mechanic/NameCoach02.vcd" //Coach. scene "scenes/Mechanic/NameCoach05.vcd" //Coach, Coach, Coach. scene "scenes/Mechanic/NameCoach09.vcd" //Coach. scene "scenes/Mechanic/NameCoach10.vcd" //Coach. } Rule SurvivorSpottedCoachClose2C1Mechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedCoachClose2C1Mechanic } Response SurvivorSpottedCoachCloseC1Mechanic { scene "scenes/Mechanic/NameCoach01.vcd" //Hey Coach! scene "scenes/Mechanic/NameCoach02.vcd" //Coach. scene "scenes/Mechanic/NameCoach05.vcd" //Coach, Coach, Coach. scene "scenes/Mechanic/NameCoach09.vcd" //Coach. scene "scenes/Mechanic/NameCoach10.vcd" //Coach. } Rule SurvivorSpottedCoachCloseC1Mechanic { criteria ConceptPlayerLookHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedCoachCloseC1Mechanic } Response SurvivorSpottedCoachFarMechanic { scene "scenes/Mechanic/NameCoach01.vcd" //Hey Coach! scene "scenes/Mechanic/NameCoach07.vcd" //Coach! } Rule SurvivorSpottedCoachFarMechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsCoach IsCoachFar400 IsWorldTalkMechanic Response SurvivorSpottedCoachFarMechanic } Response SurvivorSpottedDefibrillatorMechanic { scene "scenes/Mechanic/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here. scene "scenes/Mechanic/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defibrillator here. scene "scenes/Mechanic/Defibrillator03.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here. scene "scenes/Mechanic/Defibrillator04.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, defib unit here. } Rule SurvivorSpottedDefibrillatorMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsDefibrillator IsWorldTalkMechanic ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorMechanic } Response SurvivorSpottedDefibrillatorAutoMechanic { scene "scenes/Mechanic/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here. scene "scenes/Mechanic/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defibrillator here. scene "scenes/Mechanic/Defibrillator03.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here. scene "scenes/Mechanic/Defibrillator04.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, defib unit here. } Rule SurvivorSpottedDefibrillatorAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidDefibrillator IsNotSaidSpot IsDefibrillator IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorAutoMechanic } Response SurvivorSpottedGamblerCloseMechanic { scene "scenes/Mechanic/NameNick06.vcd" //Nick. scene "scenes/Mechanic/NameNick07.vcd" //Nick. scene "scenes/Mechanic/NameNick08.vcd" //Nick. scene "scenes/Mechanic/NameNick09.vcd" //Nick. } Rule SurvivorSpottedGamblerCloseMechanic { criteria ConceptPlayerLookHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkMechanic Response SurvivorSpottedGamblerCloseMechanic } Response SurvivorSpottedGamblerClose2Mechanic { scene "scenes/Mechanic/NameNick06.vcd" //Nick. scene "scenes/Mechanic/NameNick07.vcd" //Nick. scene "scenes/Mechanic/NameNick08.vcd" //Nick. scene "scenes/Mechanic/NameNick09.vcd" //Nick. } Rule SurvivorSpottedGamblerClose2Mechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkMechanic Response SurvivorSpottedGamblerClose2Mechanic } Response SurvivorSpottedGamblerClose2C1Mechanic { scene "scenes/Mechanic/NameGamblerC102.vcd" //Excuse me sir. scene "scenes/Mechanic/NameGamblerC104.vcd" //Excuse me sir. scene "scenes/Mechanic/NameGamblerC105.vcd" //Mr Gambling Man. scene "scenes/Mechanic/NameGamblerC106.vcd" //You in the suit. scene "scenes/Mechanic/NameGamblerC110.vcd" //Excuse me sir. scene "scenes/Mechanic/NameGamblerC111.vcd" //Hey sir. } Rule SurvivorSpottedGamblerClose2C1Mechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerClose2C1Mechanic } Response SurvivorSpottedGamblerCloseC1Mechanic { scene "scenes/Mechanic/NameGamblerC102.vcd" //Excuse me sir. scene "scenes/Mechanic/NameGamblerC104.vcd" //Excuse me sir. scene "scenes/Mechanic/NameGamblerC105.vcd" //Mr Gambling Man. scene "scenes/Mechanic/NameGamblerC106.vcd" //You in the suit. scene "scenes/Mechanic/NameGamblerC110.vcd" //Excuse me sir. scene "scenes/Mechanic/NameGamblerC111.vcd" //Hey sir. } Rule SurvivorSpottedGamblerCloseC1Mechanic { criteria ConceptPlayerLookHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerCloseC1Mechanic } Response SurvivorSpottedGamblerFarMechanic { scene "scenes/Mechanic/NameNick01.vcd" //Nick! scene "scenes/Mechanic/NameNick02.vcd" //Hey, Nick! } Rule SurvivorSpottedGamblerFarMechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsGambler IsGamblerFar400 IsWorldTalkMechanic Response SurvivorSpottedGamblerFarMechanic } Response SurvivorSpottedGamblerFarC1Mechanic { scene "scenes/Mechanic/NameGamblerC101.vcd" //Sir. scene "scenes/Mechanic/NameGamblerC103.vcd" //Excuse me sir. scene "scenes/Mechanic/NameGamblerC107.vcd" //Hey you in the suit. scene "scenes/Mechanic/NameGamblerC108.vcd" //Mr Gambling Man. } Rule SurvivorSpottedGamblerFarC1Mechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsGambler IsGamblerFar400 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerFarC1Mechanic } Response SurvivorSpottedGrenadeMechanic { scene "scenes/Mechanic/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipebomb here. scene "scenes/Mechanic/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, there's a pipebomb right here. scene "scenes/Mechanic/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb. } Rule SurvivorSpottedGrenadeMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsPipeBomb IsWorldTalkMechanic ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeMechanic } Response SurvivorSpottedGrenadeAutoMechanic { scene "scenes/Mechanic/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipebomb here. scene "scenes/Mechanic/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, there's a pipebomb right here. scene "scenes/Mechanic/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb. } Rule SurvivorSpottedGrenadeAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot IsPipeBomb IsWorldTalkMechanic YesHasGrenade _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoMechanic } Response SurvivorSpottedGrenadeAutoMechanic2 { scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/PositiveNoise08.vcd" //Alright! scene "scenes/Mechanic/PositiveNoise09.vcd" //Yeah. scene "scenes/Mechanic/Yes05.vcd" //Yeah. } Rule SurvivorSpottedGrenadeAutoMechanic2 { criteria ConceptPlayerSpotGrenade IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoMechanic2 } Response SurvivorSpottedGrenadeLauncherMechanic { scene "scenes/Mechanic/GrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade Launcher! scene "scenes/Mechanic/GrenadeLauncher02.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade Launcher here! } Rule SurvivorSpottedGrenadeLauncherMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto Isgrenade_launcher IsWorldTalkMechanic ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherMechanic } Response SurvivorSpottedGrenadeLauncherAutoMechanic { scene "scenes/Mechanic/GrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade Launcher! scene "scenes/Mechanic/GrenadeLauncher02.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade Launcher here! } Rule SurvivorSpottedGrenadeLauncherAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotgrenade_launcher IsNotSaidSpot Isgrenade_launcher IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherAutoMechanic } Response SurvivorSpottedHealthMechanic { scene "scenes/Mechanic/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! scene "scenes/Mechanic/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here! scene "scenes/Mechanic/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid! scene "scenes/Mechanic/SpotFirstAid04.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! } Rule SurvivorSpottedHealthMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsFirstAidKit IsWorldTalkMechanic ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthMechanic } Response SurvivorSpottedHealthAutoMechanic { scene "scenes/Mechanic/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! scene "scenes/Mechanic/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here! scene "scenes/Mechanic/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid! scene "scenes/Mechanic/SpotFirstAid04.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! } Rule SurvivorSpottedHealthAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot IsFirstAidKit IsWorldTalkMechanic YesHasFirstAidKit _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoMechanic } Response SurvivorSpottedHealthAutoMechanic2 { scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/PositiveNoise08.vcd" //Alright! scene "scenes/Mechanic/PositiveNoise09.vcd" //Yeah. scene "scenes/Mechanic/Yes05.vcd" //Yeah. } Rule SurvivorSpottedHealthAutoMechanic2 { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoMechanic2 } Response SurvivorSpottedMolotovMechanic { scene "scenes/Mechanic/SpotGrenades04.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov. scene "scenes/Mechanic/SpotGrenades05.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov here. scene "scenes/Mechanic/SpotGrenades06.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov. } Rule SurvivorSpottedMolotovMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsMolotov IsWorldTalkMechanic ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovMechanic } Response SurvivorSpottedMolotovAutoMechanic { scene "scenes/Mechanic/SpotGrenades04.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov. scene "scenes/Mechanic/SpotGrenades05.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov here. scene "scenes/Mechanic/SpotGrenades06.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov. } Rule SurvivorSpottedMolotovAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot IsMolotov IsWorldTalkMechanic YesHasMolotov _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoMechanic } Response SurvivorSpottedMolotovAutoMechanic2 { scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/PositiveNoise08.vcd" //Alright! scene "scenes/Mechanic/PositiveNoise09.vcd" //Yeah. scene "scenes/Mechanic/Yes05.vcd" //Yeah. } Rule SurvivorSpottedMolotovAutoMechanic2 { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot IsMolotov IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoMechanic2 } Response SurvivorSpottedPillsMechanic { scene "scenes/Mechanic/SpotPills01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Mechanic/SpotPills02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills! scene "scenes/Mechanic/SpotPills03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! } Rule SurvivorSpottedPillsMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsPainPills IsWorldTalkMechanic ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsMechanic } Response SurvivorSpottedPillsAutoMechanic { scene "scenes/Mechanic/SpotPills01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Mechanic/SpotPills02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills! scene "scenes/Mechanic/SpotPills03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! } Rule SurvivorSpottedPillsAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills IsWorldTalkMechanic YesHasPainPills _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoMechanic } Response SurvivorSpottedPillsAutoMechanic2 { scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/PositiveNoise08.vcd" //Alright! scene "scenes/Mechanic/PositiveNoise09.vcd" //Yeah. scene "scenes/Mechanic/Yes05.vcd" //Yeah. } Rule SurvivorSpottedPillsAutoMechanic2 { criteria ConceptPlayerSpotPills IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoMechanic2 } Response SurvivorSpottedProducerCloseMechanic { scene "scenes/Mechanic/NameRochelle08.vcd" //Rochelle. scene "scenes/Mechanic/NameRochelle09.vcd" //Ro. scene "scenes/Mechanic/NameRochelle10.vcd" //Rochelle. } Rule SurvivorSpottedProducerCloseMechanic { criteria ConceptPlayerLookHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkMechanic Response SurvivorSpottedProducerCloseMechanic } Response SurvivorSpottedProducerClose2Mechanic { scene "scenes/Mechanic/NameRochelle08.vcd" //Rochelle. scene "scenes/Mechanic/NameRochelle09.vcd" //Ro. scene "scenes/Mechanic/NameRochelle10.vcd" //Rochelle. } Rule SurvivorSpottedProducerClose2Mechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkMechanic Response SurvivorSpottedProducerClose2Mechanic } Response SurvivorSpottedProducerClose2C1Mechanic { scene "scenes/Mechanic/NameProducerC101.vcd" //Ma'am. scene "scenes/Mechanic/NameProducerC102.vcd" //Ma'am. scene "scenes/Mechanic/NameProducerC105.vcd" //Miss. scene "scenes/Mechanic/NameProducerC106.vcd" //Excuse me, miss. scene "scenes/Mechanic/NameProducerC107.vcd" //Miss. scene "scenes/Mechanic/NameProducerC109.vcd" //Miss. } Rule SurvivorSpottedProducerClose2C1Mechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerClose2C1Mechanic } Response SurvivorSpottedProducerCloseC1Mechanic { scene "scenes/Mechanic/NameProducerC101.vcd" //Ma'am. scene "scenes/Mechanic/NameProducerC102.vcd" //Ma'am. scene "scenes/Mechanic/NameProducerC105.vcd" //Miss. scene "scenes/Mechanic/NameProducerC106.vcd" //Excuse me, miss. scene "scenes/Mechanic/NameProducerC107.vcd" //Miss. scene "scenes/Mechanic/NameProducerC109.vcd" //Miss. } Rule SurvivorSpottedProducerCloseC1Mechanic { criteria ConceptPlayerLookHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerCloseC1Mechanic } Response SurvivorSpottedProducerFarMechanic { scene "scenes/Mechanic/NameRochelle02.vcd" //Rochelle! scene "scenes/Mechanic/NameRochelle03.vcd" //Hey, Ro! scene "scenes/Mechanic/NameRochelle11.vcd" //Hey Rochelle! scene "scenes/Mechanic/NameRochelle13.vcd" //Rochelle! } Rule SurvivorSpottedProducerFarMechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsProducer IsProducerFar400 IsWorldTalkMechanic Response SurvivorSpottedProducerFarMechanic } Response SurvivorSpottedProducerFarC1Mechanic { scene "scenes/Mechanic/NameProducerC103.vcd" //Ma'am. scene "scenes/Mechanic/NameProducerC104.vcd" //Ma'am. scene "scenes/Mechanic/NameProducerC108.vcd" //Miss. } Rule SurvivorSpottedProducerFarC1Mechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto SubjectIsProducer IsProducerFar400 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedProducerFarC1Mechanic } Response SurvivorSpottedUpPack_ExplosiveMechanic { scene "scenes/Mechanic/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Mechanic/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Got some explosive rounds right here! scene "scenes/Mechanic/ExplosiveAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here! scene "scenes/Mechanic/ExplosiveAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Got some frag rounds here! } Rule SurvivorSpottedUpPack_ExplosiveMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsUpgradePack_Explosive IsWorldTalkMechanic ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveMechanic } Response SurvivorSpottedUpPack_ExplosiveAutoMechanic { scene "scenes/Mechanic/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Mechanic/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Got some explosive rounds right here! scene "scenes/Mechanic/ExplosiveAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here! scene "scenes/Mechanic/ExplosiveAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Got some frag rounds here! } Rule SurvivorSpottedUpPack_ExplosiveAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Explosive IsNotSaidSpot IsUpgradePack_Explosive IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveAutoMechanic } Response SurvivorSpottedUpPack_IncendiaryMechanic { scene "scenes/Mechanic/IncendAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here! scene "scenes/Mechanic/IncendAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, fire bullets right here! scene "scenes/Mechanic/IncendAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here! } Rule SurvivorSpottedUpPack_IncendiaryMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsUpgradePack_Incendiary IsWorldTalkMechanic ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiaryMechanic } Response SurvivorSpottedUpPack_IncendiAutoMechanic { scene "scenes/Mechanic/IncendAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here! scene "scenes/Mechanic/IncendAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, fire bullets right here! scene "scenes/Mechanic/IncendAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here! } Rule SurvivorSpottedUpPack_IncendiAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Incendiary IsNotSaidSpot IsUpgradePack_Incendiary IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiAutoMechanic } Response SurvivorSpottedVomitJarMechanic { scene "scenes/Mechanic/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Bottle of puke here. scene "scenes/Mechanic/BoomerJar03.vcd" then any _SpotStuffResponse foo:0 0.01 //Bile bomb here! scene "scenes/Mechanic/BoomerJar04.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer puke right here. scene "scenes/Mechanic/BoomerJar22.vcd" then any _SpotStuffResponse foo:0 0.01 //Bottle of puke here. scene "scenes/Mechanic/BoomerJar23.vcd" then any _SpotStuffResponse foo:0 0.01 //I got a bile bomb here! scene "scenes/Mechanic/BoomerJar24.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a bile bomb right there! } Rule SurvivorSpottedVomitJarMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsVomitJar IsWorldTalkMechanic ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarMechanic } Response SurvivorSpottedVomitJarAutoMechanic { scene "scenes/Mechanic/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Bottle of puke here. scene "scenes/Mechanic/BoomerJar03.vcd" then any _SpotStuffResponse foo:0 0.01 //Bile bomb here! scene "scenes/Mechanic/BoomerJar04.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer puke right here. scene "scenes/Mechanic/BoomerJar22.vcd" then any _SpotStuffResponse foo:0 0.01 //Bottle of puke here. scene "scenes/Mechanic/BoomerJar23.vcd" then any _SpotStuffResponse foo:0 0.01 //I got a bile bomb here! scene "scenes/Mechanic/BoomerJar24.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a bile bomb right there! } Rule SurvivorSpottedVomitJarAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoMechanic } Response SurvivorSpottedVomitJarAutoC1Mechanic { scene "scenes/Mechanic/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Here's a bottle of... looks like puke. scene "scenes/Mechanic/BoomerJar05.vcd" then any _SpotStuffResponse foo:0 0.01 //Oh, man, a jar's no place for bodily functions. } Rule SurvivorSpottedVomitJarAutoC1Mechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkMechanic ismap_c1m1_hotelC1 _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoC1Mechanic } Response SurvivorSpottedVomitJarC1Mechanic { scene "scenes/Mechanic/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Here's a bottle of... looks like puke. scene "scenes/Mechanic/BoomerJar05.vcd" then any _SpotStuffResponse foo:0 0.01 //Oh, man, a jar's no place for bodily functions. } Rule SurvivorSpottedVomitJarC1Mechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsVomitJar IsWorldTalkMechanic ismap_c1m1_hotelC1 ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarC1Mechanic } Response SurvivorSpottedWorldCloseMechanic { scene "scenes/Mechanic/LookHere01.vcd" //Hey look over here! scene "scenes/Mechanic/LookHere02.vcd" //Look here. scene "scenes/Mechanic/LookHere03.vcd" //Hey look at this here. scene "scenes/Mechanic/LookHere04.vcd" //Well looky over here. scene "scenes/Mechanic/LookHere05.vcd" //Well look what we got right here. scene "scenes/Mechanic/LookHere06.vcd" //Yeah, look at this here right now, ah ha! } Rule SurvivorSpottedWorldCloseMechanic { criteria ConceptPlayerLookHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsWorldTalkMechanic Response SurvivorSpottedWorldCloseMechanic } Rule SurvivorSpottedAmmoAutoMechanic { criteria ConceptPlayerSpotAmmo IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoMechanic } //-------------------------------------------------------------------------------------------------------------- // MapIntro //-------------------------------------------------------------------------------------------------------------- Response C2M1IntroMechanic { scene "scenes/Mechanic/WorldC2M1B01.vcd" then Any C2M1Intro002 foo:0 0.01 //Sorry, folks. This car's capable of miracles, but it can't drive over twenty miles of parked cars. I think we're walkin'. scene "scenes/Mechanic/WorldC2M1B01.vcd" then Any C2M1Intro002 foo:0 0.01 //Sorry, folks. This car's capable of miracles, but it can't drive over twenty miles of parked cars. I think we're walkin'. scene "scenes/Mechanic/WorldC2M1B03.vcd" then mechanic C2M1Intro_400 foo:0 0.5 //Hey guys, can I have a second? Alone with the car? I just... I got some things that need saying. scene "scenes/Mechanic/blank.vcd" then Gambler C2M1Intro001 foo:0 0.01 // scene "scenes/Mechanic/blank.vcd" odds 3 then Producer C2M1Intro004 foo:0 0.01 // scene "scenes/Mechanic/blank.vcd" then Gambler C2M1Intro001 foo:0 0.01 // } Rule C2M1IntroMechanic { criteria ConceptIntroC2M1 IsCampaignl4d2_2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response C2M1IntroMechanic } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedArmoredMechanic { norepeat scene "scenes/Mechanic/SeeArmored01.vcd" //Aw, hell, now they're bulletproof? scene "scenes/Mechanic/SeeArmored02.vcd" //Aw, hell, they're bulletproof! scene "scenes/Mechanic/SeeArmored03.vcd" //Hey, you gotta spin 'em around if you want 'em dead! scene "scenes/Mechanic/SeeArmored04.vcd" //Their backs ain't bulletproof! scene "scenes/Mechanic/SeeArmored05.vcd" //Shoot that son of a bitch in the back! } Rule SurvivorSpottedArmoredMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeArmored IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidArmoredWarn IsNotSpeakingWeight0 ApplyContext "SaidArmoredWarn:1:20" applycontexttoworld Response SurvivorSpottedArmoredMechanic } Response SurvivorSpottedBoomerMechanic { scene "scenes/Mechanic/WarnBoomer02.vcd" //BOOMER! scene "scenes/Mechanic/WarnBoomer03.vcd" //BOOMER! scene "scenes/Mechanic/WarnBoomer04.vcd" //BOOMER! scene "scenes/Mechanic/WarnBoomer05.vcd" //BOOMER! scene "scenes/Mechanic/WarnBoomer06.vcd" //BOOMER! scene "scenes/Mechanic/WarnBoomer07.vcd" //BOOMER! BOOMER! } Rule SurvivorSpottedBoomerMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerMechanic } Response SurvivorSpottedBoomerC1Mechanic { scene "scenes/Mechanic/WarnBoomerC101.vcd" //PUKER! scene "scenes/Mechanic/WarnBoomerC102.vcd" //IT'S EXPLODING GUY! scene "scenes/Mechanic/WarnBoomerC103.vcd" //BOOMER! YEAH - BOOMER! } Rule SurvivorSpottedBoomerC1Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerC1Mechanic } Response SurvivorSpottedCedaMechanic { norepeat scene "scenes/Mechanic/SeeHazmat01.vcd" odds 5 //What the hell. These things fireproof? scene "scenes/Mechanic/SeeHazmat02.vcd" //Watch out for the ones in the hazmat suits. scene "scenes/Mechanic/SeeHazmat03.vcd" odds 5 //Well, I'll be damned. Fireproof zombies. } Rule SurvivorSpottedCedaMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeCeda IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidCedaWarn IsNotSpeakingWeight0 ApplyContext "SaidCedaWarn:1:20" applycontexttoworld Response SurvivorSpottedCedaMechanic } Response SurvivorSpottedChargerMechanic { scene "scenes/Mechanic/WarnCharger01.vcd" //CHARGER! scene "scenes/Mechanic/WarnCharger02.vcd" //CHARGER! scene "scenes/Mechanic/WarnCharger03.vcd" //CHARGER! scene "scenes/Mechanic/WarnCharger04.vcd" //CHARGER! } Rule SurvivorSpottedChargerMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerMechanic } Response SurvivorSpottedChargerAlsoMechanic { scene "scenes/Mechanic/WarnCharger01.vcd" //CHARGER! scene "scenes/Mechanic/WarnCharger02.vcd" //CHARGER! scene "scenes/Mechanic/WarnCharger03.vcd" //CHARGER! scene "scenes/Mechanic/WarnCharger04.vcd" //CHARGER! } Rule SurvivorSpottedChargerAlsoMechanic { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerAlsoMechanic } Response SurvivorSpottedChargerAlsoC1Mechanic { scene "scenes/Mechanic/WarnChargerC101.vcd" //Watch out, man, that thing charges! scene "scenes/Mechanic/WarnChargerC102.vcd" //ONE ARM! scene "scenes/Mechanic/WarnChargerC103.vcd" //BIG ARM! } Rule SurvivorSpottedChargerAlsoC1Mechanic { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerAlsoC1Mechanic } Response SurvivorSpottedChargerC1Mechanic { scene "scenes/Mechanic/WarnChargerC101.vcd" //Watch out, man, that thing charges! scene "scenes/Mechanic/WarnChargerC102.vcd" //ONE ARM! scene "scenes/Mechanic/WarnChargerC103.vcd" //BIG ARM! } Rule SurvivorSpottedChargerC1Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerC1Mechanic } Response SurvivorSpottedClownMechanic { scene "scenes/Mechanic/SeeClowns01.vcd" //That clown's bringing friends! Take him down! scene "scenes/Mechanic/SeeClowns02.vcd" //We gotta shut that clown up! scene "scenes/Mechanic/SeeClowns03.vcd" //Hey, take that clown down! scene "scenes/Mechanic/SeeClowns04.vcd" //Take that clown down! scene "scenes/Mechanic/SeeClowns05.vcd" //Take the clown down! scene "scenes/Mechanic/SeeClowns06.vcd" //Take down that clown! scene "scenes/Mechanic/SeeClowns07.vcd" //Man, I've never been so scared of clowns. } Rule SurvivorSpottedClownMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeClown IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidClownWarn IsNotSpeakingWeight0 ApplyContext "SaidClownWarn:1:20,SawClowns:++1" applycontexttoworld Response SurvivorSpottedClownMechanic } Response SurvivorSpottedFirstClownMechanic { scene "scenes/Mechanic/SeeClowns08.vcd" //Clowns! scene "scenes/Mechanic/SeeClowns09.vcd" //Clowns? Clowns. Oh, you have got to be kidding me. } Rule SurvivorSpottedFirstClownMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeClown IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidClownWarn SawFirstClown IsNotSpeakingWeight0 ApplyContext "SaidClownWarn:1:20,SawClowns:++1" applycontexttoworld Response SurvivorSpottedFirstClownMechanic } Response SurvivorSpottedHunterMechanic { scene "scenes/Mechanic/WarnHunter01.vcd" //HUNTER! scene "scenes/Mechanic/WarnHunter02.vcd" //HUNTER! scene "scenes/Mechanic/WarnHunter03.vcd" //HUNTER! scene "scenes/Mechanic/WarnHunter04.vcd" //HUNTER, HUNTER, HUNTER! } Rule SurvivorSpottedHunterMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterMechanic } Response SurvivorSpottedHunterC1Mechanic { scene "scenes/Mechanic/WarnHunterC101.vcd" //LEAPER! scene "scenes/Mechanic/WarnHunterC102.vcd" //JUMPER! scene "scenes/Mechanic/WarnHunterC103.vcd" //HOODED DUDE! } Rule SurvivorSpottedHunterC1Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterC1Mechanic } Response SurvivorSpottedInfectedMechanic { scene "scenes/Mechanic/Incoming01.vcd" //They're coming! scene "scenes/Mechanic/Incoming02.vcd" //Get ready! scene "scenes/Mechanic/Incoming03.vcd" //Here they come! scene "scenes/Mechanic/Incoming04.vcd" //Y'all get ready! } Rule SurvivorSpottedInfectedMechanic { criteria ConceptPlayerIncoming IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorSpottedInfectedMechanic } Response SurvivorSpottedJimmyMechanic { scene "scenes/Mechanic/GrabbedBySmoker02b.vcd" //NOOOOOOO!!!! scene "scenes/Mechanic/GrabbedBySmoker02b.vcd" //NOOOOOOO!!!! scene "scenes/Mechanic/GrabbedBySmoker02b.vcd" //NOOOOOOO!!!! } Rule SurvivorSpottedJimmyMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeJimmy IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidJimmyWarn IsNotSpeakingWeight0 ApplyContext "SaidJimmyWarn:1:3" applycontexttoworld Response SurvivorSpottedJimmyMechanic } Response SurvivorSpottedJockeyMechanic { scene "scenes/Mechanic/WarnJockey01.vcd" //JOCKEY! scene "scenes/Mechanic/WarnJockey02.vcd" //JOCKEY! JOCKEY! scene "scenes/Mechanic/WarnJockey03.vcd" //JOCKEY! scene "scenes/Mechanic/WarnJockey04.vcd" //JOCKEY! } Rule SurvivorSpottedJockeyMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyMechanic } Response SurvivorSpottedJockeyAlsoMechanic { scene "scenes/Mechanic/WarnJockey01.vcd" //JOCKEY! scene "scenes/Mechanic/WarnJockey02.vcd" //JOCKEY! JOCKEY! scene "scenes/Mechanic/WarnJockey03.vcd" //JOCKEY! scene "scenes/Mechanic/WarnJockey04.vcd" //JOCKEY! } Rule SurvivorSpottedJockeyAlsoMechanic { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyAlsoMechanic } Response SurvivorSpottedJockeyAlsoC1Mechanic { scene "scenes/Mechanic/WarnJockeyC101.vcd" //HUMPER! scene "scenes/Mechanic/WarnJockeyC102.vcd" //HUMPER! scene "scenes/Mechanic/WarnJockeyC103.vcd" //LITTLE GUY! LITTLE GUY! } Rule SurvivorSpottedJockeyAlsoC1Mechanic { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyAlsoC1Mechanic } Response SurvivorSpottedJockeyC1Mechanic { scene "scenes/Mechanic/WarnJockeyC101.vcd" //HUMPER! scene "scenes/Mechanic/WarnJockeyC102.vcd" //HUMPER! scene "scenes/Mechanic/WarnJockeyC103.vcd" //LITTLE GUY! LITTLE GUY! } Rule SurvivorSpottedJockeyC1Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyC1Mechanic } Response SurvivorSpottedMudmenMechanic { norepeat scene "scenes/Mechanic/SeeMudmen01.vcd" //Mudmen! scene "scenes/Mechanic/SeeMudmen02.vcd" //Hey, watch out! Mudmen! scene "scenes/Mechanic/SeeMudmen03.vcd" //Hey, look out! Mudmen, right there! scene "scenes/Mechanic/SeeMudmen04.vcd" //Look out! Mudmen! scene "scenes/Mechanic/WorldC3M234.vcd" //Mud people! } Rule SurvivorSpottedMudmenMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidMudmenWarn IsNotSpeakingWeight0 ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1" applycontexttoworld Response SurvivorSpottedMudmenMechanic } Response SurvivorSpottedMudmen2Mechanic { scene "scenes/Mechanic/WorldC3M235.vcd" //Are you shittin' me now? Mud people? scene "scenes/Mechanic/WorldC3M236.vcd" then gambler Player.SeeMudmen2a foo:0 -2.938 //I got a new thing I hate: mud people. scene "scenes/Mechanic/WorldC3M237.vcd" //Tell you what, mud people take all the fun out of the mud. } Rule SurvivorSpottedMudmen2Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidMudmenWarn SawManyMudMen IntensityUnder50 IsNotSpeakingWeight0 ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1" applycontexttoworld Response SurvivorSpottedMudmen2Mechanic } Response SurvivorSpottedSmokerMechanic { scene "scenes/Mechanic/WarnSmoker01.vcd" //SMOKER! scene "scenes/Mechanic/WarnSmoker02.vcd" //SMOKER! scene "scenes/Mechanic/WarnSmoker03.vcd" //SMOKER! scene "scenes/Mechanic/WarnSmoker04.vcd" //SMOKER, SMOKER! scene "scenes/Mechanic/WarnSmoker05.vcd" //SMOKER! scene "scenes/Mechanic/WarnSmoker06.vcd" //SMOKER! scene "scenes/Mechanic/WarnSmoker07.vcd" //SMOKER! SMOKER! } Rule SurvivorSpottedSmokerMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerMechanic } Response SurvivorSpottedSmokerC1Mechanic { scene "scenes/Mechanic/WarnSmokerC101.vcd" //It's that nasty tongue thing! scene "scenes/Mechanic/WarnSmokerC102.vcd" //YO, IT'S THAT SMOKING DUDE WITH THE TONGUE! scene "scenes/Mechanic/WarnSmokerC103.vcd" //THAT'S A TONGUE GUY! scene "scenes/Mechanic/WarnSmokerC104.vcd" //SMOKING DUDE! scene "scenes/Mechanic/WarnSmokerC105.vcd" //TONGUER! } Rule SurvivorSpottedSmokerC1Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerC1Mechanic } Response SurvivorSpottedSpitterMechanic { scene "scenes/Mechanic/WarnSpitter01.vcd" //YO, SPITTER! scene "scenes/Mechanic/WarnSpitter02.vcd" //IT'S A SPITTER DUDE! scene "scenes/Mechanic/WarnSpitter03.vcd" //HEY IT'S A SPITTER! scene "scenes/Mechanic/WarnSpitter04.vcd" //SPITTER! } Rule SurvivorSpottedSpitterMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterMechanic } Response SurvivorSpottedSpitterAlsoMechanic { scene "scenes/Mechanic/WarnSpitter01.vcd" //YO, SPITTER! scene "scenes/Mechanic/WarnSpitter02.vcd" //IT'S A SPITTER DUDE! scene "scenes/Mechanic/WarnSpitter03.vcd" //HEY IT'S A SPITTER! scene "scenes/Mechanic/WarnSpitter04.vcd" //SPITTER! } Rule SurvivorSpottedSpitterAlsoMechanic { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterAlsoMechanic } Response SurvivorSpottedSpitterAlsoC1Mechanic { scene "scenes/Mechanic/WarnSpitterC101.vcd" //SPITTING THING! scene "scenes/Mechanic/WarnSpitterC102.vcd" //SPITTING NASTY THING! scene "scenes/Mechanic/WarnSpitterC103.vcd" //THAT LOOGIE DUDE! scene "scenes/Mechanic/WarnSpitterC104.vcd" //IT'S THAT GOO GUY! scene "scenes/Mechanic/WarnSpitterC105.vcd" //HEY, THAT BIG NECK THING! } Rule SurvivorSpottedSpitterAlsoC1Mechanic { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterAlsoC1Mechanic } Response SurvivorSpottedSpitterC1Mechanic { scene "scenes/Mechanic/WarnSpitterC101.vcd" //SPITTING THING! scene "scenes/Mechanic/WarnSpitterC102.vcd" //SPITTING NASTY THING! scene "scenes/Mechanic/WarnSpitterC103.vcd" //THAT LOOGIE DUDE! scene "scenes/Mechanic/WarnSpitterC104.vcd" //IT'S THAT GOO GUY! scene "scenes/Mechanic/WarnSpitterC105.vcd" //HEY, THAT BIG NECK THING! } Rule SurvivorSpottedSpitterC1Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterC1Mechanic } Response SurvivorSpottedTankMechanic { scene "scenes/Mechanic/HeardHulk01.vcd" //Tank! Tank! scene "scenes/Mechanic/HeardHulk02.vcd" //HOLY SHIT! SHIT TANK!!! scene "scenes/Mechanic/HeardHulk03.vcd" //TANK! Run no, don't run! SHOOOOOT! scene "scenes/Mechanic/HeardHulk04.vcd" //TANK! scene "scenes/Mechanic/HeardHulk05.vcd" //TANK! scene "scenes/Mechanic/HeardHulk06.vcd" //HOLY SHIT! SHIT TANK!!! scene "scenes/Mechanic/WarnTank01.vcd" //TANK! scene "scenes/Mechanic/WarnTank02.vcd" //TANK! scene "scenes/Mechanic/WarnTank03.vcd" //TANK, TANK, TANK! } Rule SurvivorSpottedTankMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankMechanic } Response SurvivorSpottedTankC1Mechanic { scene "scenes/Mechanic/WarnTankC101.vcd" //HOLY SHIT TANK! scene "scenes/Mechanic/WarnTankC102.vcd" //GIANT THING! scene "scenes/Mechanic/WarnTankC103.vcd" //Oh lordy! Big ass thing! } Rule SurvivorSpottedTankC1Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ismap_c1m2_streetsC1 IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankC1Mechanic } Response SurvivorSpottedWitchMechanic { scene "scenes/Mechanic/WarnWitch01.vcd" //Aw a witch. scene "scenes/Mechanic/WarnWitch02.vcd" //Witch. scene "scenes/Mechanic/WarnWitch03.vcd" //Witch. scene "scenes/Mechanic/WarnWitch05.vcd" //Witch. scene "scenes/Mechanic/WarnWitch06.vcd" //Witch, witch, witch. } Rule SurvivorSpottedWitchMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchMechanic } Response SurvivorSpottedWitchC1Mechanic { scene "scenes/Mechanic/Blank.vcd" //Blank } Rule SurvivorSpottedWitchC1Mechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchC1Mechanic } Rule SurvivorAlsoSpottedBoomerMechanic { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerMechanic } Rule SurvivorAlsoSpottedBoomerC1Mechanic { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerMechanic } Rule SurvivorAlsoSpottedHunterMechanic { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterMechanic } Rule SurvivorAlsoSpottedHunterC1Mechanic { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterMechanic } Rule SurvivorAlsoSpottedSmokerMechanic { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerMechanic } Rule SurvivorAlsoSpottedSmokerC1Mechanic { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerMechanic } Rule SurvivorAlsoSpottedTankMechanic { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankMechanic } Rule SurvivorAlsoSpottedTankC1Mechanic { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ismap_c1m2_streetsC1 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankMechanic } Rule SurvivorAlsoSpottedWitchMechanic { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchMechanic } Rule SurvivorAlsoSpottedWitchC1Mechanic { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchMechanic } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerAlertGiveItemMechanic { scene "scenes/Mechanic/AlertGiveItem01.vcd" //I got this for ya, man. scene "scenes/Mechanic/AlertGiveItem02.vcd" //I want you to have this. scene "scenes/Mechanic/AlertGiveItem03.vcd" //Here ya go, I got this for ya. scene "scenes/Mechanic/AlertGiveItem04.vcd" //Here ya go, man. scene "scenes/Mechanic/AlertGiveItem05.vcd" //Here ya go, man, I want ya to have this. scene "scenes/Mechanic/AlertGiveItem06.vcd" //You can have this. scene "scenes/Mechanic/AlertGiveItem07.vcd" //Hey, I want you to have this. scene "scenes/Mechanic/AlertGiveItem08.vcd" //Hold on now, hold on now, here ya go. } Rule PlayerAlertGiveItemMechanic { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerAlertGiveItemMechanic } Response PlayerAlertGiveItemCombatMechanic { scene "scenes/Mechanic/AlertGiveItemCombat01.vcd" //Take this! scene "scenes/Mechanic/AlertGiveItemCombat02.vcd" //Just take this! scene "scenes/Mechanic/AlertGiveItemCombat03.vcd" //Here!, here! scene "scenes/Mechanic/AlertGiveItemCombat04.vcd" //Grab this here! } Rule PlayerAlertGiveItemCombatMechanic { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsMechanic IsTalk IsTalkMechanic InCombat IsWorldTalkMechanic Response PlayerAlertGiveItemCombatMechanic } Response PlayerFriendlyFireMechanic { scene "scenes/Mechanic/FriendlyFire01.vcd" //Why in the hell y'all keep shooting me? scene "scenes/Mechanic/FriendlyFire02.vcd" //I'm not a zombie. Shoot the zombies! scene "scenes/Mechanic/FriendlyFire03.vcd" //Come on, its not funny anymore! scene "scenes/Mechanic/FriendlyFire04.vcd" //I know you shot me. scene "scenes/Mechanic/FriendlyFire05.vcd" //That's not cool. Seriously. scene "scenes/Mechanic/FriendlyFire06.vcd" //Why in the hell y'all keep shooting me? scene "scenes/Mechanic/FriendlyFire07.vcd" //I'm not a zombie, man. Shoot the zombies! scene "scenes/Mechanic/FriendlyFire08.vcd" //Stop shooting me. scene "scenes/Mechanic/FriendlyFire09.vcd" //What was that for? scene "scenes/Mechanic/FriendlyFire10.vcd" //Those bullets hurt ya know! scene "scenes/Mechanic/FriendlyFire11.vcd" //Come on, watch it! Damn. scene "scenes/Mechanic/FriendlyFire12.vcd" //Would ya mind not shooting me, please? scene "scenes/Mechanic/FriendlyFire13.vcd" //Ya know, shooting me ain't gonna help nothin'. scene "scenes/Mechanic/FriendlyFire14.vcd" odds 3 //Damn, man. Ain't got but no reason to be shootin' me. scene "scenes/Mechanic/FriendlyFire15.vcd" //You ain't right in the head shootin' me like that. scene "scenes/Mechanic/FriendlyFire16.vcd" odds 3 //I'm gettin' so mad I could shit a squealin' worm. scene "scenes/Mechanic/FriendlyFire17.vcd" //Did y'all take leave of your senses? scene "scenes/Mechanic/FriendlyFire18.vcd" //Damn man, quit shootin' me! scene "scenes/Mechanic/FriendlyFire19.vcd" odds 10 //You shootin' me! Well that just dills my pickle! scene "scenes/Mechanic/FriendlyFire20.vcd" //You're shootin' me! scene "scenes/Mechanic/FriendlyFire21.vcd" //Do that again and I'll knock you into next week. scene "scenes/Mechanic/FriendlyFire22.vcd" odds 2 //I'm gettin' so mad I could shit a squealin' worm, man. scene "scenes/Mechanic/FriendlyFire23.vcd" //Y'all know you shot me right? scene "scenes/Mechanic/FriendlyFire24.vcd" //Man, y'all are shootin' me. scene "scenes/Mechanic/FriendlyFire25.vcd" //Hey, man! That hit me! scene "scenes/Mechanic/FriendlyFire26.vcd" //Woah, woah that hurts! scene "scenes/Mechanic/FriendlyFire27.vcd" //Okay, stop shooting me! scene "scenes/Mechanic/FriendlyFire28.vcd" //Quit shooting me, man! scene "scenes/Mechanic/FriendlyFire29.vcd" //Quit shooting me! scene "scenes/Mechanic/FriendlyFire30.vcd" //Don't be shootin' me! scene "scenes/Mechanic/FriendlyFire31.vcd" //Hey, let's stop shooting each other, please! scene "scenes/Mechanic/FriendlyFire32.vcd" //Let's not shoot each other! scene "scenes/Mechanic/FriendlyFire33.vcd" //We're on the same team! } Rule PlayerFriendlyFireMechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsDamageTypeBullet IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireMechanic } Response PlayerFriendlyFire2Mechanic { scene "scenes/Mechanic/TeamKillAccident01.vcd" //Woah! I didn't do that! Man, that ain't right! scene "scenes/Mechanic/TeamKillAccident02.vcd" //That's just straight messed up, man. scene "scenes/Mechanic/TeamKillAccident03.vcd" //Jumpin' Jesus! What are you doin'!?!?! scene "scenes/Mechanic/TeamKillAccident04.vcd" //Yo we're on the same team aren't we? scene "scenes/Mechanic/TeamKillAccident05.vcd" //Jesus Christ, man! } Rule PlayerFriendlyFire2Mechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsDamageTypeBullet IsMechanicFriendlyFire IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicFriendlyFire:1:3" applycontexttoworld Response PlayerFriendlyFire2Mechanic } Response PlayerFriendlyFireC1Mechanic { scene "scenes/Mechanic/FriendlyFireC101.vcd" //In case y'all didn't know - it hurts to get shot! scene "scenes/Mechanic/FriendlyFireC102.vcd" //Why don't we save those bullets for the zombies. } Rule PlayerFriendlyFireC1Mechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsDamageTypeBullet IsTalk IsTalkMechanic IsCampaignl4d2_1 IsWorldTalkMechanic NoKnowNames ismap_c1m1_hotelC1 NoKnowNames ApplyContext "MechanicFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireC1Mechanic } Response PlayerFriendlyFireFromCoachC1Mechanic { scene "scenes/Mechanic/FriendlyFireC1Coach01.vcd" //I can see you weren't the shootin' coach. scene "scenes/Mechanic/FriendlyFireC1Coach02.vcd" //Yo Coach! Stop shootin' me! } Rule PlayerFriendlyFireFromCoachC1Mechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsDamageTypeBullet IsTalk IsTalkMechanic SubjectIsCoach ChanceToFire50Percent IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "MechanicFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromCoachC1Mechanic } Response PlayerFriendlyFireFromGamblerC1Mechanic { scene "scenes/Mechanic/FriendlyFireC1Gambler01.vcd" //Nick! Did you mean to do that? scene "scenes/Mechanic/FriendlyFireC1Gambler02.vcd" //Nick! I know that was you shootin' me. } Rule PlayerFriendlyFireFromGamblerC1Mechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsDamageTypeBullet IsTalk IsTalkMechanic SubjectIsGambler ChanceToFire50Percent IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "MechanicFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromGamblerC1Mechanic } Response PlayerFriendlyFireFromProducerMechanic { scene "scenes/Mechanic/FriendlyFireFemale01.vcd" //Come on girl, I thought we were closer than that. } Rule PlayerFriendlyFireFromProducerMechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsDamageTypeBullet IsTalk IsTalkMechanic SubjectIsProducer ChanceToFire30Percent IsWorldTalkMechanic isNotmap_c1m1_hotel ApplyContext "MechanicFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromProducerMechanic } Response PlayerFriendlyFireFromProducerC1Mechanic { scene "scenes/Mechanic/FriendlyFireC1Producer01.vcd" //Ma'am you want me to show you how to work that thing? scene "scenes/Mechanic/FriendlyFireC1Producer02.vcd" //Rochelle, STOP GIRL! scene "scenes/Mechanic/FriendlyFireC1Producer03.vcd" //Okay, Rochelle, I know that was you shootin' me. } Rule PlayerFriendlyFireFromProducerC1Mechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsDamageTypeBullet IsTalk IsTalkMechanic SubjectIsProducer ChanceToFire50Percent IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "MechanicFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromProducerC1Mechanic } Response PlayerFriendlyFireNoBulletMechanic { scene "scenes/Mechanic/FriendlyFire05.vcd" //That's not cool. Seriously. scene "scenes/Mechanic/FriendlyFire09.vcd" //What was that for? scene "scenes/Mechanic/FriendlyFire11.vcd" //Come on, watch it! Damn. } Rule PlayerFriendlyFireNoBulletMechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletMechanic } Response PlayerFriendlyFireNoBulletC1Mechanic { scene "scenes/Mechanic/FriendlyFire05.vcd" //That's not cool. Seriously. scene "scenes/Mechanic/FriendlyFire26.vcd" //Woah, woah that hurts! scene "scenes/Mechanic/FriendlyFire33.vcd" //We're on the same team! } Rule PlayerFriendlyFireNoBulletC1Mechanic { criteria ConceptPlayerFriendlyFire IsNotCoughing IsMechanic IsNotMechanicFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkMechanic IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "MechanicFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletC1Mechanic } Response PlayerToTheRescueMechanic { scene "scenes/Mechanic/ToTheRescue01.vcd" predelay "0.75,1.5" //Keep your britches on, I'm a comin'. scene "scenes/Mechanic/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm a comin! scene "scenes/Mechanic/ToTheRescue03.vcd" predelay "0.75,1.5" //Hold on now, I'm coming! scene "scenes/Mechanic/ToTheRescue04.vcd" predelay "0.75,1.5" //Ellis on the way! scene "scenes/Mechanic/ToTheRescue05.vcd" predelay "0.75,1.5" //Hang on, I'm coming! scene "scenes/Mechanic/ToTheRescue06.vcd" predelay "0.75,1.5" //I'm comin', I'm comin'! scene "scenes/Mechanic/ToTheRescue07.vcd" predelay "0.75,1.5" //Makin' a beeline for ya! } Rule PlayerToTheRescueMechanic { criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsMechanic IsTalk IsTalkMechanic NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 IsWorldTalkMechanic ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueMechanic } Response PlayerToTheRescueRosMechanic { scene "scenes/Mechanic/ToTheRescue01.vcd" predelay "0.75,1.5" //Keep your britches on, I'm a comin'. scene "scenes/Mechanic/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm a comin! scene "scenes/Mechanic/ToTheRescue03.vcd" predelay "0.75,1.5" //Hold on now, I'm coming! scene "scenes/Mechanic/ToTheRescue04.vcd" predelay "0.75,1.5" //Ellis on the way! scene "scenes/Mechanic/ToTheRescue05.vcd" predelay "0.75,1.5" //Hang on, I'm coming! scene "scenes/Mechanic/ToTheRescue06.vcd" predelay "0.75,1.5" //I'm comin', I'm comin'! scene "scenes/Mechanic/ToTheRescue07.vcd" predelay "0.75,1.5" //Makin' a beeline for ya! } Rule PlayerToTheRescueRosMechanic { criteria ConceptPlayerToTheRescue IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueRosMechanic } Response SurvivorTauntResponseMechanic { scene "scenes/Mechanic/Taunt01.vcd" //Why don't you remember that for next time you son's of a bitches. scene "scenes/Mechanic/Taunt02.vcd" //They ain't takin' us alive! scene "scenes/Mechanic/Taunt03.vcd" //We knocked the piss out of them scene "scenes/Mechanic/Taunt04.vcd" //Haha! We whipped the dogshit out of them! scene "scenes/Mechanic/Taunt05.vcd" //That's right, you can't kill us! scene "scenes/Mechanic/Taunt07.vcd" //Yo! Whose your daddy!?!? scene "scenes/Mechanic/Taunt08.vcd" //Uh oh. My trigger finger got tired! } Rule SurvivorTauntResponseMechanic { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorTauntResponseMechanic } //-------------------------------------------------------------------------------------------------------------- // Orator //-------------------------------------------------------------------------------------------------------------- Response ShotMannequinmechanic2 { scene "scenes/Mechanic/Laughter07.vcd" // Hell yeah! scene "scenes/Mechanic/Laughter09.vcd" // scene "scenes/Mechanic/Laughter14.vcd" // } Rule ShotMannequinmechanic2 { criteria ConceptShotMannequin2 isMechanic IsShotMannMechanic IsNotSaidShotMannequinMechanic2 ApplyContext "SaidShotMannequinMechanic2:1:0,ShotMannMechanic:0:0" applycontexttoworld Response ShotMannequinmechanic2 } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response C4M1IdleComment01Mechanic { scene "scenes/Mechanic/WorldC4M1B16.vcd" //Watch for landmarks. We may be comin' through here in a hurry on the back. } Rule C4M1IdleComment01Mechanic { criteria ConceptTalkIdle ChanceToFire40Percent IsSurvivor ismap_c4m1_milltown_a IsSaidc4m1_nogas IsNotSpeaking IsMechanic IsNotIncapacitated IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_003 _auto_NotNoGasGate ApplyContext "Talk:1:4.299,SrcGrp_C4M1_003:1:0" applycontexttoworld Response C4M1IdleComment01Mechanic } Response C4M2IdleCommentCane01Mechanic { scene "scenes/Mechanic/WorldC4M2B25.vcd" then any _c4m2_caneyell01 foo:0 0.01 //KEEP MOVING! JUST HEAD FOR THE SIGN! scene "scenes/Mechanic/WorldC4M2B26.vcd" then any _c4m2_caneyell01 foo:0 0.01 //HEAD FOR THE SIGN! HEAD FOR THE SIGN! } Rule C4M2IdleCommentCane01Mechanic { criteria ConceptTalkIdle ChanceToFire60Percent IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsMechanic IsNotIncapacitated IsTalk IsTalkMechanic IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_IsMechanicInCane _auto_NotCaneYellGated _auto_NotLastSurvivorTalkedMechanic ApplyContext "_auto_CaneYellGated:1:10,_auto_LastSurvivorTalkedMechanic:1:15" applycontexttoworld Response C4M2IdleCommentCane01Mechanic } Response PlayerChokeResponseMechanic { scene "scenes/Mechanic/Choke01.vcd" //[Choking] scene "scenes/Mechanic/Choke02.vcd" //Shoot the tongue! Shoot the tongue! scene "scenes/Mechanic/Choke03.vcd" //Smoker's GOT ME!!! scene "scenes/Mechanic/Choke04.vcd" //[Choking] scene "scenes/Mechanic/Choke05.vcd" //[Choking] scene "scenes/Mechanic/Choke06.vcd" //[Choking] scene "scenes/Mechanic/Choke07.vcd" //Shit! Smoker's got me! } Rule PlayerChokeResponseMechanic { criteria ConceptPlayerChoke IsSurvivor IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerChokeResponseMechanic } Response PlayerReloadingC502RunMechanic { scene "scenes/Mechanic/HurryUp03.vcd" //Let's go, let's go! scene "scenes/Mechanic/World133.vcd" //Run! scene "scenes/Mechanic/World134.vcd" //Hey, turn it off! Turn it off! scene "scenes/Mechanic/World135.vcd" //Turn off that alarm! scene "scenes/Mechanic/World136.vcd" //Hey, get up there and turn it off! scene "scenes/Mechanic/World137.vcd" //Get to the alarm! } Rule PlayerReloadingC502RunMechanic { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsMechanic IsNotIncapacitated IsTalk IsTalkMechanic IsNotSaidWorldC502AlarmStopped IsSaidWorldC502AlarmButton2 ChanceToFire50Percent IsWorldTalkMechanic Response PlayerReloadingC502RunMechanic } Response PlayerReloadingTankMechanic { scene "scenes/Mechanic/BattleCryTank01.vcd" //Shoot it! scene "scenes/Mechanic/BattleCryTank02.vcd" //Keep shooting! scene "scenes/Mechanic/BattleCryTank03.vcd" //Kill it, man! Kill it! scene "scenes/Mechanic/BattleCryTank04.vcd" //Hey, keep shooting, keep shooting! scene "scenes/Mechanic/BattleCryTank05.vcd" //Light that mother up! scene "scenes/Mechanic/BattleCryTank06.vcd" //Kill it, man! Kill it! scene "scenes/Mechanic/BattleCryTank07.vcd" //Just keep shooting! scene "scenes/Mechanic/BattleCryTank08.vcd" //Kill him! } Rule PlayerReloadingTankMechanic { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsMechanic IsNotIncapacitated IsTalk IsTalkMechanic ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkMechanic isNotmap_c1m2_streets ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20" applycontexttoworld Response PlayerReloadingTankMechanic } Response PlayerReloadingTankC1Mechanic { scene "scenes/Mechanic/HeardTanklC101.vcd" //Holy shit, look at that big thing! scene "scenes/Mechanic/HeardTanklC102.vcd" //Are guns even gonna work against that thing? scene "scenes/Mechanic/HeardTanklC103.vcd" //That is a big ass zombie. } Rule PlayerReloadingTankC1Mechanic { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsMechanic IsNotIncapacitated IsTalk IsTalkMechanic ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkMechanic ismap_c1m2_streets ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20" applycontexttoworld Response PlayerReloadingTankC1Mechanic } Response PlayerTonguePullStartResponseMechanic { scene "scenes/Mechanic/GrabbedBySmoker01.vcd" //no, No, No, NO!!!!!!!! scene "scenes/Mechanic/GrabbedBySmoker01a.vcd" //Ugh! scene "scenes/Mechanic/GrabbedBySmoker01b.vcd" //Agh! scene "scenes/Mechanic/GrabbedBySmoker01c.vcd" //NO! scene "scenes/Mechanic/GrabbedBySmoker01d.vcd" //Daaa-ugh!! scene "scenes/Mechanic/GrabbedBySmoker02.vcd" //no, No, NOOOOOOO!!!!!!!!! scene "scenes/Mechanic/GrabbedBySmoker02a.vcd" //NO! scene "scenes/Mechanic/GrabbedBySmoker02b.vcd" //NOOOOOOO!!!! scene "scenes/Mechanic/GrabbedBySmoker03.vcd" //no, No, No, NO, NO!!!!!!!! scene "scenes/Mechanic/GrabbedBySmoker03a.vcd" //Ah, NO! scene "scenes/Mechanic/GrabbedBySmoker03b.vcd" //NO! scene "scenes/Mechanic/GrabbedBySmoker03c.vcd" //AAGH! scene "scenes/Mechanic/GrabbedBySmoker03d.vcd" //Ngahhh! scene "scenes/Mechanic/GrabbedBySmoker04.vcd" //SMOKER'S GOT ME!! scene "scenes/Mechanic/GrabbedBySmoker05.vcd" //SMOKER'S GOT ME!! scene "scenes/Mechanic/GrabbedBySmoker06.vcd" //no, No, No, NO!!!!!!!! scene "scenes/Mechanic/GrabbedBySmoker06a.vcd" //Agh! scene "scenes/Mechanic/GrabbedBySmoker06b.vcd" //D'OH, OH! scene "scenes/Mechanic/GrabbedBySmoker06c.vcd" //DAAAAH!! } Rule PlayerTonguePullStartResponseMechanic { criteria ConceptPlayerTonguePullStart IsSurvivor IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerTonguePullStartResponseMechanic } Response PlayerTonguePullStartResponseC1Mechanic { scene "scenes/Mechanic/GrabbedBySmokerC101.vcd" //What the hell's got me?!?! scene "scenes/Mechanic/GrabbedBySmokerC102.vcd" //Oh! I've been lassoed! scene "scenes/Mechanic/GrabbedBySmokerC103.vcd" //I can't move help! scene "scenes/Mechanic/GrabbedBySmokerC104.vcd" //I'm getting dragged away! scene "scenes/Mechanic/GrabbedBySmokerC105.vcd" //Where's this thing draggin' me?!?!? scene "scenes/Mechanic/GrabbedBySmokerC106.vcd" //Mother f... TONGUE!!! } Rule PlayerTonguePullStartResponseC1Mechanic { criteria ConceptPlayerTonguePullStart IsSurvivor IsMechanic IsTalk IsTalkMechanic IsCampaignl4d2_1 IsWorldTalkMechanic C1M1orC1M2 Response PlayerTonguePullStartResponseC1Mechanic } Response PlayerWitchChasingMechanic { scene "scenes/Mechanic/WitchChasing01.vcd" //Out of my way, man, witch coming!! scene "scenes/Mechanic/WitchChasing02.vcd" //COMING THROUGH! WITCH ON MY ASS!! scene "scenes/Mechanic/WitchChasing03.vcd" //Run I pissed her off! scene "scenes/Mechanic/WitchChasing04.vcd" //SHOOT HER! SHOOT HER! scene "scenes/Mechanic/WitchChasing05.vcd" //WITCH WITCH WITCH! } Rule PlayerWitchChasingMechanic { criteria ConceptPlayerExertionMinor IsMechanic IsWitchPresent SubjectIsNotWitch IsNotSaidMechanicWitchChasing IsSaidMechanicWitchAttacking isNotmap_c4m2_sugarmill_a ApplyContext "SaidMechanicWitchChasing:1:5,TalkMechanic:1:2" Response PlayerWitchChasingMechanic } Response PlayerWitchStartAttackMechanic { scene "scenes/Mechanic/ReactionNegative02.vcd" //Ahh SHIT! scene "scenes/Mechanic/ReactionNegative07.vcd" //Oh SHIT! } Rule PlayerWitchStartAttackMechanic { criteria ConceptWitchStartAttack IsMechanic Iswitch_aggro_onMechanic ApplyContext "SaidMechanicWitchAttacking:1:15,TalkMechanic:1:2" Response PlayerWitchStartAttackMechanic } Response SurvivorCriticalHurtMechanic { scene "scenes/Mechanic/HurtCritical01.vcd" //[pain noise - loud major pain] scene "scenes/Mechanic/HurtCritical02.vcd" //[pain noise - loud major pain] scene "scenes/Mechanic/HurtCritical03.vcd" //[pain noise - loud major pain] scene "scenes/Mechanic/HurtCritical04.vcd" //[pain noise - loud major pain] scene "scenes/Mechanic/HurtCritical05.vcd" //[pain noise - loud major pain] scene "scenes/Mechanic/HurtCritical06.vcd" //[pain noise - loud major pain] } Rule SurvivorCriticalHurtMechanic { criteria IsSurvivor InPain IsCriticalPain IsMechanic IsTalk IsTalkMechanic SubjectIsNotJockey IsWorldTalkMechanic Response SurvivorCriticalHurtMechanic } Response SurvivorIncapacitatedHurtMechanic { scene "scenes/Mechanic/IncapacitatedInjury01.vcd" //AHHHHH [terrified yell] scene "scenes/Mechanic/IncapacitatedInjury02.vcd" //AHHHHH [terrified yell] scene "scenes/Mechanic/IncapacitatedInjury03.vcd" //AHHHHH [terrified yell] scene "scenes/Mechanic/IncapacitatedInjury04.vcd" //AHHHHH [terrified yell] scene "scenes/Mechanic/IncapacitatedInjury05.vcd" //AHHHHH [terrified yell] scene "scenes/Mechanic/IncapacitatedInjury06.vcd" //AHHHHH [terrified yell] } Rule SurvivorIncapacitatedHurtMechanic { criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorIncapacitatedHurtMechanic } Response SurvivorJockeyHurtMajorMechanic { scene "scenes/Mechanic/GrabbedByJockey01.vcd" then all commentjockey foo:0 -1.739 //GET THIS OFF MY BACK! scene "scenes/Mechanic/GrabbedByJockey02.vcd" then all commentjockey foo:0 -1.494 //I GOT A JOCKEY ON ME! scene "scenes/Mechanic/GrabbedByJockey03.vcd" then all commentjockey foo:0 -1.564 //SUMBITCH IS ON MY BACK! scene "scenes/Mechanic/GrabbedByJockey04.vcd" then all commentjockey foo:0 -2.070 //THIS AIN'T RIGHT HAVING THIS THING ON ME! scene "scenes/Mechanic/GrabbedByJockey05.vcd" then all commentjockey foo:0 -2.377 //GET THIS THING OFF ME! scene "scenes/Mechanic/GrabbedByJockey06.vcd" then all commentjockey foo:0 -1.433 //THIS THINGS RIDING ME! scene "scenes/Mechanic/GrabbedByJockey07.vcd" then all commentjockey foo:0 -1.300 //IS THIS THING HUMPING ME!??! scene "scenes/Mechanic/HurtMajor02.vcd" then all commentjockey foo:0 -1.121 //[pain noise - ahh] scene "scenes/Mechanic/HurtMajor05.vcd" then all commentjockey foo:0 -0.911 //[pain noise - ugh] scene "scenes/Mechanic/HurtMinor02.vcd" then all commentjockey foo:0 -0.364 //[pain noise - short minor pain] scene "scenes/Mechanic/ScreamWhilePounced01b.vcd" then all commentjockey foo:0 -1.040 //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05.vcd" then all commentjockey foo:0 -0.660 //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05b.vcd" then all commentjockey foo:0 -0.635 //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced07.vcd" then all commentjockey foo:0 -1.280 //OW! GET...! } Rule SurvivorJockeyHurtMajorMechanic { criteria IsSurvivor InPain IsMajorPain IsMechanic IsTalk IsTalkMechanic SubjectIsJockey IsNotSaidBeenJockeyedMechanic IsWorldTalkMechanic IsBeingJockeyed ApplyContext "SaidBeenJockeyedMechanic:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorMechanic } Response SurvivorJockeyHurtMajorC1Mechanic { scene "scenes/Mechanic/GrabbedByJockey04.vcd" //THIS AIN'T RIGHT HAVING THIS THING ON ME! scene "scenes/Mechanic/GrabbedByJockey05.vcd" //GET THIS THING OFF ME! scene "scenes/Mechanic/GrabbedByJockey06.vcd" //THIS THINGS RIDING ME! } Rule SurvivorJockeyHurtMajorC1Mechanic { criteria IsSurvivor InPain IsMajorPain IsMechanic IsTalk IsTalkMechanic SubjectIsJockey IsNotSaidBeenJockeyedMechanic IsWorldTalkMechanic C1M1orC1M2 IsBeingJockeyed ApplyContext "SaidBeenJockeyedMechanic:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorC1Mechanic } Response SurvivorJockeyHurtMinorMechanic { scene "scenes/Mechanic/GrabbedByJockey01.vcd" then all commentjockey foo:0 -1.739 //GET THIS OFF MY BACK! scene "scenes/Mechanic/GrabbedByJockey02.vcd" then all commentjockey foo:0 -1.494 //I GOT A JOCKEY ON ME! scene "scenes/Mechanic/GrabbedByJockey03.vcd" then all commentjockey foo:0 -1.564 //SUMBITCH IS ON MY BACK! scene "scenes/Mechanic/GrabbedByJockey04.vcd" then all commentjockey foo:0 -2.070 //THIS AIN'T RIGHT HAVING THIS THING ON ME! scene "scenes/Mechanic/GrabbedByJockey05.vcd" then all commentjockey foo:0 -2.377 //GET THIS THING OFF ME! scene "scenes/Mechanic/GrabbedByJockey06.vcd" then all commentjockey foo:0 -1.433 //THIS THINGS RIDING ME! scene "scenes/Mechanic/GrabbedByJockey07.vcd" then all commentjockey foo:0 -1.300 //IS THIS THING HUMPING ME!??! scene "scenes/Mechanic/HurtMajor02.vcd" then all commentjockey foo:0 -1.121 //[pain noise - ahh] scene "scenes/Mechanic/HurtMajor05.vcd" then all commentjockey foo:0 -0.911 //[pain noise - ugh] scene "scenes/Mechanic/HurtMinor02.vcd" then all commentjockey foo:0 -0.364 //[pain noise - short minor pain] scene "scenes/Mechanic/ScreamWhilePounced01b.vcd" then all commentjockey foo:0 -1.040 //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05.vcd" then all commentjockey foo:0 -0.660 //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05b.vcd" then all commentjockey foo:0 -0.635 //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced07.vcd" then all commentjockey foo:0 -1.280 //OW! GET...! } Rule SurvivorJockeyHurtMinorMechanic { criteria IsSurvivor InPain IsMinorPain IsMechanic IsTalk IsTalkMechanic SubjectIsJockey IsNotSaidBeenJockeyedMechanic IsWorldTalkMechanic IsBeingJockeyed ApplyContext "SaidBeenJockeyedMechanic:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorMechanic } Response SurvivorJockeyHurtMinorC1Mechanic { scene "scenes/Mechanic/GrabbedByJockey04.vcd" //THIS AIN'T RIGHT HAVING THIS THING ON ME! scene "scenes/Mechanic/GrabbedByJockey05.vcd" //GET THIS THING OFF ME! scene "scenes/Mechanic/GrabbedByJockey06.vcd" //THIS THINGS RIDING ME! } Rule SurvivorJockeyHurtMinorC1Mechanic { criteria IsSurvivor InPain IsMinorPain IsMechanic IsTalk IsTalkMechanic SubjectIsJockey IsNotSaidBeenJockeyedMechanic IsWorldTalkMechanic C1M1orC1M2 IsBeingJockeyed ApplyContext "SaidBeenJockeyedMechanic:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorC1Mechanic } Response SurvivorMajorHurtMechanic { scene "scenes/Mechanic/HurtMajor01.vcd" //[pain noise - huh] scene "scenes/Mechanic/HurtMajor02.vcd" //[pain noise - ahh] scene "scenes/Mechanic/HurtMajor03.vcd" //[pain noise - oy] scene "scenes/Mechanic/HurtMajor04.vcd" //[pain noise - ugh] scene "scenes/Mechanic/HurtMajor05.vcd" //[pain noise - ugh] scene "scenes/Mechanic/HurtMajor06.vcd" //[pain noise - ugh] } Rule SurvivorMajorHurtMechanic { criteria IsSurvivor InPain IsMajorPain IsMechanic IsTalk IsTalkMechanic SubjectIsNotJockey IsWorldTalkMechanic Response SurvivorMajorHurtMechanic } Response SurvivorMinorHurtMechanic { scene "scenes/Mechanic/HurtMinor01.vcd" //[pain noise - short minor pain] scene "scenes/Mechanic/HurtMinor02.vcd" //[pain noise - short minor pain] scene "scenes/Mechanic/HurtMinor03.vcd" //[pain noise - short minor pain] scene "scenes/Mechanic/HurtMinor05.vcd" //[pain noise - short minor pain] scene "scenes/Mechanic/HurtMinor06.vcd" //[pain noise - short minor pain] scene "scenes/Mechanic/HurtMinor07.vcd" //[pain noise - short minor pain] scene "scenes/Mechanic/HurtMinor08.vcd" //[pain noise - short minor pain] scene "scenes/Mechanic/HurtMinor09.vcd" //[pain noise - short minor pain] } Rule SurvivorMinorHurtMechanic { criteria IsSurvivor InPain IsMinorPain IsMechanic IsTalk IsTalkMechanic SubjectIsNotJockey IsWorldTalkMechanic Response SurvivorMinorHurtMechanic } Response SurvivorReloadingMechanic { scene "scenes/Mechanic/Reloading01.vcd" //Reloading! scene "scenes/Mechanic/Reloading02.vcd" //Reloading! scene "scenes/Mechanic/Reloading03.vcd" //Hey, I'm Reloading! scene "scenes/Mechanic/Reloading04.vcd" //Reloading! scene "scenes/Mechanic/Reloading05.vcd" //Reloading! scene "scenes/Mechanic/Reloading06.vcd" //I'm a reload! } Rule SurvivorReloadingMechanic { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsMechanic IsNotIncapacitated IsTalk IsTalkMechanic RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkMechanic Response SurvivorReloadingMechanic } Response SurvivorReloadingIntenseMechanic { scene "scenes/Mechanic/ReloadIntense01.vcd" //Reloading! scene "scenes/Mechanic/ReloadIntense02.vcd" //Reloading here! scene "scenes/Mechanic/ReloadIntense03.vcd" //Gotta reload! scene "scenes/Mechanic/ReloadIntense04.vcd" //Reloading! scene "scenes/Mechanic/ReloadIntense05.vcd" //Reloading! } Rule SurvivorReloadingIntenseMechanic { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsMechanic IsNotIncapacitated IsTalk IsTalkMechanic RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkMechanic Intensity100 Response SurvivorReloadingIntenseMechanic } //-------------------------------------------------------------------------------------------------------------- // Player Help Incapped //-------------------------------------------------------------------------------------------------------------- Response PlayerHelpIncappedMechanic { scene "scenes/Mechanic/Help01.vcd" then any FriendNeedsHelp foo:0 -0.740 //Help! Help! scene "scenes/Mechanic/Help02.vcd" then any FriendNeedsHelp foo:0 -1.170 //Hey, I need some help over here! scene "scenes/Mechanic/Help03.vcd" then any FriendNeedsHelp foo:0 -0.611 //Help me out! scene "scenes/Mechanic/Help04.vcd" then any FriendNeedsHelp foo:0 -0.377 //Help! scene "scenes/Mechanic/Help05.vcd" then any FriendNeedsHelp foo:0 -1.069 //Oh shit! Help! scene "scenes/Mechanic/Help06.vcd" then any FriendNeedsHelp foo:0 -0.761 //I need some help! } Rule PlayerHelpIncappedMechanic { criteria ConceptPlayerHelp IsMechanic IsTalk IsTalkMechanic IsIncapacitated NotCalledForHelpRecently IsWorldTalkMechanic ApplyContext "CalledForHelp:1:20" Response PlayerHelpIncappedMechanic } //-------------------------------------------------------------------------------------------------------------- // PlayerIncappedResponse //-------------------------------------------------------------------------------------------------------------- Response HelpResponseMechanicMechanic { scene "scenes/Mechanic/Blank.vcd" //Blank } Rule HelpResponseMechanicMechanic { criteria ConceptFriendNeedsHelp IsMechanic IsTalk IsTalkMechanic IsNotIncapacitated IsInSafeSpot FromIsMechanic IsNotInStartArea NotAloneInSafeSpot IsWorldTalkMechanic Response HelpResponseMechanicMechanic } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response C2M1DoneFallingMechanic { scene "scenes/Mechanic/WorldC2M121.vcd" then gambler _C2M1_Fall03 foo:0 0.01 //That's a righteous ride down that hill. scene "scenes/Mechanic/WorldC2M122.vcd" then any _C2M1_Fall02 foo:0 0.01 //Anybody wanna go back up and do that again? } Rule C2M1DoneFallingMechanic { criteria ConceptC2M1DoneFalling IsMechanic NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotCoughing ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsMechanicWavWindow ApplyContext "Talk:1:3.351" applycontexttoworld Response C2M1DoneFallingMechanic } Response C2M1DoneFalling2Mechanic { scene "scenes/Mechanic/WorldC2M123.vcd" then coach _C2M1_Fall01 foo:0 0.01 //Coach, you're breathin a little hard, you okay? } Rule C2M1DoneFalling2Mechanic { criteria ConceptC2M1DoneFalling IsMechanic NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotCoughing IsCoachNear200 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsMechanicWavWindow ApplyContext "Talk:1:2.044" applycontexttoworld Response C2M1DoneFalling2Mechanic } Response C2M1FallingMechanic { scene "scenes/Mechanic/WorldC2M119.vcd" then self EndOfWavWindow5 foo:0 0.01 //Whoa hey! scene "scenes/Mechanic/WorldC2M120.vcd" then self EndOfWavWindow5 foo:0 0.01 //WHOOOAA! } Rule C2M1FallingMechanic { criteria ConceptC2M1Falling IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.353" applycontexttoworld Response C2M1FallingMechanic } Response C2M2CarouselOffMechanic { scene "scenes/Mechanic/WorldC2M2B27.vcd" //It's off! scene "scenes/Mechanic/WorldC2M2B28.vcd" //It's off! } Rule C2M2CarouselOffMechanic { criteria Conceptc2m2CarouselEnd IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.756,_auto_CarouselOn:0:0,_auto_CarouselOver:1:0" applycontexttoworld Response C2M2CarouselOffMechanic } Response C2M2CarouselOnMechanic { scene "scenes/Mechanic/MiscDirectional38.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //I hit it! scene "scenes/Mechanic/WorldC3M326.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //Hit it! } Rule C2M2CarouselOnMechanic { criteria Conceptc2m2CarouselStart IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CarouselOn:1:0,_auto_TimerLockA:1:6,_auto_ThroughCarousel:1:0" applycontexttoworld Response C2M2CarouselOnMechanic } Response C3M3BridgeButtonMechanic { scene "scenes/Mechanic/WorldC3M327.vcd" //Bridge comin' down! scene "scenes/Mechanic/WorldC3M328.vcd" //Hey, bridge comin' down! } Rule C3M3BridgeButtonMechanic { criteria ConceptC3M3BridgeButton IsNotSaidC3M3BridgeButton IsMechanic IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M3BridgeButton:1:30" applycontexttoworld Response C3M3BridgeButtonMechanic } Response EndOfWavWindow5Mechanic { speak "Mechanic_Blank" noscene //Blank } Rule EndOfWavWindow5Mechanic { criteria ConceptEndOfWavWindow5 IsMechanic ApplyContext "_auto_MechanicWavWindow:1:4" applycontexttoworld Response EndOfWavWindow5Mechanic } Response PlayerChainSawUsedMechanic { scene "scenes/Mechanic/BattleCry01.vcd" //YEAH!! scene "scenes/Mechanic/BattleCry02.vcd" //DIE!! scene "scenes/Mechanic/BattleCry03.vcd" //WOO! GET SOME, BABY GET SOME! scene "scenes/Mechanic/BattleCry04.vcd" //DIE, DIE MY DARLINS! DIE, DIE, DIE!! } Rule PlayerChainSawUsedMechanic { criteria ConceptChainsawUsed IsNotSaidChainSawUsed IsMechanic IsTalk IsTalkMechanic Intensity100 IsWorldTalkMechanic ApplyContext "SaidChainSawUsed:1:90" applycontexttoworld Response PlayerChainSawUsedMechanic } Response PlayerRemarkC1M1AroundFireMechanic { scene "scenes/Mechanic/WorldC1M1B66.vcd" then any C1M1Cough foo:0 -1.348 //We've gotta get around this fire! } Rule PlayerRemarkC1M1AroundFireMechanic { criteria ConceptRemark IsMechanic IsC1M1AroundFire IsNotSaidC1M1AroundFire IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1AroundFire:1:0" applycontexttoworld Response PlayerRemarkC1M1AroundFireMechanic } Response PlayerRemarkC1M1OverTableMechanic { scene "scenes/Mechanic/FollowMe04.vcd" then any C1M1Cough foo:0 -0.627 //This way, guys! scene "scenes/Mechanic/WorldMisc02.vcd" then any C1M1Cough foo:0 -0.440 //Over here. } Rule PlayerRemarkC1M1OverTableMechanic { criteria ConceptRemark IsMechanic IsC1M1OverTable IsNotSaidC1M1OverTable IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1OverTable:1:0" applycontexttoworld Response PlayerRemarkC1M1OverTableMechanic } Response PlayerRemarkC1M1SearchRoomsMechanic { scene "scenes/Mechanic/WorldC1M1B119.vcd" then any C1M1Cough foo:0 -3.339 //Search these rooms, yall. Might be some useful shit in some of em. scene "scenes/Mechanic/WorldC1M1B87.vcd" then any C1M1Cough foo:0 -2.294 //Search these rooms, y'all. Might be something we can use. } Rule PlayerRemarkC1M1SearchRoomsMechanic { criteria ConceptRemark IsMechanic IsC1M1SearchRooms IsNotSaidC1M1SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1SearchRooms:1:0" applycontexttoworld Response PlayerRemarkC1M1SearchRoomsMechanic } Response PlayerRemarkC1M1ThroughThisDoorMechanic { scene "scenes/Mechanic/MiscDirectional13.vcd" then any C1M1Cough foo:0 -0.618 //Through this door! } Rule PlayerRemarkC1M1ThroughThisDoorMechanic { criteria ConceptRemark IsMechanic IsC1M1ThroughThisDoor IsNotSaidC1M1ThroughThisDoor IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1ThroughThisDoor:1:0" applycontexttoworld Response PlayerRemarkC1M1ThroughThisDoorMechanic } Response PlayerRemarkC1M2SpotGunStoreMechanic { scene "scenes/Mechanic/WorldC1M2B15.vcd" //Hey, I recognize this! That gun store's just up ahead! scene "scenes/Mechanic/WorldC1M2B16.vcd" //I think that gun store's just up ahead! } Rule PlayerRemarkC1M2SpotGunStoreMechanic { criteria ConceptRemark IsMechanic IsRemarkWorldC1M2SpotGunStore IsNotSaidRemarkWorldC1M2SpotGunStore IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear800 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidRemarkWorldC1M2SpotGunStore:1:0" applycontexttoworld Response PlayerRemarkC1M2SpotGunStoreMechanic } Response PlayerRemarkC1M3AlarmDoorsMechanic { scene "scenes/Mechanic/WorldC1M3B32.vcd" //I got a feelin' this alarm ain't gonna go unnoticed. } Rule PlayerRemarkC1M3AlarmDoorsMechanic { criteria ConceptRemark IsMechanic IsC1M3AlarmDoors IsNotSaidC1M3AlarmDoors IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3AlarmDoors:1:0" applycontexttoworld Response PlayerRemarkC1M3AlarmDoorsMechanic } Response PlayerRemarkC1M3CarefulWindowsMechanic { scene "scenes/Mechanic/WarnCareful01.vcd" //Y'all be careful, now. scene "scenes/Mechanic/WarnCareful02.vcd" //Ain't tellin ya somethin' you don't know, but be careful. scene "scenes/Mechanic/WorldC1M3B32.vcd" //I got a feelin' this alarm ain't gonna go unnoticed. scene "scenes/Mechanic/WorldC1M3B33.vcd" //Get ready! The alarm is gonna sound. } Rule PlayerRemarkC1M3CarefulWindowsMechanic { criteria ConceptRemark IsMechanic IsC1M3CarefulWindows IsNotSaidC1M3CarefulWindows IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CarefulWindows:1:0" applycontexttoworld Response PlayerRemarkC1M3CarefulWindowsMechanic } Response PlayerRemarkC1M3CEDAGone1Mechanic { scene "scenes/Mechanic/WorldC1M3B43.vcd" //Doesn't look like we're getting rescued. scene "scenes/Mechanic/WorldC1M3B44.vcd" //Looks like a slaughterhouse in here... scene "scenes/Mechanic/WorldC1M3B45.vcd" //Man, this is... this is awful. scene "scenes/Mechanic/WorldC1M3B46.vcd" //The only folks gonna save us is ourselves. } Rule PlayerRemarkC1M3CEDAGone1Mechanic { criteria ConceptRemark IsMechanic IsC1M3CEDAGone1 IsNotSaidC1M3CEDAGone1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CEDAGone1:1:0" applycontexttoworld Response PlayerRemarkC1M3CEDAGone1Mechanic } Response PlayerRemarkC1M3CEDAGone2Mechanic { scene "scenes/Mechanic/WorldC1M3B42.vcd" //Looks like we'll have to get out of the city on our own. scene "scenes/Mechanic/WorldC1M3B47.vcd" //If we're gonna get out of here, we're gonna have to do it ourselves. } Rule PlayerRemarkC1M3CEDAGone2Mechanic { criteria ConceptRemark IsMechanic IsC1M3CEDAGone2 IsNotSaidC1M3CEDAGone2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CEDAGone2:1:0" applycontexttoworld Response PlayerRemarkC1M3CEDAGone2Mechanic } Response PlayerRemarkC1M3DownHereMechanic { scene "scenes/Mechanic/MiscDirectional05.vcd" //Down here! scene "scenes/Mechanic/WorldMisc04.vcd" //Down here. } Rule PlayerRemarkC1M3DownHereMechanic { criteria ConceptRemark IsMechanic IsC1M3DownHere IsNotSaidC1M3DownHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownHere:1:0" applycontexttoworld Response PlayerRemarkC1M3DownHereMechanic } Response PlayerRemarkC1M3DownHere2Mechanic { scene "scenes/Mechanic/MiscDirectional05.vcd" //Down here! scene "scenes/Mechanic/WorldMisc04.vcd" //Down here. } Rule PlayerRemarkC1M3DownHere2Mechanic { criteria ConceptRemark IsMechanic IsC1M3DownHere2 IsNotSaidC1M3DownHere2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownHere2:1:0" applycontexttoworld Response PlayerRemarkC1M3DownHere2Mechanic } Response PlayerRemarkC1M3DownTheEscalator1Mechanic { scene "scenes/Mechanic/WorldC1M3B08.vcd" //Down that escalator! } Rule PlayerRemarkC1M3DownTheEscalator1Mechanic { criteria ConceptRemark IsMechanic IsC1M3DownTheEscalator1 IsNotSaidC1M3DownTheEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownTheEscalator1:1:0" applycontexttoworld Response PlayerRemarkC1M3DownTheEscalator1Mechanic } Response PlayerRemarkC1M3OverHereMechanic { scene "scenes/Mechanic/MiscDirectional13.vcd" //Through this door! scene "scenes/Mechanic/MiscDirectional40.vcd" //Over this door! } Rule PlayerRemarkC1M3OverHereMechanic { criteria ConceptRemark IsMechanic IsC1M3OverHere IsNotSaidC1M3OverHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3OverHere:1:0" applycontexttoworld Response PlayerRemarkC1M3OverHereMechanic } Response PlayerRemarkC1M3SearchRoomsMechanic { scene "scenes/Mechanic/WorldC1M1B119.vcd" then any C1M1Cough foo:0 -3.339 //Search these rooms, yall. Might be some useful shit in some of em. scene "scenes/Mechanic/WorldC1M1B87.vcd" then any C1M1Cough foo:0 -2.294 //Search these rooms, y'all. Might be something we can use. } Rule PlayerRemarkC1M3SearchRoomsMechanic { criteria ConceptRemark IsMechanic IsC1M3SearchRooms IsNotSaidC1M3SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3SearchRooms:1:0" applycontexttoworld Response PlayerRemarkC1M3SearchRoomsMechanic } Response PlayerRemarkC1M3ThisWayMechanic { scene "scenes/Mechanic/FollowMe04.vcd" //This way, guys! scene "scenes/Mechanic/MiscDirectional03.vcd" //This way! scene "scenes/Mechanic/WorldC1M3B09.vcd" //Evac's this way! } Rule PlayerRemarkC1M3ThisWayMechanic { criteria ConceptRemark IsMechanic IsC1M3ThisWay IsNotSaidC1M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3ThisWay:1:0" applycontexttoworld Response PlayerRemarkC1M3ThisWayMechanic } Response PlayerRemarkC1M3ThroughHereMechanic { scene "scenes/Mechanic/MiscDirectional01.vcd" //Through here! scene "scenes/Mechanic/MiscDirectional11.vcd" //Let's go through here! scene "scenes/Mechanic/MiscDirectional16.vcd" //Through that gate! scene "scenes/Mechanic/WorldC1M1B106.vcd" //We can get right through here! scene "scenes/Mechanic/WorldMisc03.vcd" //Right through here. scene "scenes/Mechanic/WorldMisc11.vcd" //We should go right through there. } Rule PlayerRemarkC1M3ThroughHereMechanic { criteria ConceptRemark IsMechanic IsC1M3ThroughHere IsNotSaidC1M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3ThroughHere:1:0" applycontexttoworld Response PlayerRemarkC1M3ThroughHereMechanic } Response PlayerRemarkC1M3TurnOffAlarm1Mechanic { scene "scenes/Mechanic/WorldC1M3B34.vcd" //Keep going! scene "scenes/Mechanic/WorldC1M3B35.vcd" //UP, UP! Keep goin' UP! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! scene "scenes/Mechanic/WorldC1M3B38.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1Mechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm1 IsNotSaidC1M3TurnOffAlarm1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1Mechanic } Response PlayerRemarkC1M3TurnOffAlarm1aMechanic { scene "scenes/Mechanic/WorldC1M3B34.vcd" //Keep going! scene "scenes/Mechanic/WorldC1M3B35.vcd" //UP, UP! Keep goin' UP! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! scene "scenes/Mechanic/WorldC1M3B38.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1aMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm1a IsNotSaidC1M3TurnOffAlarm1a IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1aMechanic } Response PlayerRemarkC1M3TurnOffAlarm1bMechanic { scene "scenes/Mechanic/WorldC1M3B34.vcd" //Keep going! scene "scenes/Mechanic/WorldC1M3B35.vcd" //UP, UP! Keep goin' UP! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! scene "scenes/Mechanic/WorldC1M3B38.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1bMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm1b IsNotSaidC1M3TurnOffAlarm1b IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1bMechanic } Response PlayerRemarkC1M3TurnOffAlarm1cMechanic { scene "scenes/Mechanic/WorldC1M3B34.vcd" //Keep going! scene "scenes/Mechanic/WorldC1M3B35.vcd" //UP, UP! Keep goin' UP! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! scene "scenes/Mechanic/WorldC1M3B38.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1cMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm1c IsNotSaidC1M3TurnOffAlarm1c IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1cMechanic } Response PlayerRemarkC1M3TurnOffAlarm2Mechanic { scene "scenes/Mechanic/WorldC1M3B36.vcd" //We have to turn that alarm off! scene "scenes/Mechanic/WorldC2M328.vcd" //Run to the door! scene "scenes/Mechanic/YellRun03.vcd" //MAN, DON'T STOP RUNNING! } Rule PlayerRemarkC1M3TurnOffAlarm2Mechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm2 IsNotSaidC1M3TurnOffAlarm2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2Mechanic } Response PlayerRemarkC1M3TurnOffAlarm2aMechanic { scene "scenes/Mechanic/WorldC1M3B36.vcd" //We have to turn that alarm off! scene "scenes/Mechanic/WorldC2M328.vcd" //Run to the door! scene "scenes/Mechanic/YellRun03.vcd" //MAN, DON'T STOP RUNNING! } Rule PlayerRemarkC1M3TurnOffAlarm2aMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm2a IsNotSaidC1M3TurnOffAlarm2a IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2aMechanic } Response PlayerRemarkC1M3TurnOffAlarm2bMechanic { scene "scenes/Mechanic/WorldC1M3B36.vcd" //We have to turn that alarm off! scene "scenes/Mechanic/WorldC2M328.vcd" //Run to the door! scene "scenes/Mechanic/YellRun03.vcd" //MAN, DON'T STOP RUNNING! } Rule PlayerRemarkC1M3TurnOffAlarm2bMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm2b IsNotSaidC1M3TurnOffAlarm2b IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2bMechanic } Response PlayerRemarkC1M3TurnOffAlarm2cMechanic { scene "scenes/Mechanic/WorldC1M3B36.vcd" //We have to turn that alarm off! scene "scenes/Mechanic/WorldC2M328.vcd" //Run to the door! scene "scenes/Mechanic/YellRun03.vcd" //MAN, DON'T STOP RUNNING! } Rule PlayerRemarkC1M3TurnOffAlarm2cMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm2c IsNotSaidC1M3TurnOffAlarm2c IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2cMechanic } Response PlayerRemarkC1M3TurnOffAlarm2dMechanic { scene "scenes/Mechanic/WorldC1M3B36.vcd" //We have to turn that alarm off! scene "scenes/Mechanic/WorldC2M328.vcd" //Run to the door! scene "scenes/Mechanic/YellRun03.vcd" //MAN, DON'T STOP RUNNING! } Rule PlayerRemarkC1M3TurnOffAlarm2dMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm2d IsNotSaidC1M3TurnOffAlarm2d IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2d:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2dMechanic } Response PlayerRemarkC1M3TurnOffAlarm3Mechanic { scene "scenes/Mechanic/WorldC1M3B36.vcd" //We have to turn that alarm off! } Rule PlayerRemarkC1M3TurnOffAlarm3Mechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm3 IsNotSaidC1M3TurnOffAlarm3 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3Mechanic } Response PlayerRemarkC1M3TurnOffAlarm3aMechanic { scene "scenes/Mechanic/WorldC1M3B34.vcd" //Keep going! scene "scenes/Mechanic/WorldC1M3B35.vcd" //UP, UP! Keep goin' UP! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! scene "scenes/Mechanic/WorldC1M3B38.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3aMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm3a IsNotSaidC1M3TurnOffAlarm3a IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3aMechanic } Response PlayerRemarkC1M3TurnOffAlarm3bMechanic { scene "scenes/Mechanic/WorldC1M3B34.vcd" //Keep going! scene "scenes/Mechanic/WorldC1M3B35.vcd" //UP, UP! Keep goin' UP! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! scene "scenes/Mechanic/WorldC1M3B38.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3bMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm3b IsNotSaidC1M3TurnOffAlarm3b IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3bMechanic } Response PlayerRemarkC1M3TurnOffAlarm3cMechanic { scene "scenes/Mechanic/WorldC1M3B34.vcd" //Keep going! scene "scenes/Mechanic/WorldC1M3B35.vcd" //UP, UP! Keep goin' UP! scene "scenes/Mechanic/WorldC1M3B37.vcd" //Somebody turn off the alarm! scene "scenes/Mechanic/WorldC1M3B38.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3cMechanic { criteria ConceptRemark IsMechanic IsC1M3TurnOffAlarm3c IsNotSaidC1M3TurnOffAlarm3c IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3cMechanic } Response PlayerRemarkC1M3UpEscalator1Mechanic { scene "scenes/Mechanic/WorldC1M3B05.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator1Mechanic { criteria ConceptRemark IsMechanic IsC1M3UpEscalator1 IsNotSaidC1M3UpEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator1:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator1Mechanic } Response PlayerRemarkC1M3UpEscalator2Mechanic { scene "scenes/Mechanic/WorldC1M3B05.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator2Mechanic { criteria ConceptRemark IsMechanic IsC1M3UpEscalator2 IsNotSaidC1M3UpEscalator2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator2:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator2Mechanic } Response PlayerRemarkC1M3UpEscalator3Mechanic { scene "scenes/Mechanic/WorldC1M3B05.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator3Mechanic { criteria ConceptRemark IsMechanic IsC1M3UpEscalator3 IsNotSaidC1M3UpEscalator3 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator3:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator3Mechanic } Response PlayerRemarkc2m1_busblockMechanic { scene "scenes/Mechanic/WorldC2M105.vcd" //Bus is blocking the way. } Rule PlayerRemarkc2m1_busblockMechanic { criteria ConceptRemark IsMechanic Isc2m1_busblock IsNotSaidc2m1_busblock IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_busblock:1:0,Talk:1:1.499" applycontexttoworld Response PlayerRemarkc2m1_busblockMechanic } Response PlayerRemarkc2m1_checkroomsaMechanic { scene "scenes/Mechanic/WorldC2M113.vcd" //Hey, search the rooms. scene "scenes/Mechanic/WorldC2M114.vcd" //Check the rooms. scene "scenes/Mechanic/WorldC2M1B28.vcd" //Search the rooms. scene "scenes/Mechanic/WorldC2M1B29.vcd" //Check the rooms! Might be crap in em! } Rule PlayerRemarkc2m1_checkroomsaMechanic { criteria ConceptRemark IsMechanic Isc2m1_checkroomsa IsNotSaidc2m1_checkroomsa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsa:1:0,Talk:1:1.459,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaMechanic } Rule PlayerRemarkc2m1_checkroomsbMechanic { criteria ConceptRemark IsMechanic Isc2m1_checkroomsb IsNotSaidc2m1_checkroomsb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsb:1:0,Talk:1:1.459,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaMechanic } Rule PlayerRemarkc2m1_checkroomscMechanic { criteria ConceptRemark IsMechanic Isc2m1_checkroomsc IsNotSaidc2m1_checkroomsc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsc:1:0,Talk:1:1.459,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaMechanic } Rule PlayerRemarkc2m1_checkroomsdMechanic { criteria ConceptRemark IsMechanic Isc2m1_checkroomsd IsNotSaidc2m1_checkroomsd IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsd:1:0,Talk:1:1.459,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaMechanic } Response PlayerRemarkc2m1_cliffaMechanic { scene "scenes/Mechanic/WorldC2M1B31.vcd" //Hey watch your footing. This gully looks steep. scene "scenes/Mechanic/WorldC2M1B32.vcd" //If we're gonna get to the bottom of this gully, we gotta be careful. } Rule PlayerRemarkc2m1_cliffaMechanic { criteria ConceptRemark IsMechanic Isc2m1_cliffa IsNotSaidc2m1_cliffa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffa:1:0,Talk:1:3.248,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaMechanic } Rule PlayerRemarkc2m1_cliffbMechanic { criteria ConceptRemark IsMechanic Isc2m1_cliffb IsNotSaidc2m1_cliffb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffb:1:0,Talk:1:3.248,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaMechanic } Rule PlayerRemarkc2m1_cliffcMechanic { criteria ConceptRemark IsMechanic Isc2m1_cliffc IsNotSaidc2m1_cliffc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffc:1:0,Talk:1:3.248,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaMechanic } Rule PlayerRemarkc2m1_cliffdMechanic { criteria ConceptRemark IsMechanic Isc2m1_cliffd IsNotSaidc2m1_cliffd IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffd:1:0,Talk:1:3.248,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaMechanic } Response PlayerRemarkc2m1_downstairsMechanic { scene "scenes/Mechanic/MiscDirectional52.vcd" //Everybody back down the stairs! } Rule PlayerRemarkc2m1_downstairsMechanic { criteria ConceptRemark IsMechanic Isc2m1_downstairs IsNotSaidc2m1_downstairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_downstairs:1:0,Talk:1:1.547" applycontexttoworld Response PlayerRemarkc2m1_downstairsMechanic } Response PlayerRemarkc2m1_offrampaMechanic { scene "scenes/Mechanic/WorldC2M106.vcd" //Hey, down this off ramp. scene "scenes/Mechanic/WorldC2M1B20.vcd" //Down this off ramp! } Rule PlayerRemarkc2m1_offrampaMechanic { criteria ConceptRemark IsMechanic Isc2m1_offrampa IsNotSaidc2m1_offrampa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampa:1:0,Talk:1:1.167,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaMechanic } Rule PlayerRemarkc2m1_offrampbMechanic { criteria ConceptRemark IsMechanic Isc2m1_offrampb IsNotSaidc2m1_offrampb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampb:1:0,Talk:1:1.167,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaMechanic } Rule PlayerRemarkc2m1_offrampcMechanic { criteria ConceptRemark IsMechanic Isc2m1_offrampc IsNotSaidc2m1_offrampc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampc:1:0,Talk:1:1.167,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaMechanic } Rule PlayerRemarkc2m1_offrampdMechanic { criteria ConceptRemark IsMechanic Isc2m1_offrampd IsNotSaidc2m1_offrampd IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampd:1:0,Talk:1:1.167,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaMechanic } Response PlayerRemarkc2m1_parkaMechanic { scene "scenes/Mechanic/WorldC2M1B33.vcd" //Whispering Oaks! We made it! } Rule PlayerRemarkc2m1_parkaMechanic { criteria ConceptRemark IsMechanic Isc2m1_parka IsNotSaidc2m1_parka IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parka:1:0,Talk:1:2.273,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaMechanic } Rule PlayerRemarkc2m1_parkbMechanic { criteria ConceptRemark IsMechanic Isc2m1_parkb IsNotSaidc2m1_parkb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkb:1:0,Talk:1:2.273,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaMechanic } Rule PlayerRemarkc2m1_parkcMechanic { criteria ConceptRemark IsMechanic Isc2m1_parkc IsNotSaidc2m1_parkc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkc:1:0,Talk:1:2.273,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaMechanic } Rule PlayerRemarkc2m1_parkdMechanic { criteria ConceptRemark IsMechanic Isc2m1_parkd IsNotSaidc2m1_parkd IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkd:1:0,Talk:1:2.273,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaMechanic } Rule PlayerRemarkc2m1_parkfMechanic { criteria ConceptRemark IsMechanic Isc2m1_parkf IsNotSaidc2m1_parkf IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkf:1:0,Talk:1:2.273,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaMechanic } Response PlayerRemarkc2m1_poolMechanic { scene "scenes/Mechanic/WorldC2M110.vcd" //Ain't nobody been swimmin' in this pool for a while. scene "scenes/Mechanic/WorldC2M1B26.vcd" //Look at those poor people. All they wanted to do was go for a swim. scene "scenes/Mechanic/WorldC2M1B27.vcd" //Look at all those poor people. } Rule PlayerRemarkc2m1_poolMechanic { criteria ConceptRemark IsMechanic Isc2m1_pool IsNotSaidc2m1_pool IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_pool:1:0,Talk:1:3.694" applycontexttoworld Response PlayerRemarkc2m1_poolMechanic } Response PlayerRemarkc2m1_saferoomMechanic { scene "scenes/Mechanic/SafeSpotAhead01.vcd" //Safe house ahead! scene "scenes/Mechanic/SafeSpotAhead04.vcd" //Hey, we got a safe room right ahead! scene "scenes/Mechanic/World231.vcd" //Safehouse, in there. } Rule PlayerRemarkc2m1_saferoomMechanic { criteria ConceptRemark IsMechanic Isc2m1_saferoom IsNotSaidc2m1_saferoom IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_saferoom:1:0,Talk:1:1.643" applycontexttoworld Response PlayerRemarkc2m1_saferoomMechanic } Response PlayerRemarkc2m1_searchlightsaMechanic { scene "scenes/Mechanic/WorldC2M1B18.vcd" then any _c2m1_searchlights01 foo:0 0.01 //Searchlights. That's the first sign of life we've seen in a hundred miles. scene "scenes/Mechanic/WorldC2M1B18.vcd" then any _c2m1_searchlights03 foo:0 0.01 //Searchlights. That's the first sign of life we've seen in a hundred miles. scene "scenes/Mechanic/WorldC2M1B19.vcd" then any _c2m1_searchlights01 foo:0 0.01 //We should head towards those searchlights. } Rule PlayerRemarkc2m1_searchlightsaMechanic { criteria ConceptRemark IsMechanic Isc2m1_searchlightsa IsNotSaidc2m1_searchlightsa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear1500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_searchlightsa:1:0,Talk:1:3.371" applycontexttoworld Response PlayerRemarkc2m1_searchlightsaMechanic } Response PlayerRemarkc2m1_throughhereMechanic { scene "scenes/Mechanic/MiscDirectional13.vcd" //Through this door! } Rule PlayerRemarkc2m1_throughhereMechanic { criteria ConceptRemark IsMechanic Isc2m1_throughhere IsNotSaidc2m1_throughhere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughhere:1:0,Talk:1:0.718" applycontexttoworld Response PlayerRemarkc2m1_throughhereMechanic } Response PlayerRemarkc2m1_throughmotelaMechanic { scene "scenes/Mechanic/WorldC2M1B25.vcd" //Highway's blocked! Let's cut through the motel! } Rule PlayerRemarkc2m1_throughmotelaMechanic { criteria ConceptRemark IsMechanic Isc2m1_throughmotela IsNotSaidc2m1_throughmotela IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotela:1:0,Talk:1:1.976,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaMechanic } Rule PlayerRemarkc2m1_throughmotelbMechanic { criteria ConceptRemark IsMechanic Isc2m1_throughmotelb IsNotSaidc2m1_throughmotelb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotelb:1:0,Talk:1:1.976,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaMechanic } Rule PlayerRemarkc2m1_throughmotelcMechanic { criteria ConceptRemark IsMechanic Isc2m1_throughmotelc IsNotSaidc2m1_throughmotelc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotelc:1:0,Talk:1:1.976,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaMechanic } Response PlayerRemarkc2m1_throughwindowMechanic { scene "scenes/Mechanic/MiscDirectional07.vcd" //Hey, through this window! } Rule PlayerRemarkc2m1_throughwindowMechanic { criteria ConceptRemark IsMechanic Isc2m1_throughwindow IsNotSaidc2m1_throughwindow IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughwindow:1:0,Talk:1:1.042" applycontexttoworld Response PlayerRemarkc2m1_throughwindowMechanic } Response PlayerRemarkc2m1_uphillMechanic { scene "scenes/Mechanic/WorldC2M311.vcd" //Up here. } Rule PlayerRemarkc2m1_uphillMechanic { criteria ConceptRemark IsMechanic Isc2m1_uphill IsNotSaidc2m1_uphill IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_uphill:1:0,Talk:1:0.630" applycontexttoworld Response PlayerRemarkc2m1_uphillMechanic } Response PlayerRemarkc2m1_upstairsaMechanic { scene "scenes/Mechanic/WorldC3M312.vcd" //Let's get up on the walkway. } Rule PlayerRemarkc2m1_upstairsaMechanic { criteria ConceptRemark IsMechanic Isc2m1_upstairsa IsNotSaidc2m1_upstairsa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_upstairsa:1:0,Talk:1:1.269,SrcGrp_C2M1_003:1:0" applycontexttoworld Response PlayerRemarkc2m1_upstairsaMechanic } Rule PlayerRemarkc2m1_upstairsbMechanic { criteria ConceptRemark IsMechanic Isc2m1_upstairsb IsNotSaidc2m1_upstairsb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_upstairsb:1:0,Talk:1:1.269,SrcGrp_C2M1_003:1:0" applycontexttoworld Response PlayerRemarkc2m1_upstairsaMechanic } Response PlayerRemarkc2m2_cottoncandyaMechanic { scene "scenes/Mechanic/WorldC2M208.vcd" then coach _C2M2_CottonCandy01 foo:0 0.01 //Can we stop and make some cotton candy? Seriously. } Rule PlayerRemarkc2m2_cottoncandyaMechanic { criteria ConceptRemark IsMechanic Isc2m2_cottoncandya IsNotSaidc2m2_cottoncandya IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_002 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_cottoncandya:1:0,Talk:1:2.708,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_002:1:0" applycontexttoworld Response PlayerRemarkc2m2_cottoncandyaMechanic } Rule PlayerRemarkc2m2_cottoncandybMechanic { criteria ConceptRemark IsMechanic Isc2m2_cottoncandyb IsNotSaidc2m2_cottoncandyb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_002 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_cottoncandyb:1:0,Talk:1:2.708,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_002:1:0" applycontexttoworld Response PlayerRemarkc2m2_cottoncandyaMechanic } Rule PlayerRemarkc2m2_cottoncandycMechanic { criteria ConceptRemark IsMechanic Isc2m2_cottoncandyc IsNotSaidc2m2_cottoncandyc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_002 _auto_NotCoachFoodBreak _auto_NotCarouselOn IsNotSpeakingWeight0 ApplyContext "Saidc2m2_cottoncandyc:1:0,Talk:1:2.708,_auto_CoachFoodBreak:1:15,SrcGrp_C2M2_FOOD_002:1:0" applycontexttoworld Response PlayerRemarkc2m2_cottoncandyaMechanic } Response PlayerRemarkc2m2_kiddielandMechanic { scene "scenes/Mechanic/WorldC2M2B18.vcd" then any _C2M2_Kiddie01 foo:0 0.01 //Holy shit, guys! Kiddie Land! scene "scenes/Mechanic/WorldC2M2B18.vcd" then self _C2M2_Kiddie03 foo:0 0.4 //Holy shit, guys! Kiddie Land! scene "scenes/Mechanic/WorldC2M2B20.vcd" then any _C2M2_Kiddie01 foo:0 0.01 //Check it out! Kiddie Land! scene "scenes/Mechanic/WorldC2M2B20.vcd" then self _C2M2_Kiddie03 foo:0 0.4 //Check it out! Kiddie Land! } Rule PlayerRemarkc2m2_kiddielandMechanic { criteria ConceptRemark IsMechanic Isc2m2_kiddieland IsNotSaidc2m2_kiddieland IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m2_kiddieland:1:0,Talk:1:3.403" applycontexttoworld Response PlayerRemarkc2m2_kiddielandMechanic } Response PlayerRemarkc2m2_saferoomaMechanic { speak "Mechanic_Blank" noscene //Blank } Rule PlayerRemarkc2m2_saferoomaMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_910 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M2_910:1:0" applycontexttoworld Response PlayerRemarkc2m2_saferoomaMechanic } Response PlayerRemarkc2m2_topofslideaMechanic { scene "scenes/Mechanic/WorldC2M2B12.vcd" //Man, would you look at all these rides? And no LINES! Wish we weren't in such a hurry. scene "scenes/Mechanic/WorldC2M2B13.vcd" //It's like we bought the park and got every ride to ourselves! That's the third thing I was gonna do if I ever won the lottery. } Rule PlayerRemarkc2m2_topofslideaMechanic { criteria ConceptRemark IsMechanic Isc2m2_topofslidea IsNotSaidc2m2_topofslidea IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslidea:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaMechanic } Rule PlayerRemarkc2m2_topofslidebMechanic { criteria ConceptRemark IsMechanic Isc2m2_topofslideb IsNotSaidc2m2_topofslideb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslideb:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaMechanic } Rule PlayerRemarkc2m2_topofslidecMechanic { criteria ConceptRemark IsMechanic Isc2m2_topofslidec IsNotSaidc2m2_topofslidec IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslidec:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaMechanic } Rule PlayerRemarkc2m2_topofslidedMechanic { criteria ConceptRemark IsMechanic Isc2m2_topofslided IsNotSaidc2m2_topofslided IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslided:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaMechanic } Response PlayerRemarkc2m2_tunnelofloveMechanic { scene "scenes/Mechanic/WorldC2M2B30.vcd" then any _C2M2_SeeSafehouse01 foo:0 0.1 //Hey, there's a saferoom in the tunnel of love! } Rule PlayerRemarkc2m2_tunnelofloveMechanic { criteria ConceptRemark IsMechanic Isc2m2_tunneloflove IsNotSaidc2m2_tunneloflove IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival _auto_IsThroughCarousel IsNotSpeakingWeight0 ApplyContext "Saidc2m2_tunneloflove:1:0,_auto_SawTunnelOfLove:1:0,_auto_TimerLockA:1:5,_auto_TimerLockMechanic:0:0" applycontexttoworld Response PlayerRemarkc2m2_tunnelofloveMechanic } Response PlayerRemarkc2m3_coasteroffaMechanic { norepeat scene "scenes/Mechanic/WorldC2M3B21.vcd" //Hey we gotta turn that alarm off! scene "scenes/Mechanic/WorldC2M3B22.vcd" //Somebody turn off that alarm! scene "scenes/Mechanic/WorldC2M3B23.vcd" //That alarm is getting on my nerves! } Rule PlayerRemarkc2m3_coasteroffaMechanic { criteria ConceptRemark IsMechanic Isc2m3_coasteroffa IsNotSaidc2m3_coasteroffa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffa:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaMechanic } Rule PlayerRemarkc2m3_coasteroffbMechanic { criteria ConceptRemark IsMechanic Isc2m3_coasteroffb IsNotSaidc2m3_coasteroffb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffb:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaMechanic } Rule PlayerRemarkc2m3_coasteroffcMechanic { criteria ConceptRemark IsMechanic Isc2m3_coasteroffc IsNotSaidc2m3_coasteroffc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffc:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaMechanic } Response PlayerRemarkc2m3_coollightaMechanic { scene "scenes/Mechanic/WorldC2M302.vcd" //Dang, look at Nick's jacket. scene "scenes/Mechanic/WorldC2M303.vcd" //This is cool. } Rule PlayerRemarkc2m3_coollightaMechanic { criteria ConceptRemark IsMechanic Isc2m3_coollighta IsNotSaidc2m3_coollighta IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coollighta:1:0" applycontexttoworld Response PlayerRemarkc2m3_coollightaMechanic } Response PlayerRemarkc2m3_holeMechanic { scene "scenes/Mechanic/WorldC2M3B09.vcd" then any _c2m3_hole01 foo:0 0.1 //Down that hole! scene "scenes/Mechanic/WorldC2M3B10.vcd" then any _c2m3_hole01 foo:0 0.1 //Through the blasted-out hole of love! } Rule PlayerRemarkc2m3_holeMechanic { criteria ConceptRemark IsMechanic Isc2m3_hole IsNotSaidc2m3_hole IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_hole:1:0" applycontexttoworld Response PlayerRemarkc2m3_holeMechanic } Response PlayerRemarkc2m3_overfenceMechanic { scene "scenes/Mechanic/MiscDirectional22.vcd" //Over the fence! } Rule PlayerRemarkc2m3_overfenceMechanic { criteria ConceptRemark IsMechanic Isc2m3_overfence IsNotSaidc2m3_overfence IsNotCoughing IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_overfence:1:0" applycontexttoworld Response PlayerRemarkc2m3_overfenceMechanic } Response PlayerRemarkc2m3_saferoomendaMechanic { scene "scenes/Mechanic/SafeSpotAhead01.vcd" //Safe house ahead! scene "scenes/Mechanic/SafeSpotAhead02.vcd" //Yeah, safehouse y'all! } Rule PlayerRemarkc2m3_saferoomendaMechanic { criteria ConceptRemark IsMechanic Isc2m3_saferoomenda IsNotSaidc2m3_saferoomenda IsNotCoughing IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival _auto_IsOkSafehouse IsNotSpeakingWeight0 ApplyContext "Saidc2m3_saferoomenda:1:0,_auto_CoasterOff:0:0,_auto_CoasterOver:1:0" applycontexttoworld Response PlayerRemarkc2m3_saferoomendaMechanic } Response PlayerRemarkc2m3_screamingoakaMechanic { scene "scenes/Mechanic/WorldC2M3B12.vcd" //Aw, MAN, that's the Screamin' Oak! } Rule PlayerRemarkc2m3_screamingoakaMechanic { criteria ConceptRemark IsMechanic Isc2m3_screamingoaka IsNotSaidc2m3_screamingoaka IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_screamingoaka:1:0,_auto_OutOfTunnel:1:0,SrcGrp_C2M3_002:1:0" applycontexttoworld Response PlayerRemarkc2m3_screamingoakaMechanic } Rule PlayerRemarkc2m3_screamingoakbMechanic { criteria ConceptRemark IsMechanic Isc2m3_screamingoakb IsNotSaidc2m3_screamingoakb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_screamingoakb:1:0,SrcGrp_C2M3_002:1:0" applycontexttoworld Response PlayerRemarkc2m3_screamingoakaMechanic } Rule PlayerRemarkc2m3_screamingoakcMechanic { criteria ConceptRemark IsMechanic Isc2m3_screamingoakc IsNotSaidc2m3_screamingoakc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_screamingoakc:1:0,SrcGrp_C2M3_002:1:0" applycontexttoworld Response PlayerRemarkc2m3_screamingoakaMechanic } Response PlayerRemarkc2m3_swanpileupMechanic { scene "scenes/Mechanic/WorldC4M1B20.vcd" //Damn. That's quite a wreck. } Rule PlayerRemarkc2m3_swanpileupMechanic { criteria ConceptRemark IsMechanic Isc2m3_swanpileup IsNotSaidc2m3_swanpileup IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_swanpileup:1:0" applycontexttoworld Response PlayerRemarkc2m3_swanpileupMechanic } Response PlayerRemarkc2m3_swanroomaMechanic { scene "scenes/Mechanic/WorldC2M3B04.vcd" //Into the swan maintenance room of love! scene "scenes/Mechanic/WorldC2M3B05.vcd" //Into the maintenance tunnel of love! } Rule PlayerRemarkc2m3_swanroomaMechanic { criteria ConceptRemark IsMechanic Isc2m3_swanrooma IsNotSaidc2m3_swanrooma IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_swanmaintenancerooma:1:0" applycontexttoworld Response PlayerRemarkc2m3_swanroomaMechanic } Response PlayerRemarkc2m3_tracks01Mechanic { norepeat scene "scenes/Mechanic/WorldC2M324.vcd" //I'm gonna fly down these hills. scene "scenes/Mechanic/WorldC2M325.vcd" //Click-click-click-click scene "scenes/Mechanic/WorldC2M330.vcd" //These things ain't never gonna stop! scene "scenes/Mechanic/WorldC2M3B24.vcd" //Follow the tracks! scene "scenes/Mechanic/WorldC2M3B25.vcd" //Keep followin the tracks! } Rule PlayerRemarkc2m3_tracks01Mechanic { criteria ConceptRemark IsMechanic Isc2m3_tracks01 IsNotSaidc2m3_tracks01 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks01:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Mechanic } Rule PlayerRemarkc2m3_tracks02Mechanic { criteria ConceptRemark IsMechanic Isc2m3_tracks02 IsNotSaidc2m3_tracks02 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks02:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Mechanic } Rule PlayerRemarkc2m3_tracks03Mechanic { criteria ConceptRemark IsMechanic Isc2m3_tracks03 IsNotSaidc2m3_tracks03 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks03:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Mechanic } Rule PlayerRemarkc2m3_tracks04Mechanic { criteria ConceptRemark IsMechanic Isc2m3_tracks04 IsNotSaidc2m3_tracks04 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks04:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Mechanic } Rule PlayerRemarkc2m3_tracks05Mechanic { criteria ConceptRemark IsMechanic Isc2m3_tracks05 IsNotSaidc2m3_tracks05 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks05:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Mechanic } Rule PlayerRemarkc2m3_tracks06Mechanic { criteria ConceptRemark IsMechanic Isc2m3_tracks06 IsNotSaidc2m3_tracks06 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks06:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Mechanic } Rule PlayerRemarkc2m3_tracks07Mechanic { criteria ConceptRemark IsMechanic Isc2m3_tracks07 IsNotSaidc2m3_tracks07 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks07:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Mechanic } Rule PlayerRemarkc2m3_tracks08Mechanic { criteria ConceptRemark IsMechanic Isc2m3_tracks08 IsNotSaidc2m3_tracks08 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks08:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Mechanic } Response PlayerRemarkc2m3_ventaMechanic { scene "scenes/Mechanic/WorldC2M313.vcd" //A little vent crawling. scene "scenes/Mechanic/WorldC2M314.vcd" //One thing videogames have taught me, good shit is always in vents. } Rule PlayerRemarkc2m3_ventaMechanic { criteria ConceptRemark IsMechanic Isc2m3_venta IsNotSaidc2m3_venta IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_venta:1:0" applycontexttoworld Response PlayerRemarkc2m3_ventaMechanic } Response PlayerRemarkc2m3_waterMechanic { scene "scenes/Mechanic/WorldC2M3B03.vcd" then any _c2m3_water01 foo:0 0.1 //Cool looking water. } Rule PlayerRemarkc2m3_waterMechanic { criteria ConceptRemark IsMechanic Isc2m3_water IsNotSaidc2m3_water IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_water:1:0" applycontexttoworld Response PlayerRemarkc2m3_waterMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_waterMechanic : ChanceToFire60Percent Rule AUTOBLANK_PlayerRemarkc2m3_waterMechanic { criteria ConceptRemark IsMechanic Isc2m3_water IsNotSaidc2m3_water IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m3_water:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkc2m3_wayblocked1Mechanic { scene "scenes/Mechanic/WorldC1M1B65.vcd" //Shit! This way's blocked! } Rule PlayerRemarkc2m3_wayblocked1Mechanic { criteria ConceptRemark IsMechanic Isc2m3_wayblocked1 IsNotSaidc2m3_wayblocked1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_wayblocked1:1:0" applycontexttoworld Response PlayerRemarkc2m3_wayblocked1Mechanic } Response PlayerRemarkc2m4_barnentryMechanic { scene "scenes/Mechanic/MiscDirectional01.vcd" //Through here! } Rule PlayerRemarkc2m4_barnentryMechanic { criteria ConceptRemark IsMechanic Isc2m4_barnentry IsNotSaidc2m4_barnentry IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m4_barnentry:1:0" applycontexttoworld Response PlayerRemarkc2m4_barnentryMechanic } Response PlayerRemarkc2m4_bumpercarsaMechanic { scene "scenes/Mechanic/WorldC2M3B31.vcd" //Through the bumper cars! } Rule PlayerRemarkc2m4_bumpercarsaMechanic { criteria ConceptRemark IsMechanic Isc2m4_bumpercarsa IsNotSaidc2m4_bumpercarsa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsa:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaMechanic } Rule PlayerRemarkc2m4_bumpercarsbMechanic { criteria ConceptRemark IsMechanic Isc2m4_bumpercarsb IsNotSaidc2m4_bumpercarsb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsb:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaMechanic } Rule PlayerRemarkc2m4_bumpercarscMechanic { criteria ConceptRemark IsMechanic Isc2m4_bumpercarsc IsNotSaidc2m4_bumpercarsc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_bumpercarsc:1:0,SrcGrp_C2M4_001:1:0" applycontexttoworld Response PlayerRemarkc2m4_bumpercarsaMechanic } Response PlayerRemarkc2m4_pendoorMechanic { scene "scenes/Mechanic/MiscDirectional14.vcd" //Through that door! } Rule PlayerRemarkc2m4_pendoorMechanic { criteria ConceptRemark IsMechanic Isc2m4_pendoor IsNotSaidc2m4_pendoor IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m4_pendoor:1:0" applycontexttoworld Response PlayerRemarkc2m4_pendoorMechanic } Response PlayerRemarkc2m4_seesaferoomMechanic { scene "scenes/Mechanic/SafeSpotAhead04.vcd" //Hey, we got a safe room right ahead! } Rule PlayerRemarkc2m4_seesaferoomMechanic { criteria ConceptRemark IsMechanic Isc2m4_seesaferoom IsNotSaidc2m4_seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateOpen IsNotSpeakingWeight0 ApplyContext "Saidc2m4_seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc2m4_seesaferoomMechanic } Response PlayerRemarkc2m4_upbarnaMechanic { scene "scenes/Mechanic/WorldC4M4B04.vcd" //We can climb across the roofs! } Rule PlayerRemarkc2m4_upbarnaMechanic { criteria ConceptRemark IsMechanic Isc2m4_upbarna IsNotSaidc2m4_upbarna IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_upbarna:1:0,SrcGrp_C2M4_003:1:0" applycontexttoworld Response PlayerRemarkc2m4_upbarnaMechanic } Rule PlayerRemarkc2m4_upbarnbMechanic { criteria ConceptRemark IsMechanic Isc2m4_upbarnb IsNotSaidc2m4_upbarnb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_upbarnb:1:0,SrcGrp_C2M4_003:1:0" applycontexttoworld Response PlayerRemarkc2m4_upbarnaMechanic } Response PlayerRemarkc2m5_button2Mechanic { scene "scenes/Mechanic/WorldC2M5B15.vcd" //Ooh, here's a tape deck marked finale! scene "scenes/Mechanic/WorldC2M5B17.vcd" //When I hit this tape deck, it's all gonna start. Get ready, guys! scene "scenes/Mechanic/WorldC2M5B20.vcd" //Get ready to rock! I'm about to start this baby. } Rule PlayerRemarkc2m5_button2Mechanic { criteria ConceptRemark IsMechanic Isc2m5_button2 IsNotSaidc2m5_button2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear75 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 IsNotSpeakingWeight0 ApplyContext "Saidc2m5_button2:1:0" applycontexttoworld Response PlayerRemarkc2m5_button2Mechanic } Response PlayerRemarkC3M#BridgeDownMechanic { scene "scenes/Mechanic/HurryUp03.vcd" //Let's go, let's go! scene "scenes/Mechanic/WorldC3M136.vcd" //Let's go! Let's GO! scene "scenes/Mechanic/WorldC3M330.vcd" //We can cross! scene "scenes/Mechanic/WorldC3M331.vcd" //Hey, it's down, let's go! Let's go! } Rule PlayerRemarkC3M#BridgeDownMechanic { criteria ConceptRemark IsMechanic IsC3M#BridgeDown IsNotSaidC3M#BridgeDown IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M#BridgeDown:1:0" applycontexttoworld Response PlayerRemarkC3M#BridgeDownMechanic } Response PlayerRemarkC3M1NoSwimmingMechanic { scene "scenes/Mechanic/WorldC3M1B07.vcd" //Swimming with gators? Why no thank you. } Rule PlayerRemarkC3M1NoSwimmingMechanic { criteria ConceptRemark IsMechanic IsC3M1NoSwimming IsNotSaidC3M1NoSwimming IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M1NoSwimming:1:0" applycontexttoworld Response PlayerRemarkC3M1NoSwimmingMechanic } Response PlayerRemarkc3m2_parachutistMechanic { scene "scenes/Mechanic/WorldC3M213.vcd" //What's a parachutist doing out here? scene "scenes/Mechanic/WorldC3M251.vcd" //Don't make no sense for him to parachute here. } Rule PlayerRemarkc3m2_parachutistMechanic { criteria ConceptRemark IsMechanic Isc3m2_parachutist IsNotSaidc3m2_parachutist IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m2_parachutist:1:0" applycontexttoworld forceweight 10 Response PlayerRemarkc3m2_parachutistMechanic } Response PlayerRemarkC3M2PlaneCrashMechanic { scene "scenes/Mechanic/WorldC3M215.vcd" //Holy shit. Well this explains our parachutist. scene "scenes/Mechanic/WorldC3M217.vcd" //Goddamn a whole plane! scene "scenes/Mechanic/WorldC3M217.vcd" //Goddamn a whole plane! scene "scenes/Mechanic/WorldC3M218.vcd" //Had to be scary to be on this flight. scene "scenes/Mechanic/WorldC3M218.vcd" //Had to be scary to be on this flight. } Rule PlayerRemarkC3M2PlaneCrashMechanic { criteria ConceptRemark IsMechanic IsC3M2PlaneCrash IsNotSaidC3M2PlaneCrash IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear600 IsNotSaidC3M2OpenDoor IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneCrash:1:0,Talk:1:3.419" applycontexttoworld Response PlayerRemarkC3M2PlaneCrashMechanic } Response PlayerRemarkC3M2PlaneDoorNagMechanic { scene "scenes/Mechanic/WorldC3M219.vcd" //Yo, we got to go through this emergency door. scene "scenes/Mechanic/WorldC3M220.vcd" //Looks like this emergency door is the only way. scene "scenes/Mechanic/WorldC3M221.vcd" //I just know an alarm is gonna sound when we open that door. scene "scenes/Mechanic/WorldC3M222.vcd" //Get ready and lets open the door. } Rule PlayerRemarkC3M2PlaneDoorNagMechanic { criteria ConceptRemark IsMechanic IsC3M2PlaneDoorNag IsNotSaidC3M2PlaneDoorNag IsNotCoughing IsTalk IsTalkMechanic IsSubjectNear500 IsNotSaidC3M2OpenDoor IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneDoorNag:1:0,SaidC3M2PlaneDoorNagShort:1:8,Talk:1:2.270" applycontexttoworld Response PlayerRemarkC3M2PlaneDoorNagMechanic } Response PlayerRemarkC3M2PlaneDoorNagaMechanic { scene "scenes/Mechanic/WorldC3M223.vcd" //Alright, we ready to open the door? scene "scenes/Mechanic/WorldC3M224.vcd" //Somebody has to open this door. } Rule PlayerRemarkC3M2PlaneDoorNagaMechanic { criteria ConceptRemark IsMechanic IsC3M2PlaneDoorNaga IsNotSaidC3M2PlaneDoorNaga IsNotCoughing IsTalk IsTalkMechanic IsSubjectNear400 IsSaidC3M2PlaneDoorNag IsNotSaidC3M2OpenDoor IsNotSaidC3M2PlaneDoorNagShort AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneDoorNaga:1:0,Talk:1:1.660" applycontexttoworld Response PlayerRemarkC3M2PlaneDoorNagaMechanic } Response PlayerRemarkC3M2RoadMechanic { scene "scenes/Mechanic/WorldC3M230.vcd" //Hey, there's a road! scene "scenes/Mechanic/WorldC3M231.vcd" //Hey man, lights on! scene "scenes/Mechanic/WorldC3M232.vcd" //Hey you see those lights? scene "scenes/Mechanic/WorldC3M233.vcd" //Hey, there's a truck! } Rule PlayerRemarkC3M2RoadMechanic { criteria ConceptRemark IsMechanic IsC3M2Road IsNotSaidC3M2Road IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Road:1:0,Talk:1:1.154" applycontexttoworld Response PlayerRemarkC3M2RoadMechanic } Response PlayerRemarkC3M2StartMechanic { scene "scenes/Mechanic/WorldC3M204.vcd" //Time to get wet. } Rule PlayerRemarkC3M2StartMechanic { criteria ConceptRemark IsMechanic IsC3M2Start IsNotSaidC3M2Start IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsNotInSafeSpot IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Start:1:0,Talk:1:2.705" applycontexttoworld Response PlayerRemarkC3M2StartMechanic } Response PlayerRemarkC3M2StartDryMechanic { scene "scenes/Mechanic/WorldC3M205.vcd" //Dry land up here. scene "scenes/Mechanic/WorldC3M206.vcd" //It's quicker on the dry land. } Rule PlayerRemarkC3M2StartDryMechanic { criteria ConceptRemark IsMechanic IsC3M2StartDry IsNotSaidC3M2StartDry IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2StartDry:1:0,Talk:1:1.497" applycontexttoworld Response PlayerRemarkC3M2StartDryMechanic } Response PlayerRemarkC3M2UnderWaterShackMechanic { scene "scenes/Mechanic/WorldC3M227.vcd" //Jesus Christ, did they really build these houses underwater? scene "scenes/Mechanic/WorldC3M229.vcd" //Wow, this here is some real shacks. } Rule PlayerRemarkC3M2UnderWaterShackMechanic { criteria ConceptRemark IsMechanic IsC3M2UnderWaterShack IsNotSaidC3M2UnderWaterShack IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2UnderWaterShack:1:0,Talk:1:4.380" applycontexttoworld Response PlayerRemarkC3M2UnderWaterShackMechanic } Response PlayerRemarkC3M2Village1Mechanic { scene "scenes/Mechanic/WorldC3M238.vcd" then any C3M2ComingHome foo:0 1 //There's the village! scene "scenes/Mechanic/WorldC3M239.vcd" then any C3M2ComingHome foo:0 1 //They have lights on in the village! } Rule PlayerRemarkC3M2Village1Mechanic { criteria ConceptRemark IsMechanic IsC3M2Village1 IsNotSaidC3M2Village1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear800 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Village1:1:0,Talk:1:2.848" applycontexttoworld Response PlayerRemarkC3M2Village1Mechanic } Response PlayerRemarkC3M2Village2Mechanic { scene "scenes/Mechanic/WorldC3M246.vcd" //Hey, we can get to them through here! scene "scenes/Mechanic/WorldC3M247.vcd" //Safe house is right past that fence! scene "scenes/Mechanic/WorldC3M250.vcd" //Let's go to the house! } Rule PlayerRemarkC3M2Village2Mechanic { criteria ConceptRemark IsMechanic IsC3M2Village2 IsNotSaidC3M2Village2 IsNotCoughing IsTalk IsTalkMechanic IsSubjectNear400 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Village2:1:0,Talk:1:1.815" applycontexttoworld Response PlayerRemarkC3M2Village2Mechanic } Response PlayerRemarkC3M3LowerGateMechanic { scene "scenes/Mechanic/WorldC3M319.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //What the hell? The only way is over this bridge? scene "scenes/Mechanic/WorldC3M320.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //Hey, somebody lower the walkway. scene "scenes/Mechanic/WorldC3M324.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //You just know this is gonna be some shit. } Rule PlayerRemarkC3M3LowerGateMechanic { criteria ConceptRemark IsMechanic IsC3M3LowerGate IsNotSaidC3M3BridgeButton IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3LowerGate:1:0" applycontexttoworld Response PlayerRemarkC3M3LowerGateMechanic } Response PlayerRemarkC3M3SafeHouseAheadMechanic { scene "scenes/Mechanic/WorldC3M338.vcd" //Get to the house! scene "scenes/Mechanic/WorldC3M339.vcd" //There's the house! scene "scenes/Mechanic/WorldC3M340.vcd" //Woohoo! That's the house! scene "scenes/Mechanic/WorldC3M341.vcd" //Hey, run to that house! } Rule PlayerRemarkC3M3SafeHouseAheadMechanic { criteria ConceptRemark IsMechanic IsC3M3SafeHouseAhead IsNotSaidC3M3SafeHouseAhead IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3SafeHouseAhead:1:0" applycontexttoworld Response PlayerRemarkC3M3SafeHouseAheadMechanic } Response PlayerRemarkC3M3SearchHousesMechanic { scene "scenes/Mechanic/WorldC3M304.vcd" //Well.. let's look for supplies. scene "scenes/Mechanic/WorldC3M305.vcd" //Maybe they left some around here. } Rule PlayerRemarkC3M3SearchHousesMechanic { criteria ConceptRemark IsMechanic IsC3M3SearchHouses IsNotSaidC3M3SearchHouses IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3SearchHouses:1:0" applycontexttoworld Response PlayerRemarkC3M3SearchHousesMechanic } Response PlayerRemarkC3M3StairsMechanic { scene "scenes/Mechanic/WorldC3M313.vcd" //Hey, there's a walkway. scene "scenes/Mechanic/WorldC3M314.vcd" //Man, let's get out of this muck. } Rule PlayerRemarkC3M3StairsMechanic { criteria ConceptRemark IsMechanic IsC3M3Stairs IsNotSaidC3M3Stairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3Stairs:1:0" applycontexttoworld Response PlayerRemarkC3M3StairsMechanic } Response PlayerRemarkC3M3StayUpHereMechanic { scene "scenes/Mechanic/WorldC3M332.vcd" //Alright everybody, stay on the deck! scene "scenes/Mechanic/WorldC3M333.vcd" //Stay up here! scene "scenes/Mechanic/WorldC3M336.vcd" //Alright, let's get out of here! } Rule PlayerRemarkC3M3StayUpHereMechanic { criteria ConceptRemark IsMechanic IsC3M3StayUpHere IsNotSaidC3M3StayUpHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear100 ChanceToFire30Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3StayUpHere:1:0" applycontexttoworld Response PlayerRemarkC3M3StayUpHereMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3StayUpHereMechanic : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkC3M3StayUpHereMechanic { criteria ConceptRemark IsMechanic IsC3M3StayUpHere IsNotSaidC3M3StayUpHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3StayUpHere:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkC3M3ThisWayMechanic { scene "scenes/Mechanic/FollowMe04.vcd" //This way, guys! scene "scenes/Mechanic/WorldC3M180.vcd" //Planks this way. } Rule PlayerRemarkC3M3ThisWayMechanic { criteria ConceptRemark IsMechanic IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThisWay:1:0" applycontexttoworld Response PlayerRemarkC3M3ThisWayMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3ThisWayMechanic : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkC3M3ThisWayMechanic { criteria ConceptRemark IsMechanic IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThisWay:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkC3M3ThroughHereMechanic { scene "scenes/Mechanic/WorldC3M309.vcd" //Hey, is there a way out of the village? scene "scenes/Mechanic/WorldMisc03.vcd" //Right through here. scene "scenes/Mechanic/WorldMisc08.vcd" //Inside here. scene "scenes/Mechanic/WorldMisc19.vcd" //Back through here. } Rule PlayerRemarkC3M3ThroughHereMechanic { criteria ConceptRemark IsMechanic IsC3M3ThroughHere IsNotSaidC3M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThroughHere:1:0" applycontexttoworld Response PlayerRemarkC3M3ThroughHereMechanic } Response PlayerRemarkC3M3ThroughThisHouseMechanic { scene "scenes/Mechanic/WorldC2M112.vcd" //We can get around back through here. scene "scenes/Mechanic/WorldC3M333.vcd" //Stay up here! scene "scenes/Mechanic/WorldMisc03.vcd" //Right through here. scene "scenes/Mechanic/WorldMisc19.vcd" //Back through here. scene "scenes/Mechanic/WorldMisc21.vcd" //Short-cut through here. scene "scenes/Mechanic/WorldMisc22.vcd" //Y'all should come this way. } Rule PlayerRemarkC3M3ThroughThisHouseMechanic { criteria ConceptRemark IsMechanic IsC3M3ThroughThisHouse IsNotSaidC3M3ThroughThisHouse IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThroughThisHouse:1:0" applycontexttoworld Response PlayerRemarkC3M3ThroughThisHouseMechanic } Response PlayerRemarkC3M3UpHereMechanic { scene "scenes/Mechanic/WorldC2M311.vcd" //Up here. scene "scenes/Mechanic/WorldC3M317.vcd" //Let's get up on the deck. scene "scenes/Mechanic/WorldC3M334.vcd" //Alright, we gotta stay on the deck. } Rule PlayerRemarkC3M3UpHereMechanic { criteria ConceptRemark IsMechanic IsC3M3UpHere IsNotSaidC3M3UpHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear100 IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3UpHere:1:0" applycontexttoworld Response PlayerRemarkC3M3UpHereMechanic } Response PlayerRemarkC3M3UsePlanksMechanic { scene "scenes/Mechanic/WorldC3M316.vcd" //Hey, we can use these planks. } Rule PlayerRemarkC3M3UsePlanksMechanic { criteria ConceptRemark IsMechanic IsC3M3UsePlanks IsNotSaidC3M3UsePlanks IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 ChanceToFire10Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3UsePlanks:1:0" applycontexttoworld Response PlayerRemarkC3M3UsePlanksMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3UsePlanksMechanic : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkC3M3UsePlanksMechanic { criteria ConceptRemark IsMechanic IsC3M3UsePlanks IsNotSaidC3M3UsePlanks IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3UsePlanks:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkc3m4downroadMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule PlayerRemarkc3m4downroadMechanic { criteria ConceptRemark IsMechanic Isc3m4downroad IsNotSaidc3m4downroad IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4downroad:1:0" applycontexttoworld Response PlayerRemarkc3m4downroadMechanic } Response PlayerRemarkc3m4houseMechanic { scene "scenes/Mechanic/WorldC3M402.vcd" //There's the house. } Rule PlayerRemarkc3m4houseMechanic { criteria ConceptRemark IsMechanic Isc3m4house IsNotSaidc3m4house IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4house:1:0" applycontexttoworld Response PlayerRemarkc3m4houseMechanic } Response PlayerRemarkc3m4radioMechanic { scene "scenes/Mechanic/WorldC3M408.vcd" //Hey, let's use the radio. } Rule PlayerRemarkc3m4radioMechanic { criteria ConceptRemark IsMechanic Isc3m4radio IsNotSaidc3m4radio IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton1 IsNotSpeakingWeight0 ApplyContext "Saidc3m4radio:1:0,Talk:1:1.228" applycontexttoworld Response PlayerRemarkc3m4radioMechanic } Response PlayerRemarkc3m4scaffoldMechanic { scene "scenes/Mechanic/WorldC3M404.vcd" //See the scaffolding? } Rule PlayerRemarkc3m4scaffoldMechanic { criteria ConceptRemark IsMechanic Isc3m4scaffold IsNotSaidc3m4scaffold IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4scaffold:1:0" applycontexttoworld Response PlayerRemarkc3m4scaffoldMechanic } Response PlayerRemarkc3m4shacksMechanic { scene "scenes/Mechanic/WorldC3M401.vcd" //There migth be supplies in these houses. } Rule PlayerRemarkc3m4shacksMechanic { criteria ConceptRemark IsMechanic Isc3m4shacks IsNotSaidc3m4shacks IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4shacks:1:0" applycontexttoworld Response PlayerRemarkc3m4shacksMechanic } Response PlayerRemarkc4m1_carcrashMechanic { scene "scenes/Mechanic/WorldC4M1B20.vcd" then any c4m1_wreck01 foo:0 0.01 //Damn. That's quite a wreck. } Rule PlayerRemarkc4m1_carcrashMechanic { criteria ConceptRemark IsMechanic Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_carcrash:1:0" applycontexttoworld Response PlayerRemarkc4m1_carcrashMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkc4m1_carcrashMechanic : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkc4m1_carcrashMechanic { criteria ConceptRemark IsMechanic Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc4m1_carcrash:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkc4m1_garagesaleMechanic { scene "scenes/Mechanic/WorldC4M1B19.vcd" //We can cut through this garage sale! } Rule PlayerRemarkc4m1_garagesaleMechanic { criteria ConceptRemark IsMechanic Isc4m1_garagesale IsNotSaidc4m1_garagesale IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear400 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_garagesale:1:0" applycontexttoworld Response PlayerRemarkc4m1_garagesaleMechanic } Response PlayerRemarkc4m1_nogasMechanic { scene "scenes/Mechanic/WorldC4M1B07.vcd" then any c4m1_nogas01 foo:0 0.01 //Outta gas. } Rule PlayerRemarkc4m1_nogasMechanic { criteria ConceptRemark IsMechanic Isc4m1_nogas IsNotSaidc4m1_nogas IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_nogas:1:0,Talk:1:0.929,_auto_NoGasGate:1:25" applycontexttoworld Response PlayerRemarkc4m1_nogasMechanic } Response PlayerRemarkc4m1_playgroundfarMechanic { scene "scenes/Mechanic/WorldC4M1B18.vcd" //Through that playground! } Rule PlayerRemarkc4m1_playgroundfarMechanic { criteria ConceptRemark IsMechanic Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear1000 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_playground:1:0" applycontexttoworld Response PlayerRemarkc4m1_playgroundfarMechanic } Response PlayerRemarkc4m1_playgroundnearMechanic { scene "scenes/Mechanic/WorldC4M1B17.vcd" //Through this playground! } Rule PlayerRemarkc4m1_playgroundnearMechanic { criteria ConceptRemark IsMechanic Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_playground:1:0" applycontexttoworld Response PlayerRemarkc4m1_playgroundnearMechanic } Response PlayerRemarkc4m1_saferoomcloseMechanic { scene "scenes/Mechanic/MiscDirectional33.vcd" //Hey, there's a safe room right up there! } Rule PlayerRemarkc4m1_saferoomcloseMechanic { criteria ConceptRemark IsMechanic Isc4m1_saferoomclose IsNotSaidc4m1_saferoomclose IsNotCoughing IsTalk IsTalkMechanic IsSubjectNear800 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_saferoomclose:1:0" applycontexttoworld Response PlayerRemarkc4m1_saferoomcloseMechanic } Response PlayerRemarkc4m1_throughhereAMechanic { scene "scenes/Mechanic/MiscDirectional13.vcd" //Through this door! } Rule PlayerRemarkc4m1_throughhereAMechanic { criteria ConceptRemark IsMechanic Isc4m1_throughhereA IsNotSaidc4m1_throughhereA IsNotCoughing IsTalk IsTalkMechanic IsSubjectNear400 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_throughhereA:1:0" applycontexttoworld Response PlayerRemarkc4m1_throughhereAMechanic } Response PlayerRemarkc4m2_gasinsidesignaMechanic { scene "scenes/Mechanic/WorldC4M2B28.vcd" then any _c4m2_gasinside01 foo:0 0.01 //It says here the gas's inside. } Rule PlayerRemarkc4m2_gasinsidesignaMechanic { criteria ConceptRemark IsMechanic Isc4m2_gasinsidesigna IsNotSaidc4m2_gasinsidesigna IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesigna:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaMechanic } Rule PlayerRemarkc4m2_gasinsidesignbMechanic { criteria ConceptRemark IsMechanic Isc4m2_gasinsidesignb IsNotSaidc4m2_gasinsidesignb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesignb:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaMechanic } Rule PlayerRemarkc4m2_gasinsidesigncMechanic { criteria ConceptRemark IsMechanic Isc4m2_gasinsidesignc IsNotSaidc4m2_gasinsidesignc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesignc:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaMechanic } Response PlayerRemarkc4m2_millentranceMechanic { scene "scenes/Mechanic/MiscDirectional04.vcd" //In here! } Rule PlayerRemarkc4m2_millentranceMechanic { criteria ConceptRemark IsMechanic Isc4m2_millentrance IsNotSaidc4m2_millentrance IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_millentrance:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceMechanic } Response PlayerRemarkc4m2_millentranceexitMechanic { scene "scenes/Mechanic/MiscDirectional03.vcd" //This way! scene "scenes/Mechanic/MiscDirectional06.vcd" //C'mon, this way! } Rule PlayerRemarkc4m2_millentranceexitMechanic { criteria ConceptRemark IsMechanic Isc4m2_millentranceexit IsNotSaidc4m2_millentranceexit IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_millentranceexit:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceexitMechanic } Response PlayerRemarkc4m2_seegasstationaMechanic { scene "scenes/Mechanic/WorldC4M2B15.vcd" then self _c4m2_seestation01 foo:0 0.01 //Allright!! There's the gas station! } Rule PlayerRemarkc4m2_seegasstationaMechanic { criteria ConceptRemark IsMechanic Isc4m2_seegasstationa IsNotSaidc4m2_seegasstationa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationa:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaMechanic } Rule PlayerRemarkc4m2_seegasstationbMechanic { criteria ConceptRemark IsMechanic Isc4m2_seegasstationb IsNotSaidc4m2_seegasstationb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationb:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaMechanic } Rule PlayerRemarkc4m2_seegasstationcMechanic { criteria ConceptRemark IsMechanic Isc4m2_seegasstationc IsNotSaidc4m2_seegasstationc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationc:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaMechanic } Rule PlayerRemarkc4m2_seegasstationdMechanic { criteria ConceptRemark IsMechanic Isc4m2_seegasstationd IsNotSaidc4m2_seegasstationd IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationd:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaMechanic } Rule PlayerRemarkc4m2_seegasstationeMechanic { criteria ConceptRemark IsMechanic Isc4m2_seegasstatione IsNotSaidc4m2_seegasstatione IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstatione:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaMechanic } Response PlayerRemarkc4m2_seesaferoomaMechanic { scene "scenes/Mechanic/WorldC4M2B30.vcd" //There's gas in the safe room! } Rule PlayerRemarkc4m2_seesaferoomaMechanic { criteria ConceptRemark IsMechanic Isc4m2_seesaferooma IsNotSaidc4m2_seesaferooma IsNotCoughing IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seesaferooma:1:0,SrcGrp_C4M2_102:1:0" applycontexttoworld Response PlayerRemarkc4m2_seesaferoomaMechanic } Rule PlayerRemarkc4m2_seesaferoombMechanic { criteria ConceptRemark IsMechanic Isc4m2_seesaferoomb IsNotSaidc4m2_seesaferoomb IsNotCoughing IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seesaferoomb:1:0,SrcGrp_C4M2_102:1:0" applycontexttoworld Response PlayerRemarkc4m2_seesaferoomaMechanic } Response PlayerRemarkc4m2_streetblockedaMechanic { scene "scenes/Mechanic/WorldC4M2B01.vcd" then any _c4m2_streetblocked01 foo:0 0.01 //Hey, we ain't goin' no farther on this road. } Rule PlayerRemarkc4m2_streetblockedaMechanic { criteria ConceptRemark IsMechanic Isc4m2_streetblockeda IsNotSaidc4m2_streetblockeda IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockeda:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaMechanic } Rule PlayerRemarkc4m2_streetblockedbMechanic { criteria ConceptRemark IsMechanic Isc4m2_streetblockedb IsNotSaidc4m2_streetblockedb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockedb:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaMechanic } Rule PlayerRemarkc4m2_streetblockedcMechanic { criteria ConceptRemark IsMechanic Isc4m2_streetblockedc IsNotSaidc4m2_streetblockedc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockedc:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaMechanic } Response PlayerRemarkc4m2_uprampMechanic { scene "scenes/Mechanic/WorldC4M2B13.vcd" //Up that ramp! } Rule PlayerRemarkc4m2_uprampMechanic { criteria ConceptRemark IsMechanic Isc4m2_upramp IsNotSaidc4m2_upramp IsNotCoughing IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_upramp:1:0" applycontexttoworld Response PlayerRemarkc4m2_uprampMechanic } Response PlayerRemarkc4m2_upthestairsMechanic { scene "scenes/Mechanic/WorldC2M311.vcd" //Up here. } Rule PlayerRemarkc4m2_upthestairsMechanic { criteria ConceptRemark IsMechanic Isc4m2_upthestairs IsNotSaidc4m2_upthestairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_upthestairs:1:0" applycontexttoworld Response PlayerRemarkc4m2_upthestairsMechanic } Response PlayerRemarkc4m2_useelevatoraMechanic { scene "scenes/Mechanic/WorldC4M2B19.vcd" //We can take that elevator down to the field. } Rule PlayerRemarkc4m2_useelevatoraMechanic { criteria ConceptRemark IsMechanic Isc4m2_useelevatora IsNotSaidc4m2_useelevatora IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatora:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraMechanic } Rule PlayerRemarkc4m2_useelevatorbMechanic { criteria ConceptRemark IsMechanic Isc4m2_useelevatorb IsNotSaidc4m2_useelevatorb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatorb:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraMechanic } Rule PlayerRemarkc4m2_useelevatorcMechanic { criteria ConceptRemark IsMechanic Isc4m2_useelevatorc IsNotSaidc4m2_useelevatorc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatorc:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraMechanic } Response PlayerRemarkc4m2_waterpoolaMechanic { scene "scenes/Mechanic/WorldC4M2B06.vcd" then any _c4m2_waterpool02 foo:0 0.01 //Man, this water's startin' to pool. Shit. } Rule PlayerRemarkc4m2_waterpoolaMechanic { criteria ConceptRemark IsMechanic Isc4m2_waterpoola IsNotSaidc4m2_waterpoola IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoola:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaMechanic } Rule PlayerRemarkc4m2_waterpoolbMechanic { criteria ConceptRemark IsMechanic Isc4m2_waterpoolb IsNotSaidc4m2_waterpoolb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoolb:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaMechanic } Rule PlayerRemarkc4m2_waterpoolcMechanic { criteria ConceptRemark IsMechanic Isc4m2_waterpoolc IsNotSaidc4m2_waterpoolc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoolc:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaMechanic } Response PlayerRemarkc4m2_weatheraMechanic { scene "scenes/Mechanic/WorldC4M2B03.vcd" //This rain sure ain't lettin' up. scene "scenes/Mechanic/WorldC4M2B05.vcd" //We are in for a nasty damn storm. } Rule PlayerRemarkc4m2_weatheraMechanic { criteria ConceptRemark IsMechanic Isc4m2_weathera IsNotSaidc4m2_weathera IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_100 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_weathera:1:0,SrcGrp_C4M2_100:1:0" applycontexttoworld Response PlayerRemarkc4m2_weatheraMechanic } Response PlayerRemarkc4m3_caneaMechanic { scene "scenes/Mechanic/MiscDirectional47.vcd" //We gotta go back through the field! } Rule PlayerRemarkc4m3_caneaMechanic { criteria ConceptRemark IsMechanic Isc4m3_canea IsNotSaidc4m3_canea IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canea:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Rule PlayerRemarkc4m3_canebMechanic { criteria ConceptRemark IsMechanic Isc4m3_caneb IsNotSaidc4m3_caneb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneb:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Rule PlayerRemarkc4m3_canecMechanic { criteria ConceptRemark IsMechanic Isc4m3_canec IsNotSaidc4m3_canec IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canec:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Rule PlayerRemarkc4m3_canedMechanic { criteria ConceptRemark IsMechanic Isc4m3_caned IsNotSaidc4m3_caned IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caned:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Rule PlayerRemarkc4m3_caneeMechanic { criteria ConceptRemark IsMechanic Isc4m3_canee IsNotSaidc4m3_canee IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canee:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Rule PlayerRemarkc4m3_canefMechanic { criteria ConceptRemark IsMechanic Isc4m3_canef IsNotSaidc4m3_canef IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canef:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Rule PlayerRemarkc4m3_canegMechanic { criteria ConceptRemark IsMechanic Isc4m3_caneg IsNotSaidc4m3_caneg IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneg:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Rule PlayerRemarkc4m3_canehMechanic { criteria ConceptRemark IsMechanic Isc4m3_caneh IsNotSaidc4m3_caneh IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneh:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Rule PlayerRemarkc4m3_caneiMechanic { criteria ConceptRemark IsMechanic Isc4m3_canei IsNotSaidc4m3_canei IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canei:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaMechanic } Response PlayerRemarkc4m3_crosshere1Mechanic { scene "scenes/Mechanic/MiscDirectional55.vcd" //Cross here! scene "scenes/Mechanic/MiscDirectional56.vcd" //We can get across the water here! } Rule PlayerRemarkc4m3_crosshere1Mechanic { criteria ConceptRemark IsMechanic Isc4m3_crosshere1 IsNotSaidc4m3_crosshere1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_crosshere1:1:0" applycontexttoworld Response PlayerRemarkc4m3_crosshere1Mechanic } Rule PlayerRemarkc4m3_crosshere2Mechanic { criteria ConceptRemark IsMechanic Isc4m3_crosshere2 IsNotSaidc4m3_crosshere2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_crosshere2:1:0" applycontexttoworld Response PlayerRemarkc4m3_crosshere1Mechanic } Response PlayerRemarkc4m3_downhere1Mechanic { scene "scenes/Mechanic/MiscDirectional46.vcd" //Jump down there! scene "scenes/Mechanic/WorldC1M1B104.vcd" //We can jump down here! scene "scenes/Mechanic/WorldMisc04.vcd" //Down here. scene "scenes/Mechanic/WorldMisc12.vcd" //Down there. } Rule PlayerRemarkc4m3_downhere1Mechanic { criteria ConceptRemark IsMechanic Isc4m3_downhere1 IsNotSaidc4m3_downhere1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downhere1:1:0" applycontexttoworld Response PlayerRemarkc4m3_downhere1Mechanic } Rule PlayerRemarkc4m3_downhere2Mechanic { criteria ConceptRemark IsMechanic Isc4m3_downhere2 IsNotSaidc4m3_downhere2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downhere2:1:0" applycontexttoworld Response PlayerRemarkc4m3_downhere1Mechanic } Response PlayerRemarkc4m3_downstairsaMechanic { scene "scenes/Mechanic/MiscDirectional52.vcd" //Everybody back down the stairs! } Rule PlayerRemarkc4m3_downstairsaMechanic { criteria ConceptRemark IsMechanic Isc4m3_downstairsa IsNotSaidc4m3_downstairsa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downstairsa:1:0" applycontexttoworld Response PlayerRemarkc4m3_downstairsaMechanic } Response PlayerRemarkc4m3_ducatelsignMechanic { scene "scenes/Mechanic/MiscDirectional67.vcd" //There's the entrance! We're almost outta here! } Rule PlayerRemarkc4m3_ducatelsignMechanic { criteria ConceptRemark IsMechanic Isc4m3_ducatelsign IsNotSaidc4m3_ducatelsign IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_ducatelsign:1:0" applycontexttoworld Response PlayerRemarkc4m3_ducatelsignMechanic } Response PlayerRemarkc4m3_elevatoraMechanic { scene "scenes/Mechanic/MiscDirectional49.vcd" //Hey, we can take the elevator back up! } Rule PlayerRemarkc4m3_elevatoraMechanic { criteria ConceptRemark IsMechanic Isc4m3_elevatora IsNotSaidc4m3_elevatora IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatora:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraMechanic } Rule PlayerRemarkc4m3_elevatorbMechanic { criteria ConceptRemark IsMechanic Isc4m3_elevatorb IsNotSaidc4m3_elevatorb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatorb:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraMechanic } Rule PlayerRemarkc4m3_elevatorcMechanic { criteria ConceptRemark IsMechanic Isc4m3_elevatorc IsNotSaidc4m3_elevatorc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatorc:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraMechanic } Response PlayerRemarkc4m3_overtankaMechanic { scene "scenes/Mechanic/MiscDirectional54.vcd" //We can cross on that tank! } Rule PlayerRemarkc4m3_overtankaMechanic { criteria ConceptRemark IsMechanic Isc4m3_overtanka IsNotSaidc4m3_overtanka IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_overtanka:1:0,SrcGrp_C4M3_050:1:0" applycontexttoworld Response PlayerRemarkc4m3_overtankaMechanic } Rule PlayerRemarkc4m3_overtankbMechanic { criteria ConceptRemark IsMechanic Isc4m3_overtankb IsNotSaidc4m3_overtankb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_overtankb:1:0,SrcGrp_C4M3_050:1:0" applycontexttoworld Response PlayerRemarkc4m3_overtankaMechanic } Response PlayerRemarkc4m3_rainaMechanic { scene "scenes/Mechanic/WorldC4M3B07.vcd" then any _c4m3_rain01 foo:0 0.02 //Oh shit, it's really stormin'. } Rule PlayerRemarkc4m3_rainaMechanic { criteria ConceptRemark IsMechanic Isc4m3_raina IsNotSaidc4m3_raina IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_raina:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaMechanic } Rule PlayerRemarkc4m3_rainbMechanic { criteria ConceptRemark IsMechanic Isc4m3_rainb IsNotSaidc4m3_rainb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_rainb:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaMechanic } Rule PlayerRemarkc4m3_raincMechanic { criteria ConceptRemark IsMechanic Isc4m3_rainc IsNotSaidc4m3_rainc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_rainc:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaMechanic } Rule PlayerRemarkc4m3_raindMechanic { criteria ConceptRemark IsMechanic Isc4m3_raind IsNotSaidc4m3_raind IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_raind:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaMechanic } Response PlayerRemarkc4m3_safehousedownaMechanic { scene "scenes/Mechanic/SafeSpotAhead01.vcd" //Safe house ahead! scene "scenes/Mechanic/SafeSpotAhead02.vcd" //Yeah, safehouse y'all! } Rule PlayerRemarkc4m3_safehousedownaMechanic { criteria ConceptRemark IsMechanic Isc4m3_safehousedowna IsNotSaidc4m3_safehousedowna IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedowna:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaMechanic } Rule PlayerRemarkc4m3_safehousedownbMechanic { criteria ConceptRemark IsMechanic Isc4m3_safehousedownb IsNotSaidc4m3_safehousedownb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedownb:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaMechanic } Rule PlayerRemarkc4m3_safehousedowncMechanic { criteria ConceptRemark IsMechanic Isc4m3_safehousedownc IsNotSaidc4m3_safehousedownc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedownc:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaMechanic } Response PlayerRemarkc4m3_startsaferoomaMechanic { scene "scenes/Mechanic/Blank.vcd" //Blank } Rule PlayerRemarkc4m3_startsaferoomaMechanic { criteria ConceptTalkIdle IsMechanic IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_001 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_001:1:0" applycontexttoworld Response PlayerRemarkc4m3_startsaferoomaMechanic } Rule PlayerRemarkc4m3_thiswayaMechanic { criteria ConceptRemark IsMechanic Isc4m3_thiswaya IsNotSaidc4m3_thiswaya IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_thiswaya:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceexitMechanic } Response PlayerRemarkc4m3_uppipesMechanic { scene "scenes/Mechanic/MiscDirectional51.vcd" //UP this pipe! } Rule PlayerRemarkc4m3_uppipesMechanic { criteria ConceptRemark IsMechanic Isc4m3_uppipes IsNotSaidc4m3_uppipes IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_uppipes:1:0" applycontexttoworld Response PlayerRemarkc4m3_uppipesMechanic } Response PlayerRemarkc4m4_floodedaMechanic { scene "scenes/Mechanic/MiscDirectional60.vcd" //Man, the whole place is underwater. } Rule PlayerRemarkc4m4_floodedaMechanic { criteria ConceptRemark IsMechanic Isc4m4_floodeda IsNotSaidc4m4_floodeda IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_floodeda:1:0,Talk:1:1.928" applycontexttoworld Response PlayerRemarkc4m4_floodedaMechanic } Response PlayerRemarkc4m4_garagesaleaMechanic { scene "scenes/Mechanic/WorldC4M4B07.vcd" //There's that garage sale. } Rule PlayerRemarkc4m4_garagesaleaMechanic { criteria ConceptRemark IsMechanic Isc4m4_garagesalea IsNotSaidc4m4_garagesalea IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_garagesalea:1:0,SrcGrp_C4M4_002:1:0" applycontexttoworld Response PlayerRemarkc4m4_garagesaleaMechanic } Rule PlayerRemarkc4m4_garagesalebMechanic { criteria ConceptRemark IsMechanic Isc4m4_garagesaleb IsNotSaidc4m4_garagesaleb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_garagesaleb:1:0,SrcGrp_C4M4_002:1:0" applycontexttoworld Response PlayerRemarkc4m4_garagesaleaMechanic } Response PlayerRemarkc4m4_pastplaygroundaMechanic { speak "Mechanic_Blank" noscene //Blank } Rule PlayerRemarkc4m4_pastplaygroundaMechanic { criteria ConceptRemark IsMechanic Isc4m4_pastplaygrounda IsNotSaidc4m4_pastplaygrounda IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygrounda:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaMechanic } Rule PlayerRemarkc4m4_pastplaygroundbMechanic { criteria ConceptRemark IsMechanic Isc4m4_pastplaygroundb IsNotSaidc4m4_pastplaygroundb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundb:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaMechanic } Rule PlayerRemarkc4m4_pastplaygroundcMechanic { criteria ConceptRemark IsMechanic Isc4m4_pastplaygroundc IsNotSaidc4m4_pastplaygroundc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundc:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaMechanic } Rule PlayerRemarkc4m4_pastplaygrounddMechanic { criteria ConceptRemark IsMechanic Isc4m4_pastplaygroundd IsNotSaidc4m4_pastplaygroundd IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundd:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaMechanic } Rule PlayerRemarkc4m4_pastplaygroundeMechanic { criteria ConceptRemark IsMechanic Isc4m4_pastplaygrounde IsNotSaidc4m4_pastplaygrounde IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygrounde:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaMechanic } Rule PlayerRemarkc4m4_pastplaygroundfMechanic { criteria ConceptRemark IsMechanic Isc4m4_pastplaygroundf IsNotSaidc4m4_pastplaygroundf IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundf:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaMechanic } Rule PlayerRemarkc4m4_pastplaygroundgMechanic { criteria ConceptRemark IsMechanic Isc4m4_pastplaygroundg IsNotSaidc4m4_pastplaygroundg IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundg:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaMechanic } Response PlayerRemarkc4m4_playgroundaMechanic { scene "scenes/Mechanic/WorldC4M4B09.vcd" //The playground, yeah, yeah! We're almost at the dock! } Rule PlayerRemarkc4m4_playgroundaMechanic { criteria ConceptRemark IsMechanic Isc4m4_playgrounda IsNotSaidc4m4_playgrounda IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_NotLockA IsNotSpeakingWeight0 ApplyContext "Saidc4m4_playgrounda:1:0" applycontexttoworld Response PlayerRemarkc4m4_playgroundaMechanic } Response PlayerRemarkc4m4_porchlightaMechanic { scene "scenes/Mechanic/WorldC4M4B05.vcd" //There's that porch light we passed on the way in. } Rule PlayerRemarkc4m4_porchlightaMechanic { criteria ConceptRemark IsMechanic Isc4m4_porchlighta IsNotSaidc4m4_porchlighta IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_porchlighta:1:0" applycontexttoworld Response PlayerRemarkc4m4_porchlightaMechanic } Response PlayerRemarkc4m4_safehouseaMechanic { scene "scenes/Mechanic/World229.vcd" //Safehouse down this street! scene "scenes/Mechanic/World230.vcd" //Let's get down the street to the safehouse! } Rule PlayerRemarkc4m4_safehouseaMechanic { criteria ConceptRemark IsMechanic Isc4m4_safehousea IsNotSaidc4m4_safehousea IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_safehousea:1:0" applycontexttoworld Response PlayerRemarkc4m4_safehouseaMechanic } Response PlayerRemarkc4m4_useroofsaMechanic { scene "scenes/Mechanic/WorldC4M4B04.vcd" //We can climb across the roofs! } Rule PlayerRemarkc4m4_useroofsaMechanic { criteria ConceptRemark IsMechanic Isc4m4_useroofsa IsNotSaidc4m4_useroofsa IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsa:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaMechanic } Rule PlayerRemarkc4m4_useroofsbMechanic { criteria ConceptRemark IsMechanic Isc4m4_useroofsb IsNotSaidc4m4_useroofsb IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsb:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaMechanic } Rule PlayerRemarkc4m4_useroofscMechanic { criteria ConceptRemark IsMechanic Isc4m4_useroofsc IsNotSaidc4m4_useroofsc IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsc:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaMechanic } Rule PlayerRemarkc5m2peopleMechanic { criteria ConceptRemark IsMechanic Isc5m2people IsNotSaidc5m2people IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m2people:1:0,Talk:1:1.850" applycontexttoworld Response PlayerRemarkc5m3bodiesMechanic } Response PlayerRemarkpathc2m1_billboardMechanic { scene "scenes/Mechanic/LookHere03.vcd" then Coach _C2M1Billboard foo:0 0.01 //Hey look at this here. } Rule PlayerRemarkpathc2m1_billboardMechanic { criteria ConceptRemark IsMechanic Ispathc2m1_billboard IsNotSaidpathc2m1_billboard IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear1000 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidpathc2m1_billboard:1:0,Talk:1:8" applycontexttoworld Response PlayerRemarkpathc2m1_billboardMechanic } Response PlayerRemarkremark_caralarmMechanic { scene "scenes/Mechanic/World108.vcd" //Y'all better not shoot that car. scene "scenes/Mechanic/World109.vcd" //Hey, don't shoot the car. scene "scenes/Mechanic/World429.vcd" //Hey, watch out for the cars. } Rule PlayerRemarkremark_caralarmMechanic { criteria ConceptRemark IsMechanic Isremark_caralarm IsNotSaidremark_caralarm IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear700 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidremark_caralarm:1:0" applycontexttoworld Response PlayerRemarkremark_caralarmMechanic } Response PlayerRemarkWorldC1M1AlmostThereMechanic { scene "scenes/Mechanic/MiscDirectional67.vcd" //There's the entrance! We're almost outta here! scene "scenes/Mechanic/SafeSpotAhead03.vcd" //Hey, we got a safe room ahead! scene "scenes/Mechanic/SafeSpotAhead04.vcd" //Hey, we got a safe room right ahead! scene "scenes/Mechanic/WorldC1M4B49.vcd" //Almost there! } Rule PlayerRemarkWorldC1M1AlmostThereMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1AlmostThere IsNotSaidWorldC1M1AlmostThere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1AlmostThere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1AlmostThereMechanic } Response PlayerRemarkWorldC1M1CedaMapsMechanic { scene "scenes/Mechanic/WorldC1M1B57.vcd" //[whistles] Check out all them X's, man. Looks like New Orleans is the last city standing. scene "scenes/Mechanic/WorldC1M1B58.vcd" //If this map's right, New Orleans is the last city standing. scene "scenes/Mechanic/WorldC1M1B59.vcd" //I dunno about you folks, but after lookin' at that map, I wouldn't mind heading to, I dunno, New Orleans? scene "scenes/Mechanic/WorldC1M1B62.vcd" //Hope you guys like New Orleans, cause that's where we're headed if we wanna live. } Rule PlayerRemarkWorldC1M1CedaMapsMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1CedaMaps IsNotSaidWorldC1M1CedaMaps IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1CedaMaps:1:0,Talk:1:5.579" applycontexttoworld Response PlayerRemarkWorldC1M1CedaMapsMechanic } Response PlayerRemarkWorldC1M1DownHereMechanic { scene "scenes/Mechanic/MiscDirectional05.vcd" //Down here! scene "scenes/Mechanic/WorldC2M310.vcd" //Through here. scene "scenes/Mechanic/WorldMisc03.vcd" //Right through here. } Rule PlayerRemarkWorldC1M1DownHereMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1DownHere IsNotSaidWorldC1M1DownHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1DownHereMechanic } Response PlayerRemarkWorldC1M1DownStairsMechanic { scene "scenes/Mechanic/MiscDirectional52.vcd" //Everybody back down the stairs! scene "scenes/Mechanic/WorldC3M168.vcd" //Stairs! } Rule PlayerRemarkWorldC1M1DownStairsMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1DownStairs IsNotSaidWorldC1M1DownStairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1DownStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1DownStairsMechanic } Response PlayerRemarkWorldC1M1ElevatorBrokenMechanic { scene "scenes/Mechanic/WorldC1M1B69.vcd" //Goddamn elevator's out! scene "scenes/Mechanic/WorldC1M1B70.vcd" //This elevator's broke, we better find the stairs! } Rule PlayerRemarkWorldC1M1ElevatorBrokenMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1ElevatorBroken IsNotSaidWorldC1M1ElevatorBroken IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1ElevatorBroken:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1ElevatorBrokenMechanic } Response PlayerRemarkWorldC1M1FireSpreadingMechanic { scene "scenes/Mechanic/WorldC1M1B66.vcd" //We've gotta get around this fire! scene "scenes/Mechanic/WorldC1M1B67.vcd" //The fire's spreading! scene "scenes/Mechanic/WorldC1M1B68.vcd" //The fire's spreading, man, it's spreading! } Rule PlayerRemarkWorldC1M1FireSpreadingMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1FireSpreading IsNotSaidWorldC1M1FireSpreading IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1FireSpreading:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FireSpreadingMechanic } Response PlayerRemarkWorldC1M1FirstMechanic { scene "scenes/Mechanic/WorldC1M1B40.vcd" predelay ".5,1" //Holy shit, zombies are real. I KNEW it! scene "scenes/Mechanic/WorldC1M1B41.vcd" predelay ".5,1" //Zombies are REAL. I knew them movies were true. scene "scenes/Mechanic/WorldC1M1B42.vcd" predelay ".5,1" //Dude those zombies are REAL. I knew them books were non-fiction. scene "scenes/Mechanic/WorldC1M1B44.vcd" predelay ".5,1" //That what I think it is? scene "scenes/Mechanic/WorldC1M1B45.vcd" predelay ".5,1" //Those what I think they are? scene "scenes/Mechanic/WorldC1M1B47.vcd" predelay ".5,1" //Those don't look like no Savannahites I ever seen. scene "scenes/Mechanic/WorldC1M1B48.vcd" predelay ".5,1" //HOLY SHIT!!! KILL IT! scene "scenes/Mechanic/WorldC1M1B49.vcd" predelay ".5,1" //Whoa - is that a zombie? Like a, like a ZOMBIE zombie? } Rule PlayerRemarkWorldC1M1FirstMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1First IsNotSaidWorldC1M1First IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1First:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FirstMechanic } Response PlayerRemarkWorldC1M1LedgeMechanic { scene "scenes/Mechanic/WorldC1M1B79.vcd" //Out here on the ledge! scene "scenes/Mechanic/WorldC1M1B80.vcd" //Get out to the ledge! scene "scenes/Mechanic/WorldC1M1B81.vcd" //Hey, out here on the ledge! } Rule PlayerRemarkWorldC1M1LedgeMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1Ledge IsNotSaidWorldC1M1Ledge IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1Ledge:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1LedgeMechanic } Response PlayerRemarkWorldC1M1StairsSignMechanic { scene "scenes/Mechanic/WorldC1M1B71.vcd" //Hey, we gotta find the stairs! } Rule PlayerRemarkWorldC1M1StairsSignMechanic { criteria ConceptRemark IsMechanic IsWorldC1M1StairsSign IsNotSaidWorldC1M1StairsSign IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1StairsSign:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1StairsSignMechanic } Response PlayerRemarkWorldC1M2CloseMechanic { scene "scenes/Mechanic/WorldC1M2B11.vcd" //The mall's JUST up ahead! scene "scenes/Mechanic/WorldC1M2B12.vcd" //Okay, I think we're getting close to the mall! scene "scenes/Mechanic/WorldC1M2B14.vcd" //Hope we're making the right call going to that mall... } Rule PlayerRemarkWorldC1M2CloseMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2Close IsNotSaidWorldC1M2Close IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2Close:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2CloseMechanic } Response PlayerRemarkWorldC1M2DownStairsMechanic { scene "scenes/Mechanic/MiscDirectional05.vcd" //Down here! scene "scenes/Mechanic/WorldMisc04.vcd" //Down here. } Rule PlayerRemarkWorldC1M2DownStairsMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2DownStairs IsNotSaidWorldC1M2DownStairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 TimeSinceGroupInCombat05 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2DownStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2DownStairsMechanic } Response PlayerRemarkWorldC1M2DumpsterMechanic { scene "scenes/Mechanic/WorldC1M2B10.vcd" //Over the dumpster! } Rule PlayerRemarkWorldC1M2DumpsterMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2Dumpster IsNotSaidWorldC1M2Dumpster IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2Dumpster:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2DumpsterMechanic } Response PlayerRemarkWorldC1M2GunStoreCloseMechanic { scene "scenes/Mechanic/WorldC1M2B05.vcd" //We're heading the right way. } Rule PlayerRemarkWorldC1M2GunStoreCloseMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2GunStoreClose IsNotSaidWorldC1M2GunStoreClose IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2GunStoreClose:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2GunStoreCloseMechanic } Response PlayerRemarkWorldC1M2InHereMechanic { scene "scenes/Mechanic/MiscDirectional04.vcd" //In here! } Rule PlayerRemarkWorldC1M2InHereMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2InHere IsNotSaidWorldC1M2InHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2InHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2InHereMechanic } Response PlayerRemarkWorldC1M2JumpTruckMechanic { scene "scenes/Mechanic/WorldC1M2B09.vcd" //Hey, jump onto the truck! } Rule PlayerRemarkWorldC1M2JumpTruckMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2JumpTruck IsNotSaidWorldC1M2JumpTruck IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2JumpTruck:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2JumpTruckMechanic } Response PlayerRemarkWorldC1M2MadeItMechanic { scene "scenes/Mechanic/WorldC1M2B43.vcd" //Hey, there's the mall! We MADE it! } Rule PlayerRemarkWorldC1M2MadeItMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2MadeIt IsNotSaidWorldC1M2MadeIt IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MadeIt:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MadeItMechanic } Response PlayerRemarkWorldC1M2MallSignHereMechanic { scene "scenes/Mechanic/WorldC1M2B46.vcd" //I swear to god, CEDA better be at that mall… } Rule PlayerRemarkWorldC1M2MallSignHereMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2MallSignHere IsNotSaidWorldC1M2MallSignHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MallSignHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MallSignHereMechanic } Response PlayerRemarkWorldC1M2MallThisWayMechanic { scene "scenes/Mechanic/WorldC1M2B04.vcd" //We're heading the right way to the mall. } Rule PlayerRemarkWorldC1M2MallThisWayMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2MallThisWay IsNotSaidWorldC1M2MallThisWay IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MallThisWay:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MallThisWayMechanic } Response PlayerRemarkWorldC1M2UpStairsMechanic { scene "scenes/Mechanic/MiscDirectional11.vcd" //Let's go through here! scene "scenes/Mechanic/MiscDirectional28.vcd" //We can get up here! } Rule PlayerRemarkWorldC1M2UpStairsMechanic { criteria ConceptRemark IsMechanic IsWorldC1M2UpStairs IsNotSaidWorldC1M2UpStairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2UpStairsMechanic } Response PlayerRemarkWorldC3M1AmmoUpMechanic { scene "scenes/Mechanic/WorldC3M122.vcd" //Everybody get ammo'd up. } Rule PlayerRemarkWorldC3M1AmmoUpMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1AmmoUp IsNotSaidWorldC3M1AmmoUp IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear400 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1AmmoUp:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1AmmoUpMechanic } Response PlayerRemarkWorldC3M1CheckingHousesMechanic { scene "scenes/Mechanic/WorldC3M109.vcd" //Man, it looks like people left in a rush. scene "scenes/Mechanic/WorldC3M110.vcd" //Anybody find anything? } Rule PlayerRemarkWorldC3M1CheckingHousesMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1CheckingHouses IsNotSaidWorldC3M1CheckingHouses IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1CheckingHouses:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1CheckingHousesMechanic } Response PlayerRemarkWorldC3M1FeedGatorMechanic { scene "scenes/Mechanic/WorldC3M179.vcd" //Tour ended here. I think we gotta keep moving. } Rule PlayerRemarkWorldC3M1FeedGatorMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1FeedGator IsNotSaidWorldC3M1FeedGator IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear400 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FeedGator:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1FeedGatorMechanic } Response PlayerRemarkWorldC3M1FerryCrossingMechanicD { scene "scenes/Mechanic/WorldC3M103.vcd" then any WorldC3M1FerryCrossingD01 foo:0 -3.349 //I'm just gonna say it. I don't like the swamp. } Rule PlayerRemarkWorldC3M1FerryCrossingMechanicD { criteria ConceptRemark IsMechanic IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsMechanicAlive IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryCrossing:1:0,Talk:1:3.449" applycontexttoworld Response PlayerRemarkWorldC3M1FerryCrossingMechanicD } Response PlayerRemarkWorldC3M1FerryCrossingMechanicE { scene "scenes/Mechanic/WorldC3M142.vcd" then producer WorldC3M1FerryCrossingE01 foo:0 -6.143 //Listen up everybody. Be on the lookout for blood farmers. I'm serious. } Rule PlayerRemarkWorldC3M1FerryCrossingMechanicE { criteria ConceptRemark IsMechanic IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsProducerAlive IsMechanicAlive IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryCrossing:1:0,Talk:1:6.243" applycontexttoworld Response PlayerRemarkWorldC3M1FerryCrossingMechanicE } Response PlayerRemarkWorldC3M1FerryCrossingMechanicG { scene "scenes/Mechanic/WorldC3M148.vcd" then coach WorldC3M1FerryCrossingG01 foo:0 -4.268 //Alright, Coach, you got anything inspirational to say as we enter into the swamps? } Rule PlayerRemarkWorldC3M1FerryCrossingMechanicG { criteria ConceptRemark IsMechanic IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsMechanicAlive IsCoachAlive IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryCrossing:1:0,Talk:1:4.368" applycontexttoworld Response PlayerRemarkWorldC3M1FerryCrossingMechanicG } Response PlayerRemarkWorldC3M1FerryCrossingMechanicI { scene "scenes/Mechanic/WorldC3M157.vcd" then gambler WorldC3M1FerryCrossingI01 foo:0 -2.234 //Hey Nick, I used to have a suit just like yours. } Rule PlayerRemarkWorldC3M1FerryCrossingMechanicI { criteria ConceptRemark IsMechanic IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsMechanicAlive IsGamblerAlive IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryCrossing:1:0,Talk:1:2.334" applycontexttoworld Response PlayerRemarkWorldC3M1FerryCrossingMechanicI } Response PlayerRemarkWorldC3M1FerryNagMechanic { scene "scenes/Mechanic/WorldC3M112.vcd" //Oh, that's smart,. see, zombies can't operate a ferry. scene "scenes/Mechanic/WorldC3M113.vcd" //Pontoon boat's on the other side of the bayou. scene "scenes/Mechanic/WorldC3M118.vcd" //Let's get ready and then call the boat. } Rule PlayerRemarkWorldC3M1FerryNagMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1FerryNag IsNotSaidWorldC3M1FerryNag IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear600 IsNotSaidC3M1CallFerry2 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryNag:1:0,SaidWorldC3M1FerryNagNext:1:9" applycontexttoworld Response PlayerRemarkWorldC3M1FerryNagMechanic } Response PlayerRemarkWorldC3M1FerryNagaMechanic { scene "scenes/Mechanic/WorldC3M114.vcd" //We gotta call it over to this side. scene "scenes/Mechanic/WorldC3M115.vcd" //We just gotta call that pontoon boat over. scene "scenes/Mechanic/WorldC3M116.vcd" //Ain't no thing, just call the pontoon boat over. scene "scenes/Mechanic/WorldC3M119.vcd" //Somebody hit that button. scene "scenes/Mechanic/WorldC3M120.vcd" //Whose gonna call the boat? scene "scenes/Mechanic/WorldC3M125.vcd" //Here comes the boat! scene "scenes/Mechanic/WorldC3M135.vcd" //Hit it! Let's go! } Rule PlayerRemarkWorldC3M1FerryNagaMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1FerryNaga IsNotSaidWorldC3M1FerryNaga IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear600 IsSaidWorldC3M1FerryNag IsNotSaidC3M1CallFerry2 IsNotSaidWorldC3M1FerryNagNext AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryNaga:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1FerryNagaMechanic } Response PlayerRemarkWorldC3M1GetBackUpMechanic { scene "scenes/Mechanic/WorldC3M167.vcd" //Hey, we gotta get back to the walkway! scene "scenes/Mechanic/WorldC3M170.vcd" //Hey, Let's get back up there! scene "scenes/Mechanic/WorldC3M173.vcd" //I don't like not being on the walkway. } Rule PlayerRemarkWorldC3M1GetBackUpMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1WeShouldGetBackUp IsNotSaidWorldC3M1WeShouldGetBackUp IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1WeShouldGetBackUp:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1GetBackUpMechanic } Response PlayerRemarkWorldC3M1LightsOnMechanic { scene "scenes/Mechanic/WorldC3M184.vcd" //Hey, lights on over here! scene "scenes/Mechanic/WorldC3M185.vcd" //Lights by the drainage ditch! } Rule PlayerRemarkWorldC3M1LightsOnMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1LightsOn IsNotSaidWorldC3M1LightsOn IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear500 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1LightsOn:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1LightsOnMechanic } Response PlayerRemarkWorldC3M1LitterMechanic { scene "scenes/Mechanic/WorldC3M111.vcd" //All this litter is shameful. } Rule PlayerRemarkWorldC3M1LitterMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1Litter IsNotSaidWorldC3M1Litter IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 ChanceToFire20Percent IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1Litter:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1LitterMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkWorldC3M1LitterMechanic : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkWorldC3M1LitterMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1Litter IsNotSaidWorldC3M1Litter IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1Litter:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkWorldC3M1Path01Mechanic { scene "scenes/Mechanic/WorldC3M107.vcd" //Search the houses. scene "scenes/Mechanic/WorldC3M108.vcd" //Bet you we can find supplies in these houses. scene "scenes/Mechanic/WorldC3M401.vcd" //There migth be supplies in these houses. } Rule PlayerRemarkWorldC3M1Path01Mechanic { criteria ConceptRemark IsMechanic IsWorldC3M1Path01 IsNotSaidWorldC3M1Path01 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear400 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1Path01:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1Path01Mechanic } Response PlayerRemarkWorldC3M1PlanksRightMechanic { scene "scenes/Mechanic/WorldC3M177.vcd" //Alright, let's all try to the right. scene "scenes/Mechanic/WorldC3M178.vcd" //Dude, they must have gone this way. scene "scenes/Mechanic/WorldC3M180.vcd" //Planks this way. scene "scenes/Mechanic/WorldC3M181.vcd" //Hey, path to the right. } Rule PlayerRemarkWorldC3M1PlanksRightMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1PlanksRight IsNotSaidWorldC3M1PlanksRight IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1PlanksRight:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1PlanksRightMechanic } Response PlayerRemarkWorldC3M1StairsMechanic { scene "scenes/Mechanic/WorldC3M168.vcd" //Stairs! } Rule PlayerRemarkWorldC3M1StairsMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1Stairs IsNotSaidWorldC3M1Stairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1Stairs:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1StairsMechanic } Response PlayerRemarkWorldC3M1StayOnMechanic { scene "scenes/Mechanic/WorldC3M171.vcd" //Let's just stay on the walkway. scene "scenes/Mechanic/WorldC3M172.vcd" //Hey, don't get off the walkway, okay? } Rule PlayerRemarkWorldC3M1StayOnMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1StayOn IsNotSaidWorldC3M1StayOn IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1StayOn:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1StayOnMechanic } Response PlayerRemarkWorldC3M1WalkwaysMechanic { scene "scenes/Mechanic/WorldC3M161.vcd" //Alright, stay on the walkways. scene "scenes/Mechanic/WorldC3M163.vcd" //We should be all right if we stay on the walkways. } Rule PlayerRemarkWorldC3M1WalkwaysMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1Walkways IsNotSaidWorldC3M1Walkways IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear600 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1Walkways:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1WalkwaysMechanic } Response PlayerRemarkWorldC3M1WhichWayMechanic { scene "scenes/Mechanic/WorldC3M165.vcd" //Anyone wanna pick a way to go? scene "scenes/Mechanic/WorldC3M166.vcd" //Left or right my friends? } Rule PlayerRemarkWorldC3M1WhichWayMechanic { criteria ConceptRemark IsMechanic IsWorldC3M1WhichWay IsNotSaidWorldC3M1WhichWay IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear400 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1WhichWay:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1WhichWayMechanic } Response PlayerRemarkWorldC502AlarmStoppedMechanic { scene "scenes/Mechanic/World138.vcd" then orator C5M2_BusDoors01 foo:0 18.5 //Whew, it's off all right! } Rule PlayerRemarkWorldC502AlarmStoppedMechanic { criteria ConceptWorldC502AlarmStopped IsMechanic IsNotSaidWorldC502AlarmStopped IsNotCoughing IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidWorldC502AlarmStopped:1:0" applycontexttoworld Response PlayerRemarkWorldC502AlarmStoppedMechanic } Response PlayerRemarkWorldC502AlleyMechanic { scene "scenes/Mechanic/WorldMisc03.vcd" //Right through here. scene "scenes/Mechanic/WorldMisc10.vcd" //We should go that there way. } Rule PlayerRemarkWorldC502AlleyMechanic { criteria ConceptRemark IsMechanic IsWorldC502Alley IsNotSaidWorldC502Alley IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC52Alley:1:0" applycontexttoworld Response PlayerRemarkWorldC502AlleyMechanic } Response PlayerRemarkWorldC502BusStoryMechanic { scene "scenes/Mechanic/World142.vcd" then Gambler WorldC502BusStory2 foo:0 -4.418 //Did I ever tell you the time me and my grandpa took the bus the Memphis to go visit Graceland and... } Rule PlayerRemarkWorldC502BusStoryMechanic { criteria ConceptRemark IsMechanic IsWorldC502BusStory IsNotSaidWorldC502BusStory IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear400 IsGamblerNear200 ChanceToFire50Percent IsWorldTalkMechanic IsNotScavenge AutoIsNotSurvival TimeSinceGroupInCombat02 IsNotSpeakingWeight0 ApplyContext "SaidWorldC502BusStory:1:0" applycontexttoworld Response PlayerRemarkWorldC502BusStoryMechanic } //AUTOGENERATED BLANK FOR PlayerRemarkWorldC502BusStoryMechanic : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkWorldC502BusStoryMechanic { criteria ConceptRemark IsMechanic IsWorldC502BusStory IsNotSaidWorldC502BusStory IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear400 IsGamblerNear200 IsWorldTalkMechanic IsNotScavenge AutoIsNotSurvival TimeSinceGroupInCombat02 IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC502BusStory:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankMechanic } Response PlayerRemarkWorldC502BusStory2bMechanic { scene "scenes/Mechanic/World144.vcd" //All right Nick. But how about this, did ya know Graceland ain't nothin' but a little house in the ghetto. scene "scenes/Mechanic/World145.vcd" //Okay. But I do love goin' on bus rides. scene "scenes/Mechanic/World146.vcd" then self WorldC502BusStory2c foo:0 -2.060 //Nick, you ever even been to Graceland? } Rule PlayerRemarkWorldC502BusStory2bMechanic { criteria ConceptWorldC502BusStory2b IsMechanic IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IntensityZero IsWorldTalkMechanic Response PlayerRemarkWorldC502BusStory2bMechanic } Response PlayerRemarkWorldC502BusStory2cMechanic { scene "scenes/Mechanic/World143.vcd" //Man, y'all shoulda came it was fun. } Rule PlayerRemarkWorldC502BusStory2cMechanic { criteria ConceptWorldC502BusStory2c IsMechanic IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IntensityZero IsWorldTalkMechanic Response PlayerRemarkWorldC502BusStory2cMechanic } Response PlayerRemarkWorldC502NotZombies2Mechanic { scene "scenes/Mechanic/World204.vcd" //People shootin' people, that shit ain't right, man. } Rule PlayerRemarkWorldC502NotZombies2Mechanic { criteria ConceptWorldC502NotZombies2 IsMechanic IsNotScavenge NotInCombat IsSubjectDistNear500 ApplyContext "Talk:1:3.860" Response PlayerRemarkWorldC502NotZombies2Mechanic } Response PlayerRemarkWorldC502Run1Mechanic { scene "scenes/Mechanic/HurryUp03.vcd" //Let's go, let's go! scene "scenes/Mechanic/World133.vcd" //Run! scene "scenes/Mechanic/World134.vcd" //Hey, turn it off! Turn it off! scene "scenes/Mechanic/World135.vcd" //Turn off that alarm! scene "scenes/Mechanic/World136.vcd" //Hey, get up there and turn it off! scene "scenes/Mechanic/World137.vcd" //Get to the alarm! } Rule PlayerRemarkWorldC502Run1Mechanic { criteria ConceptWorldC502AlarmButtonRun IsMechanic IsNotCoughing Response PlayerRemarkWorldC502Run1Mechanic } Response PlayerRemarkWorldC502Smell2Mechanic { scene "scenes/Mechanic/World110.vcd" //I don't know. I kinda like that smell. (What's that smell?) scene "scenes/Mechanic/World112.vcd" //I don't know. Smells nice though don't it. (What's that smell?) scene "scenes/Mechanic/World113.vcd" //I don't know. Smells nice though don't it. (What's that smell?) } Rule PlayerRemarkWorldC502Smell2Mechanic { criteria ConceptWorldC502Smell2 IsMechanic IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic IsNotScavenge Response PlayerRemarkWorldC502Smell2Mechanic } Response PlayerRemarkWorldC502SmellBath2Mechanic { scene "scenes/Mechanic/World111.vcd" then Gambler WorldC502SmellBath3 foo:0 -2.916 //I wouldn't say that. I think it smells kinda nice. (It stinks like piss.) } Rule PlayerRemarkWorldC502SmellBath2Mechanic { criteria ConceptWorldC502SmellBath2 IsMechanic IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic IsNotScavenge Response PlayerRemarkWorldC502SmellBath2Mechanic } Response PlayerRemarkWorldC502SpotSafeHouseMechanic { scene "scenes/Mechanic/SafeSpotAhead02.vcd" //Yeah, safehouse y'all! scene "scenes/Mechanic/SafeSpotAhead03.vcd" //Hey, we got a safe room ahead! scene "scenes/Mechanic/SafeSpotAhead04.vcd" //Hey, we got a safe room right ahead! } Rule PlayerRemarkWorldC502SpotSafeHouseMechanic { criteria ConceptRemark IsMechanic IsWorldC502SpotSafeHouse IsNotSaidWorldC502SpotSafeHouse IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC502SpotSafeHouse:1:0" applycontexttoworld Response PlayerRemarkWorldC502SpotSafeHouseMechanic } Response PlayerRemarkWorldDoNotShootCarC501Mechanic { scene "scenes/Mechanic/World108.vcd" //Y'all better not shoot that car. scene "scenes/Mechanic/World109.vcd" //Hey, don't shoot the car. scene "scenes/Mechanic/World429.vcd" //Hey, watch out for the cars. } Rule PlayerRemarkWorldDoNotShootCarC501Mechanic { criteria ConceptRemark IsMechanic IsWorldDoNotShootCarC501 IsNotSaidWorldDoNotShootCarC501 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear600 IsNotShotCar0501 IsWorldTalkMechanic IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldDoNotShootCarC501:1:0" applycontexttoworld Response PlayerRemarkWorldDoNotShootCarC501Mechanic } Response PlayerRemarkWorldSignColdBeerMechanic { scene "scenes/Mechanic/World314.vcd" then Any WorldSignColdBeer2 foo:0 -2.701 //Oh, I could go for a cold one right about now.. } Rule PlayerRemarkWorldSignColdBeerMechanic { criteria ConceptRemark IsMechanic IsWorldSignColdBeer IsNotSaidWorldSignColdBeer IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear200 IsWorldTalkMechanic AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldSignColdBeer:1:0" applycontexttoworld Response PlayerRemarkWorldSignColdBeerMechanic } Response PlayerRemarkWorldSignPhotography2Mechanic { scene "scenes/Mechanic/WorldSigns01.vcd" //What in the hell is a picture gonna do? (photography prohibited) } Rule PlayerRemarkWorldSignPhotography2Mechanic { criteria ConceptWorldSignPhotography2 IsMechanic IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic IsNotScavenge ApplyContext "Talk:1:1.763" Response PlayerRemarkWorldSignPhotography2Mechanic } Response PlayerRemarkWorldSignReportSick2Mechanic { scene "scenes/Mechanic/WorldSigns02.vcd" then Producer WorldSignReportSick3 foo:0 -1.323 //Report the sick? (report the sick) } Rule PlayerRemarkWorldSignReportSick2Mechanic { criteria ConceptWorldSignReportSick2 IsMechanic IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsSubjectNear300 IsWorldTalkMechanic IsNotScavenge AutoIsNotSurvival Response PlayerRemarkWorldSignReportSick2Mechanic } Response PlayerWorldSignC5AlarmWillSound3Mechanic { scene "scenes/Mechanic/World123.vcd" then Gambler WorldSignC5AlarmWillSound3c foo:0 -1.502 //But we should stick together right? (As soon as that door opens, get ready to run for the tower.) scene "scenes/Mechanic/World125.vcd" then Gambler WorldSignC5AlarmWillSound3b foo:0 -2.334 //Whoa, wait, why we headin' to the tower? (As soon as that door opens, get ready to run for the tower.) scene "scenes/Mechanic/World128.vcd" //Yeah, I agree. That's a good plan. } Rule PlayerWorldSignC5AlarmWillSound3Mechanic { criteria ConceptWorldSignC5AlarmWillSound3 IsMechanic IsNotCoughing NotInCombat IsNotSaidWorldC502AlarmButton ApplyContext "Talk:1:2" applycontexttoworld Response PlayerWorldSignC5AlarmWillSound3Mechanic } Response PlayerWorldSignC5AlarmWillSound3dMechanic { scene "scenes/Mechanic/World126.vcd" //Okay, okay I get it. } Rule PlayerWorldSignC5AlarmWillSound3dMechanic { criteria ConceptWorldSignC5AlarmWillSound3d IsMechanic IsNotCoughing NotInCombat IsNotSaidWorldC502AlarmButton ApplyContext "Talk:1:2" applycontexttoworld Response PlayerWorldSignC5AlarmWillSound3dMechanic } Response RespondAffirmativeMechanic { scene "scenes/Mechanic/Yes02.vcd" //Hell yeah. scene "scenes/Mechanic/Yes06.vcd" //Sure. scene "scenes/Mechanic/Yes07.vcd" //Yeah, let's do it. } Rule RespondAffirmativeMechanic { criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isMechanic IsTalkMechanic IsWorldTalkMechanic Response RespondAffirmativeMechanic } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Directional //-------------------------------------------------------------------------------------------------------------- Response PlayerFollowMeMechanic { scene "scenes/Mechanic/FollowMe01.vcd" //Follow me. scene "scenes/Mechanic/FollowMe02.vcd" //Come on, stick with me y'all. scene "scenes/Mechanic/FollowMe03.vcd" //Follow me this way. scene "scenes/Mechanic/FollowMe04.vcd" //This way, guys! } Rule PlayerFollowMeMechanic { criteria ConceptPlayerFollowMe IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerFollowMeMechanic } Response PlayerHelpMechanic { scene "scenes/Mechanic/Help01.vcd" //Help! Help! scene "scenes/Mechanic/Help02.vcd" //Hey, I need some help over here! scene "scenes/Mechanic/Help03.vcd" //Help me out! scene "scenes/Mechanic/Help04.vcd" //Help! } Rule PlayerHelpMechanic { criteria ConceptPlayerHelp IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerHelpMechanic } Response PlayerHurryUpMechanic { scene "scenes/Mechanic/HurryUp01.vcd" //Come on y'all hurry up! scene "scenes/Mechanic/HurryUp02.vcd" //Hurry up! scene "scenes/Mechanic/HurryUp03.vcd" //Let's go, let's go! scene "scenes/Mechanic/HurryUp04.vcd" //Come on y'all hurry up! scene "scenes/Mechanic/HurryUp05.vcd" //Hurry it! Hurry it! scene "scenes/Mechanic/HurryUp06.vcd" //Hurry up! scene "scenes/Mechanic/HurryUp07.vcd" //Let's go, let's go! } Rule PlayerHurryUpMechanic { criteria ConceptPlayerHurryUp IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerHurryUpMechanic } Response PlayerKillThatLightMechanic { scene "scenes/Mechanic/KillThatLight01.vcd" //Y'all better kill ya lights. scene "scenes/Mechanic/KillThatLight02.vcd" //Lights off. scene "scenes/Mechanic/KillThatLight03.vcd" //Kill your damn lights. scene "scenes/Mechanic/KillThatLight04.vcd" //Hey, lights off y'all. } Rule PlayerKillThatLightMechanic { criteria ConceptPlayerKillThatLight IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerKillThatLightMechanic } Response PlayerLeadOnMechanic { scene "scenes/Mechanic/LeadOn01.vcd" //I'm game. scene "scenes/Mechanic/LeadOn02.vcd" //Hell yeah, where we going? scene "scenes/Mechanic/LeadOn03.vcd" //I'll follow you. scene "scenes/Mechanic/LeadOn04.vcd" //I'm right behind you. scene "scenes/Mechanic/LeadOn05.vcd" //You're in charge. } Rule PlayerLeadOnMechanic { criteria ConceptPlayerLeadOn IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerLeadOnMechanic } Response PlayerMoveOnMechanic { scene "scenes/Mechanic/MoveOn01.vcd" //Let's go. scene "scenes/Mechanic/MoveOn02.vcd" //Let's roll. scene "scenes/Mechanic/MoveOn03.vcd" //C'mon, keep a move on! scene "scenes/Mechanic/MoveOn04.vcd" //Hey man, we should get goin'. scene "scenes/Mechanic/MoveOn05.vcd" //Don't you reckon we should move on now? scene "scenes/Mechanic/MoveOn06.vcd" //You reckon we should move out now? scene "scenes/Mechanic/MoveOn07.vcd" //Hey, we should get goin', man. } Rule PlayerMoveOnMechanic { criteria ConceptPlayerMoveOn IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerMoveOnMechanic } Response PlayerStayTogetherMechanic { scene "scenes/Mechanic/StayTogether01.vcd" //Stay close! scene "scenes/Mechanic/StayTogether02.vcd" //Y'all stay close. scene "scenes/Mechanic/StayTogether03.vcd" //Y'all stick together, now. scene "scenes/Mechanic/StayTogether04.vcd" //Alrright y'all stay close, now. scene "scenes/Mechanic/StayTogether05.vcd" //Stay close! scene "scenes/Mechanic/StayTogether06.vcd" //Y'all, now stick together. scene "scenes/Mechanic/StayTogether07.vcd" //Now stay close. Ain't nobody wander off. scene "scenes/Mechanic/StayTogether08.vcd" //Nobody wander off. } Rule PlayerStayTogetherMechanic { criteria ConceptPlayerStayTogether IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerStayTogetherMechanic } Response PlayerWatchOutBehindMechanic { scene "scenes/Mechanic/WatchOutBehind01.vcd" //They're behind us! scene "scenes/Mechanic/WatchOutBehind02.vcd" //Behind us! scene "scenes/Mechanic/WatchOutBehind03.vcd" //Hey, behind us y'all, behind us! scene "scenes/Mechanic/WatchOutBehind04.vcd" //Check behind! scene "scenes/Mechanic/WatchOutBehind05.vcd" //They're behind us! scene "scenes/Mechanic/WatchOutBehind06.vcd" //Behind us, y'all! } Rule PlayerWatchOutBehindMechanic { criteria ConceptPlayerWatchOutBehind IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerWatchOutBehindMechanic } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerAskReadyMechanic { scene "scenes/Mechanic/AskReady01.vcd" //Yeah, I'm ready, y'all ready? scene "scenes/Mechanic/AskReady02.vcd" //Ready? scene "scenes/Mechanic/AskReady03.vcd" //Y'all ready? } Rule PlayerAskReadyMechanic { criteria ConceptPlayerAskReady IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerAskReadyMechanic } Response PlayerImWithYouMechanic { scene "scenes/Mechanic/ImWithYou01.vcd" //Sure, I'm with ya. scene "scenes/Mechanic/ImWithYou02.vcd" //Yeah, let's do this. scene "scenes/Mechanic/ImWithYou03.vcd" //Yeah, let's go. scene "scenes/Mechanic/ImWithYou04.vcd" //Hell yeah, I'm with ya. } Rule PlayerImWithYouMechanic { criteria ConceptPlayerImWithYou IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerImWithYouMechanic } Response PlayerLaughMechanic { scene "scenes/Mechanic/Laughter04.vcd" // scene "scenes/Mechanic/Laughter05.vcd" // scene "scenes/Mechanic/Laughter06.vcd" // scene "scenes/Mechanic/Laughter13b.vcd" // } Rule PlayerLaughMechanic { criteria ConceptPlayerLaugh IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerLaughMechanic } Response PlayerLostCallMechanic { scene "scenes/Mechanic/LostCall01.vcd" //Anyone? scene "scenes/Mechanic/LostCall02.vcd" //Where is everyone?! scene "scenes/Mechanic/LostCall03.vcd" //Not funny man, where are you guys? scene "scenes/Mechanic/LostCall04.vcd" //Anyone? } Rule PlayerLostCallMechanic { criteria ConceptPlayerLostCall IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerLostCallMechanic } Response PlayerNiceJobResponseMechanic { scene "scenes/Mechanic/NiceJob01.vcd" //Nice, man! scene "scenes/Mechanic/NiceJob02.vcd" //Hey, y'all done good! scene "scenes/Mechanic/NiceJob03.vcd" //You're all right! scene "scenes/Mechanic/NiceJob04.vcd" //That's the ticket! scene "scenes/Mechanic/NiceJob05.vcd" //Hey, you're takin' charge, man. scene "scenes/Mechanic/NiceJob06.vcd" //Nice job, man! scene "scenes/Mechanic/NiceJob07.vcd" //All right! scene "scenes/Mechanic/NiceJob08.vcd" //See? Don't that feel good? scene "scenes/Mechanic/NiceJob09.vcd" //Hey, don't that feel good? scene "scenes/Mechanic/NiceJob10.vcd" //You did a good job. scene "scenes/Mechanic/NiceJob11.vcd" //I told ya it'd feel good! scene "scenes/Mechanic/NiceJob12.vcd" //You are takin' charge. } Rule PlayerNiceJobResponseMechanic { criteria ConceptPlayerNiceJob IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerNiceJobResponseMechanic } Response PlayerNoMechanic { scene "scenes/Mechanic/No01.vcd" //No. scene "scenes/Mechanic/No02.vcd" //Uh, uh. scene "scenes/Mechanic/No03.vcd" //Nope. scene "scenes/Mechanic/No04.vcd" //Nah man. scene "scenes/Mechanic/No05.vcd" //Nah. scene "scenes/Mechanic/No06.vcd" //Yeah no. scene "scenes/Mechanic/No07.vcd" //Nah man. scene "scenes/Mechanic/No08.vcd" //Uh, uh. scene "scenes/Mechanic/No09.vcd" //No. scene "scenes/Mechanic/No10.vcd" //Yeah no. scene "scenes/Mechanic/No11.vcd" //Sorry, no. scene "scenes/Mechanic/No12.vcd" //Can't do it, man. } Rule PlayerNoMechanic { criteria ConceptPlayerNo IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerNoMechanic } Response PlayerProfanityMechanic { scene "scenes/Mechanic/ReactionNegative01.vcd" //No! scene "scenes/Mechanic/ReactionNegative02.vcd" //Ahh SHIT! scene "scenes/Mechanic/ReactionNegative02.vcd" //Ahh SHIT! scene "scenes/Mechanic/ReactionNegative03.vcd" //God DAMN! scene "scenes/Mechanic/ReactionNegative04.vcd" //Ah Lord! scene "scenes/Mechanic/ReactionNegative05.vcd" //Jesus NO, man! scene "scenes/Mechanic/ReactionNegative06.vcd" //That ain't right! scene "scenes/Mechanic/ReactionNegative07.vcd" //Oh SHIT! scene "scenes/Mechanic/ReactionNegative08.vcd" //God DAMN! scene "scenes/Mechanic/ReactionNegative09.vcd" //Jesus NO! scene "scenes/Mechanic/ReactionNegative10.vcd" //No thank you! scene "scenes/Mechanic/ReactionNegative11.vcd" //Shit, that ain't right! scene "scenes/Mechanic/ReactionNegative12.vcd" //BULLSHIT! scene "scenes/Mechanic/ReactionNegative13.vcd" //Oh, hogwash, man! scene "scenes/Mechanic/ReactionNegative14.vcd" //Well piss! scene "scenes/Mechanic/ReactionNegative15.vcd" //Hogwash! scene "scenes/Mechanic/ReactionNegative16.vcd" //Ain't that a load of shit. scene "scenes/Mechanic/ReactionNegative17.vcd" //That's bullshit! scene "scenes/Mechanic/ReactionNegative18.vcd" //Hogwash! scene "scenes/Mechanic/ReactionNegative19.vcd" //Well piss! scene "scenes/Mechanic/ReactionNegative20.vcd" //Ain't that a load of shit. } Rule PlayerProfanityMechanic { criteria ConceptPlayerAnswerLostCall IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerProfanityMechanic } Response PlayerSorryMechanic { scene "scenes/Mechanic/Sorry02.vcd" //Sorry 'bout that. scene "scenes/Mechanic/Sorry05.vcd" //Yeah, I'm sorry about that one. scene "scenes/Mechanic/Sorry07.vcd" //Sorry 'bout that. scene "scenes/Mechanic/Sorry09.vcd" //Sorry! scene "scenes/Mechanic/Sorry10.vcd" //Sorry over there. } Rule PlayerSorryMechanic { criteria ConceptPlayerSorry IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerSorryMechanic } Response PlayerThanksMechanic { scene "scenes/Mechanic/Thanks02.vcd" //Much obliged scene "scenes/Mechanic/Thanks04.vcd" //I owe you one. scene "scenes/Mechanic/Thanks05.vcd" //Hey, thanks a lot. } Rule PlayerThanksMechanic { criteria ConceptPlayerThanks IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerThanksMechanic } Response PlayerYellRunMechanic { scene "scenes/Mechanic/YellRun01.vcd" //RUN! scene "scenes/Mechanic/YellRun02.vcd" //RUN! RUN! RUN! } Rule PlayerYellRunMechanic { criteria ConceptPlayerYellRun IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerYellRunMechanic } Response PlayerYesMechanic { scene "scenes/Mechanic/Yes01.vcd" //Yes. scene "scenes/Mechanic/Yes02.vcd" //Hell yeah. scene "scenes/Mechanic/Yes03.vcd" //Yep. scene "scenes/Mechanic/Yes04.vcd" //Okay. scene "scenes/Mechanic/Yes05.vcd" //Yeah. scene "scenes/Mechanic/Yes06.vcd" //Sure. scene "scenes/Mechanic/Yes07.vcd" //Yeah, let's do it. scene "scenes/Mechanic/Yes08.vcd" //Alright. scene "scenes/Mechanic/Yes09.vcd" //I'm game. } Rule PlayerYesMechanic { criteria ConceptPlayerYes IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerYesMechanic } Response PlayerYouAreWelcomeMechanic { scene "scenes/Mechanic/YouAreWelcome01.vcd" //You're welcome. scene "scenes/Mechanic/YouAreWelcome02.vcd" //Yeah, you're welcome. scene "scenes/Mechanic/YouAreWelcome03.vcd" //We're cool. scene "scenes/Mechanic/YouAreWelcome04.vcd" //We're good. scene "scenes/Mechanic/YouAreWelcome05.vcd" //Anytime, man. scene "scenes/Mechanic/YouAreWelcome06.vcd" //Hey, you bet! scene "scenes/Mechanic/YouAreWelcome07.vcd" //Hey, you bet! scene "scenes/Mechanic/YouAreWelcome08.vcd" //Always. scene "scenes/Mechanic/YouAreWelcome09.vcd" //You got it, man. scene "scenes/Mechanic/YouAreWelcome10.vcd" //You got it, girl. } Rule PlayerYouAreWelcomeMechanic { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSpeaking IsWorldTalkMechanic Response PlayerYouAreWelcomeMechanic } Rule PlayerFriendlyFireInflictorMechanic { criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerSorryMechanic } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerNegativeMechanic { scene "scenes/Mechanic/ReactionNegative02.vcd" //Ahh SHIT! scene "scenes/Mechanic/ReactionNegative04.vcd" //Ah Lord! scene "scenes/Mechanic/ReactionNegative05.vcd" //Jesus NO, man! scene "scenes/Mechanic/ReactionNegative06.vcd" //That ain't right! scene "scenes/Mechanic/ReactionNegative13.vcd" //Oh, hogwash, man! scene "scenes/Mechanic/ReactionNegative14.vcd" //Well piss! } Rule PlayerNegativeMechanic { criteria ConceptPlayerNegative IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerNegativeMechanic } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Warning //-------------------------------------------------------------------------------------------------------------- Response PlayerHeardBoomerMechanic { scene "scenes/Mechanic/HeardBoomer01.vcd" //I hear a boomer. scene "scenes/Mechanic/HeardBoomer02.vcd" //Hey, think I heard a boomer. scene "scenes/Mechanic/HeardBoomer03.vcd" //Careful, boomer 'round. scene "scenes/Mechanic/HeardBoomer04.vcd" //Careful, boomer 'round. scene "scenes/Mechanic/HeardBoomer05.vcd" //Think I heard a boomer. scene "scenes/Mechanic/HeardBoomer06.vcd" //I hear a boomer. } Rule PlayerHeardBoomerMechanic { criteria ConceptPlayerHeardBoomer IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerHeardBoomerMechanic } Response PlayerHeardHunterMechanic { scene "scenes/Mechanic/HeardHunter01.vcd" //I hear a hunter around. scene "scenes/Mechanic/HeardHunter02.vcd" //Careful. Hunter. scene "scenes/Mechanic/HeardHunter03.vcd" //I hear a hunter. } Rule PlayerHeardHunterMechanic { criteria ConceptPlayerHeardHunter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerHeardHunterMechanic } Response PlayerHeardSmokerMechanic { scene "scenes/Mechanic/HeardSmoker01.vcd" //Smoker around these parts. scene "scenes/Mechanic/HeardSmoker02.vcd" //Careful, Smoker. scene "scenes/Mechanic/HeardSmoker03.vcd" //Hey, I hear a smoker. } Rule PlayerHeardSmokerMechanic { criteria ConceptPlayerHeardSmoker IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerHeardSmokerMechanic } Response PlayerHeardTankMechanic { scene "scenes/Mechanic/HeardHulk01.vcd" //Tank! Tank! scene "scenes/Mechanic/HeardHulk02.vcd" //HOLY SHIT! SHIT TANK!!! scene "scenes/Mechanic/HeardHulk03.vcd" //TANK! Run no, don't run! SHOOOOOT! scene "scenes/Mechanic/HeardHulk04.vcd" //TANK! scene "scenes/Mechanic/HeardHulk05.vcd" //TANK! scene "scenes/Mechanic/HeardHulk06.vcd" //HOLY SHIT! SHIT TANK!!! } Rule PlayerHeardTankMechanic { criteria ConceptPlayerHeardTank IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic isNotmap_c1m2_streets Response PlayerHeardTankMechanic } Response PlayerHurrahMechanic { scene "scenes/Mechanic/Hurrah01.vcd" //We opened up a can of whup ass on them! scene "scenes/Mechanic/Hurrah02.vcd" //I'm thinkin' we can take on anything! scene "scenes/Mechanic/Hurrah03.vcd" //We are kings of the world! scene "scenes/Mechanic/Hurrah04.vcd" //I am proud to be part of this team! scene "scenes/Mechanic/Hurrah05.vcd" //We are a right damn good team! scene "scenes/Mechanic/Hurrah06.vcd" //Hey, let me tell ya something. Y'all are the best! scene "scenes/Mechanic/Hurrah07.vcd" //Well, slap my head and call me silly we are kickin' some ass! scene "scenes/Mechanic/Hurrah08.vcd" //Ahh HELL YEAH! scene "scenes/Mechanic/Hurrah09.vcd" //All right then! scene "scenes/Mechanic/Hurrah10.vcd" //I ain't no god damn son of a bitch, yeah ya better think about that baby. scene "scenes/Mechanic/Hurrah12.vcd" //We're kickin' more ass than a boot in an ass factory! scene "scenes/Mechanic/Hurrah13.vcd" //DAMN, we are good. scene "scenes/Mechanic/Hurrah14.vcd" //Load, lock, and cut the talk! That's how it's done! scene "scenes/Mechanic/Hurrah15.vcd" //We in the ZOMBIE-killin' bidness! scene "scenes/Mechanic/Hurrah18.vcd" //Hoohoo! Apocalypse, my ass! We're livin' in the best shooting range of ALL TIME! } Rule PlayerHurrahMechanic { criteria ConceptPlayerHurrah IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerHurrahMechanic } Response PlayerWarnCarefulMechanic { scene "scenes/Mechanic/WarnCareful01.vcd" //Y'all be careful, now. scene "scenes/Mechanic/WarnCareful02.vcd" //Ain't tellin ya somethin' you don't know, but be careful. scene "scenes/Mechanic/WarnCareful03.vcd" //Careful, y'all. scene "scenes/Mechanic/WarnCareful04.vcd" //Careful, y'all. scene "scenes/Mechanic/WarnCareful05.vcd" //Be careful! } Rule PlayerWarnCarefulMechanic { criteria ConceptPlayerWarnCareful IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerWarnCarefulMechanic } Response SurvivorSpottedWorldFarMechanic { scene "scenes/Mechanic/Look01.vcd" //Look! scene "scenes/Mechanic/Look02.vcd" //Look. scene "scenes/Mechanic/Look03.vcd" //Over there! scene "scenes/Mechanic/Look04.vcd" //Looky looky. scene "scenes/Mechanic/Look05.vcd" //Look right there. scene "scenes/Mechanic/Look06.vcd" //Hey look over there! scene "scenes/Mechanic/Look07.vcd" //Over there! scene "scenes/Mechanic/Look08.vcd" //Look! scene "scenes/Mechanic/Look09.vcd" //Look here! scene "scenes/Mechanic/Look10.vcd" //Look. } Rule SurvivorSpottedWorldFarMechanic { criteria ConceptPlayerLook IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsWorldTalkMechanic Response SurvivorSpottedWorldFarMechanic } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response GasPour10MoreSCMechanic { print " " then self GasPour10More foo:0 0.01 //Blank } Rule GasPour10MoreSCMechanic { criteria ConceptPlayerPourFinished IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Score10MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour10MoreSCMechanic } Response GasPour10MoreWaitMechanic { print " " then self GasPour10More foo:0 0.1 //Blank } Rule GasPour10MoreWaitMechanic { criteria ConceptGasPour10More IsMechanic IsSpeaking _auto_IsGasCountOK Response GasPour10MoreWaitMechanic } Response GasPour1MoreSCMechanic { print " " then self GasPour1More foo:0 0.01 //Blank } Rule GasPour1MoreSCMechanic { criteria ConceptPlayerPourFinished IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Score1MoreSC ApplyContext "_auto_GasCountOK:1:4,_auto_NoGasPourLine:1:0" applycontexttoworld Response GasPour1MoreSCMechanic } Response GasPour1MoreWaitMechanic { print " " then self GasPour1More foo:0 0.1 //Blank } Rule GasPour1MoreWaitMechanic { criteria ConceptGasPour1More IsMechanic IsSpeaking _auto_IsGasCountOK Response GasPour1MoreWaitMechanic } Response GasPour2MoreSCMechanic { print " " then self GasPour2More foo:0 0.01 //Blank } Rule GasPour2MoreSCMechanic { criteria ConceptPlayerPourFinished IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Score2MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour2MoreSCMechanic } Response GasPour2MoreWaitMechanic { print " " then self GasPour2More foo:0 0.1 //Blank } Rule GasPour2MoreWaitMechanic { criteria ConceptGasPour2More IsMechanic IsSpeaking _auto_IsGasCountOK Response GasPour2MoreWaitMechanic } Response GasPour3MoreSCMechanic { print " " then self GasPour3More foo:0 0.01 //Blank } Rule GasPour3MoreSCMechanic { criteria ConceptPlayerPourFinished IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Score3MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour3MoreSCMechanic } Response GasPour3MoreWaitMechanic { print " " then self GasPour3More foo:0 0.1 //Blank } Rule GasPour3MoreWaitMechanic { criteria ConceptGasPour3More IsMechanic IsSpeaking _auto_IsGasCountOK Response GasPour3MoreWaitMechanic } Response GasPour5MoreSCMechanic { print " " then self GasPour5More foo:0 0.01 //Blank } Rule GasPour5MoreSCMechanic { criteria ConceptPlayerPourFinished IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Score5MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour5MoreSCMechanic } Response GasPour5MoreWaitMechanic { print " " then self GasPour5More foo:0 0.1 //Blank } Rule GasPour5MoreWaitMechanic { criteria ConceptGasPour5More IsMechanic IsSpeaking _auto_IsGasCountOK Response GasPour5MoreWaitMechanic } Response GasPourDoneSCMechanic { scene "scenes/Mechanic/BattleCry03.vcd" //WOO! GET SOME, BABY GET SOME! scene "scenes/Mechanic/Hurrah04.vcd" //I am proud to be part of this team! scene "scenes/Mechanic/Hurrah07.vcd" //Well, slap my head and call me silly we are kickin' some ass! scene "scenes/Mechanic/Hurrah10.vcd" //I ain't no god damn son of a bitch, yeah ya better think about that baby. scene "scenes/Mechanic/Hurrah20.vcd" //We gotta make this fair for the zombies! I'm-a tie an arm around my back. scene "scenes/Mechanic/Taunt01.vcd" //Why don't you remember that for next time you son's of a bitches. scene "scenes/Mechanic/Taunt03.vcd" //We knocked the piss out of them scene "scenes/Mechanic/Taunt04.vcd" //Haha! We whipped the dogshit out of them! scene "scenes/Mechanic/Taunt07.vcd" //Yo! Whose your daddy!?!? } Rule GasPourDoneSCMechanic { criteria ConceptPlayerPourFinished IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsScavenge ScoreDoneSC ApplyContext "Talk:1:3" Response GasPourDoneSCMechanic } Response GasPourSCMechanic { scene "scenes/Mechanic/WorldC1M4B30.vcd" //Come comeoncomeoncomeon... scene "scenes/Mechanic/WorldC1M4B31.vcd" //Please get in the tank, please please please... scene "scenes/Mechanic/WorldC1M4B32.vcd" //C'mon, hurrrry up up up up up... scene "scenes/Mechanic/WorldC1M4B39.vcd" //Come onnnn, come onnnnnn...Fill it up here! scene "scenes/Mechanic/WorldC1M4B43.vcd" //I got this one! } Rule GasPourSCMechanic { criteria ConceptPlayerPourStarted IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsScavenge ChanceToFire50Percent _auto_NotNoGasPourLine ApplyContext "TalkMechanic:1:2" Response GasPourSCMechanic } Response GrabbingGasSCMechanic { scene "scenes/Mechanic/WorldC1M4B43.vcd" //I got this one! scene "scenes/Mechanic/WorldC4M3B01.vcd" //I got one. } Rule GrabbingGasSCMechanic { criteria ConceptPlayerEquippedScavengeItem IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic MechanicNotSaidGrabbingCan ApplyContext "SaidGrabbingCan:1:5" Response GrabbingGasSCMechanic } Response ScavengeStartMechanic { scene "scenes/Mechanic/WorldC1M4B25.vcd" //Go! Go! Go! Find some gas! scene "scenes/Mechanic/WorldC1M4B41.vcd" //Find a gas can! scene "scenes/Mechanic/WorldC1M4B42.vcd" //Find a gas can! } Rule ScavengeStartMechanic { criteria ConceptSurvivorLeavingCheckpoint IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsScavenge IsNotSaidStartScavenge ApplyContext "SaidStartScavenge:1:4" applycontexttoworld Response ScavengeStartMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerCommentJockeyMechanic { scene "scenes/Mechanic/GrabbedByJockeyR01.vcd" //It's like a monkey on a mule. scene "scenes/Mechanic/GrabbedByJockeyR02.vcd" //Where's that thing goin' with 'em? scene "scenes/Mechanic/GrabbedByJockeyR03.vcd" //That's just humiliating. scene "scenes/Mechanic/GrabbedByJockeyR04.vcd" //That don't look dignified. } Rule PlayerCommentJockeyMechanic { criteria ConceptCommentJockey IsMechanic IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey ApplyContext "SaidCommentJockey:1:0" applycontexttoworld Response PlayerCommentJockeyMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response C4M2LockTheDoorCheckPointMechanic { scene "scenes/Mechanic/WorldC4M2B31.vcd" //Close the door and let's get this gas. } Rule C4M2LockTheDoorCheckPointMechanic { criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsMechanic IsInSafeSpot IsTalk IsTalkMechanic IsWorldTalkMechanic ismap_c4m2_sugarmill_a IsNotSrcGrp_C4M2_104 ApplyContext "SrcGrp_C4M2_104:1:0" applycontexttoworld Response C4M2LockTheDoorCheckPointMechanic } Response GoingToDieCoachCoachMechanic { scene "scenes/Mechanic/GoingToDie01.vcd" then coach coachcoaches foo:0 .5 //This was not in my plan. scene "scenes/Mechanic/GoingToDie02.vcd" then coach coachcoaches foo:0 .5 //I'm hurtin' real bad. scene "scenes/Mechanic/GoingToDie03.vcd" then coach coachcoaches foo:0 .5 //I hurt aplenty. scene "scenes/Mechanic/GoingToDie04.vcd" then coach coachcoaches foo:0 .5 //I'm all torn up. scene "scenes/Mechanic/GoingToDie05.vcd" then coach coachcoaches foo:0 .5 //This ain't right. scene "scenes/Mechanic/GoingToDie06.vcd" then coach coachcoaches foo:0 .5 //They knocked the piss out of me. scene "scenes/Mechanic/GoingToDie07.vcd" then coach coachcoaches foo:0 .5 //Ohh..... scene "scenes/Mechanic/GoingToDie08.vcd" then coach coachcoaches foo:0 .5 //I've got a misery in my bones. scene "scenes/Mechanic/GoingToDie09.vcd" then coach coachcoaches foo:0 .5 //I ain't lyin', this hurts! scene "scenes/Mechanic/GoingToDie10.vcd" then coach coachcoaches foo:0 .5 //I don't feel right. scene "scenes/Mechanic/GoingToDie11.vcd" then coach coachcoaches foo:0 .5 //I think I really hurt something. scene "scenes/Mechanic/GoingToDie12.vcd" then coach coachcoaches foo:0 .5 //Oh man, oh man, oh man. scene "scenes/Mechanic/GoingToDie13.vcd" then coach coachcoaches foo:0 .5 //Best be findin' me a health kit. scene "scenes/Mechanic/GoingToDie14.vcd" then coach coachcoaches foo:0 .5 //I ain't just goin' on, I'm really hurt. scene "scenes/Mechanic/GoingToDie15.vcd" then coach coachcoaches foo:0 .5 //Y'all , y'all I'm hurt! scene "scenes/Mechanic/GoingToDie16.vcd" then coach coachcoaches foo:0 .5 //Ah hell no, ah hell no. scene "scenes/Mechanic/GoingToDie17.vcd" then coach coachcoaches foo:0 .5 //These here zombies are tryin' to kill me. scene "scenes/Mechanic/GoingToDie18.vcd" then coach coachcoaches foo:0 .5 //Ahh shit this hurts. scene "scenes/Mechanic/GoingToDie19.vcd" then coach coachcoaches foo:0 .5 //Man, I ain't doin' too good. scene "scenes/Mechanic/GoingToDie20.vcd" then coach coachcoaches foo:0 .5 //Oh, man, I'm hurtin'. scene "scenes/Mechanic/GoingToDie21.vcd" then coach coachcoaches foo:0 .5 //Com come on. I gotta keep up, gotta keep up. scene "scenes/Mechanic/GoingToDie25.vcd" then coach coachcoaches foo:0 .5 //I am all tuckered out. scene "scenes/Mechanic/GoingToDie26.vcd" then coach coachcoaches foo:0 .5 //Goddamn I hurt! scene "scenes/Mechanic/GoingToDie27.vcd" then coach coachcoaches foo:0 .5 //I could go for a nap, right now. } Rule GoingToDieCoachCoachMechanic { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotComplainBlock IsCoachNear200 ChanceToFire30Percent IsWorldTalkMechanic ApplyContext "IsComplain:1:25" Response GoingToDieCoachCoachMechanic } Response PlayerAlertGiveItemStopMechanic { scene "scenes/Mechanic/AlertGiveItemStop01.vcd" //Wait up, now! I got somethin' for ya. scene "scenes/Mechanic/AlertGiveItemStop02.vcd" //Hey! Hey! Got something for ya. scene "scenes/Mechanic/AlertGiveItemStop03.vcd" //Hey, stop movin', now! I got somethin' for you right here. scene "scenes/Mechanic/AlertGiveItemStop04.vcd" //Wait up! I got somethin' for ya. scene "scenes/Mechanic/AlertGiveItemStop05.vcd" //Hey! Hey! Got something for ya. scene "scenes/Mechanic/AlertGiveItemStop06.vcd" //Hey, stop movin' I got somethin' for ya } Rule PlayerAlertGiveItemStopMechanic { criteria ConceptAlertGiveItemStop IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidAlertGiveItemStopMechanic IsWorldTalkMechanic ApplyContext "SaidAlertGiveItemStopMechanic:1:10" Response PlayerAlertGiveItemStopMechanic } Response PlayerAlertGiveItemStopAnFirstAidMechanic { scene "scenes/Mechanic/Blank.vcd" then subject AlertGiveItemStop foo:0 0 //Blank } Rule PlayerAlertGiveItemStopAnFirstAidMechanic { criteria ConceptAlertGiveItemStopFirstAidA IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidAlertGiveItemStopFirstAidMechanic NoHasFirstAidKit IsWorldTalkMechanic Response PlayerAlertGiveItemStopAnFirstAidMechanic } Response PlayerAlertGiveItemStopC1Mechanic { scene "scenes/Mechanic/AlertGiveItemStopC101.vcd" //Dude, dude, hold up. scene "scenes/Mechanic/AlertGiveItemStopC102.vcd" //Hey umm... you! Hold up! } Rule PlayerAlertGiveItemStopC1Mechanic { criteria ConceptAlertGiveItemStop IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidAlertGiveItemStopMechanic IsCampaignl4d2_1 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SaidAlertGiveItemStopMechanic:1:10" Response PlayerAlertGiveItemStopC1Mechanic } Response PlayerAlertGiveItemStopQnFirstAidMechanic { scene "scenes/Mechanic/Blank.vcd" then subject AlertGiveItemStopFirstAidA foo:0 0 //Blank } Rule PlayerAlertGiveItemStopQnFirstAidMechanic { criteria ConceptBashWithItem IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsItemFirstAidKit IsNotSaidAlertGiveItemStopFirstAidMechanic IsWorldTalkMechanic ApplyContext "SaidAlertGiveItemStopFirstAidMechanic:1:10" Response PlayerAlertGiveItemStopQnFirstAidMechanic } Response PlayerCoachPouncedMechanic { scene "scenes/Mechanic/HunterCoachPounced01.vcd" predelay ".5,1" //Hunter's got Coach! scene "scenes/Mechanic/HunterCoachPounced02.vcd" predelay ".5,1" //Hey, hunter on Coach! } Rule PlayerCoachPouncedMechanic { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsCoach IsNotSaidCoachPounced IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "CoachPounced:1:60" applycontexttoworld Response PlayerCoachPouncedMechanic } Response PlayerCoachPouncedC1Mechanic { scene "scenes/Mechanic/HunterPouncedC101.vcd" predelay ".5,1" //A zombie's got him! scene "scenes/Mechanic/HunterPouncedC102.vcd" predelay ".5,1" //One of those things got him! } Rule PlayerCoachPouncedC1Mechanic { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsCoach IsNotSaidCoachPounced IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "CoachPounced:1:60" applycontexttoworld Response PlayerCoachPouncedC1Mechanic } Response PlayerEatPillsMechanic { scene "scenes/Mechanic/PainRelieftPills01.vcd" //Good to go. scene "scenes/Mechanic/PainRelieftPills02.vcd" //Good to go. scene "scenes/Mechanic/PainRelieftPills03.vcd" //That hit the spot. scene "scenes/Mechanic/PainRelieftPills04.vcd" //That'll hold me. scene "scenes/Mechanic/PainRelieftPills05.vcd" //Alright, that's better. scene "scenes/Mechanic/PainRelieftPills06.vcd" //That'll keep me for a bit. scene "scenes/Mechanic/PainRelieftPills07.vcd" //That'll keep me for a bit. scene "scenes/Mechanic/PainRelieftPills08.vcd" //Yeah, that hit the spot. } Rule PlayerEatPillsMechanic { criteria ConceptEatPills IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerEatPillsMechanic } Response PlayerGamblerPouncedMechanic { scene "scenes/Mechanic/HunterNickPounced01.vcd" predelay ".5,1" //Hunter's got Nick! scene "scenes/Mechanic/HunterNickPounced02.vcd" predelay ".5,1" //Hey hunter's on Nick! } Rule PlayerGamblerPouncedMechanic { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsGambler IsNotSaidGamblerPounced IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "GamblerPounced:1:60" applycontexttoworld Response PlayerGamblerPouncedMechanic } Response PlayerGamblerPouncedC1Mechanic { scene "scenes/Mechanic/HunterPouncedC101.vcd" predelay ".5,1" //A zombie's got him! scene "scenes/Mechanic/HunterPouncedC102.vcd" predelay ".5,1" //One of those things got him! } Rule PlayerGamblerPouncedC1Mechanic { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsGambler IsNotSaidGamblerPounced IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "GamblerPounced:1:60" applycontexttoworld Response PlayerGamblerPouncedC1Mechanic } Response PlayerGetInsideCheckPointMechanic { scene "scenes/Mechanic/StayTogetherInside01.vcd" then any StayTogetherInsideReponse foo:0 -1.898 //I need every one of you inside now! scene "scenes/Mechanic/StayTogetherInside02.vcd" then any StayTogetherInsideReponse foo:0 -0.987 //Shit! Get inside! scene "scenes/Mechanic/StayTogetherInside03.vcd" then any StayTogetherInsideReponse foo:0 -1.495 //Y'all inside, now! scene "scenes/Mechanic/StayTogetherInside04.vcd" then any StayTogetherInsideReponse foo:0 -1.003 //Get inside y'all! scene "scenes/Mechanic/StayTogetherInside05.vcd" then any StayTogetherInsideReponse foo:0 -1.271 //C'mon y'all get inside now! scene "scenes/Mechanic/StayTogetherInside06.vcd" then any StayTogetherInsideReponse foo:0 -1.557 //C'mon y'all get inside! scene "scenes/Mechanic/StayTogetherInside07.vcd" then any StayTogetherInsideReponse foo:0 -1.891 //Hey I need everybody inside now! } Rule PlayerGetInsideCheckPointMechanic { criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsMechanic IsInSafeSpot IsTalk IsTalkMechanic SomeoneOutsideSafeSpot IsWorldTalkMechanic Response PlayerGetInsideCheckPointMechanic } Response PlayerGrabbedByJockeyMechanic { scene "scenes/Mechanic/GrabbedByJockey01.vcd" //GET THIS OFF MY BACK! scene "scenes/Mechanic/GrabbedByJockey02.vcd" //I GOT A JOCKEY ON ME! scene "scenes/Mechanic/GrabbedByJockey03.vcd" //SUMBITCH IS ON MY BACK! scene "scenes/Mechanic/GrabbedByJockey04.vcd" //THIS AIN'T RIGHT HAVING THIS THING ON ME! scene "scenes/Mechanic/GrabbedByJockey05.vcd" //GET THIS THING OFF ME! scene "scenes/Mechanic/GrabbedByJockey06.vcd" //THIS THINGS RIDING ME! scene "scenes/Mechanic/GrabbedByJockey07.vcd" //IS THIS THING HUMPING ME!??! scene "scenes/Mechanic/HurtMajor02.vcd" //[pain noise - ahh] scene "scenes/Mechanic/HurtMajor05.vcd" //[pain noise - ugh] scene "scenes/Mechanic/HurtMinor02.vcd" //[pain noise - short minor pain] scene "scenes/Mechanic/ScreamWhilePounced01b.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05b.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced07.vcd" //OW! GET...! } Rule PlayerGrabbedByJockeyMechanic { criteria ConceptSurvivorJockeyed IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidBeenJockeyedMechanic IsWorldTalkMechanic ApplyContext "SaidBeenJockeyedMechanic:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyMechanic } Response PlayerGrabbedByJockeyC1Mechanic { scene "scenes/Mechanic/GrabbedByJockey04.vcd" //THIS AIN'T RIGHT HAVING THIS THING ON ME! scene "scenes/Mechanic/GrabbedByJockey05.vcd" //GET THIS THING OFF ME! scene "scenes/Mechanic/GrabbedByJockey06.vcd" //THIS THINGS RIDING ME! } Rule PlayerGrabbedByJockeyC1Mechanic { criteria ConceptSurvivorJockeyed IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidBeenJockeyedMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidBeenJockeyedMechanic:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyC1Mechanic } Response PlayerGrenadeMolotovMechanic { scene "scenes/Mechanic/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.821 //Throwing a Molotov. scene "scenes/Mechanic/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.131 //MOLOTOV COMING! scene "scenes/Mechanic/Grenade08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.997 //Hey, fire's comin'! scene "scenes/Mechanic/Grenade10.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.988 //Fire is a comin'! } Rule PlayerGrenadeMolotovMechanic { criteria ConceptThrewGrenade IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsGrenadeMolotv IsWorldTalkMechanic Response PlayerGrenadeMolotovMechanic } Response PlayerGrenadePipeBombMechanic { scene "scenes/Mechanic/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.579 //GRENADE! scene "scenes/Mechanic/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.592 //GRENADE! scene "scenes/Mechanic/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.781 //Throwing a pipe bomb. scene "scenes/Mechanic/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.945 //Throwing a pipe bomb. scene "scenes/Mechanic/Grenade07.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.819 //PIPE BOMB OUT! scene "scenes/Mechanic/Grenade09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.814 //Fire in the hole! scene "scenes/Mechanic/Grenade11.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.056 //Chase this! scene "scenes/Mechanic/Grenade12.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.141 //Pipe bomb on the way! scene "scenes/Mechanic/Grenade13.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.927 //Hey! Chase this! } Rule PlayerGrenadePipeBombMechanic { criteria ConceptThrewGrenade IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsGrenadePipeBomb IsWorldTalkMechanic Response PlayerGrenadePipeBombMechanic } Response PlayerGrenadeVomitJarMechanic { scene "scenes/Mechanic/BoomerJar08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.598 //Heads up! Bile bomb! scene "scenes/Mechanic/BoomerJar09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.517 //Here comes some puke! scene "scenes/Mechanic/BoomerJar10.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.155 //Bile bomb incoming! scene "scenes/Mechanic/BoomerJar12.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.123 //Throwing a bile bomb! scene "scenes/Mechanic/BoomerJar13.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.554 //Tossin' a bile bomb! scene "scenes/Mechanic/BoomerJar14.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -2.623 //Here comes the bile, you sons of bitches! } Rule PlayerGrenadeVomitJarMechanic { criteria ConceptThrewGrenade IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsGrenadeVomitJar IsWorldTalkMechanic Response PlayerGrenadeVomitJarMechanic } Response PlayerGrenadeVomitJarC1Mechanic { scene "scenes/Mechanic/BoomerJar09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.517 //Here comes some puke! } Rule PlayerGrenadeVomitJarC1Mechanic { criteria ConceptThrewGrenade IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsGrenadeVomitJar IsWorldTalkMechanic ismap_c1m1_hotelC1 Response PlayerGrenadeVomitJarC1Mechanic } Response PlayerIncapacitatedInitialMechanic { scene "scenes/Mechanic/IncapacitatedInitial01.vcd" //I'm down! scene "scenes/Mechanic/IncapacitatedInitial02.vcd" //Shit, I'm down. scene "scenes/Mechanic/IncapacitatedInitial03.vcd" //Ahh, shit, I'm down. } Rule PlayerIncapacitatedInitialMechanic { criteria ConceptPlayerIncapacitated IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "TalkMechanic:1:2" Response PlayerIncapacitatedInitialMechanic } Response PlayerKillConfirmationMechanic { scene "scenes/Mechanic/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 -0.399 //Killed it. scene "scenes/Mechanic/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 -0.318 //Hit it. scene "scenes/Mechanic/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 -0.453 //I got it. scene "scenes/Mechanic/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 -0.390 //Dead! scene "scenes/Mechanic/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 -0.420 //Got 'em. scene "scenes/Mechanic/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 -0.272 //Hit! scene "scenes/Mechanic/KillConfirmation07.vcd" then Any PlayerNiceShot foo:0 -0.387 //Mine! } Rule PlayerKillConfirmationMechanic { criteria ConceptKilledZombie IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSubjectFar300 ChanceToFire40Percent IsWorldTalkMechanic Response PlayerKillConfirmationMechanic } Response PlayerProducerPouncedMechanic { scene "scenes/Mechanic/HunterRochellePounced01.vcd" predelay ".5,1" //Hunter's got Rochelle! scene "scenes/Mechanic/HunterRochellePounced02.vcd" predelay ".5,1" //Hunter on Rochelle! } Rule PlayerProducerPouncedMechanic { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsProducer IsNotSaidProducerPounced IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "ProducerPounced:1:60" applycontexttoworld Response PlayerProducerPouncedMechanic } Response PlayerProducerPouncedC1Mechanic { scene "scenes/Mechanic/HunterPouncedC1Producer01.vcd" predelay ".5,1" //Shit, a zombies got her! scene "scenes/Mechanic/HunterPouncedC1Producer02.vcd" predelay ".5,1" //Hey, one of those things got her! } Rule PlayerProducerPouncedC1Mechanic { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsProducer IsNotSaidProducerPounced IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "ProducerPounced:1:60" applycontexttoworld Response PlayerProducerPouncedC1Mechanic } Response PlayerRevivedByDefibrillatorMechanic { scene "scenes/Mechanic/Defibrillator13.vcd" //[gasp for breath] scene "scenes/Mechanic/Defibrillator14.vcd" //[gasp for breath] scene "scenes/Mechanic/Defibrillator15.vcd" //[being shocked] } Rule PlayerRevivedByDefibrillatorMechanic { criteria ConceptRevivedByDefibrillator IsNotCoughing IsMechanic ApplyContext "TalkMechanic:1:3" applycontexttoworld Response PlayerRevivedByDefibrillatorMechanic } Response PlayerRevivedByDefibrillator2Mechanic { scene "scenes/Mechanic/Defibrillator16.vcd" predelay ".5,1.5" //Whoa, man... scene "scenes/Mechanic/Defibrillator17.vcd" predelay ".5,1.5" //Agggh what the hell are you shockin' me for? scene "scenes/Mechanic/Defibrillator18.vcd" predelay ".5,1.5" //Whoa. Good thing I headed away from the light. scene "scenes/Mechanic/Defibrillator19.vcd" predelay ".5,1.5" //Was I just dead there? Oh man... } Rule PlayerRevivedByDefibrillator2Mechanic { criteria ConceptRevivedByDefibrillatorDelayed IsMechanic ApplyContext "TalkMechanic:1:3" applycontexttoworld Response PlayerRevivedByDefibrillator2Mechanic } Response PlayerStayTogetherInsideMechanic { scene "scenes/Mechanic/StayTogetherInside01.vcd" //I need every one of you inside now! scene "scenes/Mechanic/StayTogetherInside02.vcd" //Shit! Get inside! scene "scenes/Mechanic/StayTogetherInside03.vcd" //Y'all inside, now! scene "scenes/Mechanic/StayTogetherInside04.vcd" //Get inside y'all! scene "scenes/Mechanic/StayTogetherInside05.vcd" //C'mon y'all get inside now! scene "scenes/Mechanic/StayTogetherInside06.vcd" //C'mon y'all get inside! scene "scenes/Mechanic/StayTogetherInside07.vcd" //Hey I need everybody inside now! } Rule PlayerStayTogetherInsideMechanic { criteria ConceptPlayerStayTogether IsNotCoughing IsMechanic IsInSafeSpot IsTalk IsTalkMechanic SomeoneOutsideSafeSpot IsWorldTalkMechanic Response PlayerStayTogetherInsideMechanic } Response PlayerSuggestHealthCoachMechanic { scene "scenes/Mechanic/SuggestHealth03.vcd" //It's a good time to heal up everybody. scene "scenes/Mechanic/SuggestHealthCoach01.vcd" //Coach, don't forget about that health pack! scene "scenes/Mechanic/SuggestHealthCoach02.vcd" //Coach, don't forget about that heal pack, now! scene "scenes/Mechanic/SuggestHealthCoach03.vcd" //Coach, now don't forget none about healin'. scene "scenes/Mechanic/SuggestHealthCoach04.vcd" //Coach, don't mean to speak out of turn but you should probably heal. scene "scenes/Mechanic/SuggestHealthCoach05.vcd" //Coach, don't mean to speak out of turn but you should probably well heal when you get a minute. You know. scene "scenes/Mechanic/SuggestHealthCoach06.vcd" //Coach, now don't forget none about healin'. scene "scenes/Mechanic/SuggestHealthCoach07.vcd" //Coach, don't forget about that health pack. } Rule PlayerSuggestHealthCoachMechanic { criteria ConceptPlayerSuggestHealthCoach IsMechanic IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthCoachMechanic } Response PlayerSuggestHealthCoachC1Mechanic { scene "scenes/Mechanic/SuggestHealthC101.vcd" //Don't forget your health kits. scene "scenes/Mechanic/SuggestHealthC102.vcd" //Anybody want to heal now? scene "scenes/Mechanic/SuggestHealthC103.vcd" //Good time to heal. } Rule PlayerSuggestHealthCoachC1Mechanic { criteria ConceptPlayerSuggestHealthCoach IsMechanic IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthCoachC1Mechanic } Response PlayerSuggestHealthGamblerMechanic { scene "scenes/Mechanic/SuggestHealth02.vcd" //Hey, y'all should heal now. scene "scenes/Mechanic/SuggestHealth04.vcd" //Everybody take a minute and get yourself healed scene "scenes/Mechanic/SuggestHealthNick01.vcd" //Excuse me Nick, but you might wanna heal. scene "scenes/Mechanic/SuggestHealthNick02.vcd" //Nick. Um.. Nick! Don't forget about that health pack. scene "scenes/Mechanic/SuggestHealthNick03.vcd" //Nick, don't forget none about that health pack. } Rule PlayerSuggestHealthGamblerMechanic { criteria ConceptPlayerSuggestHealthGambler IsMechanic IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthGamblerMechanic } Response PlayerSuggestHealthGamblerC1Mechanic { scene "scenes/Mechanic/SuggestHealthC101.vcd" //Don't forget your health kits. scene "scenes/Mechanic/SuggestHealthC102.vcd" //Anybody want to heal now? scene "scenes/Mechanic/SuggestHealthC103.vcd" //Good time to heal. } Rule PlayerSuggestHealthGamblerC1Mechanic { criteria ConceptPlayerSuggestHealthGambler IsMechanic IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthGamblerC1Mechanic } Response PlayerSuggestHealthMechanicC1Mechanic { scene "scenes/Mechanic/SuggestHealthC101.vcd" //Don't forget your health kits. scene "scenes/Mechanic/SuggestHealthC102.vcd" //Anybody want to heal now? scene "scenes/Mechanic/SuggestHealthC103.vcd" //Good time to heal. } Rule PlayerSuggestHealthMechanicC1Mechanic { criteria ConceptPlayerSuggestHealthMechanic IsMechanic IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthMechanicC1Mechanic } Response PlayerSuggestHealthProducerMechanic { scene "scenes/Mechanic/SuggestHealth01.vcd" //Heal up! scene "scenes/Mechanic/SuggestHealthRochelle01.vcd" //Hey Ro girl, heal up now. scene "scenes/Mechanic/SuggestHealthRochelle02.vcd" //Ro, you think about healin? scene "scenes/Mechanic/SuggestHealthRochelle03.vcd" //Rochelle, you ought to heal now. scene "scenes/Mechanic/SuggestHealthRochelle04.vcd" //I'll help ya if you need me to. } Rule PlayerSuggestHealthProducerMechanic { criteria ConceptPlayerSuggestHealthProducer IsMechanic IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthProducerMechanic } Response PlayerSuggestHealthProducerC1Mechanic { scene "scenes/Mechanic/SuggestHealthC101.vcd" //Don't forget your health kits. scene "scenes/Mechanic/SuggestHealthC102.vcd" //Anybody want to heal now? scene "scenes/Mechanic/SuggestHealthC103.vcd" //Good time to heal. } Rule PlayerSuggestHealthProducerC1Mechanic { criteria ConceptPlayerSuggestHealthProducer IsMechanic IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkMechanic NotInCombat IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthProducerC1Mechanic } Response PlayerTransitionMechanic { scene "scenes/Mechanic/Hurrah02.vcd" //I'm thinkin' we can take on anything! scene "scenes/Mechanic/Hurrah03.vcd" //We are kings of the world! scene "scenes/Mechanic/Hurrah05.vcd" //We are a right damn good team! scene "scenes/Mechanic/Hurrah08.vcd" //Ahh HELL YEAH! scene "scenes/Mechanic/Hurrah11.vcd" //That's how it's done RIGHT! } Rule PlayerTransitionMechanic { criteria ConceptPlayerTransition IsNotCoughing IsMechanic IsNotSaidPlayerTransition IsTalk IsTalkMechanic IsWorldTalkMechanic IsEveryoneAlive ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionMechanic } Response PlayerTransitionCloseMechanic { scene "scenes/Mechanic/TransitionClose01.vcd" //YEAH! scene "scenes/Mechanic/TransitionClose02.vcd" //I can't hardly believe we made that! scene "scenes/Mechanic/TransitionClose03.vcd" //That was closer than a... well shit man that was just straight up close! scene "scenes/Mechanic/TransitionClose04.vcd" //Who here didn't think we were gonna make that? scene "scenes/Mechanic/TransitionClose05.vcd" //That there was some crazy shit, man! scene "scenes/Mechanic/TransitionClose06.vcd" //Oh shit yeah! Oh shit yeah! scene "scenes/Mechanic/TransitionClose07.vcd" //Elvis has left the building! scene "scenes/Mechanic/TransitionClose08.vcd" //Oh man! Alright. You might want to clean your drawers after that one! I know I do. scene "scenes/Mechanic/TransitionClose09.vcd" //We gonna need to do better than THAT. scene "scenes/Mechanic/TransitionClose10.vcd" //Dude, we just got our asses handed to us. scene "scenes/Mechanic/TransitionClose11.vcd" //[whistles] That was BRUTAL! scene "scenes/Mechanic/TransitionClose12.vcd" //THAT... was a pretty poor display. scene "scenes/Mechanic/TransitionClose13.vcd" //We'll call that one a tie. scene "scenes/Mechanic/TransitionClose14.vcd" //You know what? We'll call that one a tie. scene "scenes/Mechanic/TransitionClose15.vcd" //We're still standin'! scene "scenes/Mechanic/TransitionClose16.vcd" //Woooow! scene "scenes/Mechanic/TransitionClose17.vcd" //Wow, man! } Rule PlayerTransitionCloseMechanic { criteria ConceptPlayerTransition IsNotCoughing IsMechanic IsNotSaidPlayerTransition IsTalk IsTalkMechanic IsWorldTalkMechanic IsCloseTransition ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCloseMechanic } Response PlayerUsingDefibrillatorMechanic { scene "scenes/Mechanic/Defibrillator07.vcd" //Clear! scene "scenes/Mechanic/Defibrillator08.vcd" //Come on! scene "scenes/Mechanic/Defibrillator09.vcd" //Come ON! scene "scenes/Mechanic/Defibrillator10.vcd" //Come back, come back! scene "scenes/Mechanic/Defibrillator11.vcd" //Work, damn it... scene "scenes/Mechanic/Defibrillator12.vcd" //Work, damn it... } Rule PlayerUsingDefibrillatorMechanic { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerUsingDefibrillatorMechanic } Response PlayerWarnHeardBoomerMechanic { scene "scenes/Mechanic/HeardBoomer01.vcd" //I hear a boomer. scene "scenes/Mechanic/HeardBoomer02.vcd" //Hey, think I heard a boomer. scene "scenes/Mechanic/HeardBoomer03.vcd" //Careful, boomer 'round. scene "scenes/Mechanic/HeardBoomer04.vcd" //Careful, boomer 'round. scene "scenes/Mechanic/HeardBoomer05.vcd" //Think I heard a boomer. scene "scenes/Mechanic/HeardBoomer06.vcd" //I hear a boomer. } Rule PlayerWarnHeardBoomerMechanic { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsMechanic IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerMechanic } Response PlayerWarnHeardBoomerC1Mechanic { scene "scenes/Mechanic/HeardSpecialC101.vcd" //I hear one of those strange ones. scene "scenes/Mechanic/HeardSpecialC102.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC103.vcd" //Dude, I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC104.vcd" //That is not a happy noise. scene "scenes/Mechanic/HeardSpecialC105.vcd" //I hope we don't meet whatever's making that noise. scene "scenes/Mechanic/HeardSpecialC106.vcd" //Worse than zombies? scene "scenes/Mechanic/HeardSpecialC107.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC108.vcd" //I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC109.vcd" //That ain't a happy noise. } Rule PlayerWarnHeardBoomerC1Mechanic { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsMechanic IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerC1Mechanic } Response PlayerWarnHeardChargerMechanic { scene "scenes/Mechanic/HeardCharger01.vcd" //Charger around. scene "scenes/Mechanic/HeardCharger02.vcd" //I hear a charger. scene "scenes/Mechanic/HeardCharger03.vcd" //Hear that charger? } Rule PlayerWarnHeardChargerMechanic { criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsMechanic IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardChargerMechanic } Response PlayerWarnHeardChargerC1Mechanic { scene "scenes/Mechanic/HeardSpecialC101.vcd" //I hear one of those strange ones. scene "scenes/Mechanic/HeardSpecialC102.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC103.vcd" //Dude, I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC104.vcd" //That is not a happy noise. scene "scenes/Mechanic/HeardSpecialC105.vcd" //I hope we don't meet whatever's making that noise. scene "scenes/Mechanic/HeardSpecialC106.vcd" //Worse than zombies? scene "scenes/Mechanic/HeardSpecialC107.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC108.vcd" //I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC109.vcd" //That ain't a happy noise. } Rule PlayerWarnHeardChargerC1Mechanic { criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsMechanic IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardChargerC1Mechanic } Response PlayerWarnHeardHunterMechanic { scene "scenes/Mechanic/HeardHunter01.vcd" //I hear a hunter around. scene "scenes/Mechanic/HeardHunter02.vcd" //Careful. Hunter. scene "scenes/Mechanic/HeardHunter03.vcd" //I hear a hunter. } Rule PlayerWarnHeardHunterMechanic { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsMechanic IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterMechanic } Response PlayerWarnHeardHunterC1Mechanic { scene "scenes/Mechanic/HeardSpecialC101.vcd" //I hear one of those strange ones. scene "scenes/Mechanic/HeardSpecialC102.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC103.vcd" //Dude, I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC104.vcd" //That is not a happy noise. scene "scenes/Mechanic/HeardSpecialC105.vcd" //I hope we don't meet whatever's making that noise. scene "scenes/Mechanic/HeardSpecialC106.vcd" //Worse than zombies? scene "scenes/Mechanic/HeardSpecialC107.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC108.vcd" //I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC109.vcd" //That ain't a happy noise. } Rule PlayerWarnHeardHunterC1Mechanic { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsMechanic IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterC1Mechanic } Response PlayerWarnHeardJockeyMechanic { scene "scenes/Mechanic/HeardJockey01.vcd" //I hear one of those back humpers around here. scene "scenes/Mechanic/HeardJockey02.vcd" //A freaking jockey's around. scene "scenes/Mechanic/HeardJockey03.vcd" //Hey, watch your back, jockey's around here. scene "scenes/Mechanic/HeardJockey04.vcd" //I hate them things scene "scenes/Mechanic/HeardJockey05.vcd" //I hate those jockeys. scene "scenes/Mechanic/HeardJockey06.vcd" //That is just offensive what they do. scene "scenes/Mechanic/HeardJockey07.vcd" //Dude,I hear one of those back humpers around. scene "scenes/Mechanic/HeardJockey08.vcd" //There's a freaking jockey's around here. } Rule PlayerWarnHeardJockeyMechanic { criteria ConceptPlayerWarnHearZombie IsJockeyClass IsNotCoughing IsMechanic IsNotWarnHeardJockey NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "WarnHeardJockey:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardJockeyMechanic } Response PlayerWarnHeardJockeyC1Mechanic { scene "scenes/Mechanic/HeardJockeyC101.vcd" //I think that's one of them little things. } Rule PlayerWarnHeardJockeyC1Mechanic { criteria ConceptPlayerWarnHearZombie IsJockeyClass IsNotCoughing IsMechanic IsNotWarnHeardJockey NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsCampaignl4d2_1 IsWorldTalkMechanic C1M1orC1M2 ApplyContext "WarnHeardJockey:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardJockeyC1Mechanic } Response PlayerWarnHeardSmokerMechanic { scene "scenes/Mechanic/HeardSmoker01.vcd" //Smoker around these parts. scene "scenes/Mechanic/HeardSmoker02.vcd" //Careful, Smoker. scene "scenes/Mechanic/HeardSmoker03.vcd" //Hey, I hear a smoker. } Rule PlayerWarnHeardSmokerMechanic { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsMechanic IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerMechanic } Response PlayerWarnHeardSmokerC1Mechanic { scene "scenes/Mechanic/HeardSpecialC101.vcd" //I hear one of those strange ones. scene "scenes/Mechanic/HeardSpecialC102.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC103.vcd" //Dude, I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC104.vcd" //That is not a happy noise. scene "scenes/Mechanic/HeardSpecialC105.vcd" //I hope we don't meet whatever's making that noise. scene "scenes/Mechanic/HeardSpecialC106.vcd" //Worse than zombies? scene "scenes/Mechanic/HeardSpecialC107.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC108.vcd" //I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC109.vcd" //That ain't a happy noise. } Rule PlayerWarnHeardSmokerC1Mechanic { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsMechanic IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerC1Mechanic } Response PlayerWarnHeardSpitterMechanic { scene "scenes/Mechanic/HeardSpitter01.vcd" //I hear a spitter. scene "scenes/Mechanic/HeardSpitter02.vcd" //Spitting thing's around. scene "scenes/Mechanic/HeardSpitter03.vcd" //I hear one of them spitters. } Rule PlayerWarnHeardSpitterMechanic { criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsMechanic IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSpitterMechanic } Response PlayerWarnHeardSpitterC1Mechanic { scene "scenes/Mechanic/HeardSpecialC101.vcd" //I hear one of those strange ones. scene "scenes/Mechanic/HeardSpecialC102.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC103.vcd" //Dude, I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC104.vcd" //That is not a happy noise. scene "scenes/Mechanic/HeardSpecialC105.vcd" //I hope we don't meet whatever's making that noise. scene "scenes/Mechanic/HeardSpecialC106.vcd" //Worse than zombies? scene "scenes/Mechanic/HeardSpecialC107.vcd" //What in the hell is making that noise? scene "scenes/Mechanic/HeardSpecialC108.vcd" //I do not like the sound of that. scene "scenes/Mechanic/HeardSpecialC109.vcd" //That ain't a happy noise. } Rule PlayerWarnHeardSpitterC1Mechanic { criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsMechanic IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic C1M1orC1M2 ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSpitterC1Mechanic } Response PlayerWarnHeardWitchMechanic { scene "scenes/Mechanic/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 -1.652 //That crying girl's around. scene "scenes/Mechanic/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 -1.592 //Hey, I hear a witch. scene "scenes/Mechanic/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 -0.964 //I hear a witch crying. } Rule PlayerWarnHeardWitchMechanic { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsMechanic IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchMechanic } Response PlayerWarnHeardWitchC1Mechanic { scene "scenes/Mechanic/HeardWitchC101.vcd" then Self PlayerKillThatLight foo:0 -1.263 //Hey, do you hear that crying? scene "scenes/Mechanic/HeardWitchC102.vcd" then Self PlayerKillThatLight foo:0 -1.443 //Dude, she don't sound happy. scene "scenes/Mechanic/HeardWitchC103.vcd" then Self PlayerKillThatLight foo:0 -1.725 //Let's not go by the crying girl. scene "scenes/Mechanic/HeardWitchC104.vcd" then Self PlayerKillThatLight foo:0 -2.499 //Seriously, I'm thinkin' we should just leave the crying girl alone. scene "scenes/Mechanic/HeardWitchC105.vcd" then Self PlayerKillThatLight foo:0 -1.983 //I don't like the sound of that crying. scene "scenes/Mechanic/HeardWitchC106.vcd" then Self PlayerKillThatLight foo:0 -1.807 //I'm not - I'm not going near the crying gril. } Rule PlayerWarnHeardWitchC1Mechanic { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsMechanic IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkMechanic IsCampaignl4d2_1 IsWorldTalkMechanic C1M1orC1M2 ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchC1Mechanic } Response PlayerWarnMegaMobMechanic { scene "scenes/Mechanic/Incoming02.vcd" predelay "2.5,3.5" //Get ready! scene "scenes/Mechanic/Incoming03.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/Mechanic/Incoming04.vcd" predelay "2.5,3.5" //Y'all get ready! } Rule PlayerWarnMegaMobMechanic { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsMechanic IsNotWarnMegaMob IsTalk IsTalkMechanic IsNotSpeaking IsWorldTalkMechanic ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobMechanic } Response PlayerWarnMegaMobC501Mechanic { scene "scenes/Mechanic/Incoming02.vcd" predelay "2.5,3.5" //Get ready! scene "scenes/Mechanic/Incoming03.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/Mechanic/Incoming04.vcd" predelay "2.5,3.5" //Y'all get ready! } Rule PlayerWarnMegaMobC501Mechanic { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsMechanic IsNotWarnMegaMob IsTalk IsTalkMechanic IsNotSpeaking ismap_c5m1_waterfront IsWorldTalkMechanic IsNotScavenge ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,ShotCar0501:1:0" applycontexttoworld Response PlayerWarnMegaMobC501Mechanic } Response PlayerWarnWitchAngryMechanic { scene "scenes/Mechanic/WitchGettingAngry01.vcd" //That witch is having a hissy fit. scene "scenes/Mechanic/WitchGettingAngry02.vcd" //Oh shit man, that witch is a spaz! scene "scenes/Mechanic/WitchGettingAngry03.vcd" //Tell ya man, y'all playin' with fire when you messin' with that damn witch. scene "scenes/Mechanic/WitchGettingAngry04.vcd" //Back away from that witch. scene "scenes/Mechanic/WitchGettingAngry05.vcd" //Don't mess with the damn witch. } Rule PlayerWarnWitchAngryMechanic { criteria ConceptWitchGettingAngry IsNotCoughing IsMechanic IsNotWarnAngryWitch IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnWitchAngryMechanic } Response PlayerWorldIntroC31BlankMechanic { scene "scenes/Mechanic/Blank.vcd" then any WorldIntroC31 foo:0 5 //Blank } Rule PlayerWorldIntroC31BlankMechanic { criteria ConceptintroC3M1 IsNotCoughing IsMechanic IsTalk ismap_c3m1_plankcountry AutoIsNotScavenge AutoIsNotSurvival Response PlayerWorldIntroC31BlankMechanic } Response PlayerWorldIntroC51Mechanic { scene "scenes/Mechanic/Blank.vcd" then orator C5M1_intro001 foo:0 0.01 //Blank } Rule PlayerWorldIntroC51Mechanic { criteria ConceptWorldIntroC51 IsNotCoughing IsMechanic IsNotSaidWorldIntroC51 IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidWorldIntroC51:1:0,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response PlayerWorldIntroC51Mechanic } Response PlayerWorldIntroC51BlankMechanic { scene "scenes/Mechanic/Blank.vcd" then any WorldIntroC51 foo:0 3 //Blank } Rule PlayerWorldIntroC51BlankMechanic { criteria ConceptPlayerScenarioJoinLast IsNotCoughing IsMechanic IsTalk IsTalkMechanic ismap_c5m1_waterfront IsWorldTalkMechanic Response PlayerWorldIntroC51BlankMechanic } Response SurvivorCaughtVomitMechanic { scene "scenes/Mechanic/BoomerReaction01.vcd" //Oh.. ah.. this stuff sucks! scene "scenes/Mechanic/BoomerReaction02.vcd" //I can't see shit! scene "scenes/Mechanic/BoomerReaction03.vcd" //Oh, Christ! I'm all gooed. scene "scenes/Mechanic/BoomerReaction04.vcd" //Christ in a hand basket! I'm gooed! scene "scenes/Mechanic/BoomerReaction05.vcd" //Oh.. ah.. this stuff sucks! scene "scenes/Mechanic/BoomerReaction06.vcd" //Christ in a hand basket! I'm gooed! } Rule SurvivorCaughtVomitMechanic { criteria ConceptPlayerVomitInFace IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorCaughtVomitMechanic } Response SurvivorchargerpoundMechanic { scene "scenes/Mechanic/GrabbedByCharger01.vcd" //Charger's got me! scene "scenes/Mechanic/GrabbedByCharger02.vcd" //Shoot the charger, man! Shoot the charger! scene "scenes/Mechanic/GrabbedByCharger03.vcd" //It's killing me! scene "scenes/Mechanic/GrabbedByCharger04.vcd" //He's bashing me into shit! scene "scenes/Mechanic/GrabbedByCharger05.vcd" //Ahhh hell it's pounding me to death! scene "scenes/Mechanic/GrabbedByCharger06.vcd" //Charger's ripping me up! scene "scenes/Mechanic/GrabbedByCharger07.vcd" //Kill this thing! scene "scenes/Mechanic/GrabbedByCharger08.vcd" //Shoot the damn thing! scene "scenes/Mechanic/GrabbedByCharger09.vcd" //Just shoot it! SHOOT IT! } Rule SurvivorchargerpoundMechanic { criteria Conceptchargerpound IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidchargerpound IsWorldTalkMechanic ApplyContext "Saidchargerpound:1:5,TalkMechanic:1:5" Response SurvivorchargerpoundMechanic } Response SurvivorCoughingMechanic { scene "scenes/Mechanic/Cough01.vcd" //[Coughing from smoke] scene "scenes/Mechanic/Cough02.vcd" //[Coughing from smoke] scene "scenes/Mechanic/Cough03.vcd" //[Coughing from smoke] scene "scenes/Mechanic/Cough04.vcd" //[Coughing from smoke] } Rule SurvivorCoughingMechanic { criteria ConceptSurvivorCoughing IsCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorCoughingMechanic } Response SurvivorCoughingDeathMechanic { scene "scenes/Mechanic/Cough01.vcd" //[Coughing from smoke] scene "scenes/Mechanic/Cough02.vcd" //[Coughing from smoke] scene "scenes/Mechanic/Cough03.vcd" //[Coughing from smoke] scene "scenes/Mechanic/Cough04.vcd" //[Coughing from smoke] } Rule SurvivorCoughingDeathMechanic { criteria ConceptPlayerDeath IsCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorCoughingDeathMechanic } Response SurvivorDeathMechanic { scene "scenes/Mechanic/DeathScream01.vcd" //[Loud painful death scream] scene "scenes/Mechanic/DeathScream02.vcd" //[Loud painful death scream] scene "scenes/Mechanic/DeathScream03.vcd" //[Loud painful death scream] scene "scenes/Mechanic/DeathScream04.vcd" //[Short quick death scream] scene "scenes/Mechanic/DeathScream05.vcd" //[Short quick death scream] scene "scenes/Mechanic/DeathScream06.vcd" //[Short quick death scream] } Rule SurvivorDeathMechanic { criteria ConceptPlayerDeath IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorDeathMechanic } Response SurvivorGooedBySpitterMechanic { scene "scenes/Mechanic/GooedBySpitter01.vcd" //I got spitter shit on me! scene "scenes/Mechanic/GooedBySpitter02.vcd" //Spitter goo! scene "scenes/Mechanic/GooedBySpitter03.vcd" //Get out of the spitter goo! scene "scenes/Mechanic/GooedBySpitter04.vcd" //Ahh hell, man, spitter goo. scene "scenes/Mechanic/GooedBySpitter05.vcd" //Move, move, I'm in spitter shit. scene "scenes/Mechanic/GooedBySpitter06.vcd" //GODDAMN! GOO! scene "scenes/Mechanic/GooedBySpitter07.vcd" //This stuff burns, man! } Rule SurvivorGooedBySpitterMechanic { criteria ConceptGooedBySpitter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidGooedBySpitter IsWorldTalkMechanic ApplyContext "SaidGooedBySpitter:1:20,TalkMechanic:1:3" Response SurvivorGooedBySpitterMechanic } Response SurvivorGooedBySpitterC1Mechanic { scene "scenes/Mechanic/GooedBySpitterC101.vcd" //Ah this shit burns!!?!? scene "scenes/Mechanic/GooedBySpitterC102.vcd" then mechanic Player.GooedBySpitterC1R foo:0 -2.951 //What the hell!?!? Spittin' fire? scene "scenes/Mechanic/GooedBySpitterC103.vcd" //Hey run, man! This is some crazy shit. } Rule SurvivorGooedBySpitterC1Mechanic { criteria ConceptGooedBySpitter IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidGooedBySpitter IsCampaignl4d2_1 IsWorldTalkMechanic C1M1orC1M2 ApplyContext "SaidGooedBySpitter:1:20,TalkMechanic:1:3" Response SurvivorGooedBySpitterC1Mechanic } Response SurvivorGrabbedByTongueMechanic { scene "scenes/Mechanic/GrabbedBySmoker01.vcd" //no, No, No, NO!!!!!!!! scene "scenes/Mechanic/GrabbedBySmoker01a.vcd" //Ugh! scene "scenes/Mechanic/GrabbedBySmoker01b.vcd" //Agh! scene "scenes/Mechanic/GrabbedBySmoker01c.vcd" //NO! scene "scenes/Mechanic/GrabbedBySmoker01d.vcd" //Daaa-ugh!! scene "scenes/Mechanic/GrabbedBySmoker02.vcd" //no, No, NOOOOOOO!!!!!!!!! scene "scenes/Mechanic/GrabbedBySmoker02a.vcd" //NO! scene "scenes/Mechanic/GrabbedBySmoker02b.vcd" //NOOOOOOO!!!! scene "scenes/Mechanic/GrabbedBySmoker03.vcd" //no, No, No, NO, NO!!!!!!!! scene "scenes/Mechanic/GrabbedBySmoker03a.vcd" //Ah, NO! scene "scenes/Mechanic/GrabbedBySmoker03b.vcd" //NO! scene "scenes/Mechanic/GrabbedBySmoker03c.vcd" //AAGH! scene "scenes/Mechanic/GrabbedBySmoker03d.vcd" //Ngahhh! scene "scenes/Mechanic/GrabbedBySmoker04.vcd" //SMOKER'S GOT ME!! scene "scenes/Mechanic/GrabbedBySmoker05.vcd" //SMOKER'S GOT ME!! scene "scenes/Mechanic/GrabbedBySmoker06.vcd" //no, No, No, NO!!!!!!!! scene "scenes/Mechanic/GrabbedBySmoker06a.vcd" //Agh! scene "scenes/Mechanic/GrabbedBySmoker06b.vcd" //D'OH, OH! scene "scenes/Mechanic/GrabbedBySmoker06c.vcd" //DAAAAH!! } Rule SurvivorGrabbedByTongueMechanic { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorGrabbedByTongueMechanic } Response SurvivorGrabbedByTongueC1Mechanic { scene "scenes/Mechanic/GrabbedBySmokerC101.vcd" //What the hell's got me?!?! scene "scenes/Mechanic/GrabbedBySmokerC102.vcd" //Oh! I've been lassoed! scene "scenes/Mechanic/GrabbedBySmokerC103.vcd" //I can't move help! scene "scenes/Mechanic/GrabbedBySmokerC104.vcd" //I'm getting dragged away! scene "scenes/Mechanic/GrabbedBySmokerC105.vcd" //Where's this thing draggin' me?!?!? scene "scenes/Mechanic/GrabbedBySmokerC106.vcd" //Mother f... TONGUE!!! } Rule SurvivorGrabbedByTongueC1Mechanic { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsCampaignl4d2_1 IsWorldTalkMechanic C1M1orC1M2 Response SurvivorGrabbedByTongueC1Mechanic } Response SurvivorNearCheckpoinC3M1tMechanic { scene "scenes/Mechanic/WorldC3M186.vcd" //Safehouse, we gotta be going the right way! } Rule SurvivorNearCheckpoinC3M1tMechanic { criteria ConceptPlayerNearCheckpoint IsNotCoughing IsMechanic IsNotSaidSafeSpotAhead NotInCombat IsNotInCheckpoint IsTalk IsTalkMechanic ismap_c3m1_plankcountry IsWorldTalkMechanic ApplyContext "SaidSafeSpotAhead:1:90" applycontexttoworld Response SurvivorNearCheckpoinC3M1tMechanic } Response SurvivorPouncedByHunterMechanic { scene "scenes/Mechanic/ScreamWhilePounced01.vcd" //GET HIM OFF! GET HIM OFF! GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced01a.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced01b.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced02.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced03.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced03a.vcd" //OFF! scene "scenes/Mechanic/ScreamWhilePounced04.vcd" //GET HIM OFF ME DAMMIT! scene "scenes/Mechanic/ScreamWhilePounced04a.vcd" //AH, OW!! scene "scenes/Mechanic/ScreamWhilePounced05.vcd" //GET HIM OFF! GET HIM OFF! GET HIM OFF! GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05a.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05b.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced05c.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced06.vcd" //GET HIM OFF! GET HIM OFF! GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced06a.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced06b.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced07.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced07a.vcd" //...GET scene "scenes/Mechanic/ScreamWhilePounced07b.vcd" //...GET scene "scenes/Mechanic/ScreamWhilePounced07c.vcd" //GET HIM OFF! scene "scenes/Mechanic/ScreamWhilePounced07d.vcd" //OFF!! } Rule SurvivorPouncedByHunterMechanic { criteria ConceptScreamWhilePounced IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorPouncedByHunterMechanic } Response SurvivorTankPoundMechanic { scene "scenes/Mechanic/TankPound01.vcd" //JESUS CHRIST SHOOT THIS MOTHER! scene "scenes/Mechanic/TankPound02.vcd" //KILL THE BASTARD WILL YA! scene "scenes/Mechanic/TankPound03.vcd" //This thing's crushin' the shit outa me! scene "scenes/Mechanic/TankPound04.vcd" //KILL THIS THING! } Rule SurvivorTankPoundMechanic { criteria ConceptPlayerGroundPoundedByTank IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic isNotmap_c1m2_streets ApplyContext "SaidTankWarn2:1:60" Response SurvivorTankPoundMechanic } Response SurvivorVocalizeBackUpMechanic { scene "scenes/Mechanic/BackUp01.vcd" //Whoa, back it up! scene "scenes/Mechanic/BackUp02.vcd" //Come on, back up! scene "scenes/Mechanic/BackUp03.vcd" //Move back! Move back! scene "scenes/Mechanic/BackUp04.vcd" //Back it up! scene "scenes/Mechanic/BackUp05.vcd" //Back up! scene "scenes/Mechanic/BackUp06.vcd" //Come on, move back! scene "scenes/Mechanic/BackUp07.vcd" //Move back! Move back! scene "scenes/Mechanic/BackUp08.vcd" //Hey, back it up! } Rule SurvivorVocalizeBackUpMechanic { criteria ConceptPlayerBackUp IsMechanic IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorVocalizeBackUpMechanic } Response SurvivorVocalizeEmphaticGoMechanic { scene "scenes/Mechanic/EmphaticGo01.vcd" //Let's go! scene "scenes/Mechanic/EmphaticGo02.vcd" //Go! scene "scenes/Mechanic/EmphaticGo03.vcd" //Go go go! scene "scenes/Mechanic/EmphaticGo04.vcd" //Hey man, we gotta go! scene "scenes/Mechanic/EmphaticGo05.vcd" //Just run! } Rule SurvivorVocalizeEmphaticGoMechanic { criteria ConceptPlayerEmphaticGo IsMechanic IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorVocalizeEmphaticGoMechanic } Response SurvivorVocalizeFollowMeMechanic { scene "scenes/Mechanic/FollowMe01.vcd" //Follow me. scene "scenes/Mechanic/FollowMe02.vcd" //Come on, stick with me y'all. scene "scenes/Mechanic/FollowMe03.vcd" //Follow me this way. scene "scenes/Mechanic/FollowMe04.vcd" //This way, guys! } Rule SurvivorVocalizeFollowMeMechanic { criteria ConceptPlayerFollowMe IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorVocalizeFollowMeMechanic } Response SurvivorVocalizeGoingToDieMechanic { scene "scenes/Mechanic/GoingToDie01.vcd" //This was not in my plan. scene "scenes/Mechanic/GoingToDie02.vcd" //I'm hurtin' real bad. scene "scenes/Mechanic/GoingToDie03.vcd" //I hurt aplenty. scene "scenes/Mechanic/GoingToDie04.vcd" //I'm all torn up. scene "scenes/Mechanic/GoingToDie05.vcd" //This ain't right. scene "scenes/Mechanic/GoingToDie06.vcd" //They knocked the piss out of me. scene "scenes/Mechanic/GoingToDie07.vcd" //Ohh..... scene "scenes/Mechanic/GoingToDie08.vcd" //I've got a misery in my bones. scene "scenes/Mechanic/GoingToDie09.vcd" //I ain't lyin', this hurts! scene "scenes/Mechanic/GoingToDie10.vcd" //I don't feel right. scene "scenes/Mechanic/GoingToDie11.vcd" //I think I really hurt something. scene "scenes/Mechanic/GoingToDie12.vcd" //Oh man, oh man, oh man. scene "scenes/Mechanic/GoingToDie13.vcd" //Best be findin' me a health kit. scene "scenes/Mechanic/GoingToDie14.vcd" //I ain't just goin' on, I'm really hurt. scene "scenes/Mechanic/GoingToDie15.vcd" //Y'all , y'all I'm hurt! scene "scenes/Mechanic/GoingToDie16.vcd" //Ah hell no, ah hell no. scene "scenes/Mechanic/GoingToDie17.vcd" //These here zombies are tryin' to kill me. scene "scenes/Mechanic/GoingToDie18.vcd" //Ahh shit this hurts. scene "scenes/Mechanic/GoingToDie19.vcd" //Man, I ain't doin' too good. scene "scenes/Mechanic/GoingToDie20.vcd" //Oh, man, I'm hurtin'. scene "scenes/Mechanic/GoingToDie21.vcd" //Com come on. I gotta keep up, gotta keep up. scene "scenes/Mechanic/GoingToDie25.vcd" //I am all tuckered out. scene "scenes/Mechanic/GoingToDie26.vcd" //Goddamn I hurt! scene "scenes/Mechanic/GoingToDie27.vcd" //I could go for a nap, right now. } Rule SurvivorVocalizeGoingToDieMechanic { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotComplainBlock IsWorldTalkMechanic ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDieMechanic } Response SurvivorVocalizeGoingToDie3Mechanic { scene "scenes/Mechanic/GoingToDie301.vcd" //Well screw me. I'm not gonna make it. scene "scenes/Mechanic/GoingToDie302.vcd" //I reckon if this keeps up, I'm gonna die. scene "scenes/Mechanic/GoingToDie303.vcd" //I don't mean to be cursing myself, but I think I'm gonna die. scene "scenes/Mechanic/GoingToDie304.vcd" //I hurt so bad, I don't see right. } Rule SurvivorVocalizeGoingToDie3Mechanic { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsMechanic IsOnThirdStrike IsTalk IsTalkMechanic IsNotComplainBlock IsWorldTalkMechanic ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDie3Mechanic } Response SurvivorVocalizeLookOutMechanic { scene "scenes/Mechanic/LookOut01.vcd" //Hey look out! scene "scenes/Mechanic/LookOut02.vcd" //Hey watch out! scene "scenes/Mechanic/LookOut03.vcd" //Look out now! } Rule SurvivorVocalizeLookOutMechanic { criteria ConceptPlayerLookOut IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorVocalizeLookOutMechanic } Response SurvivorVocalizeThisWayMechanic { scene "scenes/Mechanic/FollowMe01.vcd" //Follow me. scene "scenes/Mechanic/FollowMe02.vcd" //Come on, stick with me y'all. scene "scenes/Mechanic/FollowMe03.vcd" //Follow me this way. scene "scenes/Mechanic/FollowMe04.vcd" //This way, guys! } Rule SurvivorVocalizeThisWayMechanic { criteria ConceptPlayerThisWay IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorVocalizeThisWayMechanic } Response SurvivorVocalizeWaitHereMechanic { scene "scenes/Mechanic/WaitHere01.vcd" //Freeze scene "scenes/Mechanic/WaitHere02.vcd" //Wait right here. scene "scenes/Mechanic/WaitHere03.vcd" //Hey, stop a minute. scene "scenes/Mechanic/WaitHere04.vcd" //Hold up real quick. } Rule SurvivorVocalizeWaitHereMechanic { criteria ConceptPlayerWaitHere IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response SurvivorVocalizeWaitHereMechanic } Response SurvivorWarnSpitterIncomingMechanic { scene "scenes/Mechanic/WarnSpitterIncoming01.vcd" //GOO! scene "scenes/Mechanic/WarnSpitterIncoming02.vcd" //GOO INBOUND! scene "scenes/Mechanic/WarnSpitterIncoming03.vcd" //SPIT COMING! scene "scenes/Mechanic/WarnSpitterIncoming04.vcd" //HEADS UP! } Rule SurvivorWarnSpitterIncomingMechanic { criteria ConceptWarnSpitterIncoming IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidWarnSpitterIncoming IsWorldTalkMechanic ApplyContext "SaidWarnSpitterIncoming:1:10" Response SurvivorWarnSpitterIncomingMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Danger //-------------------------------------------------------------------------------------------------------------- Response PlayerLedgeHangEndMechanic { scene "scenes/Mechanic/LedgeHangEnd01.vcd" //AHH SHIIIITTTT!! HELP ME OUT! scene "scenes/Mechanic/LedgeHangEnd02.vcd" //THIS IS NOT HOW I WANT TO DIE, MAN - HELP! scene "scenes/Mechanic/LedgeHangEnd03.vcd" //HEY Y'ALL I CAN'T HANG HERE ANYMORE! scene "scenes/Mechanic/LedgeHangEnd04.vcd" //PLEASE MAN, COME ON NOW! } Rule PlayerLedgeHangEndMechanic { criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerLedgeHangEndMechanic } Response PlayerLedgeHangMiddleMechanic { scene "scenes/Mechanic/LedgeHangMiddle01.vcd" //Come on y'all I can't hang on all day! scene "scenes/Mechanic/LedgeHangMiddle02.vcd" //I could still use a hand over here! scene "scenes/Mechanic/LedgeHangMiddle03.vcd" //This here is gettin' scary! I need some help, guys! scene "scenes/Mechanic/LedgeHangMiddle04.vcd" //Don't mean to be no bother, but i need some help! scene "scenes/Mechanic/LedgeHangMiddle05.vcd" //Don't mean to be no bother guys, but i need some help over here! } Rule PlayerLedgeHangMiddleMechanic { criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerLedgeHangMiddleMechanic } Response PlayerLedgeHangStartMechanic { scene "scenes/Mechanic/LedgeHangStart01.vcd" //Hey! I seem to have fallen and yeah, I can't get up. scene "scenes/Mechanic/LedgeHangStart02.vcd" //Hey If anyone don't mind none, could use a hand! scene "scenes/Mechanic/LedgeHangStart03.vcd" //I'm on this here ledge! scene "scenes/Mechanic/LedgeHangStart04.vcd" //Ah hell, I'm hangin'. Over here! scene "scenes/Mechanic/LedgeHangStart05.vcd" //If y'all miss me, I'm over here hangin' on the ledge. Over here. } Rule PlayerLedgeHangStartMechanic { criteria ConceptPlayerLedgeHangStart IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerLedgeHangStartMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Death //-------------------------------------------------------------------------------------------------------------- Response DoubleDeathMechanic { scene "scenes/Mechanic/DoubleDeathResponse01.vcd" predelay ".5,1.25" //Oh shit man! Oh shit man. Oh SHIT... scene "scenes/Mechanic/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Oh shit man! Oh shit man. Oh SHIT... } Rule DoubleDeathMechanic { criteria ConceptSurvivorDied IsNotCoughing IsMechanic IsSaidSomeoneDied IsTalk IsTalkMechanic IsNotSaidSomeoneDiedDouble IsWorldTalkMechanic ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response DoubleDeathMechanic } Response DoubleDeath2Mechanic { scene "scenes/Mechanic/DoubleDeathResponse02.vcd" predelay ".5,1.25" //This is gettin' as serious as a heart attack! scene "scenes/Mechanic/DoubleDeathResponse04.vcd" predelay ".5,1.25" //Ohhh... don't you leave me now! } Rule DoubleDeath2Mechanic { criteria ConceptDeath2Left IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent IsWorldTalkMechanic ApplyContext "SaidSomeoneDiedDouble2:1:10" applycontexttoworld Response DoubleDeath2Mechanic } Response SurvivorDiedCoachMechanic { scene "scenes/Mechanic/NameCoach04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.476 //Coach! } Rule SurvivorDiedCoachMechanic { criteria ConceptSurvivorDied IsNotCoughing IsMechanic IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedCoachMechanic } Response SurvivorDiedGamblerMechanic { scene "scenes/Mechanic/NameNick13.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.545 //Nick. scene "scenes/Mechanic/NameNick15.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.393 //Nick. } Rule SurvivorDiedGamblerMechanic { criteria ConceptSurvivorDied IsNotCoughing IsMechanic IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedGamblerMechanic } Response SurvivorDiedProducerMechanic { scene "scenes/Mechanic/NameRochelle12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.594 //Rochelle! scene "scenes/Mechanic/NameRochelle13.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.534 //Rochelle! scene "scenes/Mechanic/NameRochelle15.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.483 //Ro! } Rule SurvivorDiedProducerMechanic { criteria ConceptSurvivorDied IsNotCoughing IsMechanic IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedProducerMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorDeployUpExplosivesMechanic { scene "scenes/Mechanic/ExplosiveAmmo07.vcd" //Deploying frag rounds! scene "scenes/Mechanic/ExplosiveAmmo08.vcd" //Deploying frag rounds! } Rule SurvivorDeployUpExplosivesMechanic { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsMechanic IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidDeployUpgradePack_Explosive HasUpgradePack_Explosive ApplyContext "SaidDeployUpgradePack_Explosive:1:30" Response SurvivorDeployUpExplosivesMechanic } Response SurvivorDeployUpIncendiaryMechanic { scene "scenes/Mechanic/IncendAmmo09.vcd" //Deploying fire bullets! scene "scenes/Mechanic/IncendAmmo10.vcd" //Deploying fire bullets! scene "scenes/Mechanic/IncendAmmo11.vcd" //I'm deploying some fire bullets! scene "scenes/Mechanic/IncendAmmo12.vcd" //Everybody grab some incendiary ammo! scene "scenes/Mechanic/IncendAmmo13.vcd" //Hey, everybody grab some incendiary ammo! scene "scenes/Mechanic/IncendAmmo14.vcd" //Hey, everybody let's grab some incendiary ammo! } Rule SurvivorDeployUpIncendiaryMechanic { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsMechanic IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidDeployUpgradePack_Incendiary HasUpgradePack_Incendiary ApplyContext "SaidDeployUpgradePack_Incendiary:1:30" Response SurvivorDeployUpIncendiaryMechanic } Response SurvivorPickupAdrenalineMechanic { scene "scenes/Mechanic/Adrenaline02.vcd" //Grabbin' a shot! } Rule SurvivorPickupAdrenalineMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpAdrenaline IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupAdrenalineMechanic } Response SurvivorPickupAdrenalineAlwaysMechanic { scene "scenes/Mechanic/Adrenaline02.vcd" //Grabbin' a shot! } Rule SurvivorPickupAdrenalineAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpAdrenaline IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupAdrenalineAlwaysMechanic } Response SurvivorPickupAutoShotgunMechanic { scene "scenes/Mechanic/TakeAutoShotgun01.vcd" //Going with the shotgun. scene "scenes/Mechanic/TakeAutoShotgun02.vcd" //Yeah, I'm taking the shotgun. scene "scenes/Mechanic/TakeAutoShotgun03.vcd" //This shotgun feels right. It feels real right. } Rule SurvivorPickupAutoShotgunMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupAutoShotgunMechanic } Response SurvivorPickupAutoShotgunAlwaysMechanic { scene "scenes/Mechanic/TakeAutoShotgun01.vcd" //Going with the shotgun. scene "scenes/Mechanic/TakeAutoShotgun02.vcd" //Yeah, I'm taking the shotgun. scene "scenes/Mechanic/TakeAutoShotgun03.vcd" //This shotgun feels right. It feels real right. } Rule SurvivorPickupAutoShotgunAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupAutoShotgunAlwaysMechanic } Response SurvivorPickupbaseball_batMechanic { scene "scenes/Mechanic/MeleeWeapons30.vcd" //Man, I'm gonna beat these sons of bitches till I lose my watch. scene "scenes/Mechanic/MeleeWeapons31.vcd" //Time to beat on some sons of bitches. scene "scenes/Mechanic/MeleeWeapons32.vcd" //Gonna beat me a zombie till there ain't a chunk big enough to hit. scene "scenes/Mechanic/TakeMelee06.vcd" //Ohh... I am gonna bash some heads with this. scene "scenes/Mechanic/TakeMelee07.vcd" //I'm gonna mess some zombies up now. } Rule SurvivorPickupbaseball_batMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpbaseball_bat IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ChanceToFire60Percent IsNotInStartArea ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupbaseball_batMechanic } Response SurvivorPickupchainsawMechanic { scene "scenes/Mechanic/MeleeWeapons06.vcd" //I got a chainsaw. scene "scenes/Mechanic/MeleeWeapons08.vcd" odds 5 //Man, if I lose my hand, I'm stitchin' this thing onto the stump. scene "scenes/Mechanic/MeleeWeapons09.vcd" odds 5 //Ain't a problem in the world can't be solved with a chainsaw. scene "scenes/Mechanic/TakeMelee01.vcd" //Yeah, this'll work. scene "scenes/Mechanic/WorldC4M2B07.vcd" //Oh hell yes. } Rule SurvivorPickupchainsawMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpchainsaw IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ChanceToFire60Percent IsNotInStartArea ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupchainsawMechanic } Response SurvivorPickupcricket_batMechanic { scene "scenes/Mechanic/MeleeWeapons30.vcd" //Man, I'm gonna beat these sons of bitches till I lose my watch. scene "scenes/Mechanic/MeleeWeapons31.vcd" //Time to beat on some sons of bitches. scene "scenes/Mechanic/MeleeWeapons36.vcd" //I don't know, some sort of bat here. scene "scenes/Mechanic/MeleeWeapons37.vcd" //Bat thing here. scene "scenes/Mechanic/MeleeWeapons41.vcd" //Grabbin' a problem solver. scene "scenes/Mechanic/TakeMelee07.vcd" //I'm gonna mess some zombies up now. scene "scenes/Mechanic/TakeMelee09.vcd" //This shit'll knock some heads. } Rule SurvivorPickupcricket_batMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpcricket_bat IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ChanceToFire60Percent IsNotInStartArea ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupcricket_batMechanic } Response SurvivorPickupCricketBatMechanic { scene "scenes/Mechanic/TakeMelee01.vcd" //Yeah, this'll work. scene "scenes/Mechanic/TakeMelee02.vcd" //This feels right. scene "scenes/Mechanic/TakeMelee03.vcd" //This'll be fun. scene "scenes/Mechanic/TakeMelee04.vcd" //Oh, now, this just might be better than a gun. scene "scenes/Mechanic/TakeMelee05.vcd" //Step back everybody! scene "scenes/Mechanic/TakeMelee06.vcd" //Ohh... I am gonna bash some heads with this. scene "scenes/Mechanic/TakeMelee07.vcd" //I'm gonna mess some zombies up now. scene "scenes/Mechanic/TakeMelee08.vcd" //I'm gonna beat 'em like rented mules with this. scene "scenes/Mechanic/TakeMelee09.vcd" //This shit'll knock some heads. } Rule SurvivorPickupCricketBatMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpcricket_bat IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupCricketBatMechanic } Response SurvivorPickupCrowBarMechanic { scene "scenes/Mechanic/MeleeWeapons27.vcd" //Grabbing a crowbar. scene "scenes/Mechanic/TakeMelee02.vcd" //This feels right. scene "scenes/Mechanic/TakeMelee03.vcd" //This'll be fun. } Rule SurvivorPickupCrowBarMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpCrowBar IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ChanceToFire60Percent IsNotInStartArea ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupCrowBarMechanic } Response SurvivorPickupDefibrillatorMechanic { scene "scenes/Mechanic/Defibrillator05.vcd" //Got some chest paddles. scene "scenes/Mechanic/Defibrillator06.vcd" //Got a defib unit. } Rule SurvivorPickupDefibrillatorMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpDefibrillator IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupDefibrillatorMechanic } Response SurvivorPickupelectric_guitarMechanic { scene "scenes/Mechanic/MeleeWeapons15.vcd" //Grabbing a guitar. scene "scenes/Mechanic/MeleeWeapons17.vcd" //Hey, grabbing an axe. } Rule SurvivorPickupelectric_guitarMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpelectric_guitar IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ChanceToFire60Percent IsNotInStartArea ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupelectric_guitarMechanic } Response SurvivorPickupFireAxeMechanic { scene "scenes/Mechanic/TakeFryingAxe01.vcd" //Yeah, always wanted to be an Axe murderer. scene "scenes/Mechanic/TakeFryingAxe02.vcd" //An axe! scene "scenes/Mechanic/TakeFryingAxe03.vcd" //Axe! scene "scenes/Mechanic/TakeFryingAxe04.vcd" //Oh yeah! Look who has an axe. scene "scenes/Mechanic/TakeFryingAxe05.vcd" //Well, somebody just got themselves an axe. scene "scenes/Mechanic/TakeFryingAxe06.vcd" //I got myself an axe! } Rule SurvivorPickupFireAxeMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpFireAxe IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupFireAxeMechanic } Response SurvivorPickupFirstAidKitMechanic { scene "scenes/Mechanic/TakeFirstAid01.vcd" //Hope you don't mind, I'm a take this first aid kit here. scene "scenes/Mechanic/TakeFirstAid02.vcd" //Grabbing first aid. scene "scenes/Mechanic/TakeFirstAid03.vcd" //First Aid Kit. scene "scenes/Mechanic/TakeFirstAid04.vcd" //Hey I got a first aid kit if somebody needs it. } Rule SurvivorPickupFirstAidKitMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotScavenge ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupFirstAidKitMechanic } Response SurvivorPickupFirstAidKitAlwaysMechanic { scene "scenes/Mechanic/TakeFirstAid01.vcd" //Hope you don't mind, I'm a take this first aid kit here. scene "scenes/Mechanic/TakeFirstAid02.vcd" //Grabbing first aid. scene "scenes/Mechanic/TakeFirstAid03.vcd" //First Aid Kit. scene "scenes/Mechanic/TakeFirstAid04.vcd" //Hey I got a first aid kit if somebody needs it. } Rule SurvivorPickupFirstAidKitAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotScavenge ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupFirstAidKitAlwaysMechanic } Response SurvivorPickupFirstSMGMechanic { scene "scenes/Mechanic/WorldC1M1B82.vcd" //I ain't never been so happy to see a gun. scene "scenes/Mechanic/WorldC1M1B83.vcd" //Guns! Now there's a sight for sore eyes. scene "scenes/Mechanic/WorldC1M1B84.vcd" //Guns here! This'll help clear a path. } Rule SurvivorPickupFirstSMGMechanic { criteria ConceptPlayerPickup IsMechanic IsPickedUpSmg_silenced IsTalk IsTalkMechanic IsNotSaidPickupFirstSMG IsSaidC1M1OpenDoor IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30,SaidPickupFirstSMG:1:0" applycontexttoworld Response SurvivorPickupFirstSMGMechanic } Response SurvivorPickupFryingPanMechanic { scene "scenes/Mechanic/TakeFryingPan01.vcd" //Spang! scene "scenes/Mechanic/TakeFryingPan02.vcd" //Man, some zombie's gonna have a headache after this. scene "scenes/Mechanic/TakeFryingPan03.vcd" //Well somebody's gonna make them some zombie grits! scene "scenes/Mechanic/TakeFryingPan04.vcd" //Frying pan, yeah! scene "scenes/Mechanic/TakeFryingPan05.vcd" //Frying pan! scene "scenes/Mechanic/TakeFryingPan06.vcd" //Let's make some grits. } Rule SurvivorPickupFryingPanMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpFryingPan IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupFryingPanMechanic } Response SurvivorPickupGrenadeLauncherMechanic { scene "scenes/Mechanic/GrenadeLauncher03.vcd" //Taking the Grenade Launcher! scene "scenes/Mechanic/GrenadeLauncher04.vcd" //Hey, I gotta take the Grenade Launcher! scene "scenes/Mechanic/GrenadeLauncher05.vcd" //Oh hell yeah, I gotta take the Grenade Launcher! } Rule SurvivorPickupGrenadeLauncherMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpGrenadeLauncher IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupGrenadeLauncherMechanic } Response SurvivorPickupGunC1M2Mechanic { scene "scenes/Mechanic/WorldC1M2B18.vcd" //I'm grabbin a gun, should we leave some money for these? } Rule SurvivorPickupGunC1M2Mechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsItemTypeRifle IsNotSpeaking IsTalk IsSaidC1M2InsideGunShop IsNotSaidC1M2GunRoomDoorWhit IsNotSaidC1M2InsideGunShopPickUp IsWorldTalkMechanic IsNotSaidC1M2InsideGunShopPickUp ChanceToFire50Percent ApplyContext "SaidC1M2InsideGunShopPickUp:1:0" applycontexttoworld Response SurvivorPickupGunC1M2Mechanic } Response SurvivorPickupHuntingRifleMechanic { scene "scenes/Mechanic/TakeSniper01.vcd" //I'm gonna snipe. scene "scenes/Mechanic/TakeSniper02.vcd" //I'm gonna be a sniper like in the movies. scene "scenes/Mechanic/TakeSniper03.vcd" //Grabbing this here sniper rifle. } Rule SurvivorPickupHuntingRifleMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupHuntingRifleMechanic } Response SurvivorPickupHuntingRifleAlwaysMechanic { scene "scenes/Mechanic/TakeSniper01.vcd" //I'm gonna snipe. scene "scenes/Mechanic/TakeSniper02.vcd" //I'm gonna be a sniper like in the movies. scene "scenes/Mechanic/TakeSniper03.vcd" //Grabbing this here sniper rifle. } Rule SurvivorPickupHuntingRifleAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupHuntingRifleAlwaysMechanic } Response SurvivorPickupIncendiaryAmmoMechanic { scene "scenes/Mechanic/GettingRevived17.vcd" //Cool. scene "scenes/Mechanic/IncendAmmo06.vcd" //Time to start some fires. scene "scenes/Mechanic/IncendAmmo07.vcd" //Time to start some fires. scene "scenes/Mechanic/IncendAmmo08.vcd" //Time to start some fires. Who's with me? scene "scenes/Mechanic/PositiveNoise10.vcd" //Alright, alright. } Rule SurvivorPickupIncendiaryAmmoMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpIncendiaryAmmo IsNotSpeaking ChanceToFire40Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupIncendiaryAmmoMechanic } Response SurvivorPickupKatanaMechanic { scene "scenes/Mechanic/MeleeWeapons19.vcd" //Katana here. scene "scenes/Mechanic/MeleeWeapons20.vcd" //I'm gonna grab this katana. scene "scenes/Mechanic/MeleeWeapons21.vcd" //Grabbing a katana. scene "scenes/Mechanic/MeleeWeapons22.vcd" //Grabbing the cool-ass ninja sword. scene "scenes/Mechanic/MeleeWeapons23.vcd" //Grabbing the ninja sword. scene "scenes/Mechanic/MeleeWeapons24.vcd" //Grabbing the ninja sword. Wish I'd brought my throwing stars. scene "scenes/Mechanic/MeleeWeapons25.vcd" //Grabbing the ninja sword. Anybody sees some nunchuks, gimme a holler. scene "scenes/Mechanic/PositiveNoise10.vcd" //Alright, alright. } Rule SurvivorPickupKatanaMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpKatana IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ChanceToFire60Percent IsNotInStartArea ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupKatanaMechanic } Response SurvivorPickupLaserSightsAlwaysMechanic { scene "scenes/Mechanic/EllisStoriesInterrupt12.vcd" //Cool. scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/WorldC2M3B13.vcd" //Oh, cool! } Rule SurvivorPickupLaserSightsAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpLaserSights IsNotSpeaking ChanceToFire50Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupLaserSightsAlwaysMechanic } Response SurvivorPickupMacheteMechanic { scene "scenes/Mechanic/MeleeWeapons02.vcd" //Got a machete. scene "scenes/Mechanic/TakeMelee02.vcd" //This feels right. } Rule SurvivorPickupMacheteMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpMachete IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ChanceToFire60Percent IsNotInStartArea ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupMacheteMechanic } Response SurvivorPickupMagnumMechanic { scene "scenes/Mechanic/WorldMisc09.vcd" //Here we go. } Rule SurvivorPickupMagnumMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpMagnum IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupMagnumMechanic } Response SurvivorPickupMagnumAlwaysMechanic { scene "scenes/Mechanic/WorldMisc09.vcd" //Here we go. } Rule SurvivorPickupMagnumAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpMagnum IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupMagnumAlwaysMechanic } Response SurvivorPickupMolotovMechanic { scene "scenes/Mechanic/TakeMolotov01.vcd" //Gonna play with fire. scene "scenes/Mechanic/TakeMolotov02.vcd" //Gonna play with fire. scene "scenes/Mechanic/TakeMolotov03.vcd" //Grabbin' fire in a bottle, baby. scene "scenes/Mechanic/TakeMolotov04.vcd" //I got the Molotov! scene "scenes/Mechanic/TakeMolotov05.vcd" //Grabbin' fire in a bottle. scene "scenes/Mechanic/TakeMolotov06.vcd" //I'm grabbing the Mollie. scene "scenes/Mechanic/TakeMolotov07.vcd" //Mollie's mine. scene "scenes/Mechanic/TakeMolotov08.vcd" //Grabbin' a Molotov! } Rule SurvivorPickupMolotovMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupMolotovMechanic } Response SurvivorPickupMolotovAlwaysMechanic { scene "scenes/Mechanic/TakeMolotov01.vcd" //Gonna play with fire. scene "scenes/Mechanic/TakeMolotov02.vcd" //Gonna play with fire. scene "scenes/Mechanic/TakeMolotov03.vcd" //Grabbin' fire in a bottle, baby. scene "scenes/Mechanic/TakeMolotov04.vcd" //I got the Molotov! scene "scenes/Mechanic/TakeMolotov05.vcd" //Grabbin' fire in a bottle. scene "scenes/Mechanic/TakeMolotov06.vcd" //I'm grabbing the Mollie. scene "scenes/Mechanic/TakeMolotov07.vcd" //Mollie's mine. scene "scenes/Mechanic/TakeMolotov08.vcd" //Grabbin' a Molotov! } Rule SurvivorPickupMolotovAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupMolotovAlwaysMechanic } Response SurvivorPickupPainPillsMechanic { scene "scenes/Mechanic/TakePills01.vcd" //Grabbing pills. scene "scenes/Mechanic/TakePills02.vcd" //Somebody gonna need these. (inward) scene "scenes/Mechanic/TakePills03.vcd" //Hey we might need these. } Rule SurvivorPickupPainPillsMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotScavenge ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupPainPillsMechanic } Response SurvivorPickupPainPillsAlwaysMechanic { scene "scenes/Mechanic/TakePills01.vcd" //Grabbing pills. scene "scenes/Mechanic/TakePills02.vcd" //Somebody gonna need these. (inward) scene "scenes/Mechanic/TakePills03.vcd" //Hey we might need these. } Rule SurvivorPickupPainPillsAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotScavenge ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupPainPillsAlwaysMechanic } Response SurvivorPickupPipeBombMechanic { scene "scenes/Mechanic/TakePipeBomb01.vcd" //Grabbing a pipe bomb. scene "scenes/Mechanic/TakePipeBomb02.vcd" //Pipe bomb, baby! scene "scenes/Mechanic/TakePipeBomb03.vcd" //I got a pipebomb! } Rule SurvivorPickupPipeBombMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupPipeBombMechanic } Response SurvivorPickupPipeBombAlwaysMechanic { scene "scenes/Mechanic/TakePipeBomb01.vcd" //Grabbing a pipe bomb. scene "scenes/Mechanic/TakePipeBomb02.vcd" //Pipe bomb, baby! scene "scenes/Mechanic/TakePipeBomb03.vcd" //I got a pipebomb! } Rule SurvivorPickupPipeBombAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupPipeBombAlwaysMechanic } Response SurvivorPickupPumpShotgunMechanic { scene "scenes/Mechanic/TakeShotgun01.vcd" //I'll try this shotgun. scene "scenes/Mechanic/TakeShotgun02.vcd" //Shotgun. scene "scenes/Mechanic/TakeShotgun03.vcd" //Yeah, I'll take the shotgun. } Rule SurvivorPickupPumpShotgunMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupPumpShotgunMechanic } Response SurvivorPickupPumpShotgunAlwaysMechanic { scene "scenes/Mechanic/TakeShotgun01.vcd" //I'll try this shotgun. scene "scenes/Mechanic/TakeShotgun02.vcd" //Shotgun. scene "scenes/Mechanic/TakeShotgun03.vcd" //Yeah, I'll take the shotgun. } Rule SurvivorPickupPumpShotgunAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupPumpShotgunAlwaysMechanic } Response SurvivorPickupRifleMechanic { scene "scenes/Mechanic/TakeAssaultRifle01.vcd" //Goin' with the rifle. scene "scenes/Mechanic/TakeAssaultRifle02.vcd" //Goin' with the rifle. scene "scenes/Mechanic/TakeAssaultRifle03.vcd" //Taking the rifle. scene "scenes/Mechanic/TakeAssaultRifle04.vcd" //This rifle right here got my name all over it. scene "scenes/Mechanic/TakeAssaultRifle05.vcd" //Man, I wanted this rifle since I was nine. } Rule SurvivorPickupRifleMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupRifleMechanic } Response SurvivorPickupRifleAlwaysMechanic { scene "scenes/Mechanic/TakeAssaultRifle01.vcd" //Goin' with the rifle. scene "scenes/Mechanic/TakeAssaultRifle02.vcd" //Goin' with the rifle. scene "scenes/Mechanic/TakeAssaultRifle03.vcd" //Taking the rifle. scene "scenes/Mechanic/TakeAssaultRifle04.vcd" //This rifle right here got my name all over it. scene "scenes/Mechanic/TakeAssaultRifle05.vcd" //Man, I wanted this rifle since I was nine. } Rule SurvivorPickupRifleAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupRifleAlwaysMechanic } Response SurvivorPickupSecondPistolMechanic { scene "scenes/Mechanic/TakePistol01.vcd" //Grabbing a pistol! scene "scenes/Mechanic/TakePistol02.vcd" //Pistol! scene "scenes/Mechanic/TakePistol03.vcd" //Goin' with double pistols. scene "scenes/Mechanic/TakePistol04.vcd" //Heck yeah. Goin' with two pistols. scene "scenes/Mechanic/TakePistol05.vcd" //I'll grab that pistol! } Rule SurvivorPickupSecondPistolMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupSecondPistolMechanic } Response SurvivorPickupSMGMechanic { scene "scenes/Mechanic/TakeSubMachineGun01.vcd" //Machinegun. scene "scenes/Mechanic/TakeSubMachineGun02.vcd" //Yeah, I'll take it. scene "scenes/Mechanic/TakeSubMachineGun03.vcd" //This'll have to do. scene "scenes/Mechanic/TakeSubMachineGun04.vcd" //I guess it'll do. Yeah, whatever, it's a machinegun. } Rule SurvivorPickupSMGMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupSMGMechanic } Response SurvivorPickupSMGAlwaysMechanic { scene "scenes/Mechanic/TakeSubMachineGun01.vcd" //Machinegun. scene "scenes/Mechanic/TakeSubMachineGun02.vcd" //Yeah, I'll take it. scene "scenes/Mechanic/TakeSubMachineGun03.vcd" //This'll have to do. scene "scenes/Mechanic/TakeSubMachineGun04.vcd" //I guess it'll do. Yeah, whatever, it's a machinegun. } Rule SurvivorPickupSMGAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupSMGAlwaysMechanic } Response SurvivorPickuptonfaMechanic { scene "scenes/Mechanic/MeleeWeapons11.vcd" //Grabbing a nightstick. scene "scenes/Mechanic/MeleeWeapons12.vcd" //nightstick here... scene "scenes/Mechanic/MeleeWeapons13.vcd" odds 5 //[humming] Gonna beat me a zombie to death... with a nightstick... scene "scenes/Mechanic/MeleeWeapons31.vcd" //Time to beat on some sons of bitches. scene "scenes/Mechanic/TakeMelee02.vcd" //This feels right. scene "scenes/Mechanic/TakeMelee09.vcd" //This shit'll knock some heads. } Rule SurvivorPickuptonfaMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUptonfa IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ChanceToFire60Percent IsNotInStartArea ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickuptonfaMechanic } Response SurvivorPickupUpExplosiveAmmoMechanic { scene "scenes/Mechanic/EllisStoriesInterrupt12.vcd" //Cool. scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/WorldC2M3B13.vcd" //Oh, cool! } Rule SurvivorPickupUpExplosiveAmmoMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpExplosiveAmmo IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupUpExplosiveAmmoMechanic } Response SurvivorPickupUpExplosivesMechanic { scene "scenes/Mechanic/ExplosiveAmmo05.vcd" //Grabbin' some frag rounds! scene "scenes/Mechanic/ExplosiveAmmo06.vcd" //I'm gonna grab some of these frag rounds! } Rule SurvivorPickupUpExplosivesMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpUpgradePack_Explosive IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupUpExplosivesMechanic } Response SurvivorPickupUpIncendiaryMechanic { scene "scenes/Mechanic/IncendAmmo04.vcd" //Grabbin' fire bullets! scene "scenes/Mechanic/IncendAmmo05.vcd" //I'm grabbin' some fire bullets! } Rule SurvivorPickupUpIncendiaryMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpUpgradePack_Incendiary IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryMechanic } Response SurvivorPickupUpIncendiaryAmmoMechanic { scene "scenes/Mechanic/GettingRevived17.vcd" //Cool. scene "scenes/Mechanic/IncendAmmo06.vcd" //Time to start some fires. scene "scenes/Mechanic/IncendAmmo07.vcd" //Time to start some fires. scene "scenes/Mechanic/IncendAmmo08.vcd" //Time to start some fires. Who's with me? scene "scenes/Mechanic/PositiveNoise10.vcd" //Alright, alright. } Rule SurvivorPickupUpIncendiaryAmmoMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpIncendiaryAmmo IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryAmmoMechanic } Response SurvivorPickupVomitJarMechanic { scene "scenes/Mechanic/BoomerJar06.vcd" //Grabbin' a bile bomb! scene "scenes/Mechanic/BoomerJar07.vcd" //Grabbin' a bile jar! scene "scenes/Mechanic/BoomerJar25.vcd" //Grabbin' a bile bomb! } Rule SurvivorPickupVomitJarMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupVomitJarMechanic } Response SurvivorPickupVomitJarAlwaysMechanic { scene "scenes/Mechanic/BoomerJar06.vcd" //Grabbin' a bile bomb! scene "scenes/Mechanic/BoomerJar07.vcd" //Grabbin' a bile jar! scene "scenes/Mechanic/BoomerJar25.vcd" //Grabbin' a bile bomb! } Rule SurvivorPickupVomitJarAlwaysMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysMechanic } Response SurvivorPickupVomitJarAlwaysC1Mechanic { scene "scenes/Mechanic/BoomerJar07.vcd" //Grabbin' a bile jar! } Rule SurvivorPickupVomitJarAlwaysC1Mechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkMechanic IsWorldTalkMechanic ismap_c1m1_hotelC1 ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysC1Mechanic } Response SurvivorPickupVomitJarC1Mechanic { scene "scenes/Mechanic/BoomerJar07.vcd" //Grabbin' a bile jar! } Rule SurvivorPickupVomitJarC1Mechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkMechanic IsWorldTalkMechanic ismap_c1m1_hotelC1 ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupVomitJarC1Mechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerGettingRevivedMechanic { scene "scenes/Mechanic/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 -0.608 //Bleedin'. scene "scenes/Mechanic/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 -1.083 //Think I'm okay. scene "scenes/Mechanic/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 -0.979 //I hurt aplenty scene "scenes/Mechanic/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 -0.726 //I hurt. scene "scenes/Mechanic/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 -0.950 //I'm pretty torn up. scene "scenes/Mechanic/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 -0.936 //Reckon I'm okay. scene "scenes/Mechanic/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 -1.348 //Reckon I been better. scene "scenes/Mechanic/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 -0.610 //I'm okay. scene "scenes/Mechanic/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 -0.546 //I'm alright. scene "scenes/Mechanic/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 -0.833 //Good... I think. scene "scenes/Mechanic/GettingRevived11.vcd" then From ReviveFriendDownFinal foo:0 -0.916 //Good... I think. scene "scenes/Mechanic/GettingRevived12.vcd" then From ReviveFriendDownFinal foo:0 -1.949 //I could be better. scene "scenes/Mechanic/GettingRevived13.vcd" then From ReviveFriendDownFinal foo:0 -0.948 //Hell, I don't know. scene "scenes/Mechanic/GettingRevived14.vcd" then From ReviveFriendDownFinal foo:0 -0.996 //Do I look all right? scene "scenes/Mechanic/GettingRevived15.vcd" then From ReviveFriendDownFinal foo:0 -0.591 //Hurtin'. scene "scenes/Mechanic/GettingRevived16.vcd" then From ReviveFriendDownFinal foo:0 -0.779 //Been better. scene "scenes/Mechanic/GettingRevived17.vcd" then From ReviveFriendDownFinal foo:0 -0.927 //Cool. scene "scenes/Mechanic/GettingRevived18.vcd" then From ReviveFriendDownFinal foo:0 -0.756 //Good, how're you? scene "scenes/Mechanic/GettingRevived19.vcd" then From ReviveFriendDownFinal foo:0 -1.301 //I'm just great, thanks. scene "scenes/Mechanic/GettingRevived20.vcd" then From ReviveFriendDownFinal foo:0 -2.070 //Sorry, don't mean to put you out none. scene "scenes/Mechanic/GettingRevived21.vcd" then From ReviveFriendDownFinal foo:0 -1.447 //Hell no, I ain't cryin'. scene "scenes/Mechanic/GettingRevived22.vcd" then From ReviveFriendDownFinal foo:0 -2.410 //I still got some fight in me. scene "scenes/Mechanic/GettingRevived23.vcd" then From ReviveFriendDownFinal foo:0 -0.652 //I'll live. scene "scenes/Mechanic/GettingRevived24.vcd" then From ReviveFriendDownFinal foo:0 -0.610 //Little sore. scene "scenes/Mechanic/GettingRevived25.vcd" then From ReviveFriendDownFinal foo:0 -1.186 //Pissed at myself. } Rule PlayerGettingRevivedMechanic { criteria ConceptReviveFriendDown IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerGettingRevivedMechanic } Response PlayerHealOtherMechanic { scene "scenes/Mechanic/HealOther01.vcd" //Hold on let me heal ya! scene "scenes/Mechanic/HealOther02.vcd" //Let me patch ya up, scene "scenes/Mechanic/HealOther03.vcd" //Let me use this health kit on ya. scene "scenes/Mechanic/HealOther04.vcd" //Hear ya go, had no use for this anyhow. scene "scenes/Mechanic/HealOther05.vcd" //Hear ya go, had no use for this anyhow. I ain't gonna get shot. scene "scenes/Mechanic/HealOther06.vcd" //Let me heal ya, this what friends are for! scene "scenes/Mechanic/HealOther07.vcd" //Let me heal ya up now, this what friends are for! scene "scenes/Mechanic/HealOther08.vcd" //Here ya go now. You'll probably put this to better use than me. scene "scenes/Mechanic/HealOther09.vcd" //You'll probably put this to better use than me anyhow. } Rule PlayerHealOtherMechanic { criteria ConceptPlayerHealingOther IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerHealOtherMechanic } Response PlayerHealOtherC1Mechanic { scene "scenes/Mechanic/HealOtherC101.vcd" //I don't know what I'm doin, so hold on a minute. scene "scenes/Mechanic/HealOtherC102.vcd" //I don't know what I'm doin, so just hold on. scene "scenes/Mechanic/HealOtherC103.vcd" //Let me try and fix you up. scene "scenes/Mechanic/HealOtherC104.vcd" //I better practice on you before I do this on myself. scene "scenes/Mechanic/HealOtherC105.vcd" //Hang on a minute, I think it goes somethin' like this. } Rule PlayerHealOtherC1Mechanic { criteria ConceptPlayerHealingOther IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsCampaignl4d2_1 IsWorldTalkMechanic ismap_c1m1_hotelC1 NoKnowNames Response PlayerHealOtherC1Mechanic } Response PlayerHealOtherCombatMechanic { scene "scenes/Mechanic/HealOtherCombat01.vcd" //Hold on! Hold on! scene "scenes/Mechanic/HealOtherCombat02.vcd" //Stay still, I'm healin' ya! scene "scenes/Mechanic/HealOtherCombat03.vcd" //Don't stop shootin'! scene "scenes/Mechanic/HealOtherCombat04.vcd" //Keep shootin', man, Keep shootin! } Rule PlayerHealOtherCombatMechanic { criteria ConceptPlayerHealingOther IsNotCoughing IsMechanic IsTalk IsTalkMechanic InCombat IsWorldTalkMechanic Response PlayerHealOtherCombatMechanic } Response PlayerLedgeSaveMechanic { scene "scenes/Mechanic/LedgeSave01.vcd" //I gotcha, I gotcha. Try not to look down. scene "scenes/Mechanic/LedgeSave02.vcd" //Hey, Ellis got ya. Ain't nothin' gonna happen to ya now. scene "scenes/Mechanic/LedgeSave03.vcd" //Hey, we gonna make this right, let's get ya up. scene "scenes/Mechanic/LedgeSave04.vcd" //Oh hang on there, let's get ya up on your feet. } Rule PlayerLedgeSaveMechanic { criteria ConceptPlayerLedgeSave IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Response PlayerLedgeSaveMechanic } Response PlayerReviveFriendMechanic { scene "scenes/Mechanic/ReviveFriend01.vcd" //Dude, you don't look so good. Let me get you up. scene "scenes/Mechanic/ReviveFriend02.vcd" //Ah man, I don't like to see ya like this. Come on now, let me help ya up. scene "scenes/Mechanic/ReviveFriend03.vcd" //You ain't no good to us down there. We gotta get you back on your feet. scene "scenes/Mechanic/ReviveFriend04.vcd" //Ain't no harm in going down. Let Ellis help you up. scene "scenes/Mechanic/ReviveFriend05.vcd" //Don't worry. We all go down. You'll be fine once we get you up on your feet. scene "scenes/Mechanic/ReviveFriend06.vcd" //Don't worry, don't worry. This ain't nothin but a scratch. scene "scenes/Mechanic/ReviveFriend07.vcd" //You know I'd never leave ya down there. Let me help ya up. scene "scenes/Mechanic/ReviveFriend08.vcd" //Ahh come on, you can't just stay down there. We got zombies to kill and shit. scene "scenes/Mechanic/ReviveFriend09.vcd" //Ahh come on, you can't just stay down there. We got zombies to kill and shit. scene "scenes/Mechanic/ReviveFriend10.vcd" //Hey don't worry. We all go down. It's fine lemme just get you up. scene "scenes/Mechanic/ReviveFriendA01.vcd" then Subject ReviveFriendDown foo:0 -0.664 //Hey you all right? scene "scenes/Mechanic/ReviveFriendA02.vcd" then Subject ReviveFriendDown foo:0 -0.645 //Y'all okay? scene "scenes/Mechanic/ReviveFriendA03.vcd" then Subject ReviveFriendDown foo:0 -0.900 //Hey you gonna be right? scene "scenes/Mechanic/ReviveFriendA04.vcd" then Subject ReviveFriendDown foo:0 -0.558 //Can you make it? scene "scenes/Mechanic/ReviveFriendA05.vcd" then Subject ReviveFriendDown foo:0 -0.485 //Does it hurt? scene "scenes/Mechanic/ReviveFriendA06.vcd" then Subject ReviveFriendDown foo:0 -0.452 //Can I halp? scene "scenes/Mechanic/ReviveFriendA07.vcd" then Subject ReviveFriendDown foo:0 -0.527 //You good? } Rule PlayerReviveFriendMechanic { criteria ConceptPlayerReviveFriend IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendMechanic } Response PlayerReviveFriendBMechanic { scene "scenes/Mechanic/ReviveFriendB01.vcd" //Alright, well let's go now. scene "scenes/Mechanic/ReviveFriendB02.vcd" //Okay, on your feet. scene "scenes/Mechanic/ReviveFriendB03.vcd" //Up we go! scene "scenes/Mechanic/ReviveFriendB04.vcd" //Alright, upsy daisy! scene "scenes/Mechanic/ReviveFriendB05.vcd" //See you're all good. scene "scenes/Mechanic/ReviveFriendB06.vcd" //I knew you'd be okay. scene "scenes/Mechanic/ReviveFriendB07.vcd" //There you go. Right back to normal. scene "scenes/Mechanic/ReviveFriendB08.vcd" //Good as new. Let's go kill some zombies. scene "scenes/Mechanic/ReviveFriendB09.vcd" //On your feet now scene "scenes/Mechanic/ReviveFriendB10.vcd" //Well let's get you up. scene "scenes/Mechanic/ReviveFriendB11.vcd" //Alright now, you gonna be all right. scene "scenes/Mechanic/ReviveFriendB12.vcd" //There ya go. Good as new. scene "scenes/Mechanic/ReviveFriendB13.vcd" //You'll be good. scene "scenes/Mechanic/ReviveFriendB14.vcd" //Ah come on now, you'll be all right. scene "scenes/Mechanic/ReviveFriendB15.vcd" //Shake it off and let's go. } Rule PlayerReviveFriendBMechanic { criteria ConceptReviveFriendDownFinal IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendBMechanic } Response PlayerReviveFriendCriticalMechanic { scene "scenes/Mechanic/ReviveCriticalFriend01.vcd" //Hey, I don't mean to be scarin' ya none. But you go down like that again and that's it. scene "scenes/Mechanic/ReviveCriticalFriend02.vcd" //Alright, I'm 'onna get ya up. But if you don't heal yourself right quick, that's it for ya. scene "scenes/Mechanic/ReviveCriticalFriend03.vcd" //I know your tough. But we gotta get you healed up quick like. You understand me? } Rule PlayerReviveFriendCriticalMechanic { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalMechanic } Response PlayerReviveFriendLoudMechanic { scene "scenes/Mechanic/ReviveFriendLoud01.vcd" //Oh shit, we ain't got time for this. GET UP, GET UP! scene "scenes/Mechanic/ReviveFriendLoud02.vcd" //Get your ass up, NOW! C'MON! scene "scenes/Mechanic/ReviveFriendLoud03.vcd" //Well... GET UP! GET UP! scene "scenes/Mechanic/ReviveFriendLoud04.vcd" //I ain't leavin' ya, But you better GET UP! } Rule PlayerReviveFriendLoudMechanic { criteria ConceptPlayerReviveFriend IsNotCoughing IsMechanic IsZombiePresentTank IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudMechanic } Rule PlayerLedgeSaveCriticalMechanic { criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - ZRescue //-------------------------------------------------------------------------------------------------------------- Rule PlayerReviveFriendLoud2Mechanic { criteria ConceptPlayerReviveFriend IsNotCoughing IsMechanic IntensityHigh IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudMechanic } Rule PlayerReviveFriendLoudCritMechanic { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsMechanic IntensityHigh IsTalk IsTalkMechanic IntensityHigh IsWorldTalkMechanic ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response _C1M1_ElevatorHelloMechanic { scene "scenes/Mechanic/WorldC1M1B103.vcd" //You don't say? Wrestlin' and such? scene "scenes/Mechanic/WorldC1M1B124.vcd" //Ellis. scene "scenes/Mechanic/WorldC1M1B127.vcd" //Ellis. Pleased to meet you, Coach. scene "scenes/Mechanic/WorldC1M1B129.vcd" //Ellis. Nice to meet you, Nick. scene "scenes/Mechanic/WorldC1M1B130.vcd" //Folks call me Ellis. How 'bout you? scene "scenes/Mechanic/WorldC1M1B131.vcd" //People call me Ellis. You? scene "scenes/Mechanic/WorldC1M1B132.vcd" //Folks call me Ellis. I run an auto shop with a couple of my buddies. We're also in a band. I play bass. scene "scenes/Mechanic/WorldC1M1B133.vcd" //Folks call me Ellis. I run an auto shop around here. Instead of evacuatin, I armored up a truck to drive myself out of here. Built that thing to be zombie proof. scene "scenes/Mechanic/WorldC1M1B134.vcd" //Turns out it was only 99% zombie proof. The last 1% tore that truck to SHIT. scene "scenes/Mechanic/WorldC1M1B135.vcd" //You don't say? Wrestlin' and such? scene "scenes/Mechanic/WorldC1M1B136.vcd" //Huh. If everybody's evacuatin', who's watchin the news? scene "scenes/Mechanic/WorldC1M1B137.vcd" //Folks call me Ellis. And I learned how to shoot a gun before I learned how to walk. scene "scenes/Mechanic/WorldC1M1B138.vcd" //Folks call me Ellis. And I learned how to shoot a gun before I learned how to walk, white suit Nick. scene "scenes/Mechanic/WorldC1M1B139.vcd" //Figures. Bosses are shitheads. My name's Ellis. scene "scenes/Mechanic/WorldC1M1B140.vcd" //That's right! My name's Ellis, and I've lived here all my life. And there's tons of places here that ain't pieces of shit. scene "scenes/Mechanic/WorldC1M1B88.vcd" //You don't say? Wrestlin' and such? scene "scenes/Mechanic/WorldC1M1B89.vcd" //Yeah? How you like our city so far? scene "scenes/Mechanic/WorldC1M1B90.vcd" //Yeah, well it's normally a lot nicer when we don't have the zombies. I'm Ellis, by the way. scene "scenes/Mechanic/WorldC1M1B91.vcd" //You can call me Ellis. scene "scenes/Mechanic/WorldC1M1B97.vcd" //Ellis. How 'bout you, big man? } Rule _C1M1_ElevatorHelloMechanic { criteria Concept_C1M1_ElevatorHello IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8.771" applycontexttoworld Response _C1M1_ElevatorHelloMechanic } Response _C1M1_ElevatorHello02cMechanic { scene "scenes/Mechanic/WorldC1M1B93.vcd" then producer _C1M1_ElevatorHello03c foo:0 -2.554 //Ellis, my name is Ellis. } Rule _C1M1_ElevatorHello02cMechanic { criteria Concept_C1M1_ElevatorHello02c IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.654" applycontexttoworld Response _C1M1_ElevatorHello02cMechanic } Response _C1M1_ElevatorHello03aMechanic { scene "scenes/Mechanic/WorldC1M1B94.vcd" //My name is Ellis, but some people call me El. I really prefer Ellis as El sounds like a girl's name. But if you prefer to call me El you can. } Rule _C1M1_ElevatorHello03aMechanic { criteria Concept_C1M1_ElevatorHello03a IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:11.018" applycontexttoworld Response _C1M1_ElevatorHello03aMechanic } Response _C1M1_ElevatorHello03dMechanic { scene "scenes/Mechanic/WorldC1M1B96.vcd" then gambler _C1M1_ElevatorHello04d foo:0 -0.479 //Ellis. } Rule _C1M1_ElevatorHello03dMechanic { criteria Concept_C1M1_ElevatorHello03d IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _C1M1_ElevatorHello03dMechanic } Response _C1M1_ElevatorHello05bMechanic { scene "scenes/Mechanic/WorldC1M1B128.vcd" //Ellis. It's a pleasure to meet you, Rochelle. } Rule _C1M1_ElevatorHello05bMechanic { criteria Concept_C1M1_ElevatorHello05b IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.583" applycontexttoworld Response _C1M1_ElevatorHello05bMechanic } Response _c1m4startelevator2Mechanic { scene "scenes/Mechanic/WorldC1M4B04.vcd" then mechanic _c1m4startelevator3 foo:0 -4.816 //If you're looking for ideas, look no further. Because I have a good one. } Rule _c1m4startelevator2Mechanic { criteria Concept_c1m4startelevator2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator2Mechanic } Response _c1m4startelevator2aMechanic { scene "scenes/Mechanic/WorldC1M4B01.vcd" then mechanic _c1m4startelevator3a foo:0 -2.084 //Actually, I been thinking... } Rule _c1m4startelevator2aMechanic { criteria Concept_c1m4startelevator2a IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator2aMechanic } Response _c1m4startelevator2bMechanic { scene "scenes/Mechanic/WorldC1M4B02.vcd" then mechanic _c1m4startelevator3b foo:0 -0.979 //I might have an idea. } Rule _c1m4startelevator2bMechanic { criteria Concept_c1m4startelevator2b IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator2bMechanic } Response _c1m4startelevator2cMechanic { scene "scenes/Mechanic/WorldC1M4B07.vcd" then producer _c1m4startelevator5c foo:0 -12.096 //I've got an idea. You know them posters we been seein? Get your picture taken with Jimmy Gibbs' stock car? That means it's HERE. We just need to appropriate it, and we got ourselves an escape vehicle. } Rule _c1m4startelevator2cMechanic { criteria Concept_c1m4startelevator2c IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator2cMechanic } Response _c1m4startelevator3Mechanic { scene "scenes/Mechanic/WorldC1M4B09.vcd" //I've got an idea. Jimmy Gibbs, Jr. ain't gonna mind if we borrow his stock car. He's a very generous man. } Rule _c1m4startelevator3Mechanic { criteria Concept_c1m4startelevator3 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator3Mechanic } Response _c1m4startelevator3aMechanic { scene "scenes/Mechanic/WorldC1M4B06.vcd" then gambler _c1m4startelevator4a foo:0 -8.562 //So I been thinking. Jimmy Gibbs' stock car's around here somewhere. We just gotta find it, gas it up, and I'll drive that thing to New Orleans my damn self. } Rule _c1m4startelevator3aMechanic { criteria Concept_c1m4startelevator3a IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator3aMechanic } Response _c1m4startelevator3bMechanic { scene "scenes/Mechanic/WorldC1M4B05.vcd" then coach _c1m4startelevator4b foo:0 -4.225 //Let's go find Jimmy Gibbs' stock car. We get that thing gassed up, we can drive out of here. } Rule _c1m4startelevator3bMechanic { criteria Concept_c1m4startelevator3b IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator3bMechanic } Response _c1m4startelevator5aMechanic { scene "scenes/Mechanic/WorldC1M4B17.vcd" then any _c1m4startelevatorLast foo:0 -4.282 //Now remember: They don't fill up the tanks at car shows, so we'll have to find some gas. scene "scenes/Mechanic/WorldC1M4B18.vcd" then any _c1m4startelevatorLast foo:0 -4.950 //Alright, I'm bettin' the gas tank'll probably be empty. We'll have to gas it up before we can haul ass. } Rule _c1m4startelevator5aMechanic { criteria Concept_c1m4startelevator5a IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator5aMechanic } Response _c1m4startelevator5a1Mechanic { scene "scenes/Mechanic/WorldC1M4B13.vcd" then gambler _c1m4startelevator6a1 foo:0 -4.779 //Only if I get kilt. Otherwise you better kill me, cause I'M driving. scene "scenes/Mechanic/WorldC1M4B14.vcd" then gambler _c1m4startelevator6a1 foo:0 -2.967 //I actuallly think the guy who came up with the idea should get to drive the stock car. } Rule _c1m4startelevator5a1Mechanic { criteria Concept_c1m4startelevator5a1 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator5a1Mechanic } Response _c1m4startelevator5bMechanic { scene "scenes/Mechanic/WorldC1M4B20.vcd" then mechanic _c1m4startelevator5a foo:0 -2.936 //Wherever he is, Coach-he's proud of you. } Rule _c1m4startelevator5bMechanic { criteria Concept_c1m4startelevator5b IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator5bMechanic } Response _c2m1_searchlights01Mechanic { scene "scenes/Mechanic/WorldC2M1B22.vcd" //That'd be Whispering Oaks Amusement Park, right there. } Rule _c2m1_searchlights01Mechanic { criteria Concept_c2m1_searchlights01 IsMechanic NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.662" applycontexttoworld Response _c2m1_searchlights01Mechanic } Response _C2M2_Bathroom01Mechanic { scene "scenes/Mechanic/WorldC2M201.vcd" //Whoa! Sorry Rochel!e! } Rule _C2M2_Bathroom01Mechanic { criteria Concept_C2M2_Bathroom01 IsMechanic NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival Response _C2M2_Bathroom01Mechanic } Response _C2M2_Kiddie03Mechanic { scene "scenes/Mechanic/WorldC2M2B14.vcd" then any _C2M2_Kiddie04 foo:0 0.1 //I wanna ride one! Just one! Just lemme ride the Screaming Oak once. Man, when we ever gonna be here again? } Rule _C2M2_Kiddie03Mechanic { criteria Concept_C2M2_Kiddie03 IsMechanic NotInCombat IsSubjectDistNear500 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.572" applycontexttoworld Response _C2M2_Kiddie03Mechanic } Response _C2M2_Peanut01Mechanic { scene "scenes/Mechanic/WorldC2M2B15.vcd" //Man, how can you not like Lil Peanut? I love this little guy! scene "scenes/Mechanic/WorldC2M2B16.vcd" //You guys are jaded. I used to have his toys when I was bite-sized. That little stuffed peanut was the best friend a boy could have. } Rule _C2M2_Peanut01Mechanic { criteria Concept_C2M2_Peanut01 IsMechanic NotInCombat IsSubjectDistNear400 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.681" applycontexttoworld Response _C2M2_Peanut01Mechanic } Response _C2M2_Riders02Mechanic { scene "scenes/Mechanic/WorldC2M2B02.vcd" //I'll back you up on that. Hell of a show. } Rule _C2M2_Riders02Mechanic { criteria Concept_C2M2_Riders02 IsMechanic IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8" applycontexttoworld Response _C2M2_Riders02Mechanic } Response _C2M2_Riders03Mechanic { scene "scenes/Mechanic/WorldC2M2B03.vcd" //I saw 'em in '07. Front row center. Lost my eyebrows. scene "scenes/Mechanic/WorldC2M2B10.vcd" //I heard when they play? You can see the show from SPACE. scene "scenes/Mechanic/WorldC2M2B11.vcd" //I heard they gotta cancel the concert if there's a breeze, cause any town downwind'll catch on FIRE. } Rule _C2M2_Riders03Mechanic { criteria Concept_C2M2_Riders03 IsMechanic IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8" applycontexttoworld Response _C2M2_Riders03Mechanic } Response _C2M2_Riders04Mechanic { scene "scenes/Mechanic/WorldC2M2B09.vcd" then any _C2M2_Riders07 foo:0 0.1 //Uh, yeah, they're a pretty big deal, alright. } Rule _C2M2_Riders04Mechanic { criteria Concept_C2M2_Riders04 IsMechanic IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8" applycontexttoworld Response _C2M2_Riders04Mechanic } Response _C2M2_Riders06Mechanic { scene "scenes/Mechanic/WorldC2M2B03.vcd" //I saw 'em in '07. Front row center. Lost my eyebrows. scene "scenes/Mechanic/WorldC2M2B10.vcd" //I heard when they play? You can see the show from SPACE. scene "scenes/Mechanic/WorldC2M2B11.vcd" //I heard they gotta cancel the concert if there's a breeze, cause any town downwind'll catch on FIRE. } Rule _C2M2_Riders06Mechanic { criteria Concept_C2M2_Riders06 IsMechanic IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:8" applycontexttoworld Response _C2M2_Riders06Mechanic } Response _C2M2_Slide01Mechanic { scene "scenes/Mechanic/WorldC2M211.vcd" //Man, what are y'all in a hurry for? This is awesome. } Rule _C2M2_Slide01Mechanic { criteria Concept_C2M2_Slide01 IsMechanic NotInCombat IsSubjectDistNear400 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.922" applycontexttoworld Response _C2M2_Slide01Mechanic } Response _C2M2_ThisTall02Mechanic { scene "scenes/Mechanic/WorldC2M2B22.vcd" //You're a real comedian, Nick. scene "scenes/Mechanic/WorldC2M2B23.vcd" //Ha ha ha. scene "scenes/Mechanic/WorldC2M2B24.vcd" //Well, aren't you a real comedian. } Rule _C2M2_ThisTall02Mechanic { criteria Concept_C2M2_ThisTall02 IsMechanic NotInCombat IsSubjectDistNear500 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.201" applycontexttoworld Response _C2M2_ThisTall02Mechanic } Response _c2m3_cement01Mechanic { scene "scenes/Mechanic/WorldC2M2B23.vcd" //Ha ha ha. scene "scenes/Mechanic/WorldC3M212.vcd" //Yeah, very funny. } Rule _c2m3_cement01Mechanic { criteria Concept_c2m3_cement01 IsMechanic NotInCombat IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response _c2m3_cement01Mechanic } Response _c2m3_coaster01Mechanic { scene "scenes/Mechanic/WorldC2M317.vcd" then self _c2m3_coaster07 foo:0 0.3 //We gotta run the coaster? scene "scenes/Mechanic/WorldC2M319.vcd" then any _c2m3_coaster05 foo:0 0.01 //Aw, man, this is gonna be cool. scene "scenes/Mechanic/WorldC2M3B14.vcd" then any _c2m3_coaster02 foo:0 0.01 //Ohmigod! } Rule _c2m3_coaster01Mechanic { criteria Concept_c2m3_coaster01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:2.653" applycontexttoworld Response _c2m3_coaster01Mechanic } Response _c2m3_coaster03Mechanic { scene "scenes/Mechanic/WorldC2M3B15.vcd" //Ohmigod, it's Christmas. } Rule _c2m3_coaster03Mechanic { criteria Concept_c2m3_coaster03 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:2.171" applycontexttoworld Response _c2m3_coaster03Mechanic } Response _c2m3_coaster06Mechanic { scene "scenes/Mechanic/WorldC2M317.vcd" then self _c2m3_coaster07 foo:0 0.3 //We gotta run the coaster? } Rule _c2m3_coaster06Mechanic { criteria Concept_c2m3_coaster06 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:2.653" applycontexttoworld Response _c2m3_coaster06Mechanic } Response _c2m3_coaster07Mechanic { scene "scenes/Mechanic/WorldC2M319.vcd" then any _c2m3_coaster05 foo:0 0.01 //Aw, man, this is gonna be cool. scene "scenes/Mechanic/WorldC2M3B15.vcd" //Ohmigod, it's Christmas. scene "scenes/Mechanic/WorldC2M3B16.vcd" //Holy shit, it's Christmas. } Rule _c2m3_coaster07Mechanic { criteria Concept_c2m3_coaster07 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:2.194" applycontexttoworld Response _c2m3_coaster07Mechanic } Response _c2m3_coaster08Mechanic { scene "scenes/Mechanic/WorldC2M317.vcd" then self _c2m3_coaster07 foo:0 0.3 //We gotta run the coaster? scene "scenes/Mechanic/WorldC2M319.vcd" then any _c2m3_coaster05 foo:0 0.01 //Aw, man, this is gonna be cool. scene "scenes/Mechanic/WorldC2M3B15.vcd" //Ohmigod, it's Christmas. scene "scenes/Mechanic/WorldC2M3B16.vcd" //Holy shit, it's Christmas. } Rule _c2m3_coaster08Mechanic { criteria Concept_c2m3_coaster08 IsMechanic AutoIsNotScavenge AutoIsNotSurvival _auto_NotCoasterStarted ApplyContext "Talk:1:2.653" applycontexttoworld Response _c2m3_coaster08Mechanic } Response _c2m3_coollight01Mechanic { scene "scenes/Mechanic/WorldC2M306.vcd" //This is awesome, man! } Rule _c2m3_coollight01Mechanic { criteria Concept_c2m3_coollight01 IsMechanic IsSubjectDistNear400 NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response _c2m3_coollight01Mechanic } Response _c2m3_howcoolMechanic { scene "scenes/Mechanic/WorldC2M3B26.vcd" //Okay, come on, how cool is this? } Rule _c2m3_howcoolMechanic { criteria Concept_c2m3_howcool IsMechanic NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response _c2m3_howcoolMechanic } Response _C2M4_GateOpen001Mechanic { scene "scenes/Mechanic/WorldC3M136.vcd" //Let's go! Let's GO! } Rule _C2M4_GateOpen001Mechanic { criteria Concept_C2M4_GateOpen001 IsMechanic IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response _C2M4_GateOpen001Mechanic } Response _C4_BigStormHits01Mechanic { scene "scenes/Mechanic/MiscDirectional62.vcd" then any _C4_BigStormHits02 foo:0 0.04 //STORM! scene "scenes/Mechanic/MiscDirectional63.vcd" then any _C4_BigStormHits02 foo:0 0.04 //STORM COMIN'! } Rule _C4_BigStormHits01Mechanic { criteria Concept_C4_BigStormHits01 IsMechanic _auto_NotC4MechanicInCover ApplyContext "Talk:1:1.139" applycontexttoworld Response _C4_BigStormHits01Mechanic } Response _C4_BigStormHits02Mechanic { scene "scenes/Mechanic/MiscDirectional64.vcd" //DON'T WANDER OFF! scene "scenes/Mechanic/MiscDirectional65.vcd" //DON'T NOBODY WANDER OFF! } Rule _C4_BigStormHits02Mechanic { criteria Concept_C4_BigStormHits02 IsMechanic IsNotCoughing IsSubjectDistNear600 IsNotIncapacitated _auto_NotC4MechanicInCover ApplyContext "Talk:1:1.845" applycontexttoworld Response _C4_BigStormHits02Mechanic } Response _c4m1_rainresponseMechanic { scene "scenes/Mechanic/WorldC4M1B11.vcd" //Is it rainin? Never mind, it is. scene "scenes/Mechanic/WorldC4M1B13.vcd" //Aw what the hell? It's rainin'. scene "scenes/Mechanic/WorldC4M1B14.vcd" //Aw, shit, it's rainin'. } Rule _c4m1_rainresponseMechanic { criteria Concept_c4m1_rainresponse IsMechanic NotInCombat IsTalkMechanic IsWorldTalkMechanic SecondsSinceCombat2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_004 ApplyContext "SrcGrp_C4M1_004:1:0" applycontexttoworld Response _c4m1_rainresponseMechanic } Response _c4m1Intro04Mechanic { scene "scenes/Mechanic/WorldC4M1B01.vcd" then any _c4m1Intro05 foo:0 0.01 //Oh, there's flares in the gun bag. } Rule _c4m1Intro04Mechanic { criteria Concept_c4m1Intro04 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.579" Response _c4m1Intro04Mechanic } Response _c4m1Intro06Mechanic { scene "scenes/Mechanic/WorldC4M1B02.vcd" then any _c4m1Intro07 foo:0 0.01 //You didn't grab the guns? } Rule _c4m1Intro06Mechanic { criteria Concept_c4m1Intro06 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.796" Response _c4m1Intro06Mechanic } Response _c4m1Intro08Mechanic { scene "scenes/Mechanic/WorldC4M1B04.vcd" then any _c4m1Intro09 foo:0 -1.0 //Pretty much everybody. } Rule _c4m1Intro08Mechanic { criteria Concept_c4m1Intro08 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.449" Response _c4m1Intro08Mechanic } Response _c4m1Intro12Mechanic { scene "scenes/Mechanic/No03.vcd" then coach _c4m1Intro14 foo:0 -0.30 //Nope. } Rule _c4m1Intro12Mechanic { criteria Concept_c4m1Intro12 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c4m1Intro12Mechanic } Response _c4m2_caneyell01Mechanic { scene "scenes/Mechanic/WorldC4M2B27.vcd" //KEEP MOVING! } Rule _c4m2_caneyell01Mechanic { criteria Concept_c4m2_caneyell01 IsMechanic ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsMechanicInCane Response _c4m2_caneyell01Mechanic } Response _c4m2_ElevatorHere01Mechanic { scene "scenes/Mechanic/WorldC4M2B21.vcd" //ELEVATOR'S HERE! scene "scenes/Mechanic/WorldC4M2B23.vcd" //HEY EVERYBODY GET IN THE ELEVATOR! } Rule _c4m2_ElevatorHere01Mechanic { criteria Concept_c4m2_ElevatorHere01 IsMechanic IsNotIncapacitated IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_ElevatorHere01Mechanic } Response _c4m2_gasinside01Mechanic { scene "scenes/Mechanic/WorldC4M2B29.vcd" //Sweet. Let's go get it. } Rule _c4m2_gasinside01Mechanic { criteria Concept_c4m2_gasinside01 IsMechanic NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotMechanicInCane Response _c4m2_gasinside01Mechanic } Response _c4m2_seestation01Mechanic { scene "scenes/Mechanic/WorldC4M2B18.vcd" //Through the cane field! } Rule _c4m2_seestation01Mechanic { criteria Concept_c4m2_seestation01 IsMechanic IsSubjectDistNear200 NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2" applycontexttoworld Response _c4m2_seestation01Mechanic } Response _c4m2_seestation02Mechanic { scene "scenes/Mechanic/WorldC4M2B17.vcd" then gambler _c4m2_seestation03 foo:0 0.01 //It's sugar cane, Nick. } Rule _c4m2_seestation02Mechanic { criteria Concept_c4m2_seestation02 IsMechanic IsSubjectDistNear150 NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2" applycontexttoworld Response _c4m2_seestation02Mechanic } Response _c4m2_streetblocked01Mechanic { scene "scenes/Mechanic/WorldC4M2B02.vcd" //Let's head through the mill. } Rule _c4m2_streetblocked01Mechanic { criteria Concept_c4m2_streetblocked01 IsMechanic IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked01Mechanic } Response _c4m2_streetblocked01bMechanic { scene "scenes/Mechanic/blank.vcd" then subject _c4m2_streetblocked02 foo:0 0.01 // } Rule _c4m2_streetblocked01bMechanic { criteria Concept_c4m2_streetblocked01 IsMechanic IsSubjectDistFar400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked01bMechanic } Response _c4m2_streetblocked02Mechanic { scene "scenes/Mechanic/WorldC4M2B02.vcd" //Let's head through the mill. } Rule _c4m2_streetblocked02Mechanic { criteria Concept_c4m2_streetblocked02 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked02Mechanic } Response _c4m2_waterpool01Mechanic { scene "scenes/Mechanic/WorldC4M2B07.vcd" //Oh hell yes. } Rule _c4m2_waterpool01Mechanic { criteria Concept_c4m2_waterpool01 IsMechanic IsSubjectDistNear400 NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_waterpool01Mechanic } Response _c4m2_Witchville05Mechanic { scene "scenes/Mechanic/WorldC4M2B11.vcd" //Man, I'm gonna start cryin' in a minute. } Rule _c4m2_Witchville05Mechanic { criteria Concept_c4m2_Witchville05 IsMechanic IsSubjectDistNear500 NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_Witchville05Mechanic } Response _c4m3_rain02Mechanic { scene "scenes/Mechanic/WorldC4M3B08.vcd" //A lot worse'n this. We gotta haul ass outta here. } Rule _c4m3_rain02Mechanic { criteria Concept_c4m3_rain02 IsMechanic NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m3_rain02Mechanic } Response _c4m3_startsafe02Mechanic { scene "scenes/Mechanic/WorldC4M3B01.vcd" then any _c4m3_startsafe03 foo:0 0.2 //I got one. scene "scenes/Mechanic/WorldC4M3B02.vcd" then any _c4m3_startsafe03 foo:0 0.2 //Yup. Got one. } Rule _c4m3_startsafe02Mechanic { criteria Concept_c4m3_startsafe02 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.252" applycontexttoworld Response _c4m3_startsafe02Mechanic } Response _c4m3_startsafe03Mechanic { scene "scenes/Mechanic/WorldC4M3B04.vcd" //Let's get back to the damn boat } Rule _c4m3_startsafe03Mechanic { criteria Concept_c4m3_startsafe03 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.453" applycontexttoworld Response _c4m3_startsafe03Mechanic } Response _C4M4_FLOODED01Mechanic { scene "scenes/Mechanic/MiscDirectional61.vcd" //It's like a fabled city of Atlantis. } Rule _C4M4_FLOODED01Mechanic { criteria Concept_C4M4_FLOODED01 IsMechanic ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.415" applycontexttoworld Response _C4M4_FLOODED01Mechanic } Response _C4M4_garagesale01Mechanic { scene "scenes/Mechanic/WorldC4M4B08.vcd" //We're headed the right way! } Rule _C4M4_garagesale01Mechanic { criteria Concept_C4M4_garagesale01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _C4M4_garagesale01Mechanic } Response _C4M5_BoatComing01Mechanic { scene "scenes/Mechanic/WorldC4M4B24.vcd" //VIRGIL! scene "scenes/Mechanic/WorldC4M4B25.vcd" //VIRGIL, WHAT'S UP BROTHER?! } Rule _C4M5_BoatComing01Mechanic { criteria Concept_C4M5_BoatComing01 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response _C4M5_BoatComing01Mechanic } Response _C4M5_Intro03Mechanic { scene "scenes/Mechanic/WorldC4M4B15.vcd" then any _C4M5_Intro04 foo:0 0.1 //Hey, what if we turn on the burger tank sign? } Rule _C4M5_Intro03Mechanic { criteria Concept_C4M5_Intro03 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.480" applycontexttoworld Response _C4M5_Intro03Mechanic } Response _C4M5_Intro04Mechanic { scene "scenes/Mechanic/WorldC4M4B14.vcd" //Sounds like a plan. } Rule _C4M5_Intro04Mechanic { criteria Concept_C4M5_Intro04 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.438" applycontexttoworld Response _C4M5_Intro04Mechanic } Response _introc1m1Mechanic { scene "scenes/Mechanic/WorldC1M1B02.vcd" then any _introc1m1a01 foo:0 -1 //COME BACK! WE'RE STILL HERE! } Rule _introc1m1Mechanic { criteria Concept_introc1m1 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.941" applycontexttoworld Response _introc1m1Mechanic } Response _introc1m1a04Mechanic { scene "scenes/Mechanic/WorldC1M1B13.vcd" then any _introc1m1a05 foo:0 -2.515 //That chopper looks like it's headin' to the evac center over at the mall. } Rule _introc1m1a04Mechanic { criteria Concept_introc1m1a04 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.615" applycontexttoworld Response _introc1m1a04Mechanic } Response _introc1m1b02Mechanic { scene "scenes/Mechanic/WorldC1M1B23.vcd" then gambler _introc1m1b03 foo:0 -1.120 //Do you think they saw us? } Rule _introc1m1b02Mechanic { criteria Concept_introc1m1b02 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.220" applycontexttoworld Response _introc1m1b02Mechanic } Rule BlankTestoMechanic { criteria ConceptBlankTesto IsMechanic ApplyContext "_auto_BlankTesto:1:0" applycontexttoworld Response NoResponse } Response c1m1_elevator_door_open { scene "scenes/Mechanic/Cough01.vcd" then all C1M1Cough foo:0 -1.399 //[Coughing from smoke] scene "scenes/Mechanic/Cough02.vcd" then all C1M1Cough foo:0 -2.692 //[Coughing from smoke] scene "scenes/Mechanic/Cough03.vcd" then all C1M1Cough foo:0 -1.647 //[Coughing from smoke] } Rule c1m1_elevator_door_open { criteria Conceptc1m1_elevator_door_open IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M1InSmoke:1:30,Talk:0:0" applycontexttoworld Response c1m1_elevator_door_open } Response c1m1_elevator_ready2Mechanic { scene "scenes/Mechanic/WorldC1M1B126.vcd" then merchanic C1M1Cough foo:0 -3.012 //Might be a welcomin' committee when these doors open. Get ready… } Rule c1m1_elevator_ready2Mechanic { criteria Conceptc1m1_elevator_ready2 IsMechanic IsNotSaidC1M1OpenDoor AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M1OpenDoor:1:30" applycontexttoworld Response c1m1_elevator_ready2Mechanic } Response C1M1_ElevatorHello01_02C5Mechanic { scene "scenes/Mechanic/WorldC1M1B93.vcd" then producer C1M1_ElevatorHello01_02C6 foo:0 -2.554 //Ellis, my name is Ellis. } Rule C1M1_ElevatorHello01_02C5Mechanic { criteria ConceptC1M1_ElevatorHello01_02C5 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02C5Mechanic } Response C1M1_ElevatorHello01_02G2Mechanic { scene "scenes/Mechanic/WorldC1M1B133.vcd" then mechanic C1M1_ElevatorHello01_02G3 foo:0 -8.671 //Folks call me Ellis. I run an auto shop around here. Instead of evacuatin, I armored up a truck to drive myself out of here. Built that thing to be zombie proof. } Rule C1M1_ElevatorHello01_02G2Mechanic { criteria ConceptC1M1_ElevatorHello01_02G2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02G2Mechanic } Response C1M1_ElevatorHello01_02G3Mechanic { scene "scenes/Mechanic/WorldC1M1B134.vcd" then coach C1M1_ElevatorHello01_02G4 foo:0 -4.953 //Turns out it was only 99% zombie proof. The last 1% tore that truck to SHIT. } Rule C1M1_ElevatorHello01_02G3Mechanic { criteria ConceptC1M1_ElevatorHello01_02G3 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02G3Mechanic } Response C1M1_ElevatorHello01_02PC3Mechanic { scene "scenes/Mechanic/WorldC1M1B141.vcd" then gambler C1M1_ElevatorHello01_02PC4 foo:0 -0.671 //Who'd we lose? } Rule C1M1_ElevatorHello01_02PC3Mechanic { criteria ConceptC1M1_ElevatorHello01_02PC3 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02PC3Mechanic } Response C1M1_ElevatorHello01_03a3Mechanic { scene "scenes/Mechanic/WorldC1M1B93.vcd" then coach C1M1_ElevatorHello01_03a4 foo:0 -2.554 //Ellis, my name is Ellis. } Rule C1M1_ElevatorHello01_03a3Mechanic { criteria ConceptC1M1_ElevatorHello01_03a3 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03a3Mechanic } Response C1M1CoughMechanic { scene "scenes/Mechanic/Cough01.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Mechanic/Cough02.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Mechanic/Cough03.vcd" predelay ".2,.5" //[Coughing from smoke] } Rule C1M1CoughMechanic { criteria ConceptC1M1Cough IsMechanic ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival Response C1M1CoughMechanic } Response C1M2SafeRoom2Mechanic { scene "scenes/Mechanic/WorldC1M2B01.vcd" then gambler C1M2SafeRoomb1 foo:0 -3.584 //Ooh, I know a gun store we can stop at along the way. Get ourselves some REAL weapons. } Rule C1M2SafeRoom2Mechanic { criteria ConceptC1M2SafeRoom2 IsMechanic ismap_c1m2_streets AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.684" applycontexttoworld Response C1M2SafeRoom2Mechanic } Response C1M3AlarmOffaMechanic { scene "scenes/Mechanic/WorldC1M3B41.vcd" //My ears aint never gonna stop ringing. } Rule C1M3AlarmOffaMechanic { criteria ConceptC1M3AlarmOffa IsMechanic IsSubjectDistNear600 AutoIsNotScavenge AutoIsNotSurvival Response C1M3AlarmOffaMechanic } Response C1M3SafeRoom2Mechanic { scene "scenes/Mechanic/WorldC1M3B01.vcd" //CEDA better be around here somewhere. scene "scenes/Mechanic/WorldC1M3B02.vcd" then gambler C1M3SafeRoom2b foo:0 -2.067 //Maybe the evac's further in the mall. } Rule C1M3SafeRoom2Mechanic { criteria ConceptC1M3SafeRoom2 IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.167" applycontexttoworld Response C1M3SafeRoom2Mechanic } Response C1M3SafeRoom2dMechanic { scene "scenes/Mechanic/WorldC1M3B03.vcd" //Amen! scene "scenes/Mechanic/WorldC1M3B04.vcd" //Amen! } Rule C1M3SafeRoom2dMechanic { criteria ConceptC1M3SafeRoom2d IsMechanic AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.596" applycontexttoworld Response C1M3SafeRoom2dMechanic } Response C1M4NearFinale03cMechanic { scene "scenes/Mechanic/World434.vcd" //Me neither. } Rule C1M4NearFinale03cMechanic { criteria ConceptC1M4NearFinale03c IsMechanic IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C1M4NearFinale03cMechanic } Response c1m4NearFinale1cMechanic { scene "scenes/Mechanic/World433.vcd" then Gambler C1M4NearFinale02c foo:0 -1.742 //Shit! You guys ever seen something like this? } Rule c1m4NearFinale1cMechanic { criteria Conceptc1m4NearFinale1 IsMechanic IsGamblerNear800 AutoIsNotScavenge AutoIsNotSurvival Response c1m4NearFinale1cMechanic } Response C1M4SafeRoom2Mechanic { scene "scenes/Mechanic/WorldC1M3B12.vcd" then mechanic C1M4SafeRoom2c1 foo:0 -2.632 //Check it out, man! Jimmy Gibbs, Jr! scene "scenes/Mechanic/WorldC1M3B13.vcd" then mechanic C1M4SafeRoom2c1 foo:0 -2.084 //Check it out, man! That's Jimmy Gibbs, Jr! scene "scenes/Mechanic/WorldC1M3B30.vcd" then mechanic C1M4SafeRoom2c1 foo:0 -1.533 //Check it, y'all! Jimmy Gibbs Jr.! } Rule C1M4SafeRoom2Mechanic { criteria ConceptC1M4SafeRoom2 IsMechanic ismap_c1m4_atrium AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.732" applycontexttoworld Response C1M4SafeRoom2Mechanic } Response C1M4SafeRoom2b1Mechanic { scene "scenes/Mechanic/WorldC1M3B17.vcd" then producer C1M4SafeRoom2b2 foo:0 -5.969 //[laughs] Just the best stock car racer of all time. Try reading a book sometime. } Rule C1M4SafeRoom2b1Mechanic { criteria ConceptC1M4SafeRoom2b1 IsMechanic IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.069" applycontexttoworld Response C1M4SafeRoom2b1Mechanic } Response C1M4SafeRoom2b2Mechanic { scene "scenes/Mechanic/WorldC1M3B25.vcd" then producer C1M4SafeRoom2b2 foo:0 -3.890 //That's Jimmy Gibbs, Jr. The greatest driver ever to climb into a stock car. } Rule C1M4SafeRoom2b2Mechanic { criteria ConceptC1M4SafeRoom2b2 IsMechanic IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.990" applycontexttoworld Response C1M4SafeRoom2b2Mechanic } Response C1M4SafeRoom2b3Mechanic { scene "scenes/Mechanic/WorldC1M3B20.vcd" then mechanic C1M4SafeRoom2b4 foo:0 -1.539 //That man is the pride of Georgia. scene "scenes/Mechanic/WorldC1M3B21.vcd" then mechanic C1M4SafeRoom2b4 foo:0 -2.745 //That man is America's greatest natural resource. scene "scenes/Mechanic/WorldC1M3B24.vcd" then mechanic C1M4SafeRoom2b4 foo:0 -2.143 //That man is an American hero. } Rule C1M4SafeRoom2b3Mechanic { criteria ConceptC1M4SafeRoom2b3 IsMechanic IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.845" applycontexttoworld Response C1M4SafeRoom2b3Mechanic } Response C1M4SafeRoom2b4Mechanic { scene "scenes/Mechanic/WorldC1M3B22.vcd" then coach C1M4SafeRoom2b5 foo:0 -1.719 //I would take a bullet for that man. scene "scenes/Mechanic/WorldC1M3B23.vcd" //If the laws of nature allowed it, I would bear that man's children. } Rule C1M4SafeRoom2b4Mechanic { criteria ConceptC1M4SafeRoom2b4 IsMechanic IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.858" applycontexttoworld Response C1M4SafeRoom2b4Mechanic } Response C1M4SafeRoom2c1Mechanic { scene "scenes/Mechanic/WorldC1M3B26.vcd" //Aw, shit, we missed him! This apocalypse is startin' to piss me off.. scene "scenes/Mechanic/WorldC1M3B27.vcd" //Aw, shit, we missed him? That is the last straw-these zombies have just made an enemy. scene "scenes/Mechanic/WorldC1M3B28.vcd" //Aw, hell. I coulda got my picture taken with Jimmy Gibbs' stock car? I HATE this apocalypse. scene "scenes/Mechanic/WorldC1M3B29.vcd" //God damn it. I coulda got my picture taken with Jimmy Gibbs' stock car. } Rule C1M4SafeRoom2c1Mechanic { criteria ConceptC1M4SafeRoom2c1 IsMechanic IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.973" applycontexttoworld Response C1M4SafeRoom2c1Mechanic } Response C1M4SafeRoomEndMechanic { scene "scenes/Mechanic/MoveOn04.vcd" predelay "1,1.5" //Hey man, we should get goin'. scene "scenes/Mechanic/MoveOn05.vcd" predelay "1,1.5" //Don't you reckon we should move on now? } Rule C1M4SafeRoomEndMechanic { criteria ConceptSurvivorLeavingInitialCheckpoint ismap_c1m4_atrium IsMechanic IsNotSaidC1M4LeftSafeRoom _auto_NotTellingStory ApplyContext "SaidC1M4LeftSafeRoom:1:0" applycontexttoworld Response C1M4SafeRoomEndMechanic } Response C2M1Intro003Mechanic { scene "scenes/Mechanic/WorldC2M1B17.vcd" then any C2M1Intro002 foo:0 0.02 //Sorry, folks. I can't drive over a traffic jam. } Rule C2M1Intro003Mechanic { criteria ConceptC2M1Intro003 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro003Mechanic } Response C2M1Intro005Mechanic { scene "scenes/Mechanic/WorldC2M1B03.vcd" then self C2M1Intro007 foo:0 0.04 //Hey guys, can I have a second? Alone with the car? I just... I got some things that need saying. } Rule C2M1Intro005Mechanic { criteria ConceptC2M1Intro005 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro005Mechanic } Response C2M1Intro007Mechanic { scene "scenes/Mechanic/WorldC2M1B14.vcd" then self C2M1Intro008 foo:0 0.01 //You did good. } Rule C2M1Intro007Mechanic { criteria ConceptC2M1Intro007 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro007Mechanic } Response C2M1Intro008Mechanic { scene "scenes/Mechanic/WorldC2M1B09.vcd" //I love you. } Rule C2M1Intro008Mechanic { criteria ConceptC2M1Intro008 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro008Mechanic } Response C2M1Intro009Mechanic { scene "scenes/Mechanic/NameNick12.vcd" //That's not cool, Nick. scene "scenes/Mechanic/World428.vcd" //We'll see that was just uncalled for. Seriously. (Your mom's car. ) } Rule C2M1Intro009Mechanic { criteria ConceptC2M1Intro009 IsMechanic AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro009Mechanic } Response C2M3SafeIntro006Mechanic { scene "scenes/Mechanic/WorldC2M3B01.vcd" //This ain't that kinda ride, Nick. [whisper] This is where you make out with your girlfriend. } Rule C2M3SafeIntro006Mechanic { criteria ConceptC2M3SafeIntro006 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.702" applycontexttoworld Response C2M3SafeIntro006Mechanic } Response C2M3SafeIntro008Mechanic { scene "scenes/Mechanic/WorldC2M301.vcd" then coach C2M3SafeIntro009 foo:0 0.2 //Tunnel of love? } Rule C2M3SafeIntro008Mechanic { criteria ConceptC2M3SafeIntro008 IsMechanic IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.585" applycontexttoworld Response C2M3SafeIntro008Mechanic } Response C2M4PenSmell001Mechanic { scene "scenes/Mechanic/NickOcd01.vcd" //Smells like a raccoon died in a diaper factory. scene "scenes/Mechanic/NickOcd03.vcd" //Smells like dead zombies to me. Everything smellin' like that lately. } Rule C2M4PenSmell001Mechanic { criteria ConceptC2M4PenSmell001 IsMechanic IsTalk NotInCombat IsSubjectDistNear400 IsNotCoughing TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival Response C2M4PenSmell001Mechanic } Response C2M5_lipsync001Mechanic { scene "scenes/Mechanic/WorldC2M5B12.vcd" //A Midnight Riders show aint about the MUSIC, Nick. It's about the explosions. scene "scenes/Mechanic/WorldC2M5B13.vcd" //That don't matter. I could never hear the music over the protechnics anyway. scene "scenes/Mechanic/WorldC2M5B14.vcd" //Lots of bands lip sync. Aint nothing wrong with saving your vocal cords for the studio. } Rule C2M5_lipsync001Mechanic { criteria ConceptC2M5_lipsync001 IsMechanic TimeSinceGroupInCombat02 NotInCombat IsNotSpeaking IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C2M5_lipsync001Mechanic } Response C2M5_lipsync002Mechanic { scene "scenes/Mechanic/WorldC2M5B13.vcd" //That don't matter. I could never hear the music over the protechnics anyway. scene "scenes/Mechanic/WorldC2M5B14.vcd" //Lots of bands lip sync. Aint nothing wrong with saving your vocal cords for the studio. } Rule C2M5_lipsync002Mechanic { criteria ConceptC2M5_lipsync002 IsMechanic TimeSinceGroupInCombat02 NotInCombat IsNotSpeaking IsCoachNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C2M5_lipsync002Mechanic } Response C4EnterCoverMechanic { speak "Mechanic_Blank" noscene //Blank } Rule C4EnterCoverMechanic { criteria ConceptC4EnterCover IsMechanic ApplyContext "_auto_C4MechanicInCover:1:0" applycontexttoworld Response C4EnterCoverMechanic } Response C4ExitCoverMechanic { speak "Mechanic_Blank" noscene //Blank } Rule C4ExitCoverMechanic { criteria ConceptC4ExitCover IsMechanic ApplyContext "_auto_C4MechanicInCover:0:0" applycontexttoworld Response C4ExitCoverMechanic } Response C4FinaleStartMechanic { scene "scenes/Mechanic/WorldC4M4B17.vcd" then any _C4M5_FinaleStart01 foo:0 0.01 //Sign's on, baby! Sign is on! } Rule C4FinaleStartMechanic { criteria ConceptC4FinaleStart IsMechanic ApplyContext "_auto_FinaleStarted:1:0" applycontexttoworld Response C4FinaleStartMechanic } Response c4m1_nogas01Mechanic { scene "scenes/Mechanic/WorldC4M1B08.vcd" then any c4m1_nogas02 foo:0 0.01 //Looks like we're gonna have to walk to this Ducatel place. } Rule c4m1_nogas01Mechanic { criteria Conceptc4m1_nogas01 IsMechanic NotInCombat IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.179" Response c4m1_nogas01Mechanic } Response c4m1_nogas10Mechanic { scene "scenes/Mechanic/WorldC4M1B08.vcd" then any c4m1_nogas02 foo:0 0.01 //Looks like we're gonna have to walk to this Ducatel place. } Rule c4m1_nogas10Mechanic { criteria Conceptc4m1_nogas10 IsMechanic NotInCombat IsSubjectDistNear300 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.179" Response c4m1_nogas10Mechanic } Response c4m1_nogas21Mechanic { scene "scenes/Mechanic/WorldC4M1B08.vcd" //Looks like we're gonna have to walk to this Ducatel place. } Rule c4m1_nogas21Mechanic { criteria Conceptc4m1_nogas21 IsMechanic NotInCombat IsSubjectDistNear300 AutoIsNotScavenge AutoIsNotSurvival Response c4m1_nogas21Mechanic } Response c4m1_wreck01Mechanic { scene "scenes/Mechanic/WorldC4M1B21.vcd" //Hell, I've walked away from a lot worse than that. scene "scenes/Mechanic/WorldC4M1B22.vcd" then any c4m1_wreck02 foo:0 0.03 //Yeah, the ass end of those things'll get real squirrelly in the rain. } Rule c4m1_wreck01Mechanic { criteria Conceptc4m1_wreck01 IsMechanic NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response c4m1_wreck01Mechanic } Response c4m1_wreck02Mechanic { scene "scenes/Mechanic/WorldC4M1B23.vcd" //Or if there's a zombie ridin' hood. } Rule c4m1_wreck02Mechanic { criteria Conceptc4m1_wreck02 IsMechanic NotInCombat ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival Response c4m1_wreck02Mechanic } Response GasPour10MoreTalkMechanic { scene "scenes/Mechanic/WorldC1M4B51.vcd" //We still need ten more! } Rule GasPour10MoreTalkMechanic { criteria ConceptGasPour10More IsMechanic IsNotSpeaking _auto_IsGasCountOK Response GasPour10MoreTalkMechanic } Response GasPour1MoreMechanic { scene "scenes/Mechanic/WorldC1M4B56.vcd" //One more can do it! } Rule GasPour1MoreMechanic { criteria ConceptGasPour1More IsMechanic IsNotSpeaking _auto_IsGasCountOK Response GasPour1MoreMechanic } Response GasPour2MoreMechanic { scene "scenes/Mechanic/WorldC1M4B55.vcd" //Just two more! } Rule GasPour2MoreMechanic { criteria ConceptGasPour2More IsMechanic IsNotSpeaking _auto_IsGasCountOK Response GasPour2MoreMechanic } Response GasPour3MoreMechanic { scene "scenes/Mechanic/WorldC1M4B54.vcd" //Alright, just three more! } Rule GasPour3MoreMechanic { criteria ConceptGasPour3More IsMechanic IsNotSpeaking _auto_IsGasCountOK Response GasPour3MoreMechanic } Response GasPour5MoreMechanic { scene "scenes/Mechanic/WorldC1M4B52.vcd" //We still need five more! scene "scenes/Mechanic/WorldC1M4B53.vcd" //we need five more! } Rule GasPour5MoreMechanic { criteria ConceptGasPour5More IsMechanic IsNotSpeaking _auto_IsGasCountOK Response GasPour5MoreMechanic } Response Player.CoverMeC1RMechanic { scene "scenes/Mechanic/CoverMeC1R01.vcd" //So that's how ya do it. scene "scenes/Mechanic/CoverMeC1R02.vcd" //Okay, okay, I see what you're doin' there. } Rule Player.CoverMeC1RMechanic { criteria ConceptPlayer.CoverMeC1R IsMechanic Response Player.CoverMeC1RMechanic } Response Player.CoverMeC1RCoach1Mechanic { scene "scenes/Mechanic/CoverMeC1RCoach01.vcd" then coach Player.CoverMeC1RCoach2 foo:0 -2.261 //Oh, now, Coach, you like you've done this before. } Rule Player.CoverMeC1RCoach1Mechanic { criteria ConceptPlayer.CoverMeC1RCoach1 IsMechanic Response Player.CoverMeC1RCoach1Mechanic } Response Player.GooedBySpitterC1RMechanic { scene "scenes/Mechanic/GooedBySpitterC1R01.vcd" //Ahh great, now their spittin' shit at us. scene "scenes/Mechanic/GooedBySpitterC1R02.vcd" //Yo, somebody's gotta kill that zombie spittin' shit. } Rule Player.GooedBySpitterC1RMechanic { criteria ConceptPlayer.GooedBySpitterC1R IsMechanic Response Player.GooedBySpitterC1RMechanic } Response Player.WarnHunterC1PMechanic { scene "scenes/Mechanic/WarnHunterC1P02.vcd" //Hunter it is then! scene "scenes/Mechanic/WarnHunterC1P03.vcd" //Yeah, Hunter fits em. } Rule Player.WarnHunterC1PMechanic { criteria ConceptPlayer.WarnHunterC1P IsMechanic IsMechanicNear800 Response Player.WarnHunterC1PMechanic } Response PlayerShotGasCanMechanic { scene "scenes/Mechanic/ReactionNegative02.vcd" predelay "1,1.5" //Ahh SHIT! scene "scenes/Mechanic/ReactionNegative03.vcd" predelay "1,1.5" //God DAMN! scene "scenes/Mechanic/ReactionNegative07.vcd" predelay "1,1.5" //Oh SHIT! scene "scenes/Mechanic/ReactionNegative08.vcd" predelay "1,1.5" //God DAMN! scene "scenes/Mechanic/ReactionNegative14.vcd" predelay "1,1.5" //Well piss! } Rule PlayerShotGasCanMechanic { criteria ConceptPlayerShotGasCan IsMechanic IsNotSaidPlayerShotGasCan IsScavenge ApplyContext "SaidPlayerShotGasCan1:10" applycontexttoworld Response PlayerShotGasCanMechanic } Response WorldIntroC31a2Mechanic { scene "scenes/Mechanic/WorldC3M1B03.vcd" then gambler WorldIntroC31a3 foo:0 -3.934 //True. True. He was a zombie. But he was also the only pilot. } Rule WorldIntroC31a2Mechanic { criteria ConceptWorldIntroC31a2 IsMechanic Response WorldIntroC31a2Mechanic } Response WorldIntroC31c1Mechanic { scene "scenes/Mechanic/WorldC3M1B04.vcd" then gambler WorldIntroC31c2 foo:0 -7.301 //OOOH man, that was some crazy shit. Nick, you are a man of action! ... Where the hell are we? } Rule WorldIntroC31c1Mechanic { criteria ConceptWorldIntroC31c1 IsMechanic Response WorldIntroC31c1Mechanic } Response WorldIntroC31d2Mechanic { scene "scenes/Mechanic/WorldC3M1B06.vcd" //Guess our crash was so soft cause we landed in the swamp } Rule WorldIntroC31d2Mechanic { criteria ConceptWorldIntroC31d2 IsMechanic Response WorldIntroC31d2Mechanic } Response WorldIntroC31e2aMechanic { scene "scenes/Mechanic/WorldC3M101.vcd" then gambler WorldIntroC31e3a foo:0 -1.367 //Well that ain't very friendly. } Rule WorldIntroC31e2aMechanic { criteria ConceptWorldIntroC31e2a IsMechanic Response WorldIntroC31e2aMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Heal //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeHealMechanic { scene "scenes/Mechanic/CoverMe01.vcd" predelay ".2,.5" //Can someone watch my back, I'm gonna heal. scene "scenes/Mechanic/CoverMe02.vcd" predelay ".2,.5" //Can y'all cover me? I gotta heal! scene "scenes/Mechanic/CoverMe03.vcd" predelay ".2,.5" //Wait a second, I'm gonna heal! scene "scenes/Mechanic/CoverMe04.vcd" predelay ".2,.5" //Wait a second, I'm gonna heal! scene "scenes/Mechanic/CoverMe05.vcd" predelay ".2,.5" //Can somebody wait up, I gotta heal. scene "scenes/Mechanic/CoverMe06.vcd" predelay ".2,.5" //Can somebody wait up, I gotta heal. scene "scenes/Mechanic/CoverMe07.vcd" predelay ".2,.5" //Healing! Cover me please! scene "scenes/Mechanic/CoverMe08.vcd" predelay ".2,.5" //Healing! Cover me please! } Rule PlayerCoverMeHealMechanic { criteria ConceptPlayerHealing IsNotCoughing IsMechanic IsNotAskedForCoverMechanic IsTalk IsTalkMechanic IsNotAlone IsWorldTalkMechanic ApplyContext "MechanicAskForCover:1:30" Response PlayerCoverMeHealMechanic } Response PlayerCoverMeHealC1Mechanic { scene "scenes/Mechanic/CoverMeC101.vcd" predelay ".2,.5" //Hey, can somebody cover me? I'm gonna try to heal. scene "scenes/Mechanic/CoverMeC102.vcd" predelay ".2,.5" //Ah hell, gonna try and heal myself. scene "scenes/Mechanic/CoverMeC103.vcd" predelay ".2,.5" //Hope to hell I'm doing this right. (to self) } Rule PlayerCoverMeHealC1Mechanic { criteria ConceptPlayerHealing IsNotCoughing IsMechanic IsNotAskedForCoverMechanic IsTalk IsTalkMechanic IsNotAlone IsCampaignl4d2_1 IsWorldTalkMechanic ismap_c1m1_hotelC1 ApplyContext "MechanicAskForCover:1:30" Response PlayerCoverMeHealC1Mechanic } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response PlayerLostCallMechanic { scene "scenes/Mechanic/LostCall01.vcd" //Anyone? scene "scenes/Mechanic/LostCall01.vcd" //Anyone? scene "scenes/Mechanic/LostCall02.vcd" //Where is everyone?! scene "scenes/Mechanic/LostCall02.vcd" //Where is everyone?! scene "scenes/Mechanic/LostCall03.vcd" //Not funny man, where are you guys? scene "scenes/Mechanic/LostCall03.vcd" //Not funny man, where are you guys? scene "scenes/Mechanic/LostCall04.vcd" //Anyone? scene "scenes/Mechanic/LostCall04.vcd" //Anyone? scene "scenes/Mechanic/WorldMisc34.vcd" //Ca Caw Ca Caw Ca Caw! scene "scenes/Mechanic/WorldMisc35.vcd" //Ca Caw Ca Caw Ca Caw Ca Caw! scene "scenes/Mechanic/WorldMisc36.vcd" //Ca Caw Ca Caw! } Rule PlayerLostCallMechanic { criteria ConceptTalkIdle IsMechanic IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall _auto_NotNoLostCall IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response PlayerLostCallMechanic } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedChainsawMechanic { scene "scenes/Mechanic/MeleeWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here. scene "scenes/Mechanic/MeleeWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here. scene "scenes/Mechanic/MeleeWeapons07.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here. } Rule SurvivorSpottedChainsawMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsChainsaw IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawMechanic } Response SurvivorSpottedChainsawAutoMechanic { scene "scenes/Mechanic/MeleeWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here. scene "scenes/Mechanic/MeleeWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here. scene "scenes/Mechanic/MeleeWeapons07.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here. } Rule SurvivorSpottedChainsawAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsChainsaw IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawAutoMechanic } Response SurvivorSpottedcricket_batMechanic { scene "scenes/Mechanic/MeleeWeapons35.vcd" then any _SpotStuffResponse foo:0 0.01 //Paddle bat here. scene "scenes/Mechanic/MeleeWeapons36.vcd" then any _SpotStuffResponse foo:0 0.01 //I don't know, some sort of bat here. scene "scenes/Mechanic/MeleeWeapons37.vcd" then any _SpotStuffResponse foo:0 0.01 //Bat thing here. scene "scenes/Mechanic/MeleeWeapons38.vcd" then any _SpotStuffResponse foo:0 0.01 //Paddle bat here. scene "scenes/Mechanic/MeleeWeapons39.vcd" then any _SpotStuffResponse foo:0 0.01 //Paddle here. } Rule SurvivorSpottedcricket_batMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto Iscricket_bat IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batMechanic } Response SurvivorSpottedcricket_batAutoMechanic { scene "scenes/Mechanic/MeleeWeapons35.vcd" then any _SpotStuffResponse foo:0 0.01 //Paddle bat here. scene "scenes/Mechanic/MeleeWeapons36.vcd" then any _SpotStuffResponse foo:0 0.01 //I don't know, some sort of bat here. scene "scenes/Mechanic/MeleeWeapons37.vcd" then any _SpotStuffResponse foo:0 0.01 //Bat thing here. scene "scenes/Mechanic/MeleeWeapons38.vcd" then any _SpotStuffResponse foo:0 0.01 //Paddle bat here. scene "scenes/Mechanic/MeleeWeapons39.vcd" then any _SpotStuffResponse foo:0 0.01 //Paddle here. } Rule SurvivorSpottedcricket_batAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscricket_bat IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batAutoMechanic } Response SurvivorSpottedcrowbarMechanic { scene "scenes/Mechanic/MeleeWeapons29.vcd" then any _SpotStuffResponse foo:0 0.01 //Crowbar right here. scene "scenes/Mechanic/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedcrowbarMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto Iscrowbar IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarMechanic } Response SurvivorSpottedcrowbarAutoMechanic { scene "scenes/Mechanic/MeleeWeapons29.vcd" then any _SpotStuffResponse foo:0 0.01 //Crowbar right here. scene "scenes/Mechanic/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! } Rule SurvivorSpottedcrowbarAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscrowbar IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarAutoMechanic } Response SurvivorSpottedGuitarMechanic { scene "scenes/Mechanic/MeleeWeapons14.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. scene "scenes/Mechanic/MeleeWeapons16.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. } Rule SurvivorSpottedGuitarMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsGuitar IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarMechanic } Response SurvivorSpottedGuitarAutoMechanic { scene "scenes/Mechanic/MeleeWeapons14.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. scene "scenes/Mechanic/MeleeWeapons16.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. } Rule SurvivorSpottedGuitarAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGuitar IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarAutoMechanic } Response SurvivorSpottedKatanaMechanic { scene "scenes/Mechanic/MeleeWeapons18.vcd" then any _SpotStuffResponse foo:0 0.01 //Katana here. scene "scenes/Mechanic/MeleeWeapons19.vcd" then any _SpotStuffResponse foo:0 0.01 //Katana here. } Rule SurvivorSpottedKatanaMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsKatana IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaMechanic } Response SurvivorSpottedKatanaAutoMechanic { scene "scenes/Mechanic/MeleeWeapons18.vcd" then any _SpotStuffResponse foo:0 0.01 //Katana here. scene "scenes/Mechanic/MeleeWeapons19.vcd" then any _SpotStuffResponse foo:0 0.01 //Katana here. } Rule SurvivorSpottedKatanaAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsKatana IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaAutoMechanic } Response SurvivorSpottedLaserSightsMechanic { scene "scenes/Mechanic/LaserSights01.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Mechanic/LaserSights02.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights right here. scene "scenes/Mechanic/LaserSights03.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, laser sights here. } Rule SurvivorSpottedLaserSightsMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsLaserSights IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsMechanic } Response SurvivorSpottedLaserSightsAutoMechanic { scene "scenes/Mechanic/LaserSights01.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Mechanic/LaserSights02.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights right here. scene "scenes/Mechanic/LaserSights03.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, laser sights here. } Rule SurvivorSpottedLaserSightsAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsLaserSights IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsAutoMechanic } Response SurvivorSpottedMacheteMechanic { scene "scenes/Mechanic/MeleeWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here. scene "scenes/Mechanic/MeleeWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here. } Rule SurvivorSpottedMacheteMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsMachete IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteMechanic } Response SurvivorSpottedMacheteAutoMechanic { scene "scenes/Mechanic/MeleeWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here. scene "scenes/Mechanic/MeleeWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here. } Rule SurvivorSpottedMacheteAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMachete IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteAutoMechanic } Response SurvivorSpottedMagnumMechanic { scene "scenes/Mechanic/LookHere03.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey look at this here. scene "scenes/Mechanic/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Guns right here! scene "scenes/Mechanic/WorldMisc09.vcd" then any _SpotStuffResponse foo:0 0.01 //Here we go. } Rule SurvivorSpottedMagnumMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsMagnum IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumMechanic } Response SurvivorSpottedMagnumAutoMechanic { scene "scenes/Mechanic/LookHere03.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey look at this here. scene "scenes/Mechanic/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Guns right here! scene "scenes/Mechanic/WorldMisc09.vcd" then any _SpotStuffResponse foo:0 0.01 //Here we go. } Rule SurvivorSpottedMagnumAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMagnum IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumAutoMechanic } Response SurvivorSpottedRifleAutoMechanic2 { scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/PositiveNoise08.vcd" //Alright! scene "scenes/Mechanic/PositiveNoise09.vcd" //Yeah. scene "scenes/Mechanic/Yes05.vcd" //Yeah. } Rule SurvivorSpottedRifleAutoMechanic2 { criteria ConceptPlayerSpotRifle IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedRifleAutoMechanic2 } Response SurvivorSpottedSMGAutoMechanic2 { scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/PositiveNoise08.vcd" //Alright! scene "scenes/Mechanic/PositiveNoise09.vcd" //Yeah. scene "scenes/Mechanic/Yes05.vcd" //Yeah. } Rule SurvivorSpottedSMGAutoMechanic2 { criteria ConceptPlayerSpotSMG IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSMGAutoMechanic2 } Response SurvivorSpottedSniperRifleAutoMechanic2 { scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/PositiveNoise08.vcd" //Alright! scene "scenes/Mechanic/PositiveNoise09.vcd" //Yeah. scene "scenes/Mechanic/Yes05.vcd" //Yeah. } Rule SurvivorSpottedSniperRifleAutoMechanic2 { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSniperRifleAutoMechanic2 } Response SurvivorSpottedtonfaMechanic { scene "scenes/Mechanic/MeleeWeapons10.vcd" then any _SpotStuffResponse foo:0 0.01 //nightstick here... scene "scenes/Mechanic/MeleeWeapons12.vcd" then any _SpotStuffResponse foo:0 0.01 //nightstick here... } Rule SurvivorSpottedtonfaMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto Istonfa IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaMechanic } Response SurvivorSpottedtonfaAutoMechanic { scene "scenes/Mechanic/MeleeWeapons10.vcd" then any _SpotStuffResponse foo:0 0.01 //nightstick here... scene "scenes/Mechanic/MeleeWeapons12.vcd" then any _SpotStuffResponse foo:0 0.01 //nightstick here... } Rule SurvivorSpottedtonfaAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Istonfa IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaAutoMechanic } Response SurvivorSpottedWeaponMechanic { scene "scenes/Mechanic/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Mechanic/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! scene "scenes/Mechanic/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, some guns here! scene "scenes/Mechanic/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Guns right here! } Rule SurvivorSpottedWeaponMechanic { criteria ConceptPlayerSpotPistol IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Response SurvivorSpottedWeaponPistolAutoMechanic { scene "scenes/Mechanic/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Mechanic/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons! scene "scenes/Mechanic/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Hey, some guns here! scene "scenes/Mechanic/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Guns right here! } Rule SurvivorSpottedWeaponPistolAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSecondPistol IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoMechanic } Response SurvivorSpottedWeaponPistolAutoMechanic2 { scene "scenes/Mechanic/NiceShot03.vcd" //Cool. scene "scenes/Mechanic/PositiveNoise08.vcd" //Alright! scene "scenes/Mechanic/PositiveNoise09.vcd" //Yeah. scene "scenes/Mechanic/Yes05.vcd" //Yeah. } Rule SurvivorSpottedWeaponPistolAutoMechanic2 { criteria ConceptPlayerSpotPistol IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoMechanic2 } Rule SurvivorSpottedAmmoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsAmmo IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedAutoShotgunMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsAutoShotgun IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedAutoShotgunAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsAutoShotgun IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedHuntingRifleMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsHuntingRifle IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedHuntingRifleAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsHuntingRifle IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedPumpShotgunMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsPumpShotgun IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedRifleMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsRifle IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedRifle_AK47Mechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsRifle_AK47 IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedRifle_AK47AutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_AK47 IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedRifle_desertMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsRifle_desert IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedRifle_desertAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_desert IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedRifleAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedSecondPistolMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsSecondPistol IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedShotgunMechanic { criteria ConceptPlayerSpotShotgun IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedShotgun_ChromeMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsShotgun_Chrome IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedShotgun_spasMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsShotgun_spas IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedShotgun_spasAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsShotgun_spas IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedSMGMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsSMG IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedSMG_silencedMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsSmg_silenced IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedSMG_silencedAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSmg_silenced IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedSniperRifleMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsSniper_military IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedSniperRifleAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSniper_military IsWorldTalkMechanic _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } Rule SurvivorSpottedWeaponMechanic { criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponMechanic } //-------------------------------------------------------------------------------------------------------------- // ZZZ //-------------------------------------------------------------------------------------------------------------- Rule C2M3AlarmOffNagMechanic { criteria ConceptTalkIdle IsMechanic ChanceToFire50Percent IsNotIncapacitated ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival _auto_IsCoasterStarted _auto_NotTimerLockA _auto_NotTimerLockMechanic _auto_IsCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:8,_auto_TimerLockMechanic:1:11,_auto_TracksOK:0:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaMechanic } Response C2M3Chopper001Mechanic { scene "scenes/Mechanic/WorldC2M4B03.vcd" //It's a helicopter! scene "scenes/Mechanic/WorldC2M4B04.vcd" //A chopper! } Rule C2M3Chopper001Mechanic { criteria ConceptC2M3Chopper001 IsMechanic IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C2M3Chopper001Mechanic }