//-------------------------------------------------------------------------------------------------------------- // Producer Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "ProducerNotPickedUpItem" "ProducerPickedUpItem" "!=1" "required" weight 0 Criterion "ProducerNotSaidGrabbingCan" "SaidGrabbingCan" "!=1" "required" weight 0 Criterion "IsProducerFriendlyFire" "worldProducerFriendlyFire" "1" "required" weight 0 Criterion "IsNotProducerFriendlyFire" "worldProducerFriendlyFire" "!=1" "required" weight 0 Criterion "IsNotAskedForCoverProducer" "ProducerAskForCover" "!=1" "required" weight 0 Criterion "IsNotSaidProducerWitchChasing" "SaidProducerWitchChasing" "!=1" "required" weight 0 Criterion "IsNotSaidAlertGiveItemStopProducer" "SaidAlertGiveItemStopProducer" "!=1" "required" weight 0 Criterion "IsNotSaidAlertGiveItemStopFirstAidProducer" "SaidAlertGiveItemStopFirstAidProducer" "!=1" "required" weight 0 Criterion "IsNotSaidBeenJockeyedProducer" "SaidBeenJockeyedProducer" "!=1" "required" weight 0 Criterion "IsSaidProducerWitchAttacking" "SaidProducerWitchAttacking" "1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankProducer { speak "Producer_Blank" noscene //Blank } Response C1M1InSmokeProducer { scene "scenes/Producer/Cough01.vcd" then any C1M1Cough foo:0 -2.638 //[Coughing from smoke] scene "scenes/Producer/Cough02.vcd" then any C1M1Cough foo:0 -1.859 //[Coughing from smoke] scene "scenes/Producer/Cough04.vcd" then any C1M1Cough foo:0 -1.290 //[Coughing from smoke] scene "scenes/Producer/Cough05.vcd" then any C1M1Cough foo:0 -1.169 //[Coughing from smoke] } Rule C1M1InSmokeProducer { criteria ConceptTalkIdle IsProducer IsSaidC1M1InSmoke ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 Response C1M1InSmokeProducer } Response C1M3AlarmOffProducer { scene "scenes/Producer/WorldC1M3B23.vcd" then any C1M3AlarmOffa foo:0 .5 //Got it! } Rule C1M3AlarmOffProducer { criteria ConceptC1M3AlarmOff2 IsNotSaidC1M3AlarmOff AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3AlarmOff:1:0" applycontexttoworld Response C1M3AlarmOffProducer } Response C1M3BrokeWindowProducer { scene "scenes/Producer/WorldC1M3B21.vcd" //We have to turn off that alarm! } Rule C1M3BrokeWindowProducer { criteria ConceptC1M3BrokeWindow2 IsNotSaidC1M3BrokeWindow AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3BrokeWindow:1:0" applycontexttoworld Response C1M3BrokeWindowProducer } Response C1M3DoorAlarmProducer { scene "scenes/Producer/WorldC1M3B21.vcd" //We have to turn off that alarm! } Rule C1M3DoorAlarmProducer { criteria ConceptC1M3DoorAlarm2 IsNotSaidC1M3DoorAlarm AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M3DoorAlarm:1:0" applycontexttoworld Response C1M3DoorAlarmProducer } Response C1M3SafeRoomProducer { scene "scenes/Producer/Blank.vcd" then any C1M3SafeRoom2 foo:0 3 //Blank } Rule C1M3SafeRoomProducer { criteria ConceptTalkIdle Joined2 IsProducer IsNotSaidC1M3SafeRoom2 ismap_c1m3_mall IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3SafeRoom2:1:0" applycontexttoworld Response C1M3SafeRoomProducer } Response C1M4SafeRoomProducer { scene "scenes/Producer/Blank.vcd" then any C1M4SafeRoom2 foo:0 3 //Blank } Rule C1M4SafeRoomProducer { criteria ConceptTalkIdle Joined2 IsProducer IsNotSaidC1M4SafeRoom2 ismap_c1m4_atrium IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M4SafeRoom2:1:0" applycontexttoworld Response C1M4SafeRoomProducer } Response C4M3Saferoom001Producer { scene "scenes/Producer/WorldC4M3B01.vcd" then any _c4m3_startsafe02 foo:0 0.01 //Alright. Everybody got a gas can? I do not want to make this trip twice. } Rule C4M3Saferoom001Producer { criteria ConceptTalkIdle IsProducer ChanceToFire80Percent NotInCombat IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_002 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:5.574,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_002:1:0" applycontexttoworld Response C4M3Saferoom001Producer } Response PlayerNiceShotProducer { scene "scenes/Producer/NiceShot01.vcd" //Nice shot. scene "scenes/Producer/NiceShot02.vcd" //Cool. scene "scenes/Producer/NiceShot03.vcd" //Great shot! scene "scenes/Producer/NiceShot04.vcd" //Nice shot! scene "scenes/Producer/NiceShot05.vcd" //Good one! } Rule PlayerNiceShotProducer { criteria ConceptPlayerNiceShot IsNotCoughing IsProducer IssuerClose IsTalk IsTalkProducer ChanceToFire30Percent IsWorldTalkProducer Response PlayerNiceShotProducer } Response PlayerNiceShotCoachProducer { scene "scenes/Producer/NiceShotCoach01.vcd" //Nice shot coach. } Rule PlayerNiceShotCoachProducer { criteria ConceptPlayerNiceShot IsNotCoughing IsProducer IssuerClose IsTalk IsTalkProducer ChanceToFire10Percent IsWorldTalkProducer SubjectIsCoach Response PlayerNiceShotCoachProducer } Response SurvivorMournCoachProducer { scene "scenes/Producer/SurvivorMournCoach01.vcd" //Gonna miss you Coach. scene "scenes/Producer/SurvivorMournCoach02.vcd" //Do you think Coach was his first or last name? scene "scenes/Producer/SurvivorMournCoach03.vcd" //Goodbye coach? scene "scenes/Producer/SurvivorMournCoach04.vcd" //Damn, didn't even get to know you coach. } Rule SurvivorMournCoachProducer { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsProducer IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkProducer IsNotIncapacitated HasNotDefibrillator IsWorldTalkProducer Response SurvivorMournCoachProducer } Response SurvivorMournGamblerProducer { scene "scenes/Producer/SurvivorMournNick01.vcd" //Ahh Nick, at least you are dressed for a funeral. scene "scenes/Producer/SurvivorMournNick02.vcd" //Goodbye Nick, going to miss you. } Rule SurvivorMournGamblerProducer { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsProducer IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkProducer IsNotIncapacitated HasNotDefibrillator IsWorldTalkProducer Response SurvivorMournGamblerProducer } Response SurvivorMournGamblerC1Producer { scene "scenes/Producer/SurvivorMournGamblerC101.vcd" //Not much to say my friend, goodbye. } Rule SurvivorMournGamblerC1Producer { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsProducer IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkProducer IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkProducer NoKnowNames ismap_c1m1_hotel Response SurvivorMournGamblerC1Producer } Response SurvivorMournMechanicProducer { scene "scenes/Producer/SurvivorMournEllis01.vcd" //Ellis, what did you go and do? scene "scenes/Producer/SurvivorMournEllis02.vcd" //Oh Ellis, Ellis, Ellis.... scene "scenes/Producer/SurvivorMournEllis03.vcd" //Oh Ellis, I am going to miss you. } Rule SurvivorMournMechanicProducer { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsProducer IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkProducer IsNotIncapacitated HasNotDefibrillator IsWorldTalkProducer Response SurvivorMournMechanicProducer } Response SurvivorMournMechanicC1Producer { scene "scenes/Producer/SurvivorMournMechanicC101.vcd" //Gonna miss our little mechanic. } Rule SurvivorMournMechanicC1Producer { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsProducer IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkProducer IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkProducer NoKnowNames ismap_c1m1_hotel Response SurvivorMournMechanicC1Producer } //-------------------------------------------------------------------------------------------------------------- // AutoConvo //-------------------------------------------------------------------------------------------------------------- Response C1M1_ElevatorHello01_02GProducer { scene "scenes/Producer/WorldGenericProducer50.vcd" then coach C1M1_ElevatorHello01_02G1 foo:0 -1.932 //Hey. Name's Rochelle, you? } Rule C1M1_ElevatorHello01_02GProducer { criteria Concept_C1M1_ElevatorHello01 IsProducer AutoIsNotScavenge AutoIsNotSurvival IsWithOnlyThree IsGamblerNotAlive ApplyContext "Talk:1:2.032" applycontexttoworld Response C1M1_ElevatorHello01_02GProducer } Response C3M1FerryInTransitProducer { scene "scenes/Producer/WorldC3M119.vcd" //Ferry's almost here! } Rule C3M1FerryInTransitProducer { criteria ConceptC3M1FerryInTransit IsProducer IsTalk IsTalkProducer IsNotSaidC3M1FerryInTransit IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryInTransit:1:0" applycontexttoworld Response C3M1FerryInTransitProducer } Response Playerc1m1_enter_elevatorProducer { scene "scenes/Producer/WorldGenericProducer42.vcd" //This elevator works! } Rule Playerc1m1_enter_elevatorProducer { criteria Conceptc1m1_enter_elevator IsProducer IsTalk IsTalkProducer IsNotSaidc1m1_enter_elevator AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkProducer ApplyContext "Saidc1m1_enter_elevator:1:0" applycontexttoworld Response Playerc1m1_enter_elevatorProducer } Response PlayerC1M2AlarmDoor2Producer { scene "scenes/Producer/EmphaticGo07.vcd" predelay ".1,2" //GO! scene "scenes/Producer/Incoming02.vcd" predelay ".1,2" //Get ready! scene "scenes/Producer/WorldC1M2B63.vcd" predelay ".1,2" //Grab the cola! } Rule PlayerC1M2AlarmDoor2Producer { criteria ConceptC1M2AlarmDoor2 IsProducer IsTalk IsTalkProducer IsProducerActor IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2InsideGunShop:1:0" applycontexttoworld Response PlayerC1M2AlarmDoor2Producer } Response PlayerC1M2GrabbingCola2Producer { scene "scenes/Producer/WorldC1M2B64.vcd" //I got the cola, let's get back! scene "scenes/Producer/WorldC1M2B65.vcd" //Alright, I got Whitaker's cola! Let's go! scene "scenes/Producer/WorldC1M2B66.vcd" //I got the cola! scene "scenes/Producer/WorldC1M2B67.vcd" //Grabbing the cola! } Rule PlayerC1M2GrabbingCola2Producer { criteria ConceptPlayerPickup IsProducer IsTalk IsTalkProducer IsNotSaidC1M2GrabbingCola2 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsPickedUpColaBottles ismap_c1m2_streets ApplyContext "SaidC1M2GrabbingCola2:1:5,Talk:1:2.279,_auto_SaidC1M2GrabbedCola:1:0" applycontexttoworld Response PlayerC1M2GrabbingCola2Producer } Response PlayerC1M2GunRoomDoorResponseProducer { scene "scenes/Producer/WorldC1M2B56.vcd" then orator C1M2GunRoomDoorResponse5 foo:0 -5.962 //Alright, sir. We'll go get you your snacks. But you better not try to weasel out of this. scene "scenes/Producer/WorldC1M2B62.vcd" then orator C1M2GunRoomDoorResponse4 foo:0 -4.974 //Sir, if you let me keep this gun? I'll go get you anything you need. } Rule PlayerC1M2GunRoomDoorResponseProducer { criteria ConceptC1M2GunRoomDoorResponse IsProducer IsNotSaidC1M2GunRoomDoorResponse AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2GunRoomDoorResponse:1:0" applycontexttoworld Response PlayerC1M2GunRoomDoorResponseProducer } Response PlayerC1M2InsideGunShop2Producer { scene "scenes/Producer/WorldC1M2B19.vcd" //Oh sweet jesus look at all of these guns. scene "scenes/Producer/WorldC1M2B21.vcd" //Would you LOOK at all these guns? } Rule PlayerC1M2InsideGunShop2Producer { criteria ConceptC1M2InsideGunShop2 IsProducer IsTalk IsTalkProducer IsNotSaidC1M2InsideGunShop IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M2InsideGunShop:1:0" applycontexttoworld Response PlayerC1M2InsideGunShop2Producer } Response PlayerC3M1CallFerry2Producer { scene "scenes/Producer/WorldC3M117.vcd" then any C3M1FerryInTransit foo:0 25 //I'm calling the ferry. scene "scenes/Producer/WorldC3M118.vcd" then any C3M1FerryInTransit foo:0 25 //Ferry's coming. } Rule PlayerC3M1CallFerry2Producer { criteria ConceptC3M1CallFerry2 IsProducer IsTalk IsTalkProducer IsNotSaidC3M1CallFerry2 IsProducerActor IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1CallFerry2:1:0" applycontexttoworld Response PlayerC3M1CallFerry2Producer } Response PlayerC3M1FerryLanded2Producer { scene "scenes/Producer/WorldC3M120.vcd" then any C3M1FerryLanded2 foo:0 4 //Okay, get on the ferry! scene "scenes/Producer/WorldC3M121.vcd" then any C3M1FerryLanded2 foo:0 4 //Everyone on the ferry! scene "scenes/Producer/WorldC3M122.vcd" then any C3M1FerryLanded2 foo:0 4 //Time to ride the ferry! scene "scenes/Producer/WorldC3M124.vcd" then any C3M1FerryLanded2 foo:0 4 //Everyone, get on the ferry! scene "scenes/Producer/WorldC3M125.vcd" then any C3M1FerryLanded2 foo:0 4 //Get on the boat! scene "scenes/Producer/WorldC3M126.vcd" then any C3M1FerryLanded2 foo:0 4 //Everyone, get on the boat! scene "scenes/Producer/WorldC3M127.vcd" then any C3M1FerryLanded2 foo:0 4 //Alright, get on the boat! scene "scenes/Producer/WorldC3M128.vcd" then any C3M1FerryLanded2 foo:0 4 //Everyone on the boat! scene "scenes/Producer/WorldC3M129.vcd" then any C3M1FerryLanded2 foo:0 4 //Okay, get on the boat! Time to ride the boat! } Rule PlayerC3M1FerryLanded2Producer { criteria ConceptC3M1FerryLanded2 IsProducer IsTalk IsTalkProducer IsNotSaidC3M1FerryLaunched2 IsNotSaidC3M1FerryLanded2 IsNotSaidWorldC3M1FerryCrossing IsNotIncapacitated IsNotAlone IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLanded2:1:2" applycontexttoworld Response PlayerC3M1FerryLanded2Producer } Response PlayerC3M1FerryLaunched2aProducer { scene "scenes/Producer/Blank.vcd" //Blank } Rule PlayerC3M1FerryLaunched2aProducer { criteria ConceptC3M1FerryLaunched2 IsProducer IsTalk IsTalkProducer IsNotSaidC3M1FerryLaunched2 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryLaunched2:1:0" applycontexttoworld Response PlayerC3M1FerryLaunched2aProducer } Response PlayerC3M2ComingHomeProducer { scene "scenes/Producer/WorldC3M237.vcd" then any C3M2ComingHome foo:0 1 //Lights are on! Hello!!??!?! scene "scenes/Producer/WorldC3M238.vcd" then any C3M2ComingHome foo:0 1 //Maybe people are here! scene "scenes/Producer/WorldC3M240.vcd" then any C3M2ComingHome foo:0 1 //More lights! scene "scenes/Producer/WorldC3M241.vcd" then any C3M2ComingHome foo:0 1 //Okay, if they have power... scene "scenes/Producer/WorldC3M242.vcd" then any C3M2ComingHome foo:0 1 //Hellooo!!! Helloooo!!! We aren't CEDA!! scene "scenes/Producer/WorldC3M243.vcd" then any C3M2ComingHome foo:0 1 //They really walled themselves off! scene "scenes/Producer/WorldC3M244.vcd" then any C3M2ComingHome foo:0 1 //They look dug in, maybe they're alive! scene "scenes/Producer/WorldC3M245.vcd" then any C3M2ComingHome foo:0 1 //Hello, hello - swamp people are you there? scene "scenes/Producer/WorldC3M246.vcd" then any C3M2ComingHome foo:0 1 //Anyone there! Help! scene "scenes/Producer/WorldC3M248.vcd" then any C3M2ComingHome foo:0 1 //Hello! scene "scenes/Producer/WorldC3M249.vcd" then any C3M2ComingHome foo:0 1 //Hey! Help! scene "scenes/Producer/WorldC3M250.vcd" then any C3M2ComingHome foo:0 1 //I don't see anyone. } Rule PlayerC3M2ComingHomeProducer { criteria ConceptC3M2ComingHome IsProducer IsTalk IsTalkProducer IsNotSaidC3M2Village2 IsSaidC3M2Village1 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival Under4C3M2YelledHello ApplyContext "SaidC3M2ComingHome:1:0,C3M2YelledHello++,Talk:1:5.894" applycontexttoworld Response PlayerC3M2ComingHomeProducer } Response PlayerC3M2OpenDoor2Producer { scene "scenes/Producer/WorldC3M219.vcd" //I've always wanted to do this. scene "scenes/Producer/WorldC3M221.vcd" //Okay, I'm opening the door! scene "scenes/Producer/WorldC3M225.vcd" //Screw it, why not, open the door. } Rule PlayerC3M2OpenDoor2Producer { criteria ConceptC3M2OpenDoor2 IsProducer IsTalk IsTalkProducer IsNotSaidC3M2OpenDoor2 IsProducerActor IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M2OpenDoor:21:0,Talk:1:2.406" applycontexttoworld Response PlayerC3M2OpenDoor2Producer } Response PlayerC3M2PlaneDoorOpenProducer { scene "scenes/Producer/WorldC3M219.vcd" //I've always wanted to do this. scene "scenes/Producer/WorldC3M220.vcd" //Do you think the slides will activate? scene "scenes/Producer/WorldC3M221.vcd" //Okay, I'm opening the door! scene "scenes/Producer/WorldC3M225.vcd" //Screw it, why not, open the door. } Rule PlayerC3M2PlaneDoorOpenProducer { criteria ConceptC3M2PlaneDoorOpen IsProducer IsTalk IsTalkProducer IsNotSaidC3M2PlaneDoorOpen IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M2PlaneDoorOpen:1:0,Talk:1:2.406" applycontexttoworld Response PlayerC3M2PlaneDoorOpenProducer } Response Playerc5m4floatstart2Producer { scene "scenes/Producer/WorldC2M3B30.vcd" //I'm starting it! } Rule Playerc5m4floatstart2Producer { criteria Conceptc5m4floatstart2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidc5m4floatstart2:1:0,_auto_TractorStarted:1:0,_auto_InMiniFinale:1:0" applycontexttoworld Response Playerc5m4floatstart2Producer } Response PlayerintroC1M1Producer { scene "scenes/Producer/blank.vcd" then any _introc1m1 foo:0 2 // } Rule PlayerintroC1M1Producer { criteria ConceptintroFarm IsProducer IsTalk IsTalkProducer IsNotSaidintroFarm ismap_c1m1_hotel IsWorldTalkProducer ApplyContext "SaidintroFarm:1:0,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response PlayerintroC1M1Producer } Response PlayerPlayerUsingColaBottlesProducer { scene "scenes/Producer/Blank.vcd" then orator whitakerputcola foo:0 0 //Blank } Rule PlayerPlayerUsingColaBottlesProducer { criteria ConceptPlayerUsingColaBottles IsProducer IsTalk IsTalkProducer IsNotSaidPlayerUsingColaBottles IsWorldTalkProducer ApplyContext "SaidPlayerUsingColaBottles:1:20,WhoPutCola:Producer:35" applycontexttoworld Response PlayerPlayerUsingColaBottlesProducer } Response PlayerRelaxedSighProducer { scene "scenes/Producer/PainRelieftFirstAid01.vcd" //Ohhhhh. scene "scenes/Producer/PainRelieftFirstAid02.vcd" //Oh yeah. scene "scenes/Producer/PainRelieftFirstAid03.vcd" //Now I'm feelin' right! scene "scenes/Producer/PainRelieftFirstAid04.vcd" //Oh yeah, that's what I'm talkin' about! scene "scenes/Producer/PainRelieftFirstAid05.vcd" //Whoo! Alll better now! } Rule PlayerRelaxedSighProducer { criteria ConceptRelaxedSigh IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerRelaxedSighProducer } Response PlayerStayTogetherInsideReponseProducer { scene "scenes/Producer/GoingToDie22.vcd" //Movin' as fast as I can. scene "scenes/Producer/GoingToDie23.vcd" //Sorry guys, I can't go any faster. scene "scenes/Producer/GoingToDie24.vcd" //Going as fast as I can. } Rule PlayerStayTogetherInsideReponseProducer { criteria ConceptStayTogetherInsideReponse IsProducer IsTalk IsTalkProducer IsNotSaidStayTogetherInsideReponse IsNotHealthySlow IsNotInSafeSpot IsWorldTalkProducer ApplyContext "SaidStayTogetherInsideReponse:1:20" applycontexttoworld Response PlayerStayTogetherInsideReponseProducer } Response PlayerUseAdrenalineProducer { scene "scenes/Producer/Adrenaline05.vcd" predelay "1.2" //[shaking self awake] scene "scenes/Producer/Adrenaline06.vcd" predelay "1.2" //[shaking self awake] scene "scenes/Producer/PainRelieftPills03.vcd" predelay "1.2" //Ahhh. Ooohh. } Rule PlayerUseAdrenalineProducer { criteria ConceptUseAdrenaline IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerUseAdrenalineProducer } Response PlayerWorldC3M1FerryCrossingB02Producer { scene "scenes/Producer/WorldC3M136.vcd" //You had real forsight to get that tattooed. } Rule PlayerWorldC3M1FerryCrossingB02Producer { criteria ConceptWorldC3M1FerryCrossingB02 IsProducer IsNotSaidWorldC3M1FerryCrossingB02 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingB02:1:0,Talk:1:2.619" applycontexttoworld Response PlayerWorldC3M1FerryCrossingB02Producer } Response PlayerWorldC3M1FerryCrossingC02Producer { scene "scenes/Producer/WorldC3M140.vcd" then gambler WorldC3M1FerryCrossingC03 foo:0 -0.883 //Not zombies. } Rule PlayerWorldC3M1FerryCrossingC02Producer { criteria ConceptWorldC3M1FerryCrossingC02 IsProducer IsNotSaidWorldC3M1FerryCrossingC02 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingC02:1:0,Talk:1:0.983" applycontexttoworld Response PlayerWorldC3M1FerryCrossingC02Producer } Response PlayerWorldC3M1FerryCrossingC04Producer { scene "scenes/Producer/WorldC3M141.vcd" //Sound about right. } Rule PlayerWorldC3M1FerryCrossingC04Producer { criteria ConceptWorldC3M1FerryCrossingC04 IsProducer IsNotSaidWorldC3M1FerryCrossingC04 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingC04:1:0,Talk:1:0.886" applycontexttoworld Response PlayerWorldC3M1FerryCrossingC04Producer } Response PlayerWorldC3M1FerryCrossingD01Producer { scene "scenes/Producer/WorldC3M131.vcd" then any WorldC3M1FerryCrossingD03 foo:0 -5.100 //So what do you think is going to kill us? Zombies, gators, snakes, bugs or the swamp people? } Rule PlayerWorldC3M1FerryCrossingD01Producer { criteria ConceptWorldC3M1FerryCrossingD01 IsProducer IsNotSaidWorldC3M1FerryCrossingD01 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingD01:1:0,Talk:1:5.200" applycontexttoworld Response PlayerWorldC3M1FerryCrossingD01Producer } Response PlayerWorldC3M1FerryCrossingD04Producer { scene "scenes/Producer/WorldC3M132.vcd" //Yeah, I forgot about that. } Rule PlayerWorldC3M1FerryCrossingD04Producer { criteria ConceptWorldC3M1FerryCrossingD04 IsProducer IsNotSaidWorldC3M1FerryCrossingD04 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingD04:1:0,Talk:1:2.127" applycontexttoworld Response PlayerWorldC3M1FerryCrossingD04Producer } Response PlayerWorldC3M1FerryCrossingE01Producer { scene "scenes/Producer/WorldC3M133.vcd" then mechanic WorldC3M1FerryCrossingE02 foo:0 -4.768 //What? Blood farmers? Boy, what in the hell are you talking about? } Rule PlayerWorldC3M1FerryCrossingE01Producer { criteria ConceptWorldC3M1FerryCrossingE01 IsProducer IsNotSaidWorldC3M1FerryCrossingE01 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingE01:1:0,Talk:1:4.868" applycontexttoworld Response PlayerWorldC3M1FerryCrossingE01Producer } Response PlayerWorldC3M1FerryCrossingE03Producer { scene "scenes/Producer/WorldC3M134.vcd" then producer WorldC3M1FerryCrossingE04 foo:0 -1.747 //Sorry I asked... } Rule PlayerWorldC3M1FerryCrossingE03Producer { criteria ConceptWorldC3M1FerryCrossingE03 IsProducer IsNotSaidWorldC3M1FerryCrossingE03 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidWorldC3M1FerryCrossingE03:1:0,Talk:1:1.847" applycontexttoworld Response PlayerWorldC3M1FerryCrossingE03Producer } //-------------------------------------------------------------------------------------------------------------- // AutoResponder //-------------------------------------------------------------------------------------------------------------- Response ThanksGotItemProducer { scene "scenes/Producer/Thanks01.vcd" //Thanks for that. scene "scenes/Producer/Thanks03.vcd" //Thanks! scene "scenes/Producer/Thanks04.vcd" //Thanks I owe you one. } Rule ThanksGotItemProducer { criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response ThanksGotItemProducer } //-------------------------------------------------------------------------------------------------------------- // AwardSpeech //-------------------------------------------------------------------------------------------------------------- Response ReviveThanksProducer { scene "scenes/Producer/Thanks01.vcd" predelay ".2,.5" //Thanks for that. scene "scenes/Producer/Thanks02.vcd" predelay ".2,.5" //Hey, thanks! scene "scenes/Producer/Thanks04.vcd" predelay ".2,.5" //Thanks I owe you one. } Rule ReviveThanksProducer { criteria ConceptRevivedByFriend IsNotCoughing IsProducer ApplyContext "TalkProducer:1:2" Response ReviveThanksProducer } Response ReviveThanksCoachProducer { scene "scenes/Producer/Thanks02.vcd" predelay ".2,.5" //Hey, thanks! scene "scenes/Producer/Thanks04.vcd" predelay ".2,.5" //Thanks I owe you one. } Rule ReviveThanksCoachProducer { criteria ConceptRevivedByFriend IsNotCoughing IsProducer SubjectIsCoach ChanceToFire30Percent ApplyContext "TalkProducer:1:2" Response ReviveThanksCoachProducer } Response ReviveThanksGamblerProducer { scene "scenes/Producer/Thanks02.vcd" predelay ".2,.5" //Hey, thanks! scene "scenes/Producer/Thanks03.vcd" predelay ".2,.5" //Thanks! scene "scenes/Producer/ThanksNick01.vcd" predelay ".2,.5"odds 5 //Look at you Nick, you have a heart, A HEART OF GOLD! } Rule ReviveThanksGamblerProducer { criteria ConceptRevivedByFriend IsNotCoughing IsProducer SubjectIsGambler ChanceToFire30Percent ApplyContext "TalkProducer:1:2" Response ReviveThanksGamblerProducer } Response ReviveThanksMechanicProducer { scene "scenes/Producer/Thanks02.vcd" predelay ".2,.5" //Hey, thanks! scene "scenes/Producer/Thanks03.vcd" predelay ".2,.5" //Thanks! scene "scenes/Producer/Thanks04.vcd" predelay ".2,.5" //Thanks I owe you one. scene "scenes/Producer/ThanksEllis01.vcd" predelay ".2,.5" //Thanks Ellis, I guess I will keep you. } Rule ReviveThanksMechanicProducer { criteria ConceptRevivedByFriend IsNotCoughing IsProducer SubjectIsMechanic ChanceToFire30Percent ApplyContext "TalkProducer:1:2" Response ReviveThanksMechanicProducer } //-------------------------------------------------------------------------------------------------------------- // Bots //-------------------------------------------------------------------------------------------------------------- Response AutoYouAreWelcomeProducer { scene "scenes/Producer/YouAreWelcome01.vcd" //You are welcome. scene "scenes/Producer/YouAreWelcome02.vcd" //You are welcome. scene "scenes/Producer/YouAreWelcome03.vcd" //You're welcome. scene "scenes/Producer/YouAreWelcome04.vcd" //We're cool. scene "scenes/Producer/YouAreWelcome05.vcd" //No problem. scene "scenes/Producer/YouAreWelcome06.vcd" //Anytime. scene "scenes/Producer/YouAreWelcome07.vcd" //Don't worry about it. scene "scenes/Producer/YouAreWelcome08.vcd" //Don't even start. scene "scenes/Producer/YouAreWelcome09.vcd" //That's okay. scene "scenes/Producer/YouAreWelcome10.vcd" //That's okay. } Rule AutoYouAreWelcomeProducer { criteria ConceptYouWelcome IsNotCoughing IsProducer IsTalk IsTalkProducer TimeSinceGroupInCombat05 IsNotSpeaking IsWorldTalkProducer Response AutoYouAreWelcomeProducer } Response BotPlayer.YourWelcomeProducer { scene "scenes/Producer/YouAreWelcome01.vcd" predelay "1,3.5" //You are welcome. scene "scenes/Producer/YouAreWelcome02.vcd" predelay "1,3.5" //You are welcome. scene "scenes/Producer/YouAreWelcome03.vcd" predelay "1,3.5" //You're welcome. scene "scenes/Producer/YouAreWelcome04.vcd" predelay "1,3.5" //We're cool. scene "scenes/Producer/YouAreWelcome05.vcd" predelay "1,3.5" //No problem. scene "scenes/Producer/YouAreWelcome06.vcd" predelay "1,3.5" //Anytime. scene "scenes/Producer/YouAreWelcome07.vcd" predelay "1,3.5" //Don't worry about it. scene "scenes/Producer/YouAreWelcome08.vcd" predelay "1,3.5" //Don't even start. scene "scenes/Producer/YouAreWelcome09.vcd" predelay "1,3.5" //That's okay. scene "scenes/Producer/YouAreWelcome10.vcd" predelay "1,3.5" //That's okay. } Rule BotPlayer.YourWelcomeProducer { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response BotPlayer.YourWelcomeProducer } Response BotReassureComingProducer { scene "scenes/Producer/Yes01.vcd" predelay "1,3.5" //Yes. scene "scenes/Producer/Yes02.vcd" predelay "1,3.5" //Why yes. scene "scenes/Producer/Yes03.vcd" predelay "1,3.5" //Yeah. scene "scenes/Producer/Yes04.vcd" predelay "1,3.5" //Yeah. scene "scenes/Producer/Yes05.vcd" predelay "1,3.5" //Of course. scene "scenes/Producer/Yes06.vcd" predelay "1,3.5" //Okay. scene "scenes/Producer/Yes07.vcd" predelay "1,3.5" //Yep. scene "scenes/Producer/Yes08.vcd" predelay "1,3.5" //Sure. scene "scenes/Producer/Yes09.vcd" predelay "1,3.5" //Sure. } Rule BotReassureComingProducer { criteria ConceptSurvivorBotReassureComing IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response BotReassureComingProducer } Response BotReassureNearbyProducer { scene "scenes/Producer/ImWithYou01.vcd" predelay "1,3.5" //I'm here. scene "scenes/Producer/ImWithYou02.vcd" predelay "1,3.5" //I'm with you. scene "scenes/Producer/ImWithYou03.vcd" predelay "1,3.5" //I'm with you. scene "scenes/Producer/ImWithYou04.vcd" predelay "1,3.5" //I got your back. scene "scenes/Producer/ImWithYou05.vcd" predelay "1,3.5" //Yeah, boy, I got your back. scene "scenes/Producer/ImWithYou06.vcd" predelay "1,3.5" //I'm here. Let's go. } Rule BotReassureNearbyProducer { criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response BotReassureNearbyProducer } Response BotYesReadyProducer { scene "scenes/Producer/Yes01.vcd" predelay "1,3.5" //Yes. scene "scenes/Producer/Yes02.vcd" predelay "1,3.5" //Why yes. scene "scenes/Producer/Yes03.vcd" predelay "1,3.5" //Yeah. scene "scenes/Producer/Yes04.vcd" predelay "1,3.5" //Yeah. scene "scenes/Producer/Yes05.vcd" predelay "1,3.5" //Of course. scene "scenes/Producer/Yes06.vcd" predelay "1,3.5" //Okay. scene "scenes/Producer/Yes07.vcd" predelay "1,3.5" //Yep. scene "scenes/Producer/Yes08.vcd" predelay "1,3.5" //Sure. scene "scenes/Producer/Yes09.vcd" predelay "1,3.5" //Sure. } Rule BotYesReadyProducer { criteria ConceptSurvivorBotYesReady IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response BotYesReadyProducer } //-------------------------------------------------------------------------------------------------------------- // C1M2 //-------------------------------------------------------------------------------------------------------------- Response C1M2LeavingSafeRoomProducer { scene "scenes/Producer/AskReady01.vcd" //Alright, you guys ready? scene "scenes/Producer/WorldC1M2B16.vcd" //CEDA'd better be at that mall… } Rule C1M2LeavingSafeRoomProducer { criteria ConceptSurvivorLeavingInitialCheckpoint IsProducer IsNotSaidC1M2LeavingSafeRoom ismap_c1m2_streets _auto_NotTellingStory ApplyContext "SaidC1M2LeavingSafeRoom:1:0,Talk:1:3.298" applycontexttoworld Response C1M2LeavingSafeRoomProducer } Response C1M2SafeRoomProducer { scene "scenes/Producer/Blank.vcd" then any C1M2SafeRoom2 foo:0 3 //Blank } Rule C1M2SafeRoomProducer { criteria ConceptTalkIdle Joined2 IsProducer IsNotSaidC1M2SafeRoom2 ismap_c1m2_streets IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M2SafeRoom2:1:0" applycontexttoworld Response C1M2SafeRoomProducer } Response C1M2SafeRooma1Producer { scene "scenes/Producer/WorldC1M1B35.vcd" then mechanic C1M2SafeRooma2 foo:0 -2.843 //Okay, this man's talking some sense. Let's get out of here. } Rule C1M2SafeRooma1Producer { criteria ConceptC1M2SafeRooma1 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.943" applycontexttoworld Response C1M2SafeRooma1Producer } Response C1M2SafeRoomc2Producer { scene "scenes/Producer/GettingRevived22.vcd" //Okay I guess. } Rule C1M2SafeRoomc2Producer { criteria ConceptC1M2SafeRoomc2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.243" applycontexttoworld Response C1M2SafeRoomc2Producer } Response C1M2SafeRoomd2Producer { scene "scenes/Producer/WorldC1M1B34.vcd" //I'm gonna have to agree. } Rule C1M2SafeRoomd2Producer { criteria ConceptC1M2SafeRoomd2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.324" applycontexttoworld Response C1M2SafeRoomd2Producer } Response C1M2SafeRoomd2aProducer { scene "scenes/Producer/WorldC1M2B01.vcd" //A gun STORE? For the first time in my life, that sounds good. } Rule C1M2SafeRoomd2aProducer { criteria ConceptC1M2SafeRoomd2a IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:5.108" applycontexttoworld Response C1M2SafeRoomd2aProducer } Response C1M2TankerAttackProducer { scene "scenes/Producer/WorldC1M2B68.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Barrier's down! Let's get to the mall. scene "scenes/Producer/WorldC1M2B69.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //There goes the barrier! Let's get out of here. scene "scenes/Producer/WorldC1M2B70.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //[whisper] Shit, I think I accidentally grabbed diet cola. We should go. Hey, thanks Whitaker! scene "scenes/Producer/WorldC1M2B71.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Damn. That man knows how to clear a path. } Rule C1M2TankerAttackProducer { criteria ConceptC1M2TankerAttack2 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M2TankerAttackProducer } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response c1m4escapeProducer { scene "scenes/Producer/WorldC1M4B38.vcd" //Woooo! scene "scenes/Producer/WorldC1M4B39.vcd" //Punch it! Punch it! } Rule c1m4escapeProducer { criteria Conceptc1m4escape IsProducer IsNotSaidc1m4escape AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3,Saidc1m4escape:1:0" Response c1m4escapeProducer } Response C1M4GasPourProducer { scene "scenes/Producer/Defibrillator09.vcd" //Come ON! scene "scenes/Producer/WorldC1M4B15.vcd" //Comeoncomeoncomeon come on… scene "scenes/Producer/WorldC1M4B16.vcd" //Please get in the tank, please please please… scene "scenes/Producer/WorldC1M4B17.vcd" //Hurry up, hurrrry upppp… scene "scenes/Producer/WorldC1M4B19.vcd" //Come onnnn, come onnnnnn… scene "scenes/Producer/WorldC1M4B20.vcd" //Filling it up here! scene "scenes/Producer/WorldC1M4B21.vcd" //Filling it up here! } Rule C1M4GasPourProducer { criteria ConceptPlayerPourStarted IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotScavenge ismap_c1m4_atrium _auto_NotNoGasPourLine ApplyContext "TalkProducer:1:2" Response C1M4GasPourProducer } Response C1M4PlayerGetToRescueVehicleProducer { scene "scenes/Producer/HurryUp02.vcd" //C'mon, get the lead out! scene "scenes/Producer/HurryUp04.vcd" //C'mon, let's go! } Rule C1M4PlayerGetToRescueVehicleProducer { criteria ConceptGetToVehicle IsProducer IsNotSaidPlayerGetToRescueVehicle ismap_c1m4_atrium IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidPlayerGetToRescueVehicle:1:0" applycontexttoworld Response C1M4PlayerGetToRescueVehicleProducer } Response c1m4startelevatorProducer { scene "scenes/Producer/WorldC1M4B01.vcd" then mechanic _c1m4startelevator2c foo:0 -2.333 //Okay. Anybody got any ideas? } Rule c1m4startelevatorProducer { criteria Conceptc1m4startelevator IsProducer AutoIsNotScavenge AutoIsNotSurvival Response c1m4startelevatorProducer } Response FinaleStartC1M4Producer { scene "scenes/Producer/WorldC1M4B13.vcd" //Find some gas, guys! scene "scenes/Producer/WorldC1M4B24.vcd" //Let's get this car gassed up! } Rule FinaleStartC1M4Producer { criteria ConceptFinaleTriggered IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ismap_c1m4_atrium IsNotScavenge IsNotSaidFinaleStartC1M4 ApplyContext "Talk:1:3,SaidFinaleStartC1M4:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response FinaleStartC1M4Producer } Response GasPourDoneC1M4Producer { scene "scenes/Producer/WorldC1M4B35.vcd" //We're all filled up, let's go! scene "scenes/Producer/WorldC1M4B36.vcd" //Car's full let's go! } Rule GasPourDoneC1M4Producer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotScavenge ismap_c1m4_atrium ScoreDoneSC Response GasPourDoneC1M4Producer } //-------------------------------------------------------------------------------------------------------------- // C2General //-------------------------------------------------------------------------------------------------------------- Response C2M2CarouselIdleProducer { scene "scenes/Producer/WorldC2M2B30.vcd" //Agh! Too loud! Somebody shut it down! scene "scenes/Producer/WorldC2M2B31.vcd" //TURN IT OFF!! } Rule C2M2CarouselIdleProducer { criteria ConceptTalkIdle IsProducer ChanceToFire30Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_IsCarouselOn _auto_NotTimerLockA _auto_NotTimerLockProducer _auto_NotSawTunnelOfLove IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:13,_auto_TimerLockProducer:1:20" applycontexttoworld Response C2M2CarouselIdleProducer } //-------------------------------------------------------------------------------------------------------------- // C2M3 //-------------------------------------------------------------------------------------------------------------- Response c2m3_DownHoleProducer { speak "Producer_Blank" noscene //Blank } Rule c2m3_DownHoleProducer { criteria Conceptc2m3downhole IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_DownHole:1:0" applycontexttoworld Response c2m3_DownHoleProducer } Response c2m3CoasterEndProducer { scene "scenes/Producer/WorldC2M3B18.vcd" //Alarm's off! } Rule c2m3CoasterEndProducer { criteria Conceptc2m3CoasterEnd IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CoasterOff:0:0,_auto_CoasterOver:1:0" applycontexttoworld Response c2m3CoasterEndProducer } Response C2M3CoasterStartProducer { scene "scenes/Producer/WorldC2M3B30.vcd" then mechanic _c2m3_howcool foo:0 1.0 //I'm starting it! } Rule C2M3CoasterStartProducer { criteria Conceptc2m3CoasterStart IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "WarnMegaMob:1:30,_auto_CoasterStarted:1:0" applycontexttoworld Response C2M3CoasterStartProducer } Response c2m3SeeChopperProducer { scene "scenes/Producer/WorldC2M4B01.vcd" //A helicopter! } Rule c2m3SeeChopperProducer { criteria Conceptc2m3SeeChopper IsProducer IsTalk AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_OutOfTunnel:1:0" applycontexttoworld Response c2m3SeeChopperProducer } Response PlayerRemarkc2m3_saferoomaProducer { scene "scenes/Producer/Blank.vcd" //Blank } Rule PlayerRemarkc2m3_saferoomaProducer { criteria ConceptTalkIdle IsProducer IsInStartArea Ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_007 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M3_007:1:0" applycontexttoworld Response PlayerRemarkc2m3_saferoomaProducer } //-------------------------------------------------------------------------------------------------------------- // C2M4 //-------------------------------------------------------------------------------------------------------------- Response c2m4_saferoominitProducer { scene "scenes/Producer/blank.vcd" //Blank } Rule c2m4_saferoominitProducer { criteria ConceptTalkIdle IsProducer IsInStartArea ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_700 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M4_700:1:0" applycontexttoworld Response c2m4_saferoominitProducer } Response C2M4ButtonPressedProducer { scene "scenes/Producer/WorldC1M3B23.vcd" //Got it! } Rule C2M4ButtonPressedProducer { criteria ConceptC2M4ButtonPressed IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_ButtonPressed:1:0" applycontexttoworld Response C2M4ButtonPressedProducer } Response C2M4GateIdle1Producer { scene "scenes/Producer/WorldC2M3B13.vcd" //We'll have to get this gate opened up! } Rule C2M4GateIdle1Producer { criteria ConceptTalkIdle IsProducer IsNotIncapacitated ismap_c2m4 NotInCombat TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_008 _auto_IsNearGate _auto_NotTimerLockA _auto_NotTimerLockProducer _auto_NotButtonPressed IsNotSpeakingWeight0 ApplyContext "Talk:1:1.726,_auto_TimerLockA:1:20,_auto_TimerLockProducer:1:23,_auto_NearGateNag:1:0,SrcGrp_C2M4_008:1:0" applycontexttoworld Response C2M4GateIdle1Producer } Response C2M4GateIdle2Producer { norepeat scene "scenes/Producer/MiscDirectional33.vcd" //Press the button! scene "scenes/Producer/WorldGenericProducer44.vcd" //Push the button! } Rule C2M4GateIdle2Producer { criteria ConceptTalkIdle IsProducer IsNotIncapacitated ismap_c2m4 NotInCombat TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsNearGateNag _auto_IsNearGate _auto_NotTimerLockA _auto_NotTimerLockProducer _auto_NotButtonPressed IsNotSpeakingWeight0 ApplyContext "Talk:1:0.854,_auto_TimerLockA:1:20,_auto_TimerLockProducer:1:23" applycontexttoworld Response C2M4GateIdle2Producer } Response C2M4GateOpenIdleProducer { scene "scenes/Producer/WorldC2M2B29.vcd" then any _C2M4_GateOpen001 foo:0 0.01 //Gate's open! } Rule C2M4GateOpenIdleProducer { criteria ConceptTalkIdle IsProducer IsNotIncapacitated ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_009 _auto_IsGateOpen _auto_NotTimerLockA IsNotSpeakingWeight0 ApplyContext "Talk:1:0.878,SrcGrp_C2M4_009:1:0" applycontexttoworld Response C2M4GateOpenIdleProducer } Response c2m4SeeChopperProducer { scene "scenes/Producer/Look03.vcd" then any C2M4Chopper001 foo:0 0.01 //Look! } Rule c2m4SeeChopperProducer { criteria Conceptc2m4SeeChopper IsProducer IsTalk NotInCombat IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response c2m4SeeChopperProducer } //-------------------------------------------------------------------------------------------------------------- // C2M5 //-------------------------------------------------------------------------------------------------------------- Response C2M5_ChoppercomingProducer { scene "scenes/Producer/WorldC2M5B34.vcd" then any C2M5_PlanWorked foo:0 0.01 //Woo! Yes! There's the chopper! scene "scenes/Producer/WorldC2M5B35.vcd" then any C2M5_PlanWorked foo:0 0.01 //There's the chopper! scene "scenes/Producer/WorldC2M5B36.vcd" then any C2M5_PlanWorked foo:0 0.01 //It worked! The chopper is here! scene "scenes/Producer/WorldC2M5B38.vcd" then any C2M5_PlanWorked foo:0 0.01 //He sees us! } Rule C2M5_ChoppercomingProducer { criteria ConceptC2M5_Choppercoming IsProducer IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival Response C2M5_ChoppercomingProducer } Response c2m5_intro003Producer { scene "scenes/Producer/WorldC2M5B01.vcd" then gambler c2m5_intro004 foo:0 0.1 //Huh. That's pretty smart, Coach. } Rule c2m5_intro003Producer { criteria Conceptc2m5_intro003 IsProducer IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.194" applycontexttoworld Response c2m5_intro003Producer } Response c2m5_intro019Producer { scene "scenes/Producer/WorldC2M5B02.vcd" //And that'll signal the chopper pilot! Coach, that's brilliant! I'm sorry about all the bad stuff I said about your crappy band. } Rule c2m5_intro019Producer { criteria Conceptc2m5_intro019 IsProducer IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:7.285" applycontexttoworld Response c2m5_intro019Producer } Response C2M5_PlanWorkedProducer { scene "scenes/Producer/WorldC2M5B42.vcd" //It worked! God BLESS your bad taste in music, Coach! scene "scenes/Producer/WorldC2M5B43.vcd" //Coach's crazy idea worked! scene "scenes/Producer/blank.vcd" then self C2M5_PlanWorkedb foo:0 0.01 // } Rule C2M5_PlanWorkedProducer { criteria ConceptC2M5_PlanWorked IsProducer IsNotIncapacitated NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C2M5_PlanWorkedProducer } Response C2M5_PlanWorkedbProducer { scene "scenes/Producer/WorldC2M5B41.vcd" //Coach, you are the smartest man ALIVE! } Rule C2M5_PlanWorkedbProducer { criteria ConceptC2M5_PlanWorkedb IsProducer IsCoachAlive IsNotIncapacitated NotInCombat AutoIsNotScavenge AutoIsNotSurvival Response C2M5_PlanWorkedbProducer } Response c2m5_saferoominitProducer { scene "scenes/Producer/blank.vcd" //Blank } Rule c2m5_saferoominitProducer { criteria ConceptTalkIdle IsProducer IsInStartArea Ismap_c2m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_001 _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M5_001:1:0" applycontexttoworld Response c2m5_saferoominitProducer } Response C2M5Button1Producer { scene "scenes/Producer/WorldC2M5B14.vcd" //Lights! } Rule C2M5Button1Producer { criteria ConceptC2M5Button1 IsProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_101 ApplyContext "_auto_Button1:1:0,_auto_NoSpotting:1:0,_auto_NoLostCall:1:0,SrcGrp_C2M5_101:1:0" applycontexttoworld Response C2M5Button1Producer } Response C2M5ChopperNagProducer { scene "scenes/Producer/WorldC2M5B48.vcd" //Let's go! Get to the helicopter! scene "scenes/Producer/WorldC5M5B19.vcd" //Get to the chopper! } Rule C2M5ChopperNagProducer { criteria ConceptTalkIdle IsProducer Ismap_c2m5 IsNotIncapacitated IsTalk AutoIsNotScavenge AutoIsNotSurvival _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockProducer IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:5,_auto_TimerLockProducer:1:10" applycontexttoworld Response C2M5ChopperNagProducer } Response C2M5InArenaNagProducer { norepeat scene "scenes/Producer/WorldC2M5B12.vcd" //Hit the lights! scene "scenes/Producer/WorldC2M5B22.vcd" //Turn on the lights! } Rule C2M5InArenaNagProducer { criteria ConceptTalkIdle IsProducer ChanceToFire80Percent NotInCombat Ismap_c2m5 IsTalk IsTalkProducer IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton1 _auto_NotTimerLockA _auto_NotTimerLockProducer _auto_IsC2M5InArena IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:30,_auto_TimerLockProducer:1:34,_auto_NoSpotting:1:0" applycontexttoworld Response C2M5InArenaNagProducer } Response C2M5WeAreRocking##Name## { scene "scenes/Producer/Hurrah01.vcd" //Woo - haha, we are kickin' it! scene "scenes/Producer/Hurrah08.vcd" //Woo - we are doing all right. scene "scenes/Producer/Hurrah12.vcd" //Thanks to you guys, I am the baddest woman alive! scene "scenes/Producer/Hurrah15.vcd" //Woo! Keep that up and we are out of here! } Rule C2M5WeAreRocking##Name## { criteria ConceptPlayerLookHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsWorldTalkProducer IntensityOver75 _auto_IsC2M5InArena _auto_NotC2M5WeAreRocking ApplyContext "_auto_C2M5WeAreRocking:1:1.10" applycontexttoworld Response C2M5WeAreRocking##Name## } //-------------------------------------------------------------------------------------------------------------- // C3M1 //-------------------------------------------------------------------------------------------------------------- Response C3M1FerryEnd2Producer { scene "scenes/Producer/MoveOn02.vcd" //Time to get going. scene "scenes/Producer/MoveOn03.vcd" //Come on, lets go! } Rule C3M1FerryEnd2Producer { criteria ConceptC3M1FerryEnd2 IsProducer IsNotSaidC3M1FerryEnd AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M1FerryEnd:1:0" applycontexttoworld Response C3M1FerryEnd2Producer } Response WorldC3M1FerryCrossingJ2Producer { scene "scenes/Producer/WorldC3M1B09.vcd" then mechanic WorldC3M1FerryCrossingJ3 foo:0 -1.986 //I dunno. Maybe? } Rule WorldC3M1FerryCrossingJ2Producer { criteria ConceptWorldC3M1FerryCrossingJ2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.086" applycontexttoworld Response WorldC3M1FerryCrossingJ2Producer } Response WorldC3M1FerryCrossingk2Producer { scene "scenes/Producer/WorldC3M1B10.vcd" then mechanic WorldC3M1FerryCrossingk3 foo:0 -1.703 //No indoor plumbing } Rule WorldC3M1FerryCrossingk2Producer { criteria ConceptWorldC3M1FerryCrossingk2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.803" applycontexttoworld Response WorldC3M1FerryCrossingk2Producer } //-------------------------------------------------------------------------------------------------------------- // C3M2 //-------------------------------------------------------------------------------------------------------------- Response C3M2DisgustProducer { scene "scenes/Producer/ReactionNegative20.vcd" //Argghh! (disgusted) } Rule C3M2DisgustProducer { criteria Conceptc3m2disgust IsProducer NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C3M2_900 ApplyContext "Talk:1:1.098,SrcGrp_C3M2_900:1:0" applycontexttoworld Response C3M2DisgustProducer } Response C3M2SafeRoomProducer { scene "scenes/Producer/WorldC3M142.vcd" then mechanic C3M2SafeRooma2 foo:0 1 //Does anyone have any bug spray? } Rule C3M2SafeRoomProducer { criteria ConceptTalkIdle Joined3 IsProducer IsNotSaidC3M2SafeRoom ismapc3m2_swamp IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC3M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC3M2SafeRoom:1:0,Talk:1:3.103" applycontexttoworld Response C3M2SafeRoomProducer } Response C3M2SafeRoom2Producer { scene "scenes/Producer/WorldC3M143.vcd" then producer C3M2SafeRoom2c foo:0 .01 //We have to find the main river. } Rule C3M2SafeRoom2Producer { criteria ConceptC3M2SafeRoom2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.544" applycontexttoworld Response C3M2SafeRoom2Producer } Response C3M2SafeRoom2cProducer { scene "scenes/Producer/WorldC3M105.vcd" //Hope the swamp people don't mind us visiting. } Rule C3M2SafeRoom2cProducer { criteria ConceptC3M2SafeRoom2c IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.406" applycontexttoworld Response C3M2SafeRoom2cProducer } Response C3M2SafeRoom2dProducer { scene "scenes/Producer/WorldC3M1B08.vcd" then gambler C3M2SafeRoom3d foo:0 -3.763 //The white suit with zombie brains all over it? That one? } Rule C3M2SafeRoom2dProducer { criteria ConceptC3M2SafeRoom2d IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.863" applycontexttoworld Response C3M2SafeRoom2dProducer } Response InfoRemC3M2Bathtub3Producer { scene "scenes/Producer/WorldC3M152.vcd" //Fair enough. } Rule InfoRemC3M2Bathtub3Producer { criteria ConceptInfoRemC3M2Bathtub3 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:0.934" applycontexttoworld Response InfoRemC3M2Bathtub3Producer } //-------------------------------------------------------------------------------------------------------------- // C3M3 //-------------------------------------------------------------------------------------------------------------- Response C3M3SafeRoom2Producer { scene "scenes/Producer/WorldC3M304.vcd" then mechanic C3M3SafeRoom2a2 foo:0 .05 //Goddamnit, the swamp people are zombies. } Rule C3M3SafeRoom2Producer { criteria ConceptTalkIdle Joined3 IsProducer Ismapc3m3_shantytown IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC3M3SafeRoom IsNotSaidC3M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC3M3SafeRoom:1:0,Talk:1:3.146" applycontexttoworld Response C3M3SafeRoom2Producer } Response C3M3SafeRoom2a3Producer { scene "scenes/Producer/WorldC3M305.vcd" //Oh zombie swamp people, I'm sorry I gotta shoot you. } Rule C3M3SafeRoom2a3Producer { criteria ConceptC3M3SafeRoom2a3 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C3M3SafeRoom2a3Producer } Response C3M3SafeRoom2c2Producer { scene "scenes/Producer/WorldC3M310.vcd" then mechanic C3M3SafeRoom2c3 foo:0 .05 //We need to head to the river. } Rule C3M3SafeRoom2c2Producer { criteria ConceptC3M3SafeRoom2c2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.322" applycontexttoworld Response C3M3SafeRoom2c2Producer } Response C3M3SafeRoom2e2Producer { scene "scenes/Producer/WorldC3M303.vcd" //Ahh shit, they didn't make it. } Rule C3M3SafeRoom2e2Producer { criteria ConceptC3M3SafeRoom2e2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.204" applycontexttoworld Response C3M3SafeRoom2e2Producer } Response InfoRemC3M3Bodies3Producer { scene "scenes/Producer/WorldC3M315.vcd" //Better safe than sorry I guess. } Rule InfoRemC3M3Bodies3Producer { criteria ConceptInfoRemC3M3Bodies3 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response InfoRemC3M3Bodies3Producer } Response InfoRemC3M3LowerGateaProducer { scene "scenes/Producer/WorldC3M334.vcd" //Lower the walkway. scene "scenes/Producer/WorldC3M335.vcd" //Lower the bridge! } Rule InfoRemC3M3LowerGateaProducer { criteria ConceptInfoRemC3M3LowerGatea IsProducer IsNotSaidC3M3BridgeButton IntensityUnder25 AutoIsNotScavenge AutoIsNotSurvival Response InfoRemC3M3LowerGateaProducer } //-------------------------------------------------------------------------------------------------------------- // C3M4 //-------------------------------------------------------------------------------------------------------------- Response C3M4BoatNagsProducer { scene "scenes/Producer/WorldC3M125.vcd" //Get on the boat! scene "scenes/Producer/WorldC3M423.vcd" //Run to the boat! scene "scenes/Producer/WorldC3M424.vcd" //To the boat! To the boat! scene "scenes/Producer/WorldC4M4B22.vcd" //LET'S GET TO THE BOAT! scene "scenes/Producer/WorldC4M4B23.vcd" //GET TO THE BOAT! } Rule C3M4BoatNagsProducer { criteria ConceptTalkIdle IsProducer IsTalk ismapc3m4_plantation IsNotIncapacitated ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateExploded _auto_NotTimerLockA IsNotSpeakingWeight0 ApplyContext "Talk:1:1.526,_auto_TimerLockA:1:6" applycontexttoworld Response C3M4BoatNagsProducer } Response C3M4Button1Producer { scene "scenes/Producer/CallForRescue05.vcd" then orator C3M4Button101 foo:0 0.3 //Can anyone hear me? } Rule C3M4Button1Producer { criteria ConceptC3M4Button1 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.605,_auto_Button1:1:0,_auto_Button1Producer:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response C3M4Button1Producer } Response C3M4Button201Producer { scene "scenes/Producer/WorldC3M429.vcd" then orator C3M4Button202 foo:0 0.01 //We're at the plantation house. } Rule C3M4Button201Producer { criteria ConceptC3M4Button201 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.737" applycontexttoworld Response C3M4Button201Producer } Response C3M4GateBlow01Producer { scene "scenes/Producer/WorldC3M1B11.vcd" then orator C3M4GateBlow02 foo:0 0.01 //WOW! Gate's open! } Rule C3M4GateBlow01Producer { criteria ConceptC3M4GateBlow01 IsProducer IsTalk AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_GateExploded:1:0" applycontexttoworld Response C3M4GateBlow01Producer } //-------------------------------------------------------------------------------------------------------------- // C4General //-------------------------------------------------------------------------------------------------------------- Response C4StormBlindIdleProducer { scene "scenes/Producer/MiscDirectional65.vcd" //I can't see a damn thing. } Rule C4StormBlindIdleProducer { criteria ConceptTalkIdle IsProducer ChanceToFire30Percent IsNotIncapacitated _auto_NotTimerLockA _auto_IsTimerA _auto_NotC4ProducerInCover IsNotSpeakingWeight0 ApplyContext "_auto_TimerA:0:0" applycontexttoworld Response C4StormBlindIdleProducer } //-------------------------------------------------------------------------------------------------------------- // C4M2 //-------------------------------------------------------------------------------------------------------------- Response C4M2IdleWitchville01Producer { scene "scenes/Producer/WorldC4M2B08.vcd" then any _c4m2_Witchville05 foo:0 0.01 //How many goddamn witches are there? } Rule C4M2IdleWitchville01Producer { criteria ConceptPlayerWarnHearZombie IsWitchClass IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsProducer IsNotIncapacitated IsTalk IsTalkProducer NotInCombat IsWorldTalkProducer IsProducerInWitchville ChanceToFire50Percent NotSaidLotsOfWitches IsNotSrcGrp_C4M2_006 ApplyContext "SaidWitchWarn:1:20,WarnHeardWitch:1:300,SaidLotsOfWitches:1:90,SrcGrp_C4M2_006:1:0" applycontexttoworld Response C4M2IdleWitchville01Producer } Response C4M2PushedButtonProducer { scene "scenes/Producer/MiscDirectional36.vcd" //I hit it! } Rule C4M2PushedButtonProducer { criteria Conceptc4m2_elevator_top_button IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C4M2PushedButtonProducer } //-------------------------------------------------------------------------------------------------------------- // C4M5 //-------------------------------------------------------------------------------------------------------------- Response C4M5BoatNagsProducer { scene "scenes/Producer/WorldC4M4B22.vcd" //LET'S GET TO THE BOAT! scene "scenes/Producer/WorldC4M4B23.vcd" //GET TO THE BOAT! } Rule C4M5BoatNagsProducer { criteria ConceptTalkIdle IsProducer ChanceToFire50Percent Isc4m5 AutoIsNotScavenge AutoIsNotSurvival _auto_IsBoatArrived _auto_NotBoatSurvivorNagGate IsNotSpeakingWeight0 ApplyContext "_auto_BoatSurvivorNagGate:1:7" applycontexttoworld Response C4M5BoatNagsProducer } Response PlayerRemarkc4m5_saferoomaProducer { speak "Producer_Blank" noscene //Blank } Rule PlayerRemarkc4m5_saferoomaProducer { criteria ConceptTalkIdle IsProducer IsInStartArea Isc4m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M5_001 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M5_001:1:0" applycontexttoworld Response PlayerRemarkc4m5_saferoomaProducer } //-------------------------------------------------------------------------------------------------------------- // C5M1 //-------------------------------------------------------------------------------------------------------------- Response C5M1_intro009Producer { scene "scenes/Producer/World01.vcd" then coach C5M1_intro008 foo:0 0.01 //There's the bridge You sure they're going to be there? } Rule C5M1_intro009Producer { criteria ConceptC5M1_intro009 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.199" applycontexttoworld Response C5M1_intro009Producer } //-------------------------------------------------------------------------------------------------------------- // C5M2 //-------------------------------------------------------------------------------------------------------------- Response C5M2AlarmNagProducer { scene "scenes/Producer/WorldC5M2B06.vcd" //TURN OFF THE ALARM! scene "scenes/Producer/WorldC5M2B07.vcd" //KEEP RUNNING! scene "scenes/Producer/WorldC5M2B08.vcd" //GET TO THE ALARM! scene "scenes/Producer/WorldC5M2B09.vcd" //TURN IT OFF! } Rule C5M2AlarmNagProducer { criteria ConceptTalkIdle IsProducer IsMapc5m2_park AutoIsNotScavenge AutoIsNotSurvival ChanceToFire80Percent _auto_IsAlarmOn _auto_NotAlarmOff _auto_NotDoorOpen _auto_NotTimerLockA _auto_NotTimerLockProducer IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockProducer:1:13" applycontexttoworld Response C5M2AlarmNagProducer } //-------------------------------------------------------------------------------------------------------------- // C5M3 //-------------------------------------------------------------------------------------------------------------- Response C5M3AlarmFieldNagsProducer { norepeat scene "scenes/Producer/WorldC5M3B05.vcd" //Everyone, just watch where you shoot. } Rule C5M3AlarmFieldNagsProducer { criteria ConceptTalkIdle IsProducer AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk _auto_IsInAlarmField _auto_NotTimerLockA _auto_NotAlarmFieldOn IsNotSpeakingWeight0 ApplyContext "Talk:1:2.508,_auto_TimerLockA:1:12" applycontexttoworld forceweight 200 Response C5M3AlarmFieldNagsProducer } Response C5M3FirstInAlarmProducer { scene "scenes/Producer/WorldC5M3B03.vcd" //Careful, alarm cars everywhere. } Rule C5M3FirstInAlarmProducer { criteria ConceptC5M3FirstInAlarmField IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Saidremark_caralarm:1:0,Talk:1:2.382" applycontexttoworld Response C5M3FirstInAlarmProducer } Response C5M3GraveNagsProducer { norepeat scene "scenes/Producer/blank.vcd" // } Rule C5M3GraveNagsProducer { criteria ConceptTalkIdle IsProducer AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk ChanceToFire10Percent IsNotAlone TimeSinceGroupInCombat02 IsGamblerAlive IsNotSrcGrp_C5M3_NAG03 _auto_IsOffHighway IsNotSpeakingWeight0 ApplyContext "SrcGrp_C5M3_NAG03:1:0" applycontexttoworld Response C5M3GraveNagsProducer } Response C5M3Jets2Producer { scene "scenes/Producer/WorldC5M3B11.vcd" //What are they doing!? } Rule C5M3Jets2Producer { criteria Conceptc5m3Jets2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.098" applycontexttoworld Response C5M3Jets2Producer } Response C5M3OnBridgeProducer { scene "scenes/Producer/World07.vcd" //There's the freeway! } Rule C5M3OnBridgeProducer { criteria Conceptc5m3OnBridge IsProducer IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.546,_auto_OnBridgeProducer:1:0,_auto_AlarmFieldOn:1:0" applycontexttoworld Response C5M3OnBridgeProducer } Response C5M3ShootCarProducer { scene "scenes/Producer/ReactionNegative03.vcd" //Oh this is bad... scene "scenes/Producer/ReactionNegative04.vcd" //Oh shit! scene "scenes/Producer/ReactionNegative18.vcd" //Goddamnit! } Rule C5M3ShootCarProducer { criteria ConceptPanicEvent IsProducer AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsProducer _auto_IsInAlarmField _auto_NotAlarmFieldOn ApplyContext "_auto_AlarmFieldOn:1:0,_auto_TimerLockA:1:1.5" applycontexttoworld Response C5M3ShootCarProducer } Response PlayerRemarkc5m3insewerProducer { scene "scenes/Producer/blank.vcd" //Blank } Rule PlayerRemarkc5m3insewerProducer { criteria ConceptRemark IsProducer Isc5m3insewer IsNotSaidc5m3insewer IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear250 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3insewer:1:0,_auto_InSewer:1:0" applycontexttoworld Response PlayerRemarkc5m3insewerProducer } Response PlayerRemarkc5m3offhighwayProducer { scene "scenes/Producer/blank.vcd" // } Rule PlayerRemarkc5m3offhighwayProducer { criteria ConceptRemark IsProducer Isc5m3offhighway IsNotSaidc5m3offhighway IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3offhighway:1:0,_auto_OffHighway:1:0" applycontexttoworld Response PlayerRemarkc5m3offhighwayProducer } Response PlayerRemarkc5m3seesaferoomProducer { scene "scenes/Producer/SafeSpotAhead01.vcd" //Safe house ahead. } Rule PlayerRemarkc5m3seesaferoomProducer { criteria ConceptRemark IsProducer Isc5m3seesaferoom IsNotSaidc5m3seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc5m3seesaferoomProducer } Response PlayerRemarkc5m3upladderProducer { scene "scenes/Producer/MiscDirectional18.vcd" //Up this ladder! scene "scenes/Producer/WorldC3M155.vcd" //Let's get up the ladder! } Rule PlayerRemarkc5m3upladderProducer { criteria ConceptRemark IsProducer Isc5m3upladder IsNotSaidc5m3upladder IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3upladder:1:0" applycontexttoworld Response PlayerRemarkc5m3upladderProducer } Response PlayerRemarkc5m3upstepsProducer { scene "scenes/Producer/blank.vcd" // } Rule PlayerRemarkc5m3upstepsProducer { criteria ConceptRemark IsProducer Isc5m3upsteps IsNotSaidc5m3upsteps IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m3upsteps:1:0" applycontexttoworld Response PlayerRemarkc5m3upstepsProducer } //-------------------------------------------------------------------------------------------------------------- // C5M4 //-------------------------------------------------------------------------------------------------------------- Response C5M4BombInt01Producer { scene "scenes/Producer/ReactionNegative13.vcd" then any C5M4BombInt01A foo:0 0.01 //Holy shit! } Rule C5M4BombInt01Producer { criteria ConceptC5M4BombInt01 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.505,_auto_Bomb1:1:0" applycontexttoworld Response C5M4BombInt01Producer } Response C5M4BombInt01AProducer { scene "scenes/Producer/WorldC5M4B04.vcd" //Something tells me they're not checking for survivors anymore. } Rule C5M4BombInt01AProducer { criteria ConceptC5M4BombInt01A IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.221" applycontexttoworld Response C5M4BombInt01AProducer } Response C5M4BombInt02Producer { norepeat scene "scenes/Producer/WorldC5M4B01.vcd" //We need to keep moving. scene "scenes/Producer/WorldC5M4B03.vcd" //That was close. } Rule C5M4BombInt02Producer { criteria ConceptC5M4BombInt02 IsProducer NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea ApplyContext "Talk:1:2.203,_auto_Bomb2:1:0" applycontexttoworld Response C5M4BombInt02Producer } Response PlayerRemarkc5m4inminifinaleProducer { scene "scenes/Producer/blank.vcd" // } Rule PlayerRemarkc5m4inminifinaleProducer { criteria ConceptRemark IsProducer Isc5m4inminifinale IsNotSaidc5m4inminifinale IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4inminifinale:1:0,_auto_InMiniFinale:1:0" applycontexttoworld Response PlayerRemarkc5m4inminifinaleProducer } Response PlayerRemarkc5m4seebridgeProducer { scene "scenes/Producer/WorldC5M3B08.vcd" then any C5M4MadeIt01 foo:0 0.01 //There's the bridge! } Rule PlayerRemarkc5m4seebridgeProducer { criteria ConceptRemark IsProducer Isc5m4seebridge IsNotSaidc5m4seebridge IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4seebridge:1:0,_auto_SawBridge:1:0" applycontexttoworld Response PlayerRemarkc5m4seebridgeProducer } Response PlayerRemarkc5m4seesaferoomProducer { scene "scenes/Producer/SafeSpotAhead05.vcd" then any C5M4MadeIt01 foo:0 0.01 //Safe house up ahead! scene "scenes/Producer/WorldC1M3B34.vcd" then any C5M4MadeIt01 foo:0 0.01 //Looks like a safe room up ahead! } Rule PlayerRemarkc5m4seesaferoomProducer { criteria ConceptRemark IsProducer Isc5m4seesaferoom IsNotSaidc5m4seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc5m4seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc5m4seesaferoomProducer } //-------------------------------------------------------------------------------------------------------------- // C5M4Ellis //-------------------------------------------------------------------------------------------------------------- Response EllisStoryInterruptProducer { scene "scenes/Producer/EllisInterrupt06.vcd" then mechanic EllisStoryReac01 foo:0 0.01 //Ellis, sweetie, can this wait? } Rule EllisStoryInterruptProducer { criteria ConceptSurvivorLeavingInitialCheckpoint IsProducer _auto_IsTellingStory _auto_NotDidInterrupt ApplyContext "Talk:1:1.756,_auto_DidInterrupt:1:0,_auto_TellingStory:0:0" applycontexttoworld forceweight 1 Response EllisStoryInterruptProducer } Response EllisStoryInterrupt2Producer { scene "scenes/Producer/EllisInterrupt06.vcd" then mechanic EllisStoryReac01 foo:0 0.01 //Ellis, sweetie, can this wait? } Rule EllisStoryInterrupt2Producer { criteria ConceptEllisInterrupt IsProducer _auto_IsTellingStory _auto_NotDidInterrupt ApplyContext "Talk:1:1.756,_auto_DidInterrupt:1:0,_auto_TellingStory:0:0,_auto_FullStory:1:0" applycontexttoworld forceweight 1 Response EllisStoryInterrupt2Producer } //-------------------------------------------------------------------------------------------------------------- // C5M5 //-------------------------------------------------------------------------------------------------------------- Response C5M5_Button2Producer { scene "scenes/Producer/Blank.vcd" //Blank } Rule C5M5_Button2Producer { criteria ConceptC5M5_Button2 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C5M5_Button2Producer } Response C5M5_GateDownProducer { scene "scenes/Producer/WorldC5M5B01.vcd" //Let's move. } Rule C5M5_GateDownProducer { criteria ConceptC5M5_GateDown IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C5M5_GateDownProducer } Response C5M5_SurvivorConv01Producer { scene "scenes/Producer/WorldC5M5B05.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //Sorry for using the radio, but we are four survivors on the bridge. scene "scenes/Producer/WorldC5M5B06.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //Four survivors on the bridge. scene "scenes/Producer/WorldC5M5B07.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //This is someone who could use some help. } Rule C5M5_SurvivorConv01Producer { criteria ConceptC5M5_SurvivorConv01 IsProducer AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingProducer _auto_NotButton2 Response C5M5_SurvivorConv01Producer } Response C5M5_SurvivorConv02Producer { scene "scenes/Producer/WorldC5M5B09.vcd" then orator C5M5_Soldier1Conv04 foo:0 0.01 //We are not infected. } Rule C5M5_SurvivorConv02Producer { criteria ConceptC5M5_SurvivorConv02 IsProducer AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingProducer _auto_NotButton2 Response C5M5_SurvivorConv02Producer } Response C5M5_SurvivorConv03Producer { scene "scenes/Producer/WorldC5M5B11.vcd" then orator C5M5_Soldier1Conv05 foo:0 0.01 //Yeah, yes, yes we are immune. } Rule C5M5_SurvivorConv03Producer { criteria ConceptC5M5_SurvivorConv03 IsProducer AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingProducer _auto_NotButton2 Response C5M5_SurvivorConv03Producer } Response C5M5_SurvivorConv04Producer { scene "scenes/Producer/WorldC5M5B12.vcd" //We're on our way. Thank you. scene "scenes/Producer/WorldC5M5B14.vcd" //We'll be there. Wait for us. } Rule C5M5_SurvivorConv04Producer { criteria ConceptC5M5_SurvivorConv04 IsProducer AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingProducer _auto_NotButton2 Response C5M5_SurvivorConv04Producer } Response C5M5_SurvivorConv05Producer { scene "scenes/Producer/WorldC5M5B12.vcd" //We're on our way. Thank you. scene "scenes/Producer/WorldC5M5B14.vcd" //We'll be there. Wait for us. } Rule C5M5_SurvivorConv05Producer { criteria ConceptC5M5_SurvivorConv05 IsProducer AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingProducer _auto_NotButton2 Response C5M5_SurvivorConv05Producer } Response C5M5Button1Producer { scene "scenes/Producer/WorldC5M5B04.vcd" then orator C5M5_Soldier1Conv01 foo:0 0.01 //Hello? } Rule C5M5Button1Producer { criteria ConceptC5M5Button1 IsProducer AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 ApplyContext "Talk:1:0,_auto_SoldierChatter:0:0,_auto_TalkingProducer:1:0,_auto_Button1:1:0,_auto_NoLostCall:1:0" applycontexttoworld Response C5M5Button1Producer } Response C5M5HearSoldiersNagProducer { norepeat scene "scenes/Producer/WorldC5M5B02.vcd" //Somebody want to grab that radio? } Rule C5M5HearSoldiersNagProducer { criteria ConceptTalkIdle IsProducer IsMapc5m5_bridge ChanceToFire90Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsSoldierChatter _auto_NotButton1 _auto_IsRadioNag _auto_NotTimerLockA _auto_NotTimerLockProducer IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockProducer:1:15" applycontexttoworld Response C5M5HearSoldiersNagProducer } Response C5M5LeaveSafeProducer { scene "scenes/Producer/Blank.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Blank } Rule C5M5LeaveSafeProducer { criteria ConceptSurvivorLeavingInitialCheckpoint IsProducer IsMapc5m5_bridge IsNotSrcGrp_C5M5_001 ApplyContext "Talk:0:0,_auto_SoldierChatter:1:0,SrcGrp_C5M5_001:1:0" applycontexttoworld Response C5M5LeaveSafeProducer } Response C5M5RescueStartProducer { scene "scenes/Producer/WorldC2M5B34.vcd" then orator C5M5StartHeliNag foo:0 0.01 //Woo! Yes! There's the chopper! scene "scenes/Producer/WorldC2M5B35.vcd" then orator C5M5StartHeliNag foo:0 0.01 //There's the chopper! } Rule C5M5RescueStartProducer { criteria ConceptGetToVehicle IsProducer IsMapc5m5_bridge IsNotSrcGrp_C5M5_600 _auto_NotGetToHeli ApplyContext "_auto_GetToHeli:1:0,_auto_TimerGateA:1:5,SrcGrp_C5M5_600:1:0" applycontexttoworld Response C5M5RescueStartProducer } Response C5M5RunToHeliProducer { scene "scenes/Producer/WorldC2M5B48.vcd" //Let's go! Get to the helicopter! scene "scenes/Producer/WorldC2M5B49.vcd" //Everybody get to the chopper! scene "scenes/Producer/WorldC5M5B19.vcd" //Get to the chopper! scene "scenes/Producer/WorldC5M5B22.vcd" //Get to the chopper! } Rule C5M5RunToHeliProducer { criteria ConceptTalkIdle IsProducer IsTalk IsMapc5m5_bridge ChanceToFire80Percent IsNotAlone AutoIsNotScavenge AutoIsNotSurvival _auto_IsGetToHeli _auto_NotTimerGateA _auto_NotTimerGateProducer IsNotSpeakingWeight0 ApplyContext "_auto_TimerGateA:1:6,_auto_TimerGateProducer:1:8" applycontexttoworld Response C5M5RunToHeliProducer } Response C5M5SafeRoomStartProducer { scene "scenes/Producer/Blank.vcd" //Blank } Rule C5M5SafeRoomStartProducer { criteria ConceptTalkIdle IsProducer IsMapc5m5_bridge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C5M5_003 _auto_NotSafeRoomStart _auto_NotSoldierChatter _auto_NotButton2 IsNotSpeakingWeight0 ApplyContext "Talk:1:0,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C5M5_003:1:0" applycontexttoworld Response C5M5SafeRoomStartProducer } Response C13M4Button1Producer { scene "scenes/Producer/WorldC5M5B04.vcd" //Hello? } Rule C13M4Button1Producer { criteria ConceptC13M4Button1 IsProducer AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C13M4Button1Producer } //-------------------------------------------------------------------------------------------------------------- // Call For Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerCallForRescueProducer { speak "Producer_CallForRescue01" noscene //Somebody. Anybody. Everybody. Help!!!! speak "Producer_CallForRescue02" noscene //Hey! Hey! I could use some help over here! speak "Producer_CallForRescue03" noscene //Hey! I need some help over here! speak "Producer_CallForRescue04" noscene //Anyone out there? speak "Producer_CallForRescue05" noscene //Can anyone hear me? speak "Producer_CallForRescue06" noscene //I need some help in here! speak "Producer_CallForRescue07" noscene //Hey guys! Don't leave me behind! speak "Producer_CallForRescue08" noscene //Don't leave me in here! speak "Producer_CallForRescue09" noscene //Help! Get me out of here! speak "Producer_CallForRescue10" noscene //Help! Help! Help get me out of here! speak "Producer_CallForRescue11" noscene //Hey! Anybody out there?! speak "Producer_CallForRescue12" noscene //I need to get out of here! } Rule PlayerCallForRescueProducer { criteria ConceptCallForRescue IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerCallForRescueProducer } //-------------------------------------------------------------------------------------------------------------- // Counter //-------------------------------------------------------------------------------------------------------------- Response ScenarioJoinLastProducer { scene "scenes/Producer/blank.vcd" //Blank } Rule ScenarioJoinLastProducer { criteria ConceptTalkIdle IsProducer IsInStartArea JoinedLess5 IsNotSpeakingWeight0 _auto_NotSafeRoomStart _auto_NotTurnOffJoinLast ApplyContext "JoinLast:++1" applycontexttoworld forceweight 1 Response ScenarioJoinLastProducer } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpotFirstWeaponsProducer { scene "scenes/Producer/WorldC1M1B19.vcd" then any _SpotStuffResponse foo:0 0.01 //I been hearing about…things. You know what, nevermind. But grab a weapon, trust me. scene "scenes/Producer/WorldC1M1B20.vcd" then any _SpotStuffResponse foo:0 0.01 //I think those things are down there, grab a weapon. scene "scenes/Producer/WorldC1M1B21.vcd" then any _SpotStuffResponse foo:0 0.01 //If we stay together and keep our heads, we can get out of this. scene "scenes/Producer/WorldC1M1B27.vcd" then any _SpotStuffResponse foo:0 0.01 //We should take some weapons. I work in the news and the news says we should definitely take some weapons. scene "scenes/Producer/WorldC1M1B28.vcd" then any _SpotStuffResponse foo:0 0.01 //I don't know, since this all seems to be true, trust me, when I say we should grab any weapon we can find. } Rule SurvivorSpotFirstWeaponsProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ismap_c1m1_hotel IsNotSaidFirstWeapon IsWorldTalkProducer ApplyContext "SaidFirstWeapon:1:0" applycontexttoworld Response SurvivorSpotFirstWeaponsProducer } Response SurvivorSpottedAdrenalineProducer { scene "scenes/Producer/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! scene "scenes/Producer/Adrenaline03.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! } Rule SurvivorSpottedAdrenalineProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsAdrenaline IsWorldTalkProducer ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineProducer } Response SurvivorSpottedAdrenalineAutoProducer { scene "scenes/Producer/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! scene "scenes/Producer/Adrenaline03.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here! } Rule SurvivorSpottedAdrenalineAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAdrenaline IsNotSaidSpot IsAdrenaline IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineAutoProducer } Response SurvivorSpottedAmmoProducer { scene "scenes/Producer/SpotAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo! scene "scenes/Producer/SpotAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Producer/SpotAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Producer/SpotAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here! scene "scenes/Producer/SpotAmmo05.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammunition! } Rule SurvivorSpottedAmmoProducer { criteria ConceptPlayerSpotAmmo IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsWorldTalkProducer ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoProducer } Response SurvivorSpottedCoachCloseProducer { scene "scenes/Producer/NameCoach01.vcd" //Coach! scene "scenes/Producer/NameCoach06.vcd" //Coach! } Rule SurvivorSpottedCoachCloseProducer { criteria ConceptPlayerLookHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkProducer Response SurvivorSpottedCoachCloseProducer } Response SurvivorSpottedCoachClose2Producer { scene "scenes/Producer/NameCoach01.vcd" //Coach! scene "scenes/Producer/NameCoach06.vcd" //Coach! } Rule SurvivorSpottedCoachClose2Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkProducer Response SurvivorSpottedCoachClose2Producer } Response SurvivorSpottedCoachClose2C1Producer { scene "scenes/Producer/NameCoach06.vcd" //Coach! scene "scenes/Producer/NameCoach18.vcd" //Big Guy! scene "scenes/Producer/NameCoach19.vcd" //Big Guy! } Rule SurvivorSpottedCoachClose2C1Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedCoachClose2C1Producer } Response SurvivorSpottedCoachCloseC1Producer { scene "scenes/Producer/NameCoach06.vcd" //Coach! scene "scenes/Producer/NameCoach18.vcd" //Big Guy! scene "scenes/Producer/NameCoach19.vcd" //Big Guy! } Rule SurvivorSpottedCoachCloseC1Producer { criteria ConceptPlayerLookHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedCoachCloseC1Producer } Response SurvivorSpottedCoachFarProducer { scene "scenes/Producer/NameCoach03.vcd" //Coach! scene "scenes/Producer/NameCoach04.vcd" //Coach! scene "scenes/Producer/NameCoach05.vcd" //Coach! } Rule SurvivorSpottedCoachFarProducer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsCoach IsCoachFar400 IsWorldTalkProducer Response SurvivorSpottedCoachFarProducer } Response SurvivorSpottedCoachFarC1Producer { scene "scenes/Producer/NameCoach01.vcd" //Coach! scene "scenes/Producer/NameCoach03.vcd" //Coach! scene "scenes/Producer/NameCoach05.vcd" //Coach! scene "scenes/Producer/NameCoach10.vcd" //Coach! scene "scenes/Producer/NameCoach12.vcd" //Hey Big Guy! scene "scenes/Producer/NameCoach16.vcd" //Big Guy! } Rule SurvivorSpottedCoachFarC1Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsCoach IsCoachFar400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedCoachFarC1Producer } Response SurvivorSpottedDefibrillatorProducer { scene "scenes/Producer/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here. scene "scenes/Producer/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defibrillator here. scene "scenes/Producer/Defibrillator03.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here. scene "scenes/Producer/Defibrillator06.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a defib unit. } Rule SurvivorSpottedDefibrillatorProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsDefibrillator IsWorldTalkProducer ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorProducer } Response SurvivorSpottedDefibrillatorAutoProducer { scene "scenes/Producer/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here. scene "scenes/Producer/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defibrillator here. scene "scenes/Producer/Defibrillator03.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here. scene "scenes/Producer/Defibrillator06.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a defib unit. } Rule SurvivorSpottedDefibrillatorAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidDefibrillator IsNotSaidSpot IsDefibrillator IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorAutoProducer } Response SurvivorSpottedGamblerCloseProducer { scene "scenes/Producer/NameNick06.vcd" //Yo, Nick! } Rule SurvivorSpottedGamblerCloseProducer { criteria ConceptPlayerLookHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkProducer Response SurvivorSpottedGamblerCloseProducer } Response SurvivorSpottedGamblerClose2Producer { scene "scenes/Producer/NameNick06.vcd" //Yo, Nick! } Rule SurvivorSpottedGamblerClose2Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkProducer Response SurvivorSpottedGamblerClose2Producer } Response SurvivorSpottedGamblerClose2C1Producer { scene "scenes/Producer/NameGamblerC101.vcd" //Suit. scene "scenes/Producer/NameGamblerC106.vcd" //Suit. scene "scenes/Producer/NameGamblerC108.vcd" //Hey, fancy man. scene "scenes/Producer/NameGamblerC111.vcd" //Hey sharp dresser. } Rule SurvivorSpottedGamblerClose2C1Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerClose2C1Producer } Response SurvivorSpottedGamblerCloseC1Producer { scene "scenes/Producer/NameGamblerC101.vcd" //Suit. scene "scenes/Producer/NameGamblerC106.vcd" //Suit. scene "scenes/Producer/NameGamblerC108.vcd" //Hey, fancy man. scene "scenes/Producer/NameGamblerC111.vcd" //Hey sharp dresser. } Rule SurvivorSpottedGamblerCloseC1Producer { criteria ConceptPlayerLookHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsGambler IsGamblerNear400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerCloseC1Producer } Response SurvivorSpottedGamblerFarProducer { scene "scenes/Producer/NameNick01.vcd" //Nick! scene "scenes/Producer/NameNick02.vcd" //Hey suit! scene "scenes/Producer/NameNick03.vcd" //Nicolas! scene "scenes/Producer/NameNick04.vcd" //Hey, Nick! scene "scenes/Producer/NameNick05.vcd" //Nick! } Rule SurvivorSpottedGamblerFarProducer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsGambler IsGamblerFar400 IsWorldTalkProducer Response SurvivorSpottedGamblerFarProducer } Response SurvivorSpottedGamblerFarC1Producer { scene "scenes/Producer/NameGamblerC102.vcd" //Fancy man. scene "scenes/Producer/NameGamblerC105.vcd" //Suit. scene "scenes/Producer/NameGamblerC107.vcd" //Fancy man. scene "scenes/Producer/NameGamblerC112.vcd" //Hey sharp dresser. } Rule SurvivorSpottedGamblerFarC1Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsGambler IsGamblerFar400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedGamblerFarC1Producer } Response SurvivorSpottedGrenadeProducer { scene "scenes/Producer/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipebomb here. scene "scenes/Producer/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a pipebomb here. scene "scenes/Producer/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb. } Rule SurvivorSpottedGrenadeProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsPipeBomb IsWorldTalkProducer ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeProducer } Response SurvivorSpottedGrenadeAutoProducer { scene "scenes/Producer/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipebomb here. scene "scenes/Producer/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a pipebomb here. scene "scenes/Producer/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb. } Rule SurvivorSpottedGrenadeAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot IsPipeBomb IsWorldTalkProducer YesHasGrenade _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoProducer } Response SurvivorSpottedGrenadeAutoProducer2 { scene "scenes/Producer/NiceShot02.vcd" //Cool. } Rule SurvivorSpottedGrenadeAutoProducer2 { criteria ConceptPlayerSpotGrenade IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoProducer2 } Response SurvivorSpottedGrenadeLauncherProducer { scene "scenes/Producer/GrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher here! scene "scenes/Producer/GrenadeLauncher02.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher here! scene "scenes/Producer/GrenadeLauncher05.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher. } Rule SurvivorSpottedGrenadeLauncherProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto Isgrenade_launcher IsWorldTalkProducer ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherProducer } Response SurvivorSpottedGrenadeLauncherAutoProducer { scene "scenes/Producer/GrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher here! scene "scenes/Producer/GrenadeLauncher02.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher here! scene "scenes/Producer/GrenadeLauncher05.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher. } Rule SurvivorSpottedGrenadeLauncherAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotgrenade_launcher IsNotSaidSpot Isgrenade_launcher IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherAutoProducer } Response SurvivorSpottedHealthProducer { scene "scenes/Producer/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! scene "scenes/Producer/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit! scene "scenes/Producer/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here! scene "scenes/Producer/SpotFirstAid04.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid! scene "scenes/Producer/SpotFirstAid05.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a first aid kit here. } Rule SurvivorSpottedHealthProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsFirstAidKit IsWorldTalkProducer ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthProducer } Response SurvivorSpottedHealthAutoProducer { scene "scenes/Producer/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here! scene "scenes/Producer/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit! scene "scenes/Producer/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here! scene "scenes/Producer/SpotFirstAid04.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid! scene "scenes/Producer/SpotFirstAid05.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a first aid kit here. } Rule SurvivorSpottedHealthAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot IsFirstAidKit IsWorldTalkProducer YesHasFirstAidKit _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoProducer } Response SurvivorSpottedHealthAutoProducer2 { scene "scenes/Producer/NiceShot02.vcd" //Cool. } Rule SurvivorSpottedHealthAutoProducer2 { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoProducer2 } Response SurvivorSpottedMechanicCloseProducer { scene "scenes/Producer/NameEllis04.vcd" //Yo, Ellis! scene "scenes/Producer/NameEllis07.vcd" //Hey Hee-Haw! } Rule SurvivorSpottedMechanicCloseProducer { criteria ConceptPlayerLookHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkProducer Response SurvivorSpottedMechanicCloseProducer } Response SurvivorSpottedMechanicClose2Producer { scene "scenes/Producer/NameEllis04.vcd" //Yo, Ellis! scene "scenes/Producer/NameEllis07.vcd" //Hey Hee-Haw! } Rule SurvivorSpottedMechanicClose2Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkProducer Response SurvivorSpottedMechanicClose2Producer } Response SurvivorSpottedMechanicClose2C1Producer { scene "scenes/Producer/NameMechanicC111.vcd" //Hey, Little Guy. scene "scenes/Producer/NameMechanicC112.vcd" //Yo, youngin! scene "scenes/Producer/NameMechanicC113.vcd" //Yo, dude! } Rule SurvivorSpottedMechanicClose2C1Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicClose2C1Producer } Response SurvivorSpottedMechanicCloseC1Producer { scene "scenes/Producer/NameMechanicC111.vcd" //Hey, Little Guy. scene "scenes/Producer/NameMechanicC112.vcd" //Yo, youngin! scene "scenes/Producer/NameMechanicC113.vcd" //Yo, dude! } Rule SurvivorSpottedMechanicCloseC1Producer { criteria ConceptPlayerLookHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicCloseC1Producer } Response SurvivorSpottedMechanicFarProducer { scene "scenes/Producer/NameEllis01.vcd" //Ellis! scene "scenes/Producer/NameEllis05.vcd" //Ellis! scene "scenes/Producer/NameEllis06.vcd" //Ellis! } Rule SurvivorSpottedMechanicFarProducer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsMechanic IsMechanicFar400 IsWorldTalkProducer Response SurvivorSpottedMechanicFarProducer } Response SurvivorSpottedMechanicFarC1Producer { scene "scenes/Producer/NameMechanicC101.vcd" //Youngin! scene "scenes/Producer/NameMechanicC102.vcd" //Little Guy. scene "scenes/Producer/NameMechanicC103.vcd" //Dude! scene "scenes/Producer/NameMechanicC104.vcd" //Yo, dude! scene "scenes/Producer/NameMechanicC105.vcd" //Hey, Little Guy. scene "scenes/Producer/NameMechanicC106.vcd" //Hey, Little Guy. scene "scenes/Producer/NameMechanicC107.vcd" //Yo, youngin! scene "scenes/Producer/NameMechanicC108.vcd" //Hey, youngin! scene "scenes/Producer/NameMechanicC109.vcd" //Hey, dude! scene "scenes/Producer/NameMechanicC110.vcd" //Hey, dude! } Rule SurvivorSpottedMechanicFarC1Producer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto SubjectIsMechanic IsMechanicFar400 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames Response SurvivorSpottedMechanicFarC1Producer } Response SurvivorSpottedMolotovProducer { scene "scenes/Producer/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Producer/LookHere03.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this shit out. } Rule SurvivorSpottedMolotovProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsMolotov IsWorldTalkProducer ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovProducer } Response SurvivorSpottedMolotovAutoProducer { scene "scenes/Producer/Look04.vcd" then any _SpotStuffResponse foo:0 0.01 //Look! scene "scenes/Producer/LookHere03.vcd" then any _SpotStuffResponse foo:0 0.01 //Check this shit out. } Rule SurvivorSpottedMolotovAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot IsMolotov IsWorldTalkProducer YesHasMolotov _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoProducer } Response SurvivorSpottedMolotovAutoProducer2 { scene "scenes/Producer/NiceShot02.vcd" //Cool. } Rule SurvivorSpottedMolotovAutoProducer2 { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot IsMolotov IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoProducer2 } Response SurvivorSpottedPillsProducer { scene "scenes/Producer/SpotPills02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Producer/SpotPills03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Producer/SpotPills04.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills! } Rule SurvivorSpottedPillsProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsPainPills IsWorldTalkProducer ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsProducer } Response SurvivorSpottedPillsAutoProducer { scene "scenes/Producer/SpotPills02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Producer/SpotPills03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here! scene "scenes/Producer/SpotPills04.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills! } Rule SurvivorSpottedPillsAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills IsWorldTalkProducer YesHasPainPills _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoProducer } Response SurvivorSpottedPillsAutoProducer2 { scene "scenes/Producer/NiceShot02.vcd" //Cool. } Rule SurvivorSpottedPillsAutoProducer2 { criteria ConceptPlayerSpotPills IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoProducer2 } Response SurvivorSpottedPillsAutoNoHasPillsProducer { scene "scenes/Producer/SpotPills01.vcd" //Pills for me. } Rule SurvivorSpottedPillsAutoNoHasPillsProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills ChanceToFire10Percent IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoNoHasPillsProducer } Response SurvivorSpottedUpPack_ExplosiveProducer { scene "scenes/Producer/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Producer/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Producer/ExplosiveAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Producer/ExplosiveAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here! } Rule SurvivorSpottedUpPack_ExplosiveProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsUpgradePack_Explosive IsWorldTalkProducer ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveProducer } Response SurvivorSpottedUpPack_ExplosiveAutoProducer { scene "scenes/Producer/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Producer/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Producer/ExplosiveAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here! scene "scenes/Producer/ExplosiveAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here! } Rule SurvivorSpottedUpPack_ExplosiveAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Explosive IsNotSaidSpot IsUpgradePack_Explosive IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveAutoProducer } Response SurvivorSpottedUpPack_IncendiaryProducer { scene "scenes/Producer/IncendAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Incendiary ammo here! scene "scenes/Producer/IncendAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Incendiary ammo here! } Rule SurvivorSpottedUpPack_IncendiaryProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsUpgradePack_Incendiary IsWorldTalkProducer ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiaryProducer } Response SurvivorSpottedUpPack_IncendiAutoProducer { scene "scenes/Producer/IncendAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Incendiary ammo here! scene "scenes/Producer/IncendAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Incendiary ammo here! } Rule SurvivorSpottedUpPack_IncendiAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Incendiary IsNotSaidSpot IsUpgradePack_Incendiary IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiAutoProducer } Response SurvivorSpottedVomitJarProducer { scene "scenes/Producer/BoomerJar03.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here! scene "scenes/Producer/BoomerJar04.vcd" then any _SpotStuffResponse foo:0 0.01 //Bile jar here! } Rule SurvivorSpottedVomitJarProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsVomitJar IsWorldTalkProducer ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarProducer } Response SurvivorSpottedVomitJarAutoProducer { scene "scenes/Producer/BoomerJar03.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here! scene "scenes/Producer/BoomerJar04.vcd" then any _SpotStuffResponse foo:0 0.01 //Bile jar here! } Rule SurvivorSpottedVomitJarAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoProducer } Response SurvivorSpottedVomitJarAutoC1Producer { scene "scenes/Producer/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Bottle of… puke, apparently. scene "scenes/Producer/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //That had better not be what I think it is. } Rule SurvivorSpottedVomitJarAutoC1Producer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkProducer ismap_c1m1_hotelC1 _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoC1Producer } Response SurvivorSpottedVomitJarC1Producer { scene "scenes/Producer/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Bottle of… puke, apparently. scene "scenes/Producer/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //That had better not be what I think it is. } Rule SurvivorSpottedVomitJarC1Producer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsVomitJar IsWorldTalkProducer ismap_c1m1_hotelC1 ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarC1Producer } Response SurvivorSpottedWorldCloseProducer { scene "scenes/Producer/LookHere01.vcd" //Look over here! scene "scenes/Producer/LookHere02.vcd" //Look at this. scene "scenes/Producer/LookHere03.vcd" //Check this shit out. scene "scenes/Producer/LookHere04.vcd" //Whoa, check this shit out. scene "scenes/Producer/LookHere05.vcd" //Look here. } Rule SurvivorSpottedWorldCloseProducer { criteria ConceptPlayerLookHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsWorldTalkProducer Response SurvivorSpottedWorldCloseProducer } Rule SurvivorSpottedAmmoAutoProducer { criteria ConceptPlayerSpotAmmo IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoProducer } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedArmoredProducer { norepeat scene "scenes/Producer/SeeArmored01.vcd" //Are these things bulletproof? scene "scenes/Producer/SeeArmored02.vcd" //Spin them around and shoot them in the back! } Rule SurvivorSpottedArmoredProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeArmored IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidArmoredWarn IsNotSpeakingWeight0 ApplyContext "SaidArmoredWarn:1:20" applycontexttoworld Response SurvivorSpottedArmoredProducer } Response SurvivorSpottedBoomerProducer { scene "scenes/Producer/WarnBoomer01.vcd" //BOOMER! scene "scenes/Producer/WarnBoomer02.vcd" //BOOMER! scene "scenes/Producer/WarnBoomer03.vcd" //BOOMER! } Rule SurvivorSpottedBoomerProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerProducer } Response SurvivorSpottedBoomerC1Producer { scene "scenes/Producer/WarnBoomerC101.vcd" //OH SHIT, FAT GUY! scene "scenes/Producer/WarnBoomerC102.vcd" //BIG GUY! scene "scenes/Producer/WarnBoomerC103.vcd" //FAT GUY! scene "scenes/Producer/WarnBoomerC104.vcd" //BIG GUY! scene "scenes/Producer/WarnBoomerC105.vcd" //OH, THERE'S A FAT GUY! scene "scenes/Producer/WarnBoomerC106.vcd" //BARF BAG! scene "scenes/Producer/WarnBoomerC107.vcd" //BARF BAG! } Rule SurvivorSpottedBoomerC1Producer { criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerC1Producer } Response SurvivorSpottedCedaProducer { norepeat scene "scenes/Producer/SeeHazmat01.vcd" //Great. Infected in hazmat suits. scene "scenes/Producer/SeeHazmat02.vcd" odds 5 //Fireproof zombies. Hooray! scene "scenes/Producer/SeeHazmat03.vcd" odds 10 //Shit. I think these guys are fireproof. } Rule SurvivorSpottedCedaProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeCeda IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidCedaWarn IsNotSpeakingWeight0 ApplyContext "SaidCedaWarn:1:20" applycontexttoworld Response SurvivorSpottedCedaProducer } Response SurvivorSpottedChargerProducer { scene "scenes/Producer/WarnCharger01.vcd" //CHARGER! scene "scenes/Producer/WarnCharger02.vcd" //CHARGER! scene "scenes/Producer/WarnCharger03.vcd" //CHARGER! } Rule SurvivorSpottedChargerProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerProducer } Response SurvivorSpottedChargerAlsoProducer { scene "scenes/Producer/WarnCharger01.vcd" //CHARGER! scene "scenes/Producer/WarnCharger02.vcd" //CHARGER! scene "scenes/Producer/WarnCharger03.vcd" //CHARGER! } Rule SurvivorSpottedChargerAlsoProducer { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerAlsoProducer } Response SurvivorSpottedChargerAlsoC1Producer { scene "scenes/Producer/WarnChargerC101.vcd" //ONE OF THOSE CHARGING THNGS! scene "scenes/Producer/WarnChargerC102.vcd" //ONE OF THOSE CHARGING THNGS! scene "scenes/Producer/WarnChargerC103.vcd" //ONE OF THOSE CHARGING THNGS! } Rule SurvivorSpottedChargerAlsoC1Producer { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerAlsoC1Producer } Response SurvivorSpottedChargerC1Producer { scene "scenes/Producer/WarnChargerC101.vcd" //ONE OF THOSE CHARGING THNGS! scene "scenes/Producer/WarnChargerC102.vcd" //ONE OF THOSE CHARGING THNGS! scene "scenes/Producer/WarnChargerC103.vcd" //ONE OF THOSE CHARGING THNGS! } Rule SurvivorSpottedChargerC1Producer { criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedChargerC1Producer } Response SurvivorSpottedClownProducer { scene "scenes/Producer/SeeClowns01.vcd" //That clown's attracting a horde! scene "scenes/Producer/SeeClowns04.vcd" //Somebody shut up that clown! scene "scenes/Producer/SeeClowns05.vcd" //Kill the clown! scene "scenes/Producer/SeeClowns06.vcd" //Kill the clown! scene "scenes/Producer/SeeClowns07.vcd" //The clown's attracting a horde! } Rule SurvivorSpottedClownProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeClown IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidClownWarn IsNotSpeakingWeight0 ApplyContext "SaidClownWarn:1:20,SawClowns:++1" applycontexttoworld Response SurvivorSpottedClownProducer } Response SurvivorSpottedHunterProducer { scene "scenes/Producer/WarnHunter01.vcd" //HUNTER! scene "scenes/Producer/WarnHunter02.vcd" //HUNTER! scene "scenes/Producer/WarnHunter03.vcd" //HUNTER! } Rule SurvivorSpottedHunterProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterProducer } Response SurvivorSpottedHunterC1Producer { scene "scenes/Producer/WarnHunterC101.vcd" //ONE OF THOSE POUNCING THINGS! scene "scenes/Producer/WarnHunterC102.vcd" //HOODIE! scene "scenes/Producer/WarnHunterC103.vcd" //HOODIE BASTARD! scene "scenes/Producer/WarnHunterC104.vcd" //JUMPER! scene "scenes/Producer/WarnHunterC105.vcd" //LEAPER! } Rule SurvivorSpottedHunterC1Producer { criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterC1Producer } Response SurvivorSpottedInfectedProducer { scene "scenes/Producer/Incoming01.vcd" //They're coming! scene "scenes/Producer/Incoming02.vcd" //Get ready! scene "scenes/Producer/Incoming03.vcd" //Here they come! scene "scenes/Producer/Incoming04.vcd" //Ah, it's on now! scene "scenes/Producer/Incoming05.vcd" //Party time! scene "scenes/Producer/Incoming06.vcd" //Time to kick some ass. scene "scenes/Producer/Incoming07.vcd" //Incoming! scene "scenes/Producer/Incoming08.vcd" //This is it! } Rule SurvivorSpottedInfectedProducer { criteria ConceptPlayerIncoming IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorSpottedInfectedProducer } Response SurvivorSpottedJimmyProducer { scene "scenes/Producer/ReactionNegative13.vcd" //Holy shit! scene "scenes/Producer/WarnTankC102.vcd" //HOLY SHIT WHAT'S THAT?!?! scene "scenes/Producer/WorldC1M4B12.vcd" //Dibs on Gibbs! } Rule SurvivorSpottedJimmyProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeJimmy IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidJimmyWarn IsNotSpeakingWeight0 ApplyContext "SaidJimmyWarn:1:3" applycontexttoworld Response SurvivorSpottedJimmyProducer } Response SurvivorSpottedJockeyProducer { scene "scenes/Producer/WarnJockey01.vcd" //JOCKEY! scene "scenes/Producer/WarnJockey03.vcd" //JOCKEY! } Rule SurvivorSpottedJockeyProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyProducer } Response SurvivorSpottedJockeyAlsoProducer { scene "scenes/Producer/WarnJockey01.vcd" //JOCKEY! scene "scenes/Producer/WarnJockey03.vcd" //JOCKEY! } Rule SurvivorSpottedJockeyAlsoProducer { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyAlsoProducer } Response SurvivorSpottedJockeyAlsoC1Producer { scene "scenes/Producer/WarnHunterC104.vcd" //JUMPER! scene "scenes/Producer/WarnHunterC105.vcd" //LEAPER! } Rule SurvivorSpottedJockeyAlsoC1Producer { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyAlsoC1Producer } Response SurvivorSpottedJockeyC1Producer { scene "scenes/Producer/WarnHunterC104.vcd" //JUMPER! scene "scenes/Producer/WarnHunterC105.vcd" //LEAPER! } Rule SurvivorSpottedJockeyC1Producer { criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedJockeyC1Producer } Response SurvivorSpottedMudmenProducer { norepeat scene "scenes/Producer/SeeMudmen02.vcd" //Okay, now what the hell are these things? scene "scenes/Producer/SeeMudmen03.vcd" //Shoot the Mudmen! scene "scenes/Producer/SeeMudmen04.vcd" //Shoot the Mudmen! scene "scenes/Producer/SeeMudmen05.vcd" //Mudmen! scene "scenes/Producer/WorldC3M202.vcd" //Watch out for the mudders! scene "scenes/Producer/WorldC3M203.vcd" //Mud people! scene "scenes/Producer/WorldC3M204.vcd" //Mud people! } Rule SurvivorSpottedMudmenProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidMudmenWarn IsNotSpeakingWeight0 ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1" applycontexttoworld Response SurvivorSpottedMudmenProducer } Response SurvivorSpottedMudmenFirstProducer { scene "scenes/Producer/WorldC3M201.vcd" //Holy shit, there really are mud people! } Rule SurvivorSpottedMudmenFirstProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidMudmenWarn SawFirstMudMen IsNotSpeakingWeight0 ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1" applycontexttoworld Response SurvivorSpottedMudmenFirstProducer } Response SurvivorSpottedSmokerProducer { scene "scenes/Producer/WarnSmoker01.vcd" //SMOKER! scene "scenes/Producer/WarnSmoker02.vcd" //SMOKER! scene "scenes/Producer/WarnSmoker03.vcd" //SMOKER! } Rule SurvivorSpottedSmokerProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerProducer } Response SurvivorSpottedSmokerC1Producer { scene "scenes/Producer/WarnSmokerC101.vcd" //TONGUE GUY! scene "scenes/Producer/WarnSmokerC102.vcd" //TONGUE! scene "scenes/Producer/WarnSmokerC103.vcd" //ONE OF THOSE SMOKNG GUYS! scene "scenes/Producer/WarnSmokerC104.vcd" //ONE OF THOSE SMOKNG GUYS! scene "scenes/Producer/WarnSmokerC105.vcd" //TONGUE GUY! scene "scenes/Producer/WarnSmokerC106.vcd" //TONGUE! } Rule SurvivorSpottedSmokerC1Producer { criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerC1Producer } Response SurvivorSpottedSpitterProducer { scene "scenes/Producer/WarnSpitter01.vcd" //SPITTER! scene "scenes/Producer/WarnSpitter02.vcd" //SPITTER! scene "scenes/Producer/WarnSpitter03.vcd" //SPITTER! } Rule SurvivorSpottedSpitterProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterProducer } Response SurvivorSpottedSpitterAlsoProducer { scene "scenes/Producer/WarnSpitter01.vcd" //SPITTER! scene "scenes/Producer/WarnSpitter02.vcd" //SPITTER! scene "scenes/Producer/WarnSpitter03.vcd" //SPITTER! } Rule SurvivorSpottedSpitterAlsoProducer { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterAlsoProducer } Response SurvivorSpottedSpitterAlsoC1Producer { scene "scenes/Producer/WarnSpitterC101.vcd" //GREEN GUY! scene "scenes/Producer/WarnSpitterC102.vcd" //CRAZY NECK! scene "scenes/Producer/WarnSpitterC103.vcd" //GREEN GUY! } Rule SurvivorSpottedSpitterAlsoC1Producer { criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterAlsoC1Producer } Response SurvivorSpottedSpitterC1Producer { scene "scenes/Producer/WarnSpitterC101.vcd" //GREEN GUY! scene "scenes/Producer/WarnSpitterC102.vcd" //CRAZY NECK! scene "scenes/Producer/WarnSpitterC103.vcd" //GREEN GUY! } Rule SurvivorSpottedSpitterC1Producer { criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSpitterC1Producer } Response SurvivorSpottedTankProducer { scene "scenes/Producer/HeardHulk01.vcd" //Ahhh SHIT TANK!!! scene "scenes/Producer/HeardHulk02.vcd" //TANK! Light it up! scene "scenes/Producer/HeardHulk03.vcd" //TANK! scene "scenes/Producer/HeardHulk04.vcd" //Tank! Tank! scene "scenes/Producer/WarnTank01.vcd" //TANK! scene "scenes/Producer/WarnTank02.vcd" //TANK! scene "scenes/Producer/WarnTank03.vcd" //TANK! scene "scenes/Producer/WarnTank04.vcd" //TANK! } Rule SurvivorSpottedTankProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankProducer } Response SurvivorSpottedTankC1Producer { scene "scenes/Producer/WarnTankC101.vcd" //Why can't that thing be on our side? scene "scenes/Producer/WarnTankC102.vcd" //HOLY SHIT WHAT'S THAT?!?! scene "scenes/Producer/WarnTankC103.vcd" //OH GODDAMN that things big! scene "scenes/Producer/WarnTankC104.vcd" //HOLY SHIT WHAT'S THAT?!?! } Rule SurvivorSpottedTankC1Producer { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ismap_c1m2_streetsC1 IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankC1Producer } Response SurvivorSpottedWitchProducer { scene "scenes/Producer/WarnWitch01.vcd" //WITCH! scene "scenes/Producer/WarnWitch02.vcd" //WITCH! scene "scenes/Producer/WarnWitch03.vcd" //WITCH! scene "scenes/Producer/WarnWitch04.vcd" //WITCH! } Rule SurvivorSpottedWitchProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchProducer } Response SurvivorSpottedWitchC1Producer { scene "scenes/Producer/Blank.vcd" //Blank } Rule SurvivorSpottedWitchC1Producer { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchC1Producer } Rule SurvivorAlsoSpottedBoomerProducer { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerProducer } Rule SurvivorAlsoSpottedBoomerC1Producer { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerProducer } Rule SurvivorAlsoSpottedHunterProducer { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterProducer } Rule SurvivorAlsoSpottedHunterC1Producer { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterProducer } Rule SurvivorAlsoSpottedSmokerProducer { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerProducer } Rule SurvivorAlsoSpottedSmokerC1Producer { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerProducer } Rule SurvivorAlsoSpottedTankProducer { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankProducer } Rule SurvivorAlsoSpottedTankC1Producer { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ismap_c1m2_streetsC1 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankProducer } Rule SurvivorAlsoSpottedWitchProducer { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchProducer } Rule SurvivorAlsoSpottedWitchC1Producer { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchProducer } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerAlertGiveItemProducer { scene "scenes/Producer/AlertGiveItem01.vcd" //You can have this. scene "scenes/Producer/AlertGiveItem02.vcd" //Got this just for you. scene "scenes/Producer/AlertGiveItem03.vcd" //Here, you can have this. scene "scenes/Producer/AlertGiveItem04.vcd" //A little something for you. scene "scenes/Producer/AlertGiveItem05.vcd" //I picked this up just for you. } Rule PlayerAlertGiveItemProducer { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerAlertGiveItemProducer } Response PlayerAlertGiveItemC1Producer { scene "scenes/Producer/AlertGiveItemC101.vcd" //You're gonna need this. } Rule PlayerAlertGiveItemC1Producer { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsProducer IsTalk IsTalkProducer IsCampaignl4d2_1 IsWorldTalkProducer NoKnowNames ismap_c1m1_hotelC1 NoKnowNames Response PlayerAlertGiveItemC1Producer } Response PlayerAlertGiveItemCombatProducer { scene "scenes/Producer/AlertGiveItemCombat01.vcd" //Here! scene "scenes/Producer/AlertGiveItemCombat02.vcd" //Take this! scene "scenes/Producer/AlertGiveItemCombat03.vcd" //Have this! scene "scenes/Producer/AlertGiveItemCombat04.vcd" //Here, use this. scene "scenes/Producer/AlertGiveItemCombat05.vcd" //You need this, take this! scene "scenes/Producer/AlertGiveItemCombat06.vcd" //Here, I'm giving this to you. } Rule PlayerAlertGiveItemCombatProducer { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsProducer IsTalk IsTalkProducer InCombat IsWorldTalkProducer Response PlayerAlertGiveItemCombatProducer } Response PlayerFriendlyFireProducer { scene "scenes/Producer/FriendlyFire01.vcd" //That better have been an accident! scene "scenes/Producer/FriendlyFire02.vcd" //Try shooting some damn zombies! scene "scenes/Producer/FriendlyFire03.vcd" odds 5 //Okay, you have some serious issues with that gun! scene "scenes/Producer/FriendlyFire04.vcd" //Have you lost your mind? scene "scenes/Producer/FriendlyFire05.vcd" //Oh no you didn't just shoot me! scene "scenes/Producer/FriendlyFire06.vcd" //Hey! scene "scenes/Producer/FriendlyFire07.vcd" //Stop shooting me! scene "scenes/Producer/FriendlyFire08.vcd" //What the hell are you doing? scene "scenes/Producer/FriendlyFire09.vcd" //ow! HEY! scene "scenes/Producer/FriendlyFire10.vcd" //What is up with you shooting me? scene "scenes/Producer/FriendlyFire11.vcd" //Watch it! scene "scenes/Producer/FriendlyFire12.vcd" //Hey, hey, hey, hey, seriously? scene "scenes/Producer/FriendlyFire13.vcd" //Watch where you're shooting! scene "scenes/Producer/FriendlyFire14.vcd" //STOP IT! scene "scenes/Producer/FriendlyFire15.vcd" //Oh sweet Jesus, you shot me! scene "scenes/Producer/FriendlyFire16.vcd" //Somebody shot me! scene "scenes/Producer/FriendlyFire17.vcd" //Did you shoot me? scene "scenes/Producer/FriendlyFire18.vcd" //Who in the hell just shot me? scene "scenes/Producer/FriendlyFire19.vcd" //Stop shooing me! scene "scenes/Producer/FriendlyFire20.vcd" //DO NOT SHOOT ME! scene "scenes/Producer/FriendlyFire21.vcd" //STOP SHOOTING ME! scene "scenes/Producer/FriendlyFire22.vcd" //Who in the hell shot me? scene "scenes/Producer/FriendlyFire23.vcd" //We cannot be shooting each other! scene "scenes/Producer/FriendlyFire24.vcd" //Don't make me get ugly with you! scene "scenes/Producer/FriendlyFire25.vcd" //Who do you think you are shootin' me? scene "scenes/Producer/FriendlyFire26.vcd" //Okay, I can not believe that you just shot me? } Rule PlayerFriendlyFireProducer { criteria ConceptPlayerFriendlyFire IsNotCoughing IsProducer IsNotProducerFriendlyFire IsDamageTypeBullet IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireProducer } Response PlayerFriendlyFire2Producer { scene "scenes/Producer/TeamKillAccident01.vcd" //Did you seriously think that was a good idea? scene "scenes/Producer/TeamKillAccident02.vcd" //What is going on inside that head of yours? scene "scenes/Producer/TeamKillAccident03.vcd" //JESUS! We are on the same team here! scene "scenes/Producer/TeamKillAccident04.vcd" //What the? } Rule PlayerFriendlyFire2Producer { criteria ConceptPlayerFriendlyFire IsNotCoughing IsProducer IsNotProducerFriendlyFire IsDamageTypeBullet IsProducerFriendlyFire IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerFriendlyFire:1:3" applycontexttoworld Response PlayerFriendlyFire2Producer } Response PlayerFriendlyFireC1Producer { scene "scenes/Producer/FriendlyFireC101.vcd" //Hey! What's your name. Don't shoot me! scene "scenes/Producer/FriendlyFireC102.vcd" //Dude, don't shoot me! } Rule PlayerFriendlyFireC1Producer { criteria ConceptPlayerFriendlyFire IsNotCoughing IsProducer IsNotProducerFriendlyFire IsDamageTypeBullet IsTalk IsTalkProducer IsCampaignl4d2_1 IsWorldTalkProducer NoKnowNames ismap_c1m1_hotelC1 NoKnowNames ApplyContext "ProducerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireC1Producer } Response PlayerFriendlyFireFromGamblerC1Producer { scene "scenes/Producer/FriendlyFireC1Nick01.vcd" //Hey - in the suit, STOP SHOOTING ME! } Rule PlayerFriendlyFireFromGamblerC1Producer { criteria ConceptPlayerFriendlyFire IsNotCoughing IsProducer IsNotProducerFriendlyFire IsDamageTypeBullet IsTalk IsTalkProducer SubjectIsGambler ChanceToFire50Percent IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames ApplyContext "ProducerFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromGamblerC1Producer } Response PlayerFriendlyFireNoBulletProducer { scene "scenes/Producer/FriendlyFire01.vcd" //That better have been an accident! scene "scenes/Producer/FriendlyFire04.vcd" //Have you lost your mind? scene "scenes/Producer/FriendlyFire08.vcd" //What the hell are you doing? scene "scenes/Producer/FriendlyFire09.vcd" //ow! HEY! } Rule PlayerFriendlyFireNoBulletProducer { criteria ConceptPlayerFriendlyFire IsNotCoughing IsProducer IsNotProducerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletProducer } Response PlayerFriendlyFireNoBulletC1Producer { scene "scenes/Producer/FriendlyFire04.vcd" //Have you lost your mind? scene "scenes/Producer/FriendlyFire09.vcd" //ow! HEY! scene "scenes/Producer/FriendlyFire12.vcd" //Hey, hey, hey, hey, seriously? } Rule PlayerFriendlyFireNoBulletC1Producer { criteria ConceptPlayerFriendlyFire IsNotCoughing IsProducer IsNotProducerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkProducer IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames ApplyContext "ProducerFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletC1Producer } Response PlayerToTheRescueProducer { scene "scenes/Producer/ToTheRescue01.vcd" predelay "0.75,1.5" //Help is coming, hang on! scene "scenes/Producer/ToTheRescue02.vcd" predelay "0.75,1.5" //Hold on, I'm coming! scene "scenes/Producer/ToTheRescue03.vcd" predelay "0.75,1.5" //I'm on the way! scene "scenes/Producer/ToTheRescue04.vcd" predelay "0.75,1.5" //Hang in there, I'm coming! scene "scenes/Producer/ToTheRescue05.vcd" predelay "0.75,1.5" //I'm coming! scene "scenes/Producer/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang in there a few more seconds. } Rule PlayerToTheRescueProducer { criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsProducer IsTalk IsTalkProducer NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 IsWorldTalkProducer ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueProducer } Response PlayerToTheRescueRosProducer { scene "scenes/Producer/ToTheRescue01.vcd" predelay "0.75,1.5" //Help is coming, hang on! scene "scenes/Producer/ToTheRescue02.vcd" predelay "0.75,1.5" //Hold on, I'm coming! scene "scenes/Producer/ToTheRescue03.vcd" predelay "0.75,1.5" //I'm on the way! scene "scenes/Producer/ToTheRescue04.vcd" predelay "0.75,1.5" //Hang in there, I'm coming! scene "scenes/Producer/ToTheRescue05.vcd" predelay "0.75,1.5" //I'm coming! scene "scenes/Producer/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang in there a few more seconds. } Rule PlayerToTheRescueRosProducer { criteria ConceptPlayerToTheRescue IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueRosProducer } Response SurvivorTauntResponseProducer { scene "scenes/Producer/Taunt01.vcd" //Who's barking now? scene "scenes/Producer/Taunt02.vcd" //Oh hell yes! scene "scenes/Producer/Taunt03.vcd" //What's up with that? scene "scenes/Producer/Taunt05.vcd" //Yeah right. scene "scenes/Producer/Taunt06.vcd" //Yeah, thats right. [grim, determined] scene "scenes/Producer/Taunt07.vcd" //Forget about it. scene "scenes/Producer/Taunt08.vcd" //Ohhh shut up! } Rule SurvivorTauntResponseProducer { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorTauntResponseProducer } //-------------------------------------------------------------------------------------------------------------- // Orator //-------------------------------------------------------------------------------------------------------------- Response ShotMannequinProducer2 { scene "scenes/Producer/Laughter01.vcd" // scene "scenes/Producer/Laughter12.vcd" // scene "scenes/Producer/Laughter14.vcd" // scene "scenes/Producer/Laughter17.vcd" // } Rule ShotMannequinProducer2 { criteria ConceptShotMannequin2 IsProducer IsShotMannProducer IsNotSaidShotMannequinProducer2 ApplyContext "SaidShotMannequinProducer2:1:0,ShotMannProducer:0:0" applycontexttoworld Response ShotMannequinProducer2 } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response C4M1IdleComment01Producer { scene "scenes/Producer/WorldC4M1B09.vcd" //We're gonna be coming back through here, so keep an eye out for the landmarks. } Rule C4M1IdleComment01Producer { criteria ConceptTalkIdle ChanceToFire40Percent IsSurvivor ismap_c4m1_milltown_a IsSaidc4m1_nogas IsNotSpeaking IsProducer IsNotIncapacitated IsTalk IsTalkProducer NotInCombat IsWorldTalkProducer TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_003 _auto_NotNoGasGate ApplyContext "Talk:1:3.088,SrcGrp_C4M1_003:1:0" applycontexttoworld Response C4M1IdleComment01Producer } Response C4M2IdleCommentCane01Producer { scene "scenes/Producer/WorldC4M2B23.vcd" then any _c4m2_caneyell01 foo:0 0.01 //KEEP MOVING! JUST HEAD FOR THE SIGN! scene "scenes/Producer/WorldC4M2B24.vcd" then any _c4m2_caneyell01 foo:0 0.01 //HEAD FOR THE SIGN! } Rule C4M2IdleCommentCane01Producer { criteria ConceptTalkIdle ChanceToFire60Percent IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsProducer IsNotIncapacitated IsTalk IsTalkProducer IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival _auto_IsProducerInCane _auto_NotCaneYellGated _auto_NotLastSurvivorTalkedProducer ApplyContext "_auto_CaneYellGated:1:10,_auto_LastSurvivorTalkedProducer:1:15" applycontexttoworld Response C4M2IdleCommentCane01Producer } Response PlayerChokeResponseProducer { scene "scenes/Producer/Choke01.vcd" //Smoker's GOT ME!!! scene "scenes/Producer/Choke02.vcd" //Help! Smoker has me! scene "scenes/Producer/Choke03.vcd" //[Choking] scene "scenes/Producer/Choke04.vcd" //[Choking] scene "scenes/Producer/Choke05.vcd" //[Choking] scene "scenes/Producer/Choke06.vcd" //[Choking] } Rule PlayerChokeResponseProducer { criteria ConceptPlayerChoke IsSurvivor IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerChokeResponseProducer } Response PlayerReloadingC502RunProducer { scene "scenes/Producer/HurryUp04.vcd" //C'mon, let's go! } Rule PlayerReloadingC502RunProducer { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsProducer IsNotIncapacitated IsTalk IsTalkProducer IsNotSaidWorldC502AlarmStopped IsSaidWorldC502AlarmButton2 ChanceToFire50Percent IsWorldTalkProducer Response PlayerReloadingC502RunProducer } Response PlayerReloadingTankProducer { scene "scenes/Producer/BattleCryTank01.vcd" //Shoot it! Shoot it! scene "scenes/Producer/BattleCryTank04.vcd" //Light it up! scene "scenes/Producer/BattleCryTank05.vcd" //Don't stop shooting! scene "scenes/Producer/BattleCryTank06.vcd" //Kill it! Kill it! scene "scenes/Producer/BattleCryTank07.vcd" //Shoot the shit out of that thing. scene "scenes/Producer/BattleCryTank08.vcd" //Okay, shoot the shit out of that thing. } Rule PlayerReloadingTankProducer { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsProducer IsNotIncapacitated IsTalk IsTalkProducer ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkProducer isNotmap_c1m2_streets ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20" applycontexttoworld Response PlayerReloadingTankProducer } Response PlayerReloadingTankC1Producer { scene "scenes/Producer/HeardTanklC101.vcd" //HOLY SHIT! WHAT IN THE HELL IS THAT??!! scene "scenes/Producer/HeardTanklC102.vcd" //WE GOTTA FIGHT THAT THING?!!? scene "scenes/Producer/HeardTanklC103.vcd" //SHOOT IT SHOOT IT!! } Rule PlayerReloadingTankC1Producer { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsProducer IsNotIncapacitated IsTalk IsTalkProducer ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkProducer ismap_c1m2_streets ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20" applycontexttoworld Response PlayerReloadingTankC1Producer } Response PlayerTonguePullStartResponseProducer { scene "scenes/Producer/GrabbedBySmoker01.vcd" //SMOKER'S GOT ME!! scene "scenes/Producer/GrabbedBySmoker02.vcd" //no, No, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Producer/GrabbedBySmoker02a.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker02b.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker02c.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker02d.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker02e.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker03.vcd" //no, No, No, NO, NO!!!!!!!! scene "scenes/Producer/GrabbedBySmoker03a.vcd" //No, No... scene "scenes/Producer/GrabbedBySmoker03b.vcd" //NO, NO!!!!!!!! scene "scenes/Producer/GrabbedBySmoker04.vcd" //no, No, No, NO!!!!!!!! } Rule PlayerTonguePullStartResponseProducer { criteria ConceptPlayerTonguePullStart IsSurvivor IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerTonguePullStartResponseProducer } Response PlayerTonguePullStartResponseC1Producer { scene "scenes/Producer/GrabbedBySmokerC101.vcd" //What the hell?!?! scene "scenes/Producer/GrabbedBySmokerC102.vcd" //Something grabbed me! scene "scenes/Producer/GrabbedBySmokerC103.vcd" //I'm gettin' pulled! scene "scenes/Producer/GrabbedBySmokerC104.vcd" //OH shit! What the hell is going on?!?! } Rule PlayerTonguePullStartResponseC1Producer { criteria ConceptPlayerTonguePullStart IsSurvivor IsProducer IsTalk IsTalkProducer IsCampaignl4d2_1 IsWorldTalkProducer C1M1orC1M2 Response PlayerTonguePullStartResponseC1Producer } Response PlayerWitchChasingProducer { scene "scenes/Producer/WitchChasing01.vcd" //My bad, my bad, my bad! scene "scenes/Producer/WitchChasing02.vcd" //Out of my way! scene "scenes/Producer/WitchChasing03.vcd" //Out of my way! scene "scenes/Producer/WitchChasing04.vcd" //Kill the damn thing! scene "scenes/Producer/WitchChasing05.vcd" //Kill the damn thing! scene "scenes/Producer/WitchChasing06.vcd" //Shoot her! Shoot her! scene "scenes/Producer/WitchChasing07.vcd" //Shit! She's on my ass! scene "scenes/Producer/WitchChasing08.vcd" //My bad! scene "scenes/Producer/WitchChasing09.vcd" //My bad, my bad, my bad! } Rule PlayerWitchChasingProducer { criteria ConceptPlayerExertionMinor IsProducer IsWitchPresent SubjectIsNotWitch IsNotSaidProducerWitchChasing IsSaidProducerWitchAttacking isNotmap_c4m2_sugarmill_a ApplyContext "SaidProducerWitchChasing:1:5,TalkProducer:1:2" Response PlayerWitchChasingProducer } Response PlayerWitchStartAttackProducer { scene "scenes/Producer/ReactionNegative02.vcd" //Damnn... scene "scenes/Producer/ReactionNegative04.vcd" //Oh shit! scene "scenes/Producer/ReactionNegative05.vcd" //Sweet Jesus! scene "scenes/Producer/ReactionNegative13.vcd" //Holy shit! } Rule PlayerWitchStartAttackProducer { criteria ConceptWitchStartAttack IsProducer Iswitch_aggro_onProducer ApplyContext "SaidProducerWitchAttacking:1:15,TalkProducer:1:2" Response PlayerWitchStartAttackProducer } Response SurvivorCriticalHurtProducer { scene "scenes/Producer/HurtMinor04.vcd" //[pain noise - loud major pain] scene "scenes/Producer/HurtMinor05.vcd" //[pain noise - loud major pain] scene "scenes/Producer/HurtMinor06.vcd" //[pain noise - loud major pain] } Rule SurvivorCriticalHurtProducer { criteria IsSurvivor InPain IsCriticalPain IsProducer IsTalk IsTalkProducer SubjectIsNotJockey IsWorldTalkProducer Response SurvivorCriticalHurtProducer } Response SurvivorIncapacitatedHurtProducer { scene "scenes/Producer/HurtCritical01.vcd" //AHHHHH [terrified yell] scene "scenes/Producer/HurtCritical03.vcd" //AHHHHH [terrified yell] } Rule SurvivorIncapacitatedHurtProducer { criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorIncapacitatedHurtProducer } Response SurvivorJockeyHurtMajorProducer { scene "scenes/Producer/GrabbedByJockey01.vcd" then all commentjockey foo:0 -3.462 //GET THIS THING OFF ME!!! scene "scenes/Producer/GrabbedByJockey02.vcd" then all commentjockey foo:0 -2.482 //I CAN"T SEE! THIS THING IS ON ME!! scene "scenes/Producer/GrabbedByJockey03.vcd" then all commentjockey foo:0 -2.016 //HELP!! scene "scenes/Producer/GrabbedByJockey04.vcd" then all commentjockey foo:0 -2.067 //GET THIS THING OFF MY HEAD!!! scene "scenes/Producer/GrabbedByJockey05.vcd" then all commentjockey foo:0 -4.060 //AGH! LET GO! LET GO! LET GO! scene "scenes/Producer/GrabbedByJockey06.vcd" then all commentjockey foo:0 -1.807 //LET GO! LET GO! LET GO! scene "scenes/Producer/GrabbedByJockey07.vcd" then all commentjockey foo:0 -1.859 //IT'S ON MY FACE! scene "scenes/Producer/GrabbedByJockey08.vcd" then all commentjockey foo:0 -2.083 //OH! IT'S, IT'S ON MY FACE! scene "scenes/Producer/HurtCritical03.vcd" then all commentjockey foo:0 -0.802 //[pain noise - loud major pain] scene "scenes/Producer/HurtMajor02.vcd" then all commentjockey foo:0 -0.299 //[pain noise - ahh] scene "scenes/Producer/HurtMajor03.vcd" then all commentjockey foo:0 -0.364 //[pain noise - oy] scene "scenes/Producer/ScreamWhilePounced02.vcd" then all commentjockey foo:0 -1.020 //GET IT OFF! scene "scenes/Producer/ScreamWhilePounced03a.vcd" then all commentjockey foo:0 -1.434 //GET OFF! scene "scenes/Producer/ScreamWhilePounced04b.vcd" then all commentjockey foo:0 -1.609 //GET OFF! GET OFF! } Rule SurvivorJockeyHurtMajorProducer { criteria IsSurvivor InPain IsMajorPain IsProducer IsTalk IsTalkProducer SubjectIsJockey IsNotSaidBeenJockeyedProducer IsWorldTalkProducer IsBeingJockeyed ApplyContext "SaidBeenJockeyedProducer:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorProducer } Response SurvivorJockeyHurtMajorC1Producer { scene "scenes/Producer/GrabbedByJockey01.vcd" //GET THIS THING OFF ME!!! scene "scenes/Producer/GrabbedByJockey02.vcd" //I CAN"T SEE! THIS THING IS ON ME!! scene "scenes/Producer/GrabbedByJockey04.vcd" //GET THIS THING OFF MY HEAD!!! scene "scenes/Producer/GrabbedByJockey08.vcd" //OH! IT'S, IT'S ON MY FACE! } Rule SurvivorJockeyHurtMajorC1Producer { criteria IsSurvivor InPain IsMajorPain IsProducer IsTalk IsTalkProducer SubjectIsJockey IsNotSaidBeenJockeyedProducer IsWorldTalkProducer C1M1orC1M2 IsBeingJockeyed ApplyContext "SaidBeenJockeyedProducer:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorC1Producer } Response SurvivorJockeyHurtMinorProducer { scene "scenes/Producer/GrabbedByJockey01.vcd" then all commentjockey foo:0 -3.462 //GET THIS THING OFF ME!!! scene "scenes/Producer/GrabbedByJockey02.vcd" then all commentjockey foo:0 -2.482 //I CAN"T SEE! THIS THING IS ON ME!! scene "scenes/Producer/GrabbedByJockey03.vcd" then all commentjockey foo:0 -2.016 //HELP!! scene "scenes/Producer/GrabbedByJockey04.vcd" then all commentjockey foo:0 -2.067 //GET THIS THING OFF MY HEAD!!! scene "scenes/Producer/GrabbedByJockey05.vcd" then all commentjockey foo:0 -4.060 //AGH! LET GO! LET GO! LET GO! scene "scenes/Producer/GrabbedByJockey06.vcd" then all commentjockey foo:0 -1.807 //LET GO! LET GO! LET GO! scene "scenes/Producer/GrabbedByJockey07.vcd" then all commentjockey foo:0 -1.859 //IT'S ON MY FACE! scene "scenes/Producer/GrabbedByJockey08.vcd" then all commentjockey foo:0 -2.083 //OH! IT'S, IT'S ON MY FACE! scene "scenes/Producer/HurtCritical03.vcd" then all commentjockey foo:0 -0.802 //[pain noise - loud major pain] scene "scenes/Producer/HurtMajor02.vcd" then all commentjockey foo:0 -0.299 //[pain noise - ahh] scene "scenes/Producer/HurtMajor03.vcd" then all commentjockey foo:0 -0.364 //[pain noise - oy] scene "scenes/Producer/ScreamWhilePounced02.vcd" then all commentjockey foo:0 -1.020 //GET IT OFF! scene "scenes/Producer/ScreamWhilePounced03a.vcd" then all commentjockey foo:0 -1.434 //GET OFF! scene "scenes/Producer/ScreamWhilePounced04b.vcd" then all commentjockey foo:0 -1.609 //GET OFF! GET OFF! } Rule SurvivorJockeyHurtMinorProducer { criteria IsSurvivor InPain IsMinorPain IsProducer IsTalk IsTalkProducer SubjectIsJockey IsNotSaidBeenJockeyedProducer IsWorldTalkProducer IsBeingJockeyed ApplyContext "SaidBeenJockeyedProducer:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorProducer } Response SurvivorJockeyHurtMinorC1Producer { scene "scenes/Producer/GrabbedByJockey01.vcd" //GET THIS THING OFF ME!!! scene "scenes/Producer/GrabbedByJockey02.vcd" //I CAN"T SEE! THIS THING IS ON ME!! scene "scenes/Producer/GrabbedByJockey04.vcd" //GET THIS THING OFF MY HEAD!!! scene "scenes/Producer/GrabbedByJockey08.vcd" //OH! IT'S, IT'S ON MY FACE! } Rule SurvivorJockeyHurtMinorC1Producer { criteria IsSurvivor InPain IsMinorPain IsProducer IsTalk IsTalkProducer SubjectIsJockey IsNotSaidBeenJockeyedProducer IsWorldTalkProducer C1M1orC1M2 IsBeingJockeyed ApplyContext "SaidBeenJockeyedProducer:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorC1Producer } Response SurvivorMajorHurtProducer { scene "scenes/Producer/HurtMajor02.vcd" //[pain noise - ahh] scene "scenes/Producer/HurtMajor03.vcd" //[pain noise - oy] scene "scenes/Producer/HurtMajor04.vcd" //[pain noise - ugh] } Rule SurvivorMajorHurtProducer { criteria IsSurvivor InPain IsMajorPain IsProducer IsTalk IsTalkProducer SubjectIsNotJockey IsWorldTalkProducer Response SurvivorMajorHurtProducer } Response SurvivorMinorHurtProducer { scene "scenes/Producer/HurtMinor01.vcd" //[pain noise - short minor pain] scene "scenes/Producer/HurtMinor02.vcd" //[pain noise - short minor pain] scene "scenes/Producer/HurtMinor03.vcd" //[pain noise - short minor pain] scene "scenes/Producer/HurtMinor04.vcd" //[pain noise - short minor pain] scene "scenes/Producer/HurtMinor05.vcd" //[pain noise - short minor pain] scene "scenes/Producer/HurtMinor06.vcd" //[pain noise - short minor pain] } Rule SurvivorMinorHurtProducer { criteria IsSurvivor InPain IsMinorPain IsProducer IsTalk IsTalkProducer SubjectIsNotJockey IsWorldTalkProducer Response SurvivorMinorHurtProducer } Response SurvivorReloadingProducer { scene "scenes/Producer/Reloading01.vcd" //Reloading! scene "scenes/Producer/Reloading02.vcd" //Reloading! scene "scenes/Producer/Reloading03.vcd" //I'm Reloading! scene "scenes/Producer/Reloading04.vcd" //Reloading! } Rule SurvivorReloadingProducer { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsProducer IsNotIncapacitated IsTalk IsTalkProducer RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkProducer Response SurvivorReloadingProducer } Response SurvivorReloadingIntenseProducer { scene "scenes/Producer/ReloadIntense01.vcd" //Reloading! scene "scenes/Producer/ReloadIntense02.vcd" //Reloading! scene "scenes/Producer/ReloadIntense03.vcd" //Reloading here! } Rule SurvivorReloadingIntenseProducer { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsProducer IsNotIncapacitated IsTalk IsTalkProducer RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkProducer Intensity100 Response SurvivorReloadingIntenseProducer } //-------------------------------------------------------------------------------------------------------------- // Player Help Incapped //-------------------------------------------------------------------------------------------------------------- Response PlayerHelpIncappedProducer { scene "scenes/Producer/Help01.vcd" then any FriendNeedsHelp foo:0 -2.586 //For the love of god, someone help me!!! scene "scenes/Producer/Help02.vcd" then any FriendNeedsHelp foo:0 -2.039 //Damn, I need some help! scene "scenes/Producer/Help03.vcd" then any FriendNeedsHelp foo:0 -1.717 //Ohhh I need some help! scene "scenes/Producer/Help04.vcd" then any FriendNeedsHelp foo:0 -1.004 //Help me! scene "scenes/Producer/Help05.vcd" then any FriendNeedsHelp foo:0 -0.779 //Help! scene "scenes/Producer/Help06.vcd" then any FriendNeedsHelp foo:0 -0.856 //Help! scene "scenes/Producer/Help07.vcd" then any FriendNeedsHelp foo:0 -1.683 //Gentlemen, I need some help! scene "scenes/Producer/Help08.vcd" then any FriendNeedsHelp foo:0 -2.357 //Come on guys, I need some help! } Rule PlayerHelpIncappedProducer { criteria ConceptPlayerHelp IsProducer IsTalk IsTalkProducer IsIncapacitated NotCalledForHelpRecently IsWorldTalkProducer ApplyContext "CalledForHelp:1:20" Response PlayerHelpIncappedProducer } //-------------------------------------------------------------------------------------------------------------- // PlayerIncappedResponse //-------------------------------------------------------------------------------------------------------------- Response HelpResponseProducerProducer { scene "scenes/Producer/Blank.vcd" //Blank } Rule HelpResponseProducerProducer { criteria ConceptFriendNeedsHelp IsProducer IsTalk IsTalkProducer IsNotIncapacitated IsInSafeSpot FromIsProducer IsNotInStartArea NotAloneInSafeSpot IsWorldTalkProducer Response HelpResponseProducerProducer } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response C2M1DoneFallingProducer { scene "scenes/Producer/WorldC2M124.vcd" //That was almost fun. scene "scenes/Producer/WorldC2M2B28.vcd" //Woo! } Rule C2M1DoneFallingProducer { criteria ConceptC2M1DoneFalling IsProducer NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsNotCoughing ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsProducerWavWindow ApplyContext "Talk:1:1.229" applycontexttoworld Response C2M1DoneFallingProducer } Response C2M1FallingProducer { scene "scenes/Producer/LedgeHangSlip01.vcd" then self EndOfWavWindow5 foo:0 0.01 //Woah scene "scenes/Producer/LedgeHangSlip02.vcd" then self EndOfWavWindow5 foo:0 0.01 //Woah scene "scenes/Producer/LedgeHangSlip03.vcd" then self EndOfWavWindow5 foo:0 0.01 //Woah woah woah scene "scenes/Producer/WorldC2M122.vcd" then self EndOfWavWindow5 foo:0 0.01 //Woohoo! Hang on! } Rule C2M1FallingProducer { criteria ConceptC2M1Falling IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.036" applycontexttoworld Response C2M1FallingProducer } Response C2M2CarouselOffProducer { scene "scenes/Producer/WorldC2M2B32.vcd" //Whew! It's off. } Rule C2M2CarouselOffProducer { criteria Conceptc2m2CarouselEnd IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.880,_auto_CarouselOn:0:0,_auto_CarouselOver:1:0" applycontexttoworld Response C2M2CarouselOffProducer } Response C2M2CarouselOnProducer { scene "scenes/Producer/WorldC2M2B29.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //Gate's open! } Rule C2M2CarouselOnProducer { criteria Conceptc2m2CarouselStart IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_CarouselOn:1:0,_auto_TimerLockA:1:6,_auto_ThroughCarousel:1:0" applycontexttoworld Response C2M2CarouselOnProducer } Response C3M3BridgeButtonProducer { scene "scenes/Producer/WorldC3M336.vcd" //Get ready, I'm lowering the bridge. scene "scenes/Producer/WorldC3M337.vcd" //Get ready, I'm lowering the bridge. scene "scenes/Producer/WorldC3M338.vcd" //Okay, bridge coming down! scene "scenes/Producer/WorldC3M340.vcd" //Bridge coming down! } Rule C3M3BridgeButtonProducer { criteria ConceptC3M3BridgeButton IsNotSaidC3M3BridgeButton IsProducer IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC3M3BridgeButton:1:30" applycontexttoworld Response C3M3BridgeButtonProducer } Response EndOfWavWindow5Producer { speak "Producer_Blank" noscene //Blank } Rule EndOfWavWindow5Producer { criteria ConceptEndOfWavWindow5 IsProducer ApplyContext "_auto_ProducerWavWindow:1:4" applycontexttoworld Response EndOfWavWindow5Producer } Response PlayerChainSawUsedProducer { scene "scenes/Producer/BattleCry01.vcd" //[Yell while firing a gun for an extended period of ttime] scene "scenes/Producer/BattleCry02.vcd" //[Yell while firing a gun for an extended period of ttime] } Rule PlayerChainSawUsedProducer { criteria ConceptChainsawUsed IsNotSaidChainSawUsed IsProducer IsTalk IsTalkProducer Intensity100 IsWorldTalkProducer ApplyContext "SaidChainSawUsed:1:90" applycontexttoworld Response PlayerChainSawUsedProducer } Response PlayerRemarkC1M1AroundFireProducer { scene "scenes/Producer/WorldGenericProducer11.vcd" then any C1M1Cough foo:0 -1.293 //We've gotta get around this fire! } Rule PlayerRemarkC1M1AroundFireProducer { criteria ConceptRemark IsProducer IsC1M1AroundFire IsNotSaidC1M1AroundFire IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1AroundFire:1:0" applycontexttoworld Response PlayerRemarkC1M1AroundFireProducer } Response PlayerRemarkC1M1OverTableProducer { scene "scenes/Producer/FollowMe02.vcd" then any C1M1Cough foo:0 -1.111 //Come on, this way! scene "scenes/Producer/World13.vcd" then any C1M1Cough foo:0 -0.588 //Over here. scene "scenes/Producer/WorldC3M235.vcd" then any C1M1Cough foo:0 -0.575 //This way! } Rule PlayerRemarkC1M1OverTableProducer { criteria ConceptRemark IsProducer IsC1M1OverTable IsNotSaidC1M1OverTable IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1OverTable:1:0" applycontexttoworld Response PlayerRemarkC1M1OverTableProducer } Response PlayerRemarkC1M1SearchRoomsProducer { scene "scenes/Producer/WorldGenericProducer41.vcd" then any C1M1Cough foo:0 -2.695 //Search those rooms. Might be something we can use. } Rule PlayerRemarkC1M1SearchRoomsProducer { criteria ConceptRemark IsProducer IsC1M1SearchRooms IsNotSaidC1M1SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1SearchRooms:1:0" applycontexttoworld Response PlayerRemarkC1M1SearchRoomsProducer } Response PlayerRemarkC1M1ThroughThisDoorProducer { scene "scenes/Producer/MiscDirectional13.vcd" then any C1M1Cough foo:0 -0.677 //Through this door! } Rule PlayerRemarkC1M1ThroughThisDoorProducer { criteria ConceptRemark IsProducer IsC1M1ThroughThisDoor IsNotSaidC1M1ThroughThisDoor IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M1ThroughThisDoor:1:0" applycontexttoworld Response PlayerRemarkC1M1ThroughThisDoorProducer } Response PlayerRemarkC1M3AlarmDoorsProducer { scene "scenes/Producer/WorldC1M3B19.vcd" //Get ready! The alarm is gonna sound. } Rule PlayerRemarkC1M3AlarmDoorsProducer { criteria ConceptRemark IsProducer IsC1M3AlarmDoors IsNotSaidC1M3AlarmDoors IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3AlarmDoors:1:0" applycontexttoworld Response PlayerRemarkC1M3AlarmDoorsProducer } Response PlayerRemarkC1M3CarefulWindowsProducer { scene "scenes/Producer/WorldC1M3B19.vcd" //Get ready! The alarm is gonna sound. } Rule PlayerRemarkC1M3CarefulWindowsProducer { criteria ConceptRemark IsProducer IsC1M3CarefulWindows IsNotSaidC1M3CarefulWindows IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CarefulWindows:1:0" applycontexttoworld Response PlayerRemarkC1M3CarefulWindowsProducer } Response PlayerRemarkC1M3CEDAGone1Producer { scene "scenes/Producer/WorldC1M3B27.vcd" //Unngh. There's nobody here. scene "scenes/Producer/WorldC1M3B28.vcd" //Oh, damn it, I knew it. scene "scenes/Producer/WorldC1M3B29.vcd" //We're not getting rescued here, are we? } Rule PlayerRemarkC1M3CEDAGone1Producer { criteria ConceptRemark IsProducer IsC1M3CEDAGone1 IsNotSaidC1M3CEDAGone1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CEDAGone1:1:0" applycontexttoworld Response PlayerRemarkC1M3CEDAGone1Producer } Response PlayerRemarkC1M3CEDAGone2Producer { scene "scenes/Producer/WorldC1M3B31.vcd" //Guys? This does NOT look good. scene "scenes/Producer/WorldC1M3B32.vcd" //No one is going to be rescuing us today. scene "scenes/Producer/WorldC1M3B33.vcd" //It's all on us. No one is going to be rescuing us today. } Rule PlayerRemarkC1M3CEDAGone2Producer { criteria ConceptRemark IsProducer IsC1M3CEDAGone2 IsNotSaidC1M3CEDAGone2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3CEDAGone2:1:0" applycontexttoworld Response PlayerRemarkC1M3CEDAGone2Producer } Response PlayerRemarkC1M3DownHereProducer { scene "scenes/Producer/MiscDirectional05.vcd" //Down here! scene "scenes/Producer/MiscDirectional50.vcd" //Back down the stairs! scene "scenes/Producer/World10.vcd" //Down here. } Rule PlayerRemarkC1M3DownHereProducer { criteria ConceptRemark IsProducer IsC1M3DownHere IsNotSaidC1M3DownHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownHere:1:0" applycontexttoworld Response PlayerRemarkC1M3DownHereProducer } Response PlayerRemarkC1M3DownHere2Producer { scene "scenes/Producer/MiscDirectional05.vcd" //Down here! scene "scenes/Producer/MiscDirectional50.vcd" //Back down the stairs! scene "scenes/Producer/World10.vcd" //Down here. } Rule PlayerRemarkC1M3DownHere2Producer { criteria ConceptRemark IsProducer IsC1M3DownHere2 IsNotSaidC1M3DownHere2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownHere2:1:0" applycontexttoworld Response PlayerRemarkC1M3DownHere2Producer } Response PlayerRemarkC1M3DownTheEscalator1Producer { scene "scenes/Producer/WorldC1M3B09.vcd" //Down that escalator! } Rule PlayerRemarkC1M3DownTheEscalator1Producer { criteria ConceptRemark IsProducer IsC1M3DownTheEscalator1 IsNotSaidC1M3DownTheEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3DownTheEscalator1:1:0" applycontexttoworld Response PlayerRemarkC1M3DownTheEscalator1Producer } Response PlayerRemarkC1M3OverHereProducer { scene "scenes/Producer/MiscDirectional13.vcd" //Through this door! scene "scenes/Producer/MiscDirectional39.vcd" //Over this door! } Rule PlayerRemarkC1M3OverHereProducer { criteria ConceptRemark IsProducer IsC1M3OverHere IsNotSaidC1M3OverHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3OverHere:1:0" applycontexttoworld Response PlayerRemarkC1M3OverHereProducer } Response PlayerRemarkC1M3SearchRoomsProducer { scene "scenes/Producer/WorldGenericProducer41.vcd" then any C1M1Cough foo:0 -2.695 //Search those rooms. Might be something we can use. } Rule PlayerRemarkC1M3SearchRoomsProducer { criteria ConceptRemark IsProducer IsC1M3SearchRooms IsNotSaidC1M3SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3SearchRooms:1:0" applycontexttoworld Response PlayerRemarkC1M3SearchRoomsProducer } Response PlayerRemarkC1M3ThisWayProducer { scene "scenes/Producer/FollowMe02.vcd" //Come on, this way! scene "scenes/Producer/FollowMe03.vcd" //This way! scene "scenes/Producer/MiscDirectional03.vcd" //This way! } Rule PlayerRemarkC1M3ThisWayProducer { criteria ConceptRemark IsProducer IsC1M3ThisWay IsNotSaidC1M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3ThisWay:1:0" applycontexttoworld Response PlayerRemarkC1M3ThisWayProducer } Response PlayerRemarkC1M3ThroughHereProducer { scene "scenes/Producer/MiscDirectional01.vcd" //Through here! scene "scenes/Producer/MiscDirectional11.vcd" //Let's go through here! scene "scenes/Producer/MiscDirectional16.vcd" //Through that gate! } Rule PlayerRemarkC1M3ThroughHereProducer { criteria ConceptRemark IsProducer IsC1M3ThroughHere IsNotSaidC1M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3ThroughHere:1:0" applycontexttoworld Response PlayerRemarkC1M3ThroughHereProducer } Response PlayerRemarkC1M3TurnOffAlarm1Producer { scene "scenes/Producer/WorldC1M3B20.vcd" //Keep going! scene "scenes/Producer/WorldC1M3B22.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1Producer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm1 IsNotSaidC1M3TurnOffAlarm1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1Producer } Response PlayerRemarkC1M3TurnOffAlarm1aProducer { scene "scenes/Producer/WorldC1M3B20.vcd" //Keep going! scene "scenes/Producer/WorldC1M3B22.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1aProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm1a IsNotSaidC1M3TurnOffAlarm1a IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1aProducer } Response PlayerRemarkC1M3TurnOffAlarm1bProducer { scene "scenes/Producer/WorldC1M3B20.vcd" //Keep going! scene "scenes/Producer/WorldC1M3B22.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1bProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm1b IsNotSaidC1M3TurnOffAlarm1b IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1bProducer } Response PlayerRemarkC1M3TurnOffAlarm1cProducer { scene "scenes/Producer/WorldC1M3B20.vcd" //Keep going! scene "scenes/Producer/WorldC1M3B22.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm1cProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm1c IsNotSaidC1M3TurnOffAlarm1c IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm1c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm1cProducer } Response PlayerRemarkC1M3TurnOffAlarm2Producer { scene "scenes/Producer/WorldC1M3B21.vcd" //We have to turn off that alarm! scene "scenes/Producer/YellRun04.vcd" //Just run! } Rule PlayerRemarkC1M3TurnOffAlarm2Producer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm2 IsNotSaidC1M3TurnOffAlarm2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2Producer } Response PlayerRemarkC1M3TurnOffAlarm2aProducer { scene "scenes/Producer/WorldC1M3B21.vcd" //We have to turn off that alarm! scene "scenes/Producer/YellRun04.vcd" //Just run! } Rule PlayerRemarkC1M3TurnOffAlarm2aProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm2a IsNotSaidC1M3TurnOffAlarm2a IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2aProducer } Response PlayerRemarkC1M3TurnOffAlarm2bProducer { scene "scenes/Producer/WorldC1M3B21.vcd" //We have to turn off that alarm! scene "scenes/Producer/YellRun04.vcd" //Just run! } Rule PlayerRemarkC1M3TurnOffAlarm2bProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm2b IsNotSaidC1M3TurnOffAlarm2b IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2bProducer } Response PlayerRemarkC1M3TurnOffAlarm2cProducer { scene "scenes/Producer/WorldC1M3B21.vcd" //We have to turn off that alarm! scene "scenes/Producer/YellRun04.vcd" //Just run! } Rule PlayerRemarkC1M3TurnOffAlarm2cProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm2c IsNotSaidC1M3TurnOffAlarm2c IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2cProducer } Response PlayerRemarkC1M3TurnOffAlarm2dProducer { scene "scenes/Producer/WorldC1M3B21.vcd" //We have to turn off that alarm! scene "scenes/Producer/YellRun04.vcd" //Just run! } Rule PlayerRemarkC1M3TurnOffAlarm2dProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm2d IsNotSaidC1M3TurnOffAlarm2d IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm2d:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm2dProducer } Response PlayerRemarkC1M3TurnOffAlarm3Producer { scene "scenes/Producer/WorldC1M3B21.vcd" //We have to turn off that alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3Producer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm3 IsNotSaidC1M3TurnOffAlarm3 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3Producer } Response PlayerRemarkC1M3TurnOffAlarm3aProducer { scene "scenes/Producer/WorldC1M3B20.vcd" //Keep going! scene "scenes/Producer/WorldC1M3B22.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3aProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm3a IsNotSaidC1M3TurnOffAlarm3a IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3a:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3aProducer } Response PlayerRemarkC1M3TurnOffAlarm3bProducer { scene "scenes/Producer/WorldC1M3B20.vcd" //Keep going! scene "scenes/Producer/WorldC1M3B22.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3bProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm3b IsNotSaidC1M3TurnOffAlarm3b IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3b:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3bProducer } Response PlayerRemarkC1M3TurnOffAlarm3cProducer { scene "scenes/Producer/WorldC1M3B20.vcd" //Keep going! scene "scenes/Producer/WorldC1M3B22.vcd" //Someone turn off the alarm! } Rule PlayerRemarkC1M3TurnOffAlarm3cProducer { criteria ConceptRemark IsProducer IsC1M3TurnOffAlarm3c IsNotSaidC1M3TurnOffAlarm3c IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0 ApplyContext "SaidC1M3TurnOffAlarm3c:1:0" applycontexttoworld Response PlayerRemarkC1M3TurnOffAlarm3cProducer } Response PlayerRemarkC1M3UpEscalator1Producer { scene "scenes/Producer/WorldC1M3B06.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator1Producer { criteria ConceptRemark IsProducer IsC1M3UpEscalator1 IsNotSaidC1M3UpEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator1:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator1Producer } Response PlayerRemarkC1M3UpEscalator2Producer { scene "scenes/Producer/WorldC1M3B06.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator2Producer { criteria ConceptRemark IsProducer IsC1M3UpEscalator2 IsNotSaidC1M3UpEscalator2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator2:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator2Producer } Response PlayerRemarkC1M3UpEscalator3Producer { scene "scenes/Producer/WorldC1M3B06.vcd" //Up this escalator! } Rule PlayerRemarkC1M3UpEscalator3Producer { criteria ConceptRemark IsProducer IsC1M3UpEscalator3 IsNotSaidC1M3UpEscalator3 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC1M3UpEscalator3:1:0" applycontexttoworld Response PlayerRemarkC1M3UpEscalator3Producer } Response PlayerRemarkc2m1_carwreckage1Producer { scene "scenes/Producer/WorldC2M106.vcd" //Oh man... they were attacked in their cars. } Rule PlayerRemarkc2m1_carwreckage1Producer { criteria ConceptRemark IsProducer Isc2m1_carwreckage1 IsNotSaidc2m1_carwreckage1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_carwreckage1:1:0,Talk:1:4.007,SrcGrp_C2M1_001:1:0" applycontexttoworld Response PlayerRemarkc2m1_carwreckage1Producer } Rule PlayerRemarkc2m1_carwreckage2Producer { criteria ConceptRemark IsProducer Isc2m1_carwreckage2 IsNotSaidc2m1_carwreckage2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_001 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_carwreckage2:1:0,Talk:1:4.007,SrcGrp_C2M1_001:1:0" applycontexttoworld Response PlayerRemarkc2m1_carwreckage1Producer } Response PlayerRemarkc2m1_checkroomsaProducer { scene "scenes/Producer/WorldC2M116.vcd" //Search the rooms. scene "scenes/Producer/WorldC2M1B22.vcd" //Don't forget to search the rooms. } Rule PlayerRemarkc2m1_checkroomsaProducer { criteria ConceptRemark IsProducer Isc2m1_checkroomsa IsNotSaidc2m1_checkroomsa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsa:1:0,Talk:1:1.616,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaProducer } Rule PlayerRemarkc2m1_checkroomsbProducer { criteria ConceptRemark IsProducer Isc2m1_checkroomsb IsNotSaidc2m1_checkroomsb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsb:1:0,Talk:1:1.616,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaProducer } Rule PlayerRemarkc2m1_checkroomscProducer { criteria ConceptRemark IsProducer Isc2m1_checkroomsc IsNotSaidc2m1_checkroomsc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsc:1:0,Talk:1:1.616,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaProducer } Rule PlayerRemarkc2m1_checkroomsdProducer { criteria ConceptRemark IsProducer Isc2m1_checkroomsd IsNotSaidc2m1_checkroomsd IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_checkroomsd:1:0,Talk:1:1.616,SrcGrp_C2M1_004:1:0" applycontexttoworld Response PlayerRemarkc2m1_checkroomsaProducer } Response PlayerRemarkc2m1_cliffaProducer { scene "scenes/Producer/WorldC2M1B24.vcd" //Watch, it guys. This hill looks pretty steep. } Rule PlayerRemarkc2m1_cliffaProducer { criteria ConceptRemark IsProducer Isc2m1_cliffa IsNotSaidc2m1_cliffa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffa:1:0,Talk:1:2.824,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaProducer } Rule PlayerRemarkc2m1_cliffbProducer { criteria ConceptRemark IsProducer Isc2m1_cliffb IsNotSaidc2m1_cliffb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffb:1:0,Talk:1:2.824,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaProducer } Rule PlayerRemarkc2m1_cliffcProducer { criteria ConceptRemark IsProducer Isc2m1_cliffc IsNotSaidc2m1_cliffc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffc:1:0,Talk:1:2.824,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaProducer } Rule PlayerRemarkc2m1_cliffdProducer { criteria ConceptRemark IsProducer Isc2m1_cliffd IsNotSaidc2m1_cliffd IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_cliffd:1:0,Talk:1:2.824,SrcGrp_C2M1_005:1:0" applycontexttoworld Response PlayerRemarkc2m1_cliffaProducer } Response PlayerRemarkc2m1_downstairsProducer { scene "scenes/Producer/WorldC2M108.vcd" //Down here! scene "scenes/Producer/WorldC3M403.vcd" //Down here. } Rule PlayerRemarkc2m1_downstairsProducer { criteria ConceptRemark IsProducer Isc2m1_downstairs IsNotSaidc2m1_downstairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_downstairs:1:0,Talk:1:0.789" applycontexttoworld Response PlayerRemarkc2m1_downstairsProducer } Response PlayerRemarkc2m1_hillcomplainProducer { scene "scenes/Producer/WorldC2M125.vcd" //Climbing back up this hill is not near as much fun as sliding down. } Rule PlayerRemarkc2m1_hillcomplainProducer { criteria ConceptRemark IsProducer Isc2m1_hillcomplain IsNotSaidc2m1_hillcomplain IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 ChanceToFire10Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_hillcomplain:1:0,Talk:1:4.294" applycontexttoworld Response PlayerRemarkc2m1_hillcomplainProducer } //AUTOGENERATED BLANK FOR PlayerRemarkc2m1_hillcomplainProducer : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkc2m1_hillcomplainProducer { criteria ConceptRemark IsProducer Isc2m1_hillcomplain IsNotSaidc2m1_hillcomplain IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_hillcomplain:1:0,Talk:1:4.294" applycontexttoworld Response _PlayerInfoRemarkableBlankProducer } Response PlayerRemarkc2m1_offrampaProducer { scene "scenes/Producer/WorldC2M1B16.vcd" //Down this off ramp! } Rule PlayerRemarkc2m1_offrampaProducer { criteria ConceptRemark IsProducer Isc2m1_offrampa IsNotSaidc2m1_offrampa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampa:1:0,Talk:1:1.168,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaProducer } Rule PlayerRemarkc2m1_offrampbProducer { criteria ConceptRemark IsProducer Isc2m1_offrampb IsNotSaidc2m1_offrampb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampb:1:0,Talk:1:1.168,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaProducer } Rule PlayerRemarkc2m1_offrampcProducer { criteria ConceptRemark IsProducer Isc2m1_offrampc IsNotSaidc2m1_offrampc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampc:1:0,Talk:1:1.168,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaProducer } Rule PlayerRemarkc2m1_offrampdProducer { criteria ConceptRemark IsProducer Isc2m1_offrampd IsNotSaidc2m1_offrampd IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_offrampd:1:0,Talk:1:1.168,SrcGrp_C2M1_002:1:0" applycontexttoworld Response PlayerRemarkc2m1_offrampaProducer } Response PlayerRemarkc2m1_parkaProducer { scene "scenes/Producer/WorldC2M1B25.vcd" //Whispering Oaks! We made it! } Rule PlayerRemarkc2m1_parkaProducer { criteria ConceptRemark IsProducer Isc2m1_parka IsNotSaidc2m1_parka IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parka:1:0,Talk:1:1.982,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaProducer } Rule PlayerRemarkc2m1_parkbProducer { criteria ConceptRemark IsProducer Isc2m1_parkb IsNotSaidc2m1_parkb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkb:1:0,Talk:1:1.982,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaProducer } Rule PlayerRemarkc2m1_parkcProducer { criteria ConceptRemark IsProducer Isc2m1_parkc IsNotSaidc2m1_parkc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkc:1:0,Talk:1:1.982,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaProducer } Rule PlayerRemarkc2m1_parkdProducer { criteria ConceptRemark IsProducer Isc2m1_parkd IsNotSaidc2m1_parkd IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkd:1:0,Talk:1:1.982,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaProducer } Rule PlayerRemarkc2m1_parkfProducer { criteria ConceptRemark IsProducer Isc2m1_parkf IsNotSaidc2m1_parkf IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_parkf:1:0,Talk:1:1.982,SrcGrp_C2M1_006:1:0" applycontexttoworld Response PlayerRemarkc2m1_parkaProducer } Response PlayerRemarkc2m1_saferoomProducer { scene "scenes/Producer/SafeSpotAhead01.vcd" //Safe house ahead. scene "scenes/Producer/SafeSpotAhead05.vcd" //Safe house up ahead! } Rule PlayerRemarkc2m1_saferoomProducer { criteria ConceptRemark IsProducer Isc2m1_saferoom IsNotSaidc2m1_saferoom IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_saferoom:1:0,Talk:1:1.248" applycontexttoworld Response PlayerRemarkc2m1_saferoomProducer } Response PlayerRemarkc2m1_searchlightsaProducer { scene "scenes/Producer/WorldC2M1B14.vcd" then any _c2m1_searchlights01 foo:0 0.01 //You guys see those searchlights? I say we head there. scene "scenes/Producer/WorldC2M2B03.vcd" then any _c2m1_searchlights01 foo:0 0.01 //We should head towards those searchlights. } Rule PlayerRemarkc2m1_searchlightsaProducer { criteria ConceptRemark IsProducer Isc2m1_searchlightsa IsNotSaidc2m1_searchlightsa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_searchlightsa:1:0,Talk:1:3.241" applycontexttoworld Response PlayerRemarkc2m1_searchlightsaProducer } Response PlayerRemarkc2m1_throughhereProducer { scene "scenes/Producer/WorldC2M117.vcd" //Through this room. } Rule PlayerRemarkc2m1_throughhereProducer { criteria ConceptRemark IsProducer Isc2m1_throughhere IsNotSaidc2m1_throughhere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughhere:1:0,Talk:1:0.858" applycontexttoworld Response PlayerRemarkc2m1_throughhereProducer } Response PlayerRemarkc2m1_throughmotelaProducer { scene "scenes/Producer/WorldC2M1B20.vcd" //Highway's blocked! We can cut through this motel! } Rule PlayerRemarkc2m1_throughmotelaProducer { criteria ConceptRemark IsProducer Isc2m1_throughmotela IsNotSaidc2m1_throughmotela IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotela:1:0,Talk:1:2.616,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaProducer } Rule PlayerRemarkc2m1_throughmotelbProducer { criteria ConceptRemark IsProducer Isc2m1_throughmotelb IsNotSaidc2m1_throughmotelb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotelb:1:0,Talk:1:2.616,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaProducer } Rule PlayerRemarkc2m1_throughmotelcProducer { criteria ConceptRemark IsProducer Isc2m1_throughmotelc IsNotSaidc2m1_throughmotelc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughmotelc:1:0,Talk:1:2.616,SrcGrp_C2M1_007:1:0" applycontexttoworld Response PlayerRemarkc2m1_throughmotelaProducer } Response PlayerRemarkc2m1_throughwindowProducer { scene "scenes/Producer/MiscDirectional07.vcd" //Through this window! } Rule PlayerRemarkc2m1_throughwindowProducer { criteria ConceptRemark IsProducer Isc2m1_throughwindow IsNotSaidc2m1_throughwindow IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_throughwindow:1:0,Talk:1:0.911" applycontexttoworld Response PlayerRemarkc2m1_throughwindowProducer } Response PlayerRemarkc2m1_uphillProducer { scene "scenes/Producer/MiscDirectional26.vcd" //We can get up here! } Rule PlayerRemarkc2m1_uphillProducer { criteria ConceptRemark IsProducer Isc2m1_uphill IsNotSaidc2m1_uphill IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m1_uphill:1:0,Talk:1:1.074" applycontexttoworld Response PlayerRemarkc2m1_uphillProducer } Response PlayerRemarkc2m1_upstairsaProducer { scene "scenes/Producer/WorldC3M156.vcd" //Come on, up on the walkway! } Rule PlayerRemarkc2m1_upstairsaProducer { criteria ConceptRemark IsProducer Isc2m1_upstairsa IsNotSaidc2m1_upstairsa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_upstairsa:1:0,Talk:1:1.252,SrcGrp_C2M1_003:1:0" applycontexttoworld Response PlayerRemarkc2m1_upstairsaProducer } Rule PlayerRemarkc2m1_upstairsbProducer { criteria ConceptRemark IsProducer Isc2m1_upstairsb IsNotSaidc2m1_upstairsb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m1_upstairsb:1:0,Talk:1:1.252,SrcGrp_C2M1_003:1:0" applycontexttoworld Response PlayerRemarkc2m1_upstairsaProducer } Response PlayerRemarkc2m2_saferoomaProducer { speak "Producer_Blank" noscene //Blank } Rule PlayerRemarkc2m2_saferoomaProducer { criteria ConceptTalkIdle IsProducer IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_910 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M2_910:1:0" applycontexttoworld Response PlayerRemarkc2m2_saferoomaProducer } Response PlayerRemarkc2m2_topofslideaProducer { scene "scenes/Producer/WorldC5M5B01.vcd" then mechanic _C2M2_Slide01 foo:0 0.01 //Let's move. } Rule PlayerRemarkc2m2_topofslideaProducer { criteria ConceptRemark IsProducer Isc2m2_topofslidea IsNotSaidc2m2_topofslidea IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslidea:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaProducer } Rule PlayerRemarkc2m2_topofslidebProducer { criteria ConceptRemark IsProducer Isc2m2_topofslideb IsNotSaidc2m2_topofslideb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslideb:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaProducer } Rule PlayerRemarkc2m2_topofslidecProducer { criteria ConceptRemark IsProducer Isc2m2_topofslidec IsNotSaidc2m2_topofslidec IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslidec:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaProducer } Rule PlayerRemarkc2m2_topofslidedProducer { criteria ConceptRemark IsProducer Isc2m2_topofslided IsNotSaidc2m2_topofslided IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0 ApplyContext "Saidc2m2_topofslided:1:0,SrcGrp_C2M2_SLIDE:1:0" applycontexttoworld Response PlayerRemarkc2m2_topofslideaProducer } Response PlayerRemarkc2m2_tunnelofloveProducer { scene "scenes/Producer/SafeSpotAhead05.vcd" //Safe house up ahead! } Rule PlayerRemarkc2m2_tunnelofloveProducer { criteria ConceptRemark IsProducer Isc2m2_tunneloflove IsNotSaidc2m2_tunneloflove IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival _auto_IsThroughCarousel IsNotSpeakingWeight0 ApplyContext "Saidc2m2_tunneloflove:1:0,_auto_SawTunnelOfLove:1:0,_auto_TimerLockA:1:5,_auto_TimerLockProducer:0:0" applycontexttoworld Response PlayerRemarkc2m2_tunnelofloveProducer } Response PlayerRemarkc2m2_womensroomaProducer { scene "scenes/Producer/WorldC2M202.vcd" then any _C2M2_Bathroom01 foo:0 0.01 //Umm.. guys, this is the lady's room. } Rule PlayerRemarkc2m2_womensroomaProducer { criteria ConceptRemark IsProducer Isc2m2_womensrooma IsNotSaidc2m2_womensrooma IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 IsClosestSurvivorNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_BATHROOM IsNotSpeakingWeight0 ApplyContext "Saidc2m2_womensrooma:1:0,SrcGrp_C2M2_BATHROOM:1:0" applycontexttoworld Response PlayerRemarkc2m2_womensroomaProducer } Rule PlayerRemarkc2m2_womensroombProducer { criteria ConceptRemark IsProducer Isc2m2_womensroomb IsNotSaidc2m2_womensroomb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_BATHROOM IsNotSpeakingWeight0 ApplyContext "Saidc2m2_womensroomb:1:0,SrcGrp_C2M2_BATHROOM:1:0" applycontexttoworld Response PlayerRemarkc2m2_womensroomaProducer } Response PlayerRemarkc2m3_coasteroffaProducer { norepeat scene "scenes/Producer/WorldC2M3B14.vcd" //We gotta turn that alarm off! scene "scenes/Producer/WorldC2M3B15.vcd" //Somebody turn off that alarm! } Rule PlayerRemarkc2m3_coasteroffaProducer { criteria ConceptRemark IsProducer Isc2m3_coasteroffa IsNotSaidc2m3_coasteroffa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffa:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaProducer } Rule PlayerRemarkc2m3_coasteroffbProducer { criteria ConceptRemark IsProducer Isc2m3_coasteroffb IsNotSaidc2m3_coasteroffb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffb:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaProducer } Rule PlayerRemarkc2m3_coasteroffcProducer { criteria ConceptRemark IsProducer Isc2m3_coasteroffc IsNotSaidc2m3_coasteroffc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "Saidc2m3_coasteroffc:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaProducer } Response PlayerRemarkc2m3_holeProducer { scene "scenes/Producer/WorldC2M3B08.vcd" then any _c2m3_hole01 foo:0 0.1 //Down that hole! } Rule PlayerRemarkc2m3_holeProducer { criteria ConceptRemark IsProducer Isc2m3_hole IsNotSaidc2m3_hole IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_hole:1:0" applycontexttoworld Response PlayerRemarkc2m3_holeProducer } Response PlayerRemarkc2m3_overfenceProducer { scene "scenes/Producer/MiscDirectional21.vcd" //Over this fence! } Rule PlayerRemarkc2m3_overfenceProducer { criteria ConceptRemark IsProducer Isc2m3_overfence IsNotSaidc2m3_overfence IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_overfence:1:0" applycontexttoworld Response PlayerRemarkc2m3_overfenceProducer } Response PlayerRemarkc2m3_saferoomendaProducer { scene "scenes/Producer/SafeSpotAhead01.vcd" //Safe house ahead. scene "scenes/Producer/SafeSpotAhead03.vcd" //Safe house this way! } Rule PlayerRemarkc2m3_saferoomendaProducer { criteria ConceptRemark IsProducer Isc2m3_saferoomenda IsNotSaidc2m3_saferoomenda IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival _auto_IsOkSafehouse IsNotSpeakingWeight0 ApplyContext "Saidc2m3_saferoomenda:1:0,_auto_CoasterOff:0:0,_auto_CoasterOver:1:0" applycontexttoworld Response PlayerRemarkc2m3_saferoomendaProducer } Response PlayerRemarkc2m3_swanroomaProducer { scene "scenes/Producer/MiscDirectional01.vcd" //Through here! scene "scenes/Producer/MiscDirectional11.vcd" //Let's go through here! } Rule PlayerRemarkc2m3_swanroomaProducer { criteria ConceptRemark IsProducer Isc2m3_swanrooma IsNotSaidc2m3_swanrooma IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_swanmaintenancerooma:1:0" applycontexttoworld Response PlayerRemarkc2m3_swanroomaProducer } Response PlayerRemarkc2m3_tracks01Producer { norepeat scene "scenes/Producer/WorldC2M3B17.vcd" //Follow the tracks, guys! } Rule PlayerRemarkc2m3_tracks01Producer { criteria ConceptRemark IsProducer Isc2m3_tracks01 IsNotSaidc2m3_tracks01 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks01:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Producer } Rule PlayerRemarkc2m3_tracks02Producer { criteria ConceptRemark IsProducer Isc2m3_tracks02 IsNotSaidc2m3_tracks02 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks02:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Producer } Rule PlayerRemarkc2m3_tracks03Producer { criteria ConceptRemark IsProducer Isc2m3_tracks03 IsNotSaidc2m3_tracks03 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks03:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Producer } Rule PlayerRemarkc2m3_tracks04Producer { criteria ConceptRemark IsProducer Isc2m3_tracks04 IsNotSaidc2m3_tracks04 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks04:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Producer } Rule PlayerRemarkc2m3_tracks05Producer { criteria ConceptRemark IsProducer Isc2m3_tracks05 IsNotSaidc2m3_tracks05 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks05:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Producer } Rule PlayerRemarkc2m3_tracks06Producer { criteria ConceptRemark IsProducer Isc2m3_tracks06 IsNotSaidc2m3_tracks06 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks06:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Producer } Rule PlayerRemarkc2m3_tracks07Producer { criteria ConceptRemark IsProducer Isc2m3_tracks07 IsNotSaidc2m3_tracks07 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks07:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Producer } Rule PlayerRemarkc2m3_tracks08Producer { criteria ConceptRemark IsProducer Isc2m3_tracks08 IsNotSaidc2m3_tracks08 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0 ApplyContext "Saidc2m3_tracks08:1:0" applycontexttoworld Response PlayerRemarkc2m3_tracks01Producer } Response PlayerRemarkc2m3_ventaProducer { scene "scenes/Producer/WorldC2M3B06.vcd" //The air duct of love. } Rule PlayerRemarkc2m3_ventaProducer { criteria ConceptRemark IsProducer Isc2m3_venta IsNotSaidc2m3_venta IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m3_venta:1:0" applycontexttoworld Response PlayerRemarkc2m3_ventaProducer } Response PlayerRemarkc2m4_barnentryProducer { scene "scenes/Producer/MiscDirectional02.vcd" //Through there! } Rule PlayerRemarkc2m4_barnentryProducer { criteria ConceptRemark IsProducer Isc2m4_barnentry IsNotSaidc2m4_barnentry IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m4_barnentry:1:0" applycontexttoworld Response PlayerRemarkc2m4_barnentryProducer } Response PlayerRemarkc2m4_pendoorProducer { scene "scenes/Producer/MiscDirectional13.vcd" //Through this door! } Rule PlayerRemarkc2m4_pendoorProducer { criteria ConceptRemark IsProducer Isc2m4_pendoor IsNotSaidc2m4_pendoor IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc2m4_pendoor:1:0" applycontexttoworld Response PlayerRemarkc2m4_pendoorProducer } Response PlayerRemarkc2m4_seesaferoomProducer { scene "scenes/Producer/SafeSpotAhead01.vcd" //Safe house ahead. } Rule PlayerRemarkc2m4_seesaferoomProducer { criteria ConceptRemark IsProducer Isc2m4_seesaferoom IsNotSaidc2m4_seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateOpen IsNotSpeakingWeight0 ApplyContext "Saidc2m4_seesaferoom:1:0" applycontexttoworld Response PlayerRemarkc2m4_seesaferoomProducer } Response PlayerRemarkc2m4_upbarnaProducer { scene "scenes/Producer/WorldC4M4B03.vcd" //We can get across on the rooftops! } Rule PlayerRemarkc2m4_upbarnaProducer { criteria ConceptRemark IsProducer Isc2m4_upbarna IsNotSaidc2m4_upbarna IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_upbarna:1:0,SrcGrp_C2M4_003:1:0" applycontexttoworld Response PlayerRemarkc2m4_upbarnaProducer } Rule PlayerRemarkc2m4_upbarnbProducer { criteria ConceptRemark IsProducer Isc2m4_upbarnb IsNotSaidc2m4_upbarnb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc2m4_upbarnb:1:0,SrcGrp_C2M4_003:1:0" applycontexttoworld Response PlayerRemarkc2m4_upbarnaProducer } Response PlayerRemarkc2m5_button2Producer { scene "scenes/Producer/WorldC2M5B08.vcd" //When I hit this tape deck, it's all gonna start. Get ready, guys! } Rule PlayerRemarkc2m5_button2Producer { criteria ConceptRemark IsProducer Isc2m5_button2 IsNotSaidc2m5_button2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear75 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 IsNotSpeakingWeight0 ApplyContext "Saidc2m5_button2:1:0" applycontexttoworld Response PlayerRemarkc2m5_button2Producer } Response PlayerRemarkC3M#BridgeDownProducer { scene "scenes/Producer/WorldC3M341.vcd" //We can cross. scene "scenes/Producer/WorldC3M342.vcd" //It's down, let's go! } Rule PlayerRemarkC3M#BridgeDownProducer { criteria ConceptRemark IsProducer IsC3M#BridgeDown IsNotSaidC3M#BridgeDown IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M#BridgeDown:1:0" applycontexttoworld Response PlayerRemarkC3M#BridgeDownProducer } Response PlayerRemarkC3M1NoSwimmingProducer { scene "scenes/Producer/WorldC3M1B06.vcd" //They actually have to put a sign up to stop people from swimming in the gator park? All right... scene "scenes/Producer/WorldC3M1B07.vcd" //No swimming in the gator park. Fair enough. } Rule PlayerRemarkC3M1NoSwimmingProducer { criteria ConceptRemark IsProducer IsC3M1NoSwimming IsNotSaidC3M1NoSwimming IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M1NoSwimming:1:0" applycontexttoworld Response PlayerRemarkC3M1NoSwimmingProducer } Response PlayerRemarkC3M2BathtubProducer { scene "scenes/Producer/WorldC3M151.vcd" then mechanic InfoRemC3M2Bathtub2 foo:0 -4.301 //Hey Ellis, that's a bathtub. You ever seen one before? } Rule PlayerRemarkC3M2BathtubProducer { criteria ConceptRemark IsProducer IsC3M2Bathtub IsNotSaidC3M2Bathtub IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsMechanicNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Bathtub:1:0,Talk:1:4.401" applycontexttoworld Response PlayerRemarkC3M2BathtubProducer } Response PlayerRemarkC3M2PlaneCrashProducer { scene "scenes/Producer/WorldC3M216.vcd" //Holy shit, a downed plane! scene "scenes/Producer/WorldC3M217.vcd" //Zombies hit mid-flight I guess. } Rule PlayerRemarkC3M2PlaneCrashProducer { criteria ConceptRemark IsProducer IsC3M2PlaneCrash IsNotSaidC3M2PlaneCrash IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear600 IsNotSaidC3M2OpenDoor IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneCrash:1:0,Talk:1:2.691" applycontexttoworld Response PlayerRemarkC3M2PlaneCrashProducer } Response PlayerRemarkC3M2PlaneDoorNagProducer { scene "scenes/Producer/WorldC3M218.vcd" odds 10 //You are kidding me, the only way forward is through an emergency door. scene "scenes/Producer/WorldC3M222.vcd" //Okay, get ready, once we open the door this alarm will sound! } Rule PlayerRemarkC3M2PlaneDoorNagProducer { criteria ConceptRemark IsProducer IsC3M2PlaneDoorNag IsNotSaidC3M2PlaneDoorNag IsNotCoughing IsTalk IsTalkProducer IsSubjectNear500 IsNotSaidC3M2OpenDoor IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneDoorNag:1:0,SaidC3M2PlaneDoorNagShort:1:8,Talk:1:4.099" applycontexttoworld Response PlayerRemarkC3M2PlaneDoorNagProducer } Response PlayerRemarkC3M2PlaneDoorNagaProducer { scene "scenes/Producer/WorldC3M223.vcd" //Open the door. scene "scenes/Producer/WorldC3M224.vcd" //Only way is through this door. scene "scenes/Producer/WorldC3M226.vcd" //What the hell, open the door. } Rule PlayerRemarkC3M2PlaneDoorNagaProducer { criteria ConceptRemark IsProducer IsC3M2PlaneDoorNaga IsNotSaidC3M2PlaneDoorNaga IsNotCoughing IsTalk IsTalkProducer IsSubjectNear400 IsSaidC3M2PlaneDoorNag IsNotSaidC3M2OpenDoor IsNotSaidC3M2PlaneDoorNagShort AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidC3M2PlaneDoorNaga:1:0,Talk:1:1.652" applycontexttoworld Response PlayerRemarkC3M2PlaneDoorNagaProducer } Response PlayerRemarkC3M2RoadProducer { scene "scenes/Producer/WorldC3M233.vcd" //Dry land ahead! scene "scenes/Producer/WorldC3M234.vcd" //Hey, lights ahead! scene "scenes/Producer/WorldC3M235.vcd" //This way! } Rule PlayerRemarkC3M2RoadProducer { criteria ConceptRemark IsProducer IsC3M2Road IsNotSaidC3M2Road IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Road:1:0,Talk:1:1.265" applycontexttoworld Response PlayerRemarkC3M2RoadProducer } Response PlayerRemarkC3M2SickOfSwampProducer { scene "scenes/Producer/WorldC3M227.vcd" //I am sick of the swamp. scene "scenes/Producer/WorldC3M228.vcd" //Oh, my feet are never gonna dry. scene "scenes/Producer/WorldC3M229.vcd" //Good thing I'm wearing boots. } Rule PlayerRemarkC3M2SickOfSwampProducer { criteria ConceptRemark IsProducer IsC3M2SickOfSwamp IsNotSaidC3M2SickOfSwamp IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2SickOfSwamp:1:0,Talk:1:2.450" applycontexttoworld Response PlayerRemarkC3M2SickOfSwampProducer } Response PlayerRemarkC3M2StartProducer { scene "scenes/Producer/WorldC3M209.vcd" //I guess this is where the drain pipe drained.... scene "scenes/Producer/WorldC3M210.vcd" //Okay, this is creepy. } Rule PlayerRemarkC3M2StartProducer { criteria ConceptRemark IsProducer IsC3M2Start IsNotSaidC3M2Start IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 IsNotInSafeSpot IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Start:1:0,Talk:1:2.522" applycontexttoworld Response PlayerRemarkC3M2StartProducer } Response PlayerRemarkC3M2StartDryProducer { scene "scenes/Producer/WorldC3M211.vcd" //It's dry over here. } Rule PlayerRemarkC3M2StartDryProducer { criteria ConceptRemark IsProducer IsC3M2StartDry IsNotSaidC3M2StartDry IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2StartDry:1:0,Talk:1:1.261" applycontexttoworld Response PlayerRemarkC3M2StartDryProducer } Response PlayerRemarkC3M2Village1Producer { scene "scenes/Producer/WorldC3M236.vcd" then any C3M2ComingHome foo:0 1 //Hey, the village is this way! } Rule PlayerRemarkC3M2Village1Producer { criteria ConceptRemark IsProducer IsC3M2Village1 IsNotSaidC3M2Village1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear800 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Village1:1:0,Talk:1:2.647" applycontexttoworld Response PlayerRemarkC3M2Village1Producer } Response PlayerRemarkC3M2Village2Producer { scene "scenes/Producer/WorldC3M251.vcd" //We can get through up here. scene "scenes/Producer/WorldC3M252.vcd" //There's a safe house in that shack! scene "scenes/Producer/WorldC3M253.vcd" //Through this house! } Rule PlayerRemarkC3M2Village2Producer { criteria ConceptRemark IsProducer IsC3M2Village2 IsNotSaidC3M2Village2 IsNotCoughing IsTalk IsTalkProducer IsSubjectNear400 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M2Village2:1:0,Talk:1:1.450" applycontexttoworld Response PlayerRemarkC3M2Village2Producer } Response PlayerRemarkC3M2WhereAreWeProducer { scene "scenes/Producer/WorldC3M205.vcd" //I am sick to death of this mud! scene "scenes/Producer/WorldC3M206.vcd" //Okay, enough with the mud already. } Rule PlayerRemarkC3M2WhereAreWeProducer { criteria ConceptRemark IsProducer IsC3M2WhereAreWe IsNotSaidC3M2WhereAreWe IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival ChanceToFire30Percent IsNotSpeakingWeight0 ApplyContext "SaidC3M2WhereAreWe:1:0,Talk:1:4.066" applycontexttoworld Response PlayerRemarkC3M2WhereAreWeProducer } //AUTOGENERATED BLANK FOR PlayerRemarkC3M2WhereAreWeProducer : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkC3M2WhereAreWeProducer { criteria ConceptRemark IsProducer IsC3M2WhereAreWe IsNotSaidC3M2WhereAreWe IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M2WhereAreWe:1:0,Talk:1:4.066" applycontexttoworld Response _PlayerInfoRemarkableBlankProducer } Response PlayerRemarkC3M3BodiesProducer { scene "scenes/Producer/WorldC3M313.vcd" then mechanic InfoRemC3M3Bodies2 foo:0 -4.955 //We heard reports the virus spread through mammals but... } Rule PlayerRemarkC3M3BodiesProducer { criteria ConceptRemark IsProducer IsC3M3Bodies IsNotSaidC3M3Bodies IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3Bodies:1:0" applycontexttoworld Response PlayerRemarkC3M3BodiesProducer } Response PlayerRemarkC3M3LowerGateProducer { scene "scenes/Producer/WorldC3M330.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //Okay, we need to lower this bridge. scene "scenes/Producer/WorldC3M331.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //Only way over is this bridge. scene "scenes/Producer/WorldC3M332.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //Only way over is this walkway. scene "scenes/Producer/WorldC3M333.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //Someone lower this walkway. } Rule PlayerRemarkC3M3LowerGateProducer { criteria ConceptRemark IsProducer IsC3M3LowerGate IsNotSaidC3M3BridgeButton IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3LowerGate:1:0" applycontexttoworld Response PlayerRemarkC3M3LowerGateProducer } Response PlayerRemarkC3M3SafeHouseAheadProducer { scene "scenes/Producer/WorldC3M346.vcd" //Plantation is right up here! scene "scenes/Producer/WorldC3M347.vcd" //There's the grounds! scene "scenes/Producer/WorldC3M348.vcd" //We just need to get in here! } Rule PlayerRemarkC3M3SafeHouseAheadProducer { criteria ConceptRemark IsProducer IsC3M3SafeHouseAhead IsNotSaidC3M3SafeHouseAhead IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3SafeHouseAhead:1:0" applycontexttoworld Response PlayerRemarkC3M3SafeHouseAheadProducer } Response PlayerRemarkC3M3SearchHousesProducer { scene "scenes/Producer/WorldC3M308.vcd" //We should look around and see if they left supplies. } Rule PlayerRemarkC3M3SearchHousesProducer { criteria ConceptRemark IsProducer IsC3M3SearchHouses IsNotSaidC3M3SearchHouses IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3SearchHouses:1:0" applycontexttoworld Response PlayerRemarkC3M3SearchHousesProducer } Response PlayerRemarkC3M3StairsProducer { scene "scenes/Producer/WorldC3M319.vcd" //There's stairs! scene "scenes/Producer/WorldC3M320.vcd" //See the stairs? } Rule PlayerRemarkC3M3StairsProducer { criteria ConceptRemark IsProducer IsC3M3Stairs IsNotSaidC3M3Stairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3Stairs:1:0" applycontexttoworld Response PlayerRemarkC3M3StairsProducer } Response PlayerRemarkC3M3StayUpHereProducer { scene "scenes/Producer/WorldC3M322.vcd" //Stay on the walkway! scene "scenes/Producer/WorldC3M343.vcd" //Okay, try and keep out of the water. scene "scenes/Producer/WorldC3M344.vcd" //Stay up here where it's dry. scene "scenes/Producer/WorldC4M4B01.vcd" //Stick to high ground! } Rule PlayerRemarkC3M3StayUpHereProducer { criteria ConceptRemark IsProducer IsC3M3StayUpHere IsNotSaidC3M3StayUpHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear100 ChanceToFire30Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3StayUpHere:1:0" applycontexttoworld Response PlayerRemarkC3M3StayUpHereProducer } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3StayUpHereProducer : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkC3M3StayUpHereProducer { criteria ConceptRemark IsProducer IsC3M3StayUpHere IsNotSaidC3M3StayUpHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3StayUpHere:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankProducer } Response PlayerRemarkC3M3ThisWayProducer { scene "scenes/Producer/FollowMe03.vcd" //This way! scene "scenes/Producer/WorldC3M323.vcd" //Back here! scene "scenes/Producer/WorldC3M325.vcd" //There's a path. } Rule PlayerRemarkC3M3ThisWayProducer { criteria ConceptRemark IsProducer IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThisWay:1:0" applycontexttoworld Response PlayerRemarkC3M3ThisWayProducer } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3ThisWayProducer : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkC3M3ThisWayProducer { criteria ConceptRemark IsProducer IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThisWay:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankProducer } Response PlayerRemarkC3M3ThroughHereProducer { scene "scenes/Producer/WorldC3M312.vcd" //Time to leave this village. scene "scenes/Producer/WorldC3M317.vcd" //We aren't going to find anyone here. } Rule PlayerRemarkC3M3ThroughHereProducer { criteria ConceptRemark IsProducer IsC3M3ThroughHere IsNotSaidC3M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThroughHere:1:0" applycontexttoworld Response PlayerRemarkC3M3ThroughHereProducer } Response PlayerRemarkC3M3ThroughThisHouseProducer { scene "scenes/Producer/WorldC3M253.vcd" //Through this house! scene "scenes/Producer/WorldC3M324.vcd" //The path continues through here. scene "scenes/Producer/WorldC3M345.vcd" //Through this house. } Rule PlayerRemarkC3M3ThroughThisHouseProducer { criteria ConceptRemark IsProducer IsC3M3ThroughThisHouse IsNotSaidC3M3ThroughThisHouse IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3ThroughThisHouse:1:0" applycontexttoworld Response PlayerRemarkC3M3ThroughThisHouseProducer } Response PlayerRemarkC3M3UpHereProducer { scene "scenes/Producer/WorldC3M344.vcd" //Stay up here where it's dry. } Rule PlayerRemarkC3M3UpHereProducer { criteria ConceptRemark IsProducer IsC3M3UpHere IsNotSaidC3M3UpHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear100 IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3UpHere:1:0" applycontexttoworld Response PlayerRemarkC3M3UpHereProducer } Response PlayerRemarkC3M3UsePlanksProducer { scene "scenes/Producer/WorldC3M326.vcd" //Use the planks. } Rule PlayerRemarkC3M3UsePlanksProducer { criteria ConceptRemark IsProducer IsC3M3UsePlanks IsNotSaidC3M3UsePlanks IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 ChanceToFire10Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidC3M3UsePlanks:1:0" applycontexttoworld Response PlayerRemarkC3M3UsePlanksProducer } //AUTOGENERATED BLANK FOR PlayerRemarkC3M3UsePlanksProducer : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkC3M3UsePlanksProducer { criteria ConceptRemark IsProducer IsC3M3UsePlanks IsNotSaidC3M3UsePlanks IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidC3M3UsePlanks:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankProducer } Response PlayerRemarkc3m4downroadProducer { scene "scenes/Producer/WorldC3M402.vcd" //Let's head down this road. } Rule PlayerRemarkc3m4downroadProducer { criteria ConceptRemark IsProducer Isc3m4downroad IsNotSaidc3m4downroad IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4downroad:1:0" applycontexttoworld Response PlayerRemarkc3m4downroadProducer } Response PlayerRemarkc3m4houseProducer { scene "scenes/Producer/WorldC3M404.vcd" //There's the plantation house! } Rule PlayerRemarkc3m4houseProducer { criteria ConceptRemark IsProducer Isc3m4house IsNotSaidc3m4house IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4house:1:0" applycontexttoworld Response PlayerRemarkc3m4houseProducer } Response PlayerRemarkc3m4radioProducer { scene "scenes/Producer/WorldC3M420.vcd" //Let's try the radio. } Rule PlayerRemarkc3m4radioProducer { criteria ConceptRemark IsProducer Isc3m4radio IsNotSaidc3m4radio IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton1 IsNotSpeakingWeight0 ApplyContext "Saidc3m4radio:1:0,Talk:1:1.207" applycontexttoworld Response PlayerRemarkc3m4radioProducer } Response PlayerRemarkc3m4scaffoldProducer { scene "scenes/Producer/WorldC3M410.vcd" //Go up the scaffolding. } Rule PlayerRemarkc3m4scaffoldProducer { criteria ConceptRemark IsProducer Isc3m4scaffold IsNotSaidc3m4scaffold IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc3m4scaffold:1:0" applycontexttoworld Response PlayerRemarkc3m4scaffoldProducer } Response PlayerRemarkc4m1_carcrashProducer { scene "scenes/Producer/WorldC4M1B13.vcd" then any c4m1_wreck01 foo:0 0.01 //Now that is nasty wreck. } Rule PlayerRemarkc4m1_carcrashProducer { criteria ConceptRemark IsProducer Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_carcrash:1:0" applycontexttoworld Response PlayerRemarkc4m1_carcrashProducer } //AUTOGENERATED BLANK FOR PlayerRemarkc4m1_carcrashProducer : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkc4m1_carcrashProducer { criteria ConceptRemark IsProducer Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidc4m1_carcrash:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankProducer } Response PlayerRemarkc4m1_garagesaleProducer { scene "scenes/Producer/WorldC4M1B12.vcd" //We can cut through this garage sale! } Rule PlayerRemarkc4m1_garagesaleProducer { criteria ConceptRemark IsProducer Isc4m1_garagesale IsNotSaidc4m1_garagesale IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear400 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_garagesale:1:0" applycontexttoworld Response PlayerRemarkc4m1_garagesaleProducer } Response PlayerRemarkc4m1_nogasProducer { scene "scenes/Producer/WorldC4M1B03.vcd" then any c4m1_nogas10 foo:0 0.01 //Next gas: two miles. Well, shit. } Rule PlayerRemarkc4m1_nogasProducer { criteria ConceptRemark IsProducer Isc4m1_nogas IsNotSaidc4m1_nogas IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_nogas:1:0,Talk:1:4.303,_auto_NoGasGate:1:25" applycontexttoworld Response PlayerRemarkc4m1_nogasProducer } Response PlayerRemarkc4m1_playgroundfarProducer { scene "scenes/Producer/WorldC4M1B11.vcd" //Through that playground! } Rule PlayerRemarkc4m1_playgroundfarProducer { criteria ConceptRemark IsProducer Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear1000 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_playground:1:0" applycontexttoworld Response PlayerRemarkc4m1_playgroundfarProducer } Response PlayerRemarkc4m1_playgroundnearProducer { scene "scenes/Producer/WorldC4M1B10.vcd" //Through this playground! } Rule PlayerRemarkc4m1_playgroundnearProducer { criteria ConceptRemark IsProducer Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_playground:1:0" applycontexttoworld Response PlayerRemarkc4m1_playgroundnearProducer } Response PlayerRemarkc4m1_saferoomcloseProducer { scene "scenes/Producer/MiscDirectional31.vcd" //There's a safe room up there! } Rule PlayerRemarkc4m1_saferoomcloseProducer { criteria ConceptRemark IsProducer Isc4m1_saferoomclose IsNotSaidc4m1_saferoomclose IsNotCoughing IsTalk IsTalkProducer IsSubjectNear800 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_saferoomclose:1:0" applycontexttoworld Response PlayerRemarkc4m1_saferoomcloseProducer } Response PlayerRemarkc4m1_throughhereAProducer { scene "scenes/Producer/MiscDirectional01.vcd" //Through here! } Rule PlayerRemarkc4m1_throughhereAProducer { criteria ConceptRemark IsProducer Isc4m1_throughhereA IsNotSaidc4m1_throughhereA IsNotCoughing IsTalk IsTalkProducer IsSubjectNear400 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m1_throughhereA:1:0" applycontexttoworld Response PlayerRemarkc4m1_throughhereAProducer } Response PlayerRemarkc4m2_gasinsidesignaProducer { scene "scenes/Producer/WorldC4M2B26.vcd" then any _c4m2_gasinside01 foo:0 0.01 //Says here the gas is inside. } Rule PlayerRemarkc4m2_gasinsidesignaProducer { criteria ConceptRemark IsProducer Isc4m2_gasinsidesigna IsNotSaidc4m2_gasinsidesigna IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesigna:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaProducer } Rule PlayerRemarkc4m2_gasinsidesignbProducer { criteria ConceptRemark IsProducer Isc4m2_gasinsidesignb IsNotSaidc4m2_gasinsidesignb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesignb:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaProducer } Rule PlayerRemarkc4m2_gasinsidesigncProducer { criteria ConceptRemark IsProducer Isc4m2_gasinsidesignc IsNotSaidc4m2_gasinsidesignc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_gasinsidesignc:1:0,SrcGrp_C4M2_101:1:0" applycontexttoworld Response PlayerRemarkc4m2_gasinsidesignaProducer } Response PlayerRemarkc4m2_millentranceProducer { scene "scenes/Producer/MiscDirectional04.vcd" //In here! } Rule PlayerRemarkc4m2_millentranceProducer { criteria ConceptRemark IsProducer Isc4m2_millentrance IsNotSaidc4m2_millentrance IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_millentrance:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceProducer } Response PlayerRemarkc4m2_millentranceexitProducer { scene "scenes/Producer/MiscDirectional03.vcd" //This way! } Rule PlayerRemarkc4m2_millentranceexitProducer { criteria ConceptRemark IsProducer Isc4m2_millentranceexit IsNotSaidc4m2_millentranceexit IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_millentranceexit:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceexitProducer } Response PlayerRemarkc4m2_seegasstationaProducer { scene "scenes/Producer/WorldC4M2B13.vcd" then self _c4m2_seestation01 foo:0 0.01 //Hey! There's the gas station! } Rule PlayerRemarkc4m2_seegasstationaProducer { criteria ConceptRemark IsProducer Isc4m2_seegasstationa IsNotSaidc4m2_seegasstationa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationa:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaProducer } Rule PlayerRemarkc4m2_seegasstationbProducer { criteria ConceptRemark IsProducer Isc4m2_seegasstationb IsNotSaidc4m2_seegasstationb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationb:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaProducer } Rule PlayerRemarkc4m2_seegasstationcProducer { criteria ConceptRemark IsProducer Isc4m2_seegasstationc IsNotSaidc4m2_seegasstationc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationc:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaProducer } Rule PlayerRemarkc4m2_seegasstationdProducer { criteria ConceptRemark IsProducer Isc4m2_seegasstationd IsNotSaidc4m2_seegasstationd IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstationd:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaProducer } Rule PlayerRemarkc4m2_seegasstationeProducer { criteria ConceptRemark IsProducer Isc4m2_seegasstatione IsNotSaidc4m2_seegasstatione IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seegasstatione:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0" applycontexttoworld Response PlayerRemarkc4m2_seegasstationaProducer } Response PlayerRemarkc4m2_seesaferoomaProducer { scene "scenes/Producer/WorldC4M2B28.vcd" //There's gas in the safe room! } Rule PlayerRemarkc4m2_seesaferoomaProducer { criteria ConceptRemark IsProducer Isc4m2_seesaferooma IsNotSaidc4m2_seesaferooma IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seesaferooma:1:0,SrcGrp_C4M2_102:1:0" applycontexttoworld Response PlayerRemarkc4m2_seesaferoomaProducer } Rule PlayerRemarkc4m2_seesaferoombProducer { criteria ConceptRemark IsProducer Isc4m2_seesaferoomb IsNotSaidc4m2_seesaferoomb IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_seesaferoomb:1:0,SrcGrp_C4M2_102:1:0" applycontexttoworld Response PlayerRemarkc4m2_seesaferoomaProducer } Response PlayerRemarkc4m2_streetblockedaProducer { scene "scenes/Producer/WorldC4M2B01.vcd" then any _c4m2_streetblocked01 foo:0 0.01 //We're not going any farther on this road. } Rule PlayerRemarkc4m2_streetblockedaProducer { criteria ConceptRemark IsProducer Isc4m2_streetblockeda IsNotSaidc4m2_streetblockeda IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockeda:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaProducer } Rule PlayerRemarkc4m2_streetblockedbProducer { criteria ConceptRemark IsProducer Isc4m2_streetblockedb IsNotSaidc4m2_streetblockedb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockedb:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaProducer } Rule PlayerRemarkc4m2_streetblockedcProducer { criteria ConceptRemark IsProducer Isc4m2_streetblockedc IsNotSaidc4m2_streetblockedc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_streetblockedc:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0" applycontexttoworld Response PlayerRemarkc4m2_streetblockedaProducer } Response PlayerRemarkc4m2_uprampProducer { scene "scenes/Producer/WorldC4M2B11.vcd" //Up that ramp! } Rule PlayerRemarkc4m2_uprampProducer { criteria ConceptRemark IsProducer Isc4m2_upramp IsNotSaidc4m2_upramp IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_upramp:1:0" applycontexttoworld Response PlayerRemarkc4m2_uprampProducer } Response PlayerRemarkc4m2_upthestairsProducer { scene "scenes/Producer/MiscDirectional26.vcd" //We can get up here! } Rule PlayerRemarkc4m2_upthestairsProducer { criteria ConceptRemark IsProducer Isc4m2_upthestairs IsNotSaidc4m2_upthestairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m2_upthestairs:1:0" applycontexttoworld Response PlayerRemarkc4m2_upthestairsProducer } Response PlayerRemarkc4m2_useelevatoraProducer { scene "scenes/Producer/WorldC4M2B16.vcd" //We can take that elevator down to the field. } Rule PlayerRemarkc4m2_useelevatoraProducer { criteria ConceptRemark IsProducer Isc4m2_useelevatora IsNotSaidc4m2_useelevatora IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatora:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraProducer } Rule PlayerRemarkc4m2_useelevatorbProducer { criteria ConceptRemark IsProducer Isc4m2_useelevatorb IsNotSaidc4m2_useelevatorb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatorb:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraProducer } Rule PlayerRemarkc4m2_useelevatorcProducer { criteria ConceptRemark IsProducer Isc4m2_useelevatorc IsNotSaidc4m2_useelevatorc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_useelevatorc:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0" applycontexttoworld Response PlayerRemarkc4m2_useelevatoraProducer } Response PlayerRemarkc4m2_waterpoolaProducer { scene "scenes/Producer/WorldC4M2B05.vcd" then any _c4m2_waterpool02 foo:0 0.01 //The water's starting to pool. scene "scenes/Producer/WorldC4M2B06.vcd" then mechanic _c4m2_waterpool01 foo:0 0.01 //Uh, does it flood around here? } Rule PlayerRemarkc4m2_waterpoolaProducer { criteria ConceptRemark IsProducer Isc4m2_waterpoola IsNotSaidc4m2_waterpoola IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoola:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaProducer } Rule PlayerRemarkc4m2_waterpoolbProducer { criteria ConceptRemark IsProducer Isc4m2_waterpoolb IsNotSaidc4m2_waterpoolb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoolb:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaProducer } Rule PlayerRemarkc4m2_waterpoolcProducer { criteria ConceptRemark IsProducer Isc4m2_waterpoolc IsNotSaidc4m2_waterpoolc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_waterpoolc:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0" applycontexttoworld Response PlayerRemarkc4m2_waterpoolaProducer } Response PlayerRemarkc4m2_weatheraProducer { scene "scenes/Producer/WorldC4M2B03.vcd" //Rain's really comin' down. scene "scenes/Producer/WorldC4M2B04.vcd" //It's really starting to pour. } Rule PlayerRemarkc4m2_weatheraProducer { criteria ConceptRemark IsProducer Isc4m2_weathera IsNotSaidc4m2_weathera IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_100 IsNotSpeakingWeight0 ApplyContext "Saidc4m2_weathera:1:0,SrcGrp_C4M2_100:1:0" applycontexttoworld Response PlayerRemarkc4m2_weatheraProducer } Response PlayerRemarkc4m3_caneaProducer { scene "scenes/Producer/MiscDirectional45.vcd" //Back through the field! } Rule PlayerRemarkc4m3_caneaProducer { criteria ConceptRemark IsProducer Isc4m3_canea IsNotSaidc4m3_canea IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canea:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Rule PlayerRemarkc4m3_canebProducer { criteria ConceptRemark IsProducer Isc4m3_caneb IsNotSaidc4m3_caneb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneb:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Rule PlayerRemarkc4m3_canecProducer { criteria ConceptRemark IsProducer Isc4m3_canec IsNotSaidc4m3_canec IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canec:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Rule PlayerRemarkc4m3_canedProducer { criteria ConceptRemark IsProducer Isc4m3_caned IsNotSaidc4m3_caned IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caned:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Rule PlayerRemarkc4m3_caneeProducer { criteria ConceptRemark IsProducer Isc4m3_canee IsNotSaidc4m3_canee IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canee:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Rule PlayerRemarkc4m3_canefProducer { criteria ConceptRemark IsProducer Isc4m3_canef IsNotSaidc4m3_canef IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canef:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Rule PlayerRemarkc4m3_canegProducer { criteria ConceptRemark IsProducer Isc4m3_caneg IsNotSaidc4m3_caneg IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneg:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Rule PlayerRemarkc4m3_canehProducer { criteria ConceptRemark IsProducer Isc4m3_caneh IsNotSaidc4m3_caneh IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_caneh:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Rule PlayerRemarkc4m3_caneiProducer { criteria ConceptRemark IsProducer Isc4m3_canei IsNotSaidc4m3_canei IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_canei:1:0,SrcGrp_C4M3_005:1:0" applycontexttoworld Response PlayerRemarkc4m3_caneaProducer } Response PlayerRemarkc4m3_crosshere1Producer { scene "scenes/Producer/MiscDirectional24.vcd" //We can cross here! scene "scenes/Producer/MiscDirectional55.vcd" //Cross here! } Rule PlayerRemarkc4m3_crosshere1Producer { criteria ConceptRemark IsProducer Isc4m3_crosshere1 IsNotSaidc4m3_crosshere1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_crosshere1:1:0" applycontexttoworld Response PlayerRemarkc4m3_crosshere1Producer } Rule PlayerRemarkc4m3_crosshere2Producer { criteria ConceptRemark IsProducer Isc4m3_crosshere2 IsNotSaidc4m3_crosshere2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_crosshere2:1:0" applycontexttoworld Response PlayerRemarkc4m3_crosshere1Producer } Response PlayerRemarkc4m3_downhere1Producer { scene "scenes/Producer/MiscDirectional44.vcd" //Jump down there! scene "scenes/Producer/World10.vcd" //Down here. scene "scenes/Producer/WorldC2M108.vcd" //Down here! scene "scenes/Producer/WorldC3M403.vcd" //Down here. } Rule PlayerRemarkc4m3_downhere1Producer { criteria ConceptRemark IsProducer Isc4m3_downhere1 IsNotSaidc4m3_downhere1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downhere1:1:0" applycontexttoworld Response PlayerRemarkc4m3_downhere1Producer } Rule PlayerRemarkc4m3_downhere2Producer { criteria ConceptRemark IsProducer Isc4m3_downhere2 IsNotSaidc4m3_downhere2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downhere2:1:0" applycontexttoworld Response PlayerRemarkc4m3_downhere1Producer } Response PlayerRemarkc4m3_downstairsaProducer { scene "scenes/Producer/MiscDirectional50.vcd" //Back down the stairs! } Rule PlayerRemarkc4m3_downstairsaProducer { criteria ConceptRemark IsProducer Isc4m3_downstairsa IsNotSaidc4m3_downstairsa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_downstairsa:1:0" applycontexttoworld Response PlayerRemarkc4m3_downstairsaProducer } Response PlayerRemarkc4m3_ducatelsignProducer { scene "scenes/Producer/MiscDirectional66.vcd" //There's the sign! We're almost outta here! } Rule PlayerRemarkc4m3_ducatelsignProducer { criteria ConceptRemark IsProducer Isc4m3_ducatelsign IsNotSaidc4m3_ducatelsign IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_ducatelsign:1:0" applycontexttoworld Response PlayerRemarkc4m3_ducatelsignProducer } Response PlayerRemarkc4m3_elevatoraProducer { scene "scenes/Producer/MiscDirectional47.vcd" //We can take the elevator back up! } Rule PlayerRemarkc4m3_elevatoraProducer { criteria ConceptRemark IsProducer Isc4m3_elevatora IsNotSaidc4m3_elevatora IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatora:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraProducer } Rule PlayerRemarkc4m3_elevatorbProducer { criteria ConceptRemark IsProducer Isc4m3_elevatorb IsNotSaidc4m3_elevatorb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatorb:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraProducer } Rule PlayerRemarkc4m3_elevatorcProducer { criteria ConceptRemark IsProducer Isc4m3_elevatorc IsNotSaidc4m3_elevatorc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_elevatorc:1:0,SrcGrp_C4M3_010:1:0" applycontexttoworld Response PlayerRemarkc4m3_elevatoraProducer } Response PlayerRemarkc4m3_floodedaProducer { scene "scenes/Producer/MiscDirectional58.vcd" then coach _C4M3_FLOODED01 foo:0 0.2 //This flooded fast. scene "scenes/Producer/MiscDirectional59.vcd" then coach _C4M3_FLOODED01 foo:0 0.2 //It's all flooded. } Rule PlayerRemarkc4m3_floodedaProducer { criteria ConceptRemark IsProducer Isc4m3_floodeda IsNotSaidc4m3_floodeda IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodeda:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaProducer } Rule PlayerRemarkc4m3_floodeddProducer { criteria ConceptRemark IsProducer Isc4m3_floodedd IsNotSaidc4m3_floodedd IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodedd:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaProducer } Rule PlayerRemarkc4m3_floodedeProducer { criteria ConceptRemark IsProducer Isc4m3_floodede IsNotSaidc4m3_floodede IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodede:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaProducer } Rule PlayerRemarkc4m3_floodedfProducer { criteria ConceptRemark IsProducer Isc4m3_floodedf IsNotSaidc4m3_floodedf IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_floodedf:1:0,SrcGrp_C4M3_051:1:0" applycontexttoworld Response PlayerRemarkc4m3_floodedaProducer } Response PlayerRemarkc4m3_overtankaProducer { scene "scenes/Producer/MiscDirectional52.vcd" //We can cross on that tank! } Rule PlayerRemarkc4m3_overtankaProducer { criteria ConceptRemark IsProducer Isc4m3_overtanka IsNotSaidc4m3_overtanka IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_overtanka:1:0,SrcGrp_C4M3_050:1:0" applycontexttoworld Response PlayerRemarkc4m3_overtankaProducer } Rule PlayerRemarkc4m3_overtankbProducer { criteria ConceptRemark IsProducer Isc4m3_overtankb IsNotSaidc4m3_overtankb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_overtankb:1:0,SrcGrp_C4M3_050:1:0" applycontexttoworld Response PlayerRemarkc4m3_overtankaProducer } Response PlayerRemarkc4m3_rainaProducer { scene "scenes/Producer/WorldC4M3B03.vcd" then Mechanic _c4m3_rain02 foo:0 0.02 //How bad do these storms get? } Rule PlayerRemarkc4m3_rainaProducer { criteria ConceptRemark IsProducer Isc4m3_raina IsNotSaidc4m3_raina IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_raina:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaProducer } Rule PlayerRemarkc4m3_rainbProducer { criteria ConceptRemark IsProducer Isc4m3_rainb IsNotSaidc4m3_rainb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_rainb:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaProducer } Rule PlayerRemarkc4m3_raincProducer { criteria ConceptRemark IsProducer Isc4m3_rainc IsNotSaidc4m3_rainc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_rainc:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaProducer } Rule PlayerRemarkc4m3_raindProducer { criteria ConceptRemark IsProducer Isc4m3_raind IsNotSaidc4m3_raind IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_raind:1:0,SrcGrp_C4M3_003:1:0" applycontexttoworld Response PlayerRemarkc4m3_rainaProducer } Response PlayerRemarkc4m3_safehousedownaProducer { scene "scenes/Producer/SafeSpotAhead03.vcd" //Safe house this way! } Rule PlayerRemarkc4m3_safehousedownaProducer { criteria ConceptRemark IsProducer Isc4m3_safehousedowna IsNotSaidc4m3_safehousedowna IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedowna:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaProducer } Rule PlayerRemarkc4m3_safehousedownbProducer { criteria ConceptRemark IsProducer Isc4m3_safehousedownb IsNotSaidc4m3_safehousedownb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedownb:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaProducer } Rule PlayerRemarkc4m3_safehousedowncProducer { criteria ConceptRemark IsProducer Isc4m3_safehousedownc IsNotSaidc4m3_safehousedownc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0 ApplyContext "Saidc4m3_safehousedownc:1:0,SrcGrp_C4M3_052:1:0" applycontexttoworld Response PlayerRemarkc4m3_safehousedownaProducer } Response PlayerRemarkc4m3_startsaferoomaProducer { scene "scenes/Producer/Blank.vcd" //Blank } Rule PlayerRemarkc4m3_startsaferoomaProducer { criteria ConceptTalkIdle IsProducer IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_001 IsNotSpeakingWeight0 ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_001:1:0" applycontexttoworld Response PlayerRemarkc4m3_startsaferoomaProducer } Rule PlayerRemarkc4m3_thiswayaProducer { criteria ConceptRemark IsProducer Isc4m3_thiswaya IsNotSaidc4m3_thiswaya IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_thiswaya:1:0" applycontexttoworld Response PlayerRemarkc4m2_millentranceexitProducer } Response PlayerRemarkc4m3_uppipesProducer { scene "scenes/Producer/MiscDirectional49.vcd" //UP this pipe! } Rule PlayerRemarkc4m3_uppipesProducer { criteria ConceptRemark IsProducer Isc4m3_uppipes IsNotSaidc4m3_uppipes IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m3_uppipes:1:0" applycontexttoworld Response PlayerRemarkc4m3_uppipesProducer } Response PlayerRemarkc4m4_floodedaProducer { scene "scenes/Producer/MiscDirectional58.vcd" then an _C4M4_FLOODED01 foo:0 0.5 //This flooded fast. } Rule PlayerRemarkc4m4_floodedaProducer { criteria ConceptRemark IsProducer Isc4m4_floodeda IsNotSaidc4m4_floodeda IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_floodeda:1:0,Talk:1:2.420" applycontexttoworld Response PlayerRemarkc4m4_floodedaProducer } Response PlayerRemarkc4m4_garagesaleaProducer { scene "scenes/Producer/WorldC4M4B06.vcd" then any _C4M4_garagesale01 foo:0 0.1 //There's that garage sale! } Rule PlayerRemarkc4m4_garagesaleaProducer { criteria ConceptRemark IsProducer Isc4m4_garagesalea IsNotSaidc4m4_garagesalea IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_garagesalea:1:0,SrcGrp_C4M4_002:1:0" applycontexttoworld Response PlayerRemarkc4m4_garagesaleaProducer } Rule PlayerRemarkc4m4_garagesalebProducer { criteria ConceptRemark IsProducer Isc4m4_garagesaleb IsNotSaidc4m4_garagesaleb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_garagesaleb:1:0,SrcGrp_C4M4_002:1:0" applycontexttoworld Response PlayerRemarkc4m4_garagesaleaProducer } Response PlayerRemarkc4m4_pastplaygroundaProducer { speak "Producer_Blank" noscene //Blank } Rule PlayerRemarkc4m4_pastplaygroundaProducer { criteria ConceptRemark IsProducer Isc4m4_pastplaygrounda IsNotSaidc4m4_pastplaygrounda IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygrounda:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaProducer } Rule PlayerRemarkc4m4_pastplaygroundbProducer { criteria ConceptRemark IsProducer Isc4m4_pastplaygroundb IsNotSaidc4m4_pastplaygroundb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundb:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaProducer } Rule PlayerRemarkc4m4_pastplaygroundcProducer { criteria ConceptRemark IsProducer Isc4m4_pastplaygroundc IsNotSaidc4m4_pastplaygroundc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundc:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaProducer } Rule PlayerRemarkc4m4_pastplaygrounddProducer { criteria ConceptRemark IsProducer Isc4m4_pastplaygroundd IsNotSaidc4m4_pastplaygroundd IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundd:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaProducer } Rule PlayerRemarkc4m4_pastplaygroundeProducer { criteria ConceptRemark IsProducer Isc4m4_pastplaygrounde IsNotSaidc4m4_pastplaygrounde IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygrounde:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaProducer } Rule PlayerRemarkc4m4_pastplaygroundfProducer { criteria ConceptRemark IsProducer Isc4m4_pastplaygroundf IsNotSaidc4m4_pastplaygroundf IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundf:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaProducer } Rule PlayerRemarkc4m4_pastplaygroundgProducer { criteria ConceptRemark IsProducer Isc4m4_pastplaygroundg IsNotSaidc4m4_pastplaygroundg IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_pastplaygroundg:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0" applycontexttoworld Response PlayerRemarkc4m4_pastplaygroundaProducer } Response PlayerRemarkc4m4_playgroundaProducer { scene "scenes/Producer/WorldC4M4B07.vcd" //The playground! We're almost outta here! } Rule PlayerRemarkc4m4_playgroundaProducer { criteria ConceptRemark IsProducer Isc4m4_playgrounda IsNotSaidc4m4_playgrounda IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_NotLockA IsNotSpeakingWeight0 ApplyContext "Saidc4m4_playgrounda:1:0" applycontexttoworld Response PlayerRemarkc4m4_playgroundaProducer } Response PlayerRemarkc4m4_porchlightaProducer { scene "scenes/Producer/WorldC4M4B04.vcd" //There's that porch light we passed on the way in. } Rule PlayerRemarkc4m4_porchlightaProducer { criteria ConceptRemark IsProducer Isc4m4_porchlighta IsNotSaidc4m4_porchlighta IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_porchlighta:1:0" applycontexttoworld Response PlayerRemarkc4m4_porchlightaProducer } Response PlayerRemarkc4m4_safehouseaProducer { scene "scenes/Producer/SafeSpotAhead01.vcd" //Safe house ahead. scene "scenes/Producer/SafeSpotAhead05.vcd" //Safe house up ahead! } Rule PlayerRemarkc4m4_safehouseaProducer { criteria ConceptRemark IsProducer Isc4m4_safehousea IsNotSaidc4m4_safehousea IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidc4m4_safehousea:1:0" applycontexttoworld Response PlayerRemarkc4m4_safehouseaProducer } Response PlayerRemarkc4m4_useroofsaProducer { scene "scenes/Producer/WorldC4M4B03.vcd" //We can get across on the rooftops! } Rule PlayerRemarkc4m4_useroofsaProducer { criteria ConceptRemark IsProducer Isc4m4_useroofsa IsNotSaidc4m4_useroofsa IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsa:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaProducer } Rule PlayerRemarkc4m4_useroofsbProducer { criteria ConceptRemark IsProducer Isc4m4_useroofsb IsNotSaidc4m4_useroofsb IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsb:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaProducer } Rule PlayerRemarkc4m4_useroofscProducer { criteria ConceptRemark IsProducer Isc4m4_useroofsc IsNotSaidc4m4_useroofsc IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0 ApplyContext "Saidc4m4_useroofsc:1:0,SrcGrp_C4M4_001:1:0" applycontexttoworld Response PlayerRemarkc4m4_useroofsaProducer } Response PlayerRemarkpathc2m1_abandonedcarsProducer { scene "scenes/Producer/WorldC2M1B09.vcd" then Coach _C2M1abandoned01 foo:0 0.02 //These abandoned cars go on for MILES. } Rule PlayerRemarkpathc2m1_abandonedcarsProducer { criteria ConceptRemark IsProducer Ispathc2m1_abandonedcars IsNotSaidpathc2m1_abandonedcars IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 ChanceToFire60Percent IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidpathc2m1_abandonedcars:1:0" applycontexttoworld Response PlayerRemarkpathc2m1_abandonedcarsProducer } //AUTOGENERATED BLANK FOR PlayerRemarkpathc2m1_abandonedcarsProducer : ChanceToFire60Percent Rule AUTOBLANK_PlayerRemarkpathc2m1_abandonedcarsProducer { criteria ConceptRemark IsProducer Ispathc2m1_abandonedcars IsNotSaidpathc2m1_abandonedcars IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "Saidpathc2m1_abandonedcars:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankProducer } Response PlayerRemarkpathc2m1_billboardProducer { scene "scenes/Producer/blank.vcd" then Coach _C2M1Billboard foo:0 0.01 //Look at this. } Rule PlayerRemarkpathc2m1_billboardProducer { criteria ConceptRemark IsProducer Ispathc2m1_billboard IsNotSaidpathc2m1_billboard IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear1000 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "Saidpathc2m1_billboard:1:0,Talk:1:8" applycontexttoworld Response PlayerRemarkpathc2m1_billboardProducer } Response PlayerRemarkWorldC1M1AlmostThereProducer { scene "scenes/Producer/WorldC1M4B28.vcd" //Almost there! } Rule PlayerRemarkWorldC1M1AlmostThereProducer { criteria ConceptRemark IsProducer IsWorldC1M1AlmostThere IsNotSaidWorldC1M1AlmostThere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1AlmostThere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1AlmostThereProducer } Response PlayerRemarkWorldC1M1CedaMapsProducer { scene "scenes/Producer/WorldC1M1B48.vcd" //I heard Atlanta already fell. scene "scenes/Producer/WorldC1M1B49.vcd" //I work for a news station, we'd HEARD about the east coast, but… Jesus. I didn't know it was this bad. scene "scenes/Producer/WorldC1M1B50.vcd" //Hey, look at this map. We need to get to New Orleans, FAST. scene "scenes/Producer/WorldC1M1B51.vcd" //New Orleans is all that's left. scene "scenes/Producer/WorldC1M1B52.vcd" //Reports were really fragmented, CEDA never told anyone it was this bad. scene "scenes/Producer/WorldC1M1B53.vcd" //I think CEDA should have been telling us do more than wash our hands. } Rule PlayerRemarkWorldC1M1CedaMapsProducer { criteria ConceptRemark IsProducer IsWorldC1M1CedaMaps IsNotSaidWorldC1M1CedaMaps IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1CedaMaps:1:0,Talk:1:6.617" applycontexttoworld Response PlayerRemarkWorldC1M1CedaMapsProducer } Response PlayerRemarkWorldC1M1DownHereProducer { scene "scenes/Producer/MiscDirectional05.vcd" //Down here! scene "scenes/Producer/World10.vcd" //Down here. } Rule PlayerRemarkWorldC1M1DownHereProducer { criteria ConceptRemark IsProducer IsWorldC1M1DownHere IsNotSaidWorldC1M1DownHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1DownHereProducer } Response PlayerRemarkWorldC1M1DownStairsProducer { scene "scenes/Producer/MiscDirectional50.vcd" //Back down the stairs! } Rule PlayerRemarkWorldC1M1DownStairsProducer { criteria ConceptRemark IsProducer IsWorldC1M1DownStairs IsNotSaidWorldC1M1DownStairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1DownStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1DownStairsProducer } Response PlayerRemarkWorldC1M1ElevatorBrokenProducer { scene "scenes/Producer/WorldGenericProducer14.vcd" //Elevator's out! } Rule PlayerRemarkWorldC1M1ElevatorBrokenProducer { criteria ConceptRemark IsProducer IsWorldC1M1ElevatorBroken IsNotSaidWorldC1M1ElevatorBroken IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1ElevatorBroken:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1ElevatorBrokenProducer } Response PlayerRemarkWorldC1M1FireSpreadingProducer { scene "scenes/Producer/WorldGenericProducer10.vcd" //Shit! This way's blocked! scene "scenes/Producer/WorldGenericProducer11.vcd" //We've gotta get around this fire! scene "scenes/Producer/WorldGenericProducer12.vcd" //The fire's spreading! scene "scenes/Producer/WorldGenericProducer13.vcd" //The fire's spreading! } Rule PlayerRemarkWorldC1M1FireSpreadingProducer { criteria ConceptRemark IsProducer IsWorldC1M1FireSpreading IsNotSaidWorldC1M1FireSpreading IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1FireSpreading:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FireSpreadingProducer } Response PlayerRemarkWorldC1M1FirstProducer { scene "scenes/Producer/WorldC1M1B39.vcd" predelay ".5,1" //These… don't look like people. scene "scenes/Producer/WorldC1M1B40.vcd" predelay ".5,1" //Zombies. Holy shit. They're real. scene "scenes/Producer/WorldC1M1B41.vcd" predelay ".5,1" //You hear about them, but until you see them… scene "scenes/Producer/WorldC1M1B43.vcd" predelay ".5,1" //What the hell is this thing? scene "scenes/Producer/WorldC1M1B46.vcd" predelay ".5,1" //Okay. Now I'm killing zombies. } Rule PlayerRemarkWorldC1M1FirstProducer { criteria ConceptRemark IsProducer IsWorldC1M1First IsNotSaidWorldC1M1First IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1First:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1FirstProducer } Response PlayerRemarkWorldC1M1LedgeProducer { scene "scenes/Producer/WorldGenericProducer17.vcd" //Out here on the ledge! scene "scenes/Producer/WorldGenericProducer18.vcd" //Get out to the ledge! scene "scenes/Producer/WorldGenericProducer19.vcd" //It's safe on the ledges. } Rule PlayerRemarkWorldC1M1LedgeProducer { criteria ConceptRemark IsProducer IsWorldC1M1Ledge IsNotSaidWorldC1M1Ledge IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1Ledge:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1LedgeProducer } Response PlayerRemarkWorldC1M1StairsSignProducer { scene "scenes/Producer/WorldGenericProducer15.vcd" //We need to find the stairs! } Rule PlayerRemarkWorldC1M1StairsSignProducer { criteria ConceptRemark IsProducer IsWorldC1M1StairsSign IsNotSaidWorldC1M1StairsSign IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M1StairsSign:1:0" applycontexttoworld Response PlayerRemarkWorldC1M1StairsSignProducer } Response PlayerRemarkWorldC1M2DownStairsProducer { scene "scenes/Producer/MiscDirectional05.vcd" //Down here! scene "scenes/Producer/World10.vcd" //Down here. } Rule PlayerRemarkWorldC1M2DownStairsProducer { criteria ConceptRemark IsProducer IsWorldC1M2DownStairs IsNotSaidWorldC1M2DownStairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 TimeSinceGroupInCombat05 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2DownStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2DownStairsProducer } Response PlayerRemarkWorldC1M2DumpsterProducer { scene "scenes/Producer/WorldC1M2B12.vcd" //Over the dumpster! } Rule PlayerRemarkWorldC1M2DumpsterProducer { criteria ConceptRemark IsProducer IsWorldC1M2Dumpster IsNotSaidWorldC1M2Dumpster IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2Dumpster:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2DumpsterProducer } Response PlayerRemarkWorldC1M2InHereProducer { scene "scenes/Producer/MiscDirectional04.vcd" //In here! } Rule PlayerRemarkWorldC1M2InHereProducer { criteria ConceptRemark IsProducer IsWorldC1M2InHere IsNotSaidWorldC1M2InHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2InHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2InHereProducer } Response PlayerRemarkWorldC1M2JumpTruckProducer { scene "scenes/Producer/WorldC1M2B11.vcd" //Jump onto the truck! } Rule PlayerRemarkWorldC1M2JumpTruckProducer { criteria ConceptRemark IsProducer IsWorldC1M2JumpTruck IsNotSaidWorldC1M2JumpTruck IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2JumpTruck:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2JumpTruckProducer } Response PlayerRemarkWorldC1M2MadeItProducer { scene "scenes/Producer/WorldC1M2B73.vcd" //Okay. Evacuation centers aren't usually this quiet. } Rule PlayerRemarkWorldC1M2MadeItProducer { criteria ConceptRemark IsProducer IsWorldC1M2MadeIt IsNotSaidWorldC1M2MadeIt IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MadeIt:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MadeItProducer } Response PlayerRemarkWorldC1M2MallSignHereProducer { scene "scenes/Producer/WorldC1M2B08.vcd" //Great, we're heading the right way to the mall. } Rule PlayerRemarkWorldC1M2MallSignHereProducer { criteria ConceptRemark IsProducer IsWorldC1M2MallSignHere IsNotSaidWorldC1M2MallSignHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2MallSignHere:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2MallSignHereProducer } Response PlayerRemarkWorldC1M2UpStairsProducer { scene "scenes/Producer/MiscDirectional26.vcd" //We can get up here! } Rule PlayerRemarkWorldC1M2UpStairsProducer { criteria ConceptRemark IsProducer IsWorldC1M2UpStairs IsNotSaidWorldC1M2UpStairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC1M2UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC1M2UpStairsProducer } Response PlayerRemarkWorldC3M1CheckingHousesProducer { scene "scenes/Producer/WorldC3M137.vcd" //Well if anyone could survive this, it would be people who live like this. } Rule PlayerRemarkWorldC3M1CheckingHousesProducer { criteria ConceptRemark IsProducer IsWorldC3M1CheckingHouses IsNotSaidWorldC3M1CheckingHouses IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1CheckingHouses:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1CheckingHousesProducer } Response PlayerRemarkWorldC3M1FerryCrossingProducerA { scene "scenes/Producer/WorldC3M130.vcd" then any WorldC3M1FerryCrossingA01 foo:0 -4.110 //So, umm... Do you guys know anything about the swamps? } Rule PlayerRemarkWorldC3M1FerryCrossingProducerA { criteria ConceptRemark IsProducer IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 IsProducerAlive IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryCrossing:1:0,Talk:1:4.210" applycontexttoworld Response PlayerRemarkWorldC3M1FerryCrossingProducerA } Response PlayerRemarkWorldC3M1FerryCrossingProducerB { scene "scenes/Producer/WorldC3M135.vcd" then mechanic WorldC3M1FerryCrossingB01 foo:0 -2.025 //Ellis, does your tattoo mean anything? } Rule PlayerRemarkWorldC3M1FerryCrossingProducerB { criteria ConceptRemark IsProducer IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 IsProducerAlive IsMechanicAlive IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryCrossing:1:0,Talk:1:2.125" applycontexttoworld Response PlayerRemarkWorldC3M1FerryCrossingProducerB } Response PlayerRemarkWorldC3M1FerryCrossingProducerC { scene "scenes/Producer/WorldC3M139.vcd" then gambler WorldC3M1FerryCrossingC01 foo:0 -3.171 //Nick, what do you think the odds are that the swamp people are still alive? } Rule PlayerRemarkWorldC3M1FerryCrossingProducerC { criteria ConceptRemark IsProducer IsWorldC3M1FerryCrossing IsNotSaidWorldC3M1FerryCrossing IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 IsProducerAlive IsGamblerAlive IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryCrossing:1:0,Talk:1:3.271" applycontexttoworld Response PlayerRemarkWorldC3M1FerryCrossingProducerC } Response PlayerRemarkWorldC3M1FerryNagProducer { scene "scenes/Producer/WorldC3M113.vcd" //Looks like they all headed to the village - deeper in the swamp. Great. scene "scenes/Producer/WorldC3M116.vcd" //Okay, let's get ready and then call the ferry. } Rule PlayerRemarkWorldC3M1FerryNagProducer { criteria ConceptRemark IsProducer IsWorldC3M1FerryNag IsNotSaidWorldC3M1FerryNag IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear600 IsNotSaidC3M1CallFerry2 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryNag:1:0,SaidWorldC3M1FerryNagNext:1:9" applycontexttoworld Response PlayerRemarkWorldC3M1FerryNagProducer } Response PlayerRemarkWorldC3M1FerryNagaProducer { scene "scenes/Producer/WorldC3M115.vcd" //Activate the ferry. } Rule PlayerRemarkWorldC3M1FerryNagaProducer { criteria ConceptRemark IsProducer IsWorldC3M1FerryNaga IsNotSaidWorldC3M1FerryNaga IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear600 IsSaidWorldC3M1FerryNag IsNotSaidC3M1CallFerry2 IsNotSaidWorldC3M1FerryNagNext AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1FerryNaga:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1FerryNagaProducer } Response PlayerRemarkWorldC3M1GetBackUpProducer { scene "scenes/Producer/WorldC3M153.vcd" //Get back on the walkway! scene "scenes/Producer/WorldC3M155.vcd" //Let's get up the ladder! scene "scenes/Producer/WorldC3M156.vcd" //Come on, up on the walkway! scene "scenes/Producer/WorldC3M157.vcd" //Get on the walkway! } Rule PlayerRemarkWorldC3M1GetBackUpProducer { criteria ConceptRemark IsProducer IsWorldC3M1WeShouldGetBackUp IsNotSaidWorldC3M1WeShouldGetBackUp IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1WeShouldGetBackUp:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1GetBackUpProducer } Response PlayerRemarkWorldC3M1LightsOnProducer { scene "scenes/Producer/WorldC3M163.vcd" //I can see a light! scene "scenes/Producer/WorldC3M164.vcd" //That's an encouraging sign, they have power. scene "scenes/Producer/WorldC3M165.vcd" //Hey, I can see a light! } Rule PlayerRemarkWorldC3M1LightsOnProducer { criteria ConceptRemark IsProducer IsWorldC3M1LightsOn IsNotSaidWorldC3M1LightsOn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear500 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1LightsOn:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1LightsOnProducer } Response PlayerRemarkWorldC3M1Path01Producer { scene "scenes/Producer/WorldC3M111.vcd" //We should search the houses for supplies. } Rule PlayerRemarkWorldC3M1Path01Producer { criteria ConceptRemark IsProducer IsWorldC3M1Path01 IsNotSaidWorldC3M1Path01 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear400 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1Path01:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1Path01Producer } Response PlayerRemarkWorldC3M1PlanksRightProducer { scene "scenes/Producer/WorldC3M158.vcd" //We can go to the right. scene "scenes/Producer/WorldC3M159.vcd" //They have planks down over here. } Rule PlayerRemarkWorldC3M1PlanksRightProducer { criteria ConceptRemark IsProducer IsWorldC3M1PlanksRight IsNotSaidWorldC3M1PlanksRight IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1PlanksRight:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1PlanksRightProducer } Response PlayerRemarkWorldC3M1WalkwaysProducer { scene "scenes/Producer/WorldC3M144.vcd" then coach WorldC3M1Walkways2 foo:0 -1.209 //Okay, stay on the walkway. } Rule PlayerRemarkWorldC3M1WalkwaysProducer { criteria ConceptRemark IsProducer IsWorldC3M1Walkways IsNotSaidWorldC3M1Walkways IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear600 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1Walkways:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1WalkwaysProducer } Response PlayerRemarkWorldC3M1WhichWayProducer { scene "scenes/Producer/WorldC3M147.vcd" //Should we go right or left? scene "scenes/Producer/WorldC3M148.vcd" //Should we go right or straight? scene "scenes/Producer/WorldC3M149.vcd" //Does anyone know which way we should go? scene "scenes/Producer/WorldC3M150.vcd" //Should we go right or left? } Rule PlayerRemarkWorldC3M1WhichWayProducer { criteria ConceptRemark IsProducer IsWorldC3M1WhichWay IsNotSaidWorldC3M1WhichWay IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear400 IsWorldTalkProducer AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC3M1WhichWay:1:0" applycontexttoworld Response PlayerRemarkWorldC3M1WhichWayProducer } Response PlayerRemarkWorldC502AlleyProducer { scene "scenes/Producer/World07.vcd" //There's the freeway! scene "scenes/Producer/World08.vcd" //Looks like they were routing people through here. scene "scenes/Producer/World12.vcd" //Through here. } Rule PlayerRemarkWorldC502AlleyProducer { criteria ConceptRemark IsProducer IsWorldC502Alley IsNotSaidWorldC502Alley IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC52Alley:1:0" applycontexttoworld Response PlayerRemarkWorldC502AlleyProducer } Response PlayerRemarkWorldC502Run1Producer { scene "scenes/Producer/HurryUp04.vcd" //C'mon, let's go! } Rule PlayerRemarkWorldC502Run1Producer { criteria ConceptWorldC502AlarmButtonRun IsProducer IsNotCoughing Response PlayerRemarkWorldC502Run1Producer } Response PlayerRemarkWorldC502SmellProducer { scene "scenes/Producer/World05.vcd" then any WorldC502Smell2 foo:0 -2.701 //What's that smell? } Rule PlayerRemarkWorldC502SmellProducer { criteria ConceptRemark IsProducer IsWorldC502Smell IsNotSaidWorldC502Smell IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear600 IsNotSaidSmell ChanceToFire50Percent IsWorldTalkProducer IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 ApplyContext "SaidWorldC502Smell:1:0,SaidSmell:1:0" applycontexttoworld Response PlayerRemarkWorldC502SmellProducer } //AUTOGENERATED BLANK FOR PlayerRemarkWorldC502SmellProducer : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkWorldC502SmellProducer { criteria ConceptRemark IsProducer IsWorldC502Smell IsNotSaidWorldC502Smell IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear600 IsNotSaidSmell IsWorldTalkProducer IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC502Smell:1:0,SaidSmell:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankProducer } Response PlayerRemarkWorldSignReportSick3Producer { scene "scenes/Producer/WorldSigns03.vcd" //Don't worry Ellis, they mean the flu, not in the head. (report the sick) } Rule PlayerRemarkWorldSignReportSick3Producer { criteria ConceptWorldSignReportSick3 IsProducer IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear300 IsWorldTalkProducer IsNotScavenge AutoIsNotSurvival Response PlayerRemarkWorldSignReportSick3Producer } Response PlayerRemarkWorldSignWhereIsCEDA2Producer { scene "scenes/Producer/WorldSigns01.vcd" //Good question, where is CEDA? I just see the military. (where is CEDA) } Rule PlayerRemarkWorldSignWhereIsCEDA2Producer { criteria ConceptWorldSignWhereIsCEDA2 IsProducer IsNotCoughing NotInCombat IsTalk IsTalkProducer IsSubjectNear200 IsWorldTalkProducer IsNotScavenge AutoIsNotSurvival TimeSinceGroupInCombat02 ApplyContext "Talk:1:3.799" Response PlayerRemarkWorldSignWhereIsCEDA2Producer } Response RespondAffirmativeProducer { scene "scenes/Producer/Yes02.vcd" //Why yes. scene "scenes/Producer/Yes04.vcd" //Yeah. scene "scenes/Producer/Yes05.vcd" //Of course. scene "scenes/Producer/Yes07.vcd" //Yep. scene "scenes/Producer/Yes08.vcd" //Sure. } Rule RespondAffirmativeProducer { criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isProducer IsTalkProducer IsWorldTalkProducer Response RespondAffirmativeProducer } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Directional //-------------------------------------------------------------------------------------------------------------- Response PlayerFollowMeProducer { scene "scenes/Producer/FollowMe01.vcd" //Hey, c'mon, this way! scene "scenes/Producer/FollowMe02.vcd" //Come on, this way! scene "scenes/Producer/FollowMe03.vcd" //This way! scene "scenes/Producer/FollowMe04.vcd" //Follow me this way. scene "scenes/Producer/FollowMe05.vcd" //Follow me. } Rule PlayerFollowMeProducer { criteria ConceptPlayerFollowMe IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerFollowMeProducer } Response PlayerHelpProducer { scene "scenes/Producer/Help03.vcd" //Ohhh I need some help! scene "scenes/Producer/Help04.vcd" //Help me! scene "scenes/Producer/Help05.vcd" //Help! scene "scenes/Producer/Help06.vcd" //Help! } Rule PlayerHelpProducer { criteria ConceptPlayerHelp IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerHelpProducer } Response PlayerHurryUpProducer { scene "scenes/Producer/HurryUp01.vcd" //Come on hurry up! scene "scenes/Producer/HurryUp02.vcd" //C'mon, get the lead out! scene "scenes/Producer/HurryUp03.vcd" //Would you hurry up? scene "scenes/Producer/HurryUp04.vcd" //C'mon, let's go! } Rule PlayerHurryUpProducer { criteria ConceptPlayerHurryUp IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerHurryUpProducer } Response PlayerKillThatLightProducer { scene "scenes/Producer/KillThatLight01.vcd" //Turn your flashlight off. scene "scenes/Producer/KillThatLight02.vcd" //Everyone, lights out. scene "scenes/Producer/KillThatLight03.vcd" //Kill your light. scene "scenes/Producer/KillThatLight04.vcd" //Lights off. scene "scenes/Producer/KillThatLight05.vcd" //Lights out! scene "scenes/Producer/KillThatLight06.vcd" //Flashlights out! scene "scenes/Producer/KillThatLight07.vcd" //Turn off that light *quiet* NOW. } Rule PlayerKillThatLightProducer { criteria ConceptPlayerKillThatLight IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerKillThatLightProducer } Response PlayerLeadOnProducer { scene "scenes/Producer/LeadOn01.vcd" //Sure, you lead. scene "scenes/Producer/LeadOn02.vcd" //Sure, lead. on scene "scenes/Producer/LeadOn03.vcd" //Lead on. scene "scenes/Producer/LeadOn04.vcd" //Alright, I'll follow you. scene "scenes/Producer/LeadOn05.vcd" //Go on, I'll keep up. scene "scenes/Producer/LeadOn06.vcd" //I'm right behind you. scene "scenes/Producer/LeadOn07.vcd" //Go on, I'll keep up. scene "scenes/Producer/LeadOn08.vcd" //I'm right behind you. scene "scenes/Producer/LeadOn09.vcd" //Lead on. scene "scenes/Producer/LeadOn10.vcd" //'Kay, go ahead. } Rule PlayerLeadOnProducer { criteria ConceptPlayerLeadOn IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerLeadOnProducer } Response PlayerMoveOnProducer { scene "scenes/Producer/MoveOn01.vcd" //Can we get going? scene "scenes/Producer/MoveOn02.vcd" //Time to get going. scene "scenes/Producer/MoveOn03.vcd" //Come on, lets go! scene "scenes/Producer/MoveOn04.vcd" //We need to get going. scene "scenes/Producer/MoveOn05.vcd" //Let's go. } Rule PlayerMoveOnProducer { criteria ConceptPlayerMoveOn IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerMoveOnProducer } Response PlayerStayTogetherProducer { scene "scenes/Producer/StayTogether01.vcd" //Stay close! scene "scenes/Producer/StayTogether02.vcd" //Let's try to stay together. scene "scenes/Producer/StayTogether03.vcd" //Stay together everyone. scene "scenes/Producer/StayTogether04.vcd" //Stick together! scene "scenes/Producer/StayTogether05.vcd" //Stick together! } Rule PlayerStayTogetherProducer { criteria ConceptPlayerStayTogether IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerStayTogetherProducer } Response PlayerWatchOutBehindProducer { scene "scenes/Producer/WatchOutBehind01.vcd" //They're behind us! scene "scenes/Producer/WatchOutBehind02.vcd" //Behind us! scene "scenes/Producer/WatchOutBehind03.vcd" //Behind us guys! } Rule PlayerWatchOutBehindProducer { criteria ConceptPlayerWatchOutBehind IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerWatchOutBehindProducer } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerAskReadyProducer { scene "scenes/Producer/AskReady01.vcd" //Alright, you guys ready? scene "scenes/Producer/AskReady02.vcd" //Ready? scene "scenes/Producer/AskReady03.vcd" //Ready for this? } Rule PlayerAskReadyProducer { criteria ConceptPlayerAskReady IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerAskReadyProducer } Response PlayerImWithYouProducer { scene "scenes/Producer/ImWithYou01.vcd" //I'm here. scene "scenes/Producer/ImWithYou02.vcd" //I'm with you. scene "scenes/Producer/ImWithYou03.vcd" //I'm with you. scene "scenes/Producer/ImWithYou04.vcd" //I got your back. scene "scenes/Producer/ImWithYou05.vcd" //Yeah, boy, I got your back. scene "scenes/Producer/ImWithYou06.vcd" //I'm here. Let's go. } Rule PlayerImWithYouProducer { criteria ConceptPlayerImWithYou IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerImWithYouProducer } Response PlayerLaughProducer { scene "scenes/Producer/Laughter04.vcd" // scene "scenes/Producer/Laughter13.vcd" // } Rule PlayerLaughProducer { criteria ConceptPlayerLaugh IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerLaughProducer } Response PlayerLostCallProducer { scene "scenes/Producer/LostCall01.vcd" //Helloooo? scene "scenes/Producer/LostCall02.vcd" //Helloooo? scene "scenes/Producer/LostCall03.vcd" //Anyone out there? scene "scenes/Producer/LostCall04.vcd" //Can you guys here me? scene "scenes/Producer/LostCall05.vcd" //Where is everyone? } Rule PlayerLostCallProducer { criteria ConceptPlayerLostCall IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerLostCallProducer } Response PlayerNiceJobResponseProducer { scene "scenes/Producer/NiceJob01.vcd" //Yeah! scene "scenes/Producer/NiceJob02.vcd" //Kick ass! scene "scenes/Producer/NiceJob03.vcd" //Helllo! scene "scenes/Producer/NiceJob04.vcd" //You're all right! scene "scenes/Producer/NiceJob05.vcd" //Oh shut up. scene "scenes/Producer/NiceJob06.vcd" //Oh no you didn't. scene "scenes/Producer/NiceJob07.vcd" //You're on fire. scene "scenes/Producer/NiceJob08.vcd" //That was cool. scene "scenes/Producer/NiceJob09.vcd" //Alright, kick ass! scene "scenes/Producer/NiceJob10.vcd" //You are on fire today. scene "scenes/Producer/NiceJob11.vcd" //Hey, nice job. scene "scenes/Producer/NiceJob12.vcd" //Oh, Hell yeah. scene "scenes/Producer/NiceJob13.vcd" //Nice work. } Rule PlayerNiceJobResponseProducer { criteria ConceptPlayerNiceJob IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerNiceJobResponseProducer } Response PlayerNoProducer { scene "scenes/Producer/No01.vcd" //Oh no. scene "scenes/Producer/No02.vcd" //I don't think so. scene "scenes/Producer/No03.vcd" //Uh, no. scene "scenes/Producer/No04.vcd" //Oh please. scene "scenes/Producer/No05.vcd" //Oh please. scene "scenes/Producer/No06.vcd" //Boy, no way. scene "scenes/Producer/No07.vcd" //NO! scene "scenes/Producer/No08.vcd" //Seriously, no. scene "scenes/Producer/No09.vcd" //No, no, no no. scene "scenes/Producer/No10.vcd" //No, no, no no. scene "scenes/Producer/No11.vcd" //No thank you. scene "scenes/Producer/No12.vcd" //No. } Rule PlayerNoProducer { criteria ConceptPlayerNo IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerNoProducer } Response PlayerProfanityProducer { scene "scenes/Producer/ReactionNegative01.vcd" //Nooooo oo ooo ohhhhh. scene "scenes/Producer/ReactionNegative02.vcd" //Damnn... scene "scenes/Producer/ReactionNegative03.vcd" //Oh this is bad... scene "scenes/Producer/ReactionNegative04.vcd" //Oh shit! scene "scenes/Producer/ReactionNegative04.vcd" //Oh shit! scene "scenes/Producer/ReactionNegative05.vcd" //Sweet Jesus! scene "scenes/Producer/ReactionNegative06.vcd" //Sweet Lincoln's mullet! scene "scenes/Producer/ReactionNegative08.vcd" //Mother of Mercy. scene "scenes/Producer/ReactionNegative09.vcd" //Well this just sucks. scene "scenes/Producer/ReactionNegative10.vcd" //Blarg! scene "scenes/Producer/ReactionNegative11.vcd" //Can just one goddamn thing go right? scene "scenes/Producer/ReactionNegative12.vcd" //We are in some deep shit! scene "scenes/Producer/ReactionNegative13.vcd" //Holy shit! scene "scenes/Producer/ReactionNegative13.vcd" //Holy shit! scene "scenes/Producer/ReactionNegative14.vcd" //We are in some deep shit! scene "scenes/Producer/ReactionNegative15.vcd" //Could this really get any worse? I don't think so. scene "scenes/Producer/ReactionNegative16.vcd" //We do not have time for this shit. scene "scenes/Producer/ReactionNegative17.vcd" //We don't have time for this shit. scene "scenes/Producer/ReactionNegative18.vcd" //Goddamnit! scene "scenes/Producer/ReactionNegative19.vcd" //Can just one more goddamn thing go wrong? scene "scenes/Producer/ReactionNegative20.vcd" //Argghh! (disgusted) scene "scenes/Producer/ReactionNegative21.vcd" //Jesus Christ! } Rule PlayerProfanityProducer { criteria ConceptPlayerAnswerLostCall IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerProfanityProducer } Response PlayerSorryProducer { scene "scenes/Producer/Sorry01.vcd" //Sorry. scene "scenes/Producer/Sorry03.vcd" //Sorry about that. scene "scenes/Producer/Sorry04.vcd" //Okay that was a mistake. scene "scenes/Producer/Sorry05.vcd" //Sorry. scene "scenes/Producer/Sorry06.vcd" //Guilty, sorry! scene "scenes/Producer/Sorry07.vcd" //Oh I'm sorry. } Rule PlayerSorryProducer { criteria ConceptPlayerSorry IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerSorryProducer } Response PlayerThanksProducer { scene "scenes/Producer/Thanks01.vcd" //Thanks for that. scene "scenes/Producer/Thanks02.vcd" //Hey, thanks! scene "scenes/Producer/Thanks03.vcd" //Thanks! scene "scenes/Producer/Thanks05.vcd" //Thanks. } Rule PlayerThanksProducer { criteria ConceptPlayerThanks IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerThanksProducer } Response PlayerYellRunProducer { scene "scenes/Producer/YellRun01.vcd" //Run! scene "scenes/Producer/YellRun02.vcd" //Just run! scene "scenes/Producer/YellRun03.vcd" //Run! Run! Run! scene "scenes/Producer/YellRun04.vcd" //Just run! } Rule PlayerYellRunProducer { criteria ConceptPlayerYellRun IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerYellRunProducer } Response PlayerYesProducer { scene "scenes/Producer/Yes01.vcd" //Yes. scene "scenes/Producer/Yes02.vcd" //Why yes. scene "scenes/Producer/Yes03.vcd" //Yeah. scene "scenes/Producer/Yes04.vcd" //Yeah. scene "scenes/Producer/Yes05.vcd" //Of course. scene "scenes/Producer/Yes06.vcd" //Okay. scene "scenes/Producer/Yes07.vcd" //Yep. scene "scenes/Producer/Yes08.vcd" //Sure. scene "scenes/Producer/Yes09.vcd" //Sure. } Rule PlayerYesProducer { criteria ConceptPlayerYes IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerYesProducer } Response PlayerYouAreWelcomeProducer { scene "scenes/Producer/YouAreWelcome01.vcd" //You are welcome. scene "scenes/Producer/YouAreWelcome02.vcd" //You are welcome. scene "scenes/Producer/YouAreWelcome03.vcd" //You're welcome. scene "scenes/Producer/YouAreWelcome04.vcd" //We're cool. scene "scenes/Producer/YouAreWelcome05.vcd" //No problem. scene "scenes/Producer/YouAreWelcome06.vcd" //Anytime. scene "scenes/Producer/YouAreWelcome07.vcd" //Don't worry about it. scene "scenes/Producer/YouAreWelcome08.vcd" //Don't even start. scene "scenes/Producer/YouAreWelcome09.vcd" //That's okay. scene "scenes/Producer/YouAreWelcome10.vcd" //That's okay. } Rule PlayerYouAreWelcomeProducer { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSpeaking IsWorldTalkProducer Response PlayerYouAreWelcomeProducer } Rule PlayerFriendlyFireInflictorProducer { criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerSorryProducer } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerNegativeProducer { scene "scenes/Producer/ReactionNegative02.vcd" //Damnn... scene "scenes/Producer/ReactionNegative05.vcd" //Sweet Jesus! scene "scenes/Producer/ReactionNegative06.vcd" //Sweet Lincoln's mullet! scene "scenes/Producer/ReactionNegative08.vcd" //Mother of Mercy. scene "scenes/Producer/ReactionNegative10.vcd" //Blarg! scene "scenes/Producer/ReactionNegative20.vcd" //Argghh! (disgusted) } Rule PlayerNegativeProducer { criteria ConceptPlayerNegative IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerNegativeProducer } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Warning //-------------------------------------------------------------------------------------------------------------- Response PlayerHeardBoomerProducer { scene "scenes/Producer/HeardBoomer01.vcd" //Careful I can hear a boomer. scene "scenes/Producer/HeardBoomer02.vcd" //Boomer's around. scene "scenes/Producer/HeardBoomer03.vcd" //Careful I hear a boomer. } Rule PlayerHeardBoomerProducer { criteria ConceptPlayerHeardBoomer IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerHeardBoomerProducer } Response PlayerHeardHunterProducer { scene "scenes/Producer/HeardHunter01.vcd" //I hear a Hunter. scene "scenes/Producer/HeardHunter02.vcd" //Careful, a Hunter's around. scene "scenes/Producer/HeardHunter03.vcd" //Oaohhh, hunter. (disgusted) scene "scenes/Producer/HeardHunter04.vcd" //There's a Hunter out there. scene "scenes/Producer/HeardHunter05.vcd" //A hunter's around, don't get pounced. scene "scenes/Producer/HeardHunter06.vcd" //I hear a Hunter. } Rule PlayerHeardHunterProducer { criteria ConceptPlayerHeardHunter IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerHeardHunterProducer } Response PlayerHeardSmokerProducer { scene "scenes/Producer/HeardSmoker01.vcd" //There's a Smoker around here. scene "scenes/Producer/HeardSmoker02.vcd" //Careful, Smoker. scene "scenes/Producer/HeardSmoker03.vcd" //I hear a smoker. scene "scenes/Producer/HeardSmoker04.vcd" //Oh lord, not another smoker. scene "scenes/Producer/HeardSmoker05.vcd" //Careful, Smoker. } Rule PlayerHeardSmokerProducer { criteria ConceptPlayerHeardSmoker IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerHeardSmokerProducer } Response PlayerHeardTankProducer { scene "scenes/Producer/HeardHulk01.vcd" //Ahhh SHIT TANK!!! scene "scenes/Producer/HeardHulk02.vcd" //TANK! Light it up! scene "scenes/Producer/HeardHulk03.vcd" //TANK! scene "scenes/Producer/HeardHulk04.vcd" //Tank! Tank! } Rule PlayerHeardTankProducer { criteria ConceptPlayerHeardTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer isNotmap_c1m2_streets Response PlayerHeardTankProducer } Response PlayerHurrahProducer { scene "scenes/Producer/Hurrah01.vcd" //Woo - haha, we are kickin' it! scene "scenes/Producer/Hurrah02.vcd" //We're really doing this! scene "scenes/Producer/Hurrah03.vcd" //We kicked some ass. scene "scenes/Producer/Hurrah04.vcd" //We kick ass, yes we did. Woo! scene "scenes/Producer/Hurrah05.vcd" //Alright, this party is over. scene "scenes/Producer/Hurrah06.vcd" //Woo! We are going to make it! scene "scenes/Producer/Hurrah07.vcd" //Shit, we re all right! scene "scenes/Producer/Hurrah08.vcd" //Woo - we are doing all right. scene "scenes/Producer/Hurrah09.vcd" //Okay. We can do this, we can do this. scene "scenes/Producer/Hurrah10.vcd" //Oh yeah, oh yeah, oh yeah. scene "scenes/Producer/Hurrah11.vcd" //Ha! Oh yeah, oh yeah! scene "scenes/Producer/Hurrah12.vcd" //Thanks to you guys, I am the baddest woman alive! } Rule PlayerHurrahProducer { criteria ConceptPlayerHurrah IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerHurrahProducer } Response PlayerWarnCarefulProducer { scene "scenes/Producer/WarnCareful01.vcd" //Be Careful. scene "scenes/Producer/WarnCareful02.vcd" //Careful. scene "scenes/Producer/WarnCareful03.vcd" //Careful, guys. } Rule PlayerWarnCarefulProducer { criteria ConceptPlayerWarnCareful IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerWarnCarefulProducer } Response SurvivorSpottedWorldFarProducer { scene "scenes/Producer/Look01.vcd" //Over there! scene "scenes/Producer/Look02.vcd" //Over there! scene "scenes/Producer/Look03.vcd" //Look! scene "scenes/Producer/Look04.vcd" //Look! scene "scenes/Producer/Look05.vcd" //Over there! scene "scenes/Producer/Look06.vcd" //Look! } Rule SurvivorSpottedWorldFarProducer { criteria ConceptPlayerLook IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsWorldTalkProducer Response SurvivorSpottedWorldFarProducer } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response GasPour10MoreSCProducer { print " " then self GasPour10More foo:0 0.01 //Blank } Rule GasPour10MoreSCProducer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Score10MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour10MoreSCProducer } Response GasPour10MoreWaitProducer { print " " then self GasPour10More foo:0 0.1 //Blank } Rule GasPour10MoreWaitProducer { criteria ConceptGasPour10More IsProducer IsSpeaking _auto_IsGasCountOK Response GasPour10MoreWaitProducer } Response GasPour1MoreSCProducer { print " " then self GasPour1More foo:0 0.01 //Blank } Rule GasPour1MoreSCProducer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Score1MoreSC ApplyContext "_auto_GasCountOK:1:4,_auto_NoGasPourLine:1:0" applycontexttoworld Response GasPour1MoreSCProducer } Response GasPour1MoreWaitProducer { print " " then self GasPour1More foo:0 0.1 //Blank } Rule GasPour1MoreWaitProducer { criteria ConceptGasPour1More IsProducer IsSpeaking _auto_IsGasCountOK Response GasPour1MoreWaitProducer } Response GasPour2MoreSCProducer { print " " then self GasPour2More foo:0 0.01 //Blank } Rule GasPour2MoreSCProducer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Score2MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour2MoreSCProducer } Response GasPour2MoreWaitProducer { print " " then self GasPour2More foo:0 0.1 //Blank } Rule GasPour2MoreWaitProducer { criteria ConceptGasPour2More IsProducer IsSpeaking _auto_IsGasCountOK Response GasPour2MoreWaitProducer } Response GasPour3MoreSCProducer { print " " then self GasPour3More foo:0 0.01 //Blank } Rule GasPour3MoreSCProducer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Score3MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour3MoreSCProducer } Response GasPour3MoreWaitProducer { print " " then self GasPour3More foo:0 0.1 //Blank } Rule GasPour3MoreWaitProducer { criteria ConceptGasPour3More IsProducer IsSpeaking _auto_IsGasCountOK Response GasPour3MoreWaitProducer } Response GasPour5MoreSCProducer { print " " then self GasPour5More foo:0 0.01 //Blank } Rule GasPour5MoreSCProducer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Score5MoreSC ApplyContext "_auto_GasCountOK:1:4" applycontexttoworld Response GasPour5MoreSCProducer } Response GasPour5MoreWaitProducer { print " " then self GasPour5More foo:0 0.1 //Blank } Rule GasPour5MoreWaitProducer { criteria ConceptGasPour5More IsProducer IsSpeaking _auto_IsGasCountOK Response GasPour5MoreWaitProducer } Response GasPourDoneSCProducer { scene "scenes/Producer/Hurrah01.vcd" //Woo - haha, we are kickin' it! scene "scenes/Producer/Hurrah05.vcd" //Alright, this party is over. scene "scenes/Producer/Taunt02.vcd" //Oh hell yes! scene "scenes/Producer/Taunt06.vcd" //Yeah, thats right. [grim, determined] scene "scenes/Producer/Taunt07.vcd" //Forget about it. } Rule GasPourDoneSCProducer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsScavenge ScoreDoneSC ApplyContext "Talk:1:3" Response GasPourDoneSCProducer } Response GasPourSCProducer { scene "scenes/Producer/Defibrillator09.vcd" //Come ON! scene "scenes/Producer/WorldC1M4B15.vcd" //Comeoncomeoncomeon come on… scene "scenes/Producer/WorldC1M4B16.vcd" //Please get in the tank, please please please… scene "scenes/Producer/WorldC1M4B17.vcd" //Hurry up, hurrrry upppp… scene "scenes/Producer/WorldC1M4B19.vcd" //Come onnnn, come onnnnnn… scene "scenes/Producer/WorldC1M4B20.vcd" //Filling it up here! scene "scenes/Producer/WorldC1M4B21.vcd" //Filling it up here! scene "scenes/Producer/WorldC1M4B22.vcd" //I got this one! } Rule GasPourSCProducer { criteria ConceptPlayerPourStarted IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsScavenge ChanceToFire50Percent _auto_NotNoGasPourLine ApplyContext "TalkProducer:1:2" Response GasPourSCProducer } Response GrabbingGasSCProducer { scene "scenes/Producer/KillConfirmation01.vcd" //Got it! scene "scenes/Producer/WorldC1M3B23.vcd" //Got it! scene "scenes/Producer/WorldC1M4B22.vcd" //I got this one! scene "scenes/Producer/WorldC1M4B22.vcd" //I got this one! scene "scenes/Producer/WorldC5M2B12.vcd" //Got it! } Rule GrabbingGasSCProducer { criteria ConceptPlayerEquippedScavengeItem IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ProducerNotSaidGrabbingCan ApplyContext "SaidGrabbingCan:1:5" Response GrabbingGasSCProducer } Response ScavengeStartProducer { scene "scenes/Producer/WorldC1M4B13.vcd" //Find some gas, guys! scene "scenes/Producer/WorldC1M4B23.vcd" //Come on, let's go! Find a gas can! scene "scenes/Producer/WorldC5M2B05.vcd" //And let's go! } Rule ScavengeStartProducer { criteria ConceptSurvivorLeavingCheckpoint IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsScavenge IsNotSaidStartScavenge ApplyContext "SaidStartScavenge:1:4" applycontexttoworld Response ScavengeStartProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerCommentJockeyProducer { scene "scenes/Producer/GrabbedByJockeyR01.vcd" //Holy shit, that thing's riding him! scene "scenes/Producer/GrabbedByJockeyR02.vcd" //That things riding him! } Rule PlayerCommentJockeyProducer { criteria ConceptCommentJockey IsProducer IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey ApplyContext "SaidCommentJockey:1:0" applycontexttoworld Response PlayerCommentJockeyProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response C4M2LockTheDoorCheckPointProducer { scene "scenes/Producer/WorldC4M2B29.vcd" //Close the door and lets get the gas. } Rule C4M2LockTheDoorCheckPointProducer { criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsProducer IsInSafeSpot IsTalk IsTalkProducer IsWorldTalkProducer ismap_c4m2_sugarmill_a IsNotSrcGrp_C4M2_104 ApplyContext "SrcGrp_C4M2_104:1:0" applycontexttoworld Response C4M2LockTheDoorCheckPointProducer } Response GoingToDieCoachCoachProducer { scene "scenes/Producer/GoingToDie01.vcd" then coach coachcoaches foo:0 .5 //Okay this was a mistake. scene "scenes/Producer/GoingToDie02.vcd" then coach coachcoaches foo:0 .5 //Okay, this seriously hurts. scene "scenes/Producer/GoingToDie03.vcd" then coach coachcoaches foo:0 .5 //Okay, okay that one hurt. scene "scenes/Producer/GoingToDie04.vcd" odds 1 then coach coachcoaches foo:0 .5 //Girl, you should have stayed with Jacob. (to self) scene "scenes/Producer/GoingToDie05.vcd" odds 5 then coach coachcoaches foo:0 .5 //By the beard of Zeus this hurts! scene "scenes/Producer/GoingToDie06.vcd" then coach coachcoaches foo:0 .5 //Son of a bee-sting. this hurts. scene "scenes/Producer/GoingToDie08.vcd" then coach coachcoaches foo:0 .5 //This is not happening, This is not happening. This is not happening. (to self) scene "scenes/Producer/GoingToDie09.vcd" then coach coachcoaches foo:0 .5 //Did this ever seem like a good idea? scene "scenes/Producer/GoingToDie10.vcd" then coach coachcoaches foo:0 .5 //Knights of Columbus this hurts. scene "scenes/Producer/GoingToDie11.vcd" then coach coachcoaches foo:0 .5 //I am too young to feel this old. scene "scenes/Producer/GoingToDie13.vcd" then coach coachcoaches foo:0 .5 //This is not going well. scene "scenes/Producer/GoingToDie14.vcd" odds 5 then coach coachcoaches foo:0 .5 //One of you fellas want to carry the cute girl? scene "scenes/Producer/GoingToDie15.vcd" then coach coachcoaches foo:0 .5 //I think I really hurt something. scene "scenes/Producer/GoingToDie16.vcd" then coach coachcoaches foo:0 .5 //Anyone else feel like crap right now? scene "scenes/Producer/GoingToDie17.vcd" then coach coachcoaches foo:0 .5 //This is some grim shit we got ourselves into. scene "scenes/Producer/GoingToDie18.vcd" then coach coachcoaches foo:0 .5 //This is some grim shit we got ourselves into. scene "scenes/Producer/GoingToDie20.vcd" then coach coachcoaches foo:0 .5 //Something's got to break our way. scene "scenes/Producer/GoingToDie21.vcd" then coach coachcoaches foo:0 .5 //So this is how it's going to be. scene "scenes/Producer/GoingToDie25.vcd" then coach coachcoaches foo:0 .5 //Girl, you should have stayed at home. (to self) scene "scenes/Producer/GoingToDie26.vcd" then coach coachcoaches foo:0 .5 //You have got to be kidding me. scene "scenes/Producer/GoingToDie27.vcd" odds 5 then coach coachcoaches foo:0 .5 //I got a plan, let's kill all the zombies. Sound good? } Rule GoingToDieCoachCoachProducer { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotComplainBlock IsCoachNear200 ChanceToFire30Percent IsWorldTalkProducer ApplyContext "IsComplain:1:25" Response GoingToDieCoachCoachProducer } Response PlayerAlertGiveItemStopProducer { scene "scenes/Producer/AlertGiveItemStop01.vcd" //Wait, I have something for you. scene "scenes/Producer/AlertGiveItemStop02.vcd" //STOP, take this. scene "scenes/Producer/AlertGiveItemStop03.vcd" //Can you stop for a sec? I got something for you. } Rule PlayerAlertGiveItemStopProducer { criteria ConceptAlertGiveItemStop IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidAlertGiveItemStopProducer IsWorldTalkProducer ApplyContext "SaidAlertGiveItemStopProducer:1:10" Response PlayerAlertGiveItemStopProducer } Response PlayerAlertGiveItemStopAnFirstAidProducer { scene "scenes/Producer/Blank.vcd" then subject AlertGiveItemStop foo:0 0 //Blank } Rule PlayerAlertGiveItemStopAnFirstAidProducer { criteria ConceptAlertGiveItemStopFirstAidA IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidAlertGiveItemStopFirstAidProducer NoHasFirstAidKit IsWorldTalkProducer Response PlayerAlertGiveItemStopAnFirstAidProducer } Response PlayerAlertGiveItemStopC1Producer { scene "scenes/Producer/AlertGiveItemStopC101.vcd" //Hey! Hey, uh, you! I got something for you. } Rule PlayerAlertGiveItemStopC1Producer { criteria ConceptAlertGiveItemStop IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidAlertGiveItemStopProducer IsCampaignl4d2_1 IsWorldTalkProducer ismap_c1m1_hotelC1 NoKnowNames ApplyContext "SaidAlertGiveItemStopProducer:1:10" Response PlayerAlertGiveItemStopC1Producer } Response PlayerAlertGiveItemStopQnFirstAidProducer { scene "scenes/Producer/Blank.vcd" then subject AlertGiveItemStopFirstAidA foo:0 0 //Blank } Rule PlayerAlertGiveItemStopQnFirstAidProducer { criteria ConceptBashWithItem IsNotCoughing IsProducer IsTalk IsTalkProducer IsItemFirstAidKit IsNotSaidAlertGiveItemStopFirstAidProducer IsWorldTalkProducer ApplyContext "SaidAlertGiveItemStopFirstAidProducer:1:10" Response PlayerAlertGiveItemStopQnFirstAidProducer } Response PlayerCoachPouncedProducer { scene "scenes/Producer/HunterCoachPounced01.vcd" predelay ".5,1" //Hunter's got Coach! scene "scenes/Producer/HunterCoachPounced02.vcd" predelay ".5,1" //Hunter on Coach! } Rule PlayerCoachPouncedProducer { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsCoach IsNotSaidCoachPounced IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "CoachPounced:1:60" applycontexttoworld Response PlayerCoachPouncedProducer } Response PlayerCoachPouncedC1Producer { scene "scenes/Producer/HunterPouncedC107.vcd" predelay ".5,1" //Get that thing off him! } Rule PlayerCoachPouncedC1Producer { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsCoach IsNotSaidCoachPounced IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "CoachPounced:1:60" applycontexttoworld Response PlayerCoachPouncedC1Producer } Response PlayerEatPillsProducer { scene "scenes/Producer/PainRelieftPills01.vcd" //That's better! scene "scenes/Producer/PainRelieftPills02.vcd" //Yeah, that'll help. scene "scenes/Producer/PainRelieftPills04.vcd" //Oh yeah! scene "scenes/Producer/PainRelieftPills05.vcd" //Better! } Rule PlayerEatPillsProducer { criteria ConceptEatPills IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerEatPillsProducer } Response PlayerGamblerPouncedProducer { scene "scenes/Producer/HunterNickPounced01.vcd" predelay ".5,1" //Hunter's got Nick! scene "scenes/Producer/HunterNickPounced02.vcd" predelay ".5,1" //Hunter's on Nick! } Rule PlayerGamblerPouncedProducer { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsGambler IsNotSaidGamblerPounced IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "GamblerPounced:1:60" applycontexttoworld Response PlayerGamblerPouncedProducer } Response PlayerGamblerPouncedC1Producer { scene "scenes/Producer/HunterPouncedC107.vcd" predelay ".5,1" //Get that thing off him! } Rule PlayerGamblerPouncedC1Producer { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsGambler IsNotSaidGamblerPounced IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "GamblerPounced:1:60" applycontexttoworld Response PlayerGamblerPouncedC1Producer } Response PlayerGetInsideCheckPointProducer { scene "scenes/Producer/StayTogetherInside01.vcd" then any StayTogetherInsideReponse foo:0 -1.498 //Get your asses inside. scene "scenes/Producer/StayTogetherInside02.vcd" then any StayTogetherInsideReponse foo:0 -2.430 //What in the hell are you doing out there? Get inside! scene "scenes/Producer/StayTogetherInside03.vcd" then any StayTogetherInsideReponse foo:0 -0.914 //Get inside! scene "scenes/Producer/StayTogetherInside04.vcd" then any StayTogetherInsideReponse foo:0 -0.994 //Everyone inside! scene "scenes/Producer/StayTogetherInside05.vcd" then any StayTogetherInsideReponse foo:0 -1.122 //Everyone, in here! } Rule PlayerGetInsideCheckPointProducer { criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsProducer IsInSafeSpot IsTalk IsTalkProducer SomeoneOutsideSafeSpot IsWorldTalkProducer Response PlayerGetInsideCheckPointProducer } Response PlayerGrabbedByJockeyProducer { scene "scenes/Producer/GrabbedByJockey01.vcd" //GET THIS THING OFF ME!!! scene "scenes/Producer/GrabbedByJockey02.vcd" //I CAN"T SEE! THIS THING IS ON ME!! scene "scenes/Producer/GrabbedByJockey03.vcd" //HELP!! scene "scenes/Producer/GrabbedByJockey04.vcd" //GET THIS THING OFF MY HEAD!!! scene "scenes/Producer/GrabbedByJockey05.vcd" //AGH! LET GO! LET GO! LET GO! scene "scenes/Producer/GrabbedByJockey06.vcd" //LET GO! LET GO! LET GO! scene "scenes/Producer/GrabbedByJockey07.vcd" //IT'S ON MY FACE! scene "scenes/Producer/GrabbedByJockey08.vcd" //OH! IT'S, IT'S ON MY FACE! scene "scenes/Producer/HurtCritical03.vcd" //[pain noise - loud major pain] scene "scenes/Producer/HurtMajor02.vcd" //[pain noise - ahh] scene "scenes/Producer/HurtMajor03.vcd" //[pain noise - oy] scene "scenes/Producer/ScreamWhilePounced02.vcd" //GET IT OFF! scene "scenes/Producer/ScreamWhilePounced03a.vcd" //GET OFF! scene "scenes/Producer/ScreamWhilePounced04b.vcd" //GET OFF! GET OFF! } Rule PlayerGrabbedByJockeyProducer { criteria ConceptSurvivorJockeyed IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidBeenJockeyedProducer IsWorldTalkProducer ApplyContext "SaidBeenJockeyedProducer:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyProducer } Response PlayerGrabbedByJockeyC1Producer { scene "scenes/Producer/GrabbedByJockey01.vcd" //GET THIS THING OFF ME!!! scene "scenes/Producer/GrabbedByJockey02.vcd" //I CAN"T SEE! THIS THING IS ON ME!! scene "scenes/Producer/GrabbedByJockey04.vcd" //GET THIS THING OFF MY HEAD!!! scene "scenes/Producer/GrabbedByJockey08.vcd" //OH! IT'S, IT'S ON MY FACE! } Rule PlayerGrabbedByJockeyC1Producer { criteria ConceptSurvivorJockeyed IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidBeenJockeyedProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidBeenJockeyedProducer:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyC1Producer } Response PlayerGrenadeMolotovProducer { scene "scenes/Producer/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.119 //Throwing a Molotov. scene "scenes/Producer/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.392 //MOLOTOV COMING! scene "scenes/Producer/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.870 //FIRE COMING! } Rule PlayerGrenadeMolotovProducer { criteria ConceptThrewGrenade IsNotCoughing IsProducer IsTalk IsTalkProducer IsGrenadeMolotv IsWorldTalkProducer Response PlayerGrenadeMolotovProducer } Response PlayerGrenadePipeBombProducer { scene "scenes/Producer/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.642 //GRENADE! scene "scenes/Producer/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.197 //Throwing a pipe bomb. scene "scenes/Producer/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.996 //PIPE BOMB OUT! scene "scenes/Producer/Grenade07.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.712 //GRENADE! } Rule PlayerGrenadePipeBombProducer { criteria ConceptThrewGrenade IsNotCoughing IsProducer IsTalk IsTalkProducer IsGrenadePipeBomb IsWorldTalkProducer Response PlayerGrenadePipeBombProducer } Response PlayerGrenadeVomitJarProducer { scene "scenes/Producer/BoomerJar07.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.702 //Heads up! Bile incoming! scene "scenes/Producer/BoomerJar08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.165 //Bile incoming! scene "scenes/Producer/BoomerJar09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.530 //Here comes somer boomer bile! } Rule PlayerGrenadeVomitJarProducer { criteria ConceptThrewGrenade IsNotCoughing IsProducer IsTalk IsTalkProducer IsGrenadeVomitJar IsWorldTalkProducer Response PlayerGrenadeVomitJarProducer } Response PlayerGrenadeVomitJarC1Producer { scene "scenes/Producer/BoomerJar07.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.702 //Heads up! Bile incoming! } Rule PlayerGrenadeVomitJarC1Producer { criteria ConceptThrewGrenade IsNotCoughing IsProducer IsTalk IsTalkProducer IsGrenadeVomitJar IsWorldTalkProducer ismap_c1m1_hotelC1 Response PlayerGrenadeVomitJarC1Producer } Response PlayerIncapacitatedInitialProducer { scene "scenes/Producer/IncapacitatedInitial01.vcd" //I'm down! scene "scenes/Producer/IncapacitatedInitial02.vcd" //Boys, I'm down! scene "scenes/Producer/IncapacitatedInitial03.vcd" //Shit, I'm down. scene "scenes/Producer/IncapacitatedInitial04.vcd" //Ah, I'm down! } Rule PlayerIncapacitatedInitialProducer { criteria ConceptPlayerIncapacitated IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "TalkProducer:1:2" Response PlayerIncapacitatedInitialProducer } Response PlayerKillConfirmationProducer { scene "scenes/Producer/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 -0.465 //Got it! scene "scenes/Producer/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 -0.976 //Taken care of. scene "scenes/Producer/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 -0.940 //That was mine. scene "scenes/Producer/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 -0.630 //Dead. scene "scenes/Producer/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 -0.730 //Got 'em. scene "scenes/Producer/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 -1.380 //Got 'em. scene "scenes/Producer/KillConfirmation07.vcd" then Any PlayerNiceShot foo:0 -0.886 //Kicked it. scene "scenes/Producer/KillConfirmation08.vcd" then Any PlayerNiceShot foo:0 -0.931 //Kicked it's ass. } Rule PlayerKillConfirmationProducer { criteria ConceptKilledZombie IsNotCoughing IsProducer IsTalk IsTalkProducer IsSubjectFar300 ChanceToFire40Percent IsWorldTalkProducer Response PlayerKillConfirmationProducer } Response PlayerMechanicPouncedProducer { scene "scenes/Producer/HunterEllisPounced01.vcd" predelay ".5,1" //Hunter's got Ellis! scene "scenes/Producer/HunterEllisPounced02.vcd" predelay ".5,1" //Hunter on Ellis! } Rule PlayerMechanicPouncedProducer { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsMechanic IsNotSaidMechanicPounced IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "MechanicPounced:1:60" applycontexttoworld Response PlayerMechanicPouncedProducer } Response PlayerMechanicPouncedC1Producer { scene "scenes/Producer/HunterPouncedC106.vcd" predelay ".5,1" //That thing's on him! scene "scenes/Producer/HunterPouncedC107.vcd" predelay ".5,1" //Get that thing off him! } Rule PlayerMechanicPouncedC1Producer { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsMechanic IsNotSaidMechanicPounced IsProducer IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "MechanicPounced:1:60" applycontexttoworld Response PlayerMechanicPouncedC1Producer } Response PlayerRevivedByDefibrillatorProducer { scene "scenes/Producer/Defibrillator16.vcd" //[being shocked] scene "scenes/Producer/Defibrillator17.vcd" //Whoa… scene "scenes/Producer/Defibrillator18.vcd" //[gasp for breath] } Rule PlayerRevivedByDefibrillatorProducer { criteria ConceptRevivedByDefibrillator IsNotCoughing IsProducer ApplyContext "TalkProducer:1:3" applycontexttoworld Response PlayerRevivedByDefibrillatorProducer } Response PlayerRevivedByDefibrillator2Producer { scene "scenes/Producer/Defibrillator13.vcd" predelay ".5,1.5" //So that's what being dead feels like. scene "scenes/Producer/Defibrillator14.vcd" predelay ".5,1.5" //I do believe I owe you one. scene "scenes/Producer/Defibrillator15.vcd" predelay ".5,1.5" //Aggghthat frigging HURTS! } Rule PlayerRevivedByDefibrillator2Producer { criteria ConceptRevivedByDefibrillatorDelayed IsProducer ApplyContext "TalkProducer:1:3" applycontexttoworld Response PlayerRevivedByDefibrillator2Producer } Response PlayerStayTogetherInsideProducer { scene "scenes/Producer/StayTogetherInside01.vcd" //Get your asses inside. scene "scenes/Producer/StayTogetherInside02.vcd" //What in the hell are you doing out there? Get inside! scene "scenes/Producer/StayTogetherInside03.vcd" //Get inside! scene "scenes/Producer/StayTogetherInside04.vcd" //Everyone inside! scene "scenes/Producer/StayTogetherInside05.vcd" //Everyone, in here! } Rule PlayerStayTogetherInsideProducer { criteria ConceptPlayerStayTogether IsNotCoughing IsProducer IsInSafeSpot IsTalk IsTalkProducer SomeoneOutsideSafeSpot IsWorldTalkProducer Response PlayerStayTogetherInsideProducer } Response PlayerSuggestHealthCoachProducer { scene "scenes/Producer/SuggestHealth05.vcd" //We should heal. scene "scenes/Producer/SuggestHealth08.vcd" //We should heal. scene "scenes/Producer/SuggestHealthCoach01.vcd" //Hey old man, heal up. scene "scenes/Producer/SuggestHealthCoach02.vcd" //Hey coach, you should use that health kit. scene "scenes/Producer/SuggestHealthCoach03.vcd" //Time to heal up coach. } Rule PlayerSuggestHealthCoachProducer { criteria ConceptPlayerSuggestHealthCoach IsProducer IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkProducer NotInCombat IsWorldTalkProducer ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthCoachProducer } Response PlayerSuggestHealthGamblerProducer { scene "scenes/Producer/SuggestHealth06.vcd" //Heal if you need to! scene "scenes/Producer/SuggestHealthNick01.vcd" //Nick, you might want to heal now. scene "scenes/Producer/SuggestHealthNick02.vcd" //Smoke 'em if you got 'em Nick. scene "scenes/Producer/SuggestHealthNick03.vcd" //Nick, you might want to heal now. scene "scenes/Producer/SuggestHealthNick04.vcd" //Nick. Healing time. } Rule PlayerSuggestHealthGamblerProducer { criteria ConceptPlayerSuggestHealthGambler IsProducer IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkProducer NotInCombat IsWorldTalkProducer ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthGamblerProducer } Response PlayerSuggestHealthMechanicProducer { scene "scenes/Producer/SuggestHealth02.vcd" //You should heal up. scene "scenes/Producer/SuggestHealth04.vcd" //Heal up! scene "scenes/Producer/SuggestHealth07.vcd" //Heal up! scene "scenes/Producer/SuggestHealthEllis01.vcd" //Ellis baby, time to heal up. scene "scenes/Producer/SuggestHealthEllis02.vcd" //Ellis honey, you should use your first aid. scene "scenes/Producer/SuggestHealthEllis03.vcd" //Ellis, come on heal up already. } Rule PlayerSuggestHealthMechanicProducer { criteria ConceptPlayerSuggestHealthMechanic IsProducer IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkProducer NotInCombat IsWorldTalkProducer ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthMechanicProducer } Response PlayerTransitionProducer { scene "scenes/Producer/Hurrah05.vcd" //Alright, this party is over. scene "scenes/Producer/Hurrah07.vcd" //Shit, we re all right! scene "scenes/Producer/Hurrah10.vcd" //Oh yeah, oh yeah, oh yeah. scene "scenes/Producer/Taunt02.vcd" //Oh hell yes! } Rule PlayerTransitionProducer { criteria ConceptPlayerTransition IsNotCoughing IsProducer IsNotSaidPlayerTransition IsTalk IsTalkProducer IsWorldTalkProducer IsEveryoneAlive ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionProducer } Response PlayerTransitionCloseProducer { scene "scenes/Producer/TransitionClose01.vcd" //Woah, that was close! scene "scenes/Producer/TransitionClose02.vcd" //Okay, that was a little too close. scene "scenes/Producer/TransitionClose03.vcd" //Did we all make it, OH YES WE DID! scene "scenes/Producer/TransitionClose04.vcd" //Woah, that was close! scene "scenes/Producer/TransitionClose05.vcd" //That was close. scene "scenes/Producer/TransitionClose06.vcd" //Live and in the flesh! scene "scenes/Producer/TransitionClose07.vcd" //All bark, no bite! scene "scenes/Producer/TransitionClose08.vcd" //We made it uh huh. We made it oh yeah (sung) scene "scenes/Producer/TransitionClose10.vcd" //Whoa, that's about as close as I like to cut it… scene "scenes/Producer/TransitionClose11.vcd" //We're going to have to do better. scene "scenes/Producer/TransitionClose12.vcd" //We almost didn't make it… scene "scenes/Producer/TransitionClose13.vcd" //I KNOW we can do better than that. scene "scenes/Producer/TransitionClose15.vcd" //What happened to us? } Rule PlayerTransitionCloseProducer { criteria ConceptPlayerTransition IsNotCoughing IsProducer IsNotSaidPlayerTransition IsTalk IsTalkProducer IsWorldTalkProducer IsCloseTransition ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCloseProducer } Response PlayerUsingDefibrillatorProducer { scene "scenes/Producer/Defibrillator07.vcd" //Clear! scene "scenes/Producer/Defibrillator08.vcd" //Come on! scene "scenes/Producer/Defibrillator10.vcd" //Come on DAMNIT WORK! scene "scenes/Producer/Defibrillator11.vcd" //Please work. Please, please work } Rule PlayerUsingDefibrillatorProducer { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerUsingDefibrillatorProducer } Response PlayerWarnHeardBoomerProducer { scene "scenes/Producer/HeardBoomer01.vcd" //Careful I can hear a boomer. scene "scenes/Producer/HeardBoomer02.vcd" //Boomer's around. scene "scenes/Producer/HeardBoomer03.vcd" //Careful I hear a boomer. } Rule PlayerWarnHeardBoomerProducer { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsProducer IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerProducer } Response PlayerWarnHeardBoomerC1Producer { scene "scenes/Producer/HeardSpecialC101.vcd" //That doesn't sound right. scene "scenes/Producer/HeardSpecialC102.vcd" //Okay, that doesn't sound right. scene "scenes/Producer/HeardSpecialC103.vcd" //I don't like the sound of that. scene "scenes/Producer/HeardSpecialC104.vcd" //Oh what the hell is that!? scene "scenes/Producer/HeardSpecialC105.vcd" //There were reports of stuff worse than zombies. scene "scenes/Producer/HeardSpecialC106.vcd" //You hear that? Some of these things mutated. } Rule PlayerWarnHeardBoomerC1Producer { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsProducer IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerC1Producer } Response PlayerWarnHeardChargerProducer { scene "scenes/Producer/HeardCharger01.vcd" //Careful there's a charger around. scene "scenes/Producer/HeardCharger02.vcd" //I hear a charger. scene "scenes/Producer/HeardCharger03.vcd" //Watch out, charger! scene "scenes/Producer/HeardCharger04.vcd" //Watch out, charger! scene "scenes/Producer/HeardCharger05.vcd" //Careful there's a charger around. } Rule PlayerWarnHeardChargerProducer { criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsProducer IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardChargerProducer } Response PlayerWarnHeardChargerC1Producer { scene "scenes/Producer/HeardSpecialC101.vcd" //That doesn't sound right. scene "scenes/Producer/HeardSpecialC102.vcd" //Okay, that doesn't sound right. scene "scenes/Producer/HeardSpecialC103.vcd" //I don't like the sound of that. scene "scenes/Producer/HeardSpecialC104.vcd" //Oh what the hell is that!? scene "scenes/Producer/HeardSpecialC105.vcd" //There were reports of stuff worse than zombies. scene "scenes/Producer/HeardSpecialC106.vcd" //You hear that? Some of these things mutated. } Rule PlayerWarnHeardChargerC1Producer { criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsProducer IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardChargerC1Producer } Response PlayerWarnHeardHunterProducer { scene "scenes/Producer/HeardHunter01.vcd" //I hear a Hunter. scene "scenes/Producer/HeardHunter02.vcd" //Careful, a Hunter's around. scene "scenes/Producer/HeardHunter03.vcd" //Oaohhh, hunter. (disgusted) scene "scenes/Producer/HeardHunter04.vcd" //There's a Hunter out there. scene "scenes/Producer/HeardHunter05.vcd" //A hunter's around, don't get pounced. scene "scenes/Producer/HeardHunter06.vcd" //I hear a Hunter. } Rule PlayerWarnHeardHunterProducer { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsProducer IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterProducer } Response PlayerWarnHeardHunterC1Producer { scene "scenes/Producer/HeardSpecialC101.vcd" //That doesn't sound right. scene "scenes/Producer/HeardSpecialC102.vcd" //Okay, that doesn't sound right. scene "scenes/Producer/HeardSpecialC103.vcd" //I don't like the sound of that. scene "scenes/Producer/HeardSpecialC104.vcd" //Oh what the hell is that!? scene "scenes/Producer/HeardSpecialC105.vcd" //There were reports of stuff worse than zombies. scene "scenes/Producer/HeardSpecialC106.vcd" //You hear that? Some of these things mutated. } Rule PlayerWarnHeardHunterC1Producer { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsProducer IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterC1Producer } Response PlayerWarnHeardJockeyProducer { scene "scenes/Producer/HeardJockey01.vcd" //I hear a jockey. scene "scenes/Producer/HeardJockey02.vcd" //Oh shit, I hear a jockey. scene "scenes/Producer/HeardJockey03.vcd" //I hear one of those little things. scene "scenes/Producer/HeardJockey04.vcd" //Jockey around. } Rule PlayerWarnHeardJockeyProducer { criteria ConceptPlayerWarnHearZombie IsJockeyClass IsNotCoughing IsProducer IsNotWarnHeardJockey NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "WarnHeardJockey:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardJockeyProducer } Response PlayerWarnHeardJockeyC1Producer { scene "scenes/Producer/HeardJockeyC101.vcd" //Uh oh, I hear one of those, what do you call it? A jockey? } Rule PlayerWarnHeardJockeyC1Producer { criteria ConceptPlayerWarnHearZombie IsJockeyClass IsNotCoughing IsProducer IsNotWarnHeardJockey NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsCampaignl4d2_1 IsWorldTalkProducer C1M1orC1M2 ApplyContext "WarnHeardJockey:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardJockeyC1Producer } Response PlayerWarnHeardSmokerProducer { scene "scenes/Producer/HeardSmoker01.vcd" //There's a Smoker around here. scene "scenes/Producer/HeardSmoker02.vcd" //Careful, Smoker. scene "scenes/Producer/HeardSmoker03.vcd" //I hear a smoker. scene "scenes/Producer/HeardSmoker04.vcd" //Oh lord, not another smoker. scene "scenes/Producer/HeardSmoker05.vcd" //Careful, Smoker. } Rule PlayerWarnHeardSmokerProducer { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsProducer IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerProducer } Response PlayerWarnHeardSmokerC1Producer { scene "scenes/Producer/HeardSpecialC101.vcd" //That doesn't sound right. scene "scenes/Producer/HeardSpecialC102.vcd" //Okay, that doesn't sound right. scene "scenes/Producer/HeardSpecialC103.vcd" //I don't like the sound of that. scene "scenes/Producer/HeardSpecialC104.vcd" //Oh what the hell is that!? scene "scenes/Producer/HeardSpecialC105.vcd" //There were reports of stuff worse than zombies. scene "scenes/Producer/HeardSpecialC106.vcd" //You hear that? Some of these things mutated. } Rule PlayerWarnHeardSmokerC1Producer { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsProducer IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerC1Producer } Response PlayerWarnHeardSpitterProducer { scene "scenes/Producer/HeardSpitter01.vcd" //Spitter around. scene "scenes/Producer/HeardSpitter02.vcd" //I hear a spitter. scene "scenes/Producer/HeardSpitter03.vcd" //I hear one of those spitter things. scene "scenes/Producer/HeardSpitter04.vcd" //Spitter around. scene "scenes/Producer/HeardSpitter05.vcd" //I hear a spitter. scene "scenes/Producer/HeardSpitter06.vcd" //I hear one of those spitting things. } Rule PlayerWarnHeardSpitterProducer { criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsProducer IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSpitterProducer } Response PlayerWarnHeardSpitterC1Producer { scene "scenes/Producer/HeardSpecialC101.vcd" //That doesn't sound right. scene "scenes/Producer/HeardSpecialC102.vcd" //Okay, that doesn't sound right. scene "scenes/Producer/HeardSpecialC103.vcd" //I don't like the sound of that. scene "scenes/Producer/HeardSpecialC104.vcd" //Oh what the hell is that!? scene "scenes/Producer/HeardSpecialC105.vcd" //There were reports of stuff worse than zombies. scene "scenes/Producer/HeardSpecialC106.vcd" //You hear that? Some of these things mutated. } Rule PlayerWarnHeardSpitterC1Producer { criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsProducer IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer C1M1orC1M2 ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSpitterC1Producer } Response PlayerWarnHeardWitchProducer { scene "scenes/Producer/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 -1.093 //That sounds like a Witch. scene "scenes/Producer/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 -1.542 //I hear a witch crying. scene "scenes/Producer/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 -2.327 //I'm gonna give that witch something to cry about. scene "scenes/Producer/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 -1.363 //Listen up, a witch! } Rule PlayerWarnHeardWitchProducer { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsProducer IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchProducer } Response PlayerWarnHeardWitchC1Producer { scene "scenes/Producer/HeardWitchC101.vcd" then Self PlayerKillThatLight foo:0 -2.238 //She doesn't sound happy. scene "scenes/Producer/HeardWitchC102.vcd" then Self PlayerKillThatLight foo:0 -2.020 //What the hell's with that crying? scene "scenes/Producer/HeardWitchC103.vcd" then Self PlayerKillThatLight foo:0 -2.366 //We should steer clear of her. } Rule PlayerWarnHeardWitchC1Producer { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsProducer IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkProducer IsCampaignl4d2_1 IsWorldTalkProducer C1M1orC1M2 ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchC1Producer } Response PlayerWarnMegaMobProducer { scene "scenes/Producer/Incoming01.vcd" predelay "2.5,3.5" //They're coming! scene "scenes/Producer/Incoming02.vcd" predelay "2.5,3.5" //Get ready! scene "scenes/Producer/Incoming07.vcd" predelay "2.5,3.5" //Incoming! } Rule PlayerWarnMegaMobProducer { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsProducer IsNotWarnMegaMob IsTalk IsTalkProducer IsNotSpeaking IsWorldTalkProducer ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobProducer } Response PlayerWarnMegaMobC501Producer { scene "scenes/Producer/Incoming01.vcd" predelay "2.5,3.5" //They're coming! scene "scenes/Producer/Incoming02.vcd" predelay "2.5,3.5" //Get ready! scene "scenes/Producer/Incoming07.vcd" predelay "2.5,3.5" //Incoming! } Rule PlayerWarnMegaMobC501Producer { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsProducer IsNotWarnMegaMob IsTalk IsTalkProducer IsNotSpeaking ismap_c5m1_waterfront IsWorldTalkProducer IsNotScavenge ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,ShotCar0501:1:0" applycontexttoworld Response PlayerWarnMegaMobC501Producer } Response PlayerWarnWitchAngryProducer { scene "scenes/Producer/WitchGettingAngry01.vcd" //Ummm guys, that witch is getting mad. scene "scenes/Producer/WitchGettingAngry02.vcd" //Who's pissing off the witch? scene "scenes/Producer/WitchGettingAngry03.vcd" //Leave that witch alone! scene "scenes/Producer/WitchGettingAngry04.vcd" //Get away from the witch. scene "scenes/Producer/WitchGettingAngry05.vcd" //Leave that witch alone! } Rule PlayerWarnWitchAngryProducer { criteria ConceptWitchGettingAngry IsNotCoughing IsProducer IsNotWarnAngryWitch IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnWitchAngryProducer } Response PlayerWorldIntroC31BlankProducer { scene "scenes/Producer/Blank.vcd" then any WorldIntroC31 foo:0 5 //Blank } Rule PlayerWorldIntroC31BlankProducer { criteria ConceptintroC3M1 IsNotCoughing IsProducer IsTalk ismap_c3m1_plankcountry AutoIsNotScavenge AutoIsNotSurvival Response PlayerWorldIntroC31BlankProducer } Response PlayerWorldIntroC51Producer { scene "scenes/Producer/Blank.vcd" then orator C5M1_intro001 foo:0 0.01 //Blank } Rule PlayerWorldIntroC51Producer { criteria ConceptWorldIntroC51 IsNotCoughing IsProducer IsNotSaidWorldIntroC51 IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidWorldIntroC51:1:0,_auto_TurnOffJoinLast:1:0" applycontexttoworld Response PlayerWorldIntroC51Producer } Response SurvivorCaughtVomitProducer { scene "scenes/Producer/BoomerReaction01.vcd" //Damn it, I just washed this! scene "scenes/Producer/BoomerReaction02.vcd" //Oh god! scene "scenes/Producer/BoomerReaction03.vcd" //*Ahhh ugh! Jesus! Eww ugh! scene "scenes/Producer/BoomerReaction04.vcd" //Oh bleh, shit! scene "scenes/Producer/BoomerReaction05.vcd" //Oh, ugh! Oh, not again! } Rule SurvivorCaughtVomitProducer { criteria ConceptPlayerVomitInFace IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorCaughtVomitProducer } Response SurvivorchargerpoundProducer { scene "scenes/Producer/GrabbedByCharger01.vcd" //Charger's got me! scene "scenes/Producer/GrabbedByCharger02.vcd" //This thing's crushing me! scene "scenes/Producer/GrabbedByCharger03.vcd" //I'm gettin' my ass beat! scene "scenes/Producer/GrabbedByCharger04.vcd" //Shoot it! Shoot it! scene "scenes/Producer/GrabbedByCharger05.vcd" //You gotta shoot this thing! scene "scenes/Producer/GrabbedByCharger06.vcd" //Shoot it! Shoot it! Shoot this thing! scene "scenes/Producer/GrabbedByCharger07.vcd" //Don't bash, shoot! scene "scenes/Producer/GrabbedByCharger08.vcd" //It's killing me! Shoot it! scene "scenes/Producer/GrabbedByCharger09.vcd" //I ain't playin' with this thing, HELP! } Rule SurvivorchargerpoundProducer { criteria Conceptchargerpound IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidchargerpound IsWorldTalkProducer ApplyContext "Saidchargerpound:1:5,TalkProducer:1:5" Response SurvivorchargerpoundProducer } Response SurvivorCoughingProducer { scene "scenes/Producer/Cough01.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough02.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough03.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough04.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough05.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough06.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough07.vcd" //[Coughing from smoke] } Rule SurvivorCoughingProducer { criteria ConceptSurvivorCoughing IsCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorCoughingProducer } Response SurvivorCoughingDeathProducer { scene "scenes/Producer/Cough01.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough02.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough03.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough04.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough05.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough06.vcd" //[Coughing from smoke] scene "scenes/Producer/Cough07.vcd" //[Coughing from smoke] } Rule SurvivorCoughingDeathProducer { criteria ConceptPlayerDeath IsCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorCoughingDeathProducer } Response SurvivorDeathProducer { scene "scenes/Producer/DeathScream01.vcd" //[Short quick death scream] scene "scenes/Producer/DeathScream02.vcd" //[Loud painful death scream] } Rule SurvivorDeathProducer { criteria ConceptPlayerDeath IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorDeathProducer } Response SurvivorGooedBySpitterProducer { scene "scenes/Producer/GooedBySpitter01.vcd" //Ahhhh! What is this shit? scene "scenes/Producer/GooedBySpitter02.vcd" //Get out of this goo. scene "scenes/Producer/GooedBySpitter03.vcd" //Get out of the goo. scene "scenes/Producer/GooedBySpitter04.vcd" //Damn this stuff hurts. scene "scenes/Producer/GooedBySpitter05.vcd" //Ow! Move! } Rule SurvivorGooedBySpitterProducer { criteria ConceptGooedBySpitter IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidGooedBySpitter IsWorldTalkProducer ApplyContext "SaidGooedBySpitter:1:20,TalkProducer:1:3" Response SurvivorGooedBySpitterProducer } Response SurvivorGooedBySpitterC1Producer { scene "scenes/Producer/GooedBySpitterC101.vcd" //Oh Jesus, this zombie spits burning shit! scene "scenes/Producer/GooedBySpitterC102.vcd" //BURNING SHIT! scene "scenes/Producer/GooedBySpitterC103.vcd" //Don't step in this shit! } Rule SurvivorGooedBySpitterC1Producer { criteria ConceptGooedBySpitter IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidGooedBySpitter IsCampaignl4d2_1 IsWorldTalkProducer C1M1orC1M2 ApplyContext "SaidGooedBySpitter:1:20,TalkProducer:1:3" Response SurvivorGooedBySpitterC1Producer } Response SurvivorGrabbedByTongueProducer { scene "scenes/Producer/GrabbedBySmoker01.vcd" //SMOKER'S GOT ME!! scene "scenes/Producer/GrabbedBySmoker02.vcd" //no, No, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/Producer/GrabbedBySmoker02a.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker02b.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker02c.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker02d.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker02e.vcd" //NO! scene "scenes/Producer/GrabbedBySmoker03.vcd" //no, No, No, NO, NO!!!!!!!! scene "scenes/Producer/GrabbedBySmoker03a.vcd" //No, No... scene "scenes/Producer/GrabbedBySmoker03b.vcd" //NO, NO!!!!!!!! scene "scenes/Producer/GrabbedBySmoker04.vcd" //no, No, No, NO!!!!!!!! } Rule SurvivorGrabbedByTongueProducer { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorGrabbedByTongueProducer } Response SurvivorGrabbedByTongueC1Producer { scene "scenes/Producer/GrabbedBySmokerC101.vcd" //What the hell?!?! scene "scenes/Producer/GrabbedBySmokerC102.vcd" //Something grabbed me! scene "scenes/Producer/GrabbedBySmokerC103.vcd" //I'm gettin' pulled! scene "scenes/Producer/GrabbedBySmokerC104.vcd" //OH shit! What the hell is going on?!?! } Rule SurvivorGrabbedByTongueC1Producer { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsProducer IsTalk IsTalkProducer IsCampaignl4d2_1 IsWorldTalkProducer C1M1orC1M2 Response SurvivorGrabbedByTongueC1Producer } Response SurvivorNearCheckpoinC3M1tProducer { scene "scenes/Producer/WorldC3M161.vcd" //To the drainage pipe! scene "scenes/Producer/WorldC3M162.vcd" //Safehouse in the drainage ditch! } Rule SurvivorNearCheckpoinC3M1tProducer { criteria ConceptPlayerNearCheckpoint IsNotCoughing IsProducer IsNotSaidSafeSpotAhead NotInCombat IsNotInCheckpoint IsTalk IsTalkProducer ismap_c3m1_plankcountry IsWorldTalkProducer ApplyContext "SaidSafeSpotAhead:1:90" applycontexttoworld Response SurvivorNearCheckpoinC3M1tProducer } Response SurvivorPouncedByHunterProducer { scene "scenes/Producer/ScreamWhilePounced01.vcd" //GET IT OFF ME! scene "scenes/Producer/ScreamWhilePounced01a.vcd" //OFF OF ME! scene "scenes/Producer/ScreamWhilePounced02.vcd" //GET IT OFF! GET IT OFF ME! scene "scenes/Producer/ScreamWhilePounced02a.vcd" //Agh! scene "scenes/Producer/ScreamWhilePounced02b.vcd" //GET IT OFF OF ME! scene "scenes/Producer/ScreamWhilePounced03.vcd" //GET OFF! GET OFF! GET OFF! GET OFF! scene "scenes/Producer/ScreamWhilePounced03a.vcd" //GET OFF! scene "scenes/Producer/ScreamWhilePounced03b.vcd" //GET OFF! GET OFF! scene "scenes/Producer/ScreamWhilePounced03c.vcd" //GET OFF! scene "scenes/Producer/ScreamWhilePounced04.vcd" //AHH, GET IT... GET OFF! GET OFF! GET OFF! scene "scenes/Producer/ScreamWhilePounced04a.vcd" //GET IT... GET OFF! scene "scenes/Producer/ScreamWhilePounced04b.vcd" //GET OFF! GET OFF! scene "scenes/Producer/ScreamWhilePounced05.vcd" //GET IT OFF ME! GET IT OFF ME! GET IT OFF ME! } Rule SurvivorPouncedByHunterProducer { criteria ConceptScreamWhilePounced IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorPouncedByHunterProducer } Response SurvivorTankPoundProducer { scene "scenes/Producer/TankPound01.vcd" //Oh, Jesus, sweet Jesus get this thing off me! scene "scenes/Producer/TankPound02.vcd" //Get him off me! Get him off me! scene "scenes/Producer/TankPound03.vcd" //Kill him! KILL HIM! KILL HIM! KILL HIM! KILL HIM! KILL HIM! OH GOD KILL HIM! scene "scenes/Producer/TankPound04.vcd" //Kill him! KILL HIM! scene "scenes/Producer/TankPound05.vcd" //Can't you see he is crushing me?!?! } Rule SurvivorTankPoundProducer { criteria ConceptPlayerGroundPoundedByTank IsProducer IsTalk IsTalkProducer IsWorldTalkProducer isNotmap_c1m2_streets ApplyContext "SaidTankWarn2:1:60" Response SurvivorTankPoundProducer } Response SurvivorVocalizeBackUpProducer { scene "scenes/Producer/BackUp01.vcd" //Back back back! scene "scenes/Producer/BackUp02.vcd" //Come on move, move back. scene "scenes/Producer/BackUp03.vcd" //Back it up! Back it up! scene "scenes/Producer/BackUp04.vcd" //Let's back it up! } Rule SurvivorVocalizeBackUpProducer { criteria ConceptPlayerBackUp IsProducer IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorVocalizeBackUpProducer } Response SurvivorVocalizeEmphaticGoProducer { scene "scenes/Producer/EmphaticGo01.vcd" //What are you doing? GO! scene "scenes/Producer/EmphaticGo02.vcd" //Come on, come on, let's move! scene "scenes/Producer/EmphaticGo03.vcd" //Come on, come on, let's move! scene "scenes/Producer/EmphaticGo04.vcd" //Well, go! scene "scenes/Producer/EmphaticGo05.vcd" //Go go go! scene "scenes/Producer/EmphaticGo06.vcd" //Go! scene "scenes/Producer/EmphaticGo07.vcd" //GO! } Rule SurvivorVocalizeEmphaticGoProducer { criteria ConceptPlayerEmphaticGo IsProducer IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorVocalizeEmphaticGoProducer } Response SurvivorVocalizeFollowMeProducer { scene "scenes/Producer/FollowMe01.vcd" //Hey, c'mon, this way! scene "scenes/Producer/FollowMe02.vcd" //Come on, this way! scene "scenes/Producer/FollowMe03.vcd" //This way! scene "scenes/Producer/FollowMe04.vcd" //Follow me this way. scene "scenes/Producer/FollowMe05.vcd" //Follow me. } Rule SurvivorVocalizeFollowMeProducer { criteria ConceptPlayerFollowMe IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorVocalizeFollowMeProducer } Response SurvivorVocalizeGoingToDieProducer { scene "scenes/Producer/GoingToDie01.vcd" //Okay this was a mistake. scene "scenes/Producer/GoingToDie02.vcd" //Okay, this seriously hurts. scene "scenes/Producer/GoingToDie03.vcd" //Okay, okay that one hurt. scene "scenes/Producer/GoingToDie04.vcd" odds 1 //Girl, you should have stayed with Jacob. (to self) scene "scenes/Producer/GoingToDie05.vcd" odds 5 //By the beard of Zeus this hurts! scene "scenes/Producer/GoingToDie06.vcd" //Son of a bee-sting. this hurts. scene "scenes/Producer/GoingToDie08.vcd" //This is not happening, This is not happening. This is not happening. (to self) scene "scenes/Producer/GoingToDie09.vcd" //Did this ever seem like a good idea? scene "scenes/Producer/GoingToDie10.vcd" //Knights of Columbus this hurts. scene "scenes/Producer/GoingToDie11.vcd" //I am too young to feel this old. scene "scenes/Producer/GoingToDie13.vcd" //This is not going well. scene "scenes/Producer/GoingToDie14.vcd" odds 5 //One of you fellas want to carry the cute girl? scene "scenes/Producer/GoingToDie15.vcd" //I think I really hurt something. scene "scenes/Producer/GoingToDie16.vcd" //Anyone else feel like crap right now? scene "scenes/Producer/GoingToDie17.vcd" //This is some grim shit we got ourselves into. scene "scenes/Producer/GoingToDie18.vcd" //This is some grim shit we got ourselves into. scene "scenes/Producer/GoingToDie20.vcd" //Something's got to break our way. scene "scenes/Producer/GoingToDie21.vcd" //So this is how it's going to be. scene "scenes/Producer/GoingToDie25.vcd" //Girl, you should have stayed at home. (to self) scene "scenes/Producer/GoingToDie26.vcd" //You have got to be kidding me. scene "scenes/Producer/GoingToDie27.vcd" odds 5 //I got a plan, let's kill all the zombies. Sound good? } Rule SurvivorVocalizeGoingToDieProducer { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotComplainBlock IsWorldTalkProducer ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDieProducer } Response SurvivorVocalizeGoingToDie3Producer { scene "scenes/Producer/GoingToDie301.vcd" //Tonight's top story, Rochelle isn't going to make it. scene "scenes/Producer/GoingToDie302.vcd" //In case anyone is wondering, I am about to die! scene "scenes/Producer/GoingToDie305.vcd" //I need to find some health. scene "scenes/Producer/GoingToDie306.vcd" //In case anyone is wondering, I am about to die! } Rule SurvivorVocalizeGoingToDie3Producer { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsProducer IsOnThirdStrike IsTalk IsTalkProducer IsNotComplainBlock IsWorldTalkProducer ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDie3Producer } Response SurvivorVocalizeLookOutProducer { scene "scenes/Producer/LookOut01.vcd" //Look out! scene "scenes/Producer/LookOut02.vcd" //Watch out! scene "scenes/Producer/LookOut03.vcd" //Heads up! } Rule SurvivorVocalizeLookOutProducer { criteria ConceptPlayerLookOut IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorVocalizeLookOutProducer } Response SurvivorVocalizeThisWayProducer { scene "scenes/Producer/FollowMe01.vcd" //Hey, c'mon, this way! scene "scenes/Producer/FollowMe02.vcd" //Come on, this way! scene "scenes/Producer/FollowMe03.vcd" //This way! scene "scenes/Producer/FollowMe04.vcd" //Follow me this way. scene "scenes/Producer/FollowMe05.vcd" //Follow me. } Rule SurvivorVocalizeThisWayProducer { criteria ConceptPlayerThisWay IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorVocalizeThisWayProducer } Response SurvivorVocalizeWaitHereProducer { scene "scenes/Producer/WaitHere01.vcd" //Wait here! scene "scenes/Producer/WaitHere02.vcd" //Okay, wait here! scene "scenes/Producer/WaitHere03.vcd" //Let's stop. scene "scenes/Producer/WaitHere04.vcd" //Break time. } Rule SurvivorVocalizeWaitHereProducer { criteria ConceptPlayerWaitHere IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response SurvivorVocalizeWaitHereProducer } Response SurvivorWarnSpitterIncomingProducer { scene "scenes/Producer/WarnSpitterIncoming01.vcd" //Incoming! scene "scenes/Producer/WarnSpitterIncoming02.vcd" //Goooooo!!!!!! scene "scenes/Producer/WarnSpitterIncoming03.vcd" //Heads up! Goo! scene "scenes/Producer/WarnSpitterIncoming04.vcd" //Heads up! Goo! scene "scenes/Producer/WarnSpitterIncoming05.vcd" //Goooooo incoming!!!!! } Rule SurvivorWarnSpitterIncomingProducer { criteria ConceptWarnSpitterIncoming IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidWarnSpitterIncoming IsWorldTalkProducer ApplyContext "SaidWarnSpitterIncoming:1:10" Response SurvivorWarnSpitterIncomingProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Danger //-------------------------------------------------------------------------------------------------------------- Response PlayerLedgeHangEndProducer { scene "scenes/Producer/LedgeHangEnd01.vcd" //THIS IS NOT HOW I WANT TO DIE - HELP! scene "scenes/Producer/LedgeHangEnd02.vcd" //I'M OVER HERE! scene "scenes/Producer/LedgeHangEnd03.vcd" //I'M ABOUT TO FALL! scene "scenes/Producer/LedgeHangEnd04.vcd" //I'm FALLING! scene "scenes/Producer/LedgeHangEnd05.vcd" //HELP ME UP! } Rule PlayerLedgeHangEndProducer { criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerLedgeHangEndProducer } Response PlayerLedgeHangMiddleProducer { scene "scenes/Producer/LedgeHangMiddle01.vcd" //Guys, I can't hang on much longer. scene "scenes/Producer/LedgeHangMiddle02.vcd" //Don't even think of leaving me here! scene "scenes/Producer/LedgeHangMiddle03.vcd" //I can't hang on here all day! scene "scenes/Producer/LedgeHangMiddle04.vcd" //For the love of god, someone needs to pull me up! } Rule PlayerLedgeHangMiddleProducer { criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerLedgeHangMiddleProducer } Response PlayerLedgeHangStartProducer { scene "scenes/Producer/LedgeHangStart01.vcd" //While I am the best looking girl hanging on this ledge... I wish I wasn't. Hanging on a ledge I mean. scene "scenes/Producer/LedgeHangStart02.vcd" //I could use a hand here! scene "scenes/Producer/LedgeHangStart03.vcd" //Can someone help me? scene "scenes/Producer/LedgeHangStart04.vcd" //Damsel in distress over here. scene "scenes/Producer/LedgeHangStart05.vcd" //HEY! I uh... kinda slipped! } Rule PlayerLedgeHangStartProducer { criteria ConceptPlayerLedgeHangStart IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerLedgeHangStartProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Death //-------------------------------------------------------------------------------------------------------------- Response DoubleDeath2Producer { scene "scenes/Producer/DoubleDeathResponse01.vcd" predelay ".5,1.25" //Okay, okay, oh god, this was a MISTAKE! scene "scenes/Producer/DoubleDeathResponse02.vcd" predelay ".5,1.25" //I have no idea why I thought this would go better. scene "scenes/Producer/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Well shit, guess you are the last man on earth. } Rule DoubleDeath2Producer { criteria ConceptDeath2Left IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent IsWorldTalkProducer ApplyContext "SaidSomeoneDiedDouble2:1:10" applycontexttoworld Response DoubleDeath2Producer } Response SurvivorDiedCoachProducer { scene "scenes/Producer/NameCoach03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.679 //Coach! scene "scenes/Producer/NameCoach05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.844 //Coach! } Rule SurvivorDiedCoachProducer { criteria ConceptSurvivorDied IsNotCoughing IsProducer IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedCoachProducer } Response SurvivorDiedGamblerProducer { scene "scenes/Producer/NameNick09.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.528 //Nick! scene "scenes/Producer/NameNick10.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.420 //Nick! } Rule SurvivorDiedGamblerProducer { criteria ConceptSurvivorDied IsNotCoughing IsProducer IsDeadGambler IsNotSaidSomeoneDied IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedGamblerProducer } Response SurvivorDiedMechanicProducer { scene "scenes/Producer/NameEllis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.614 //Ellis! scene "scenes/Producer/NameEllis05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.679 //Ellis! } Rule SurvivorDiedMechanicProducer { criteria ConceptSurvivorDied IsNotCoughing IsProducer IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedMechanicProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorDeployUpExplosivesProducer { scene "scenes/Producer/ExplosiveAmmo07.vcd" //Deploying explosive rounds! scene "scenes/Producer/ExplosiveAmmo08.vcd" //Deploying explosive rounds! } Rule SurvivorDeployUpExplosivesProducer { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsProducer IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidDeployUpgradePack_Explosive HasUpgradePack_Explosive ApplyContext "SaidDeployUpgradePack_Explosive:1:30" Response SurvivorDeployUpExplosivesProducer } Response SurvivorDeployUpIncendiaryProducer { scene "scenes/Producer/IncendAmmo07.vcd" //Deploying incendiary ammo! scene "scenes/Producer/IncendAmmo08.vcd" //Everyone grab some incendiary ammo! scene "scenes/Producer/IncendAmmo10.vcd" //Everyone grab some incendiary ammo! scene "scenes/Producer/IncendAmmo11.vcd" //Deploying incendiary ammo! } Rule SurvivorDeployUpIncendiaryProducer { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsProducer IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidDeployUpgradePack_Incendiary HasUpgradePack_Incendiary ApplyContext "SaidDeployUpgradePack_Incendiary:1:30" Response SurvivorDeployUpIncendiaryProducer } Response SurvivorPickupAdrenalineProducer { scene "scenes/Producer/Adrenaline02.vcd" //Grabbin' a shot! } Rule SurvivorPickupAdrenalineProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpAdrenaline IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupAdrenalineProducer } Response SurvivorPickupAdrenalineAlwaysProducer { scene "scenes/Producer/Adrenaline02.vcd" //Grabbin' a shot! } Rule SurvivorPickupAdrenalineAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpAdrenaline IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupAdrenalineAlwaysProducer } Response SurvivorPickupAutoShotgunProducer { scene "scenes/Producer/TakeAutoShotgun01.vcd" //Taking the shotgun. scene "scenes/Producer/TakeAutoShotgun02.vcd" //Going with the shotgun. scene "scenes/Producer/TakeAutoShotgun03.vcd" //Shotgun for me. } Rule SurvivorPickupAutoShotgunProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupAutoShotgunProducer } Response SurvivorPickupAutoShotgunAlwaysProducer { scene "scenes/Producer/TakeAutoShotgun01.vcd" //Taking the shotgun. scene "scenes/Producer/TakeAutoShotgun02.vcd" //Going with the shotgun. scene "scenes/Producer/TakeAutoShotgun03.vcd" //Shotgun for me. } Rule SurvivorPickupAutoShotgunAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupAutoShotgunAlwaysProducer } Response SurvivorPickupbaseball_batProducer { scene "scenes/Producer/TakeMelee05.vcd" //Oh, I know what to do with this. } Rule SurvivorPickupbaseball_batProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpbaseball_bat IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ChanceToFire60Percent IsNotInStartArea ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupbaseball_batProducer } Response SurvivorPickupchainsawProducer { scene "scenes/Producer/MeleeResponse02.vcd" //HELL yeah! scene "scenes/Producer/MeleeWeapons07.vcd" //Got a chainsaw. scene "scenes/Producer/TakeMelee07.vcd" odds 10 //This is what I'm talking about. } Rule SurvivorPickupchainsawProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpchainsaw IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ChanceToFire60Percent IsNotInStartArea ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupchainsawProducer } Response SurvivorPickupcricket_batProducer { scene "scenes/Producer/MeleeWeapons22.vcd" //Cricket bat here. scene "scenes/Producer/MeleeWeapons23.vcd" //Got a cricket bat. scene "scenes/Producer/TakeMelee08.vcd" odds 5 //Gonna wack something with this. } Rule SurvivorPickupcricket_batProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpcricket_bat IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ChanceToFire60Percent IsNotInStartArea ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupcricket_batProducer } Response SurvivorPickupCricketBatProducer { scene "scenes/Producer/TakeMelee01.vcd" odds 5 //Gonna wack something with this. scene "scenes/Producer/TakeMelee02.vcd" odds 5 //I know what to do with this. scene "scenes/Producer/TakeMelee03.vcd" odds 5 //Oh yeah, gonna wack some heads. scene "scenes/Producer/TakeMelee04.vcd" odds 5 //Yeah, this is what I'm talking about. scene "scenes/Producer/TakeMelee05.vcd" odds 5 //Oh, I know what to do with this. scene "scenes/Producer/TakeMelee06.vcd" odds 5 //Oh yeah, gonna wack some heads. scene "scenes/Producer/TakeMelee07.vcd" odds 5 //This is what I'm talking about. scene "scenes/Producer/TakeMelee08.vcd" odds 5 //Gonna wack something with this. } Rule SurvivorPickupCricketBatProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpcricket_bat IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupCricketBatProducer } Response SurvivorPickupCrowBarProducer { scene "scenes/Producer/MeleeWeapons18.vcd" //Grabbing a crowbar. scene "scenes/Producer/MeleeWeapons19.vcd" //Grabbing a crowbar. scene "scenes/Producer/MeleeWeapons20.vcd" //Crowbar. scene "scenes/Producer/TakeMelee01.vcd" //Gonna wack something with this. scene "scenes/Producer/TakeMelee05.vcd" //Oh, I know what to do with this. } Rule SurvivorPickupCrowBarProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpCrowBar IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ChanceToFire60Percent IsNotInStartArea ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupCrowBarProducer } Response SurvivorPickupDefibrillatorProducer { scene "scenes/Producer/Defibrillator04.vcd" //Got some chest paddles. scene "scenes/Producer/Defibrillator05.vcd" //Got a defib unit. } Rule SurvivorPickupDefibrillatorProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpDefibrillator IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupDefibrillatorProducer } Response SurvivorPickupelectric_guitarProducer { scene "scenes/Producer/MeleeWeapons12.vcd" //Guitar here. scene "scenes/Producer/MeleeWeapons14.vcd" //Grabbing a guitar. } Rule SurvivorPickupelectric_guitarProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpelectric_guitar IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ChanceToFire60Percent IsNotInStartArea ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupelectric_guitarProducer } Response SurvivorPickupFireAxeProducer { scene "scenes/Producer/TakeFryingAxe01.vcd" //Axe me a question, I dare you? (laughingly) scene "scenes/Producer/TakeFryingAxe02.vcd" //Axe! } Rule SurvivorPickupFireAxeProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpFireAxe IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupFireAxeProducer } Response SurvivorPickupFirstAidKitProducer { scene "scenes/Producer/TakeFirstAid01.vcd" //Grabbing first aid. scene "scenes/Producer/TakeFirstAid02.vcd" //First Aid Kit. scene "scenes/Producer/TakeFirstAid03.vcd" //Nothing to see - no health kit here. } Rule SurvivorPickupFirstAidKitProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer IsNotScavenge ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupFirstAidKitProducer } Response SurvivorPickupFirstAidKitAlwaysProducer { scene "scenes/Producer/TakeFirstAid01.vcd" //Grabbing first aid. scene "scenes/Producer/TakeFirstAid02.vcd" //First Aid Kit. scene "scenes/Producer/TakeFirstAid03.vcd" //Nothing to see - no health kit here. } Rule SurvivorPickupFirstAidKitAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer IsNotScavenge ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupFirstAidKitAlwaysProducer } Response SurvivorPickupFirstSMGProducer { scene "scenes/Producer/PositiveNoise01.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Producer/PositiveNoise04.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Producer/WorldGenericProducer20.vcd" //Thank god, I was getting tired. } Rule SurvivorPickupFirstSMGProducer { criteria ConceptPlayerPickup IsProducer IsPickedUpSmg_silenced IsTalk IsTalkProducer IsNotSaidPickupFirstSMG IsSaidC1M1OpenDoor IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30,SaidPickupFirstSMG:1:0" applycontexttoworld Response SurvivorPickupFirstSMGProducer } Response SurvivorPickupFryingPanProducer { scene "scenes/Producer/TakeFryingPan01.vcd" odds 5 //No one better make a crack about me in the kitchen. scene "scenes/Producer/TakeFryingPan02.vcd" //This will work. scene "scenes/Producer/TakeFryingPan03.vcd" //Frying pan! } Rule SurvivorPickupFryingPanProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpFryingPan IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupFryingPanProducer } Response SurvivorPickupGrenadeLauncherProducer { scene "scenes/Producer/GrenadeLauncher03.vcd" //Got a grenade launcher. scene "scenes/Producer/GrenadeLauncher04.vcd" //Got a grenade launcher. scene "scenes/Producer/GrenadeLauncher06.vcd" //Oh, I like this. } Rule SurvivorPickupGrenadeLauncherProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpGrenadeLauncher IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupGrenadeLauncherProducer } Response SurvivorPickupGunC1M2Producer { scene "scenes/Producer/WorldC1M2B31.vcd" //Are all these free? } Rule SurvivorPickupGunC1M2Producer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsItemTypeRifle IsNotSpeaking IsTalk IsSaidC1M2InsideGunShop IsNotSaidC1M2GunRoomDoorWhit IsNotSaidC1M2InsideGunShopPickUp IsWorldTalkProducer IsNotSaidC1M2InsideGunShopPickUp ChanceToFire50Percent ApplyContext "SaidC1M2InsideGunShopPickUp:1:0" applycontexttoworld Response SurvivorPickupGunC1M2Producer } Response SurvivorPickupHuntingRifleProducer { scene "scenes/Producer/TakeSniper01.vcd" //I'm going to try this scope out.. scene "scenes/Producer/TakeSniper02.vcd" //I'll snipe. } Rule SurvivorPickupHuntingRifleProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupHuntingRifleProducer } Response SurvivorPickupHuntingRifleAlwaysProducer { scene "scenes/Producer/TakeSniper01.vcd" //I'm going to try this scope out.. scene "scenes/Producer/TakeSniper02.vcd" //I'll snipe. } Rule SurvivorPickupHuntingRifleAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupHuntingRifleAlwaysProducer } Response SurvivorPickupIncendiaryAmmoProducer { scene "scenes/Producer/IncendAmmo05.vcd" //I'm not playing now. scene "scenes/Producer/IncendAmmo06.vcd" //Let's get a little bonfire going. scene "scenes/Producer/NiceShot02.vcd" //Cool. scene "scenes/Producer/TakeMolotov04.vcd" //Fire time. } Rule SurvivorPickupIncendiaryAmmoProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpIncendiaryAmmo IsNotSpeaking ChanceToFire40Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupIncendiaryAmmoProducer } Response SurvivorPickupKatanaProducer { scene "scenes/Producer/MeleeWeapons17.vcd" //Grabbing a katana. scene "scenes/Producer/TakeMelee02.vcd" odds 5 //I know what to do with this. } Rule SurvivorPickupKatanaProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpKatana IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ChanceToFire60Percent IsNotInStartArea ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupKatanaProducer } Response SurvivorPickupLaserSightsAlwaysProducer { scene "scenes/Producer/NiceJob01.vcd" //Yeah! scene "scenes/Producer/NiceShot02.vcd" //Cool. scene "scenes/Producer/PositiveNoise01.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Producer/PositiveNoise04.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Producer/WorldGenericProducer47.vcd" //Cool. } Rule SurvivorPickupLaserSightsAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpLaserSights IsNotSpeaking ChanceToFire50Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupLaserSightsAlwaysProducer } Response SurvivorPickupMacheteProducer { scene "scenes/Producer/MeleeWeapons03.vcd" //Got a machete. scene "scenes/Producer/MeleeWeapons04.vcd" //Got a machete. } Rule SurvivorPickupMacheteProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpMachete IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ChanceToFire60Percent IsNotInStartArea ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupMacheteProducer } Response SurvivorPickupMagnumProducer { scene "scenes/Producer/WorldC1M2B18.vcd" //Oh… my… GOD. scene "scenes/Producer/WorldC1M2B29.vcd" //Now, this one can kill some zombies. scene "scenes/Producer/WorldC1M2B30.vcd" //Yeah, you are going to kill some zombies with me. scene "scenes/Producer/WorldC1M2B45.vcd" //Woo! I LOVE this gun! scene "scenes/Producer/WorldC1M2B46.vcd" //I am in love with this gun. scene "scenes/Producer/WorldC1M2B50.vcd" //Oh, this is my new favorite. scene "scenes/Producer/WorldGenericProducer35.vcd" //Got a magnum! } Rule SurvivorPickupMagnumProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpMagnum IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupMagnumProducer } Response SurvivorPickupMagnumAlwaysProducer { scene "scenes/Producer/WorldC1M2B18.vcd" //Oh… my… GOD. scene "scenes/Producer/WorldC1M2B29.vcd" //Now, this one can kill some zombies. scene "scenes/Producer/WorldC1M2B30.vcd" //Yeah, you are going to kill some zombies with me. scene "scenes/Producer/WorldC1M2B45.vcd" //Woo! I LOVE this gun! scene "scenes/Producer/WorldC1M2B46.vcd" //I am in love with this gun. scene "scenes/Producer/WorldC1M2B50.vcd" //Oh, this is my new favorite. scene "scenes/Producer/WorldGenericProducer35.vcd" //Got a magnum! } Rule SurvivorPickupMagnumAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpMagnum IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupMagnumAlwaysProducer } Response SurvivorPickupMolotovProducer { scene "scenes/Producer/TakeMolotov01.vcd" //Momma told me not to play with fire, but... scene "scenes/Producer/TakeMolotov02.vcd" //I'm grabbing a Molotov. scene "scenes/Producer/TakeMolotov03.vcd" //Molotov! scene "scenes/Producer/TakeMolotov04.vcd" //Fire time. } Rule SurvivorPickupMolotovProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupMolotovProducer } Response SurvivorPickupMolotovAlwaysProducer { scene "scenes/Producer/TakeMolotov01.vcd" //Momma told me not to play with fire, but... scene "scenes/Producer/TakeMolotov02.vcd" //I'm grabbing a Molotov. scene "scenes/Producer/TakeMolotov03.vcd" //Molotov! scene "scenes/Producer/TakeMolotov04.vcd" //Fire time. } Rule SurvivorPickupMolotovAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupMolotovAlwaysProducer } Response SurvivorPickupPainPillsProducer { scene "scenes/Producer/TakePills01.vcd" //I can use these pills. scene "scenes/Producer/TakePills02.vcd" //We're going to need these. scene "scenes/Producer/TakePills03.vcd" //We might need these. (inward) scene "scenes/Producer/TakePills04.vcd" //I got these pills. } Rule SurvivorPickupPainPillsProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer IsNotScavenge ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupPainPillsProducer } Response SurvivorPickupPainPillsAlwaysProducer { scene "scenes/Producer/TakePills01.vcd" //I can use these pills. scene "scenes/Producer/TakePills02.vcd" //We're going to need these. scene "scenes/Producer/TakePills03.vcd" //We might need these. (inward) scene "scenes/Producer/TakePills04.vcd" //I got these pills. } Rule SurvivorPickupPainPillsAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer IsNotScavenge ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupPainPillsAlwaysProducer } Response SurvivorPickupPipeBombProducer { scene "scenes/Producer/TakePipeBomb01.vcd" //Grabbing a pipe bomb. scene "scenes/Producer/TakePipeBomb02.vcd" //Pipe bomb! } Rule SurvivorPickupPipeBombProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupPipeBombProducer } Response SurvivorPickupPipeBombAlwaysProducer { scene "scenes/Producer/TakePipeBomb01.vcd" //Grabbing a pipe bomb. scene "scenes/Producer/TakePipeBomb02.vcd" //Pipe bomb! } Rule SurvivorPickupPipeBombAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupPipeBombAlwaysProducer } Response SurvivorPickupPumpShotgunProducer { scene "scenes/Producer/TakeShotgun01.vcd" //I'll try this shotgun. scene "scenes/Producer/TakeShotgun02.vcd" //Shotgun. scene "scenes/Producer/TakeShotgun03.vcd" //I'll take the shotgun. } Rule SurvivorPickupPumpShotgunProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupPumpShotgunProducer } Response SurvivorPickupPumpShotgunAlwaysProducer { scene "scenes/Producer/TakeShotgun01.vcd" //I'll try this shotgun. scene "scenes/Producer/TakeShotgun02.vcd" //Shotgun. scene "scenes/Producer/TakeShotgun03.vcd" //I'll take the shotgun. } Rule SurvivorPickupPumpShotgunAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupPumpShotgunAlwaysProducer } Response SurvivorPickupRifleProducer { scene "scenes/Producer/TakeAssaultRifle01.vcd" //I'll try this rifle. scene "scenes/Producer/TakeAssaultRifle02.vcd" //Taking the rifle. scene "scenes/Producer/TakeAssaultRifle03.vcd" //Rifle for me. } Rule SurvivorPickupRifleProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupRifleProducer } Response SurvivorPickupRifleAlwaysProducer { scene "scenes/Producer/TakeAssaultRifle01.vcd" //I'll try this rifle. scene "scenes/Producer/TakeAssaultRifle02.vcd" //Taking the rifle. scene "scenes/Producer/TakeAssaultRifle03.vcd" //Rifle for me. } Rule SurvivorPickupRifleAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupRifleAlwaysProducer } Response SurvivorPickupSecondPistolProducer { scene "scenes/Producer/TakePistol01.vcd" //Grabbing the pistol! scene "scenes/Producer/TakePistol02.vcd" //Pistol! scene "scenes/Producer/TakePistol03.vcd" //Double pistols. scene "scenes/Producer/TakePistol04.vcd" //Grabbing a pistol. } Rule SurvivorPickupSecondPistolProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupSecondPistolProducer } Response SurvivorPickupSMGProducer { scene "scenes/Producer/TakeSubMachineGun01.vcd" //A machinegun. scene "scenes/Producer/TakeSubMachineGun02.vcd" //I'll take this one. } Rule SurvivorPickupSMGProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupSMGProducer } Response SurvivorPickupSMGAlwaysProducer { scene "scenes/Producer/TakeSubMachineGun01.vcd" //A machinegun. scene "scenes/Producer/TakeSubMachineGun02.vcd" //I'll take this one. } Rule SurvivorPickupSMGAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupSMGAlwaysProducer } Response SurvivorPickuptonfaProducer { scene "scenes/Producer/MeleeWeapons10.vcd" //Grabbing a nightstick. scene "scenes/Producer/TakeMelee01.vcd" odds 5 //Gonna wack something with this. } Rule SurvivorPickuptonfaProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUptonfa IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ChanceToFire60Percent IsNotInStartArea ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickuptonfaProducer } Response SurvivorPickupUpExplosiveAmmoProducer { scene "scenes/Producer/NiceJob01.vcd" //Yeah! scene "scenes/Producer/NiceShot02.vcd" //Cool. scene "scenes/Producer/PositiveNoise01.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Producer/PositiveNoise04.vcd" //[Improv non-verbal pleasure & interest sounds] scene "scenes/Producer/WorldGenericProducer47.vcd" //Cool. } Rule SurvivorPickupUpExplosiveAmmoProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpExplosiveAmmo IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupUpExplosiveAmmoProducer } Response SurvivorPickupUpExplosivesProducer { scene "scenes/Producer/ExplosiveAmmo06.vcd" //Grabbin' some frag rounds! } Rule SurvivorPickupUpExplosivesProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpUpgradePack_Explosive IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupUpExplosivesProducer } Response SurvivorPickupUpIncendiaryProducer { scene "scenes/Producer/IncendAmmo04.vcd" //Grabbin' incendiary ammo! } Rule SurvivorPickupUpIncendiaryProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpUpgradePack_Incendiary IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryProducer } Response SurvivorPickupUpIncendiaryAmmoProducer { scene "scenes/Producer/IncendAmmo05.vcd" //I'm not playing now. scene "scenes/Producer/IncendAmmo06.vcd" //Let's get a little bonfire going. scene "scenes/Producer/NiceShot02.vcd" //Cool. scene "scenes/Producer/TakeMolotov04.vcd" //Fire time. } Rule SurvivorPickupUpIncendiaryAmmoProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpIncendiaryAmmo IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryAmmoProducer } Response SurvivorPickupVomitJarProducer { scene "scenes/Producer/BoomerJar05.vcd" //Grabbing a jar of puke! scene "scenes/Producer/BoomerJar06.vcd" //Grabbing a bile jar! } Rule SurvivorPickupVomitJarProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupVomitJarProducer } Response SurvivorPickupVomitJarAlwaysProducer { scene "scenes/Producer/BoomerJar05.vcd" //Grabbing a jar of puke! scene "scenes/Producer/BoomerJar06.vcd" //Grabbing a bile jar! } Rule SurvivorPickupVomitJarAlwaysProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysProducer } Response SurvivorPickupVomitJarAlwaysC1Producer { scene "scenes/Producer/BoomerJar05.vcd" //Grabbing a jar of puke! } Rule SurvivorPickupVomitJarAlwaysC1Producer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkProducer IsWorldTalkProducer ismap_c1m1_hotelC1 ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysC1Producer } Response SurvivorPickupVomitJarC1Producer { scene "scenes/Producer/BoomerJar05.vcd" //Grabbing a jar of puke! } Rule SurvivorPickupVomitJarC1Producer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkProducer IsWorldTalkProducer ismap_c1m1_hotelC1 ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupVomitJarC1Producer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerGettingRevivedProducer { scene "scenes/Producer/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 -1.860 //Uh, yeah, yeah, I'm okay. scene "scenes/Producer/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 -0.909 //I think I'm okay. scene "scenes/Producer/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 -1.412 //Guess I feel all right. scene "scenes/Producer/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 -1.820 //Don't worry about me. scene "scenes/Producer/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 -0.715 //I'm good. scene "scenes/Producer/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 -0.780 //Is it bad? scene "scenes/Producer/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 -1.165 //I don't know, get me up. scene "scenes/Producer/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 -2.365 //Oh shit, I don't know. scene "scenes/Producer/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 -1.793 //Well how do I look? scene "scenes/Producer/GettingRevived11.vcd" then From ReviveFriendDownFinal foo:0 -0.780 //Is it bad? scene "scenes/Producer/GettingRevived12.vcd" then From ReviveFriendDownFinal foo:0 -1.563 //I'm a little bit of a mess. scene "scenes/Producer/GettingRevived14.vcd" then From ReviveFriendDownFinal foo:0 -2.237 //This is great, nah, this is great. I'm good. scene "scenes/Producer/GettingRevived15.vcd" odds 5 then From ReviveFriendDownFinal foo:0 -3.152 //Blah blah blah, just please get me up. scene "scenes/Producer/GettingRevived16.vcd" then From ReviveFriendDownFinal foo:0 -1.438 //Does my hair look good? scene "scenes/Producer/GettingRevived17.vcd" then From ReviveFriendDownFinal foo:0 -1.675 //I have no idea. scene "scenes/Producer/GettingRevived18.vcd" then From ReviveFriendDownFinal foo:0 -1.914 //I don't know, bad? scene "scenes/Producer/GettingRevived19.vcd" then From ReviveFriendDownFinal foo:0 -1.393 //You tell me! scene "scenes/Producer/GettingRevived20.vcd" then From ReviveFriendDownFinal foo:0 -1.121 //Shitty. scene "scenes/Producer/GettingRevived21.vcd" then From ReviveFriendDownFinal foo:0 -1.488 //Broke. scene "scenes/Producer/GettingRevived22.vcd" then From ReviveFriendDownFinal foo:0 -1.143 //Okay I guess. scene "scenes/Producer/GettingRevived23.vcd" then From ReviveFriendDownFinal foo:0 -1.212 //I've been better. } Rule PlayerGettingRevivedProducer { criteria ConceptReviveFriendDown IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerGettingRevivedProducer } Response PlayerHealOtherProducer { scene "scenes/Producer/HealOther01.vcd" //Shit, you gotta quit moving so I can heal you. scene "scenes/Producer/HealOther02.vcd" //Quit fussing and let me heal you. scene "scenes/Producer/HealOther03.vcd" //Stand still or I am going to mess this up. scene "scenes/Producer/HealOther04.vcd" //Stop moving so I can heal you. } Rule PlayerHealOtherProducer { criteria ConceptPlayerHealingOther IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerHealOtherProducer } Response PlayerHealOtherCombatProducer { scene "scenes/Producer/HealOtherCombat01.vcd" //Keep shooting, I can heal you. scene "scenes/Producer/HealOtherCombat02.vcd" //Stand still boy, healing you. scene "scenes/Producer/HealOtherCombat03.vcd" //I'll heal you! Don't stop shooting, scene "scenes/Producer/HealOtherCombat04.vcd" //Hold on! scene "scenes/Producer/HealOtherCombat05.vcd" //I'm healing you. } Rule PlayerHealOtherCombatProducer { criteria ConceptPlayerHealingOther IsNotCoughing IsProducer IsTalk IsTalkProducer InCombat IsWorldTalkProducer Response PlayerHealOtherCombatProducer } Response PlayerLedgeSaveProducer { scene "scenes/Producer/LedgeSave01.vcd" //You look like a fool hanging there, let me help you up. scene "scenes/Producer/LedgeSave02.vcd" //Hang on boy I'm not going to let you fall. scene "scenes/Producer/LedgeSave03.vcd" //Don't worry. No way I'm going to leave you hanging. scene "scenes/Producer/LedgeSave04.vcd" //Hang on baby I'm not going to let you fall. scene "scenes/Producer/LedgeSave05.vcd" //Yeah, uh, did this seem like a good idea to you at sometime? Let me help you up. } Rule PlayerLedgeSaveProducer { criteria ConceptPlayerLedgeSave IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Response PlayerLedgeSaveProducer } Response PlayerReviveFriendProducer { scene "scenes/Producer/ReviveFriend01.vcd" //You gotta stop ending up down here. This is no way to stay alive. scene "scenes/Producer/ReviveFriend02.vcd" //What in the hell have you gone and done now? Get up. scene "scenes/Producer/ReviveFriend03.vcd" //Oh please, get up, you are going to be fine, come on come on. scene "scenes/Producer/ReviveFriend04.vcd" //The big guy upstairs isn't ready to take you yet. Lets get you on your feet. scene "scenes/Producer/ReviveFriend05.vcd" //You're gonna have to suck it up. We need you for a little bit longer. scene "scenes/Producer/ReviveFriend06.vcd" //Ah baby, can't have you down there, let me help you up on your feet. scene "scenes/Producer/ReviveFriend07.vcd" //No time for this now, we have to keep moving. Let's get you up. scene "scenes/Producer/ReviveFriend08.vcd" //Can't stay down there forever. Let me get you up on your feet. scene "scenes/Producer/ReviveFriend09.vcd" //If I didn't know any better, I would think you were trying to kill yourself. Get up now! scene "scenes/Producer/ReviveFriend10.vcd" //Don't worry, you'll be fine. Let's get you back up on your feet. scene "scenes/Producer/ReviveFriend11.vcd" //What's up with you down there? Come on, let's get you up. scene "scenes/Producer/ReviveFriend12.vcd" //OH MAN! I mean, uh, I mean you look fine. Don't worry. Let's get you up. scene "scenes/Producer/ReviveFriend13.vcd" //Come on now, we don't have time for all this laying around. scene "scenes/Producer/ReviveFriend14.vcd" //You coming or you just gonna lay there all day? Let's get you up. scene "scenes/Producer/ReviveFriendA01.vcd" then Subject ReviveFriendDown foo:0 -0.633 //You okay? scene "scenes/Producer/ReviveFriendA02.vcd" then Subject ReviveFriendDown foo:0 -0.899 //How are you feeling? scene "scenes/Producer/ReviveFriendA03.vcd" then Subject ReviveFriendDown foo:0 -0.661 //Can you make it? scene "scenes/Producer/ReviveFriendA04.vcd" then Subject ReviveFriendDown foo:0 -0.883 //How bad is it? scene "scenes/Producer/ReviveFriendA05.vcd" then Subject ReviveFriendDown foo:0 -0.573 //What's up? scene "scenes/Producer/ReviveFriendA07.vcd" then Subject ReviveFriendDown foo:0 -1.501 //Are you done laying around now? scene "scenes/Producer/ReviveFriendA08.vcd" then Subject ReviveFriendDown foo:0 -0.811 //Ready to get up? scene "scenes/Producer/ReviveFriendA09.vcd" then Subject ReviveFriendDown foo:0 -1.017 //What's up with that? scene "scenes/Producer/ReviveFriendA10.vcd" then Subject ReviveFriendDown foo:0 -1.392 //So what is wrong with you? scene "scenes/Producer/ReviveFriendA11.vcd" then Subject ReviveFriendDown foo:0 -0.688 //Can you make it? scene "scenes/Producer/ReviveFriendA12.vcd" then Subject ReviveFriendDown foo:0 -1.771 //Oh come on. You can make it. scene "scenes/Producer/ReviveFriendA13.vcd" then Subject ReviveFriendDown foo:0 -0.936 //Can't you suck it up? scene "scenes/Producer/ReviveFriendA14.vcd" then Subject ReviveFriendDown foo:0 -1.458 //Does it hurt as bad as it looks? } Rule PlayerReviveFriendProducer { criteria ConceptPlayerReviveFriend IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendProducer } Response PlayerReviveFriendBProducer { scene "scenes/Producer/ReviveFriendB01.vcd" //Well let's go. scene "scenes/Producer/ReviveFriendB02.vcd" //Up and at 'em. scene "scenes/Producer/ReviveFriendB03.vcd" //Come on get up. scene "scenes/Producer/ReviveFriendB04.vcd" //Up we go. scene "scenes/Producer/ReviveFriendB05.vcd" //See you're fine. scene "scenes/Producer/ReviveFriendB06.vcd" //Yeah, you look fine now. scene "scenes/Producer/ReviveFriendB07.vcd" //Nothing to worry about. scene "scenes/Producer/ReviveFriendB08.vcd" //You had me worried there. scene "scenes/Producer/ReviveFriendB09.vcd" //Come on, we can't lose you. scene "scenes/Producer/ReviveFriendB10.vcd" //Oh, I knew you'd be okay. scene "scenes/Producer/ReviveFriendB11.vcd" //The picture of health. scene "scenes/Producer/ReviveFriendB12.vcd" //Good as new. scene "scenes/Producer/ReviveFriendB13.vcd" //You're good, you're good. } Rule PlayerReviveFriendBProducer { criteria ConceptReviveFriendDownFinal IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendBProducer } Response PlayerReviveFriendCriticalProducer { scene "scenes/Producer/ReviveCriticalFriend01.vcd" //I'm no nurse, but you look pretty messed up. Go down again and that's it. scene "scenes/Producer/ReviveCriticalFriend02.vcd" //You scared the shit out of me. Thought that was it for you. One more time down and it will be. scene "scenes/Producer/ReviveCriticalFriend03.vcd" //Do you know what that is? I think it used to be inside you. Go down again and it won't matter. scene "scenes/Producer/ReviveCriticalFriend04.vcd" //You're scaring the shit out of me. You go down one more time and that's it for you. scene "scenes/Producer/ReviveCriticalFriend05.vcd" //I'm going to get you on your feet, but we need to get you fixed up or you aren't going to make it. } Rule PlayerReviveFriendCriticalProducer { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalProducer } Response PlayerReviveFriendLoudProducer { scene "scenes/Producer/ReviveFriendLoud01.vcd" //Come on, Come on, GET YOUR ASS UP! scene "scenes/Producer/ReviveFriendLoud02.vcd" //Get up, NOW! scene "scenes/Producer/ReviveFriendLoud03.vcd" //Look, we have to get going, come on. scene "scenes/Producer/ReviveFriendLoud04.vcd" //Hell if I am carrying you, GET UP! scene "scenes/Producer/ReviveFriendLoud05.vcd" //Oh shit! Just get up, get up! scene "scenes/Producer/ReviveFriendLoud06.vcd" //Come on! Come on! On your feet! scene "scenes/Producer/ReviveFriendLoud07.vcd" //Get up! Get up! Get up! scene "scenes/Producer/ReviveFriendLoud08.vcd" //Get up! Get up! Get up! } Rule PlayerReviveFriendLoudProducer { criteria ConceptPlayerReviveFriend IsNotCoughing IsProducer IsZombiePresentTank IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudProducer } Rule PlayerLedgeSaveCriticalProducer { criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - ZRescue //-------------------------------------------------------------------------------------------------------------- Rule PlayerReviveFriendLoud2Producer { criteria ConceptPlayerReviveFriend IsNotCoughing IsProducer IntensityHigh IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudProducer } Rule PlayerReviveFriendLoudCritProducer { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsProducer IntensityHigh IsTalk IsTalkProducer IntensityHigh IsWorldTalkProducer ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response _C1M1_ElevatorHelloProducer { scene "scenes/Producer/WorldGenericProducer46.vcd" //My name's Rochelle. I produce a news show. scene "scenes/Producer/WorldGenericProducer47.vcd" //Cool. scene "scenes/Producer/WorldGenericProducer52.vcd" //And I'm Rochelle. I admit, these are pretty crappy circumstances to meet in, but, well, you watch my back and I'll watch yours. Maybe we'll get out of this alive. scene "scenes/Producer/WorldGenericProducer53.vcd" //And I'm Rochelle. I haven't known you guys long but, well, it looks like I'm going to be trusting you with my life. So… hi. And thanks. scene "scenes/Producer/WorldGenericProducer54.vcd" //Rochelle. I work in television. WORKED in television. scene "scenes/Producer/WorldGenericProducer55.vcd" //I… guess my boss never thought of that. scene "scenes/Producer/WorldGenericProducer56.vcd" //Rochelle. I was down here covering a news story. I'm from Cleveland. scene "scenes/Producer/WorldGenericProducer57.vcd" //Uh. No, hard news. I've been producing segments on CEDA evacuating people. scene "scenes/Producer/WorldGenericProducer61.vcd" //My name's Rochelle. Give me a break, this is the first time I've shot a gun. scene "scenes/Producer/WorldGenericProducer62.vcd" //Rochelle. And I hear you. scene "scenes/Producer/WorldGenericProducer63.vcd" //Rochelle. scene "scenes/Producer/WorldGenericProducer65.vcd" //Thanks, you… too… scene "scenes/Producer/WorldGenericProducer66.vcd" //Hey, it's okay, man. We're gonna be fine. Tell me, what's your name? scene "scenes/Producer/WorldGenericProducer67.vcd" //How about You? scene "scenes/Producer/WorldGenericProducer69.vcd" //And our guns. scene "scenes/Producer/WorldGenericProducer70.vcd" //If we're all getting to know each other, my name's Rochelle. scene "scenes/Producer/WorldGenericProducer71.vcd" //I don't know, I think we should stick together, you cool with that? I'm Rochelle, what's your names? } Rule _C1M1_ElevatorHelloProducer { criteria Concept_C1M1_ElevatorHello IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:11.753" applycontexttoworld Response _C1M1_ElevatorHelloProducer } Response _C1M1_ElevatorHello02aProducer { scene "scenes/Producer/WorldGenericProducer49.vcd" then mechanic _C1M1_ElevatorHello03a foo:0 -1.195 //My name's Rochelle. You? } Rule _C1M1_ElevatorHello02aProducer { criteria Concept_C1M1_ElevatorHello02a IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.295" applycontexttoworld Response _C1M1_ElevatorHello02aProducer } Response _C1M1_ElevatorHello02dProducer { scene "scenes/Producer/WorldGenericProducer48.vcd" then mechanic _C1M1_ElevatorHello03d foo:0 -0.555 //Rochelle. } Rule _C1M1_ElevatorHello02dProducer { criteria Concept_C1M1_ElevatorHello02d IsProducer AutoIsNotScavenge AutoIsNotSurvival Response _C1M1_ElevatorHello02dProducer } Response _C1M1_ElevatorHello03cProducer { scene "scenes/Producer/WorldGenericProducer50.vcd" then gambler _C1M1_ElevatorHello04c foo:0 -1.932 //Hey. Name's Rochelle, you? } Rule _C1M1_ElevatorHello03cProducer { criteria Concept_C1M1_ElevatorHello03c IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.032" applycontexttoworld Response _C1M1_ElevatorHello03cProducer } Response _C1M1_ElevatorHello04bProducer { scene "scenes/Producer/WorldGenericProducer50.vcd" then mechanic _C1M1_ElevatorHello05b foo:0 -1.932 //Hey. Name's Rochelle, you? } Rule _C1M1_ElevatorHello04bProducer { criteria Concept_C1M1_ElevatorHello04b IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.032" applycontexttoworld Response _C1M1_ElevatorHello04bProducer } Response _c1m4startelevator3cProducer { scene "scenes/Producer/WorldC1M4B03.vcd" then mechanic _c1m4startelevator4c foo:0 -1.118 //What's on your mind, Ellis? } Rule _c1m4startelevator3cProducer { criteria Concept_c1m4startelevator3c IsProducer AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator3cProducer } Response _c1m4startelevator5cProducer { scene "scenes/Producer/WorldC1M4B06.vcd" then mechanic _c1m4startelevator5a foo:0 -5.233 //Well, it's a plan. I don't know if it's a GOOD plan. But it IS a plan. scene "scenes/Producer/WorldC1M4B09.vcd" then mechanic _c1m4startelevator5a foo:0 -5.805 //OK, so plan A is we go find this car. Plan b is we… wait here in this mall and die. } Rule _c1m4startelevator5cProducer { criteria Concept_c1m4startelevator5c IsProducer AutoIsNotScavenge AutoIsNotSurvival Response _c1m4startelevator5cProducer } Response _c2m1_searchlights01Producer { scene "scenes/Producer/WorldC2M1B18.vcd" //I'm guessing that's Whispering Oaks. } Rule _c2m1_searchlights01Producer { criteria Concept_c2m1_searchlights01 IsProducer NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.003" applycontexttoworld Response _c2m1_searchlights01Producer } Response _C2M2_Kiddie01Producer { scene "scenes/Producer/WorldC2M2B22.vcd" then self _C2M2_Kiddie02 foo:0 0.3 //I wish I could be that happy. scene "scenes/Producer/WorldC2M2B22.vcd" then mechanic _C2M2_Kiddie03 foo:0 0.3 //I wish I could be that happy. } Rule _C2M2_Kiddie01Producer { criteria Concept_C2M2_Kiddie01 IsProducer NotInCombat IsSubjectDistNear500 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.713" applycontexttoworld Response _C2M2_Kiddie01Producer } Response _C2M2_Kiddie02Producer { scene "scenes/Producer/WorldC2M2B24.vcd" //Ah, to hell with it. Woo! KIDDIE LAND! } Rule _C2M2_Kiddie02Producer { criteria Concept_C2M2_Kiddie02 IsProducer NotInCombat IsSubjectDistNear500 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.566" applycontexttoworld Response _C2M2_Kiddie02Producer } Response _C2M2_Kiddie05Producer { scene "scenes/Producer/WorldC2M2B23.vcd" //He is making the best of a bad situation. } Rule _C2M2_Kiddie05Producer { criteria Concept_C2M2_Kiddie05 IsProducer NotInCombat IsSubjectDistNear500 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.576" applycontexttoworld Response _C2M2_Kiddie05Producer } Response _C4_BigStormHits01Producer { scene "scenes/Producer/MiscDirectional60.vcd" then any _C4_BigStormHits02 foo:0 0.04 //STORM! scene "scenes/Producer/MiscDirectional62.vcd" then any _C4_BigStormHits02 foo:0 0.04 //STORM'S COMING! scene "scenes/Producer/MiscDirectional63.vcd" then any _C4_BigStormHits02 foo:0 0.04 //OH, STORM'S STARTING! } Rule _C4_BigStormHits01Producer { criteria Concept_C4_BigStormHits01 IsProducer _auto_NotC4ProducerInCover ApplyContext "Talk:1:1.662" applycontexttoworld Response _C4_BigStormHits01Producer } Response _C4_BigStormHits02Producer { scene "scenes/Producer/MiscDirectional64.vcd" //STAY CLOSE! } Rule _C4_BigStormHits02Producer { criteria Concept_C4_BigStormHits02 IsProducer IsNotCoughing IsSubjectDistNear600 IsNotIncapacitated _auto_NotC4ProducerInCover ApplyContext "Talk:1:1.050" applycontexttoworld Response _C4_BigStormHits02Producer } Response _c4m1_rainresponseProducer { scene "scenes/Producer/WorldC4M1B07.vcd" //Uh oh. It's raining. } Rule _c4m1_rainresponseProducer { criteria Concept_c4m1_rainresponse IsProducer NotInCombat IsTalkProducer IsWorldTalkProducer SecondsSinceCombat2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_004 ApplyContext "SrcGrp_C4M1_004:1:0" applycontexttoworld Response _c4m1_rainresponseProducer } Response _c4m1Intro10Producer { scene "scenes/Producer/WorldC4M103.vcd" then gambler _c4m1Intro11 foo:0 0.01 //We just need to grab some diesel. } Rule _c4m1Intro10Producer { criteria Concept_c4m1Intro10 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response _c4m1Intro10Producer } Response _c4m1Intro15Producer { scene "scenes/Producer/WorldC4M101.vcd" then self _c4m1Intro10 foo:0 0.01 //This should be easy. } Rule _c4m1Intro15Producer { criteria Concept_c4m1Intro15 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response _c4m1Intro15Producer } Response _c4m2_caneyell01Producer { scene "scenes/Producer/WorldC4M2B25.vcd" //KEEP MOVING! } Rule _c4m2_caneyell01Producer { criteria Concept_c4m2_caneyell01 IsProducer ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsProducerInCane Response _c4m2_caneyell01Producer } Response _c4m2_ElevatorHere01Producer { scene "scenes/Producer/WorldC4M2B18.vcd" //ELEVATOR'S HERE! scene "scenes/Producer/WorldC4M2B20.vcd" //COME ON! INTO THE ELEVATOR! } Rule _c4m2_ElevatorHere01Producer { criteria Concept_c4m2_ElevatorHere01 IsProducer IsNotIncapacitated IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_ElevatorHere01Producer } Response _c4m2_gasinside01Producer { scene "scenes/Producer/WorldC4M2B27.vcd" //Let's go get it. } Rule _c4m2_gasinside01Producer { criteria Concept_c4m2_gasinside01 IsProducer NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival _auto_NotProducerInCane Response _c4m2_gasinside01Producer } Response _c4m2_streetblocked01Producer { scene "scenes/Producer/WorldC4M2B02.vcd" //We can head through the sugar mill. } Rule _c4m2_streetblocked01Producer { criteria Concept_c4m2_streetblocked01 IsProducer IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked01Producer } Response _c4m2_streetblocked01bProducer { scene "scenes/Producer/blank.vcd" then subject _c4m2_streetblocked02 foo:0 0.01 // } Rule _c4m2_streetblocked01bProducer { criteria Concept_c4m2_streetblocked01 IsProducer IsSubjectDistFar400 AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked01bProducer } Response _c4m2_streetblocked02Producer { scene "scenes/Producer/WorldC4M2B02.vcd" //We can head through the sugar mill. } Rule _c4m2_streetblocked02Producer { criteria Concept_c4m2_streetblocked02 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response _c4m2_streetblocked02Producer } Response _C4M5_FinaleStart01Producer { scene "scenes/Producer/WorldC4M4B16.vcd" //Virgil better be watching! } Rule _C4M5_FinaleStart01Producer { criteria Concept_C4M5_FinaleStart01 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "_auto_NoLostCall:1:0" applycontexttoworld Response _C4M5_FinaleStart01Producer } Response _C4M5_Intro04Producer { scene "scenes/Producer/WorldC1M1B30.vcd" //Alright, sounds like a plan. scene "scenes/Producer/WorldC4M4B10.vcd" //Yeah, that might work. } Rule _C4M5_Intro04Producer { criteria Concept_C4M5_Intro04 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.822" applycontexttoworld Response _C4M5_Intro04Producer } Response _introc1m1a02Producer { scene "scenes/Producer/WorldC1M1B01.vcd" then any _introc1m1a03 foo:0 -1 //HEYYYYY! COME BACK! } Rule _introc1m1a02Producer { criteria Concept_introc1m1a02 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.678" applycontexttoworld Response _introc1m1a02Producer } Rule BlankTestoProducer { criteria ConceptBlankTesto IsProducer ApplyContext "_auto_BlankTesto:1:0" applycontexttoworld Response NoResponse } Response c1m1_elevator_door_open { scene "scenes/Producer/Cough01.vcd" then all C1M1Cough foo:0 -2.638 //[Coughing from smoke] scene "scenes/Producer/Cough02.vcd" then all C1M1Cough foo:0 -1.859 //[Coughing from smoke] scene "scenes/Producer/Cough04.vcd" then all C1M1Cough foo:0 -1.290 //[Coughing from smoke] scene "scenes/Producer/Cough05.vcd" then all C1M1Cough foo:0 -1.169 //[Coughing from smoke] } Rule c1m1_elevator_door_open { criteria Conceptc1m1_elevator_door_open IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M1InSmoke:1:30,Talk:0:0" applycontexttoworld Response c1m1_elevator_door_open } Response c1m1_elevator_ready2Producer { scene "scenes/Producer/WorldGenericProducer45.vcd" then producer C1M1Cough foo:0 -2.467 //I don't like this. Get ready… } Rule c1m1_elevator_ready2Producer { criteria Conceptc1m1_elevator_ready2 IsProducer IsNotSaidC1M1OpenDoor AutoIsNotScavenge AutoIsNotSurvival ApplyContext "SaidC1M1OpenDoor:1:30" applycontexttoworld Response c1m1_elevator_ready2Producer } Response C1M1_ElevatorHello01_02C4Producer { scene "scenes/Producer/WorldGenericProducer50.vcd" then mechanic C1M1_ElevatorHello01_02C5 foo:0 -1.932 //Hey. Name's Rochelle, you? } Rule C1M1_ElevatorHello01_02C4Producer { criteria ConceptC1M1_ElevatorHello01_02C4 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02C4Producer } Response C1M1_ElevatorHello01_02C6Producer { scene "scenes/Producer/WorldGenericProducer74.vcd" then gambler C1M1_ElevatorHello01_02C7 foo:0 -0.858 //Who'd we lose? } Rule C1M1_ElevatorHello01_02C6Producer { criteria ConceptC1M1_ElevatorHello01_02C6 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02C6Producer } Response C1M1_ElevatorHello01_02G6Producer { scene "scenes/Producer/WorldGenericProducer78.vcd" //I think it was Nick. } Rule C1M1_ElevatorHello01_02G6Producer { criteria ConceptC1M1_ElevatorHello01_02G6 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02G6Producer } Response C1M1_ElevatorHello01_02M3Producer { scene "scenes/Producer/WorldGenericProducer63.vcd" then producer C1M1_ElevatorHello01_02M4 foo:0 -0.648 //Rochelle. } Rule C1M1_ElevatorHello01_02M3Producer { criteria ConceptC1M1_ElevatorHello01_02M3 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02M3Producer } Response C1M1_ElevatorHello01_02M4Producer { scene "scenes/Producer/WorldGenericProducer74.vcd" then producer C1M1_ElevatorHello01_02M5 foo:0 -0.858 //Who'd we lose? } Rule C1M1_ElevatorHello01_02M4Producer { criteria ConceptC1M1_ElevatorHello01_02M4 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02M4Producer } Response C1M1_ElevatorHello01_02M5Producer { scene "scenes/Producer/WorldGenericProducer77.vcd" then coach C1M1_ElevatorHello01_02M6 foo:0 -1.034 //I think it was Ellis. } Rule C1M1_ElevatorHello01_02M5Producer { criteria ConceptC1M1_ElevatorHello01_02M5 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_02M5Producer } Response C1M1_ElevatorHello01_03CM3Producer { scene "scenes/Producer/WorldGenericProducer63.vcd" then producer C1M1_ElevatorHello01_03CM4 foo:0 -0.648 //Rochelle. } Rule C1M1_ElevatorHello01_03CM3Producer { criteria ConceptC1M1_ElevatorHello01_03CM3 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03CM3Producer } Response C1M1_ElevatorHello01_03CM4Producer { scene "scenes/Producer/WorldGenericProducer74.vcd" then producer C1M1_ElevatorHello01_03CM5 foo:0 -0.858 //Who'd we lose? } Rule C1M1_ElevatorHello01_03CM4Producer { criteria ConceptC1M1_ElevatorHello01_03CM4 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03CM4Producer } Response C1M1_ElevatorHello01_03CM5Producer { scene "scenes/Producer/WorldGenericProducer79.vcd" then gambler C1M1_ElevatorHello01_03CM6 foo:0 -1.592 //I think he just said it was Coach. } Rule C1M1_ElevatorHello01_03CM5Producer { criteria ConceptC1M1_ElevatorHello01_03CM5 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C1M1_ElevatorHello01_03CM5Producer } Response C1M1CoughProducer { scene "scenes/Producer/Cough01.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Producer/Cough02.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Producer/Cough04.vcd" predelay ".2,.5" //[Coughing from smoke] scene "scenes/Producer/Cough05.vcd" predelay ".2,.5" //[Coughing from smoke] } Rule C1M1CoughProducer { criteria ConceptC1M1Cough IsProducer ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival Response C1M1CoughProducer } Response C1M2SafeRoom2Producer { scene "scenes/Producer/WorldC1M1B13.vcd" then mechanic C1M2SafeRoomc1 foo:0 -2.170 //I can't believe I'm stranded in Savannah. } Rule C1M2SafeRoom2Producer { criteria ConceptC1M2SafeRoom2 IsProducer ismap_c1m2_streets AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.270" applycontexttoworld Response C1M2SafeRoom2Producer } Response C1M3AlarmOffaProducer { scene "scenes/Producer/WorldC1M3B24.vcd" //Holy SHIT, was that annoying! } Rule C1M3AlarmOffaProducer { criteria ConceptC1M3AlarmOffa IsProducer IsSubjectDistNear600 AutoIsNotScavenge AutoIsNotSurvival Response C1M3AlarmOffaProducer } Response C1M3SafeRoom2Producer { scene "scenes/Producer/WorldC1M3B01.vcd" then gambler C1M3SafeRoom2a foo:0 -3.646 //Alright. So… it's a bit quiet. I still say we should check it out. scene "scenes/Producer/WorldC1M3B02.vcd" //Okay, so-it's a little deserted. There might still be an evac deeper in. } Rule C1M3SafeRoom2Producer { criteria ConceptC1M3SafeRoom2 IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.184" applycontexttoworld Response C1M3SafeRoom2Producer } Response C1M3SafeRoom2dProducer { scene "scenes/Producer/WorldC1M3B03.vcd" //Amen. scene "scenes/Producer/WorldC1M3B05.vcd" //Lord, have mercy on Coach and spare the food court. } Rule C1M3SafeRoom2dProducer { criteria ConceptC1M3SafeRoom2d IsProducer AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.226" applycontexttoworld Response C1M3SafeRoom2dProducer } Response C1M4NearFinale02bProducer { scene "scenes/Producer/WorldC1M3B30.vcd" then coach C1M4NearFinale03b foo:0 -3.525 //I'm not getting a strong "we're getting rescued" vibe here. } Rule C1M4NearFinale02bProducer { criteria ConceptC1M4NearFinale02b IsProducer IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C1M4NearFinale02bProducer } Response C1M4NearFinale02dProducer { scene "scenes/Producer/WorldC2M129.vcd" //Maybe someone is still here? } Rule C1M4NearFinale02dProducer { criteria ConceptC1M4NearFinale02d IsProducer IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C1M4NearFinale02dProducer } Response c1m4NearFinale1fProducer { scene "scenes/Producer/WorldC3M210.vcd" //Okay, this is creepy. } Rule c1m4NearFinale1fProducer { criteria Conceptc1m4NearFinale1 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response c1m4NearFinale1fProducer } Response c1m4NearFinale1gProducer { scene "scenes/Producer/WorldC3M250.vcd" then mechanic C1M4NearFinale03c foo:0 -1.365 //I don't see anyone. } Rule c1m4NearFinale1gProducer { criteria Conceptc1m4NearFinale1 IsProducer IsMechanicNear800 AutoIsNotScavenge AutoIsNotSurvival Response c1m4NearFinale1gProducer } Response C1M4SafeRoom2Producer { scene "scenes/Producer/WorldC1M3B14.vcd" then mechanic C1M4SafeRoom2b1 foo:0 -1.823 //Anybody know who the race car guy is? } Rule C1M4SafeRoom2Producer { criteria ConceptC1M4SafeRoom2 IsProducer ismap_c1m4_atrium AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:1.923" applycontexttoworld Response C1M4SafeRoom2Producer } Response C1M4SafeRoom2b2Producer { scene "scenes/Producer/WorldC1M3B16.vcd" then mechanic C1M4SafeRoom2b3 foo:0 -2.719 //Jimmy Gibbs Jr…. Yay. } Rule C1M4SafeRoom2b2Producer { criteria ConceptC1M4SafeRoom2b2 IsProducer IsNotSaidC1M4LeftSafeRoom AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.819" applycontexttoworld Response C1M4SafeRoom2b2Producer } Response C1M4SafeRoomEndProducer { scene "scenes/Producer/MoveOn04.vcd" predelay "1,1.5" //We need to get going. scene "scenes/Producer/MoveOn05.vcd" predelay "1,1.5" //Let's go. } Rule C1M4SafeRoomEndProducer { criteria ConceptSurvivorLeavingInitialCheckpoint ismap_c1m4_atrium IsProducer IsNotSaidC1M4LeftSafeRoom _auto_NotTellingStory ApplyContext "SaidC1M4LeftSafeRoom:1:0" applycontexttoworld Response C1M4SafeRoomEndProducer } Response C2M1Intro004Producer { scene "scenes/Producer/WorldC2M101.vcd" then Mechanic C2M1Intro005 foo:0 0.01 //Well, the ride was nice while it lasted. } Rule C2M1Intro004Producer { criteria ConceptC2M1Intro004 IsProducer AutoIsNotScavenge AutoIsNotSurvival Response C2M1Intro004Producer } Response C2M3SafeIntro002Producer { scene "scenes/Producer/WorldC2M2B33.vcd" //This is the most RELAXING safe room I've ever been in. } Rule C2M3SafeIntro002Producer { criteria ConceptC2M3SafeIntro002 IsProducer IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.212" applycontexttoworld Response C2M3SafeIntro002Producer } Response C2M3SafeIntro003Producer { scene "scenes/Producer/WorldC2M2B34.vcd" //Gee, my bedroom was painted like this when I was a kid. [beat] Baby blue. I think my dad wanted a boy. } Rule C2M3SafeIntro003Producer { criteria ConceptC2M3SafeIntro003 IsProducer IsInStartArea AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:6.633" applycontexttoworld Response C2M3SafeIntro003Producer } Response C2M4PenSmell001Producer { scene "scenes/Producer/NickOcd05.vcd" //Ugh, smells like a dirty old white suit that hasn't been drycleaned in a month. } Rule C2M4PenSmell001Producer { criteria ConceptC2M4PenSmell001 IsProducer IsTalk NotInCombat IsSubjectDistNear400 IsNotCoughing TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival Response C2M4PenSmell001Producer } Response C4EnterCoverProducer { speak "Producer_Blank" noscene //Blank } Rule C4EnterCoverProducer { criteria ConceptC4EnterCover IsProducer ApplyContext "_auto_C4ProducerInCover:1:0" applycontexttoworld Response C4EnterCoverProducer } Response C4ExitCoverProducer { speak "Producer_Blank" noscene //Blank } Rule C4ExitCoverProducer { criteria ConceptC4ExitCover IsProducer ApplyContext "_auto_C4ProducerInCover:0:0" applycontexttoworld Response C4ExitCoverProducer } Response C4FinaleStartProducer { scene "scenes/Producer/WorldC4M4B15.vcd" then any _C4M5_FinaleStart01 foo:0 0.01 //Sign is on! } Rule C4FinaleStartProducer { criteria ConceptC4FinaleStart IsProducer ApplyContext "_auto_FinaleStarted:1:0" applycontexttoworld Response C4FinaleStartProducer } Response GasPour10MoreTalkProducer { scene "scenes/Producer/WorldC1M4B30.vcd" //We still need ten more! } Rule GasPour10MoreTalkProducer { criteria ConceptGasPour10More IsProducer IsNotSpeaking _auto_IsGasCountOK Response GasPour10MoreTalkProducer } Response GasPour1MoreProducer { scene "scenes/Producer/WorldC1M4B34.vcd" //One more can to go! } Rule GasPour1MoreProducer { criteria ConceptGasPour1More IsProducer IsNotSpeaking _auto_IsGasCountOK Response GasPour1MoreProducer } Response GasPour2MoreProducer { scene "scenes/Producer/WorldC1M4B33.vcd" //Just two more! } Rule GasPour2MoreProducer { criteria ConceptGasPour2More IsProducer IsNotSpeaking _auto_IsGasCountOK Response GasPour2MoreProducer } Response GasPour3MoreProducer { scene "scenes/Producer/WorldC1M4B32.vcd" //Just three more! } Rule GasPour3MoreProducer { criteria ConceptGasPour3More IsProducer IsNotSpeaking _auto_IsGasCountOK Response GasPour3MoreProducer } Response GasPour5MoreProducer { scene "scenes/Producer/WorldC1M4B31.vcd" //We still need five more! } Rule GasPour5MoreProducer { criteria ConceptGasPour5More IsProducer IsNotSpeaking _auto_IsGasCountOK Response GasPour5MoreProducer } Response Player.WarnHunterC1PProducer { scene "scenes/Producer/WarnHunterC1P03.vcd" //Just never saw one before. } Rule Player.WarnHunterC1PProducer { criteria ConceptPlayer.WarnHunterC1P IsProducer IsMechanicNear800 Response Player.WarnHunterC1PProducer } Response PlayerShotGasCanProducer { scene "scenes/Producer/ReactionNegative01.vcd" predelay "1,1.5" //Nooooo oo ooo ohhhhh. scene "scenes/Producer/ReactionNegative04.vcd" predelay "1,1.5" //Oh shit! scene "scenes/Producer/ReactionNegative05.vcd" predelay "1,1.5" //Sweet Jesus! scene "scenes/Producer/ReactionNegative18.vcd" predelay "1,1.5" //Goddamnit! } Rule PlayerShotGasCanProducer { criteria ConceptPlayerShotGasCan IsProducer IsNotSaidPlayerShotGasCan IsScavenge ApplyContext "SaidPlayerShotGasCan1:10" applycontexttoworld Response PlayerShotGasCanProducer } Response WorldIntroC31a2Producer { scene "scenes/Producer/WorldC3M1B02.vcd" then producer WorldIntroC31a4 foo:0 -6.296 //That's true. If I had a pick a low point in the flight, it was probably when he stopped flying the chopper and attacked us. } Rule WorldIntroC31a2Producer { criteria ConceptWorldIntroC31a2 IsProducer Response WorldIntroC31a2Producer } Response WorldIntroC31a4Producer { scene "scenes/Producer/WorldC3M1B04.vcd" //Anyone know where we are? } Rule WorldIntroC31a4Producer { criteria ConceptWorldIntroC31a4 IsProducer Response WorldIntroC31a4Producer } Response WorldIntroC31c3Producer { scene "scenes/Producer/WorldC3M1B01.vcd" then gambler WorldIntroC31c4 foo:0 -2.381 //HE WAS FLYING THE HELICOPTER } Rule WorldIntroC31c3Producer { criteria ConceptWorldIntroC31c3 IsProducer Response WorldIntroC31c3Producer } Response WorldIntroC31e1Producer { scene "scenes/Producer/WorldC3M101.vcd" then prioducer WorldIntroC31e2 foo:0 -4.802 //Well, we aren't CEDA or the military, so I guess we're welcome. scene "scenes/Producer/WorldC3M102.vcd" then mechanic WorldIntroC31e2a foo:0 -3.487 //When they say stay out, I'm sure they mean someone else. scene "scenes/Producer/WorldC3M103.vcd" //Do you think they put this sign up before or after the infection? } Rule WorldIntroC31e1Producer { criteria ConceptWorldIntroC31e1 IsProducer Response WorldIntroC31e1Producer } Response WorldIntroC31e2Producer { scene "scenes/Producer/WorldC3M107.vcd" then coach WorldIntroC31e3 foo:0 -1.530 //Let's visit, they seem nice. } Rule WorldIntroC31e2Producer { criteria ConceptWorldIntroC31e2 IsProducer Response WorldIntroC31e2Producer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Heal //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeHealProducer { scene "scenes/Producer/CoverMe01.vcd" predelay ".2,.5" //Stop guys, I have to heal. scene "scenes/Producer/CoverMe02.vcd" predelay ".2,.5" //Cover me, I'm going to patch myself up. scene "scenes/Producer/CoverMe03.vcd" predelay ".2,.5" //Watch out for a second, I have to heal. scene "scenes/Producer/CoverMe04.vcd" predelay ".2,.5" //Cover me please. scene "scenes/Producer/CoverMe05.vcd" predelay ".2,.5" //Healing! Cover me! scene "scenes/Producer/CoverMe06.vcd" predelay ".2,.5"odds 2 //One of you fine gentlemen want to cover me while I heal? } Rule PlayerCoverMeHealProducer { criteria ConceptPlayerHealing IsNotCoughing IsProducer IsNotAskedForCoverProducer IsTalk IsTalkProducer IsNotAlone IsWorldTalkProducer ApplyContext "ProducerAskForCover:1:30" Response PlayerCoverMeHealProducer } Response PlayerCoverMeHealC1Producer { scene "scenes/Producer/CoverMeC101.vcd" predelay ".2,.5" //Can someone cover me? I have to use this kit. scene "scenes/Producer/CoverMeC102.vcd" predelay ".2,.5" //I hope I'm doing this right. scene "scenes/Producer/CoverMeC103.vcd" predelay ".2,.5" //With my luck, I'm just going to make it worse. } Rule PlayerCoverMeHealC1Producer { criteria ConceptPlayerHealing IsNotCoughing IsProducer IsNotAskedForCoverProducer IsTalk IsTalkProducer IsNotAlone IsCampaignl4d2_1 IsWorldTalkProducer ismap_c1m1_hotelC1 ApplyContext "ProducerAskForCover:1:30" Response PlayerCoverMeHealC1Producer } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response PlayerLostCallProducer { scene "scenes/Producer/LostCall01.vcd" //Helloooo? scene "scenes/Producer/LostCall01.vcd" //Helloooo? scene "scenes/Producer/LostCall02.vcd" //Helloooo? scene "scenes/Producer/LostCall02.vcd" //Helloooo? scene "scenes/Producer/LostCall03.vcd" //Anyone out there? scene "scenes/Producer/LostCall03.vcd" //Anyone out there? scene "scenes/Producer/LostCall04.vcd" //Can you guys here me? scene "scenes/Producer/LostCall04.vcd" //Can you guys here me? scene "scenes/Producer/LostCall05.vcd" //Where is everyone? scene "scenes/Producer/LostCall05.vcd" //Where is everyone? } Rule PlayerLostCallProducer { criteria ConceptTalkIdle IsProducer IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall _auto_NotNoLostCall IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response PlayerLostCallProducer } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedChainsawProducer { scene "scenes/Producer/MeleeWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here… scene "scenes/Producer/MeleeWeapons06.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here… } Rule SurvivorSpottedChainsawProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsChainsaw IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawProducer } Response SurvivorSpottedChainsawAutoProducer { scene "scenes/Producer/MeleeWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here… scene "scenes/Producer/MeleeWeapons06.vcd" then any _SpotStuffResponse foo:0 0.01 //Chainsaw here… } Rule SurvivorSpottedChainsawAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsChainsaw IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawAutoProducer } Response SurvivorSpottedcricket_batProducer { scene "scenes/Producer/MeleeWeapons21.vcd" then any _SpotStuffResponse foo:0 0.01 //Cricket bat here. scene "scenes/Producer/MeleeWeapons22.vcd" then any _SpotStuffResponse foo:0 0.01 //Cricket bat here. } Rule SurvivorSpottedcricket_batProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto Iscricket_bat IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batProducer } Response SurvivorSpottedcricket_batAutoProducer { scene "scenes/Producer/MeleeWeapons21.vcd" then any _SpotStuffResponse foo:0 0.01 //Cricket bat here. scene "scenes/Producer/MeleeWeapons22.vcd" then any _SpotStuffResponse foo:0 0.01 //Cricket bat here. } Rule SurvivorSpottedcricket_batAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscricket_bat IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batAutoProducer } Response SurvivorSpottedcrowbarProducer { scene "scenes/Producer/MeleeWeapons20.vcd" then any _SpotStuffResponse foo:0 0.01 //Crowbar. scene "scenes/Producer/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedcrowbarProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto Iscrowbar IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarProducer } Response SurvivorSpottedcrowbarAutoProducer { scene "scenes/Producer/MeleeWeapons20.vcd" then any _SpotStuffResponse foo:0 0.01 //Crowbar. scene "scenes/Producer/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedcrowbarAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscrowbar IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarAutoProducer } Response SurvivorSpottedGuitarProducer { scene "scenes/Producer/MeleeWeapons11.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. scene "scenes/Producer/MeleeWeapons13.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. } Rule SurvivorSpottedGuitarProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsGuitar IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarProducer } Response SurvivorSpottedGuitarAutoProducer { scene "scenes/Producer/MeleeWeapons11.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. scene "scenes/Producer/MeleeWeapons13.vcd" then any _SpotStuffResponse foo:0 0.01 //Guitar here. } Rule SurvivorSpottedGuitarAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGuitar IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarAutoProducer } Response SurvivorSpottedKatanaProducer { scene "scenes/Producer/MeleeWeapons15.vcd" then any _SpotStuffResponse foo:0 0.01 //Katana here. scene "scenes/Producer/MeleeWeapons16.vcd" then any _SpotStuffResponse foo:0 0.01 //Katana here. } Rule SurvivorSpottedKatanaProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsKatana IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaProducer } Response SurvivorSpottedKatanaAutoProducer { scene "scenes/Producer/MeleeWeapons15.vcd" then any _SpotStuffResponse foo:0 0.01 //Katana here. scene "scenes/Producer/MeleeWeapons16.vcd" then any _SpotStuffResponse foo:0 0.01 //Katana here. } Rule SurvivorSpottedKatanaAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsKatana IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaAutoProducer } Response SurvivorSpottedLaserSightsProducer { scene "scenes/Producer/LaserSights01.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Producer/LaserSights02.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Producer/LaserSights03.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. } Rule SurvivorSpottedLaserSightsProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsLaserSights IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsProducer } Response SurvivorSpottedLaserSightsAutoProducer { scene "scenes/Producer/LaserSights01.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Producer/LaserSights02.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. scene "scenes/Producer/LaserSights03.vcd" then any _SpotStuffResponse foo:0 0.01 //Laser sights here. } Rule SurvivorSpottedLaserSightsAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsLaserSights IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsAutoProducer } Response SurvivorSpottedMacheteProducer { scene "scenes/Producer/MeleeWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here… scene "scenes/Producer/MeleeWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a machete. } Rule SurvivorSpottedMacheteProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsMachete IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteProducer } Response SurvivorSpottedMacheteAutoProducer { scene "scenes/Producer/MeleeWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Machete here… scene "scenes/Producer/MeleeWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a machete. } Rule SurvivorSpottedMacheteAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMachete IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteAutoProducer } Response SurvivorSpottedMagnumProducer { scene "scenes/Producer/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Producer/WorldGenericProducer36.vcd" then any _SpotStuffResponse foo:0 0.01 //Magnum here! } Rule SurvivorSpottedMagnumProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsMagnum IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumProducer } Response SurvivorSpottedMagnumAutoProducer { scene "scenes/Producer/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Producer/WorldGenericProducer36.vcd" then any _SpotStuffResponse foo:0 0.01 //Magnum here! } Rule SurvivorSpottedMagnumAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMagnum IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumAutoProducer } Response SurvivorSpottedRifleAutoProducer2 { scene "scenes/Producer/NiceShot02.vcd" //Cool. } Rule SurvivorSpottedRifleAutoProducer2 { criteria ConceptPlayerSpotRifle IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedRifleAutoProducer2 } Response SurvivorSpottedSMGAutoProducer2 { scene "scenes/Producer/NiceShot02.vcd" //Cool. } Rule SurvivorSpottedSMGAutoProducer2 { criteria ConceptPlayerSpotSMG IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSMGAutoProducer2 } Response SurvivorSpottedSniperRifleAutoProducer2 { scene "scenes/Producer/NiceShot02.vcd" //Cool. } Rule SurvivorSpottedSniperRifleAutoProducer2 { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSniperRifleAutoProducer2 } Response SurvivorSpottedtonfaProducer { scene "scenes/Producer/MeleeWeapons08.vcd" then any _SpotStuffResponse foo:0 0.01 //Nightstick here… scene "scenes/Producer/MeleeWeapons09.vcd" then any _SpotStuffResponse foo:0 0.01 //Nightstick here… } Rule SurvivorSpottedtonfaProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto Istonfa IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaProducer } Response SurvivorSpottedtonfaAutoProducer { scene "scenes/Producer/MeleeWeapons08.vcd" then any _SpotStuffResponse foo:0 0.01 //Nightstick here… scene "scenes/Producer/MeleeWeapons09.vcd" then any _SpotStuffResponse foo:0 0.01 //Nightstick here… } Rule SurvivorSpottedtonfaAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Istonfa IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaAutoProducer } Response SurvivorSpottedWeaponProducer { scene "scenes/Producer/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Producer/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Producer/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //All right weapons! scene "scenes/Producer/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //We have guns here! } Rule SurvivorSpottedWeaponProducer { criteria ConceptPlayerSpotPistol IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Response SurvivorSpottedWeaponPistolAutoProducer { scene "scenes/Producer/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Producer/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! scene "scenes/Producer/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //All right weapons! scene "scenes/Producer/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //We have guns here! } Rule SurvivorSpottedWeaponPistolAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSecondPistol IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoProducer } Response SurvivorSpottedWeaponPistolAutoProducer2 { scene "scenes/Producer/NiceShot02.vcd" //Cool. } Rule SurvivorSpottedWeaponPistolAutoProducer2 { criteria ConceptPlayerSpotPistol IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoProducer2 } Rule SurvivorSpottedAmmoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsAmmo IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedAutoShotgunProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsAutoShotgun IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedAutoShotgunAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsAutoShotgun IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedHuntingRifleProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsHuntingRifle IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedHuntingRifleAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsHuntingRifle IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedPumpShotgunProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsPumpShotgun IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedRifleProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsRifle IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedRifle_AK47Producer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsRifle_AK47 IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedRifle_AK47AutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_AK47 IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedRifle_desertProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsRifle_desert IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedRifle_desertAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_desert IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedRifleAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedSecondPistolProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsSecondPistol IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedShotgunProducer { criteria ConceptPlayerSpotShotgun IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedShotgun_ChromeProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsShotgun_Chrome IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedShotgun_spasProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsShotgun_spas IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedShotgun_spasAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsShotgun_spas IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedSMGProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsSMG IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedSMG_silencedProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsSmg_silenced IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedSMG_silencedAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSmg_silenced IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedSniperRifleProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsSniper_military IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedSniperRifleAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsSniper_military IsWorldTalkProducer _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } Rule SurvivorSpottedWeaponProducer { criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponProducer } //-------------------------------------------------------------------------------------------------------------- // ZZZ //-------------------------------------------------------------------------------------------------------------- Rule C2M3AlarmOffNagProducer { criteria ConceptTalkIdle IsProducer ChanceToFire50Percent IsNotIncapacitated ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival _auto_IsCoasterStarted _auto_NotTimerLockA _auto_NotTimerLockProducer _auto_IsCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0 ApplyContext "_auto_TimerLockA:1:8,_auto_TimerLockProducer:1:11,_auto_TracksOK:0:0" applycontexttoworld Response PlayerRemarkc2m3_coasteroffaProducer } Response C2M3Chopper001Producer { scene "scenes/Producer/WorldC2M4B01.vcd" //A helicopter! } Rule C2M3Chopper001Producer { criteria ConceptC2M3Chopper001 IsProducer IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival Response C2M3Chopper001Producer }