//-------------------------------------------------------------------------------------------------------------- // NamVet Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NamVetNotPickedUpItem" "NamVetPickedUpItem" "!=1" "required" weight 0 Criterion "IsNamVetFriendlyFire" "worldNamVetFriendlyFire" "1" "required" weight 0 Criterion "IsNotNamVetFriendlyFire" "worldNamVetFriendlyFire" "!=1" "required" weight 0 Criterion "IsNotNamVetFriendlyFireFrancis" "worldNamVetFriendlyFireFrancis" "!=1" "required" weight 0 Criterion "IsNotAskedForCoverNamVet" "NamVetAskForCover" "!=1" "required" weight 0 Criterion "IsNotSaidBattleStationsNamVet" "worldSaidBattleStationsNamVet" "!=1" "required" weight 0 Criterion "IsNotSaidBeenJockeyedNamVet" "SaidBeenJockeyedNamVet" "!=1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankNamVet { scene "scenes/NamVet/blank.vcd" } Response PlayerNiceShotNamVet { scene "scenes/NamVet/NiceShot01.vcd" //Nice shot! scene "scenes/NamVet/NiceShot02.vcd" odds 1 //damn, kid, that was a good shot. scene "scenes/NamVet/NiceShot03.vcd" odds 2 //godDAMN that was a nice shot. scene "scenes/NamVet/NiceShot04.vcd" //Nice shot! scene "scenes/NamVet/NiceShot05.vcd" odds 2 //damn, kid, that was a good shot. scene "scenes/NamVet/NiceShot06.vcd" odds 1 //godDAMN that was a nice shot. scene "scenes/NamVet/NiceShot07.vcd" //Good shot, kid. scene "scenes/NamVet/NiceShot07.vcd" //Good shot, kid. scene "scenes/NamVet/NiceShot08.vcd" //Good shot! scene "scenes/NamVet/NiceShot08.vcd" //Good shot! scene "scenes/NamVet/NiceShot09.vcd" odds 1 //Damn, now that was a shot! scene "scenes/NamVet/NiceShot09.vcd" //Damn, now that was a shot! scene "scenes/NamVet/NiceShot13.vcd" //Nice shooting scene "scenes/NamVet/NiceShot14.vcd" //Nice } Rule PlayerNiceShotNamVet { criteria ConceptPlayerNiceShot IsNotCoughing IsNamVet IssuerClose IsTalk IsTalkNamVet ChanceToFire30Percent Response PlayerNiceShotNamVet } Response PlayerRemarkFarm05_path09BNamVet { scene "scenes/NamVet/WorldFarmHouse0502.vcd" then any Farm05_Path09C foo:0 0.05 //The honest to God military! scene "scenes/NamVet/blank.vcd" then any Farm05_Path09C foo:0 0.05 // scene "scenes/NamVet/blank.vcd" then any Farm05_Path09C foo:0 0.05 // } Rule PlayerRemarkFarm05_path09BNamVet { criteria ConceptRemark IsNamVet IsFarm05_path09 IsNotSaidFarm05_Path09 IsSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 Response PlayerRemarkFarm05_path09BNamVet } Response PlayerRemarkFarm05_path09CNamVet { scene "scenes/NamVet/WorldFarmHouse0502.vcd" //The honest to God military! } Rule PlayerRemarkFarm05_path09CNamVet { criteria ConceptFarm05_Path09C IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 Response PlayerRemarkFarm05_path09CNamVet } Response ReviveMeINterruptedNamVet { scene "scenes/NamVet/ReactionStartled01.vcd" //Whoah! scene "scenes/NamVet/Swears08.vcd" //Dammit. } Rule ReviveMeINterruptedNamVet { criteria ConceptReviveMeInterrupted IsNamVet ApplyContext "ReviveInterrupt:1:2" applycontexttoworld Response ReviveMeINterruptedNamVet } Response SurvivorMournFrancisNamVet { scene "scenes/NamVet/GriefBiker01.vcd" //Ah, not Francis scene "scenes/NamVet/GriefBiker02.vcd" //Christ, I'm gonna miss that son of a bitch. scene "scenes/NamVet/GriefBiker03.vcd" //I am going to miss that man and his gun } Rule SurvivorMournFrancisNamVet { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsNamVet IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkNamVet IsNotIncapacitated Response SurvivorMournFrancisNamVet } Response SurvivorMournLouisNamVet { scene "scenes/NamVet/GriefManager01.vcd" //Ah, Louis. scene "scenes/NamVet/GriefManager02.vcd" //Louis didn't make it. Ah, Christ. } Rule SurvivorMournLouisNamVet { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsNamVet IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkNamVet IsNotIncapacitated Response SurvivorMournLouisNamVet } Response SurvivorMournZoeyNamVet { scene "scenes/NamVet/GriefFemaleGeneric01.vcd" //She's dead! scene "scenes/NamVet/GriefFemaleGeneric02.vcd" //Ah Christ, she's dead! scene "scenes/NamVet/GriefFemaleGeneric04.vcd" //Goddamit, she didn't make it. scene "scenes/NamVet/GriefTeengirl01.vcd" //Ah not Zoey scene "scenes/NamVet/GriefTeengirl02.vcd" //Ah jesus. What a waste. scene "scenes/NamVet/GriefTeengirl03.vcd" //One of those sick sons of bitches just sealed all a' their death warrants. } Rule SurvivorMournZoeyNamVet { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsNamVet IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkNamVet IsNotIncapacitated Response SurvivorMournZoeyNamVet } //-------------------------------------------------------------------------------------------------------------- // At Top //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkFarm01_path09NamVet { scene "scenes/NamVet/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/NamVet/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house! } Rule PlayerRemarkFarm01_path09NamVet { criteria ConceptRemark IsNamVet IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1500 ApplyContext "SaidFarm01_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09NamVet } Response PlayerRemarkSmalltown03_path14NamVet { scene "scenes/NamVet/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! } Rule PlayerRemarkSmalltown03_path14NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown03_path14:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14NamVet } //-------------------------------------------------------------------------------------------------------------- // AutoResponder //-------------------------------------------------------------------------------------------------------------- Response ThanksGotItemNamVet { scene "scenes/NamVet/Thanks02.vcd" //appreciate that. scene "scenes/NamVet/Thanks03.vcd" odds 5 //Eh, you're a good kid. scene "scenes/NamVet/Thanks04.vcd" //Thanks. scene "scenes/NamVet/Thanks09.vcd" //'ppreciate it. } Rule ThanksGotItemNamVet { criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsNamVet IsTalk IsTalkNamVet Response ThanksGotItemNamVet } //-------------------------------------------------------------------------------------------------------------- // AwardSpeech //-------------------------------------------------------------------------------------------------------------- Response HealThanksNamVet { scene "scenes/NamVet/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks. scene "scenes/NamVet/Thanks05.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thank you. scene "scenes/NamVet/Thanks06.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks a lot. scene "scenes/NamVet/Thanks07.vcd" predelay ".2,.5" //I owe ya one. scene "scenes/NamVet/Thanks08.vcd" predelay ".2,.5" //That's one I owe you. scene "scenes/NamVet/Thanks11.vcd" predelay ".2,.5" //That wasn't necessary, but thanks. } Rule HealThanksNamVet { criteria ConceptHealedByFriend IsNotCoughing IsNamVet IsTalk IsTalkNamVet SubjectIsNotNamVet ApplyContext "TalkNamVet:1:2" Response HealThanksNamVet } Response ReviveThanksNamVet { scene "scenes/NamVet/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks. scene "scenes/NamVet/Thanks05.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thank you. scene "scenes/NamVet/Thanks06.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks a lot. scene "scenes/NamVet/Thanks07.vcd" predelay ".2,.5" //I owe ya one. scene "scenes/NamVet/Thanks08.vcd" predelay ".2,.5" //That's one I owe you. scene "scenes/NamVet/Thanks11.vcd" predelay ".2,.5" //That wasn't necessary, but thanks. } Rule ReviveThanksNamVet { criteria ConceptRevivedByFriend IsNotCoughing IsNamVet ApplyContext "TalkNamVet:1:2" Response ReviveThanksNamVet } Response ReviveThanksLouisNamVet { scene "scenes/NamVet/ToTheRescueThanks02.vcd" predelay ".2,.5" //Thanks for that. } Rule ReviveThanksLouisNamVet { criteria ConceptRevivedByFriend IsNotCoughing IsNamVet SubjectIsManager ChanceToFire30Percent ApplyContext "TalkNamVet:1:2" Response ReviveThanksLouisNamVet } //-------------------------------------------------------------------------------------------------------------- // Bots //-------------------------------------------------------------------------------------------------------------- Response AutoYouAreWelcomeNamVet { scene "scenes/NamVet/YouAreWelcome01.vcd" //Sure thing. scene "scenes/NamVet/YouAreWelcome02.vcd" //Well, you're welcome. scene "scenes/NamVet/YouAreWelcome04.vcd" //Hey, no problem scene "scenes/NamVet/YouAreWelcome05.vcd" //No problem. scene "scenes/NamVet/YouAreWelcome08.vcd" //Sure thing, kid. scene "scenes/NamVet/YouAreWelcome10.vcd" //Yeah, yeah, yeah. scene "scenes/NamVet/YouAreWelcome11.vcd" //Don't get too used to it. scene "scenes/NamVet/YouAreWelcome12.vcd" //Don't mention it. scene "scenes/NamVet/YouAreWelcome14.vcd" odds 5 //Yeah, okay, it don't mean we're married now scene "scenes/NamVet/YouAreWelcome15.vcd" odds 5 //Don't expect a hug } Rule AutoYouAreWelcomeNamVet { criteria ConceptYouWelcome IsNotCoughing IsNamVet IsTalk IsTalkNamVet TimeSinceGroupInCombat05 IsNotSpeaking Response AutoYouAreWelcomeNamVet } Response BotAttentionBattleNamVet { scene "scenes/NamVet/AskReady02.vcd" //Ready? scene "scenes/NamVet/AskReady03.vcd" odds 5 //Ready for this? } Rule BotAttentionBattleNamVet { criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing IsNamVet IsNotBotAttention IsTalk IsTalkNamVet IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20 ApplyContext "SaidBotAttention:1:30" applycontexttoworld Response BotAttentionBattleNamVet } Response BotHurrahAlsoNamVet { scene "scenes/NamVet/Hurrah20.vcd" //You people are gettin' good. scene "scenes/NamVet/ReactionPositive05.vcd" //[chuckles and giggles] scene "scenes/NamVet/ReactionPositive10.vcd" //Out standing } Rule BotHurrahAlsoNamVet { criteria ConceptHurrahAlso IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSaidHurrahAlso IsBotIsAvailable ApplyContext "SaidHurrahAlso:1:5" applycontexttoworld Response BotHurrahAlsoNamVet } Response BotPlayer.YourWelcomeNamVet { scene "scenes/NamVet/YouAreWelcome01.vcd" predelay "1,3.5" //Sure thing. scene "scenes/NamVet/YouAreWelcome02.vcd" predelay "1,3.5" //Well, you're welcome. scene "scenes/NamVet/YouAreWelcome04.vcd" predelay "1,3.5" //Hey, no problem scene "scenes/NamVet/YouAreWelcome05.vcd" predelay "1,3.5" //No problem. scene "scenes/NamVet/YouAreWelcome08.vcd" predelay "1,3.5" //Sure thing, kid. scene "scenes/NamVet/YouAreWelcome10.vcd" predelay "1,3.5" //Yeah, yeah, yeah. scene "scenes/NamVet/YouAreWelcome11.vcd" predelay "1,3.5" //Don't get too used to it. scene "scenes/NamVet/YouAreWelcome12.vcd" predelay "1,3.5" //Don't mention it. scene "scenes/NamVet/YouAreWelcome14.vcd" predelay "1,3.5"odds 5 //Yeah, okay, it don't mean we're married now scene "scenes/NamVet/YouAreWelcome15.vcd" predelay "1,3.5"odds 5 //Don't expect a hug } Rule BotPlayer.YourWelcomeNamVet { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response BotPlayer.YourWelcomeNamVet } Response BotReassureComingNamVet { scene "scenes/NamVet/Yes02.vcd" predelay "1,3.5" //Roger that. scene "scenes/NamVet/Yes03.vcd" predelay "1,3.5" //Yeah. scene "scenes/NamVet/Yes04.vcd" predelay "1,3.5" //Okay. scene "scenes/NamVet/Yes05.vcd" predelay "1,3.5" //Yes. scene "scenes/NamVet/Yes06.vcd" predelay "1,3.5" //Affirmative. } Rule BotReassureComingNamVet { criteria ConceptSurvivorBotReassureComing IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response BotReassureComingNamVet } Response BotReassureNearbyNamVet { scene "scenes/NamVet/ImWithYou01.vcd" predelay "1,3.5" //I got your six. scene "scenes/NamVet/ImWithYou02.vcd" predelay "1,3.5" //Right behind you. scene "scenes/NamVet/ImWithYou03.vcd" predelay "1,3.5" //I'm with ya. scene "scenes/NamVet/ImWithYou04.vcd" predelay "1,3.5" //I got your back. scene "scenes/NamVet/ImWithYou05.vcd" predelay "1,3.5" //I'm right behind you. scene "scenes/NamVet/ImWithYou06.vcd" predelay "1,3.5" //Right behind you. } Rule BotReassureNearbyNamVet { criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response BotReassureNearbyNamVet } Response BotYesReadyNamVet { scene "scenes/NamVet/Yes02.vcd" predelay "1,3.5" //Roger that. scene "scenes/NamVet/Yes03.vcd" predelay "1,3.5" //Yeah. scene "scenes/NamVet/Yes04.vcd" predelay "1,3.5" //Okay. scene "scenes/NamVet/Yes05.vcd" predelay "1,3.5" //Yes. scene "scenes/NamVet/Yes06.vcd" predelay "1,3.5" //Affirmative. } Rule BotYesReadyNamVet { criteria ConceptSurvivorBotYesReady IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response BotYesReadyNamVet } //-------------------------------------------------------------------------------------------------------------- // Call For Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerCallForRescueNamVet { speak "Player.NamVet_CallForRescue01" noscene //Anybody out there? speak "Player.NamVet_CallForRescue01" noscene //Anybody out there? speak "Player.NamVet_CallForRescue02" noscene //Come on people, let me out! speak "Player.NamVet_CallForRescue05" noscene //Can anyone hear me? speak "Player.NamVet_CallForRescue06" noscene //Let me out! speak "Player.NamVet_CallForRescue07" noscene //Hey! Can anybody hear me? speak "Player.NamVet_CallForRescue08" noscene //Get over here and let me out! speak "Player.NamVet_CallForRescue09" noscene //God dammit, I'm trapped in here! speak "Player.NamVet_CallForRescue10" noscene //I can't see a damn thing in here. Let me out! speak "Player.NamVet_CallForRescue11" noscene //This is such horseshit. Is anybody even out there? speak "Player.NamVet_CallForRescue12" noscene //I know you can hear me, goddammit. Let me the hell out! speak "Player.NamVet_LostCall01" noscene //Hello? speak "Player.NamVet_LostCall06" noscene //Hello? speak "Player.NamVet_LostCall08" noscene //Anybody out there? speak "Player.NamVet_LostCall09" noscene //Is anyone out there? } Rule PlayerCallForRescueNamVet { criteria ConceptCallForRescue IsNamVet IsTalk IsTalkNamVet Response PlayerCallForRescueNamVet } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Finale //-------------------------------------------------------------------------------------------------------------- Response CrashFinaleGenerator2OnSpkNamVet { scene "scenes/NamVet/ReactionPositive10.vcd" //Out standing } Rule CrashFinaleGenerator2OnSpkNamVet { criteria ConceptCrashFinaleGenerator2OnSpk IsNamVet Response CrashFinaleGenerator2OnSpkNamVet } Response CrashFinaleGenerator2SpeakNamVet { scene "scenes/NamVet/CoverMe04.vcd" then self CrashFinaleGeneratorSpeakN foo:0 0.2 //Watch my back. } Rule CrashFinaleGenerator2SpeakNamVet { criteria ConceptCrashFinaleGenerator2Speak IsNamVet Response CrashFinaleGenerator2SpeakNamVet } Response CrashFinaleGeneratorSpeakNamVet { scene "scenes/NamVet/CoverMe04.vcd" then self CrashFinaleGeneratorSpeakN foo:0 0.2 //Watch my back. } Rule CrashFinaleGeneratorSpeakNamVet { criteria ConceptCrashFinaleGeneratorSpeak IsNamVet Response CrashFinaleGeneratorSpeakNamVet } Response CrashFinaleGeneratorSpeakNNamVet { scene "scenes/NamVet/GoingToDie05.vcd" //I'm gettin' too old for this horseshit. scene "scenes/NamVet/Sorry11.vcd" //Ah, hell, I'm gettin too old for this shit } Rule CrashFinaleGeneratorSpeakNNamVet { criteria ConceptCrashFinaleGeneratorSpeakN IsNamVet Response CrashFinaleGeneratorSpeakNNamVet } Response CrashFinaleGenUnPressSpeakNamVet { scene "scenes/NamVet/Swears16.vcd" //Ah shit. } Rule CrashFinaleGenUnPressSpeakNamVet { criteria ConceptCrashFinaleGeneratorUnPressSpeak IsNamVet Response CrashFinaleGenUnPressSpeakNamVet } Response CrashFinaleTruckNagNamVet { scene "scenes/NamVet/ArriveTruck01.vcd" //Get to the truck! MOVE! scene "scenes/NamVet/ArriveTruck02.vcd" //Get to the truck! } Rule CrashFinaleTruckNagNamVet { criteria ConceptTalkIdle IsNamVet IsNotCoughing IsCrashFinaleTruckReady NotCrashFinaleTruckNagPaused ChanceToFire60Percent NotNagCrashNamVet NotSurvivalMode ApplyContext "CrashFinaleTruckNagPaused:1:6,NagCrashNamVet:1:11" applycontexttoworld Response CrashFinaleTruckNagNamVet } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Info Remarkable //-------------------------------------------------------------------------------------------------------------- Response CrashCourseR05NamVet { scene "scenes/NamVet/Generic24.vcd" //You know who's gonna survive this mess, Francis? It ain't the fella makin' jokes. scene "scenes/NamVet/Generic27.vcd" //Speak up, Francis. Your voice got all muffled from yer head being so far up yer ass. } Rule CrashCourseR05NamVet { criteria ConceptCrashCourseR05 IsNamVet Response CrashCourseR05NamVet } Response PlayerRemarkcrashcourse01_path25NamVet { scene "scenes/NamVet/WorldFarmHouse0207.vcd" //Safe house in here! } Rule PlayerRemarkcrashcourse01_path25NamVet { criteria ConceptRemark IsNamVet Iscrashcourse01_path25 IsNotSaidcrashcourse01_path25 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 NotSaidCrash01SafeHouse ApplyContext "Saidcrashcourse01_path25:1:0,SaidCrash01SafeHouse:1:250" applycontexttoworld Response PlayerRemarkcrashcourse01_path25NamVet } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Intro //-------------------------------------------------------------------------------------------------------------- Response IntroCrashR25NamVet { scene "scenes/NamVet/Laughter10.vcd" then Biker IntroCrashR26 foo:0 -0.5 // } Rule IntroCrashR25NamVet { criteria ConceptIntroCrashR25 IsNamVet Response IntroCrashR25NamVet } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Lots Intro //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkcrashcourse02_startaNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerRemarkcrashcourse02_startaNamVet { criteria ConceptRemark IsNamVet Iscrashcourse02_starta NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaNamVet } Rule PlayerRemarkcrashcourse02_startbNamVet { criteria ConceptRemark IsNamVet Iscrashcourse02_startb NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaNamVet } Rule PlayerRemarkcrashcourse02_startcNamVet { criteria ConceptRemark IsNamVet Iscrashcourse02_startc NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaNamVet } Rule PlayerRemarkcrashcourse02_startdNamVet { criteria ConceptRemark IsNamVet Iscrashcourse02_startd NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaNamVet } //-------------------------------------------------------------------------------------------------------------- // Farm Intro //-------------------------------------------------------------------------------------------------------------- Response IntroFarm3NamVet { scene "scenes/NamVet/WorldFarmHouseIntro02.vcd" then any IntroFarm4 foo:0 0.05 //We just need to find the train tracks and then follow 'em. } Rule IntroFarm3NamVet { criteria ConceptIntroFarm3 IsNamVet ApplyContext "talk:1:6" applycontexttoworld Response IntroFarm3NamVet } Response IntroFarm4NamVet { scene "scenes/NamVet/GenericResponses09.vcd" //Allright, then, let's do it. } Rule IntroFarm4NamVet { criteria ConceptIntroFarm4 IsNamVet ApplyContext "talk:1:4" applycontexttoworld Response IntroFarm4NamVet } //-------------------------------------------------------------------------------------------------------------- // FaultSpeech //-------------------------------------------------------------------------------------------------------------- Response SurvivorBoomerBlunderNamVet { scene "scenes/NamVet/Sorry02.vcd" predelay "1,2" //I am sorry. scene "scenes/NamVet/Sorry07.vcd" predelay "1,2" //Sorry about that. } Rule SurvivorBoomerBlunderNamVet { criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsNamVet IsHealthy IsTalk IsTalkNamVet Response SurvivorBoomerBlunderNamVet } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response SurvivorFinaleTriggeredBoatNamVet { scene "scenes/NamVet/RadioUsedBoat01.vcd" predelay ".5,1" //Rescue boat's on its way. Now we gotta hold out. scene "scenes/NamVet/RadioUsedGeneric05.vcd" predelay ".5,1" //Listen up: rescue's on the way. We gotta hold out til they get here. } Rule SurvivorFinaleTriggeredBoatNamVet { criteria ConceptFinaleTriggered IsTriggeredByNamVet ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkNamVet IsNamVet IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredBoatNamVet } Response SurvivorFinaleTriggeredFarmNamVet { scene "scenes/NamVet/RadioUsedGeneric01.vcd" predelay ".5,1" //Allright, people, help is on the way. Let's dig in. scene "scenes/NamVet/RadioUsedGeneric02.vcd" predelay ".5,1" //Okay, people, listen up: Help is on its way. We're almost out of this. scene "scenes/NamVet/RadioUsedTruck01.vcd" predelay ".5,1" //Listen up, there's a truck coming for us, so let's make sure we're alive to meet it. } Rule SurvivorFinaleTriggeredFarmNamVet { criteria ConceptFinaleTriggered IsTriggeredByNamVet ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkNamVet IsNamVet IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredFarmNamVet } Response SurvivorFinaleTriggeredRooftopNamVet { scene "scenes/NamVet/RadioUsedChopper01.vcd" predelay ".5,1" //I called the chopper } Rule SurvivorFinaleTriggeredRooftopNamVet { criteria ConceptFinaleTriggered IsTriggeredByNamVet ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkNamVet IsNamVet IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredRooftopNamVet } Response SurvivorFinalVehicleBoatNamVet { scene "scenes/NamVet/ArriveBoat01.vcd" then any EmphaticArriveRun foo:0 0 //Run to the boat! scene "scenes/NamVet/ArriveBoat02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the Boat! scene "scenes/NamVet/ArriveBoat03.vcd" then any EmphaticArriveRun foo:0 0 //To the boat! MOVE! scene "scenes/NamVet/ArriveBoat04.vcd" then any EmphaticArriveRun foo:0 0 //Haul ass to that boat! RUN! } Rule SurvivorFinalVehicleBoatNamVet { criteria ConceptGetToVehicle IsNamVet ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3" applycontexttoworld Response SurvivorFinalVehicleBoatNamVet } Response SurvivorFinalVehicleFarmNamVet { scene "scenes/NamVet/ArriveTruck01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the truck! MOVE! scene "scenes/NamVet/ArriveTruck02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the truck! scene "scenes/NamVet/ArriveTruck03.vcd" then any EmphaticArriveRun foo:0 0 //Get to that truck on the double! GO! GO! GO! scene "scenes/NamVet/ArriveTruck04.vcd" then any EmphaticArriveRun foo:0 0 //The truck's waitin'. RUN! } Rule SurvivorFinalVehicleFarmNamVet { criteria ConceptGetToVehicle IsNamVet ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleFarmNamVet } Response SurvivorFinalVehicleFarmSpottedNamVet { scene "scenes/NamVet/ArriveTruckInitial01.vcd" then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go! scene "scenes/NamVet/ArriveTruckInitial02.vcd" then any EmphaticArriveRunFarm foo:0 0 //The truck has arrived! Let's move out, people! } Rule SurvivorFinalVehicleFarmSpottedNamVet { criteria ConceptFinalVehicleSpotted IsNamVet ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleFarmSpottedNamVet } Response SurvivorFinalVehicleRooftopNamVet { scene "scenes/NamVet/ArriveChopper01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the chopper! GO! scene "scenes/NamVet/ArriveChopper02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the chopper! scene "scenes/NamVet/ArriveChopper03.vcd" then any EmphaticArriveRun foo:0 0 //To the chopper. Come on, MOVE IT, MOVE IT, MOVE IT! scene "scenes/NamVet/ArriveChopper04.vcd" then any EmphaticArriveRun foo:0 0 //Get to the LZ! } Rule SurvivorFinalVehicleRooftopNamVet { criteria ConceptGetToVehicle IsNamVet ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5" applycontexttoworld Response SurvivorFinalVehicleRooftopNamVet } Response SurvivorFinalVehicleRunwayNamVet { scene "scenes/NamVet/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Everyone on the plane! PRONTO! scene "scenes/NamVet/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane! scene "scenes/NamVet/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane! scene "scenes/NamVet/ArrivePlane03.vcd" then any EmphaticArriveRun foo:0 0 //Into the plane. Hustle it, people! scene "scenes/NamVet/ArrivePlane03.vcd" then any EmphaticArriveRun foo:0 0 //Into the plane. Hustle it, people! } Rule SurvivorFinalVehicleRunwayNamVet { criteria ConceptGetToVehicle IsNamVet isrunway IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleRunwayNamVet } Response SurvivorFinalVehicleSpottedBoatNamVet { scene "scenes/NamVet/ArriveBoatInitial01.vcd" then any EmphaticArriveRun foo:0 0 //That's the boat! Time to bug out! scene "scenes/NamVet/ArriveBoatInitial02.vcd" then any EmphaticArriveRun foo:0 0 //Allright, the boat's here! Let's go! } Rule SurvivorFinalVehicleSpottedBoatNamVet { criteria ConceptFinalVehicleSpotted IsNamVet ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedBoatNamVet } Response SurvivorFinalVehicleSpottedRooftopNamVet { scene "scenes/NamVet/ArriveChopperInitial01.vcd" then any EmphaticArriveRun foo:0 0 //Our chopper's here! Let's get the hell out of dodge. scene "scenes/NamVet/ArriveChopperInitial02.vcd" then any EmphaticArriveRun foo:0 0 //The bird's here! Let's go! } Rule SurvivorFinalVehicleSpottedRooftopNamVet { criteria ConceptFinalVehicleSpotted IsNamVet ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedRooftopNamVet } Response SurvivorFinalVehicleSpottedRunwayNamVet { scene "scenes/NamVet/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane! scene "scenes/NamVet/ArrivePlane03.vcd" then any EmphaticArriveRun foo:0 0 //Into the plane. Hustle it, people! } Rule SurvivorFinalVehicleSpottedRunwayNamVet { criteria ConceptFinalVehicleSpotted IsNamVet ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedRunwayNamVet } //-------------------------------------------------------------------------------------------------------------- // General Responses //-------------------------------------------------------------------------------------------------------------- Response ResponseLoudDispleasureSwearNamVet { scene "scenes/NamVet/Swears03.vcd" predelay "0.1,0.7" //Son of a bitch. scene "scenes/NamVet/Swears04.vcd" predelay "0.1,0.7" //Bull-frickin-horseshit. scene "scenes/NamVet/Swears09.vcd" predelay "0.1,0.7" //God DAMMIT. scene "scenes/NamVet/Swears12.vcd" predelay "0.1,0.7" //Ah shit. } Rule ResponseLoudDispleasureSwearNamVet { criteria ConceptPanicEvent IsNamVet IsNotCoughing IsTalk IsTalkNamVet ChanceToFire60Percent Response ResponseLoudDispleasureSwearNamVet } Response ResponseSoftDispleasureSwearNamVet { scene "scenes/NamVet/ReactionApprehensive01.vcd" //I have a bad feeling about this scene "scenes/NamVet/ReactionApprehensive04.vcd" //I do not like this one bit. scene "scenes/NamVet/ReactionNegative01.vcd" //Uh oh scene "scenes/NamVet/ReactionNegative02.vcd" //Christ scene "scenes/NamVet/ReactionNegative03.vcd" //Gee-zus scene "scenes/NamVet/Swears03.vcd" //Son of a bitch. scene "scenes/NamVet/Swears07.vcd" //Ah hell. scene "scenes/NamVet/Swears08.vcd" //Dammit. scene "scenes/NamVet/Swears16.vcd" //Ah shit. scene "scenes/NamVet/Swears19.vcd" //What a crock a' shit... } Rule ResponseSoftDispleasureSwearNamVet { criteria ConceptResponseSoftDispleasureSwear IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IssuerMediumClose Response ResponseSoftDispleasureSwearNamVet } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorAskForHealthNamVet { scene "scenes/NamVet/blank.vcd" then Subject AskForHealth foo:0 0 // } Rule SurvivorAskForHealthNamVet { criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsSubjectNear400 NoHasPainPills NoHasFirstAidKit IsNotHealthyHalf NotInCombat IsNotSaidAskForHealth ApplyContext "SaidAskForHealth:1:10" applycontexttoworld Response SurvivorAskForHealthNamVet } Response SurvivorAskFrancisForHealthNamVet { scene "scenes/NamVet/PlayerSuggestHealthSpecific01.vcd" //Francis, buddy, you gonna use that health kit? } Rule SurvivorAskFrancisForHealthNamVet { criteria ConceptAskForHealth2 IsNamVet SubjectIsBiker IsSubjectNear400 Response SurvivorAskFrancisForHealthNamVet } Response SurvivorAskLouisForHealthNamVet { scene "scenes/NamVet/PlayerSuggestHealthSpecific03.vcd" //Louis, mind givin' an old man your health kit? } Rule SurvivorAskLouisForHealthNamVet { criteria ConceptAskForHealth2 IsNamVet SubjectIsManager IsSubjectNear400 Response SurvivorAskLouisForHealthNamVet } Response SurvivorAskZoeyForHealthNamVet { scene "scenes/NamVet/PlayerSuggestHealthSpecific02.vcd" //Zoey, can you spare me a health kit? } Rule SurvivorAskZoeyForHealthNamVet { criteria ConceptAskForHealth2 IsNamVet SubjectIsTeenGirl IsSubjectNear400 Response SurvivorAskZoeyForHealthNamVet } Response SurvivorFrancisHealthHereNamVet { scene "scenes/NamVet/blank.vcd" then From AskForHealth2 foo:0 0 // } Rule SurvivorFrancisHealthHereNamVet { criteria ConceptAskForHealth IsNotCoughing IsNamVet IsTalk IsTalkNamVet YesHasFirstAidKit IsHealthyHalf Response SurvivorFrancisHealthHereNamVet } Response SurvivorSpottedAmmoNamVet { scene "scenes/NamVet/SpotAmmo01.vcd" //Ammo here! } Rule SurvivorSpottedAmmoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsWorldTalkNamVet IsAmmo ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoNamVet } Response SurvivorSpottedFrancisCloseNamVet { scene "scenes/NamVet/NameFrancis03.vcd" //Francis (quiet) } Rule SurvivorSpottedFrancisCloseNamVet { criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsBiker IsBikerNear400 Response SurvivorSpottedFrancisCloseNamVet } Response SurvivorSpottedFrancisClose2NamVet { scene "scenes/NamVet/NameFrancis03.vcd" //Francis (quiet) } Rule SurvivorSpottedFrancisClose2NamVet { criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsBiker IsBikerNear400 Response SurvivorSpottedFrancisClose2NamVet } Response SurvivorSpottedFrancisFarNamVet { scene "scenes/NamVet/NameFrancis01.vcd" //Francis! (loud) } Rule SurvivorSpottedFrancisFarNamVet { criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsBiker IsBikerFar400 Response SurvivorSpottedFrancisFarNamVet } Response SurvivorSpottedGrenadeNamVet { scene "scenes/NamVet/SpotGrenades04.vcd" //Pipebomb over here! scene "scenes/NamVet/SpotGrenades05.vcd" //Pipebomb! } Rule SurvivorSpottedGrenadeNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsPipeBomb ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeNamVet } Response SurvivorSpottedGrenadeAutoNamVet { scene "scenes/NamVet/SpotGrenades04.vcd" //Pipebomb over here! scene "scenes/NamVet/SpotGrenades05.vcd" //Pipebomb! } Rule SurvivorSpottedGrenadeAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsPipeBomb IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoNamVet } Response SurvivorSpottedGrenadeAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedGrenadeAutoNamVet2 { criteria ConceptPlayerSpotGrenade IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoNamVet2 } Response SurvivorSpottedHealthNamVet { scene "scenes/NamVet/SpotFirstAid01.vcd" //First Aid Kit here! scene "scenes/NamVet/SpotFirstAid02.vcd" //First Aid here! scene "scenes/NamVet/SpotFirstAid03.vcd" //First aid kit! scene "scenes/NamVet/SpotFirstAid04.vcd" //First aid kit over here! scene "scenes/NamVet/SpotFirstAid05.vcd" //Health pack here! } Rule SurvivorSpottedHealthNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsFirstAidKit ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthNamVet } Response SurvivorSpottedHealthAutoNamVet { scene "scenes/NamVet/SpotFirstAid01.vcd" //First Aid Kit here! scene "scenes/NamVet/SpotFirstAid02.vcd" //First Aid here! scene "scenes/NamVet/SpotFirstAid03.vcd" //First aid kit! scene "scenes/NamVet/SpotFirstAid04.vcd" //First aid kit over here! scene "scenes/NamVet/SpotFirstAid05.vcd" //Health pack here! } Rule SurvivorSpottedHealthAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsFirstAidKit IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoNamVet } Response SurvivorSpottedHealthAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedHealthAutoNamVet2 { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoNamVet2 } Response SurvivorSpottedLouisCloseNamVet { scene "scenes/NamVet/NameLouis03.vcd" //Louis (quiet) } Rule SurvivorSpottedLouisCloseNamVet { criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsManager IsManagerNear400 Response SurvivorSpottedLouisCloseNamVet } Response SurvivorSpottedLouisClose2NamVet { scene "scenes/NamVet/NameLouis03.vcd" //Louis (quiet) } Rule SurvivorSpottedLouisClose2NamVet { criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsManager IsManagerNear400 Response SurvivorSpottedLouisClose2NamVet } Response SurvivorSpottedLouisFarNamVet { scene "scenes/NamVet/NameLouis01.vcd" //Louis! (loud) } Rule SurvivorSpottedLouisFarNamVet { criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsManager IsManagerFar400 Response SurvivorSpottedLouisFarNamVet } Response SurvivorSpottedMolotovNamVet { scene "scenes/NamVet/SpotGrenades02.vcd" //Molotov over here! scene "scenes/NamVet/SpotGrenades03.vcd" //Molotov! } Rule SurvivorSpottedMolotovNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsMolotov ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovNamVet } Response SurvivorSpottedMolotovAutoNamVet { scene "scenes/NamVet/SpotGrenades02.vcd" //Molotov over here! scene "scenes/NamVet/SpotGrenades03.vcd" //Molotov! } Rule SurvivorSpottedMolotovAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsMolotov IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoNamVet } Response SurvivorSpottedMolotovAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedMolotovAutoNamVet2 { criteria ConceptPlayerSpotMolotov IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoNamVet2 } Response SurvivorSpottedPillsNamVet { scene "scenes/NamVet/SpotPills01.vcd" //Pills here! } Rule SurvivorSpottedPillsNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsPainPills ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsNamVet } Response SurvivorSpottedPillsAutoNamVet { scene "scenes/NamVet/SpotPills01.vcd" //Pills here! } Rule SurvivorSpottedPillsAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsPainPills IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoNamVet } Response SurvivorSpottedPillsAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedPillsAutoNamVet2 { criteria ConceptPlayerSpotPills IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoNamVet2 } Response SurvivorSpottedWorldCloseNamVet { scene "scenes/NamVet/LookHere02.vcd" //Look at this. scene "scenes/NamVet/LookHere03.vcd" //Look over here. scene "scenes/NamVet/LookHere04.vcd" //You're gonna want to see this. } Rule SurvivorSpottedWorldCloseNamVet { criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto Response SurvivorSpottedWorldCloseNamVet } Response SurvivorSpottedZoeyCloseNamVet { scene "scenes/NamVet/NameZoey03.vcd" //Zoey (quiet) } Rule SurvivorSpottedZoeyCloseNamVet { criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400 Response SurvivorSpottedZoeyCloseNamVet } Response SurvivorSpottedZoeyClose2NamVet { scene "scenes/NamVet/NameZoey03.vcd" //Zoey (quiet) } Rule SurvivorSpottedZoeyClose2NamVet { criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400 Response SurvivorSpottedZoeyClose2NamVet } Response SurvivorSpottedZoeyFarNamVet { scene "scenes/NamVet/NameZoey01.vcd" //Zoey! (loud) } Rule SurvivorSpottedZoeyFarNamVet { criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlFar400 Response SurvivorSpottedZoeyFarNamVet } Rule SurvivorSpottedAmmoAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsAmmo IsNotInSafeSpot IsWorldTalkNamVet IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoNamVet } //-------------------------------------------------------------------------------------------------------------- // Item Spotted Creshendo //-------------------------------------------------------------------------------------------------------------- Response SurvivorMovingToBattleStationNamVet { scene "scenes/NamVet/AnswerReady01.vcd" //Ready. scene "scenes/NamVet/AnswerReady02.vcd" //Good to go. scene "scenes/NamVet/AnswerReady03.vcd" //I'm ready. scene "scenes/NamVet/AnswerReady04.vcd" //I said I'm ready! } Rule SurvivorMovingToBattleStationNamVet { criteria ConceptBotMovingToBattleStation IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSaidCreshendoStartNear IsNotSaidBattleStationsNamVet ApplyContext "SaidBattleStationsNamVet:1:30" applycontexttoworld Response SurvivorMovingToBattleStationNamVet } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedBoomerNamVet { scene "scenes/NamVet/WarnBoomer01.vcd" //BOOMER! scene "scenes/NamVet/WarnBoomer02.vcd" //BOOMER! scene "scenes/NamVet/WarnBoomer03.vcd" //BOOMER! } Rule SurvivorSpottedBoomerNamVet { criteria ConceptPlayerWarnBoomer IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerNamVet } Response SurvivorSpottedHunterNamVet { scene "scenes/NamVet/WarnHunter01.vcd" //HUNTER! scene "scenes/NamVet/WarnHunter02.vcd" //HUNTER! scene "scenes/NamVet/WarnHunter03.vcd" //HUNTER! } Rule SurvivorSpottedHunterNamVet { criteria ConceptPlayerWarnHunter IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterNamVet } Response SurvivorSpottedInfectedNamVet { scene "scenes/NamVet/Incoming01.vcd" //Here they come! scene "scenes/NamVet/Incoming03.vcd" //INCOMING! scene "scenes/NamVet/Incoming04.vcd" odds 1 //Bookoo crazies inbound! scene "scenes/NamVet/Incoming05.vcd" //HERE THEY COME! scene "scenes/NamVet/Incoming07.vcd" //INCOMING! } Rule SurvivorSpottedInfectedNamVet { criteria ConceptPlayerIncoming IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorSpottedInfectedNamVet } Response SurvivorSpottedSmokerNamVet { scene "scenes/NamVet/WarnSmoker01.vcd" //SMOKER! scene "scenes/NamVet/WarnSmoker02.vcd" //SMOKER! scene "scenes/NamVet/WarnSmoker03.vcd" //SMOKER! scene "scenes/NamVet/WarnSmoker04.vcd" //SMOKER! } Rule SurvivorSpottedSmokerNamVet { criteria ConceptPlayerWarnSmoker IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerNamVet } Response SurvivorSpottedTankNamVet { scene "scenes/NamVet/WarnTank01.vcd" //TANK! scene "scenes/NamVet/WarnTank02.vcd" //TANK! scene "scenes/NamVet/WarnTank03.vcd" //TANK! } Rule SurvivorSpottedTankNamVet { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsWorldTalkNamVet IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankNamVet } Response SurvivorSpottedWitchNamVet { scene "scenes/NamVet/WarnWitch01.vcd" //WITCH! scene "scenes/NamVet/WarnWitch02.vcd" //WITCH! scene "scenes/NamVet/WarnWitch03.vcd" //WITCH! scene "scenes/NamVet/WarnWitch04.vcd" //WITCH! } Rule SurvivorSpottedWitchNamVet { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsWorldTalkNamVet IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchNamVet } Rule SurvivorAlsoSpottedBoomerNamVet { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerNamVet } Rule SurvivorAlsoSpottedHunterNamVet { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterNamVet } Rule SurvivorAlsoSpottedSmokerNamVet { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerNamVet } Rule SurvivorAlsoSpottedTankNamVet { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsWorldTalkNamVet ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankNamVet } Rule SurvivorAlsoSpottedWitchNamVet { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchNamVet } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response EmphaticArriveRunNamVet { scene "scenes/NamVet/EmphaticRun01.vcd" //RUN! scene "scenes/NamVet/EmphaticRun02.vcd" //RUN! scene "scenes/NamVet/EmphaticRun03.vcd" //BUG OUT! scene "scenes/NamVet/EmphaticRun04.vcd" //HAUL ASS! } Rule EmphaticArriveRunNamVet { criteria ConceptEmphaticArriveRun IsNotCoughing IsNamVet IsTalkNamVet Response EmphaticArriveRunNamVet } Response FriendlyFireFrancisNamVet { scene "scenes/NamVet/namvet_FriendlyFireFrancis01.vcd" //Francis, check your fire! scene "scenes/NamVet/namvet_FriendlyFireFrancis02.vcd" //What the hell are you doin' Francis? scene "scenes/NamVet/namvet_FriendlyFireFrancis03.vcd" //Francis! [through gritted teeth] } Rule FriendlyFireFrancisNamVet { criteria IsFaultConcept IsFaultFriendlyFire IsNotCoughing IsBiker SubjectIsNamVet IsNotNamVetFriendlyFire IsNotNamVetFriendlyFireFrancis IsTalk IsTalkNamVet ApplyContext "NamVetFriendlyFire:1:3:NamVetFriendlyFireFrancis:1:30" applycontexttoworld Response FriendlyFireFrancisNamVet } Response PlayerAlertGiveItemNamVet { scene "scenes/NamVet/AlertGiveItem01.vcd" //Here, take this scene "scenes/NamVet/AlertGiveItem02.vcd" //Here, I've got something for you scene "scenes/NamVet/AlertGiveItem03.vcd" //Take this. scene "scenes/NamVet/AlertGiveItem04.vcd" //Hold up, I got something for you. scene "scenes/NamVet/AlertGiveItem05.vcd" //You're gonna need this. scene "scenes/NamVet/AlertGiveItem06.vcd" //Here, I saved this for you. scene "scenes/NamVet/AlertGiveItem07.vcd" //Here. } Rule PlayerAlertGiveItemNamVet { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerAlertGiveItemNamVet } Response PlayerFriendlyFireNamVet { scene "scenes/NamVet/FriendlyFire01.vcd" //Ahh! That hurt! scene "scenes/NamVet/FriendlyFire02.vcd" //Ah! Knock it off! scene "scenes/NamVet/FriendlyFire03.vcd" odds 2 //Do I look like a target? scene "scenes/NamVet/FriendlyFire04.vcd" odds 2 //You know, I would appreciate it IF YOU'D STOP SHOOTING ME! scene "scenes/NamVet/FriendlyFire05.vcd" //Watch where you're shooting! scene "scenes/NamVet/FriendlyFire06.vcd" //Goddamn it, watch your fire! scene "scenes/NamVet/FriendlyFire07.vcd" odds 5 //Jesus H Christ, I'm on your side. scene "scenes/NamVet/FriendlyFire08.vcd" //Watch where you're shooting! scene "scenes/NamVet/FriendlyFire10.vcd" //Watch where you point that thing! scene "scenes/NamVet/FriendlyFire11.vcd" //Watch where you're shooting! scene "scenes/NamVet/FriendlyFire12.vcd" //Do not shoot me! scene "scenes/NamVet/FriendlyFire13.vcd" odds 5 //Goddamit, watch where you're shooting! scene "scenes/NamVet/FriendlyFire14.vcd" //Check your fire! scene "scenes/NamVet/FriendlyFire15.vcd" //Secure that weapon! scene "scenes/NamVet/FriendlyFire16.vcd" //Hold your fire! scene "scenes/NamVet/FriendlyFire17.vcd" odds 5 //Who's side are you on, kid? } Rule PlayerFriendlyFireNamVet { criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsTalk IsTalkNamVet ApplyContext "NamVetFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireNamVet } Response PlayerFriendlyFire2NamVet { scene "scenes/NamVet/TeamKillAccident01.vcd" //Be careful! scene "scenes/NamVet/TeamKillAccident02.vcd" //Have you lost your mind? scene "scenes/NamVet/TeamKillAccident03.vcd" //What did you do you just do? scene "scenes/NamVet/TeamKillAccident04.vcd" //Watch it, Watch it! } Rule PlayerFriendlyFire2NamVet { criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsNamVetFriendlyFire IsTalk IsTalkNamVet ApplyContext "NamVetFriendlyFire:1:3" applycontexttoworld Response PlayerFriendlyFire2NamVet } Response PlayerFriendlyFireFromFrancisNamVet { scene "scenes/NamVet/FriendlyFireFrancis01.vcd" //Jesus H Christ, Francis! scene "scenes/NamVet/NamVet_FriendlyFireFrancis01.vcd" //Francis, check your fire! scene "scenes/NamVet/NamVet_FriendlyFireFrancis02.vcd" odds 2 //What the hell are you doin' Francis? scene "scenes/NamVet/NamVet_FriendlyFireFrancis03.vcd" //Francis! [through gritted teeth] scene "scenes/NamVet/NameFrancis02.vcd" //Fraaaaancis! (loud) } Rule PlayerFriendlyFireFromFrancisNamVet { criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsTalk IsTalkNamVet SubjectIsBiker ChanceToFire30Percent ApplyContext "NamVetFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromFrancisNamVet } Response PlayerFriendlyFireFromLouisNamVet { scene "scenes/NamVet/NamVet_FriendlyFireLouis01.vcd" odds 5 //Goddamnit Louis, stop shooting me! scene "scenes/NamVet/NamVet_FriendlyFireLouis02.vcd" //Knock it off, Louis! scene "scenes/NamVet/NamVet_FriendlyFireLouis03.vcd" //Louis! [through gritted teeth] } Rule PlayerFriendlyFireFromLouisNamVet { criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsTalk IsTalkNamVet SubjectIsManager ChanceToFire30Percent ApplyContext "NamVetFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromLouisNamVet } Response PlayerFriendlyFireFromZoeyNamVet { scene "scenes/NamVet/NamVet_FriendlyFireZoey04.vcd" //Zoey! [through gritted teeth] scene "scenes/NamVet/NameZoey01.vcd" //Zoey! (loud) scene "scenes/NamVet/NameZoey02.vcd" //Zooooooey! (loud) } Rule PlayerFriendlyFireFromZoeyNamVet { criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsTalk IsTalkNamVet SubjectIsTeenGirl ChanceToFire30Percent ApplyContext "NamVetFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromZoeyNamVet } Response PlayerFriendlyFireNoBulletNamVet { scene "scenes/NamVet/FriendlyFire01.vcd" //Ahh! That hurt! scene "scenes/NamVet/FriendlyFire02.vcd" //Ah! Knock it off! scene "scenes/NamVet/FriendlyFire07.vcd" //Jesus H Christ, I'm on your side. scene "scenes/NamVet/FriendlyFire17.vcd" //Who's side are you on, kid? } Rule PlayerFriendlyFireNoBulletNamVet { criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkNamVet ApplyContext "NamVetFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletNamVet } Response PlayerToTheRescueNamVet { scene "scenes/NamVet/ToTheRescue01.vcd" predelay "0.75,1.5" //Hold on I'm on my way! scene "scenes/NamVet/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm coming! scene "scenes/NamVet/ToTheRescue03.vcd" predelay "0.75,1.5" //Don't get your panties in a bunch, I'm comin'! } Rule PlayerToTheRescueNamVet { criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsNamVet IsTalk IsTalkNamVet NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueNamVet } Response SurvivorTauntResponseNamVet { scene "scenes/NamVet/ReactionPositive02.vcd" //Heh hehhh scene "scenes/NamVet/ReactionPositive05.vcd" //[chuckles and giggles] scene "scenes/NamVet/ReactionPositive06.vcd" //[chuckles and giggles] scene "scenes/NamVet/ReactionPositive07.vcd" //[chuckles and giggles] scene "scenes/NamVet/Taunt01.vcd" //[loud, evil laugh] scene "scenes/NamVet/Taunt02.vcd" //[loud, evil laugh] } Rule SurvivorTauntResponseNamVet { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorTauntResponseNamVet } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - ZResponses //-------------------------------------------------------------------------------------------------------------- Rule EmphaticArriveRunFarmNamVet { criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsNamVet IsTalkNamVet Response EmphaticArriveRunNamVet } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerChokeResponseNamVet { scene "scenes/NamVet/Choke01.vcd" //Choking scene "scenes/NamVet/Choke02.vcd" //Choking scene "scenes/NamVet/Choke03.vcd" //Choking scene "scenes/NamVet/Choke04.vcd" //Choking scene "scenes/NamVet/Choke05.vcd" //Choking scene "scenes/NamVet/Choke06.vcd" //Choking scene "scenes/NamVet/Choke07.vcd" //Choking scene "scenes/NamVet/Choke08.vcd" //Choking scene "scenes/NamVet/Choke09.vcd" //Choking scene "scenes/NamVet/Choke10.vcd" //[Choking] scene "scenes/NamVet/Choke11.vcd" //[Choking] scene "scenes/NamVet/Choke12.vcd" //[Choking] scene "scenes/NamVet/Help03.vcd" //Help! scene "scenes/NamVet/Help05.vcd" //Help! scene "scenes/NamVet/Help10.vcd" //Help! scene "scenes/NamVet/Help12.vcd" //Help. } Rule PlayerChokeResponseNamVet { criteria ConceptPlayerChoke IsSurvivor IsNamVet IsTalk IsTalkNamVet Response PlayerChokeResponseNamVet } Response PlayerTonguePullStartResponseNamVet { scene "scenes/NamVet/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/NamVet/GrabbedBySmoker01b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/NamVet/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/NamVet/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/NamVet/GrabbedBySmoker03.vcd" //no, NO! } Rule PlayerTonguePullStartResponseNamVet { criteria ConceptPlayerTonguePullStart IsSurvivor IsNamVet IsTalk IsTalkNamVet Response PlayerTonguePullStartResponseNamVet } Response SurvivorCriticalHurtNamVet { scene "scenes/NamVet/HurtCritical01.vcd" //[pain noise - loud major pain] scene "scenes/NamVet/HurtCritical02.vcd" //[pain noise - loud major pain] scene "scenes/NamVet/HurtCritical03.vcd" //[pain noise - loud major pain] scene "scenes/NamVet/HurtCritical04.vcd" //[pain noise - loud major pain] scene "scenes/NamVet/HurtCritical05.vcd" //[pain noise - loud major pain] scene "scenes/NamVet/HurtCritical06.vcd" //[pain noise - loud major pain] scene "scenes/NamVet/HurtCritical07.vcd" //[pain noise - loud major pain] scene "scenes/NamVet/HurtCritical08.vcd" //[pain noise - loud major pain] scene "scenes/NamVet/HurtCritical09.vcd" //[pain noise - loud major pain] } Rule SurvivorCriticalHurtNamVet { criteria IsSurvivor InPain IsCriticalPain IsNamVet IsTalk IsTalkNamVet Response SurvivorCriticalHurtNamVet } Response SurvivorIncapacitatedHurtNamVet { scene "scenes/NamVet/IncapacitatedInjury01.vcd" //[AHHHHH - terrified yell] scene "scenes/NamVet/IncapacitatedInjury02.vcd" //[AHHHHH - terrified yell] scene "scenes/NamVet/IncapacitatedInjury03.vcd" //[AHHHHH - terrified yell] scene "scenes/NamVet/IncapacitatedInjury04.vcd" //[AHHHHH - terrified yell] scene "scenes/NamVet/IncapacitatedInjury05.vcd" //[AHHHHH - terrified yell] } Rule SurvivorIncapacitatedHurtNamVet { criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsNamVet IsTalk IsTalkNamVet Response SurvivorIncapacitatedHurtNamVet } Response SurvivorMajorHurtNamVet { scene "scenes/NamVet/HurtMajor01.vcd" //[pain noise - ahh] scene "scenes/NamVet/HurtMajor02.vcd" //[pain noise - huh] scene "scenes/NamVet/HurtMajor03.vcd" //[pain noise - oy] scene "scenes/NamVet/HurtMajor04.vcd" //[pain noise - ugh] scene "scenes/NamVet/HurtMajor05.vcd" //[pain noise - ugh] scene "scenes/NamVet/HurtMajor06.vcd" //[pain noise - ugh] scene "scenes/NamVet/HurtMajor07.vcd" //[pain noise - ugh] scene "scenes/NamVet/HurtMajor08.vcd" //[pain noise - oy] scene "scenes/NamVet/HurtMajor09.vcd" //[pain noise - ugh] } Rule SurvivorMajorHurtNamVet { criteria IsSurvivor InPain IsMajorPain IsNamVet IsTalk IsTalkNamVet Response SurvivorMajorHurtNamVet } Response SurvivorMinorHurtNamVet { scene "scenes/NamVet/HurtMinor01.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor02.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor03.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor04.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor05.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor06.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor07.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor08.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor09.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor10.vcd" //[pain noise - short minor pain] scene "scenes/NamVet/HurtMinor11.vcd" //[pain noise - short minor pain] } Rule SurvivorMinorHurtNamVet { criteria IsSurvivor InPain IsMinorPain IsNamVet IsTalk IsTalkNamVet Response SurvivorMinorHurtNamVet } Response SurvivorReloadingNamVet { scene "scenes/NamVet/Reloading01.vcd" //Reloading scene "scenes/NamVet/Reloading02.vcd" //Reloading scene "scenes/NamVet/Reloading03.vcd" //Reloading } Rule SurvivorReloadingNamVet { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsNamVet IsNotIncapacitated IsTalk IsTalkNamVet RecentGroupInCombat10 Response SurvivorReloadingNamVet } //-------------------------------------------------------------------------------------------------------------- // Player Help Incapped //-------------------------------------------------------------------------------------------------------------- Response PlayerHelpIncappedNamVet { scene "scenes/NamVet/Help01.vcd" then any FriendNeedsHelp foo:0 0 //People, I need some help! scene "scenes/NamVet/Help02.vcd" then any FriendNeedsHelp foo:0 0 //I need some help over here. scene "scenes/NamVet/Help03.vcd" then any FriendNeedsHelp foo:0 0 //Help! scene "scenes/NamVet/Help04.vcd" then any FriendNeedsHelp foo:0 0 //A little help, people. scene "scenes/NamVet/Help05.vcd" then any FriendNeedsHelp foo:0 0 //Help! scene "scenes/NamVet/Help07.vcd" then any FriendNeedsHelp foo:0 0 //Help me! scene "scenes/NamVet/Help08.vcd" then any FriendNeedsHelp foo:0 0 //Little help! scene "scenes/NamVet/Help09.vcd" then any FriendNeedsHelp foo:0 0 //Help me! scene "scenes/NamVet/Help10.vcd" then any FriendNeedsHelp foo:0 0 //Help! scene "scenes/NamVet/Help11.vcd" then any FriendNeedsHelp foo:0 0 //Need some help over here! scene "scenes/NamVet/Help12.vcd" then any FriendNeedsHelp foo:0 0 //Help. scene "scenes/NamVet/Help13.vcd" then any FriendNeedsHelp foo:0 0 //A little help please. scene "scenes/NamVet/Help15.vcd" then any FriendNeedsHelp foo:0 0 //I'm in trouble! scene "scenes/NamVet/Help16.vcd" then any FriendNeedsHelp foo:0 0 //Little help! scene "scenes/NamVet/Help17.vcd" then any FriendNeedsHelp foo:0 0 //I need a hand, people! } Rule PlayerHelpIncappedNamVet { criteria ConceptPlayerHelp IsNamVet IsTalk IsTalkNamVet IsIncapacitated NotCalledForHelpRecently ApplyContext "CalledForHelp:1:20" Response PlayerHelpIncappedNamVet } //-------------------------------------------------------------------------------------------------------------- // PlayerIncappedResponse //-------------------------------------------------------------------------------------------------------------- Response HelpResponseFrancisNamVet { scene "scenes/NamVet/InsideSafeRoom06.vcd" //We will NOT leave a man behind. Let's get back out there. scene "scenes/NamVet/InsideSafeRoom07.vcd" //We do not leave men behind. } Rule HelpResponseFrancisNamVet { criteria ConceptFriendNeedsHelp IsNamVet IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot FromIsBiker IsNotInStartArea NotAloneInSafeSpot Response HelpResponseFrancisNamVet } Response HelpResponseLouisNamVet { scene "scenes/NamVet/InsideSafeRoom01.vcd" //No sense dying of old age. Let's go help 'em. scene "scenes/NamVet/InsideSafeRoom06.vcd" //We will NOT leave a man behind. Let's get back out there. scene "scenes/NamVet/InsideSafeRoom07.vcd" //We do not leave men behind. } Rule HelpResponseLouisNamVet { criteria ConceptFriendNeedsHelp IsNamVet IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot Response HelpResponseLouisNamVet } Response HelpResponseLouisCNamVet { scene "scenes/NamVet/InsideSafeRoom03.vcd" then NamVet NeedsHelpResponseLouisC2 foo:0 0.5 //How well do you really know Louis? } Rule HelpResponseLouisCNamVet { criteria ConceptFriendNeedsHelp IsNamVet IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot ChanceToFire10Percent Response HelpResponseLouisCNamVet } Response HelpResponseLouisC2NamVet { scene "scenes/NamVet/InsideSafeRoom04.vcd" //I'm kidding. Let's go get him. } Rule HelpResponseLouisC2NamVet { criteria ConceptNeedsHelpResponseLouisC2 IsNamVet IsTalk IsTalkNamVet Response HelpResponseLouisC2NamVet } Response HelpResponseZoeyNamVet { scene "scenes/NamVet/InsideSafeRoom02.vcd" //I can't leave Zoey our there. scene "scenes/NamVet/InsideSafeRoom06.vcd" //We will NOT leave a man behind. Let's get back out there. scene "scenes/NamVet/InsideSafeRoom07.vcd" //We do not leave men behind. } Rule HelpResponseZoeyNamVet { criteria ConceptFriendNeedsHelp IsNamVet IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot FromIsTeenGirl IsNotInStartArea NotAloneInSafeSpot Response HelpResponseZoeyNamVet } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response hospital02_path03b1 { scene "scenes/NamVet/WorldHospital0209.vcd" //Gotta find another way. scene "scenes/NamVet/WorldHospital0210.vcd" //This seemed too easy. } Rule hospital02_path03b1 { criteria Concepthospital02_path03b1 IsNamVet IsTalk IsTalkNamVet IsSubjectNear400 NotInCombat Response hospital02_path03b1 } Response hospital02_path03c1 { scene "scenes/NamVet/WorldHospital0211.vcd" //Going to have to go top side. } Rule hospital02_path03c1 { criteria Concepthospital02_path03c1 IsNamVet IsTalk IsTalkNamVet IsSubjectNear400 NotInCombat Response hospital02_path03c1 } Response PlayerAirport02CraneStartedNamVet { scene "scenes/NamVet/ReactionApprehensive01.vcd" //I have a bad feeling about this scene "scenes/NamVet/blank.vcd" // } Rule PlayerAirport02CraneStartedNamVet { criteria Conceptairport02_creshendoCrane IsNamVet ApplyContext "Airport02CraneStarted:1:0" applycontexttoworld Response PlayerAirport02CraneStartedNamVet } Response Playerairport03_barrieraNamVet { scene "scenes/NamVet/GenericResponses20.vcd" //Sounds good to me. Let's do it. } Rule Playerairport03_barrieraNamVet { criteria Conceptairport03_barriera IsNamVet IsNotSaidairport03_barriera IsTalk IsTalkNamVet IsSubjectNear800 IsNotSaidairport03_barrier ApplyContext "Saidairport03_barriera:1:0" applycontexttoworld Response Playerairport03_barrieraNamVet } Response PlayerAirport03FireStartedXNamVet { scene "scenes/NamVet/AskReady01.vcd" odds 5 //Ready? scene "scenes/NamVet/blank.vcd" // } Rule PlayerAirport03FireStartedXNamVet { criteria ConceptAirport03FireStartedX IsNamVet IsNotCoughing IsTalk IsTalkNamVet ApplyContext "SaidAirport03FireStarted:1:0" applycontexttoworld Response PlayerAirport03FireStartedXNamVet } Response Playerairport04_08aNamVet { scene "scenes/NamVet/WorldAirport0402.vcd" //What'd I tell ya? They tried to stop people from leaving. } Rule Playerairport04_08aNamVet { criteria Conceptairport04_08a IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 Response Playerairport04_08aNamVet } Response Playerairport04_08cNamVet { scene "scenes/NamVet/ViolenceAwe08.vcd" //Christ almighty... } Rule Playerairport04_08cNamVet { criteria Conceptairport04_08c IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 Response Playerairport04_08cNamVet } Response PlayerFrancisSuggestsCraneNamVet { scene "scenes/NamVet/GenericResponses10.vcd" //Good thinking. } Rule PlayerFrancisSuggestsCraneNamVet { criteria ConceptFrancisSuggestsCrane IsNamVet IsNotSaidFrancisSuggestsCrane IsTalk IsTalkNamVet IsSubjectNear800 ApplyContext "SaidFrancisSuggestsCrane:1:0" applycontexttoworld Response PlayerFrancisSuggestsCraneNamVet } Response PlayerLaughFrancisNamVet { scene "scenes/NamVet/Laughter09.vcd" // scene "scenes/NamVet/Laughter12.vcd" // scene "scenes/NamVet/Laughter14.vcd" // } Rule PlayerLaughFrancisNamVet { criteria ConceptLaughFrancis IsNamVet IsNotSaidLaughFrancis IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidLaughFrancis:1:0" applycontexttoworld Response PlayerLaughFrancisNamVet } Response PlayerRemarkairport02_creshendo01aNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerRemarkairport02_creshendo01aNamVet { criteria ConceptRemark IsNamVet Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkNamVet ApplyContext "Saidairport02_creshendo01a:1:30" applycontexttoworld Response PlayerRemarkairport02_creshendo01aNamVet } Response PlayerRemarkairport03_07NamVet { scene "scenes/NamVet/SafeSpotAhead02.vcd" //There's a safe spot just ahead. scene "scenes/NamVet/SafeSpotAhead05.vcd" //There's a safe place up aheaad. } Rule PlayerRemarkairport03_07NamVet { criteria ConceptRemark IsNamVet Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsNotSaidSafeSpotAhead ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkairport03_07NamVet } Response PlayerRemarkairport04_08aNamVet { scene "scenes/NamVet/WorldAirport0401.vcd" then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport scene "scenes/NamVet/WorldAirport0403.vcd" then Any airport04_08c foo:0 0 //Bombed! } Rule PlayerRemarkairport04_08aNamVet { criteria ConceptRemark IsNamVet Isairport04_08a IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08aNamVet } Response PlayerRemarkairport04_08bNamVet { scene "scenes/NamVet/WorldAirport0401.vcd" then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport scene "scenes/NamVet/WorldAirport0403.vcd" then Any airport04_08c foo:0 0 //Bombed! } Rule PlayerRemarkairport04_08bNamVet { criteria ConceptRemark IsNamVet Isairport04_08b IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08bNamVet } Response PlayerRemarkairport04_08cNamVet { scene "scenes/NamVet/WorldAirport0401.vcd" then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport scene "scenes/NamVet/WorldAirport0403.vcd" then Any airport04_08c foo:0 0 //Bombed! } Rule PlayerRemarkairport04_08cNamVet { criteria ConceptRemark IsNamVet Isairport04_08c IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08cNamVet } Response PlayerRemarkairport04_08dNamVet { scene "scenes/NamVet/WorldAirport0401.vcd" then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport scene "scenes/NamVet/WorldAirport0403.vcd" then Any airport04_08c foo:0 0 //Bombed! } Rule PlayerRemarkairport04_08dNamVet { criteria ConceptRemark IsNamVet Isairport04_08d IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 Response PlayerRemarkairport04_08dNamVet } Response PlayerRemarkairport04_08eNamVet { scene "scenes/NamVet/WorldAirport0401.vcd" then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport scene "scenes/NamVet/WorldAirport0403.vcd" then Any airport04_08c foo:0 0 //Bombed! } Rule PlayerRemarkairport04_08eNamVet { criteria ConceptRemark IsNamVet Isairport04_08e IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 Response PlayerRemarkairport04_08eNamVet } Response PlayerRemarkairport04_08fNamVet { scene "scenes/NamVet/WorldAirport0401.vcd" then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport scene "scenes/NamVet/WorldAirport0403.vcd" then Any airport04_08c foo:0 0 //Bombed! } Rule PlayerRemarkairport04_08fNamVet { criteria ConceptRemark IsNamVet Isairport04_08f IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 Response PlayerRemarkairport04_08fNamVet } Response PlayerRemarkFarm01_path01NamVet { scene "scenes/NamVet/WorldSmallTown0101.vcd" //These woods look thicker 'n boomer shit. Nobody wander off. } Rule PlayerRemarkFarm01_path01NamVet { criteria ConceptRemark IsNamVet IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm01_path01:1:0" applycontexttoworld Response PlayerRemarkFarm01_path01NamVet } Response PlayerRemarkFarm01_path02NamVet { scene "scenes/NamVet/FollowMe05.vcd" //This way. } Rule PlayerRemarkFarm01_path02NamVet { criteria ConceptRemark IsNamVet IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidFarm01_path02:1:0" applycontexttoworld Response PlayerRemarkFarm01_path02NamVet } Response PlayerRemarkFarm01_path03NamVet { scene "scenes/NamVet/WorldFarmHouse0102.vcd" //Francis, this look like home to you? } Rule PlayerRemarkFarm01_path03NamVet { criteria ConceptRemark IsNamVet IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidFarm01_path03:1:0" applycontexttoworld Response PlayerRemarkFarm01_path03NamVet } Response PlayerRemarkFarm01_path04NamVet { scene "scenes/NamVet/WorldFarmHouse0407.vcd" //The tracks are down there! } Rule PlayerRemarkFarm01_path04NamVet { criteria ConceptRemark IsNamVet IsFarm01_path04 IsNotSaidFarm01_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path04:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04NamVet } Rule PlayerRemarkFarm01_path05NamVet { criteria ConceptRemark IsNamVet IsFarm01_path05 IsNotSaidFarm01_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path05:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04NamVet } Rule PlayerRemarkFarm01_path06NamVet { criteria ConceptRemark IsNamVet IsFarm01_path06 IsNotSaidFarm01_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path06:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04NamVet } Rule PlayerRemarkFarm01_path07NamVet { criteria ConceptRemark IsNamVet IsFarm01_path07 IsNotSaidFarm01_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path07:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04NamVet } Rule PlayerRemarkFarm01_path08NamVet { criteria ConceptRemark IsNamVet IsFarm01_path08 IsNotSaidFarm01_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow ApplyContext "SaidFarm01_path08:1:0,SaidFarm01_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm01_path04NamVet } Response PlayerRemarkFarm02_path01NamVet { scene "scenes/NamVet/GenericDirections02.vcd" //Down the stairs! } Rule PlayerRemarkFarm02_path01NamVet { criteria ConceptRemark IsNamVet IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm02_path01:1:0" applycontexttoworld Response PlayerRemarkFarm02_path01NamVet } Response PlayerRemarkFarm02_path01aNamVet { scene "scenes/NamVet/Generic32.vcd" //Damn straight. } Rule PlayerRemarkFarm02_path01aNamVet { criteria IsNamVet ConceptFarm02_path01a IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm02_path01:1:0" applycontexttoworld Response PlayerRemarkFarm02_path01aNamVet } Response PlayerRemarkFarm02_path02NamVet { scene "scenes/NamVet/WorldFarmHouse0316.vcd" //There's the tracks. } Rule PlayerRemarkFarm02_path02NamVet { criteria ConceptRemark IsNamVet IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02NamVet } Rule PlayerRemarkFarm02_path03NamVet { criteria ConceptRemark IsNamVet IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02NamVet } Rule PlayerRemarkFarm02_path04NamVet { criteria ConceptRemark IsNamVet IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02NamVet } Rule PlayerRemarkFarm02_path05NamVet { criteria ConceptRemark IsNamVet IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02NamVet } Response PlayerRemarkFarm02_path06NamVet { scene "scenes/NamVet/ContextModifierLoud05.vcd" then any RespondAffirmative foo:0 0 //Down there! } Rule PlayerRemarkFarm02_path06NamVet { criteria ConceptRemark IsNamVet IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm02_path06:1:0" applycontexttoworld Response PlayerRemarkFarm02_path06NamVet } Response PlayerRemarkFarm02_path08NamVet { scene "scenes/NamVet/WorldFarmHouse0202.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //It's through this tunnel. } Rule PlayerRemarkFarm02_path08NamVet { criteria ConceptRemark IsNamVet IsFarm02_path08 IsNotSaidFarm02_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidFarm02_path08:1:0" applycontexttoworld Response PlayerRemarkFarm02_path08NamVet } Response PlayerRemarkFarm02_path09NamVet { scene "scenes/NamVet/GenericDirections03.vcd" then any RespondAffirmative foo:0 0 //Let's get up that ladder! } Rule PlayerRemarkFarm02_path09NamVet { criteria ConceptRemark IsNamVet IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm02_path09:1:0" applycontexttoworld Response PlayerRemarkFarm02_path09NamVet } Rule PlayerRemarkFarm02_path10NamVet { criteria ConceptRemark IsNamVet IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidFarm02_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14NamVet } Response PlayerRemarkFarm03_path01NamVet { scene "scenes/NamVet/WorldFarmHouse0206.vcd" then manager Farm03_path01a foo:0 0 //This side passage better lead somewhere. } Rule PlayerRemarkFarm03_path01NamVet { criteria ConceptRemark IsNamVet IsFarm03_path01 IsNotSaidFarm03_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidFarm03_path01:1:0" applycontexttoworld Response PlayerRemarkFarm03_path01NamVet } Response PlayerRemarkFarm03_path02NamVet { scene "scenes/NamVet/WorldFarmHouse0403.vcd" //Keep moving. The tracks gotta be up ahead } Rule PlayerRemarkFarm03_path02NamVet { criteria ConceptRemark IsNamVet IsFarm03_path02 IsNotSaidFarm03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ChanceToFire30Percent ApplyContext "SaidFarm03_path02:1:0" applycontexttoworld Response PlayerRemarkFarm03_path02NamVet } //AUTOGENERATED BLANK FOR PlayerRemarkFarm03_path02NamVet : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkFarm03_path02NamVet { criteria ConceptRemark IsNamVet IsFarm03_path02 IsNotSaidFarm03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm03_path02:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankNamVet } Response PlayerRemarkFarm03_path03NamVet { scene "scenes/NamVet/WorldFarmHouse0204.vcd" //Through here! } Rule PlayerRemarkFarm03_path03NamVet { criteria ConceptRemark IsNamVet IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm03_path03:1:0" applycontexttoworld Response PlayerRemarkFarm03_path03NamVet } Response PlayerRemarkFarm03_path04NamVet { scene "scenes/NamVet/WorldFarmHouse0108.vcd" //There's our train tracks! } Rule PlayerRemarkFarm03_path04NamVet { criteria ConceptRemark IsNamVet IsFarm03_path04 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear600 ApplyContext "SaidFarm03_path04:1:0" applycontexttoworld Response PlayerRemarkFarm03_path04NamVet } Rule PlayerRemarkFarm03_path05NamVet { criteria ConceptRemark IsNamVet IsFarm03_path05 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm03_path05:1:0" applycontexttoworld Response PlayerRemarkFarm03_path04NamVet } Response PlayerRemarkFarm03_path06NamVet { scene "scenes/NamVet/WorldFarmHouse0205.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //Goddamnit, the tracks are blocked. } Rule PlayerRemarkFarm03_path06NamVet { criteria ConceptRemark IsNamVet IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidFarm03_path06:1:0" applycontexttoworld Response PlayerRemarkFarm03_path06NamVet } Response PlayerRemarkFarm03_path07NamVet { scene "scenes/NamVet/ReactionDisgusted06.vcd" //echh } Rule PlayerRemarkFarm03_path07NamVet { criteria ConceptRemark IsNamVet IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100 ApplyContext "SaidFarm03_path07:1:0" applycontexttoworld Response PlayerRemarkFarm03_path07NamVet } Rule PlayerRemarkFarm03_path09NamVet { criteria ConceptRemark IsNamVet IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidFarm03_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09NamVet } Response PlayerRemarkFarm03_path10NamVet { scene "scenes/NamVet/WorldFarmHouse0313.vcd" then any RespondAffirmative foo:0 0.05 //Up there! } Rule PlayerRemarkFarm03_path10NamVet { criteria ConceptRemark IsNamVet IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidFarm03_path10:1:0" applycontexttoworld Response PlayerRemarkFarm03_path10NamVet } Response PlayerRemarkFarm04_path01NamVet { scene "scenes/NamVet/WorldFarmHouse0401.vcd" //Check the barn for supplies. } Rule PlayerRemarkFarm04_path01NamVet { criteria ConceptRemark IsNamVet IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 ApplyContext "SaidFarm04_path01:1:0" applycontexttoworld Response PlayerRemarkFarm04_path01NamVet } Response PlayerRemarkFarm04_path01aNamVet { scene "scenes/NamVet/WorldFarmHouse0401.vcd" //Check the barn for supplies. } Rule PlayerRemarkFarm04_path01aNamVet { criteria ConceptRemark IsNamVet IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm04_path01:1:0" applycontexttoworld Response PlayerRemarkFarm04_path01aNamVet } Response PlayerRemarkFarm04_path02NamVet { scene "scenes/NamVet/WorldFarmHouse0407.vcd" //The tracks are down there! } Rule PlayerRemarkFarm04_path02NamVet { criteria ConceptRemark IsNamVet IsFarm04_path02 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear800 ApplyContext "SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path02NamVet } Rule PlayerRemarkFarm04_path03NamVet { criteria ConceptRemark IsNamVet IsFarm04_path03 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1000 ApplyContext "SaidFarm04_path03:1:0" applycontexttoworld Response PlayerRemarkFarm04_path02NamVet } Response PlayerRemarkFarm04_path04NamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerRemarkFarm04_path04NamVet { criteria ConceptRemark IsNamVet IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkNamVet ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path04NamVet } Rule PlayerRemarkFarm04_path05NamVet { criteria ConceptRemark IsNamVet IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkNamVet ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path04NamVet } Response PlayerRemarkFarm04_path06NamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerRemarkFarm04_path06NamVet { criteria ConceptRemark IsNamVet IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear500 ApplyContext "SaidFarm04_path06:1:0" applycontexttoworld Response PlayerRemarkFarm04_path06NamVet } Response PlayerRemarkFarm04_path07NamVet { scene "scenes/NamVet/GenericDirections01.vcd" //Up the stairs! } Rule PlayerRemarkFarm04_path07NamVet { criteria ConceptRemark IsNamVet IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm04_path07:1:0" applycontexttoworld Response PlayerRemarkFarm04_path07NamVet } Response PlayerRemarkFarm04_path08NamVet { scene "scenes/NamVet/WorldFarmHouse0204.vcd" //Through here! } Rule PlayerRemarkFarm04_path08NamVet { criteria ConceptRemark IsNamVet IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm04_path08:1:0" applycontexttoworld Response PlayerRemarkFarm04_path08NamVet } Response PlayerRemarkFarm04_path09NamVet { scene "scenes/NamVet/WorldFarmHouse0416.vcd" then any SafeSpotAheadResponse foo:0 0.05 //Get to the train! } Rule PlayerRemarkFarm04_path09NamVet { criteria ConceptRemark IsNamVet IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1000 ApplyContext "SaidFarm04_path09:1:0" applycontexttoworld Response PlayerRemarkFarm04_path09NamVet } Response PlayerRemarkFarm04_path10NamVet { scene "scenes/NamVet/ViolenceAwe06.vcd" //Whoa-ho-ho. scene "scenes/NamVet/ViolenceAwe07.vcd" //Holy Mother of God... } Rule PlayerRemarkFarm04_path10NamVet { criteria ConceptRemark IsNamVet IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100 ApplyContext "SaidFarm04_path10:1:0" applycontexttoworld Response PlayerRemarkFarm04_path10NamVet } Rule PlayerRemarkFarm05_path01NamVet { criteria ConceptRemark IsNamVet IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm05_path01:1:0" applycontexttoworld Response PlayerRemarkFarm03_path06NamVet } Rule PlayerRemarkFarm05_path02NamVet { criteria ConceptRemark IsNamVet IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidFarm05_path02:1:0" applycontexttoworld Response PlayerRemarkFarm02_path09NamVet } Response PlayerRemarkFarm05_path03NamVet { scene "scenes/NamVet/LostCall01.vcd" //Hello? scene "scenes/NamVet/LostCall02.vcd" //Where are you? scene "scenes/NamVet/LostCall03.vcd" //Where is everyone? scene "scenes/NamVet/LostCall04.vcd" //Is anyone there? scene "scenes/NamVet/LostCall05.vcd" //Report in, people! Report! } Rule PlayerRemarkFarm05_path03NamVet { criteria ConceptRemark IsNamVet IsFarm05_path03 IsNotSaidFarm05_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100 IsNotAlone IsBikerFar1000 IsTeenGirlFar1000 IsManagerFar1000 ApplyContext "SaidFarm05_path03:1:15" applycontexttoworld Response PlayerRemarkFarm05_path03NamVet } Response PlayerRemarkFarm05_path07bNamVet { scene "scenes/NamVet/WorldFarmHouse0507.vcd" //Settle down Francis. Just use that radio. They'll come. } Rule PlayerRemarkFarm05_path07bNamVet { criteria ConceptFarm05_path07b IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 FarmPhase1 Response PlayerRemarkFarm05_path07bNamVet } Response PlayerRemarkFarm05_path07VampiresbNamVet { scene "scenes/NamVet/Generic39.vcd" then Biker FarmVampiresC foo:0 -1.4 //They're zombies, Francis. } Rule PlayerRemarkFarm05_path07VampiresbNamVet { criteria ConceptFarmVampiresb IsNamVet Response PlayerRemarkFarm05_path07VampiresbNamVet } Response PlayerRemarkFarm05_path08NamVet { scene "scenes/NamVet/WorldFarmHouse0501.vcd" //Finally, an outpost! } Rule PlayerRemarkFarm05_path08NamVet { criteria ConceptRemark IsNamVet IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear500 ApplyContext "SaidFarm05_path08:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08NamVet } Rule PlayerRemarkFarm05_path09NamVet { criteria ConceptRemark IsNamVet IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidFarm05_path09:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08NamVet } Rule PlayerRemarkFarm05_path10NamVet { criteria ConceptRemark IsNamVet IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08NamVet } Response PlayerRemarkhospital01_path01NamVet { scene "scenes/NamVet/WorldHospital0102.vcd" //Station's just up the street. scene "scenes/NamVet/WorldHospital0103.vcd" //There's a subway station just around the corner. } Rule PlayerRemarkhospital01_path01NamVet { criteria ConceptRemark IsNamVet Ishospital01_path01 IsNotSaidhospital01_path01 IsNotCoughing NotInCombat IsSubjectAlmostNear IsTalk IsTalkNamVet ApplyContext "Saidhospital01_path01:1:0" applycontexttoworld Response PlayerRemarkhospital01_path01NamVet } Response PlayerRemarkhospital01_path02NamVet { scene "scenes/NamVet/WorldHospital0108.vcd" //This way people. scene "scenes/NamVet/WorldHospital0109.vcd" //This way! } Rule PlayerRemarkhospital01_path02NamVet { criteria ConceptRemark IsNamVet Ishospital01_path02 IsNotSaidhospital01_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectAlmostNear ApplyContext "Saidhospital01_path02:1:0" applycontexttoworld Response PlayerRemarkhospital01_path02NamVet } Response PlayerRemarkhospital01_path03NamVet { scene "scenes/NamVet/WorldHospital0106.vcd" then Any SafeSpotAheadResponse foo:0 0 //There's the station! scene "scenes/NamVet/WorldHospital0107.vcd" then Any SafeSpotAheadResponse foo:0 0 //Everyone to the station! } Rule PlayerRemarkhospital01_path03NamVet { criteria ConceptRemark IsNamVet Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear ApplyContext "Saidhospital01_path03:1:0" applycontexttoworld Response PlayerRemarkhospital01_path03NamVet } Response PlayerRemarkhospital02_path01NamVet { scene "scenes/NamVet/WorldHospital0201.vcd" //Ahh shit, subway looks full of zombies. scene "scenes/NamVet/WorldHospital0202.vcd" //Was hoping there would be less zombies down here. } Rule PlayerRemarkhospital02_path01NamVet { criteria ConceptRemark IsNamVet Ishospital02_path01 IsNotSaidhospital02_path01 NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 TimeSinceGroupInCombatNot0 TimeSinceGroupInCombat20 ChanceToFire30Percent ApplyContext "Saidhospital02_path01:1:0" applycontexttoworld Response PlayerRemarkhospital02_path01NamVet } //AUTOGENERATED BLANK FOR PlayerRemarkhospital02_path01NamVet : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkhospital02_path01NamVet { criteria ConceptRemark IsNamVet Ishospital02_path01 IsNotSaidhospital02_path01 NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 TimeSinceGroupInCombatNot0 TimeSinceGroupInCombat20 ApplyContext "Saidhospital02_path01:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankNamVet } Response PlayerRemarkhospital02_path02NamVet { scene "scenes/NamVet/WorldHospital0203.vcd" //Red line North will take us straight there. scene "scenes/NamVet/WorldHospital0204.vcd" //The red line North will take us to Mercy. scene "scenes/NamVet/WorldHospital0205.vcd" //The red line North will take us to the hospital. } Rule PlayerRemarkhospital02_path02NamVet { criteria ConceptRemark IsNamVet Ishospital02_path02 IsNotSaidhospital02_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear500 ApplyContext "Saidhospital02_path02:1:0" applycontexttoworld Response PlayerRemarkhospital02_path02NamVet } Response PlayerRemarkhospital02_path03NamVet { scene "scenes/NamVet/WorldHospital0208.vcd" then Manager hospital02_path03a1 foo:0 0 //Goddamnit, the line's blocked. } Rule PlayerRemarkhospital02_path03NamVet { criteria ConceptRemark IsNamVet Ishospital02_path03 IsNotSaidhospital02_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear900 ApplyContext "Saidhospital02_path03:1:0" applycontexttoworld Response PlayerRemarkhospital02_path03NamVet } Response PlayerRemarkhospital02_path04NamVet { scene "scenes/NamVet/WorldHospital0220.vcd" //We have to keep moving down the street. scene "scenes/NamVet/WorldHospital0224.vcd" //Safehouse up in the pawnshop. scene "scenes/NamVet/WorldHospital0225.vcd" //Get to the pawnshop people! scene "scenes/NamVet/WorldHospital0226.vcd" //Keep moving, safehouse ahead! } Rule PlayerRemarkhospital02_path04NamVet { criteria ConceptRemark IsNamVet Ishospital02_path04 IsNotSaidhospital02_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "Saidhospital02_path04:1:0" applycontexttoworld Response PlayerRemarkhospital02_path04NamVet } Response PlayerRemarkhospital02_safehouseNamVet { scene "scenes/NamVet/SafeSpotAhead07.vcd" //Safe house ahead! scene "scenes/NamVet/SafeSpotAhead08.vcd" //Safe house! } Rule PlayerRemarkhospital02_safehouseNamVet { criteria ConceptRemark IsNamVet Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear1000 ApplyContext "Saidhospital02_safehouse:1:0" applycontexttoworld Response PlayerRemarkhospital02_safehouseNamVet } Response PlayerRemarkhospital03_path01NamVet { scene "scenes/NamVet/WorldHospital0301.vcd" //I don't know which way. Through here I think. scene "scenes/NamVet/WorldHospital0302.vcd" //Should be a way up ahead. } Rule PlayerRemarkhospital03_path01NamVet { criteria ConceptRemark IsNamVet Ishospital03_path01 IsNotSaidhospital03_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidhospital03_path01:1:0" applycontexttoworld Response PlayerRemarkhospital03_path01NamVet } Response PlayerRemarkhospital03_path02NamVet { scene "scenes/NamVet/WorldHospital0324.vcd" //Hospital's just on the other side of the water works. scene "scenes/NamVet/WorldHospital0325.vcd" //There's the Hospital! } Rule PlayerRemarkhospital03_path02NamVet { criteria ConceptRemark IsNamVet Ishospital03_path02 IsNotSaidhospital03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ChanceToFire50Percent ApplyContext "Saidhospital03_path02:1:0" applycontexttoworld Response PlayerRemarkhospital03_path02NamVet } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path02NamVet : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path02NamVet { criteria ConceptRemark IsNamVet Ishospital03_path02 IsNotSaidhospital03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "Saidhospital03_path02:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankNamVet } Response PlayerRemarkhospital03_path03NamVet { scene "scenes/NamVet/WorldHospital0304.vcd" then Manager hospital03_path03a1 foo:0 0 //To the lift. scene "scenes/NamVet/WorldHospital0323.vcd" then Manager hospital03_path03a1 foo:0 0 //Get on the lift! scene "scenes/NamVet/WorldHospital0329.vcd" then Manager hospital03_path03a1 foo:0 0 //Get on the lift! } Rule PlayerRemarkhospital03_path03NamVet { criteria ConceptRemark IsNamVet Ishospital03_path03 IsNotSaidhospital03_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 ApplyContext "Saidhospital03_path03:1:0" applycontexttoworld Response PlayerRemarkhospital03_path03NamVet } Response PlayerRemarkhospital03_path04NamVet { scene "scenes/NamVet/WorldHospital0109.vcd" //This way! scene "scenes/NamVet/WorldHospital0306.vcd" //Through the warehouse. } Rule PlayerRemarkhospital03_path04NamVet { criteria ConceptRemark IsNamVet Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "Saidhospital03_path04:1:0" applycontexttoworld Response PlayerRemarkhospital03_path04NamVet } Response PlayerRemarkhospital03_path05NamVet { scene "scenes/NamVet/WorldHospital0307.vcd" //At least this is the right direction. scene "scenes/NamVet/WorldHospital0401.vcd" //Almost there! } Rule PlayerRemarkhospital03_path05NamVet { criteria ConceptRemark IsNamVet Ishospital03_path05 IsNotSaidhospital03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ChanceToFire20Percent ApplyContext "Saidhospital03_path05:1:0" applycontexttoworld Response PlayerRemarkhospital03_path05NamVet } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path05NamVet : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkhospital03_path05NamVet { criteria ConceptRemark IsNamVet Ishospital03_path05 IsNotSaidhospital03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidhospital03_path05:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankNamVet } Response PlayerRemarkhospital03_path06NamVet { scene "scenes/NamVet/WorldHospital0308.vcd" //Looks like people went this way. scene "scenes/NamVet/WorldHospital0309.vcd" //I think they tried to escape. } Rule PlayerRemarkhospital03_path06NamVet { criteria ConceptRemark IsNamVet Ishospital03_path06 IsNotSaidhospital03_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ChanceToFire50Percent ApplyContext "Saidhospital03_path06:1:0" applycontexttoworld Response PlayerRemarkhospital03_path06NamVet } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path06NamVet : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path06NamVet { criteria ConceptRemark IsNamVet Ishospital03_path06 IsNotSaidhospital03_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidhospital03_path06:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankNamVet } Response PlayerRemarkhospital03_path07NamVet { scene "scenes/NamVet/WorldHospital0310.vcd" //Into the sewers we go. scene "scenes/NamVet/WorldHospital0311.vcd" //Well hell, let's try the sewers. scene "scenes/NamVet/WorldHospital0312.vcd" //Maybe there's no stinkin' zombies in the sewers? (laughing) scene "scenes/NamVet/WorldHospital0313.vcd" //Already smell pretty bad. } Rule PlayerRemarkhospital03_path07NamVet { criteria ConceptRemark IsNamVet Ishospital03_path07 IsNotSaidhospital03_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidhospital03_path07:1:0" applycontexttoworld Response PlayerRemarkhospital03_path07NamVet } Response PlayerRemarkhospital03_path08aNamVet { scene "scenes/NamVet/WorldHospital0316.vcd" then Biker hospital03_path08a2 foo:0 0 //Francis, is that you or the sewer? } Rule PlayerRemarkhospital03_path08aNamVet { criteria ConceptRemark IsNamVet Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ChanceToFire50Percent IsBikerAlive ApplyContext "Saidhospital03_path08:1:0" Response PlayerRemarkhospital03_path08aNamVet } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08aNamVet : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path08aNamVet { criteria ConceptRemark IsNamVet Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 IsBikerAlive ApplyContext "Saidhospital03_path08:1:0" Response _PlayerInfoRemarkableBlankNamVet } Response PlayerRemarkhospital03_path09NamVet { scene "scenes/NamVet/Swears19.vcd" //What a crock a' shit... scene "scenes/NamVet/WorldHospital0318.vcd" //That's a crock of shit. } Rule PlayerRemarkhospital03_path09NamVet { criteria ConceptRemark IsNamVet Ishospital03_path09 IsNotSaidhospital03_path09 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100 ApplyContext "Saidhospital03_path09:1:0" applycontexttoworld Response PlayerRemarkhospital03_path09NamVet } Response PlayerRemarkhospital03_path10NamVet { scene "scenes/NamVet/WorldHospital0314.vcd" //Need to find manhole, the hospital is above us. scene "scenes/NamVet/WorldHospital0328.vcd" //Need to find manhole. } Rule PlayerRemarkhospital03_path10NamVet { criteria ConceptRemark IsNamVet Ishospital03_path10 IsNotSaidhospital03_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "Saidhospital03_path10:1:0" applycontexttoworld Response PlayerRemarkhospital03_path10NamVet } Response PlayerRemarkhospital03_path11NamVet { scene "scenes/NamVet/WorldHospital0319.vcd" //The HOSPITAL! scene "scenes/NamVet/WorldHospital0320.vcd" //TO THE HOSPITAL! scene "scenes/NamVet/WorldHospital0321.vcd" //Into the emergency room people! scene "scenes/NamVet/WorldHospital0322.vcd" //Let's go, let's go. } Rule PlayerRemarkhospital03_path11NamVet { criteria ConceptRemark IsNamVet Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear1000 ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkhospital03_path11NamVet } Response PlayerRemarkhospital04_path01NamVet { scene "scenes/NamVet/WorldHospital0403.vcd" //At least the power's on. } Rule PlayerRemarkhospital04_path01NamVet { criteria ConceptRemark IsNamVet Ishospital04_path01 IsNotSaidhospital04_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidhospital04_path01:1:0" applycontexttoworld Response PlayerRemarkhospital04_path01NamVet } Response PlayerRemarkhospital04_path01aNamVet { scene "scenes/NamVet/WorldHospital0315.vcd" //I've smelled worse. } Rule PlayerRemarkhospital04_path01aNamVet { criteria Concepthospital04_path01a IsNamVet IsTalk IsTalkNamVet IsSubjectNear200 Response PlayerRemarkhospital04_path01aNamVet } Response PlayerRemarkhospital04_path02NamVet { scene "scenes/NamVet/WorldHospital0404.vcd" //Let's find an elevator. scene "scenes/NamVet/WorldHospital0405.vcd" then Manager hospital04_path02a foo:0 0 //I ain't walking to the roof. scene "scenes/NamVet/WorldHospital0406.vcd" then Manager hospital04_path02a foo:0 0 //Ahh.. more stairs. } Rule PlayerRemarkhospital04_path02NamVet { criteria ConceptRemark IsNamVet Ishospital04_path02 IsNotSaidhospital04_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidhospital04_path02:1:0" applycontexttoworld Response PlayerRemarkhospital04_path02NamVet } Response PlayerRemarkhospital04_path04NamVet { scene "scenes/NamVet/WorldHospital0412.vcd" then Any hospital04_path04a foo:0 0 //Elevator's here! scene "scenes/NamVet/WorldHospital0413.vcd" then Any hospital04_path04a foo:0 0 //Get to the elevator! scene "scenes/NamVet/WorldHospital0414.vcd" then Any hospital04_path04a foo:0 0 //Into the elevator! } Rule PlayerRemarkhospital04_path04NamVet { criteria ConceptRemark IsNamVet Ishospital04_path04 IsNotSaidhospital04_path04 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1000 IsSubjectFar100 ApplyContext "Saidhospital04_path04:1:0" applycontexttoworld Response PlayerRemarkhospital04_path04NamVet } Response PlayerRemarkhospital04_path04aNamVet { scene "scenes/NamVet/WorldHospital0412.vcd" //Elevator's here! scene "scenes/NamVet/WorldHospital0413.vcd" //Get to the elevator! scene "scenes/NamVet/WorldHospital0414.vcd" //Into the elevator! } Rule PlayerRemarkhospital04_path04aNamVet { criteria Concepthospital04_path04a IsNamVet IsTalk IsTalkNamVet Response PlayerRemarkhospital04_path04aNamVet } Response PlayerRemarkhospital04_path05NamVet { scene "scenes/NamVet/WorldHospital0415.vcd" //Now to the roof! } Rule PlayerRemarkhospital04_path05NamVet { criteria ConceptRemark IsNamVet Ishospital04_path05 IsNotSaidhospital04_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "Saidhospital04_path05:1:0" applycontexttoworld Response PlayerRemarkhospital04_path05NamVet } Response PlayerRemarkhospital04_path06NamVet { scene "scenes/NamVet/WorldHospital0423.vcd" //That first step'll kill ya. scene "scenes/NamVet/WorldHospital0424.vcd" //Watch out that first step'll kill ya. } Rule PlayerRemarkhospital04_path06NamVet { criteria ConceptRemark IsNamVet Ishospital04_path06 IsNotSaidhospital04_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear500 ApplyContext "Saidhospital04_path06:1:0" applycontexttoworld Response PlayerRemarkhospital04_path06NamVet } Response PlayerRemarkhospital04_path07NamVet { scene "scenes/NamVet/WorldHospital0417.vcd" //Saferoom up here! scene "scenes/NamVet/WorldHospital0418.vcd" //We can get to the the roof through here. } Rule PlayerRemarkhospital04_path07NamVet { criteria ConceptRemark IsNamVet Ishospital04_path07 IsNotSaidhospital04_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear1000 ApplyContext "Saidhospital04_path07:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkhospital04_path07NamVet } Response PlayerRemarkhospital05_path01NamVet { scene "scenes/NamVet/WorldHospital0508.vcd" then Manager hospital05_path01b foo:0 0 //Let's get the hell out of here! } Rule PlayerRemarkhospital05_path01NamVet { criteria ConceptRemark IsNamVet Ishospital05_path01 IsNotSaidhospital05_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidhospital05_path01:1:0" applycontexttoworld Response PlayerRemarkhospital05_path01NamVet } Response PlayerRemarkhospital05_path02NamVet { scene "scenes/NamVet/WorldFarmHouse0204.vcd" //Through here! scene "scenes/NamVet/WorldHospital0327.vcd" //Through here! scene "scenes/NamVet/WorldHospital0418.vcd" //We can get to the the roof through here. } Rule PlayerRemarkhospital05_path02NamVet { criteria ConceptRemark IsNamVet Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "Saidhospital05_path02:1:0" applycontexttoworld Response PlayerRemarkhospital05_path02NamVet } Response PlayerRemarkhospital05_path03NamVet { scene "scenes/NamVet/WorldHospital0502.vcd" //There's the landing pad. } Rule PlayerRemarkhospital05_path03NamVet { criteria ConceptRemark IsNamVet Ishospital05_path03 IsNotSaidhospital05_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidhospital05_path03:1:0" applycontexttoworld Response PlayerRemarkhospital05_path03NamVet } Response PlayerRemarkPathClearVanNamVet { scene "scenes/NamVet/MoveOn10.vcd" //Come on, let's go. scene "scenes/NamVet/MoveOn11.vcd" //Let's move it out! scene "scenes/NamVet/MoveOn12.vcd" //Let's go, people! } Rule PlayerRemarkPathClearVanNamVet { criteria ConceptPathClearVan IsNamVet IsNotSaidPathClearVan IsNotCoughing IsTalk IsTalkNamVet ApplyContext "SaidPathClearVan:1:0" applycontexttoworld Response PlayerRemarkPathClearVanNamVet } Response PlayerRemarkSmalltown01_path03NamVet { scene "scenes/NamVet/GenericDirections03.vcd" //Let's get up that ladder! } Rule PlayerRemarkSmalltown01_path03NamVet { criteria ConceptRemark IsNamVet IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidSmalltown01_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path03NamVet } Response PlayerRemarkSmalltown01_path05NamVet { scene "scenes/NamVet/WorldFarmHouse0202.vcd" //It's through this tunnel. scene "scenes/NamVet/WorldFarmHouse0209.vcd" //Ah hell. I think we gotta go through this tunnel. } Rule PlayerRemarkSmalltown01_path05NamVet { criteria ConceptRemark IsNamVet IsSmalltown01_path05 IsNotSaidSmalltown01_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidSmalltown01_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path05NamVet } Response PlayerRemarkSmalltown01_path06NamVet { scene "scenes/NamVet/WorldSmallTown0410.vcd" //This tunnel was a deathtrap. } Rule PlayerRemarkSmalltown01_path06NamVet { criteria ConceptRemark IsNamVet IsSmalltown01_path06 IsNotSaidSmalltown01_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown01_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path06NamVet } Response PlayerRemarkSmalltown01_path08NamVet { scene "scenes/NamVet/WorldFarmHouse0204.vcd" //Through here! scene "scenes/NamVet/WorldHospital0327.vcd" //Through here! } Rule PlayerRemarkSmalltown01_path08NamVet { criteria ConceptRemark IsNamVet IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown01_path08:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path08NamVet } Response PlayerRemarkSmalltown01_path09NamVet { scene "scenes/NamVet/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/NamVet/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house! scene "scenes/NamVet/WorldFarmHouse0314.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there. } Rule PlayerRemarkSmalltown01_path09NamVet { criteria ConceptRemark IsNamVet IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1500 ApplyContext "SaidSmalltown01_path09:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path09NamVet } Response PlayerRemarksmalltown02_path02NamVet { scene "scenes/NamVet/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path02NamVet { criteria ConceptRemark IsNamVet Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidsmalltown02_path02:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path02NamVet } Response PlayerRemarksmalltown02_path03NamVet { scene "scenes/NamVet/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path03NamVet { criteria ConceptRemark IsNamVet Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidsmalltown02_path03:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path03NamVet } Response PlayerRemarksmalltown02_path04NamVet { scene "scenes/NamVet/GenericDirections05.vcd" //Through here! } Rule PlayerRemarksmalltown02_path04NamVet { criteria ConceptRemark IsNamVet Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "Saidsmalltown02_path04:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path04NamVet } Response PlayerRemarksmalltown02_path08NamVet { scene "scenes/NamVet/PositiveNoise03.vcd" then manager smalltown02_path08a foo:0 0 //[Improv non-verbal pleasure & interest sounds] } Rule PlayerRemarksmalltown02_path08NamVet { criteria ConceptRemark IsNamVet Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100 ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path08NamVet } Response PlayerRemarkSmalltown02_path09NamVet { scene "scenes/NamVet/SafeSpotAhead07.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! } Rule PlayerRemarkSmalltown02_path09NamVet { criteria ConceptRemark IsNamVet IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1000 ApplyContext "SaidSmalltown02_path09:1:0" applycontexttoworld Response PlayerRemarkSmalltown02_path09NamVet } Response PlayerRemarkSmalltown03_path01NamVet { scene "scenes/NamVet/ReactionApprehensive01.vcd" //I have a bad feeling about this scene "scenes/NamVet/ReactionApprehensive04.vcd" //I do not like this one bit. } Rule PlayerRemarkSmalltown03_path01NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path01 IsNotSaidSmalltown03_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown03_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path01NamVet } Response PlayerRemarkSmalltown03_path02NamVet { scene "scenes/NamVet/ReactionApprehensive01.vcd" //I have a bad feeling about this scene "scenes/NamVet/ReactionApprehensive04.vcd" //I do not like this one bit. } Rule PlayerRemarkSmalltown03_path02NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path02 IsNotSaidSmalltown03_path01 IsNotSaidSmalltown03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown03_path02:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path02NamVet } Response PlayerRemarkSmalltown03_path04NamVet { scene "scenes/NamVet/GenericDirections01.vcd" //Up the stairs! } Rule PlayerRemarkSmalltown03_path04NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown03_path04:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path04NamVet } Response PlayerRemarkSmalltown03_path05NamVet { scene "scenes/NamVet/GenericDirections01.vcd" //Up the stairs! } Rule PlayerRemarkSmalltown03_path05NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown03_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path05NamVet } Response PlayerRemarkSmalltown03_path06NamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerRemarkSmalltown03_path06NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidSmalltown03_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path06NamVet } Response PlayerRemarkSmalltown03_path10NamVet { scene "scenes/NamVet/WorldFarmHouse0315.vcd" //Check that house for supplies. } Rule PlayerRemarkSmalltown03_path10NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path10 IsNotSaidSmalltown03_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 ApplyContext "SaidSmalltown03_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path10NamVet } Response PlayerRemarkSmalltown03_path11NamVet { scene "scenes/NamVet/ReactionApprehensive01.vcd" //I have a bad feeling about this } Rule PlayerRemarkSmalltown03_path11NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100 ApplyContext "SaidSmalltown03_path11:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path11NamVet } Response PlayerRemarkSmalltown03_path12NamVet { scene "scenes/NamVet/WorldSmallTown0404.vcd" //There's lights on in that church! } Rule PlayerRemarkSmalltown03_path12NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidSmalltown03_path12:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path12NamVet } Response PlayerRemarkSmalltown03_path13NamVet { scene "scenes/NamVet/WorldSmallTown0404.vcd" //There's lights on in that church! } Rule PlayerRemarkSmalltown03_path13NamVet { criteria ConceptRemark IsNamVet IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidSmalltown03_path13:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path13NamVet } Response PlayerRemarkSmalltown04_path01NamVet { scene "scenes/NamVet/blank.vcd" then any RiversideIsDead foo:0 0 // } Rule PlayerRemarkSmalltown04_path01NamVet { criteria ConceptRemark IsNamVet IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12" applycontexttoworld Response PlayerRemarkSmalltown04_path01NamVet } Response PlayerRemarkSmalltown04_path02NamVet { scene "scenes/NamVet/blank.vcd" then any RiversideIsDead foo:0 0 // } Rule PlayerRemarkSmalltown04_path02NamVet { criteria ConceptRemark IsNamVet IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12" applycontexttoworld Response PlayerRemarkSmalltown04_path02NamVet } Response PlayerRemarkSmalltown04_path03NamVet { scene "scenes/NamVet/WorldSmallTown0407.vcd" //Poor bastards barricaded themselves inside the city. All it musta took was one infected... scene "scenes/NamVet/WorldSmallTown0411.vcd" //They didn't have a chance. } Rule PlayerRemarkSmalltown04_path03NamVet { criteria ConceptRemark IsNamVet IsSmalltown04_path03 IsNotSaidSmalltown04_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 IsSmalltownBarricadeNamVet ApplyContext "SaidSmalltown04_path03:1:0,SmallTownBarricadeNamVet:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path03NamVet } Response PlayerRemarkSmalltown04_path04NamVet { scene "scenes/NamVet/WorldSmallTown0407.vcd" //Poor bastards barricaded themselves inside the city. All it musta took was one infected... scene "scenes/NamVet/WorldSmallTown0411.vcd" //They didn't have a chance. } Rule PlayerRemarkSmalltown04_path04NamVet { criteria ConceptRemark IsNamVet IsSmalltown04_path04 IsNotSaidSmalltown04_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 IsSmalltownBarricadeNamVet ApplyContext "SaidSmalltown04_path04:1:0,SmallTownBarricadeNamVet:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path04NamVet } Response PlayerRemarkSmalltown04_path05NamVet { scene "scenes/NamVet/FollowMe01.vcd" then biker Smalltown04_path05a foo:0 0 //Come on, this way. scene "scenes/NamVet/FollowMe04.vcd" then biker Smalltown04_path05a foo:0 0 //This way, people! scene "scenes/NamVet/FollowMe05.vcd" then biker Smalltown04_path05a foo:0 0 //This way. } Rule PlayerRemarkSmalltown04_path05NamVet { criteria ConceptRemark IsNamVet IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidSmalltown04_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path05NamVet } Response PlayerRemarkSmalltown04_path09NamVet { scene "scenes/NamVet/WorldSmallTown0407.vcd" //Poor bastards barricaded themselves inside the city. All it musta took was one infected... scene "scenes/NamVet/WorldSmallTown0411.vcd" //They didn't have a chance. } Rule PlayerRemarkSmalltown04_path09NamVet { criteria ConceptRemark IsNamVet IsSmalltown04_path09 IsNotSaidSmalltown04_path09 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 IsSmalltownBarricadeNamVet ApplyContext "SaidSmalltown04_path09:1:0,SmallTownBarricadeNamVet:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path09NamVet } Response PlayerRemarkSmalltown04_path10NamVet { scene "scenes/NamVet/ContextModifierCalm03.vcd" //Up there. scene "scenes/NamVet/GenericDirections01.vcd" //Up the stairs! } Rule PlayerRemarkSmalltown04_path10NamVet { criteria ConceptRemark IsNamVet IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidSmalltown04_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path10NamVet } Rule PlayerRemarkSmalltown04_path11NamVet { criteria ConceptRemark IsNamVet IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown04_path11:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14NamVet } Response PlayerRemarkSmalltown05_path01NamVet { scene "scenes/NamVet/WorldFarmHouse0315.vcd" //Check that house for supplies. } Rule PlayerRemarkSmalltown05_path01NamVet { criteria ConceptRemark IsNamVet IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear1000 ApplyContext "SaidSmalltown05_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path01NamVet } Response PlayerRemarkSmalltown05_path03NamVet { scene "scenes/NamVet/FollowMe04.vcd" //This way, people! scene "scenes/NamVet/FollowMe05.vcd" //This way. } Rule PlayerRemarkSmalltown05_path03NamVet { criteria ConceptRemark IsNamVet IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ApplyContext "SaidSmalltown05_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path03NamVet } Response PlayerRemarkSmalltown05_path06NamVet { scene "scenes/NamVet/WorldHospital0327.vcd" //Through here! } Rule PlayerRemarkSmalltown05_path06NamVet { criteria ConceptRemark IsNamVet IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ApplyContext "SaidSmalltown05_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path06NamVet } Response PlayerRemarkThroughHereNamVet { scene "scenes/NamVet/GenericDirections05.vcd" //Through here! scene "scenes/NamVet/WorldFarmHouse0204.vcd" //Through here! scene "scenes/NamVet/WorldHospital0327.vcd" //Through here! } Rule PlayerRemarkThroughHereNamVet { criteria ConceptRemark IsNamVet IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidThroughHere:1:0" applycontexttoworld Response PlayerRemarkThroughHereNamVet } Response PlayerRemarkUpThatLadderNamVet { scene "scenes/NamVet/GenericDirections03.vcd" //Let's get up that ladder! } Rule PlayerRemarkUpThatLadderNamVet { criteria ConceptRemark IsNamVet IsUpThatLadder IsNotSaidUpThatLadder IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ApplyContext "SaidUpThatLadder:1:0" applycontexttoworld Response PlayerRemarkUpThatLadderNamVet } Response PlayerZoeySuggestsCraneNamVet { scene "scenes/NamVet/GenericResponses09.vcd" //Allright, then, let's do it. scene "scenes/NamVet/GenericResponses10.vcd" //Good thinking. scene "scenes/NamVet/GenericResponses20.vcd" //Sounds good to me. Let's do it. } Rule PlayerZoeySuggestsCraneNamVet { criteria ConceptZoeySuggestsCrane IsNamVet IsNotSaidZoeySuggestsCrane IsTalk IsTalkNamVet IsSubjectNear800 ApplyContext "SaidZoeySuggestsCrane:1:0" applycontexttoworld Response PlayerZoeySuggestsCraneNamVet } Response RespondAffirmativeNamVet { scene "scenes/NamVet/Yes02.vcd" //Roger that. scene "scenes/NamVet/Yes03.vcd" //Yeah. scene "scenes/NamVet/Yes04.vcd" //Okay. scene "scenes/NamVet/Yes06.vcd" //Affirmative. } Rule RespondAffirmativeNamVet { criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isNamVet IsTalkNamVet Response RespondAffirmativeNamVet } Response RiversideIsDeadANamVet { scene "scenes/NamVet/ReactionNegative02.vcd" then any RiversideIsDeadB foo:0 0 //Christ scene "scenes/NamVet/ReactionNegative03.vcd" then any RiversideIsDeadB foo:0 0 //Gee-zus } Rule RiversideIsDeadANamVet { criteria ConceptRiversideIsDeadA IsNamVet IsNotCoughing IsTalkNamVet ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadANamVet } Response RiversideIsDeadPlanNamVet { scene "scenes/NamVet/GenericResponses09.vcd" //Allright, then, let's do it. scene "scenes/NamVet/GenericResponses20.vcd" //Sounds good to me. Let's do it. } Rule RiversideIsDeadPlanNamVet { criteria ConceptRiversideIsDeadPlan IsNamVet IsNotCoughing IsTalkNamVet ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadPlanNamVet } Response RiversideIsDeadSpecial1BNamVet { scene "scenes/NamVet/Uncertain02.vcd" then Biker RiversideIsDeadSpecial1C foo:0 0 //What was that? } Rule RiversideIsDeadSpecial1BNamVet { criteria ConceptRiversideIsDeadSpecial1B IsNamVet IsNotCoughing IsTalkNamVet Response RiversideIsDeadSpecial1BNamVet } Response SafeSpotAheadResponse { scene "scenes/NamVet/SafeSpotAheadReaction01.vcd" //Finally! scene "scenes/NamVet/SafeSpotAheadReaction02.vcd" //Thank God. scene "scenes/NamVet/SafeSpotAheadReaction03.vcd" //'Bout time! scene "scenes/NamVet/SafeSpotAheadReaction04.vcd" //Hallelujah! scene "scenes/NamVet/SafeSpotAheadReaction05.vcd" //Well it's about damn time. scene "scenes/NamVet/SafeSpotAheadReaction06.vcd" //I could use a damn break. } Rule SafeSpotAheadResponse { criteria IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent Response SafeSpotAheadResponse } //-------------------------------------------------------------------------------------------------------------- // Remarkable voice //-------------------------------------------------------------------------------------------------------------- Response PlayerNearFinaleFarmNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerNearFinaleFarmNamVet { criteria ConceptPlayerNearFinale IsNotCoughing IsNamVet IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkNamVet IsNotIncapacitated ismap_l4d_farm05_cornfield ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response PlayerNearFinaleFarmNamVet } //-------------------------------------------------------------------------------------------------------------- // Responses //-------------------------------------------------------------------------------------------------------------- Response ResponseDontBeAnAssNamVet { scene "scenes/NamVet/Generic14.vcd" //Don't be an ass, Francis. } Rule ResponseDontBeAnAssNamVet { criteria ConceptDontBeAnAss IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 Response ResponseDontBeAnAssNamVet } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Directional //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeNamVet { scene "scenes/NamVet/CoverMe01.vcd" //Cover me! scene "scenes/NamVet/CoverMe02.vcd" //Cover me. scene "scenes/NamVet/CoverMe03.vcd" //Watch my back scene "scenes/NamVet/CoverMe04.vcd" //Watch my back. scene "scenes/NamVet/CoverMe05.vcd" //Cover me. } Rule PlayerCoverMeNamVet { criteria ConceptPlayerCoverMe IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerCoverMeNamVet } Response PlayerFollowMeNamVet { scene "scenes/NamVet/FollowMe01.vcd" //Come on, this way. scene "scenes/NamVet/FollowMe02.vcd" //I'll take the lead. scene "scenes/NamVet/FollowMe03.vcd" //Follow me! scene "scenes/NamVet/FollowMe04.vcd" //This way, people! scene "scenes/NamVet/FollowMe05.vcd" //This way. scene "scenes/NamVet/FollowMe06.vcd" //I'm on point. scene "scenes/NamVet/FollowMe07.vcd" //This way! scene "scenes/NamVet/FollowMe08.vcd" //Fall in behind me. scene "scenes/NamVet/FollowMe09.vcd" //Follow me. } Rule PlayerFollowMeNamVet { criteria ConceptPlayerFollowMe IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerFollowMeNamVet } Response PlayerHelpNamVet { scene "scenes/NamVet/Help01.vcd" //People, I need some help! scene "scenes/NamVet/Help02.vcd" //I need some help over here. scene "scenes/NamVet/Help03.vcd" //Help! scene "scenes/NamVet/Help04.vcd" //A little help, people. scene "scenes/NamVet/Help05.vcd" //Help! scene "scenes/NamVet/Help07.vcd" //Help me! scene "scenes/NamVet/Help08.vcd" //Little help! scene "scenes/NamVet/Help09.vcd" //Help me! scene "scenes/NamVet/Help10.vcd" //Help! scene "scenes/NamVet/Help11.vcd" //Need some help over here! scene "scenes/NamVet/Help12.vcd" //Help. scene "scenes/NamVet/Help13.vcd" //A little help please. scene "scenes/NamVet/Help14.vcd" //Need some help over here! scene "scenes/NamVet/Help15.vcd" //I'm in trouble! scene "scenes/NamVet/Help16.vcd" //Little help! scene "scenes/NamVet/Help17.vcd" //I need a hand, people! } Rule PlayerHelpNamVet { criteria ConceptPlayerHelp IsNamVet IsTalk IsTalkNamVet Response PlayerHelpNamVet } Response PlayerHurryUpNamVet { scene "scenes/NamVet/HurryUp01.vcd" //Hurry up! scene "scenes/NamVet/HurryUp02.vcd" //Hurry up! scene "scenes/NamVet/HurryUp03.vcd" //Hurry! scene "scenes/NamVet/HurryUp04.vcd" //MOVE! scene "scenes/NamVet/HurryUp05.vcd" //Get the lead out, people! scene "scenes/NamVet/HurryUp06.vcd" //Hurry! scene "scenes/NamVet/HurryUp07.vcd" //Hustle! scene "scenes/NamVet/HurryUp08.vcd" //Hurry it up scene "scenes/NamVet/HurryUp09.vcd" //Faster! Move it, people. } Rule PlayerHurryUpNamVet { criteria ConceptPlayerHurryUp IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerHurryUpNamVet } Response PlayerKillThatLightNamVet { scene "scenes/NamVet/KillThatLight06.vcd" //Turn those flashlights off! scene "scenes/NamVet/KillThatLight07.vcd" //Kill that light. scene "scenes/NamVet/KillThatLight08.vcd" //Turn your light off. scene "scenes/NamVet/KillThatLight09.vcd" //Lights off! scene "scenes/NamVet/KillThatLight10.vcd" //Turn those flashlights off! } Rule PlayerKillThatLightNamVet { criteria ConceptPlayerKillThatLight IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerKillThatLightNamVet } Response PlayerLeadOnNamVet { scene "scenes/NamVet/LeadOn01.vcd" //You go ahead, I'll follow you scene "scenes/NamVet/LeadOn02.vcd" //You take the lead scene "scenes/NamVet/LeadOn03.vcd" //Go ahead scene "scenes/NamVet/LeadOn04.vcd" //You're on point scene "scenes/NamVet/LeadOn05.vcd" //I'll follow you scene "scenes/NamVet/LeadOn06.vcd" //Lead on. scene "scenes/NamVet/LeadOn07.vcd" //You go ahead, I'll cover you. scene "scenes/NamVet/LeadOn08.vcd" //Take the point. } Rule PlayerLeadOnNamVet { criteria ConceptPlayerLeadOn IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerLeadOnNamVet } Response PlayerMoveOnNamVet { scene "scenes/NamVet/MoveOn01.vcd" //Allright, let's go. scene "scenes/NamVet/MoveOn02.vcd" //Let's move people. scene "scenes/NamVet/MoveOn03.vcd" //Move it out! scene "scenes/NamVet/MoveOn04.vcd" //Let's go. scene "scenes/NamVet/MoveOn05.vcd" //Lets move people scene "scenes/NamVet/MoveOn06.vcd" //Time to move out! scene "scenes/NamVet/MoveOn07.vcd" //Let's move it out people scene "scenes/NamVet/MoveOn08.vcd" //Alright, let's go. scene "scenes/NamVet/MoveOn09.vcd" //Come on, let's go. scene "scenes/NamVet/MoveOn10.vcd" //Come on, let's go. scene "scenes/NamVet/MoveOn11.vcd" //Let's move it out! scene "scenes/NamVet/MoveOn12.vcd" //Let's go, people! } Rule PlayerMoveOnNamVet { criteria ConceptPlayerMoveOn IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerMoveOnNamVet } Response PlayerStayTogetherNamVet { scene "scenes/NamVet/StayTogether01.vcd" //Stay close! scene "scenes/NamVet/StayTogether02.vcd" //Come on - we got to stay together. scene "scenes/NamVet/StayTogether03.vcd" //Keep together, people. scene "scenes/NamVet/StayTogether04.vcd" //Stay together. scene "scenes/NamVet/StayTogether05.vcd" //Form up! scene "scenes/NamVet/StayTogether07.vcd" //Stay close. scene "scenes/NamVet/StayTogether08.vcd" //Don't get split up. scene "scenes/NamVet/StayTogether09.vcd" //Stay together. scene "scenes/NamVet/StayTogether10.vcd" //Stick together, people. } Rule PlayerStayTogetherNamVet { criteria ConceptPlayerStayTogether IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerStayTogetherNamVet } Response PlayerWatchOutBehindNamVet { scene "scenes/NamVet/WatchOutBehind01.vcd" //Behind us! scene "scenes/NamVet/WatchOutBehind02.vcd" //They're behind us! scene "scenes/NamVet/WatchOutBehind03.vcd" //Behind us! scene "scenes/NamVet/WatchOutBehind04.vcd" //They're behind us! } Rule PlayerWatchOutBehindNamVet { criteria ConceptPlayerWatchOutBehind IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerWatchOutBehindNamVet } Response PostMournGoNamVet { scene "scenes/NamVet/GriefManager03.vcd" //C'mon people, if we make it, he didn't die for nothin'. } Rule PostMournGoNamVet { criteria ConceptPlayerMoveOn IsNotCoughing IsNamVet IsSaidSomeoneDied IsTalk IsTalkNamVet Response PostMournGoNamVet } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerAskReadyNamVet { scene "scenes/NamVet/AskReady01.vcd" //Ready? scene "scenes/NamVet/AskReady02.vcd" //Ready? scene "scenes/NamVet/AskReady03.vcd" odds 5 //Ready for this? scene "scenes/NamVet/AskReady04.vcd" //Everyone locked and loaded? scene "scenes/NamVet/AskReady05.vcd" //Ready for this? scene "scenes/NamVet/AskReady09.vcd" odds 5 //You people ready? } Rule PlayerAskReadyNamVet { criteria ConceptPlayerAskReady IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerAskReadyNamVet } Response PlayerImWithYouNamVet { scene "scenes/NamVet/ImWithYou01.vcd" //I got your six. scene "scenes/NamVet/ImWithYou02.vcd" //Right behind you. scene "scenes/NamVet/ImWithYou03.vcd" //I'm with ya. scene "scenes/NamVet/ImWithYou04.vcd" //I got your back. scene "scenes/NamVet/ImWithYou05.vcd" //I'm right behind you. scene "scenes/NamVet/ImWithYou06.vcd" //Right behind you. } Rule PlayerImWithYouNamVet { criteria ConceptPlayerImWithYou IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerImWithYouNamVet } Response PlayerLaughNamVet { scene "scenes/NamVet/Laughter04.vcd" // scene "scenes/NamVet/Laughter11.vcd" // } Rule PlayerLaughNamVet { criteria ConceptPlayerLaugh IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerLaughNamVet } Response PlayerLostCallNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerLostCallNamVet { criteria ConceptPlayerLostCall IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerLostCallNamVet } Response PlayerNiceJobResponseNamVet { scene "scenes/NamVet/NiceJob02.vcd" //Nice work! scene "scenes/NamVet/NiceJob03.vcd" //Nice job. scene "scenes/NamVet/NiceJob04.vcd" //You're doing this unit proud, kid. scene "scenes/NamVet/NiceJob05.vcd" //Nice job. scene "scenes/NamVet/NiceJob06.vcd" //Good work! scene "scenes/NamVet/NiceJob07.vcd" //Hey, nice! scene "scenes/NamVet/NiceJob08.vcd" //Nice! scene "scenes/NamVet/NiceJob09.vcd" //Nice work! scene "scenes/NamVet/NiceJob10.vcd" //Nice job. scene "scenes/NamVet/NiceJob11.vcd" //You're doing this unit proud, kid. scene "scenes/NamVet/NiceJob12.vcd" //Nice job. scene "scenes/NamVet/NiceJob13.vcd" //Good work! scene "scenes/NamVet/NiceJob14.vcd" //You did good. scene "scenes/NamVet/NiceJob15.vcd" //Nice job. scene "scenes/NamVet/NiceJob16.vcd" //You make me proud scene "scenes/NamVet/NiceJob17.vcd" //Good. Very Good. scene "scenes/NamVet/NiceJob18.vcd" //You're a credit to the squad, kid. scene "scenes/NamVet/NiceJob19.vcd" //That was some piece of work. scene "scenes/NamVet/NiceJob20.vcd" //Pretty damn good. scene "scenes/NamVet/NiceJob21.vcd" //That was a good piece of work. scene "scenes/NamVet/NiceJob22.vcd" //You did good, kid. } Rule PlayerNiceJobResponseNamVet { criteria ConceptPlayerNiceJob IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerNiceJobResponseNamVet } Response PlayerNoNamVet { scene "scenes/NamVet/No01.vcd" //Ain't gonna happen. scene "scenes/NamVet/No02.vcd" //No can do. scene "scenes/NamVet/No03.vcd" //Negatory. scene "scenes/NamVet/No04.vcd" //No way. scene "scenes/NamVet/No05.vcd" //Nah. scene "scenes/NamVet/No06.vcd" //Negative. scene "scenes/NamVet/No07.vcd" //Not a chance. scene "scenes/NamVet/No08.vcd" //No. scene "scenes/NamVet/No09.vcd" //No. scene "scenes/NamVet/No10.vcd" //No. scene "scenes/NamVet/No11.vcd" //No possible way. scene "scenes/NamVet/No14.vcd" //I don't think so. scene "scenes/NamVet/No15.vcd" //Absolutely not. } Rule PlayerNoNamVet { criteria ConceptPlayerNo IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerNoNamVet } Response PlayerProfanityNamVet { scene "scenes/NamVet/Generic41.vcd" //[indignant] Hey! scene "scenes/NamVet/PlayerTransitionClose04.vcd" //That was a little closer than I'da liked. scene "scenes/NamVet/ReactionNegative03.vcd" //Gee-zus scene "scenes/NamVet/ReactionNegative10.vcd" //Dammit scene "scenes/NamVet/ReactionNegative10.vcd" //Dammit scene "scenes/NamVet/SwearCoupdeGrace02.vcd" //Go to hell. scene "scenes/NamVet/Swears05.vcd" //Mother. Humper. scene "scenes/NamVet/Swears07.vcd" //Ah hell. scene "scenes/NamVet/Swears08.vcd" //Dammit. scene "scenes/NamVet/Swears10.vcd" //Mother of mercy. scene "scenes/NamVet/ViolenceAwe01.vcd" //Jee-zus... scene "scenes/NamVet/ViolenceAwe02.vcd" //Holy crap. scene "scenes/NamVet/ViolenceAwe03.vcd" //Whoa. scene "scenes/NamVet/ViolenceAwe07.vcd" //Holy Mother of God... } Rule PlayerProfanityNamVet { criteria ConceptPlayerAnswerLostCall IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerProfanityNamVet } Response PlayerSorryNamVet { scene "scenes/NamVet/Sorry01.vcd" //Sorry. scene "scenes/NamVet/Sorry02.vcd" //I am sorry. scene "scenes/NamVet/Sorry03.vcd" //Sorry about that. scene "scenes/NamVet/Sorry04.vcd" //My fault! scene "scenes/NamVet/Sorry05.vcd" //I shouldn't have done that. scene "scenes/NamVet/Sorry07.vcd" //Sorry about that. scene "scenes/NamVet/Sorry08.vcd" //My fault! scene "scenes/NamVet/Sorry09.vcd" //Won't happen again. scene "scenes/NamVet/Sorry10.vcd" //I regret that mistake. scene "scenes/NamVet/Sorry11.vcd" //Ah, hell, I'm gettin too old for this shit scene "scenes/NamVet/Sorry12.vcd" //That was careless of me. } Rule PlayerSorryNamVet { criteria ConceptPlayerSorry IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerSorryNamVet } Response PlayerThanksNamVet { scene "scenes/NamVet/Thanks01.vcd" //Thanks, I owe you one. scene "scenes/NamVet/Thanks02.vcd" //appreciate that. scene "scenes/NamVet/Thanks03.vcd" //Eh, you're a good kid. scene "scenes/NamVet/Thanks04.vcd" //Thanks. scene "scenes/NamVet/Thanks05.vcd" //Thank you. scene "scenes/NamVet/Thanks06.vcd" //Thanks a lot. scene "scenes/NamVet/Thanks07.vcd" //I owe ya one. scene "scenes/NamVet/Thanks08.vcd" //That's one I owe you. scene "scenes/NamVet/Thanks09.vcd" //'ppreciate it. scene "scenes/NamVet/Thanks10.vcd" //You didn't have to do that scene "scenes/NamVet/Thanks11.vcd" //That wasn't necessary, but thanks. } Rule PlayerThanksNamVet { criteria ConceptPlayerThanks IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerThanksNamVet } Response PlayerYesNamVet { scene "scenes/NamVet/Yes02.vcd" //Roger that. scene "scenes/NamVet/Yes03.vcd" //Yeah. scene "scenes/NamVet/Yes04.vcd" //Okay. scene "scenes/NamVet/Yes05.vcd" //Yes. scene "scenes/NamVet/Yes06.vcd" //Affirmative. } Rule PlayerYesNamVet { criteria ConceptPlayerYes IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerYesNamVet } Response PlayerYouAreWelcomeNamVet { scene "scenes/NamVet/YouAreWelcome01.vcd" //Sure thing. scene "scenes/NamVet/YouAreWelcome02.vcd" //Well, you're welcome. scene "scenes/NamVet/YouAreWelcome04.vcd" //Hey, no problem scene "scenes/NamVet/YouAreWelcome05.vcd" //No problem. scene "scenes/NamVet/YouAreWelcome08.vcd" //Sure thing, kid. scene "scenes/NamVet/YouAreWelcome10.vcd" //Yeah, yeah, yeah. scene "scenes/NamVet/YouAreWelcome11.vcd" //Don't get too used to it. scene "scenes/NamVet/YouAreWelcome12.vcd" //Don't mention it. scene "scenes/NamVet/YouAreWelcome14.vcd" odds 5 //Yeah, okay, it don't mean we're married now scene "scenes/NamVet/YouAreWelcome15.vcd" odds 5 //Don't expect a hug } Rule PlayerYouAreWelcomeNamVet { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSpeaking Response PlayerYouAreWelcomeNamVet } Rule PlayerFriendlyFireInflictorNamVet { criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsNamVet IsTalk IsTalkNamVet Response PlayerSorryNamVet } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerNegativeNamVet { scene "scenes/NamVet/FallShort02.vcd" //ohhh nooooo scene "scenes/NamVet/ReactionNegative04.vcd" //[Frustration sound] scene "scenes/NamVet/Swears10.vcd" //Mother of mercy. } Rule PlayerNegativeNamVet { criteria ConceptPlayerNegative IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerNegativeNamVet } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Warning //-------------------------------------------------------------------------------------------------------------- Response PlayerAreaClearNamVet { scene "scenes/NamVet/AreaClear01.vcd" //Clear scene "scenes/NamVet/AreaClear04.vcd" //Clear } Rule PlayerAreaClearNamVet { criteria ConceptPlayerAreaClear IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerAreaClearNamVet } Response PlayerHeardBoomerNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerHeardBoomerNamVet { criteria ConceptPlayerHeardBoomer IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerHeardBoomerNamVet } Response PlayerHeardHunterNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerHeardHunterNamVet { criteria ConceptPlayerHeardHunter IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerHeardHunterNamVet } Response PlayerHeardSmokerNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerHeardSmokerNamVet { criteria ConceptPlayerHeardSmoker IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerHeardSmokerNamVet } Response PlayerHeardTankNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerHeardTankNamVet { criteria ConceptPlayerHeardTank IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerHeardTankNamVet } Response PlayerHeardWitchNamVet { scene "scenes/NamVet/blank.vcd" // } Rule PlayerHeardWitchNamVet { criteria ConceptPlayerHeardWitch IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerHeardWitchNamVet } Response PlayerHurrahNamVet { scene "scenes/NamVet/Hurrah03.vcd" then Any HurrahAlso foo:0 0 //GREAT JOB, PEOPLE! scene "scenes/NamVet/Hurrah05.vcd" //We're going to be okay. scene "scenes/NamVet/Hurrah20.vcd" then Any HurrahAlso foo:0 0 //You people are gettin' good. } Rule PlayerHurrahNamVet { criteria ConceptPlayerHurrah IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerHurrahNamVet } Response PlayerWarnCarefulNamVet { scene "scenes/NamVet/WarnCareful01.vcd" //Careful. scene "scenes/NamVet/WarnCareful02.vcd" //Watch yourself. scene "scenes/NamVet/WarnCareful03.vcd" //Careful. scene "scenes/NamVet/WarnCareful04.vcd" //Careful. scene "scenes/NamVet/WarnCareful05.vcd" //Be careful. scene "scenes/NamVet/WarnCareful06.vcd" //Watch yourself now. scene "scenes/NamVet/WarnCareful07.vcd" //Eyes and ears, people, eyes and ears. scene "scenes/NamVet/WarnCareful08.vcd" //Be careful. scene "scenes/NamVet/WarnCareful09.vcd" //Stay sharp. } Rule PlayerWarnCarefulNamVet { criteria ConceptPlayerWarnCareful IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerWarnCarefulNamVet } Response SurvivorSpottedWorldFarNamVet { scene "scenes/NamVet/Look01.vcd" //Over there. scene "scenes/NamVet/Look02.vcd" //Over there. scene "scenes/NamVet/Look03.vcd" //Look scene "scenes/NamVet/Look04.vcd" //Look! scene "scenes/NamVet/Look05.vcd" //Look! } Rule SurvivorSpottedWorldFarNamVet { criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto Response SurvivorSpottedWorldFarNamVet } //-------------------------------------------------------------------------------------------------------------- // Smalltown Intro //-------------------------------------------------------------------------------------------------------------- Response IntroSmalltown3NamVet { scene "scenes/NamVet/GenericResponses09.vcd" //Allright, then, let's do it. } Rule IntroSmalltown3NamVet { criteria ConceptIntroSmalltown3 IsNamVet ApplyContext "talk:1:5" applycontexttoworld Response IntroSmalltown3NamVet } //-------------------------------------------------------------------------------------------------------------- // Spawn - Join //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpawnNamVet { scene "scenes/NamVet/ScenarioJoin01.vcd" //I'm here. scene "scenes/NamVet/ScenarioJoin02.vcd" //Hello! scene "scenes/NamVet/ScenarioJoin03.vcd" //Hey, I'm here. } Rule SurvivorSpawnNamVet { criteria ConceptPlayerScenarioJoin IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorSpawnNamVet } Response SurvivorSpawnLastMainstreetNamVet { scene "scenes/NamVet/blank.vcd" // } Rule SurvivorSpawnLastMainstreetNamVet { criteria ConceptPlayerScenarioJoinLast IsNamVet IsSmalltown04 ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5" applycontexttoworld Response SurvivorSpawnLastMainstreetNamVet } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response PlayerEatPillsNamVet { scene "scenes/NamVet/PainReliefSigh02.vcd" //ah scene "scenes/NamVet/PainReliefSigh03.vcd" //ah } Rule PlayerEatPillsNamVet { criteria ConceptEatPills IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerEatPillsNamVet } Response PlayerFrancisPouncedNamVet { scene "scenes/NamVet/HunterFrancisPounced01.vcd" predelay ".5,1" //Hunter's got Francis! scene "scenes/NamVet/HunterFrancisPounced02.vcd" predelay ".5,1" //Hunter pounced Francis! scene "scenes/NamVet/HunterFrancisPounced03.vcd" predelay ".5,1" //A Hunter's on Francis! } Rule PlayerFrancisPouncedNamVet { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsBiker IsNotSaidFrancisPounced IsNamVet IsTalk IsTalkNamVet ApplyContext "FrancisPounced:1:60" applycontexttoworld Response PlayerFrancisPouncedNamVet } Response PlayerGetInsideCheckPointNamVet { scene "scenes/NamVet/StayTogetherInside01.vcd" //For chrissake people, get in here! scene "scenes/NamVet/StayTogetherInside02.vcd" //Into the safe room, people! scene "scenes/NamVet/StayTogetherInside03.vcd" //Double time it into the safe room, people! scene "scenes/NamVet/StayTogetherInside04.vcd" //Assemble in the safe room! } Rule PlayerGetInsideCheckPointNamVet { criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsNamVet IsInSafeSpot IsTalk IsTalkNamVet SomeoneOutsideSafeSpot Response PlayerGetInsideCheckPointNamVet } Response PlayerGrenadeNamVet { scene "scenes/NamVet/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!! scene "scenes/NamVet/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!! scene "scenes/NamVet/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!! scene "scenes/NamVet/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!! scene "scenes/NamVet/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE! scene "scenes/NamVet/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!! } Rule PlayerGrenadeNamVet { criteria ConceptThrewGrenade IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerGrenadeNamVet } Response PlayerGrenadeCarefulNamVet { scene "scenes/NamVet/WarnCareful01.vcd" //Careful. scene "scenes/NamVet/WarnCareful05.vcd" //Be careful. } Rule PlayerGrenadeCarefulNamVet { criteria ConceptGrenadeCareful IsNotCoughing IsNamVet IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkNamVet Response PlayerGrenadeCarefulNamVet } Response PlayerIncapacitatedInitialNamVet { scene "scenes/NamVet/IncapacitatedInitial01.vcd" //Ahhhh, I'm down! scene "scenes/NamVet/IncapacitatedInitial02.vcd" //Damnit! I'm down! scene "scenes/NamVet/IncapacitatedInitial03.vcd" //Ah shit, help! scene "scenes/NamVet/IncapacitatedInitial04.vcd" //I'm down! } Rule PlayerIncapacitatedInitialNamVet { criteria ConceptPlayerIncapacitated IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "TalkNamVet:1:2" Response PlayerIncapacitatedInitialNamVet } Response PlayerKillConfirmationNamVet { scene "scenes/NamVet/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 0 //Got 'em scene "scenes/NamVet/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 0 //Got it scene "scenes/NamVet/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 0 //He's dead scene "scenes/NamVet/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 0 //Got 'em scene "scenes/NamVet/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 0 //Got 'em scene "scenes/NamVet/KillConfirmation07.vcd" then Any PlayerNiceShot foo:0 0 //Got 'em scene "scenes/NamVet/KillConfirmation08.vcd" then Any PlayerNiceShot foo:0 0 //Got it } Rule PlayerKillConfirmationNamVet { criteria ConceptKilledZombie IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSubjectFar300 ChanceToFire40Percent Response PlayerKillConfirmationNamVet } Response PlayerLockTheDoorCheckPointNamVet { scene "scenes/NamVet/CloseTheDoor01.vcd" //That door ain't gonna lock itself, people. scene "scenes/NamVet/CloseTheDoor02.vcd" //Lock the door. Do it! scene "scenes/NamVet/CloseTheDoor03.vcd" //Lock that door. scene "scenes/NamVet/CloseTheDoor04.vcd" //Lock the door. scene "scenes/NamVet/CloseTheDoor05.vcd" //Lock that door! scene "scenes/NamVet/CloseTheDoor06.vcd" //Lock the door. scene "scenes/NamVet/CloseTheDoor07.vcd" //Lock that door scene "scenes/NamVet/CloseTheDoor08.vcd" //Lock that door scene "scenes/NamVet/CloseTheDoor09.vcd" //Lock the door. scene "scenes/NamVet/CloseTheDoor10.vcd" //That door ain't gonna lock itself, people. scene "scenes/NamVet/CloseTheDoor11.vcd" //Secure that door! scene "scenes/NamVet/CloseTheDoor12.vcd" //Secure the door! scene "scenes/NamVet/CloseTheDoor13.vcd" //Lock the door. } Rule PlayerLockTheDoorCheckPointNamVet { criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsNamVet IsInSafeSpot IsTalk IsTalkNamVet Response PlayerLockTheDoorCheckPointNamVet } Response PlayerLouisPouncedNamVet { scene "scenes/NamVet/HunterLouisPounced01.vcd" predelay ".5,1" //Hunter's got Louis! scene "scenes/NamVet/HunterLouisPounced02.vcd" predelay ".5,1" //Hunter pounced Louis! scene "scenes/NamVet/HunterLouisPounced03.vcd" predelay ".5,1" //A Hunter's on Louis! } Rule PlayerLouisPouncedNamVet { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsManager IsNotSaidLouisPounced IsNamVet IsTalk IsTalkNamVet ApplyContext "LouisPounced:1:60" applycontexttoworld Response PlayerLouisPouncedNamVet } Response PlayerStayTogetherInsideNamVet { scene "scenes/NamVet/StayTogetherInside01.vcd" //For chrissake people, get in here! scene "scenes/NamVet/StayTogetherInside02.vcd" //Into the safe room, people! scene "scenes/NamVet/StayTogetherInside03.vcd" //Double time it into the safe room, people! scene "scenes/NamVet/StayTogetherInside04.vcd" //Assemble in the safe room! } Rule PlayerStayTogetherInsideNamVet { criteria ConceptPlayerStayTogether IsNotCoughing IsNamVet IsInSafeSpot IsTalk IsTalkNamVet SomeoneOutsideSafeSpot Response PlayerStayTogetherInsideNamVet } Response PlayerSuggestHealthFrancisNamVet { scene "scenes/NamVet/PlayerSuggestHealthFrancis01.vcd" //Francis, use your first aid kit. scene "scenes/NamVet/PlayerSuggestHealthFrancis02.vcd" //Francis, you should heal up. scene "scenes/NamVet/PlayerSuggestHealthFrancis03.vcd" //Heal up, Francis. scene "scenes/NamVet/PlayerSuggestHealthFrancis04.vcd" //Francis, heal up. } Rule PlayerSuggestHealthFrancisNamVet { criteria ConceptPlayerSuggestHealthBiker IsNamVet IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkNamVet NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthFrancisNamVet } Response PlayerSuggestHealthLouisNamVet { scene "scenes/NamVet/PlayerSuggestHealth01.vcd" //You should heal up. scene "scenes/NamVet/PlayerSuggestHealthLouis01.vcd" //Louis, use your first aid kit scene "scenes/NamVet/PlayerSuggestHealthLouis02.vcd" //Heal up, Louis. } Rule PlayerSuggestHealthLouisNamVet { criteria ConceptPlayerSuggestHealthManager IsNamVet IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkNamVet NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthLouisNamVet } Response PlayerSuggestHealthZoeyNamVet { scene "scenes/NamVet/PlayerSuggestHealthZoey01.vcd" //Zoey, maybe you should heal. scene "scenes/NamVet/PlayerSuggestHealthZoey02.vcd" //Zoey, maybe heal up? scene "scenes/NamVet/PlayerSuggestHealthZoey03.vcd" //Might want to heal up, Zoey. } Rule PlayerSuggestHealthZoeyNamVet { criteria ConceptPlayerSuggestHealthTeenGirl IsNamVet IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkNamVet NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthZoeyNamVet } Response PlayerSuggestMeHealthBikerNamVet { scene "scenes/NamVet/blank.vcd" then Any PlayerSuggestHealthBiker foo:0 0 // } Rule PlayerSuggestMeHealthBikerNamVet { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsBiker IsNotBeingHealed IsTalk IsTalkNamVet Response PlayerSuggestMeHealthBikerNamVet } Response PlayerSuggestMeHealthManagerNamVet { scene "scenes/NamVet/blank.vcd" then Any PlayerSuggestHealthManager foo:0 0 // } Rule PlayerSuggestMeHealthManagerNamVet { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsManager IsNotBeingHealed IsTalk IsTalkNamVet Response PlayerSuggestMeHealthManagerNamVet } Response PlayerSuggestMeHealthNamVetNamVet { scene "scenes/NamVet/blank.vcd" then Any PlayerSuggestHealthNamVet foo:0 0 // } Rule PlayerSuggestMeHealthNamVetNamVet { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsNamVet IsNotBeingHealed IsTalk IsTalkNamVet Response PlayerSuggestMeHealthNamVetNamVet } Response PlayerSuggestMeHealthTeenGirlNamVet { scene "scenes/NamVet/blank.vcd" then Any PlayerSuggestHealthTeenGirl foo:0 0 // } Rule PlayerSuggestMeHealthTeenGirlNamVet { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsTeenGirl IsNotBeingHealed IsTalk IsTalkNamVet Response PlayerSuggestMeHealthTeenGirlNamVet } Response PlayerTransitionNamVet { scene "scenes/NamVet/NiceJob14.vcd" //You did good. scene "scenes/NamVet/ReactionPositive04.vcd" //Trah-mendous scene "scenes/NamVet/ReactionPositive06.vcd" //[chuckles and giggles] scene "scenes/NamVet/ReactionPositive08.vcd" //[chuckles and giggles] scene "scenes/NamVet/ReactionPositive10.vcd" //Out standing } Rule PlayerTransitionNamVet { criteria ConceptPlayerTransition IsNotCoughing IsNamVet IsNotSaidPlayerTransition IsTalk IsTalkNamVet ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionNamVet } Response PlayerTransitionCloseNamVet { scene "scenes/NamVet/PlayerTransitionClose01.vcd" //Jesus H Christ that was close. scene "scenes/NamVet/PlayerTransitionClose02.vcd" //This shit's gettin' old. scene "scenes/NamVet/PlayerTransitionClose03.vcd" //I've had about enough of this. scene "scenes/NamVet/PlayerTransitionClose04.vcd" //That was a little closer than I'da liked. scene "scenes/NamVet/TransitionClose01.vcd" //Well that didn't go so well scene "scenes/NamVet/TransitionClose02.vcd" //We've done better scene "scenes/NamVet/TransitionClose03.vcd" //Thank god that's over scene "scenes/NamVet/TransitionClose04.vcd" //Thank god that's over scene "scenes/NamVet/gamespeech01.vcd" odds 1 //I'll see peace back on earth if I gotta murder everyone of these animals with my own bare hands. Ownbare_09.wav } Rule PlayerTransitionCloseNamVet { criteria ConceptPlayerTransition IsNotCoughing IsNamVet IsNotSaidPlayerTransition IsTalk IsTalkNamVet IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCloseNamVet } Response PlayerWarnHeardBoomerNamVet { scene "scenes/NamVet/HeardBoomer01.vcd" //I hear a boomer out there. scene "scenes/NamVet/HeardBoomer02.vcd" //There's a Boomer around here. scene "scenes/NamVet/HeardBoomer03.vcd" //Careful, Boomer. scene "scenes/NamVet/HeardBoomer04.vcd" //Watch it, Boomer in the vacinity. scene "scenes/NamVet/HeardBoomer05.vcd" //Boomer around here. scene "scenes/NamVet/HeardBoomer06.vcd" //Boomer nearby. scene "scenes/NamVet/HeardBoomer07.vcd" //There's a Boomer trackin' us. scene "scenes/NamVet/HeardBoomer08.vcd" //Boomer closeby. scene "scenes/NamVet/HeardBoomer09.vcd" //Boomer nearby. scene "scenes/NamVet/HeardBoomer10.vcd" //Christ, there's a Boomer around here. scene "scenes/NamVet/HeardBoomer11.vcd" //Dammit, Boomer nearby. } Rule PlayerWarnHeardBoomerNamVet { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsNamVet IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkNamVet ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerNamVet } Response PlayerWarnHeardHunterNamVet { scene "scenes/NamVet/HeardHunter01.vcd" //There's a Hunter around here. scene "scenes/NamVet/HeardHunter02.vcd" //Careful, people, there's a Hunter nearby. scene "scenes/NamVet/HeardHunter03.vcd" //There's a hunter spookin' around out there scene "scenes/NamVet/HeardHunter04.vcd" //There's a hunter out there scene "scenes/NamVet/HeardHunter05.vcd" //Careful, Hunter around here. scene "scenes/NamVet/HeardHunter06.vcd" //Hunter out there. scene "scenes/NamVet/HeardHunter08.vcd" //Watch your back - Hunter. scene "scenes/NamVet/HeardHunter09.vcd" //Watch your back, there's a hunter out there. scene "scenes/NamVet/HeardHunter10.vcd" //I think I saw a goddamn Hunter } Rule PlayerWarnHeardHunterNamVet { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsNamVet IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkNamVet ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterNamVet } Response PlayerWarnHeardSmokerNamVet { scene "scenes/NamVet/HeardSmoker01.vcd" //Smoker, right around here. scene "scenes/NamVet/HeardSmoker02.vcd" //There's a Smoker nearby. scene "scenes/NamVet/HeardSmoker03.vcd" //We got a Smoker around here. scene "scenes/NamVet/HeardSmoker04.vcd" //Heads up, Smoker somewhere around here. scene "scenes/NamVet/HeardSmoker05.vcd" //Smoker right around here someplace. scene "scenes/NamVet/HeardSmoker06.vcd" //Smoker. And it's close. scene "scenes/NamVet/HeardSmoker07.vcd" //There's a Smoker } Rule PlayerWarnHeardSmokerNamVet { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsNamVet IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkNamVet ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerNamVet } Response PlayerWarnHeardWitchNamVet { scene "scenes/NamVet/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 0 //Hear that, that's a witch scene "scenes/NamVet/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 0 //Witch around here. scene "scenes/NamVet/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 0 //Shit, Witch scene "scenes/NamVet/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 0 //Quiet, there's a Witch around here. scene "scenes/NamVet/HeardWitch05.vcd" then Self PlayerKillThatLight foo:0 0 //Shhh, Witch near here. } Rule PlayerWarnHeardWitchNamVet { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsNamVet IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkNamVet ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchNamVet } Response PlayerWarnMegaMobNamVet { scene "scenes/NamVet/Hurrah18.vcd" predelay "2.5,3.5" //Those bastards are in for a big surprise. scene "scenes/NamVet/Incoming03.vcd" predelay "2.5,3.5" //INCOMING! scene "scenes/NamVet/Incoming04.vcd" predelay "2.5,3.5"odds 1 //Bookoo crazies inbound! scene "scenes/NamVet/Incoming05.vcd" predelay "2.5,3.5" //HERE THEY COME! scene "scenes/NamVet/Incoming07.vcd" predelay "2.5,3.5" //INCOMING! scene "scenes/NamVet/ReactionNegative07.vcd" predelay "2.5,3.5" //God dammit scene "scenes/NamVet/ReactionNegative09.vcd" predelay "2.5,3.5" //Son of a bitch scene "scenes/NamVet/StayTogether11.vcd" predelay "2.5,3.5"odds 3 //We've got to stay together. scene "scenes/NamVet/TeamKillAccident04.vcd" predelay "2.5,3.5" //Watch it, Watch it! } Rule PlayerWarnMegaMobNamVet { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsNamVet IsNotWarnMegaMob IsTalk IsTalkNamVet IsNotSpeaking ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobNamVet } Response PlayerWarnWitchAngryNamVet { scene "scenes/NamVet/WitchGettingAngry01.vcd" //There's gonna be hell to pay, you keep aggravatin that witch. scene "scenes/NamVet/WitchGettingAngry02.vcd" //STOP! That witch is mad as hell. scene "scenes/NamVet/WitchGettingAngry03.vcd" //Hold up, that witch is getting ready to pounce! scene "scenes/NamVet/WitchGettingAngry04.vcd" //Hold on, that witch is about to blow. scene "scenes/NamVet/WitchGettingAngry05.vcd" //STOP! That witch is mad as hell. } Rule PlayerWarnWitchAngryNamVet { criteria ConceptWitchGettingAngry IsNotCoughing IsNamVet IsNotWarnAngryWitch IsTalk IsTalkNamVet ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnWitchAngryNamVet } Response PlayerZoeyPouncedNamVet { scene "scenes/NamVet/HunterZoeyPounced01.vcd" predelay ".5,1" //Hunter's got Zoey! scene "scenes/NamVet/HunterZoeyPounced02.vcd" predelay ".5,1" //Hunter pounced Zoey! scene "scenes/NamVet/HunterZoeyPounced03.vcd" predelay ".5,1" //A Hunter's on Zoey! } Rule PlayerZoeyPouncedNamVet { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsTeenGirl IsNotSaidZoeyPounced IsNamVet IsTalk IsTalkNamVet ApplyContext "ZoeyPounced:1:60" applycontexttoworld Response PlayerZoeyPouncedNamVet } Response SurvivorCaughtVomitNamVet { scene "scenes/NamVet/ReactionBoomerVomit01.vcd" // scene "scenes/NamVet/ReactionBoomerVomit02.vcd" // scene "scenes/NamVet/ReactionBoomerVomit03.vcd" // } Rule SurvivorCaughtVomitNamVet { criteria ConceptPlayerVomitInFace IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorCaughtVomitNamVet } Response SurvivorCoughingNamVet { scene "scenes/NamVet/Cough01.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough02.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough03.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough04.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough05.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough06.vcd" //(Coughing from smoke) } Rule SurvivorCoughingNamVet { criteria ConceptSurvivorCoughing IsCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorCoughingNamVet } Response SurvivorCoughingDeathNamVet { scene "scenes/NamVet/Cough01.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough02.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough03.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough04.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough05.vcd" //(Coughing from smoke) scene "scenes/NamVet/Cough06.vcd" //(Coughing from smoke) } Rule SurvivorCoughingDeathNamVet { criteria ConceptPlayerDeath IsCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorCoughingDeathNamVet } Response SurvivorDeathNamVet { scene "scenes/NamVet/DeathScream01.vcd" //[Loud painful death scream] scene "scenes/NamVet/DeathScream02.vcd" //[Death rattle] scene "scenes/NamVet/DeathScream03.vcd" //[Loud painful death scream] scene "scenes/NamVet/DeathScream04.vcd" //[Loud painful death scream] scene "scenes/NamVet/DeathScream05.vcd" //[Short quick death scream] scene "scenes/NamVet/DeathScream06.vcd" //[Short quick death scream] scene "scenes/NamVet/DeathScream07.vcd" //[Death rattle] scene "scenes/NamVet/DeathScream08.vcd" //[Death rattle] } Rule SurvivorDeathNamVet { criteria ConceptPlayerDeath IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorDeathNamVet } Response SurvivorFinaleAheadHospitalNamVet { scene "scenes/NamVet/WorldHospital0503.vcd" //Let's find that radio. scene "scenes/NamVet/WorldHospital0504.vcd" //Let's find the radio and get a hold of that pilot. scene "scenes/NamVet/WorldHospital0513.vcd" //Let's find that radio. } Rule SurvivorFinaleAheadHospitalNamVet { criteria ConceptPlayerNearFinale IsNotCoughing IsNamVet IsNotSaidFinaleAhead NotInCombat ismap_l4d_hospital05_rooftop IsTalk IsTalkNamVet IsNotIncapacitated ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response SurvivorFinaleAheadHospitalNamVet } Response SurvivorGrabbedByTongueNamVet { scene "scenes/NamVet/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/NamVet/GrabbedBySmoker01b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/NamVet/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/NamVet/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/NamVet/GrabbedBySmoker03.vcd" //no, NO! } Rule SurvivorGrabbedByTongueNamVet { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorGrabbedByTongueNamVet } Response SurvivorNearFinaleNamVet { scene "scenes/NamVet/FinaleAhead01.vcd" //This looks like it - we're almost out of here. scene "scenes/NamVet/FinaleAhead02.vcd" //We're almost out of here! scene "scenes/NamVet/FinaleAhead03.vcd" //Okay, people, we're almost there. Let's keep moving! scene "scenes/NamVet/FinaleAhead04.vcd" //Keep it together people. We're almost home free. } Rule SurvivorNearFinaleNamVet { criteria ConceptPlayerNearFinale IsNotCoughing IsNamVet IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkNamVet IsNotIncapacitated ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response SurvivorNearFinaleNamVet } Response SurvivorTankPoundNamVet { scene "scenes/NamVet/TankPound01.vcd" //It's killin' me scene "scenes/NamVet/TankPound02.vcd" //Get this thing offa me! scene "scenes/NamVet/TankPound03.vcd" //AAHHHH He's crushing me! } Rule SurvivorTankPoundNamVet { criteria ConceptPlayerGroundPoundedByTank IsNamVet IsTalk IsTalkNamVet Response SurvivorTankPoundNamVet } Response SurvivorVocalizeBackUpNamVet { scene "scenes/NamVet/BackUp01.vcd" //Back up! scene "scenes/NamVet/BackUp02.vcd" //Back up! scene "scenes/NamVet/BackUp03.vcd" //Back back back back back back! scene "scenes/NamVet/BackUp04.vcd" //Back back back! scene "scenes/NamVet/BackUp05.vcd" //Back up! scene "scenes/NamVet/BackUp06.vcd" //Move back! scene "scenes/NamVet/BackUp07.vcd" //Back it up! } Rule SurvivorVocalizeBackUpNamVet { criteria ConceptPlayerBackUp IsNamVet IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkNamVet Response SurvivorVocalizeBackUpNamVet } Response SurvivorVocalizeEmphaticGoNamVet { scene "scenes/NamVet/EmphaticGo01.vcd" //go go go scene "scenes/NamVet/EmphaticGo02.vcd" //MOVE! scene "scenes/NamVet/EmphaticGo03.vcd" //MOVE! scene "scenes/NamVet/EmphaticGo04.vcd" //MOVE MOVE MOVE! scene "scenes/NamVet/EmphaticGo05.vcd" //MOVE OUT! scene "scenes/NamVet/EmphaticGo06.vcd" //go go go } Rule SurvivorVocalizeEmphaticGoNamVet { criteria ConceptPlayerEmphaticGo IsNamVet IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkNamVet Response SurvivorVocalizeEmphaticGoNamVet } Response SurvivorVocalizeFollowMeNamVet { scene "scenes/NamVet/FollowMe01.vcd" //Come on, this way. scene "scenes/NamVet/FollowMe02.vcd" //I'll take the lead. scene "scenes/NamVet/FollowMe03.vcd" //Follow me! scene "scenes/NamVet/FollowMe04.vcd" //This way, people! scene "scenes/NamVet/FollowMe05.vcd" //This way. scene "scenes/NamVet/FollowMe06.vcd" //I'm on point. scene "scenes/NamVet/FollowMe07.vcd" //This way! scene "scenes/NamVet/FollowMe08.vcd" //Fall in behind me. scene "scenes/NamVet/FollowMe09.vcd" //Follow me. } Rule SurvivorVocalizeFollowMeNamVet { criteria ConceptPlayerFollowMe IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorVocalizeFollowMeNamVet } Response SurvivorVocalizeGoingToDieNamVet { scene "scenes/NamVet/GoingToDie01.vcd" //I don't feel so good. scene "scenes/NamVet/GoingToDie03.vcd" //I feel awful. scene "scenes/NamVet/GoingToDie04.vcd" //I am in bad shape, people. scene "scenes/NamVet/GoingToDie05.vcd" //I'm gettin' too old for this horseshit. scene "scenes/NamVet/GoingToDie06.vcd" //I feel terrible. scene "scenes/NamVet/GoingToDie08.vcd" //[to self] goddamn horseshit. scene "scenes/NamVet/GoingToDie09.vcd" //It's not lookin' good for me. scene "scenes/NamVet/GoingToDie10.vcd" //I'm not feelin' too hot. scene "scenes/NamVet/GoingToDie11.vcd" //Ah shit, I'm not doin' too good here. scene "scenes/NamVet/GoingToDie12.vcd" //I'm really hurt, people scene "scenes/NamVet/GoingToDie13.vcd" //Christ, I'm messed up. scene "scenes/NamVet/GoingToDie14.vcd" //[sharp intake of breath followed by grunt] scene "scenes/NamVet/GoingToDie16.vcd" //I feel awful. scene "scenes/NamVet/GoingToDie17.vcd" //God damn it, I am seriously fubar. scene "scenes/NamVet/GoingToDie18.vcd" //[pain sound followed by two grunts] scene "scenes/NamVet/GoingToDie20.vcd" //I'm just barely hangin' on here scene "scenes/NamVet/GoingToDie21.vcd" //[pain sound] I think I'm goin' home in a box scene "scenes/NamVet/GoingToDie22.vcd" //I feel like hell. scene "scenes/NamVet/GoingToDie24.vcd" //If I go down, don't let those bastards eat me. scene "scenes/NamVet/GoingToDie26.vcd" //Dammit, I'm bleeding out. scene "scenes/NamVet/GoingToDieLight01.vcd" //This old body ain't gonna make it. scene "scenes/NamVet/GoingToDieLight02.vcd" //Ah shit, I ain't feelin' right. scene "scenes/NamVet/GoingToDieLight03.vcd" //Something ain't workin' right. scene "scenes/NamVet/GoingToDieLight04.vcd" //This just ain't my day... scene "scenes/NamVet/GoingToDieLight06.vcd" //Ah. Dammit. scene "scenes/NamVet/GoingToDieLight07.vcd" // Hell with this. scene "scenes/NamVet/GoingToDieLight08.vcd" odds 2 //Hell, I was too old for this shit fifteen years ago. } Rule SurvivorVocalizeGoingToDieNamVet { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotComplainBlock ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDieNamVet } Response SurvivorVocalizeGoingToDie3NamVet { scene "scenes/NamVet/GoingToDie02.vcd" //I don't know if I am going to make it. scene "scenes/NamVet/GoingToDie07.vcd" //You people might have to go on without me. scene "scenes/NamVet/GoingToDie15.vcd" //We gotta find me a medic. scene "scenes/NamVet/GoingToDie23.vcd" //I'm about to buy the farm. scene "scenes/NamVet/GoingToDie27.vcd" //I'm not gonna hold out much longer. } Rule SurvivorVocalizeGoingToDie3NamVet { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsNamVet IsOnThirdStrike IsTalk IsTalkNamVet IsNotComplainBlock ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDie3NamVet } Response SurvivorVocalizeGoingToDieAloneNamVet { scene "scenes/NamVet/NervousHumming01.vcd" //[Nervous Humming] scene "scenes/NamVet/NervousWhislte01.vcd" //[Nervous Whislte] } Rule SurvivorVocalizeGoingToDieAloneNamVet { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsNamVet IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkNamVet ApplyContext "SaidNervous:1:0" Response SurvivorVocalizeGoingToDieAloneNamVet } Response SurvivorVocalizeLookOutNamVet { scene "scenes/NamVet/LookOut01.vcd" //Look out! scene "scenes/NamVet/LookOut02.vcd" //Watch out! scene "scenes/NamVet/LookOut03.vcd" //Watch out! scene "scenes/NamVet/LookOut04.vcd" //Watch your ass! scene "scenes/NamVet/LookOut05.vcd" //Heads up! scene "scenes/NamVet/LookOut06.vcd" //Behind you!! } Rule SurvivorVocalizeLookOutNamVet { criteria ConceptPlayerLookOut IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorVocalizeLookOutNamVet } Response SurvivorVocalizeThisWayNamVet { scene "scenes/NamVet/FollowMe01.vcd" //Come on, this way. scene "scenes/NamVet/FollowMe02.vcd" //I'll take the lead. scene "scenes/NamVet/FollowMe03.vcd" //Follow me! scene "scenes/NamVet/FollowMe04.vcd" //This way, people! scene "scenes/NamVet/FollowMe05.vcd" //This way. scene "scenes/NamVet/FollowMe06.vcd" //I'm on point. scene "scenes/NamVet/FollowMe07.vcd" //This way! scene "scenes/NamVet/FollowMe08.vcd" //Fall in behind me. scene "scenes/NamVet/FollowMe09.vcd" //Follow me. } Rule SurvivorVocalizeThisWayNamVet { criteria ConceptPlayerThisWay IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorVocalizeThisWayNamVet } Response SurvivorVocalizeWaitHereNamVet { scene "scenes/NamVet/WaitHere01.vcd" //Let's wait here. scene "scenes/NamVet/WaitHere02.vcd" //Let's wait for a minute. scene "scenes/NamVet/WaitHere03.vcd" //Wait here just a minute. scene "scenes/NamVet/WaitHere04.vcd" //Hold up! } Rule SurvivorVocalizeWaitHereNamVet { criteria ConceptPlayerWaitHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response SurvivorVocalizeWaitHereNamVet } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Danger //-------------------------------------------------------------------------------------------------------------- Response PlayerLedgeHangEndNamVet { scene "scenes/NamVet/LedgeHangEnd01.vcd" //I'M SLIPPING! PULL ME UP! scene "scenes/NamVet/LedgeHangEnd02.vcd" //I'M LOSING MY GRIP! GET OVER HERE! scene "scenes/NamVet/LedgeHangEnd03.vcd" //I CAN'T HOLD ON - I'M GONNA FALL! scene "scenes/NamVet/LedgeHangEnd04.vcd" //HELP ME! I'm about to take a redball into the ground! scene "scenes/NamVet/LedgeHangEnd05.vcd" //I'M GONNA FALL! } Rule PlayerLedgeHangEndNamVet { criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerLedgeHangEndNamVet } Response PlayerLedgeHangMiddleNamVet { scene "scenes/NamVet/LedgeHangMiddle01.vcd" //Ah christ, somebody pull me up! scene "scenes/NamVet/LedgeHangMiddle02.vcd" //I need some help, here. scene "scenes/NamVet/LedgeHangMiddle03.vcd" //Dammit, I need a hand here! scene "scenes/NamVet/LedgeHangMiddle04.vcd" //Pull me up, people. scene "scenes/NamVet/LedgeHangMiddle05.vcd" //I need a hand up! } Rule PlayerLedgeHangMiddleNamVet { criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerLedgeHangMiddleNamVet } Response PlayerLedgeHangStartNamVet { scene "scenes/NamVet/LedgeHangStart01.vcd" //I need a hand up! scene "scenes/NamVet/LedgeHangStart02.vcd" //Somembody pull me up! scene "scenes/NamVet/LedgeHangStart03.vcd" //Godammit, I'm hangin' off a ledge over here. scene "scenes/NamVet/LedgeHangStart04.vcd" //Somebody needs to get over here and pull me up! scene "scenes/NamVet/LedgeHangStart05.vcd" //Hey, people, I'm hangin' off a ledge over here! scene "scenes/NamVet/LedgeHangStart06.vcd" //Somebody come pull me up! scene "scenes/NamVet/LedgeHangStart07.vcd" //I'm gettin' too old for this hangin' shit. scene "scenes/NamVet/LedgeHangStart08.vcd" //Somebody come help me up! scene "scenes/NamVet/LedgeHangStart09.vcd" //Somebody come grab me up off this ledge. } Rule PlayerLedgeHangStartNamVet { criteria ConceptPlayerLedgeHangStart IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerLedgeHangStartNamVet } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Death //-------------------------------------------------------------------------------------------------------------- Response DoubleDeathNamVet { scene "scenes/NamVet/DoubleDeathResponse01.vcd" predelay ".5,1.25" //This is goin' to hell in a handbasket real fast! scene "scenes/NamVet/DoubleDeathResponse02.vcd" predelay ".5,1.25" //I didn't sign up for this shit! } Rule DoubleDeathNamVet { criteria ConceptSurvivorDied IsNotCoughing IsNamVet IsSaidSomeoneDied IsTalk IsTalkNamVet IsNotSaidSomeoneDiedDouble ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response DoubleDeathNamVet } Response DoubleDeath2NamVet { scene "scenes/NamVet/DoubleDeathResponse04.vcd" predelay ".5,1.25" //It's just the two of us now, kid. } Rule DoubleDeath2NamVet { criteria ConceptDeath2Left IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent ApplyContext "SaidSomeoneDiedDouble2:1:10" applycontexttoworld Response DoubleDeath2NamVet } Response SurvivorDiedFrancisNamVet { scene "scenes/NamVet/NameFrancis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/NamVet/NameFrancis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Fraaaaancis! (loud) } Rule SurvivorDiedFrancisNamVet { criteria ConceptSurvivorDied IsNotCoughing IsNamVet IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkNamVet ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedFrancisNamVet } Response SurvivorDiedLouisNamVet { scene "scenes/NamVet/NameLouis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud) scene "scenes/NamVet/NameLouis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Looooouis! (loud) scene "scenes/NamVet/NameLouis03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis (quiet) } Rule SurvivorDiedLouisNamVet { criteria ConceptSurvivorDied IsNotCoughing IsNamVet IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkNamVet ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedLouisNamVet } Response SurvivorDiedZoeyNamVet { scene "scenes/NamVet/NameZoey01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoey! (loud) scene "scenes/NamVet/NameZoey02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zooooooey! (loud) } Rule SurvivorDiedZoeyNamVet { criteria ConceptSurvivorDied IsNotCoughing IsNamVet IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkNamVet ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedZoeyNamVet } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupAutoShotgunNamVet { scene "scenes/NamVet/TakeAutoShotgun01.vcd" //Full auto shotgun scene "scenes/NamVet/TakeAutoShotgun02.vcd" //Auto shottie! scene "scenes/NamVet/TakeAutoShotgun03.vcd" //I'm grabbing this shotgun. scene "scenes/NamVet/TakeAutoShotgun04.vcd" //I'm taking this shotgun scene "scenes/NamVet/TakeAutoShotgun05.vcd" //Shotgun! } Rule SurvivorPickupAutoShotgunNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupAutoShotgunNamVet } Response SurvivorPickupFirstAidKitNamVet { scene "scenes/NamVet/TakeFirstAid01.vcd" //First to aid, last to die scene "scenes/NamVet/TakeFirstAid02.vcd" //Grabbing First Aid scene "scenes/NamVet/TakeFirstAid03.vcd" //I'm gonna need these } Rule SurvivorPickupFirstAidKitNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupFirstAidKitNamVet } Response SurvivorPickupHuntingRifleNamVet { scene "scenes/NamVet/TakeSniper01.vcd" //I'm gonna grab this range rifle scene "scenes/NamVet/TakeSniper02.vcd" //I'm grabbing a hunting rifle. } Rule SurvivorPickupHuntingRifleNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupHuntingRifleNamVet } Response SurvivorPickupMolotovNamVet { scene "scenes/NamVet/TakeMolotov01.vcd" //Molotov. scene "scenes/NamVet/TakeMolotov02.vcd" //Grabbing a Molotov. scene "scenes/NamVet/TakeMolotov03.vcd" //Might want to save this for later. } Rule SurvivorPickupMolotovNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupMolotovNamVet } Response SurvivorPickupPainPillsNamVet { scene "scenes/NamVet/TakePills01.vcd" //I'm gonna need these scene "scenes/NamVet/TakePills02.vcd" //Grabbing pills scene "scenes/NamVet/TakePills03.vcd" //Someone's gonna need these } Rule SurvivorPickupPainPillsNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupPainPillsNamVet } Response SurvivorPickupPipeBombNamVet { scene "scenes/NamVet/TakePipeBomb01.vcd" //A black powder bomb. scene "scenes/NamVet/TakePipeBomb02.vcd" //Grabbing a pipe bomb scene "scenes/NamVet/TakePipeBomb03.vcd" //Grabbing a pipe bomb scene "scenes/NamVet/TakePipeBomb04.vcd" //I'd rather have a grenade, but this'll do. } Rule SurvivorPickupPipeBombNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupPipeBombNamVet } Response SurvivorPickupPumpShotgunNamVet { scene "scenes/NamVet/TakeShotgun01.vcd" //Grabbing a shotgun scene "scenes/NamVet/TakeShotgun02.vcd" //I'm grabbing this shotgun. scene "scenes/NamVet/TakeShotgun03.vcd" //Shotgun } Rule SurvivorPickupPumpShotgunNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupPumpShotgunNamVet } Response SurvivorPickupRifleNamVet { scene "scenes/NamVet/GnericWeaponPickup01.vcd" //Ahhh. A gun's a gun. scene "scenes/NamVet/GnericWeaponPickup02.vcd" //If it shoots bullets, I'll take it. scene "scenes/NamVet/GnericWeaponPickup03.vcd" //*This'll* do some damage. scene "scenes/NamVet/TakeAssaultRifle01.vcd" //An assault rifle. This shit's gettin more like 'nam every second. scene "scenes/NamVet/TakeAssaultRifle02.vcd" //An assault rifle. Come to papa. scene "scenes/NamVet/TakeAssaultRifle03.vcd" //I'm grabbing this rifle scene "scenes/NamVet/TakeAssaultRifle04.vcd" //An assault rifle! Man, this takes me back. scene "scenes/NamVet/TakeAssaultRifle05.vcd" //I'm grabbin' an assault rifle. } Rule SurvivorPickupRifleNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupRifleNamVet } Response SurvivorPickupSecondPistolNamVet { scene "scenes/NamVet/TakePistol01.vcd" //I'm taking an extra pistol scene "scenes/NamVet/TakePistol02.vcd" //I'm taking an extra pistol. scene "scenes/NamVet/TakePistol03.vcd" //Extra Pistol! scene "scenes/NamVet/TakePistol04.vcd" //Extra Sidearm! } Rule SurvivorPickupSecondPistolNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupSecondPistolNamVet } Response SurvivorPickupSMGNamVet { scene "scenes/NamVet/TakeSubMachineGun01.vcd" //SMG scene "scenes/NamVet/TakeSubMachineGun02.vcd" //Grabbing an SMG scene "scenes/NamVet/TakeSubMachineGun03.vcd" //Full auto - beautiful. } Rule SurvivorPickupSMGNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupSMGNamVet } Rule SurvivorPickupAutoShotgunAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupAutoShotgunNamVet } Rule SurvivorPickupFirstAidKitAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupFirstAidKitNamVet } Rule SurvivorPickupHuntingRifleAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupHuntingRifleNamVet } Rule SurvivorPickupMolotovAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupMolotovNamVet } Rule SurvivorPickupPainPillsAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupPainPillsNamVet } Rule SurvivorPickupPipeBombAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupPipeBombNamVet } Rule SurvivorPickupPumpShotgunAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupPumpShotgunNamVet } Rule SurvivorPickupRifleAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupRifleNamVet } Rule SurvivorPickupSecondPistolNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupSecondPistolNamVet } Rule SurvivorPickupSMGAlwaysNamVet { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsNamVet IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupSMGNamVet } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerGettingRevivedNamVet { scene "scenes/NamVet/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm okay. scene "scenes/NamVet/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm allright. scene "scenes/NamVet/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan] scene "scenes/NamVet/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 0 //Hell if I know. scene "scenes/NamVet/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 0 //Most of this blood ain't mine. scene "scenes/NamVet/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan2] scene "scenes/NamVet/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll make it. scene "scenes/NamVet/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll live. scene "scenes/NamVet/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 0 //Hell, I'll live. scene "scenes/NamVet/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 0 //I've had worse. scene "scenes/NamVet/GettingRevived11.vcd" then From ReviveFriendDownFinal foo:0 0 //[confused from hit on head] Who are you? scene "scenes/NamVet/GettingRevived12.vcd" then From ReviveFriendDownFinal foo:0 0 //[confused from hit on head] Mother? scene "scenes/NamVet/GettingRevived13.vcd" then From ReviveFriendDownFinal foo:0 0 //Well, I ain't *good*. } Rule PlayerGettingRevivedNamVet { criteria ConceptReviveFriendDown IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerGettingRevivedNamVet } Response PlayerHealOtherNamVet { scene "scenes/NamVet/HealOther01.vcd" //Let me heal you up scene "scenes/NamVet/HealOther01.vcd" //Let me heal you up scene "scenes/NamVet/HealOther02.vcd" //Hold still, I can heal you scene "scenes/NamVet/HealOther02.vcd" //Hold still, I can heal you scene "scenes/NamVet/HealOther03.vcd" //Hold on, let me patch you up scene "scenes/NamVet/HealOther03.vcd" //Hold on, let me patch you up scene "scenes/NamVet/HealOther04.vcd" //Lemme heal ya up. scene "scenes/NamVet/HealOther05.vcd" //Hold up, I'll heal ya. scene "scenes/NamVet/HealOther06.vcd" //Quit moving, I'll heal ya. scene "scenes/NamVet/HealOther07.vcd" //Stop squirmin', I'm gonna heal ya. scene "scenes/NamVet/HealOther08.vcd" //Hold still, I'm gonna heal ya. } Rule PlayerHealOtherNamVet { criteria ConceptPlayerHealingOther IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerHealOtherNamVet } Response PlayerHealOtherCombatNamVet { scene "scenes/NamVet/HealOther01.vcd" //Let me heal you up scene "scenes/NamVet/HealOther02.vcd" //Hold still, I can heal you scene "scenes/NamVet/HealOther03.vcd" //Hold on, let me patch you up } Rule PlayerHealOtherCombatNamVet { criteria ConceptPlayerHealingOther IsNotCoughing IsNamVet IsTalk IsTalkNamVet InCombat Response PlayerHealOtherCombatNamVet } Response PlayerLedgeSaveNamVet { scene "scenes/NamVet/LedgeSave01.vcd" //Okay, quit squirming, I gotcha. Come on, up ya go! scene "scenes/NamVet/LedgeSave02.vcd" //Let's go, take my hand. I'm gonna get you up. Here we go. scene "scenes/NamVet/LedgeSave03.vcd" //How the hell did this happen? Never mind, come on and grab my hand. } Rule PlayerLedgeSaveNamVet { criteria ConceptPlayerLedgeSave IsNotCoughing IsNamVet IsTalk IsTalkNamVet Response PlayerLedgeSaveNamVet } Response PlayerReviveFriendNamVet { scene "scenes/NamVet/ReviveFriend01.vcd" //Hold still, hold still. I'm gonna get you back on your feet and then we gotta move. scene "scenes/NamVet/ReviveFriend02.vcd" //Okay. Allright, now. Come on kid, shake it off and let's get moving. scene "scenes/NamVet/ReviveFriend03.vcd" //Ah hell, it looks a lot worse than it is. C'mon - you gotta get up and walk it off. scene "scenes/NamVet/ReviveFriend04.vcd" //Probably stings like hell, but it ain't gonna kill ya. Up and at'em, soldier! Time to move. scene "scenes/NamVet/ReviveFriend05.vcd" //There's a lot of blood, but you're not missin' anything important. Come on, get up, let's get moving! scene "scenes/NamVet/ReviveFriend06.vcd" //Hold still, hold still. I'm gonna get you back on your feet and then we gotta move. scene "scenes/NamVet/ReviveFriend07.vcd" //Okay. Allright, now. Come on kid, shake it off, let's get moving. scene "scenes/NamVet/ReviveFriend08.vcd" //Take it easy, kid. I'm gonna get you back on your feet and fighting. scene "scenes/NamVet/ReviveFriend09.vcd" //Hell, kid, they just winged ya. Come on, back on your feet and let's get moving. scene "scenes/NamVet/ReviveFriend10.vcd" //Here we go - back on your feet, soldier. You're not gettin' out of this fight that easy. scene "scenes/NamVet/ReviveFriend11.vcd" //Lie still, lemme look. Ah hell, I've seen worse. You'll be allright in a second. scene "scenes/NamVet/ReviveFriend12.vcd" //You're not through yet, kid. Get up and let's go. These shitheads ain't gonna kill themselves. scene "scenes/NamVet/ReviveFriend14.vcd" //Ahh quit snivelling. I've seen worse. } Rule PlayerReviveFriendNamVet { criteria ConceptPlayerReviveFriend IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendNamVet } Response PlayerReviveFriendCriticalNamVet { scene "scenes/NamVet/ReviveCriticalFriend01.vcd" //I can help you up, but I'm not gonna lie to ya - you're in bad shape. If we don't find you some first aid, you're not gonna survive another hit. scene "scenes/NamVet/ReviveCriticalFriend02.vcd" //Holy hell, you are messed up. If we don't find you some first aid, you're not gonna survive another hit. scene "scenes/NamVet/ReviveCriticalFriend03.vcd" //That really tore the hell outta you. If we don't find you some first aid, you're not gonna survive another hit. scene "scenes/NamVet/ReviveCriticalFriend04.vcd" //Holy shit, they took a big piece outta you, kid. If we don't find you some first aid, you're not gonna survive another hit. scene "scenes/NamVet/ReviveCriticalFriend05.vcd" //I can help you back on your feet, but it's temporary. If we don't find you some first aid, you're not gonna survive another hit. scene "scenes/NamVet/ReviveCriticalFriend06.vcd" //You're in real bad shape, kid. If we don't find you some first aid, you're not gonna survive another hit. scene "scenes/NamVet/ReviveCriticalFriend07.vcd" //No shame, kid. I woulda pissed myself, too. But if we don't find you some first aid, you're not gonna survive another hit. } Rule PlayerReviveFriendCriticalNamVet { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalNamVet } Response PlayerReviveFriendLoudNamVet { scene "scenes/NamVet/ReviveFriendLoud01.vcd" //I gotcha. You're gonna make it! scene "scenes/NamVet/ReviveFriendLoud02.vcd" //Get up, get up! We ain't got time for this! scene "scenes/NamVet/ReviveFriendLoud03.vcd" //Get up, get up! scene "scenes/NamVet/ReviveFriendLoud04.vcd" //Come on, get up! scene "scenes/NamVet/ReviveFriendLoud05.vcd" //Hang on, I gotcha! scene "scenes/NamVet/ReviveFriendLoud06.vcd" //Come on! You gotta get up! scene "scenes/NamVet/ReviveFriendLoud07.vcd" //You're not done yet. Come on! scene "scenes/NamVet/ReviveFriendLoud08.vcd" //Let's go! Get up! Let's go! scene "scenes/NamVet/ReviveFriendLoud09.vcd" //Come on! This fight ain't over! scene "scenes/NamVet/ReviveFriendLoud10.vcd" //Come on! } Rule PlayerReviveFriendLoudNamVet { criteria ConceptPlayerReviveFriend IsNotCoughing IsNamVet IsZombiePresentTank IsTalk IsTalkNamVet ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudNamVet } Response PlayerReviveFriendShortNamVet { scene "scenes/NamVet/ReviveFriendB01.vcd" //Up and at 'em. scene "scenes/NamVet/ReviveFriendB02.vcd" //Come on up! scene "scenes/NamVet/ReviveFriendB03.vcd" //Up ya go, son. scene "scenes/NamVet/ReviveFriendB04.vcd" //You'll be okay. scene "scenes/NamVet/ReviveFriendB05.vcd" //I got ya. scene "scenes/NamVet/ReviveFriendB06.vcd" //Up we go. scene "scenes/NamVet/ReviveFriendB07.vcd" //Hell, you're fine. scene "scenes/NamVet/ReviveFriendB08.vcd" //It don't look bad. scene "scenes/NamVet/ReviveFriendB09.vcd" //Come on up. scene "scenes/NamVet/ReviveFriendB10.vcd" //Let's move! scene "scenes/NamVet/ReviveFriendB11.vcd" //You're fine. scene "scenes/NamVet/ReviveFriendB15.vcd" //You'll be fine. } Rule PlayerReviveFriendShortNamVet { criteria ConceptPlayerReviveFriend IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsReviveTalk ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendShortNamVet } Rule PlayerLedgeSaveCriticalNamVet { criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsNamVet IsTalk IsTalkNamVet ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalNamVet } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - ZRescue //-------------------------------------------------------------------------------------------------------------- Rule PlayerReviveFriendLoud2NamVet { criteria ConceptPlayerReviveFriend IsNotCoughing IsNamVet IntensityHigh IsTalk IsTalkNamVet ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudNamVet } Rule PlayerReviveFriendLoudCritNamVet { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsNamVet IntensityHigh IsTalk IsTalkNamVet IntensityHigh ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudNamVet } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo //-------------------------------------------------------------------------------------------------------------- Response PlayerAirportIntrobbNamVet { scene "scenes/NamVet/WorldAirport0102.vcd" then Biker IntroAirport01bc foo:0 0 //A C-130 is nice flying. } Rule PlayerAirportIntrobbNamVet { criteria ConceptIntroAirport01bb IsNamVet ApplyContext "talk:1:4" applycontexttoworld Response PlayerAirportIntrobbNamVet } Response PlayerFarmHouseIntroNamVet { scene "scenes/NamVet/WorldFarmHouseIntro01.vcd" then Biker IntroFarm2 foo:0 0.05 //Emergency band was talking about a military outpost just North a' here. scene "scenes/NamVet/WorldFarmHouseIntro12.vcd" then biker IntroFarm2 foo:0 0.05 //Last thing I heard, there's some kind of military outpost not far from here along the train tracks. } Rule PlayerFarmHouseIntroNamVet { criteria ConceptIntroFarm IsNamVet ApplyContext "talk:1:10" applycontexttoworld Response PlayerFarmHouseIntroNamVet } Response PlayerHospitalIntroNamVet { scene "scenes/NamVet/WorldHospital0112.vcd" then Any IntroHospital02 foo:0 0 //We can take the subway tunnels to the hospital. There's a redline station not far from here. } Rule PlayerHospitalIntroNamVet { criteria ConceptintroHospital IsNamVet ApplyContext "talk:1:10" applycontexttoworld Response PlayerHospitalIntroNamVet } Response PlayerHospitalIntro03NamVet { scene "scenes/NamVet/GenericResponses10.vcd" //Good thinking. scene "scenes/NamVet/WorldHospital0104.vcd" //Might not be a bad idea to get off the street. } Rule PlayerHospitalIntro03NamVet { criteria ConceptIntroHospital03 IsNamVet ApplyContext "talk:1:4" applycontexttoworld Response PlayerHospitalIntro03NamVet } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Heal //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeHealNamVet { scene "scenes/NamVet/CoverMe01.vcd" predelay ".2,.5" //Cover me! scene "scenes/NamVet/CoverMe02.vcd" predelay ".2,.5" //Cover me. scene "scenes/NamVet/CoverMe03.vcd" predelay ".2,.5" //Watch my back scene "scenes/NamVet/CoverMe04.vcd" predelay ".2,.5" //Watch my back. scene "scenes/NamVet/CoverMe05.vcd" predelay ".2,.5" //Cover me. scene "scenes/NamVet/CoverMe06.vcd" predelay ".2,.5" //Healin', cover me scene "scenes/NamVet/CoverMe07.vcd" predelay ".2,.5" //Cover me, gonna heal. scene "scenes/NamVet/CoverMe08.vcd" predelay ".2,.5" //Wait up, I'm healing. } Rule PlayerCoverMeHealNamVet { criteria ConceptPlayerHealing IsNotCoughing IsNamVet IsNotAskedForCoverNamVet IsTalk IsTalkNamVet IsNotAlone ApplyContext "NamVetAskForCover:1:30" Response PlayerCoverMeHealNamVet } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedRifleAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedRifleAutoNamVet2 { criteria ConceptPlayerSpotRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedRifleAutoNamVet2 } Response SurvivorSpottedShotgunAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedShotgunAutoNamVet2 { criteria ConceptPlayerSpotShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedShotgunAutoNamVet2 } Response SurvivorSpottedSMGAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedSMGAutoNamVet2 { criteria ConceptPlayerSpotSMG IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSMGAutoNamVet2 } Response SurvivorSpottedSniperRifleAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedSniperRifleAutoNamVet2 { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSniperRifleAutoNamVet2 } Response SurvivorSpottedWeaponNamVet { scene "scenes/NamVet/SpotWeapons01.vcd" //Weapons here! } Rule SurvivorSpottedWeaponNamVet { criteria ConceptPlayerSpotPistol IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Response SurvivorSpottedWeaponAShotgunAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedWeaponAShotgunAutoNamVet2 { criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponAShotgunAutoNamVet2 } Response SurvivorSpottedWeaponPistolAutoNamVet { scene "scenes/NamVet/SpotWeapons02.vcd" //Weapon over here! scene "scenes/NamVet/SpotWeapons03.vcd" //Got a Weapon here! } Rule SurvivorSpottedWeaponPistolAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsSecondPistol IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoNamVet } Response SurvivorSpottedWeaponPistolAutoNamVet2 { scene "scenes/NamVet/Yes02.vcd" //Roger that. } Rule SurvivorSpottedWeaponPistolAutoNamVet2 { criteria ConceptPlayerSpotPistol IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoNamVet2 } Rule SurvivorSpottedRifleNamVet { criteria ConceptPlayerSpotRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedRifleAutoNamVet { criteria ConceptPlayerSpotRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedShotgunNamVet { criteria ConceptPlayerSpotShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedShotgunAutoNamVet { criteria ConceptPlayerSpotShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedSMGNamVet { criteria ConceptPlayerSpotSMG IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedSMGAutoNamVet { criteria ConceptPlayerSpotSMG IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedSniperRifleNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsSniper_military ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedSniperRifleAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsSniper_military IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedWeaponNamVet { criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedWeaponAShotgunAutoNamVet { criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedShotgun_spasNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsShotgun_spas IsWorldTalkNamVet _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedShotgun_spasAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsShotgun_spas IsWorldTalkNamVet ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedRifle_desertNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsRifle_desert IsWorldTalkNamVet ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedRifle_desertAutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_desert IsWorldTalkNamVet _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } //-------------------------------------------------------------------------------------------------------------- // Added / Fixed //-------------------------------------------------------------------------------------------------------------- Response PlayerRelaxedSighNamVet { scene "scenes/NamVet/PainReliefSigh01.vcd" //Ahhh scene "scenes/NamVet/PainReliefSigh04.vcd" //Ohh } Rule PlayerRelaxedSighNamVet { criteria ConceptRelaxedSigh IsNamVet IsTalk IsTalkNamVet IsWorldTalkNamVet Response PlayerRelaxedSighNamVet } Response PlayerUseAdrenalineNamVet { scene "scenes/NamVet/PainReliefSigh02.vcd" predelay "1.2" //ah scene "scenes/NamVet/ReactionPositive02.vcd" predelay "1.2" //eh hehhh! scene "scenes/NamVet/ViolenceAwe06.vcd" predelay "1.2" //surprised laughter } Rule PlayerUseAdrenalineNamVet { criteria ConceptUseAdrenaline IsNamVet IsTalk IsTalkNamVet IsWorldTalkNamVet Response PlayerUseAdrenalineNamVet } Response PlayerUsingDefibrillatorNamVet { scene "scenes/NamVet/AreaClear04.vcd" //Clear! scene "scenes/NamVet/ReviveFriendLoud01.vcd" //I gotcha. You're gonna make it! scene "scenes/NamVet/ReviveFriendLoud09.vcd" //Come on! This fight ain't over! } Rule PlayerUsingDefibrillatorNamVet { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsWorldTalkNamVet Response PlayerUsingDefibrillatorNamVet } Response PlayerRevivedByDefibrillatorNamVet { scene "scenes/NamVet/HurtMajor04.vcd" //[pain noise - ugh] scene "scenes/NamVet/HurtMajor07.vcd" //[pain noise - ugh] scene "scenes/NamVet/Swear10.vcd" //Mother of Mercy! } Rule PlayerRevivedByDefibrillatorNamVet { criteria ConceptRevivedByDefibrillator IsNotCoughing IsNamVet ApplyContext "TalkNamVet:1:3" applycontexttoworld Response PlayerRevivedByDefibrillatorNamVet } Response PlayerRevivedByDefibrillator2NamVet { scene "scenes/NamVet/ViolenceAwe03.vcd" predelay ".5,1.5" //Whoa! scene "scenes/NamVet/ViolenceAwe04.vcd" predelay ".5,1.5" //Holy shit! scene "scenes/NamVet/ToTheRescueThanks02.vcd" predelay ".5,1.5" //Thanks for that... } Rule PlayerRevivedByDefibrillator2NamVet { criteria ConceptRevivedByDefibrillatorDelayed IsNamVet ApplyContext "TalkNamVet:1:3" applycontexttoworld Response PlayerRevivedByDefibrillator2NamVet } Response SurvivorPouncedByHunterNamVet { scene "scenes/NamVet/ScreamWhilePounced01.vcd" //GET IT OFF! scene "scenes/NamVet/ScreamWhilePounced02.vcd" //GET IT OFF GET IT OFF! scene "scenes/NamVet/ScreamWhilePounced03.vcd" //GET IT OFF! } Rule SurvivorPouncedByHunterNamVet { criteria ConceptScreamWhilePounced IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsWorldTalkNamVet Response SurvivorPouncedByHunterNamVet } Response PlayerGrabbedByJockeyNamVet { scene "scenes/NamVet/ScreamWhilePounced01.vcd" //GET IT OFF! scene "scenes/NamVet/ScreamWhilePounced03.vcd" //GET IT OFF! scene "scenes/NamVet/FallShort02.vcd" //Ohhhh NOOOO! scene "scenes/NamVet/FallShort03.vcd" //Ahhh! scene "scenes/NamVet/Swear05.vcd" //MOTHER HUMPER! scene "scenes/NamVet/Swear09.vcd" //God damn it! } Rule PlayerGrabbedByJockeyNamVet { criteria ConceptSurvivorJockeyed IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSaidBeenJockeyedNamVet IsWorldTalkNamVet ApplyContext "SaidBeenJockeyedNamVet:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyNamVet } Response SurvivorJockeyHurtMajorNamVet { scene "scenes/NamVet/ScreamWhilePounced01.vcd" then all commentjockey foo:0 -1.739 //GET IT OFF! scene "scenes/NamVet/ScreamWhilePounced03.vcd" then all commentjockey foo:0 -1.494 //GET IT OFF! scene "scenes/NamVet/HurtMajor02.vcd" then all commentjockey foo:0 -1.121 //[pain noise - ahh] scene "scenes/NamVet/HurtMajor05.vcd" then all commentjockey foo:0 -0.911 //[pain noise - ugh] scene "scenes/NamVet/HurtMinor02.vcd" then all commentjockey foo:0 -0.364 //[pain noise - short minor pain] } Rule SurvivorJockeyHurtMajorNamVet { criteria IsSurvivor InPain IsMajorPain IsNamVet IsTalk IsTalkNamVet SubjectIsJockey IsNotSaidBeenJockeyedNamVet IsWorldTalkNamVet IsBeingJockeyed ApplyContext "SaidBeenJockeyedNamVet:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorNamVet } Response SurvivorJockeyHurtMinorNamVet { scene "scenes/NamVet/ScreamWhilePounced01.vcd" then all commentjockey foo:0 -1.739 //GET IT OFF! scene "scenes/NamVet/ScreamWhilePounced03.vcd" then all commentjockey foo:0 -1.494 //GET IT OFF! scene "scenes/NamVet/HurtMajor02.vcd" then all commentjockey foo:0 -1.121 //[pain noise - ahh] scene "scenes/NamVet/HurtMajor05.vcd" then all commentjockey foo:0 -0.911 //[pain noise - ugh] scene "scenes/NamVet/HurtMinor02.vcd" then all commentjockey foo:0 -0.364 //[pain noise - short minor pain] } Rule SurvivorJockeyHurtMinorNamVet { criteria IsSurvivor InPain IsMinorPain IsNamVet IsTalk IsTalkNamVet SubjectIsJockey IsNotSaidBeenJockeyedNamVet IsWorldTalkNamVet IsBeingJockeyed ApplyContext "SaidBeenJockeyedNamVet:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorNamVet } Response PlayerCommentJockeyNamVet { scene "scenes/NamVet/ReactionNegative02.vcd" //Christ. scene "scenes/NamVet/Swear07.vcd" // Ahh hell! scene "scenes/NamVet/C6DLC3CommunityLines02.vcd" //That's what you get for not wearing a hat. } Rule PlayerCommentJockeyNamVet { criteria ConceptCommentJockey IsNamVet IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey ApplyContext "SaidCommentJockey:1:0" applycontexttoworld Response PlayerCommentJockeyNamVet } Response SurvivorchargerpoundNamVet { scene "scenes/NamVet/TankPound02.vcd" //Get this thing offa me! scene "scenes/NamVet/TankPound03.vcd" //AAHHHH He's crushing me! } Rule SurvivorchargerpoundNamVet { criteria Conceptchargerpound IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSaidchargerpound IsWorldTalkNamVet ApplyContext "Saidchargerpound:1:5,TalkNamVet:1:5" Response SurvivorchargerpoundNamVet } Response SurvivorGooedBySpitterNamVet { scene "scenes/NamVet/HurtCritical03.vcd" //AAAAAHHH! scene "scenes/NamVet/HurtCritical08.vcd" //AAAAAHHHHHH! scene "scenes/NamVet/EmphaticGo01.vcd" //GO GO GO! scene "scenes/NamVet/EmphaticGo03.vcd" //MOOOVE! scene "scenes/NamVet/EmphaticGo04.vcd" //MOVE MOVE MOVE! scene "scenes/NamVet/BackUp06.vcd" //MOVE BACK! scene "scenes/NamVet/BackUp07.vcd" //BACK IT UP! } Rule SurvivorGooedBySpitterNamVet { criteria ConceptGooedBySpitter IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSaidGooedBySpitter IsWorldTalkNamVet ApplyContext "SaidGooedBySpitter:1:20,TalkNamVet:1:3" Response SurvivorGooedBySpitterNamVet } Response SurvivorWarnSpitterIncomingNamVet { scene "scenes/NamVet/Incoming03.vcd" //INCOMING! scene "scenes/NamVet/Incoming07.vcd" //Incoming! scene "scenes/NamVet/DowninFront03.vcd" //Duck! } Rule SurvivorWarnSpitterIncomingNamVet { criteria ConceptWarnSpitterIncoming IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSaidWarnSpitterIncoming IsWorldTalkNamVet ApplyContext "SaidWarnSpitterIncoming:1:10" Response SurvivorWarnSpitterIncomingNamVet } Response SurvivorDeployUpExplosivesNamVet { scene "scenes/NamVet/WaitHere03.vcd" //Wait here just a minute. scene "scenes/NamVet/WaitHere04.vcd" //Hold up! } Rule SurvivorDeployUpExplosivesNamVet { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsNamVet IsNotSpeaking IsTalk IsTalkNamVet IsWorldTalkNamVet IsNotSaidDeployUpgradePack_Explosive HasUpgradePack_Explosive ApplyContext "SaidDeployUpgradePack_Explosive:1:30" Response SurvivorDeployUpExplosivesNamVet } Response SurvivorDeployUpIncendiaryNamVet { scene "scenes/NamVet/WaitHere03.vcd" //Wait here just a minute. scene "scenes/NamVet/WaitHere04.vcd" //Hold up! } Rule SurvivorDeployUpIncendiaryNamVet { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsNamVet IsNotSpeaking IsTalk IsTalkNamVet IsWorldTalkNamVet IsNotSaidDeployUpgradePack_Incendiary HasUpgradePack_Incendiary ApplyContext "SaidDeployUpgradePack_Incendiary:1:30" Response SurvivorDeployUpIncendiaryNamVet } Rule SurvivorSpottedM60NamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkNamVet IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Rule SurvivorSpottedM60AutoNamVet { criteria ConceptPlayerSpotWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto IsM60 IsWorldTalkNamVet ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponNamVet } Response SurvivorPickupM60NamVet { scene "scenes/NamVet/Hurrah18.vcd" //Those bastards are in for a big surprise. scene "scenes/NamVet/ReactionPositive05.vcd" //[chuckles and giggles] } Rule SurvivorPickupM60NamVet { criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpM60 IsNotSpeaking NamVetNotPickedUpItem IsTalk IsTalkNamVet IsWorldTalkNamVet ApplyContext "NamVetPickedUpItem:1:30" Response SurvivorPickupM60NamVet }