//-------------------------------------------------------------------------------------------------------------- // TeenGirl Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "TeenGirlNotPickedUpItem" "TeenGirlPickedUpItem" "!=1" "required" weight 0 Criterion "IsTeenGirlFriendlyFire" "worldTeenGirlFriendlyFire" "1" "required" weight 0 Criterion "IsNotTeenGirlFriendlyFire" "worldTeenGirlFriendlyFire" "!=1" "required" weight 0 Criterion "IsNotAskedForCoverTeenGirl" "TeenGirlAskForCover" "!=1" "required" weight 0 Criterion "IsNotSaidBattleStationsTeenGirl" "worldSaidBattleStationsTeenGirl" "!=1" "required" weight 0 Criterion "IsNotSaidBeenJockeyedTeenGirl" "SaidBeenJockeyedTeenGirl" "!=1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankTeenGirl { scene "scenes/TeenGirl/blank.vcd" } Response PlayerNiceShotTeenGirl { scene "scenes/TeenGirl/NiceShot01.vcd" //Good one! scene "scenes/TeenGirl/NiceShot04.vcd" //Killer shot! scene "scenes/TeenGirl/NiceShot05.vcd" odds 5 //Boom! Nice. scene "scenes/TeenGirl/NiceShot06.vcd" //Great shot! scene "scenes/TeenGirl/NiceShot07.vcd" //Nice shot! scene "scenes/TeenGirl/NiceShot08.vcd" //Nice scene "scenes/TeenGirl/NiceShot11.vcd" //Good one! scene "scenes/TeenGirl/NiceShot12.vcd" //Nice shot! scene "scenes/TeenGirl/NiceShot13.vcd" //Sweet shot! scene "scenes/TeenGirl/NiceShot14.vcd" //Killer shot! scene "scenes/TeenGirl/NiceShot15.vcd" //Great shot! scene "scenes/TeenGirl/NiceShot16.vcd" //Nice scene "scenes/TeenGirl/NiceShot17.vcd" odds 1 //Nice shot old man } Rule PlayerNiceShotTeenGirl { criteria ConceptPlayerNiceShot IsNotCoughing IsTeenGirl IssuerClose IsTalk IsTalkTeenGirl ChanceToFire30Percent Response PlayerNiceShotTeenGirl } Response ReviveMeINterruptedTeenGirl { scene "scenes/TeenGirl/ReactionStartled08.vcd" //DAHHH! scene "scenes/TeenGirl/ReactionStartled11.vcd" //(gasp) scene "scenes/TeenGirl/ReactionStartled17.vcd" //(gasp) scene "scenes/TeenGirl/Swear10.vcd" //Dammit. scene "scenes/TeenGirl/Swear12.vcd" //Shit. } Rule ReviveMeINterruptedTeenGirl { criteria ConceptReviveMeInterrupted IsTeenGirl ApplyContext "ReviveInterrupt:1:2" applycontexttoworld Response ReviveMeINterruptedTeenGirl } Response SurvivorMournBillTeenGirl { scene "scenes/TeenGirl/GriefVet05.vcd" //Bill!! No!! scene "scenes/TeenGirl/GriefVet11.vcd" //Oh god. Not Bill! } Rule SurvivorMournBillTeenGirl { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsTeenGirl IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl IsNotIncapacitated Response SurvivorMournBillTeenGirl } Response SurvivorMournFrancisTeenGirl { scene "scenes/TeenGirl/GriefBiker04.vcd" //Francis! scene "scenes/TeenGirl/GriefBiker06.vcd" //God, not Francis scene "scenes/TeenGirl/GriefBiker07.vcd" //oh god, not Francis } Rule SurvivorMournFrancisTeenGirl { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsTeenGirl IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl IsNotIncapacitated Response SurvivorMournFrancisTeenGirl } Response SurvivorMournLouisTeenGirl { scene "scenes/TeenGirl/GriefManager03.vcd" //Louis, oh god I'm going to miss you. scene "scenes/TeenGirl/GriefManager11.vcd" //Oh Louis, oh god I can't believe it. } Rule SurvivorMournLouisTeenGirl { criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsTeenGirl IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl IsNotIncapacitated Response SurvivorMournLouisTeenGirl } //-------------------------------------------------------------------------------------------------------------- // At Top //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkFarm01_path09TeenGirl { scene "scenes/TeenGirl/SafeSpotAhead01.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house just ahead. scene "scenes/TeenGirl/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/TeenGirl/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //There's a safe house ahead. } Rule PlayerRemarkFarm01_path09TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear1500 ApplyContext "SaidFarm01_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09TeenGirl } Response PlayerRemarkSmalltown03_path14TeenGirl { scene "scenes/TeenGirl/SafeSpotAhead09.vcd" then any SafeSpotAheadResponse foo:0 0 //We're near a safe house } Rule PlayerRemarkSmalltown03_path14TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown03_path14:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14TeenGirl } //-------------------------------------------------------------------------------------------------------------- // AutoResponder //-------------------------------------------------------------------------------------------------------------- Response ThanksGotItemTeenGirl { scene "scenes/TeenGirl/ReactionPositive12.vcd" odds 1 //You are a charming beautiful man. scene "scenes/TeenGirl/ReactionPositive27.vcd" odds 1 //You are beautiful, sexy and charming. Thank you. scene "scenes/TeenGirl/Thanks02.vcd" //Thanks scene "scenes/TeenGirl/Thanks03.vcd" //Thanks! scene "scenes/TeenGirl/Thanks07.vcd" //Hey, thanks! scene "scenes/TeenGirl/Thanks11.vcd" //Thanks, man } Rule ThanksGotItemTeenGirl { criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsTeenGirl IsTalk IsTalkTeenGirl Response ThanksGotItemTeenGirl } //-------------------------------------------------------------------------------------------------------------- // AwardSpeech //-------------------------------------------------------------------------------------------------------------- Response HealThanksTeenGirl { scene "scenes/TeenGirl/Thanks01.vcd" predelay ".2,.5" //Thanks, I owe you. scene "scenes/TeenGirl/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks! scene "scenes/TeenGirl/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks, thanks a lot scene "scenes/TeenGirl/Thanks13.vcd" predelay ".2,.5" //Really, thanks scene "scenes/TeenGirl/Thanks20.vcd" predelay ".2,.5" //Thanks, I owe you. scene "scenes/TeenGirl/Thanks28.vcd" predelay ".2,.5" //Like, thanks scene "scenes/TeenGirl/Thanks30.vcd" predelay ".2,.5" //Phew, thanks! } Rule HealThanksTeenGirl { criteria ConceptHealedByFriend IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl SubjectIsNotTeenGirl ApplyContext "TalkTeenGirl:1:2" Response HealThanksTeenGirl } Response ReviveThanksTeenGirl { scene "scenes/TeenGirl/Thanks01.vcd" predelay ".2,.5" //Thanks, I owe you. scene "scenes/TeenGirl/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks! scene "scenes/TeenGirl/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks, thanks a lot scene "scenes/TeenGirl/Thanks13.vcd" predelay ".2,.5" //Really, thanks scene "scenes/TeenGirl/Thanks20.vcd" predelay ".2,.5" //Thanks, I owe you. scene "scenes/TeenGirl/Thanks28.vcd" predelay ".2,.5" //Like, thanks scene "scenes/TeenGirl/Thanks30.vcd" predelay ".2,.5" //Phew, thanks! } Rule ReviveThanksTeenGirl { criteria ConceptRevivedByFriend IsNotCoughing IsTeenGirl ApplyContext "TalkTeenGirl:1:2" Response ReviveThanksTeenGirl } Response ReviveThanksBillTeenGirl { scene "scenes/TeenGirl/Thanks05.vcd" predelay ".2,.5" //Thanks, Bill. scene "scenes/TeenGirl/Thanks40.vcd" predelay ".2,.5" //Thanks, Bill. } Rule ReviveThanksBillTeenGirl { criteria ConceptRevivedByFriend IsNotCoughing IsTeenGirl SubjectIsNamVet ChanceToFire30Percent ApplyContext "TalkTeenGirl:1:2" Response ReviveThanksBillTeenGirl } Response ReviveThanksFrancisTeenGirl { scene "scenes/TeenGirl/Thanks41.vcd" predelay ".2,.5" //Thanks, Francis. scene "scenes/TeenGirl/Thanks44.vcd" predelay ".2,.5" //Thanks, Francis. scene "scenes/TeenGirl/ToTheRescueThanks09.vcd" predelay ".2,.5" //Thanks for coming back for me } Rule ReviveThanksFrancisTeenGirl { criteria ConceptRevivedByFriend IsNotCoughing IsTeenGirl SubjectIsBiker ChanceToFire30Percent ApplyContext "TalkTeenGirl:1:2" Response ReviveThanksFrancisTeenGirl } Response ReviveThanksLouisTeenGirl { scene "scenes/TeenGirl/Thanks09.vcd" predelay ".2,.5" //Thank you. scene "scenes/TeenGirl/Thanks32.vcd" predelay ".2,.5" //Thanks Louis. scene "scenes/TeenGirl/Thanks35.vcd" predelay ".2,.5"odds 2 //Thanks, Louis. It's about time you were some help. scene "scenes/TeenGirl/Thanks42.vcd" predelay ".2,.5" //Thanks, Louis. scene "scenes/TeenGirl/Thanks43.vcd" predelay ".2,.5" //Thanks, Louis. I owe you one scene "scenes/TeenGirl/Thanks45.vcd" predelay ".2,.5" //Thanks, Louis. scene "scenes/TeenGirl/Thanks46.vcd" predelay ".2,.5" //Thanks, Louis. I owe you one scene "scenes/TeenGirl/ToTheRescueThanks10.vcd" predelay ".2,.5" //I knew you wouldn't leave me } Rule ReviveThanksLouisTeenGirl { criteria ConceptRevivedByFriend IsNotCoughing IsTeenGirl SubjectIsManager ChanceToFire30Percent ApplyContext "TalkTeenGirl:1:2" Response ReviveThanksLouisTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Bots //-------------------------------------------------------------------------------------------------------------- Response AutoYouAreWelcomeTeenGirl { scene "scenes/TeenGirl/YouAreWelcome03.vcd" //You are welcome, sir. scene "scenes/TeenGirl/YouAreWelcome04.vcd" //That's okay. scene "scenes/TeenGirl/YouAreWelcome05.vcd" //Hey, no problem. scene "scenes/TeenGirl/YouAreWelcome06.vcd" //No problem. scene "scenes/TeenGirl/YouAreWelcome08.vcd" //Sure thing. scene "scenes/TeenGirl/YouAreWelcome09.vcd" //ah, whatever. scene "scenes/TeenGirl/YouAreWelcome11.vcd" //We're cool. scene "scenes/TeenGirl/YouAreWelcome12.vcd" //It was my pleasure. scene "scenes/TeenGirl/YouAreWelcome13.vcd" //My pleasure. scene "scenes/TeenGirl/YouAreWelcome14.vcd" //Anytime. scene "scenes/TeenGirl/YouAreWelcome15.vcd" //Yeah, cool. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool scene "scenes/TeenGirl/YouAreWelcome17.vcd" //Don't worry about it. scene "scenes/TeenGirl/YouAreWelcome18.vcd" //You're welcome. scene "scenes/TeenGirl/YouAreWelcome20.vcd" //That's okay. scene "scenes/TeenGirl/YouAreWelcome21.vcd" //Hey, no problem. scene "scenes/TeenGirl/YouAreWelcome23.vcd" //Sure. scene "scenes/TeenGirl/YouAreWelcome25.vcd" //ah, whatever. scene "scenes/TeenGirl/YouAreWelcome26.vcd" //No worries. scene "scenes/TeenGirl/YouAreWelcome30.vcd" //Anytime. scene "scenes/TeenGirl/YouAreWelcome32.vcd" //Anytihing for you, Louis. scene "scenes/TeenGirl/YouAreWelcome36.vcd" //Glad to be of help, old man. scene "scenes/TeenGirl/YouAreWelcome39.vcd" //Anytihing for you, Louis. } Rule AutoYouAreWelcomeTeenGirl { criteria ConceptYouWelcome IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl TimeSinceGroupInCombat05 IsNotSpeaking Response AutoYouAreWelcomeTeenGirl } Response BotAttentionBattleTeenGirl { scene "scenes/TeenGirl/AskReady03.vcd" //Ready guys? scene "scenes/TeenGirl/AskReady11.vcd" //Ready? scene "scenes/TeenGirl/AskReady14.vcd" //Are you ready for this? scene "scenes/TeenGirl/AskReady21.vcd" //Are you ready? } Rule BotAttentionBattleTeenGirl { criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing IsTeenGirl IsNotBotAttention IsTalk IsTalkTeenGirl IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20 ApplyContext "SaidBotAttention:1:30" applycontexttoworld Response BotAttentionBattleTeenGirl } Response BotHurrahAlsoTeenGirl { scene "scenes/TeenGirl/NiceJob08.vcd" //Oh hell yeah! scene "scenes/TeenGirl/NiceJob22.vcd" //Hell yeah! scene "scenes/TeenGirl/NiceJob42.vcd" //Oh hell yeah! scene "scenes/TeenGirl/NiceJob43.vcd" //Hell yeah! scene "scenes/TeenGirl/Taunt39.vcd" //YEAHHHH! } Rule BotHurrahAlsoTeenGirl { criteria ConceptHurrahAlso IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSaidHurrahAlso IsBotIsAvailable ApplyContext "SaidHurrahAlso:1:5" applycontexttoworld Response BotHurrahAlsoTeenGirl } Response BotPlayer.YourWelcomeTeenGirl { scene "scenes/TeenGirl/YouAreWelcome03.vcd" predelay "1,3.5" //You are welcome, sir. scene "scenes/TeenGirl/YouAreWelcome04.vcd" predelay "1,3.5" //That's okay. scene "scenes/TeenGirl/YouAreWelcome05.vcd" predelay "1,3.5" //Hey, no problem. scene "scenes/TeenGirl/YouAreWelcome06.vcd" predelay "1,3.5" //No problem. scene "scenes/TeenGirl/YouAreWelcome08.vcd" predelay "1,3.5" //Sure thing. scene "scenes/TeenGirl/YouAreWelcome09.vcd" predelay "1,3.5" //ah, whatever. scene "scenes/TeenGirl/YouAreWelcome11.vcd" predelay "1,3.5" //We're cool. scene "scenes/TeenGirl/YouAreWelcome12.vcd" predelay "1,3.5" //It was my pleasure. scene "scenes/TeenGirl/YouAreWelcome13.vcd" predelay "1,3.5" //My pleasure. scene "scenes/TeenGirl/YouAreWelcome14.vcd" predelay "1,3.5" //Anytime. scene "scenes/TeenGirl/YouAreWelcome15.vcd" predelay "1,3.5" //Yeah, cool. scene "scenes/TeenGirl/YouAreWelcome16.vcd" predelay "1,3.5" //Cool scene "scenes/TeenGirl/YouAreWelcome17.vcd" predelay "1,3.5" //Don't worry about it. scene "scenes/TeenGirl/YouAreWelcome18.vcd" predelay "1,3.5" //You're welcome. scene "scenes/TeenGirl/YouAreWelcome20.vcd" predelay "1,3.5" //That's okay. scene "scenes/TeenGirl/YouAreWelcome21.vcd" predelay "1,3.5" //Hey, no problem. scene "scenes/TeenGirl/YouAreWelcome23.vcd" predelay "1,3.5" //Sure. scene "scenes/TeenGirl/YouAreWelcome25.vcd" predelay "1,3.5" //ah, whatever. scene "scenes/TeenGirl/YouAreWelcome26.vcd" predelay "1,3.5" //No worries. scene "scenes/TeenGirl/YouAreWelcome30.vcd" predelay "1,3.5" //Anytime. scene "scenes/TeenGirl/YouAreWelcome32.vcd" predelay "1,3.5" //Anytihing for you, Louis. scene "scenes/TeenGirl/YouAreWelcome36.vcd" predelay "1,3.5" //Glad to be of help, old man. scene "scenes/TeenGirl/YouAreWelcome39.vcd" predelay "1,3.5" //Anytihing for you, Louis. } Rule BotPlayer.YourWelcomeTeenGirl { criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response BotPlayer.YourWelcomeTeenGirl } Response BotReassureComingTeenGirl { scene "scenes/TeenGirl/Yes01.vcd" predelay "1,3.5" //Yeah. scene "scenes/TeenGirl/Yes02.vcd" predelay "1,3.5" //Yes. scene "scenes/TeenGirl/Yes04.vcd" predelay "1,3.5" //Okay. scene "scenes/TeenGirl/Yes05.vcd" predelay "1,3.5" //Y'allright. scene "scenes/TeenGirl/Yes06.vcd" predelay "1,3.5" //Yeah, okay scene "scenes/TeenGirl/Yes08.vcd" predelay "1,3.5" //Yep scene "scenes/TeenGirl/Yes09.vcd" predelay "1,3.5" //Yeah sure. scene "scenes/TeenGirl/Yes10.vcd" predelay "1,3.5" //Yeah. scene "scenes/TeenGirl/Yes13.vcd" predelay "1,3.5" //Okay. scene "scenes/TeenGirl/Yes14.vcd" predelay "1,3.5" //Y'allright. scene "scenes/TeenGirl/Yes15.vcd" predelay "1,3.5" //Yeah, okay scene "scenes/TeenGirl/Yes16.vcd" predelay "1,3.5" //Yes. scene "scenes/TeenGirl/Yes17.vcd" predelay "1,3.5" //Yep scene "scenes/TeenGirl/Yes18.vcd" predelay "1,3.5" //Yeah sure. } Rule BotReassureComingTeenGirl { criteria ConceptSurvivorBotReassureComing IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response BotReassureComingTeenGirl } Response BotReassureNearbyTeenGirl { scene "scenes/TeenGirl/ImWithYou10.vcd" predelay "1,3.5" //I'm here. scene "scenes/TeenGirl/ImWithYou11.vcd" predelay "1,3.5" //Let's go. scene "scenes/TeenGirl/ImWithYou12.vcd" predelay "1,3.5" //I'm coming! scene "scenes/TeenGirl/ImWithYou15.vcd" predelay "1,3.5" //I'm with you. scene "scenes/TeenGirl/ImWithYou16.vcd" predelay "1,3.5" //I got your back. scene "scenes/TeenGirl/ImWithYou17.vcd" predelay "1,3.5" //I'm right behind you! scene "scenes/TeenGirl/ImWithYou18.vcd" predelay "1,3.5" //Coming scene "scenes/TeenGirl/ImWithYou19.vcd" predelay "1,3.5" //I'll be there. scene "scenes/TeenGirl/ImWithYou20.vcd" predelay "1,3.5" //I'm there. scene "scenes/TeenGirl/ImWithYou22.vcd" predelay "1,3.5" //Right behind you! scene "scenes/TeenGirl/ImWithYou26.vcd" predelay "1,3.5" //I'm with you. scene "scenes/TeenGirl/ImWithYou27.vcd" predelay "1,3.5" //I got your back. scene "scenes/TeenGirl/ImWithYou31.vcd" predelay "1,3.5" //Right behind you! scene "scenes/TeenGirl/ImWithYou32.vcd" predelay "1,3.5" //I'm coming! scene "scenes/TeenGirl/ImWithYou37.vcd" predelay "1,3.5" //I'm right behind you! scene "scenes/TeenGirl/ImWithYou38.vcd" predelay "1,3.5" //Coming } Rule BotReassureNearbyTeenGirl { criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response BotReassureNearbyTeenGirl } Response BotYesReadyTeenGirl { scene "scenes/TeenGirl/Yes01.vcd" predelay "1,3.5" //Yeah. scene "scenes/TeenGirl/Yes02.vcd" predelay "1,3.5" //Yes. scene "scenes/TeenGirl/Yes04.vcd" predelay "1,3.5" //Okay. scene "scenes/TeenGirl/Yes05.vcd" predelay "1,3.5" //Y'allright. scene "scenes/TeenGirl/Yes06.vcd" predelay "1,3.5" //Yeah, okay scene "scenes/TeenGirl/Yes08.vcd" predelay "1,3.5" //Yep scene "scenes/TeenGirl/Yes09.vcd" predelay "1,3.5" //Yeah sure. scene "scenes/TeenGirl/Yes10.vcd" predelay "1,3.5" //Yeah. scene "scenes/TeenGirl/Yes13.vcd" predelay "1,3.5" //Okay. scene "scenes/TeenGirl/Yes14.vcd" predelay "1,3.5" //Y'allright. scene "scenes/TeenGirl/Yes15.vcd" predelay "1,3.5" //Yeah, okay scene "scenes/TeenGirl/Yes16.vcd" predelay "1,3.5" //Yes. scene "scenes/TeenGirl/Yes17.vcd" predelay "1,3.5" //Yep scene "scenes/TeenGirl/Yes18.vcd" predelay "1,3.5" //Yeah sure. } Rule BotYesReadyTeenGirl { criteria ConceptSurvivorBotYesReady IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response BotYesReadyTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Call For Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerCallForRescueTeenGirl { speak "Player.TeenGirl_CallForRescue01" noscene //Anyone out there? I'm trapped in here! speak "Player.TeenGirl_CallForRescue02" noscene //Please! I need some help! LET ME OUT OF HERE!! speak "Player.TeenGirl_CallForRescue06" noscene //Help please! I need some help getting out of here! speak "Player.TeenGirl_CallForRescue07" noscene //Someone? Anyone! Help! Please! speak "Player.TeenGirl_CallForRescue14" noscene //Hello? Anyone out there? I need some help! speak "Player.TeenGirl_CallForRescue16" noscene //Guys! GUYS! I'm over here! I'm trapped! speak "Player.TeenGirl_LostCall01" noscene //Hello? speak "Player.TeenGirl_LostCall010" noscene //Where are you guys? speak "Player.TeenGirl_LostCall04" noscene //Is anyone there? speak "Player.TeenGirl_LostCall06" noscene //Helloooo? speak "Player.TeenGirl_LostCall07" noscene //Anyone Around? speak "Player.TeenGirl_LostCall09" noscene //Hey guys, where are you? speak "Player.TeenGirl_LostCall13" noscene //Guys? } Rule PlayerCallForRescueTeenGirl { criteria ConceptCallForRescue IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerCallForRescueTeenGirl } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Crescendo //-------------------------------------------------------------------------------------------------------------- Response CrashCourseR14TeenGirl { scene "scenes/TeenGirl/DLC2Misc07.vcd" //Zombie, Francis! He. Was. A. ZOMBIE! } Rule CrashCourseR14TeenGirl { criteria ConceptCrashCourseR14 IsTeenGirl Response CrashCourseR14TeenGirl } Response crashHowitzerNagTeenGirl { scene "scenes/TeenGirl/DLC2M1GunNag02.vcd" //Is somebody gonna fire that gun? } Rule crashHowitzerNagTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl NotHowitzerFired IsHowitzerNag IsHowitzerSeen NotNagCrashTeenGirl ChanceToFire80Percent NotSurvivalMode ApplyContext "NagHowitzer:1:30,NagCrashTeenGirl:1:32" applycontexttoworld Response crashHowitzerNagTeenGirl } Response HowitzerBurnEnd00TeenGirl { scene "scenes/TeenGirl/DLC2M1GunEnd01.vcd" then self HowitzerBurnEnd02 foo:0 0.1 //The fire's out! } Rule HowitzerBurnEnd00TeenGirl { criteria ConceptHowitzerBurnEnd00 IsTeenGirl NotCrash01ThroughBridge NotSurvivalMode Response HowitzerBurnEnd00TeenGirl } Response HowitzerBurnEnd02TeenGirl { scene "scenes/TeenGirl/DLC2M1GunEnd02.vcd" //Everybody across the bridge! } Rule HowitzerBurnEnd02TeenGirl { criteria ConceptHowitzerBurnEnd02 IsTeenGirl NotSurvivalMode Response HowitzerBurnEnd02TeenGirl } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Finale //-------------------------------------------------------------------------------------------------------------- Response CrashFinaleGenerator2OnSpkTeenGirl { scene "scenes/TeenGirl/Taunt18.vcd" //All right! scene "scenes/TeenGirl/Taunt21.vcd" //YESSS! scene "scenes/TeenGirl/Taunt35.vcd" //YESSS! } Rule CrashFinaleGenerator2OnSpkTeenGirl { criteria ConceptCrashFinaleGenerator2OnSpk IsTeenGirl Response CrashFinaleGenerator2OnSpkTeenGirl } Response CrashFinaleGenerator2SpeakTeenGirl { scene "scenes/TeenGirl/DLC2M2FinaleButtonPressGen202.vcd" //Come on, come on, come ON! Come on, god dammit, come ON! scene "scenes/TeenGirl/DLC2M2FinaleButtonPressGen203.vcd" //Come on, stupid generator for jerks. scene "scenes/TeenGirl/DLC2M2FinaleButtonPressGen301.vcd" //Damn it damn it damn it damn it! Stinking generator, why are you TAKING so LONG?! scene "scenes/TeenGirl/DLC2M2FinaleButtonPressGen302.vcd" //Damn it damn it damn it damn it... Generator, come on, dammit! } Rule CrashFinaleGenerator2SpeakTeenGirl { criteria ConceptCrashFinaleGenerator2Speak IsTeenGirl Response CrashFinaleGenerator2SpeakTeenGirl } Response CrashFinaleGeneratorBreakSpkTeenGirl { scene "scenes/TeenGirl/DLC2M2FinaleBreak101.vcd" //POWER'S OUT! scene "scenes/TeenGirl/DLC2M2FinaleBreak201.vcd" //The damn generator broke again! } Rule CrashFinaleGeneratorBreakSpkTeenGirl { criteria ConceptCrashFinaleGeneratorBreakSpk IsTeenGirl NotSurvivalMode Response CrashFinaleGeneratorBreakSpkTeenGirl } Response CrashFinaleGeneratorNagTeenGirl { scene "scenes/TeenGirl/DLC2M2FinaleBreak102.vcd" //We gotta restart the generator! scene "scenes/TeenGirl/DLC2M2FinaleBreak202.vcd" //Somebody needs to restart the generator! } Rule CrashFinaleGeneratorNagTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl ChanceToFire60Percent IsCrashFinaleGeneratorBroken NotCrashFinaleSaidGeneratorBroken NotNagCrashTeenGirl NotSurvivalMode ApplyContext "CrashFinaleSaidGeneratorBroken:1:15,NagCrashTeenGirl:1:25" applycontexttoworld Response CrashFinaleGeneratorNagTeenGirl } Response CrashFinaleGeneratorSpeakTeenGirl { scene "scenes/TeenGirl/DLC2M2FinaleButtonPressGen101.vcd" //Powering it up. This'll just take a second. Come on, generator. Come on... scene "scenes/TeenGirl/DLC2M2FinaleButtonPressGen102.vcd" //Powering it up. This'll just take a second. Come on, generator. Come on... } Rule CrashFinaleGeneratorSpeakTeenGirl { criteria ConceptCrashFinaleGeneratorSpeak IsTeenGirl Response CrashFinaleGeneratorSpeakTeenGirl } Response CrashFinaleGenUnPressSpeakTeenGirl { scene "scenes/TeenGirl/Swear14.vcd" //Shit. } Rule CrashFinaleGenUnPressSpeakTeenGirl { criteria ConceptCrashFinaleGeneratorUnPressSpeak IsTeenGirl Response CrashFinaleGenUnPressSpeakTeenGirl } Response CrashFinaleTruckNagTeenGirl { scene "scenes/TeenGirl/ArriveTruck02.vcd" //Get to the truck! scene "scenes/TeenGirl/ArriveTruck03.vcd" //Everyone to the truck scene "scenes/TeenGirl/ArriveTruck04.vcd" //Keep moving to the truck! } Rule CrashFinaleTruckNagTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsNotCoughing IsCrashFinaleTruckReady NotCrashFinaleTruckNagPaused ChanceToFire60Percent NotNagCrashTeenGirl NotSurvivalMode ApplyContext "CrashFinaleTruckNagPaused:1:6,NagCrashTeenGirl:1:11" applycontexttoworld Response CrashFinaleTruckNagTeenGirl } Response CrashFinaleTruckReadySpkTeenGirl { scene "scenes/TeenGirl/DLC2M2FinaleTruckDown01.vcd" //The truck's down! Get in! } Rule CrashFinaleTruckReadySpkTeenGirl { criteria ConceptCrashFinaleTruckReadySpk IsTeenGirl IsNotCoughing NotSurvivalMode Response CrashFinaleTruckReadySpkTeenGirl } Response CrashFinaleTruckResp01TeenGirl { scene "scenes/TeenGirl/DLC2M2FinaleSetup02.vcd" //That lift's not going anywhere until we power up the generator. } Rule CrashFinaleTruckResp01TeenGirl { criteria ConceptCrashFinaleTruckResp01 IsTeenGirl Response CrashFinaleTruckResp01TeenGirl } Response CrashFinaleTruckResp02TeenGirl { scene "scenes/TeenGirl/DLC2M2Directional08.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //I want that truck. } Rule CrashFinaleTruckResp02TeenGirl { criteria ConceptCrashFinaleTruckResp02 IsTeenGirl Response CrashFinaleTruckResp02TeenGirl } Response IntroCrashWalkingTeenGirl { scene "scenes/TeenGirl/DLC2Intro10.vcd" then Manager IntroCrashWalkingB foo:0 0.05 //Well, boys, I guess we're walking. } Rule IntroCrashWalkingTeenGirl { criteria ConceptIntroCrashWalking IsTeenGirl Response IntroCrashWalkingTeenGirl } Response PlayerRemarkcrashcourse02_path14TeenGirl { scene "scenes/TeenGirl/DLC2M2Directional06.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //Now THAT is a bad-ass truck. scene "scenes/TeenGirl/DLC2M2Directional07.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //That truck looks zombie-proof to me. Let's take it. scene "scenes/TeenGirl/DLC2M2Directional08.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //I want that truck. } Rule PlayerRemarkcrashcourse02_path14TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path14 IsNotSaidcrashcourse02_path14 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 NotCrash02FinaleStarted NotSurvivalMode ApplyContext "Saidcrashcourse02_path14:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path14TeenGirl } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Info Remarkable //-------------------------------------------------------------------------------------------------------------- Response CrashCourseR01TeenGirl { scene "scenes/TeenGirl/DLC2BirdHate01.vcd" //Yeah. Birds are dicks. } Rule CrashCourseR01TeenGirl { criteria ConceptCrashCourseR01 IsTeenGirl IsBikerNear800 Response CrashCourseR01TeenGirl } Response CrashCourseR03TeenGirl { scene "scenes/TeenGirl/DLC2Misc05.vcd" //Okay, you know what? He was a zombie. ZOMBIE, ZOMBIE, ZOMBIE. Not a pilot. He was a ZOMBIE, Francis! scene "scenes/TeenGirl/DLC2TrainWreck01.vcd" //The chopper pilot was a ZOMBIE, Francis! scene "scenes/TeenGirl/DLCZombieTruck01.vcd" //The pilot was a zombie, Francis! } Rule CrashCourseR03TeenGirl { criteria ConceptCrashCourseR03 IsTeenGirl IsBikerNear500 Response CrashCourseR03TeenGirl } Response CrashCourseR06TeenGirl { scene "scenes/TeenGirl/DLC2Riverside01.vcd" then biker CrashCourseR07 foo:0 0.05 //Canada? Francis, we're in Pennsylvania. } Rule CrashCourseR06TeenGirl { criteria ConceptCrashCourseR06 IsTeenGirl Response CrashCourseR06TeenGirl } Response CrashCourseR10TeenGirl { scene "scenes/TeenGirl/DLC2GasTanks03.vcd" //Hahaha. Nice. } Rule CrashCourseR10TeenGirl { criteria ConceptCrashCourseR10 IsTeenGirl Response CrashCourseR10TeenGirl } Response CrashCourseR11TeenGirl { scene "scenes/TeenGirl/DLC2BulletinBoard02.vcd" //Unless it's Lasagna Mondays. I love lasagna. } Rule CrashCourseR11TeenGirl { criteria ConceptCrashCourseR11 IsTeenGirl IsBikerNear200 Response CrashCourseR11TeenGirl } Response CrashCourseR12TeenGirl { scene "scenes/TeenGirl/DLC2Steam01.vcd" then biker CrashCourseR13 foo:0 0 //Man, I love steam. } Rule CrashCourseR12TeenGirl { criteria ConceptCrashCourseR12 IsTeenGirl Response CrashCourseR12TeenGirl } Response PlayerRemarkcrashcourse01_path05TeenGirl { scene "scenes/TeenGirl/DLC2M1Directional03.vcd" //Stupid truck's blocking the way. } Rule PlayerRemarkcrashcourse01_path05TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path05 IsNotSaidcrashcourse01_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidcrashcourse01_path05:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path05TeenGirl } Response PlayerRemarkcrashcourse01_path06TeenGirl { scene "scenes/TeenGirl/DLC2M1Searching01.vcd" //Might be something in this warehouse. } Rule PlayerRemarkcrashcourse01_path06TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path06 IsNotSaidcrashcourse01_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidcrashcourse01_path06:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path06TeenGirl } Response PlayerRemarkcrashcourse01_path10TeenGirl { scene "scenes/TeenGirl/DLC2MagazineRack01.vcd" then Biker CrashCourseR02 foo:0 0.05 //Hey, Francis. They've got the latest issue of Hating Everything Magazine here. } Rule PlayerRemarkcrashcourse01_path10TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path10 IsNotSaidcrashcourse01_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100 IsBikerAlive IsBikerNear400 ApplyContext "Saidcrashcourse01_path10:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path10TeenGirl } Response PlayerRemarkcrashcourse01_path13TeenGirl { scene "scenes/TeenGirl/DLC2M1Directional06.vcd" //We can take the bridge across the river. } Rule PlayerRemarkcrashcourse01_path13TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path13 IsNotSaidcrashcourse01_path13 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 NotSurvivalMode ApplyContext "Saidcrashcourse01_path13:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path13TeenGirl } Response PlayerRemarkcrashcourse01_path14TeenGirl { scene "scenes/TeenGirl/DLC2M1Directional08.vcd" //We can get back up over here! } Rule PlayerRemarkcrashcourse01_path14TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path14 IsNotSaidcrashcourse01_path14 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 NotSurvivalMode ApplyContext "Saidcrashcourse01_path14:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path14TeenGirl } Response PlayerRemarkcrashcourse01_path17TeenGirl { scene "scenes/TeenGirl/DLC2Barricade01.vcd" //We need to get this barricade down. scene "scenes/TeenGirl/DLC2M1Directional14.vcd" //Shit, the bridge is blocked. scene "scenes/TeenGirl/DLC2M1GunNag01.vcd" //Barricade. Bigass gun. Anybody got any ideas? } Rule PlayerRemarkcrashcourse01_path17TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path17 IsNotSaidcrashcourse01_path17 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 NotHowitzerFired NotSurvivalMode ApplyContext "Saidcrashcourse01_path17:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path17TeenGirl } Response PlayerRemarkcrashcourse01_path18TeenGirl { scene "scenes/TeenGirl/DLC2M1GunNag01.vcd" //Barricade. Bigass gun. Anybody got any ideas? } Rule PlayerRemarkcrashcourse01_path18TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path18 IsNotSaidcrashcourse01_path18 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 NotHowitzerFired NotSurvivalMode ApplyContext "Saidcrashcourse01_path18:1:0,HowitzerSeen:1:0,NagHowitzer:1:30" applycontexttoworld Response PlayerRemarkcrashcourse01_path18TeenGirl } Response PlayerRemarkcrashcourse01_path20TeenGirl { scene "scenes/TeenGirl/DLC2M1Directional15.vcd" //Good! Riverside must be up ahead. scene "scenes/TeenGirl/DLC2M1Goal02.vcd" //Riverside. That's where the army's holding out! } Rule PlayerRemarkcrashcourse01_path20TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path20 IsNotSaidcrashcourse01_path20 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "Saidcrashcourse01_path20:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path20TeenGirl } Response PlayerRemarkcrashcourse01_path24TeenGirl { scene "scenes/TeenGirl/DLC2M1Directional11.vcd" //The safehouse is down there! } Rule PlayerRemarkcrashcourse01_path24TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path24 IsNotSaidcrashcourse01_path24 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidCrash01SafeHouse ApplyContext "Saidcrashcourse01_path24:1:0,SaidCrash01Safehouse:1:250" applycontexttoworld Response PlayerRemarkcrashcourse01_path24TeenGirl } Response PlayerRemarkcrashcourse01_path25TeenGirl { scene "scenes/TeenGirl/SafeSpotAhead06.vcd" //Safe house ahead! } Rule PlayerRemarkcrashcourse01_path25TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path25 IsNotSaidcrashcourse01_path25 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 NotSaidCrash01SafeHouse ApplyContext "Saidcrashcourse01_path25:1:0,SaidCrash01SafeHouse:1:250" applycontexttoworld Response PlayerRemarkcrashcourse01_path25TeenGirl } Response PlayerRemarkcrashcourse02_path02TeenGirl { scene "scenes/TeenGirl/DLC2MetalSupply01.vcd" //Metal Supply! Oh thank God. I was running low on metal. } Rule PlayerRemarkcrashcourse02_path02TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path02 IsNotSaidcrashcourse02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 ChanceToFire20Percent ApplyContext "Saidcrashcourse02_path02:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path02TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkcrashcourse02_path02TeenGirl : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkcrashcourse02_path02TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path02 IsNotSaidcrashcourse02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 ApplyContext "Saidcrashcourse02_path02:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkcrashcourse02_path05TeenGirl { scene "scenes/TeenGirl/DLC2Container01.vcd" //Through this container! } Rule PlayerRemarkcrashcourse02_path05TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path05 IsNotSaidcrashcourse02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "Saidcrashcourse02_path05:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path05TeenGirl } Response PlayerRemarkcrashcourse02_path06TeenGirl { scene "scenes/TeenGirl/DLC2GasTanks01.vcd" then Biker CrashCourseR10 foo:0 0.05 //Hey, Francis, look! We're 'passing gas'... [chuckles] } Rule PlayerRemarkcrashcourse02_path06TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path06 IsNotSaidcrashcourse02_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "Saidcrashcourse02_path06:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path06TeenGirl } Response PlayerRemarkcrashcourse02_path07TeenGirl { scene "scenes/TeenGirl/DLC2BulletinBoard01.vcd" //'Funny, sexy brunette zombie killer wanted to lead three helpless men to safety.' Huh. } Rule PlayerRemarkcrashcourse02_path07TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path07 IsNotSaidcrashcourse02_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100 ApplyContext "Saidcrashcourse02_path07:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path07TeenGirl } Response PlayerRemarkcrashcourse02_path09TeenGirl { scene "scenes/TeenGirl/DLC2CopyPaper01.vcd" //Free copy paper? Sweet! The apocalypse was totally worth it. } Rule PlayerRemarkcrashcourse02_path09TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path09 IsNotSaidcrashcourse02_path09 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100 ApplyContext "Saidcrashcourse02_path09:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path09TeenGirl } Response PlayerRemarkcrashcourse02_path10TeenGirl { scene "scenes/TeenGirl/DLC2M2Directional05.vcd" //Over that truck! } Rule PlayerRemarkcrashcourse02_path10TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path10 IsNotSaidcrashcourse02_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 ApplyContext "Saidcrashcourse02_path10:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path10TeenGirl } Response PlayerRemarkcrashcourse02_path12TeenGirl { scene "scenes/TeenGirl/DLC2M2Directional03.vcd" //Let's go through the truck yard! } Rule PlayerRemarkcrashcourse02_path12TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_path12 IsNotSaidcrashcourse02_path12 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidcrashcourse02_path12:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_path12TeenGirl } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Intro //-------------------------------------------------------------------------------------------------------------- Response IntroCrashR01TeenGirl { scene "scenes/TeenGirl/DLC2Intro06.vcd" then Biker IntroCrashR02 foo:0 0.05 //*sigh* Do you HATE them? } Rule IntroCrashR01TeenGirl { criteria ConceptIntroCrashR01 IsTeenGirl Response IntroCrashR01TeenGirl } Response IntroCrashR07TeenGirl { scene "scenes/TeenGirl/DLC2Intro08.vcd" then Biker IntroCrashR08 foo:0 0.05 //You what? [real concern] Francis, are you alright? } Rule IntroCrashR07TeenGirl { criteria ConceptIntroCrashR07 IsTeenGirl Response IntroCrashR07TeenGirl } Response IntroCrashR09TeenGirl { scene "scenes/TeenGirl/DLC2Intro07.vcd" then any IntroCrashR10 foo:0 0.05 //Seconded. What the hell? } Rule IntroCrashR09TeenGirl { criteria ConceptIntroCrashR09 IsTeenGirl Response IntroCrashR09TeenGirl } Response IntroCrashR10TeenGirl { scene "scenes/TeenGirl/DLC2Intro10.vcd" //Well, boys, I guess we're walking. } Rule IntroCrashR10TeenGirl { criteria ConceptIntroCrashR10 IsTeenGirl Response IntroCrashR10TeenGirl } Response IntroCrashR11TeenGirl { scene "scenes/TeenGirl/DLC2Intro05.vcd" then Biker IntroCrashR12 foo:0 -1.1 //The shitty pilot store? } Rule IntroCrashR11TeenGirl { criteria ConceptIntroCrashR11 IsTeenGirl Response IntroCrashR11TeenGirl } Response IntroCrashR19TeenGirl { scene "scenes/TeenGirl/DLC2Intro01.vcd" then Biker IntroCrashR20 foo:0 0.05 //He turned into a zombie, Francis! He wasn't gonna LAND the thing! } Rule IntroCrashR19TeenGirl { criteria ConceptIntroCrashR19 IsTeenGirl Response IntroCrashR19TeenGirl } Response IntroCrashR28TeenGirl { scene "scenes/TeenGirl/DLC2Misc03.vcd" //He was a ZOMBIE, Francis! } Rule IntroCrashR28TeenGirl { criteria ConceptIntroCrashR28 IsTeenGirl Response IntroCrashR28TeenGirl } Response IntroCrashR33TeenGirl { scene "scenes/TeenGirl/DLC2Intro10.vcd" then Biker IntroCrashR27 foo:0 0.05 //Well, boys, I guess we're walking. } Rule IntroCrashR33TeenGirl { criteria ConceptIntroCrashR33 IsTeenGirl Response IntroCrashR33TeenGirl } Response IntroCrashR34TeenGirl { scene "scenes/TeenGirl/DLC2Intro03.vcd" then Biker IntroCrashR29 foo:0 0.05 //A zombie chopper pilot? UGH! You have GOT to be kidding me! We were almost home free, damn it! } Rule IntroCrashR34TeenGirl { criteria ConceptIntroCrashR34 IsTeenGirl Response IntroCrashR34TeenGirl } Response IntroCrashR35TeenGirl { scene "scenes/TeenGirl/DLC2Intro02.vcd" then any IntroCrashR31 foo:0 0.05 //OK, important safety tip: don't get in a helicopter with a zombie pilot. } Rule IntroCrashR35TeenGirl { criteria ConceptIntroCrashR35 IsTeenGirl Response IntroCrashR35TeenGirl } Response IntroCrashR39TeenGirl { scene "scenes/TeenGirl/Generic15.vcd" //You're an optimist. I'll give you that, Louis. } Rule IntroCrashR39TeenGirl { criteria ConceptIntroCrashR39 IsTeenGirl Response IntroCrashR39TeenGirl } //-------------------------------------------------------------------------------------------------------------- // DLC2 - Lots Intro //-------------------------------------------------------------------------------------------------------------- Response CrashCourseI01TeenGirl { scene "scenes/TeenGirl/DLC2M2Saferoom03.vcd" //Could be a way out of here. scene "scenes/TeenGirl/DLC2M2Saferoom04.vcd" //It's worth a shot. } Rule CrashCourseI01TeenGirl { criteria ConceptCrashCourseI01 IsTeenGirl Response CrashCourseI01TeenGirl } Response PlayerRemarkcrashcourse02_introTeenGirl { scene "scenes/TeenGirl/DLC2M2Saferoom02.vcd" then any CrashCourseI01 foo:0 0.05 //We should check out that truck depot. } Rule PlayerRemarkcrashcourse02_introTeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_intro IsNotSaidcrashcourse02_intro IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 IsCrash02IntroReady NotCrash02IntroPaused ApplyContext "Saidcrashcourse02_intro:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_introTeenGirl } Response PlayerRemarkcrashcourse02_startaTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkcrashcourse02_startaTeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_starta NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaTeenGirl } Rule PlayerRemarkcrashcourse02_startbTeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_startb NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaTeenGirl } Rule PlayerRemarkcrashcourse02_startcTeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_startc NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaTeenGirl } Rule PlayerRemarkcrashcourse02_startdTeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse02_startd NotCrash02IntroReady IsSubjectNear400 ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0" applycontexttoworld Response PlayerRemarkcrashcourse02_startaTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Farm Intro //-------------------------------------------------------------------------------------------------------------- Response IntroFarm4TeenGirl { scene "scenes/TeenGirl/GenericResponses08.vcd" //Yeah, let's do it. } Rule IntroFarm4TeenGirl { criteria ConceptIntroFarm4 IsTeenGirl ApplyContext "talk:1:4" applycontexttoworld Response IntroFarm4TeenGirl } //-------------------------------------------------------------------------------------------------------------- // FaultSpeech //-------------------------------------------------------------------------------------------------------------- Response SurvivorBoomerBlunderTeenGirl { scene "scenes/TeenGirl/Sorry11.vcd" predelay "1,2" //Ohh, sorry! scene "scenes/TeenGirl/Sorry13.vcd" predelay "1,2" //Oops, sorry scene "scenes/TeenGirl/Sorry23.vcd" predelay "1,2" //Ohh, sorry! } Rule SurvivorBoomerBlunderTeenGirl { criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsTeenGirl IsHealthy IsTalk IsTalkTeenGirl Response SurvivorBoomerBlunderTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response SurvivorFinaleTriggeredBoatTeenGirl { scene "scenes/TeenGirl/RadioUsedBoat01.vcd" predelay ".5,1" //Allright guys, a boat's on its way. } Rule SurvivorFinaleTriggeredBoatTeenGirl { criteria ConceptFinaleTriggered IsTriggeredByTeenGirl ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkTeenGirl IsTeenGirl IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredBoatTeenGirl } Response SurvivorFinaleTriggeredFarmTeenGirl { scene "scenes/TeenGirl/RadioUsedGeneric02.vcd" predelay ".5,1" //Help is coming guys, we just need to last a little longer. scene "scenes/TeenGirl/RadioUsedTruck01.vcd" predelay ".5,1" //Okay guys, I called for the truck. } Rule SurvivorFinaleTriggeredFarmTeenGirl { criteria ConceptFinaleTriggered IsTriggeredByTeenGirl ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkTeenGirl IsTeenGirl IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredFarmTeenGirl } Response SurvivorFinaleTriggeredRooftopTeenGirl { scene "scenes/TeenGirl/RadioUsedChopper01.vcd" predelay ".5,1" //Okay, the helicopter's coming! scene "scenes/TeenGirl/RadioUsedGeneric01.vcd" predelay ".5,1" //Okay, guys, help is on the way! } Rule SurvivorFinaleTriggeredRooftopTeenGirl { criteria ConceptFinaleTriggered IsTriggeredByTeenGirl ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkTeenGirl IsTeenGirl IsNotIncapacitated ApplyContext "SaidRadioTriggered:1:30" applycontexttoworld Response SurvivorFinaleTriggeredRooftopTeenGirl } Response SurvivorFinalVehicleBoatTeenGirl { scene "scenes/TeenGirl/ArriveBoat01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the boat! scene "scenes/TeenGirl/ArriveBoat02.vcd" then any EmphaticArriveRun foo:0 0 //Come on! Come on! To the boat! scene "scenes/TeenGirl/ArriveBoat03.vcd" then any EmphaticArriveRun foo:0 0 //Run to the boat! scene "scenes/TeenGirl/ArriveBoat04.vcd" then any EmphaticArriveRun foo:0 0 //We have to make it to the boat! scene "scenes/TeenGirl/ArriveBoat08.vcd" then any EmphaticArriveRun foo:0 0 //We have to make it to the boat! Come on! } Rule SurvivorFinalVehicleBoatTeenGirl { criteria ConceptGetToVehicle IsTeenGirl ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3" applycontexttoworld Response SurvivorFinalVehicleBoatTeenGirl } Response SurvivorFinalVehicleFarmTeenGirl { scene "scenes/TeenGirl/ArriveTruck01.vcd" then any EmphaticArriveRun foo:0 0 //Everyone in the truck! scene "scenes/TeenGirl/ArriveTruck02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the truck! } Rule SurvivorFinalVehicleFarmTeenGirl { criteria ConceptGetToVehicle IsTeenGirl ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleFarmTeenGirl } Response SurvivorFinalVehicleFarmSpottedTeenGirl { scene "scenes/TeenGirl/ArriveTruckInitial01.vcd" then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go! } Rule SurvivorFinalVehicleFarmSpottedTeenGirl { criteria ConceptFinalVehicleSpotted IsTeenGirl ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleFarmSpottedTeenGirl } Response SurvivorFinalVehicleRooftopTeenGirl { scene "scenes/TeenGirl/ArriveChopper01.vcd" then any EmphaticArriveRun foo:0 0 //Everyone in the helicopter! scene "scenes/TeenGirl/ArriveChopper02.vcd" then any EmphaticArriveRun foo:0 0 //Come on, get to the helicopter! } Rule SurvivorFinalVehicleRooftopTeenGirl { criteria ConceptGetToVehicle IsTeenGirl ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5" applycontexttoworld Response SurvivorFinalVehicleRooftopTeenGirl } Response SurvivorFinalVehicleRunwayTeenGirl { scene "scenes/TeenGirl/WorldAirport0504.vcd" then any EmphaticArriveRun foo:0 0 //The plane's fueled: Let's go! scene "scenes/TeenGirl/WorldAirport0505.vcd" then any EmphaticArriveRun foo:0 0 //The plane's ready! scene "scenes/TeenGirl/WorldAirport0507.vcd" then any EmphaticArriveRun foo:0 0 //We can get on the plane! Let's go! Let's go! } Rule SurvivorFinalVehicleRunwayTeenGirl { criteria ConceptGetToVehicle IsTeenGirl isrunway IsNotSaidFinalVehicleArrived ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleRunwayTeenGirl } Response SurvivorFinalVehicleSpottedBoatTeenGirl { scene "scenes/TeenGirl/ArriveBoatInitial01.vcd" then any EmphaticArriveRun foo:0 0 //Boat's here, let's go scene "scenes/TeenGirl/ArriveBoatInitial02.vcd" then any EmphaticArriveRun foo:0 0 //The boat's here! Come on, let's go! scene "scenes/TeenGirl/ArriveBoatInitial05.vcd" then any EmphaticArriveRun foo:0 0 //The boat's here! Come on, let's go! } Rule SurvivorFinalVehicleSpottedBoatTeenGirl { criteria ConceptFinalVehicleSpotted IsTeenGirl ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedBoatTeenGirl } Response SurvivorFinalVehicleSpottedRooftopTeenGirl { scene "scenes/TeenGirl/ArriveChopperInitial01.vcd" then any EmphaticArriveRun foo:0 0 //Guys, the helicopter's here. Let's go! scene "scenes/TeenGirl/ArriveChopperInitial02.vcd" then any EmphaticArriveRun foo:0 0 //The helicopter's here! Come on, let's go! } Rule SurvivorFinalVehicleSpottedRooftopTeenGirl { criteria ConceptFinalVehicleSpotted IsTeenGirl ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedRooftopTeenGirl } Response SurvivorFinalVehicleSpottedRunwayTeenGirl { scene "scenes/TeenGirl/WorldAirport0504.vcd" then any EmphaticArriveRun foo:0 0 //The plane's fueled: Let's go! scene "scenes/TeenGirl/WorldAirport0507.vcd" then any EmphaticArriveRun foo:0 0 //We can get on the plane! Let's go! Let's go! } Rule SurvivorFinalVehicleSpottedRunwayTeenGirl { criteria ConceptFinalVehicleSpotted IsTeenGirl ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6" applycontexttoworld Response SurvivorFinalVehicleSpottedRunwayTeenGirl } //-------------------------------------------------------------------------------------------------------------- // General Responses //-------------------------------------------------------------------------------------------------------------- Response ResponseLoudDispleasureSwearTeenGirl { scene "scenes/TeenGirl/Swear02.vcd" predelay "0.1,0.7" //Shit. scene "scenes/TeenGirl/Swear06.vcd" predelay "0.1,0.7" //Mother. scene "scenes/TeenGirl/Swear09.vcd" predelay "0.1,0.7" //Ah bullshit. scene "scenes/TeenGirl/Swear10.vcd" predelay "0.1,0.7" //Dammit. } Rule ResponseLoudDispleasureSwearTeenGirl { criteria ConceptPanicEvent IsTeenGirl IsNotCoughing IsTalk IsTalkTeenGirl ChanceToFire60Percent Response ResponseLoudDispleasureSwearTeenGirl } Response ResponseSoftDispleasureSwearTeenGirl { scene "scenes/TeenGirl/ReactionApprehensive18.vcd" //I have a bad feeling about this scene "scenes/TeenGirl/ReactionNegative17.vcd" //Shit (matter of factly) scene "scenes/TeenGirl/ReactionNegative31.vcd" //Shit (matter of factly) scene "scenes/TeenGirl/Swear12.vcd" //Shit. scene "scenes/TeenGirl/Swear13.vcd" //Goddammit. scene "scenes/TeenGirl/Swear22.vcd" //Dammit. } Rule ResponseSoftDispleasureSwearTeenGirl { criteria ConceptResponseSoftDispleasureSwear IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IssuerMediumClose Response ResponseSoftDispleasureSwearTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorAskBillForHealthTeenGirl { scene "scenes/TeenGirl/PlayerSuggestHealthSpecific10.vcd" //Bill, if you aren't gonna use that first aid kit, can I have it? } Rule SurvivorAskBillForHealthTeenGirl { criteria ConceptAskForHealth2 IsTeenGirl SubjectIsNamVet IsSubjectNear400 Response SurvivorAskBillForHealthTeenGirl } Response SurvivorAskForHealthTeenGirl { scene "scenes/TeenGirl/blank.vcd" then Subject AskForHealth foo:0 0 // } Rule SurvivorAskForHealthTeenGirl { criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsSubjectNear400 NoHasPainPills NoHasFirstAidKit IsNotHealthyHalf NotInCombat IsNotSaidAskForHealth ApplyContext "SaidAskForHealth:1:10" applycontexttoworld Response SurvivorAskForHealthTeenGirl } Response SurvivorAskFrancisForHealthTeenGirl { scene "scenes/TeenGirl/PlayerSuggestHealthSpecific09.vcd" //Francis, if you aren't gonna use that first aid kit, can I have it? } Rule SurvivorAskFrancisForHealthTeenGirl { criteria ConceptAskForHealth2 IsTeenGirl SubjectIsBiker IsSubjectNear400 Response SurvivorAskFrancisForHealthTeenGirl } Response SurvivorAskLouisForHealthTeenGirl { scene "scenes/TeenGirl/PlayerSuggestHealthSpecific11.vcd" //Louis, if you aren't gonna use that first aid kit, can I have it, please? } Rule SurvivorAskLouisForHealthTeenGirl { criteria ConceptAskForHealth2 IsTeenGirl SubjectIsManager IsSubjectNear400 Response SurvivorAskLouisForHealthTeenGirl } Response SurvivorFrancisHealthHereTeenGirl { scene "scenes/TeenGirl/blank.vcd" then From AskForHealth2 foo:0 0 // } Rule SurvivorFrancisHealthHereTeenGirl { criteria ConceptAskForHealth IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl YesHasFirstAidKit IsHealthyHalf Response SurvivorFrancisHealthHereTeenGirl } Response SurvivorSpottedAmmoTeenGirl { scene "scenes/TeenGirl/SpotAmmo01.vcd" //Ammo here! scene "scenes/TeenGirl/SpotAmmo02.vcd" //Ammo here! scene "scenes/TeenGirl/SpotAmmo03.vcd" //Ammo here! scene "scenes/TeenGirl/SpotAmmo04.vcd" //Ammo here! scene "scenes/TeenGirl/SpotAmmo05.vcd" //Ammo here! scene "scenes/TeenGirl/SpotAmmo06.vcd" //Ammo here! } Rule SurvivorSpottedAmmoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsWorldTalkTeenGirl IsAmmo ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoTeenGirl } Response SurvivorSpottedBillCloseTeenGirl { scene "scenes/TeenGirl/NameBill07.vcd" //Bill (quiet) scene "scenes/TeenGirl/NameBill12.vcd" //Bill (quiet) } Rule SurvivorSpottedBillCloseTeenGirl { criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400 Response SurvivorSpottedBillCloseTeenGirl } Response SurvivorSpottedBillClose2TeenGirl { scene "scenes/TeenGirl/NameBill07.vcd" //Bill (quiet) scene "scenes/TeenGirl/NameBill12.vcd" //Bill (quiet) } Rule SurvivorSpottedBillClose2TeenGirl { criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400 Response SurvivorSpottedBillClose2TeenGirl } Response SurvivorSpottedBillFarTeenGirl { scene "scenes/TeenGirl/NameBill06.vcd" //Bill! (loud) scene "scenes/TeenGirl/NameBill16.vcd" //Bill! (loud) } Rule SurvivorSpottedBillFarTeenGirl { criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsNamVet IsNamVetFar400 Response SurvivorSpottedBillFarTeenGirl } Response SurvivorSpottedFrancisCloseTeenGirl { scene "scenes/TeenGirl/NameFrancis02.vcd" //Francis (quiet) scene "scenes/TeenGirl/NameFrancis06.vcd" //Francis (quiet) scene "scenes/TeenGirl/NameFrancis09.vcd" //Francis (quiet) } Rule SurvivorSpottedFrancisCloseTeenGirl { criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsBiker IsBikerNear400 Response SurvivorSpottedFrancisCloseTeenGirl } Response SurvivorSpottedFrancisClose2TeenGirl { scene "scenes/TeenGirl/NameFrancis02.vcd" //Francis (quiet) scene "scenes/TeenGirl/NameFrancis06.vcd" //Francis (quiet) scene "scenes/TeenGirl/NameFrancis09.vcd" //Francis (quiet) } Rule SurvivorSpottedFrancisClose2TeenGirl { criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsBiker IsBikerNear400 Response SurvivorSpottedFrancisClose2TeenGirl } Response SurvivorSpottedFrancisFarTeenGirl { scene "scenes/TeenGirl/NameFrancis04.vcd" //Francis! (loud) } Rule SurvivorSpottedFrancisFarTeenGirl { criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsBiker IsBikerFar400 Response SurvivorSpottedFrancisFarTeenGirl } Response SurvivorSpottedGrenadeTeenGirl { scene "scenes/TeenGirl/SpotGrenades05.vcd" //There's a pipebomb here. scene "scenes/TeenGirl/SpotGrenades09.vcd" //There's a pipebomb here. scene "scenes/TeenGirl/SpotGrenades10.vcd" //I got a pipebomb over here. } Rule SurvivorSpottedGrenadeTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsPipeBomb ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeTeenGirl } Response SurvivorSpottedGrenadeAutoTeenGirl { scene "scenes/TeenGirl/SpotGrenades05.vcd" //There's a pipebomb here. scene "scenes/TeenGirl/SpotGrenades09.vcd" //There's a pipebomb here. scene "scenes/TeenGirl/SpotGrenades10.vcd" //I got a pipebomb over here. } Rule SurvivorSpottedGrenadeAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsPipeBomb IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoTeenGirl } Response SurvivorSpottedGrenadeAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedGrenadeAutoTeenGirl2 { criteria ConceptPlayerSpotGrenade IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeAutoTeenGirl2 } Response SurvivorSpottedHealthTeenGirl { scene "scenes/TeenGirl/SpotFirstAid01.vcd" //First Aid Kit here! scene "scenes/TeenGirl/SpotFirstAid02.vcd" //First Aid here! scene "scenes/TeenGirl/SpotFirstAid03.vcd" odds 1 //Grab some first aid scene "scenes/TeenGirl/SpotFirstAid04.vcd" //First Aid Kit here! scene "scenes/TeenGirl/SpotFirstAid05.vcd" //First Aid here! scene "scenes/TeenGirl/SpotFirstAid06.vcd" //Grab some first aid scene "scenes/TeenGirl/SpotFirstAid07.vcd" //Grab some first aid scene "scenes/TeenGirl/SpotFirstAid08.vcd" //First aid kits over here. scene "scenes/TeenGirl/SpotFirstAid09.vcd" //There's a first aid kit here. } Rule SurvivorSpottedHealthTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsFirstAidKit ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthTeenGirl } Response SurvivorSpottedHealthAutoTeenGirl { scene "scenes/TeenGirl/SpotFirstAid01.vcd" //First Aid Kit here! scene "scenes/TeenGirl/SpotFirstAid02.vcd" //First Aid here! scene "scenes/TeenGirl/SpotFirstAid03.vcd" odds 1 //Grab some first aid scene "scenes/TeenGirl/SpotFirstAid04.vcd" //First Aid Kit here! scene "scenes/TeenGirl/SpotFirstAid05.vcd" //First Aid here! scene "scenes/TeenGirl/SpotFirstAid06.vcd" //Grab some first aid scene "scenes/TeenGirl/SpotFirstAid07.vcd" //Grab some first aid scene "scenes/TeenGirl/SpotFirstAid08.vcd" //First aid kits over here. scene "scenes/TeenGirl/SpotFirstAid09.vcd" //There's a first aid kit here. } Rule SurvivorSpottedHealthAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsFirstAidKit IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoTeenGirl } Response SurvivorSpottedHealthAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedHealthAutoTeenGirl2 { criteria ConceptPlayerSpotFirstAid IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedHealthAutoTeenGirl2 } Response SurvivorSpottedLouisCloseTeenGirl { scene "scenes/TeenGirl/NameLouis02.vcd" //Louis (quiet) scene "scenes/TeenGirl/NameLouis08.vcd" //Louis (quiet) scene "scenes/TeenGirl/NameLouis12.vcd" //Louis (quiet) } Rule SurvivorSpottedLouisCloseTeenGirl { criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsManager IsManagerNear400 Response SurvivorSpottedLouisCloseTeenGirl } Response SurvivorSpottedLouisClose2TeenGirl { scene "scenes/TeenGirl/NameLouis02.vcd" //Louis (quiet) scene "scenes/TeenGirl/NameLouis08.vcd" //Louis (quiet) scene "scenes/TeenGirl/NameLouis12.vcd" //Louis (quiet) } Rule SurvivorSpottedLouisClose2TeenGirl { criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsManager IsManagerNear400 Response SurvivorSpottedLouisClose2TeenGirl } Response SurvivorSpottedLouisFarTeenGirl { scene "scenes/TeenGirl/NameLouis01.vcd" //Louis! (loud) scene "scenes/TeenGirl/NameLouis04.vcd" //Louis! (loud) } Rule SurvivorSpottedLouisFarTeenGirl { criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsManager IsManagerFar400 Response SurvivorSpottedLouisFarTeenGirl } Response SurvivorSpottedMolotovTeenGirl { scene "scenes/TeenGirl/SpotGrenades04.vcd" //Molotov's over here. scene "scenes/TeenGirl/SpotGrenades06.vcd" //Molotov's over here. scene "scenes/TeenGirl/SpotGrenades07.vcd" //Molotov's over here. scene "scenes/TeenGirl/SpotGrenades08.vcd" odds 1 //Hey boys, molotov's over here. } Rule SurvivorSpottedMolotovTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsMolotov ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovTeenGirl } Response SurvivorSpottedMolotovAutoTeenGirl { scene "scenes/TeenGirl/SpotGrenades04.vcd" //Molotov's over here. scene "scenes/TeenGirl/SpotGrenades06.vcd" //Molotov's over here. scene "scenes/TeenGirl/SpotGrenades07.vcd" //Molotov's over here. scene "scenes/TeenGirl/SpotGrenades08.vcd" odds 1 //Hey boys, molotov's over here. } Rule SurvivorSpottedMolotovAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsMolotov IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoTeenGirl } Response SurvivorSpottedMolotovAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedMolotovAutoTeenGirl2 { criteria ConceptPlayerSpotMolotov IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMolotovAutoTeenGirl2 } Response SurvivorSpottedPillsTeenGirl { scene "scenes/TeenGirl/SpotPills01.vcd" //Pills here! scene "scenes/TeenGirl/SpotPills02.vcd" //Pills here! scene "scenes/TeenGirl/SpotPills03.vcd" //Pills here! scene "scenes/TeenGirl/SpotPills04.vcd" //Pills here! } Rule SurvivorSpottedPillsTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsPainPills ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsTeenGirl } Response SurvivorSpottedPillsAutoTeenGirl { scene "scenes/TeenGirl/SpotPills01.vcd" //Pills here! scene "scenes/TeenGirl/SpotPills02.vcd" //Pills here! scene "scenes/TeenGirl/SpotPills03.vcd" //Pills here! scene "scenes/TeenGirl/SpotPills04.vcd" //Pills here! } Rule SurvivorSpottedPillsAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsPainPills IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoTeenGirl } Response SurvivorSpottedPillsAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedPillsAutoTeenGirl2 { criteria ConceptPlayerSpotPills IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedPillsAutoTeenGirl2 } Response SurvivorSpottedWorldCloseTeenGirl { scene "scenes/TeenGirl/LookHere02.vcd" //Would you look at this? scene "scenes/TeenGirl/LookHere05.vcd" //Huh, check this out. scene "scenes/TeenGirl/LookHere06.vcd" //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" //Look here. } Rule SurvivorSpottedWorldCloseTeenGirl { criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto Response SurvivorSpottedWorldCloseTeenGirl } Rule SurvivorSpottedAmmoAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsAmmo IsWorldTalkTeenGirl IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAmmoTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Item Spotted Creshendo //-------------------------------------------------------------------------------------------------------------- Response SurvivorMovingToBattleStationTeenGirl { scene "scenes/TeenGirl/AnswerReady04.vcd" //Let's go. scene "scenes/TeenGirl/AnswerReady07.vcd" //Ready scene "scenes/TeenGirl/AnswerReady08.vcd" //Yep, I'm ready } Rule SurvivorMovingToBattleStationTeenGirl { criteria ConceptBotMovingToBattleStation IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSaidCreshendoStartNear IsNotSaidBattleStationsTeenGirl ApplyContext "SaidBattleStationsTeenGirl:1:30" applycontexttoworld Response SurvivorMovingToBattleStationTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedBoomerTeenGirl { scene "scenes/TeenGirl/WarnBoomer01.vcd" //BOOMER! scene "scenes/TeenGirl/WarnBoomer02.vcd" //BOOMER! scene "scenes/TeenGirl/WarnBoomer03.vcd" //BOOMER! } Rule SurvivorSpottedBoomerTeenGirl { criteria ConceptPlayerWarnBoomer IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerTeenGirl } Response SurvivorSpottedHunterTeenGirl { scene "scenes/TeenGirl/WarnHunter01.vcd" //HUNTER! scene "scenes/TeenGirl/WarnHunter02.vcd" //HUNTER! scene "scenes/TeenGirl/WarnHunter03.vcd" //HUNTER! } Rule SurvivorSpottedHunterTeenGirl { criteria ConceptPlayerWarnHunter IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterTeenGirl } Response SurvivorSpottedInfectedTeenGirl { scene "scenes/TeenGirl/Incoming02.vcd" //Incoming! scene "scenes/TeenGirl/Incoming04.vcd" //They're coming! scene "scenes/TeenGirl/Incoming05.vcd" //Here they come! scene "scenes/TeenGirl/Incoming06.vcd" //Get ready! scene "scenes/TeenGirl/Incoming07.vcd" //Oh god, get ready, here they come! scene "scenes/TeenGirl/Incoming12.vcd" //They're coming! scene "scenes/TeenGirl/Incoming13.vcd" //Here they come! scene "scenes/TeenGirl/Incoming17.vcd" //Incoming! scene "scenes/TeenGirl/Incoming18.vcd" //Ohhh crap, get ready! scene "scenes/TeenGirl/Incoming21.vcd" //Here they come, boys! scene "scenes/TeenGirl/Incoming23.vcd" //Get ready! scene "scenes/TeenGirl/Incoming24.vcd" //Get ready, here they come! scene "scenes/TeenGirl/Incoming25.vcd" //Hold on, here they come! } Rule SurvivorSpottedInfectedTeenGirl { criteria ConceptPlayerIncoming IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorSpottedInfectedTeenGirl } Response SurvivorSpottedSmokerTeenGirl { scene "scenes/TeenGirl/WarnSmoker01.vcd" //SMOKER! scene "scenes/TeenGirl/WarnSmoker02.vcd" //SMOKER! scene "scenes/TeenGirl/WarnSmoker03.vcd" //SMOKER! } Rule SurvivorSpottedSmokerTeenGirl { criteria ConceptPlayerWarnSmoker IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerTeenGirl } Response SurvivorSpottedTankTeenGirl { scene "scenes/TeenGirl/WarnTank01.vcd" //TANK! scene "scenes/TeenGirl/WarnTank02.vcd" //TANK! scene "scenes/TeenGirl/WarnTank04.vcd" //TANK! scene "scenes/TeenGirl/WarnTank05.vcd" //TANK! } Rule SurvivorSpottedTankTeenGirl { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankTeenGirl } Response SurvivorSpottedWitchTeenGirl { scene "scenes/TeenGirl/WarnWitch01.vcd" //WITCH! scene "scenes/TeenGirl/WarnWitch02.vcd" //WITCH! scene "scenes/TeenGirl/WarnWitch03.vcd" //WITCH! scene "scenes/TeenGirl/WarnWitch04.vcd" //WITCH! } Rule SurvivorSpottedWitchTeenGirl { criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotSpeakingWeight0 ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchTeenGirl } Rule SurvivorAlsoSpottedBoomerTeenGirl { criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedBoomerTeenGirl } Rule SurvivorAlsoSpottedHunterTeenGirl { criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedHunterTeenGirl } Rule SurvivorAlsoSpottedSmokerTeenGirl { criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedSmokerTeenGirl } Rule SurvivorAlsoSpottedTankTeenGirl { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response SurvivorSpottedTankTeenGirl } Rule SurvivorAlsoSpottedWitchTeenGirl { criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30" applycontexttoworld Response SurvivorSpottedWitchTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response EmphaticArriveRunTeenGirl { scene "scenes/TeenGirl/EmphaticRun04.vcd" //Let's go, let's go scene "scenes/TeenGirl/EmphaticRun09.vcd" //Just go! GO! scene "scenes/TeenGirl/EmphaticRun10.vcd" //RUN! scene "scenes/TeenGirl/EmphaticRun12.vcd" //Keep moving! Come on, keep moving! } Rule EmphaticArriveRunTeenGirl { criteria ConceptEmphaticArriveRun IsNotCoughing IsTeenGirl IsTalkTeenGirl Response EmphaticArriveRunTeenGirl } Response PlayerAlertGiveItemTeenGirl { scene "scenes/TeenGirl/AlertGiveItem01.vcd" //Here, you can have this scene "scenes/TeenGirl/AlertGiveItem03.vcd" //Take this. scene "scenes/TeenGirl/AlertGiveItem05.vcd" //Wait up, I have something for you. scene "scenes/TeenGirl/AlertGiveItem07.vcd" //Hey, take this. scene "scenes/TeenGirl/AlertGiveItem09.vcd" //Here, you can have this scene "scenes/TeenGirl/AlertGiveItem11.vcd" //Take this. scene "scenes/TeenGirl/AlertGiveItem12.vcd" //Here. scene "scenes/TeenGirl/AlertGiveItem14.vcd" //Here you go, you can have this. scene "scenes/TeenGirl/AlertGiveItem15.vcd" //Here you go, you can have this. scene "scenes/TeenGirl/AlertGiveItem16.vcd" //Hey, take this. } Rule PlayerAlertGiveItemTeenGirl { criteria ConceptPlayerAlertGiveItem IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerAlertGiveItemTeenGirl } Response PlayerFriendlyFireTeenGirl { scene "scenes/TeenGirl/FriendlyFire02.vcd" //Hey, that hurt! scene "scenes/TeenGirl/FriendlyFire03.vcd" //Watch it! scene "scenes/TeenGirl/FriendlyFire05.vcd" //Watch where you're shooting! scene "scenes/TeenGirl/FriendlyFire06.vcd" //Stop shooting me! scene "scenes/TeenGirl/FriendlyFire07.vcd" //ow! HEY! scene "scenes/TeenGirl/FriendlyFire08.vcd" //Stop it already! scene "scenes/TeenGirl/FriendlyFire10.vcd" //Hey! scene "scenes/TeenGirl/FriendlyFire11.vcd" //That's not funny. scene "scenes/TeenGirl/FriendlyFire12.vcd" //STOP IT! scene "scenes/TeenGirl/FriendlyFire13.vcd" //Don't shoot me! scene "scenes/TeenGirl/FriendlyFire14.vcd" //Hey, come on! Stop! scene "scenes/TeenGirl/FriendlyFire17.vcd" //What the hell? scene "scenes/TeenGirl/FriendlyFire18.vcd" //What the! scene "scenes/TeenGirl/FriendlyFire19.vcd" odds 2 //Why would you do that to me? scene "scenes/TeenGirl/FriendlyFire22.vcd" //Ow! that hurt! scene "scenes/TeenGirl/FriendlyFire23.vcd" //Ow! scene "scenes/TeenGirl/FriendlyFire24.vcd" odds 2 //Why would you do that to me? } Rule PlayerFriendlyFireTeenGirl { criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTalk IsTalkTeenGirl ApplyContext "TeenGirlFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireTeenGirl } Response PlayerFriendlyFire2TeenGirl { scene "scenes/TeenGirl/TeamKillAccident03.vcd" //You REALLY have to be more careful! scene "scenes/TeenGirl/TeamKillAccident05.vcd" //Be careful! scene "scenes/TeenGirl/TeamKillAccident06.vcd" //Stop Stop! scene "scenes/TeenGirl/TeamKillAccident08.vcd" //Woah. Careful! } Rule PlayerFriendlyFire2TeenGirl { criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTeenGirlFriendlyFire IsTalk IsTalkTeenGirl ApplyContext "TeenGirlFriendlyFire:1:3" applycontexttoworld Response PlayerFriendlyFire2TeenGirl } Response PlayerFriendlyFireFromBillTeenGirl { scene "scenes/TeenGirl/NameBill04.vcd" //Bill! (loud) scene "scenes/TeenGirl/TeenGirl_FriendlyFireBill01.vcd" //Bill, come on Bill! scene "scenes/TeenGirl/TeenGirl_FriendlyFireBill02.vcd" //Ow. Dammit. Bill! } Rule PlayerFriendlyFireFromBillTeenGirl { criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTalk IsTalkTeenGirl SubjectIsNamVet ChanceToFire30Percent ApplyContext "TeenGirlFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromBillTeenGirl } Response PlayerFriendlyFireFromFrancisTeenGirl { scene "scenes/TeenGirl/NameFrancis03.vcd" //Francis! (loud) scene "scenes/TeenGirl/NameFrancis05.vcd" //Francis! (loud) scene "scenes/TeenGirl/TeenGirl_FriendlyFireFrancis02.vcd" odds 5 //Ow. Knock that shit off, Francis. } Rule PlayerFriendlyFireFromFrancisTeenGirl { criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTalk IsTalkTeenGirl SubjectIsBiker ChanceToFire30Percent ApplyContext "TeenGirlFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromFrancisTeenGirl } Response PlayerFriendlyFireFromLouisTeenGirl { scene "scenes/TeenGirl/NameLouis06.vcd" //Louis! (loud) } Rule PlayerFriendlyFireFromLouisTeenGirl { criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTalk IsTalkTeenGirl SubjectIsManager ChanceToFire30Percent ApplyContext "TeenGirlFriendlyFire:1:10" applycontexttoworld Response PlayerFriendlyFireFromLouisTeenGirl } Response PlayerFriendlyFireNoBulletTeenGirl { scene "scenes/TeenGirl/FriendlyFire02.vcd" //Hey, that hurt! scene "scenes/TeenGirl/FriendlyFire03.vcd" //Watch it! scene "scenes/TeenGirl/FriendlyFire07.vcd" //ow! HEY! scene "scenes/TeenGirl/FriendlyFire08.vcd" //Stop it already! scene "scenes/TeenGirl/FriendlyFire10.vcd" //Hey! scene "scenes/TeenGirl/FriendlyFire11.vcd" odds 2 //That's not funny. scene "scenes/TeenGirl/FriendlyFire12.vcd" //STOP IT! scene "scenes/TeenGirl/FriendlyFire14.vcd" //Hey, come on! Stop! scene "scenes/TeenGirl/FriendlyFire17.vcd" //What the hell? scene "scenes/TeenGirl/FriendlyFire19.vcd" odds 2 //Why would you do that to me? scene "scenes/TeenGirl/FriendlyFire22.vcd" //Ow! that hurt! scene "scenes/TeenGirl/FriendlyFire23.vcd" //Ow! scene "scenes/TeenGirl/FriendlyFire24.vcd" odds 2 //Why would you do that to me? } Rule PlayerFriendlyFireNoBulletTeenGirl { criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkTeenGirl ApplyContext "TeenGirlFriendlyFire:1:10" Response PlayerFriendlyFireNoBulletTeenGirl } Response PlayerToTheRescueTeenGirl { scene "scenes/TeenGirl/ToTheRescue01.vcd" predelay "0.75,1.5" //Hold on, I'm on my way! scene "scenes/TeenGirl/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm coming! scene "scenes/TeenGirl/ToTheRescue03.vcd" predelay "0.75,1.5" //Hold on, I'm coming! scene "scenes/TeenGirl/ToTheRescue04.vcd" predelay "0.75,1.5" //Help is on the way! scene "scenes/TeenGirl/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang on, hang on, I'm coming! scene "scenes/TeenGirl/ToTheRescue07.vcd" predelay "0.75,1.5" //Hang in there, I'm coming! scene "scenes/TeenGirl/ToTheRescue08.vcd" predelay "0.75,1.5" //Coming, coming, coming! scene "scenes/TeenGirl/ToTheRescue09.vcd" predelay "0.75,1.5" //Hold on, I'm on my way! } Rule PlayerToTheRescueTeenGirl { criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueTeenGirl } Response SurvivorTauntResponseTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Hurrah03.vcd" //Awesome! scene "scenes/TeenGirl/Hurrah04.vcd" //YESSS! scene "scenes/TeenGirl/Hurrah11.vcd" //YEAH! scene "scenes/TeenGirl/Hurrah12.vcd" //Oh yeah, lovely. scene "scenes/TeenGirl/Hurrah16.vcd" //Oh yeah! scene "scenes/TeenGirl/Hurrah17.vcd" //Impressive. scene "scenes/TeenGirl/Taunt02.vcd" //Thats right. [grim, determined] scene "scenes/TeenGirl/Taunt13.vcd" //Awesome! scene "scenes/TeenGirl/Taunt18.vcd" //All right! scene "scenes/TeenGirl/Taunt19.vcd" //Awesome! scene "scenes/TeenGirl/Taunt20.vcd" //YEAH! scene "scenes/TeenGirl/Taunt21.vcd" //YESSS! scene "scenes/TeenGirl/Taunt24.vcd" //Lookin good. scene "scenes/TeenGirl/Taunt25.vcd" //Oh yeah! scene "scenes/TeenGirl/Taunt26.vcd" //Impressive. scene "scenes/TeenGirl/Taunt28.vcd" //Thats right. [grim, determined] scene "scenes/TeenGirl/Taunt29.vcd" //Oh yeah, lovely. scene "scenes/TeenGirl/Taunt30.vcd" //Lookin good. scene "scenes/TeenGirl/Taunt31.vcd" //OH YEAH! scene "scenes/TeenGirl/Taunt34.vcd" //Thats right. [grim, determined] scene "scenes/TeenGirl/Taunt35.vcd" //YESSS! scene "scenes/TeenGirl/Taunt39.vcd" //YEAHHHH! } Rule SurvivorTauntResponseTeenGirl { criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorTauntResponseTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - ZResponses //-------------------------------------------------------------------------------------------------------------- Rule EmphaticArriveRunFarmTeenGirl { criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsTeenGirl IsTalkTeenGirl Response EmphaticArriveRunTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerChokeResponseTeenGirl { scene "scenes/TeenGirl/Choke01.vcd" //[Choking] scene "scenes/TeenGirl/Choke02.vcd" //[Choking] scene "scenes/TeenGirl/Choke02.vcd" //[Choking] scene "scenes/TeenGirl/Choke03.vcd" //[Choking] scene "scenes/TeenGirl/Choke04.vcd" //[Choking] scene "scenes/TeenGirl/Choke04.vcd" //[Choking] scene "scenes/TeenGirl/Help01.vcd" //Help! scene "scenes/TeenGirl/Help01.vcd" //Help! scene "scenes/TeenGirl/Help15.vcd" //Help! -H scene "scenes/TeenGirl/Help15.vcd" //Help! -H scene "scenes/TeenGirl/Help17.vcd" //Help! scene "scenes/TeenGirl/HurtMajor01.vcd" //[pain noise - ahh] scene "scenes/TeenGirl/HurtMajor04.vcd" //[pain noise - ugh] scene "scenes/TeenGirl/HurtMinor04.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/HurtMinor08.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/NegativeNoise13.vcd" //[Improv non-verbal displeasure sounds] scene "scenes/TeenGirl/NegativeNoise15.vcd" //[Improv non-verbal displeasure sounds] scene "scenes/TeenGirl/ReactionNegativeSpecial01.vcd" //[Frustration sound] scene "scenes/TeenGirl/ReactionNegativeSpecial03.vcd" //[Frustration sound] scene "scenes/TeenGirl/ReactionNegativeSpecial06.vcd" //[Frustration sound] scene "scenes/TeenGirl/ReactionNegativeSpecial09.vcd" //[Frustration sound] scene "scenes/TeenGirl/ReactionNegativeSpecial12.vcd" //[Frustration sound] scene "scenes/TeenGirl/ReactionNegativeSpecial13.vcd" //[Frustration sound] } Rule PlayerChokeResponseTeenGirl { criteria ConceptPlayerChoke IsSurvivor IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerChokeResponseTeenGirl } Response PlayerTonguePullStartResponseTeenGirl { scene "scenes/TeenGirl/GrabbedBySmoker01c.vcd" //no, No, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/TeenGirl/GrabbedBySmoker02c.vcd" //no, No, No, NO, NO, NOOOOOOO!!!!!!!!! scene "scenes/TeenGirl/GrabbedBySmoker03c.vcd" //no, No, No, NO, NO!!!!!!!! scene "scenes/TeenGirl/GrabbedBySmoker04b.vcd" //no, No, No, NO!!!!!!!! } Rule PlayerTonguePullStartResponseTeenGirl { criteria ConceptPlayerTonguePullStart IsSurvivor IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerTonguePullStartResponseTeenGirl } Response SurvivorCriticalHurtTeenGirl { scene "scenes/TeenGirl/HurtCritical01.vcd" //[pain noise - loud major pain] scene "scenes/TeenGirl/HurtCritical02.vcd" //[pain noise - loud major pain] scene "scenes/TeenGirl/HurtCritical03.vcd" //[pain noise - loud major pain] scene "scenes/TeenGirl/HurtCritical04.vcd" //[pain noise - loud major pain] scene "scenes/TeenGirl/HurtCritical05.vcd" //[pain noise - loud major pain] scene "scenes/TeenGirl/HurtCritical06.vcd" //[pain noise - loud major pain] scene "scenes/TeenGirl/HurtCritical07.vcd" //[pain noise - loud major pain] } Rule SurvivorCriticalHurtTeenGirl { criteria IsSurvivor InPain IsCriticalPain IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorCriticalHurtTeenGirl } Response SurvivorIncapacitatedHurtTeenGirl { scene "scenes/TeenGirl/IncapacitatedInjury01.vcd" //AHHHHH [terrified yell] scene "scenes/TeenGirl/IncapacitatedInjury02.vcd" //AHHHHH [terrified yell] scene "scenes/TeenGirl/IncapacitatedInjury03.vcd" //AHHHHH [terrified yell] scene "scenes/TeenGirl/IncapacitatedInjury04.vcd" //AHHHHH [terrified yell] } Rule SurvivorIncapacitatedHurtTeenGirl { criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorIncapacitatedHurtTeenGirl } Response SurvivorMajorHurtTeenGirl { scene "scenes/TeenGirl/HurtMajor01.vcd" //[pain noise - ahh] scene "scenes/TeenGirl/HurtMajor02.vcd" //[pain noise - huh] scene "scenes/TeenGirl/HurtMajor03.vcd" //[pain noise - oy] scene "scenes/TeenGirl/HurtMajor04.vcd" //[pain noise - ugh] scene "scenes/TeenGirl/HurtMajor05.vcd" //[pain noise - ugh] scene "scenes/TeenGirl/HurtMajor06.vcd" //[pain noise - ugh] } Rule SurvivorMajorHurtTeenGirl { criteria IsSurvivor InPain IsMajorPain IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorMajorHurtTeenGirl } Response SurvivorMinorHurtTeenGirl { scene "scenes/TeenGirl/HurtMinor01.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/HurtMinor02.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/HurtMinor03.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/HurtMinor04.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/HurtMinor05.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/HurtMinor06.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/HurtMinor07.vcd" //[pain noise - short minor pain] scene "scenes/TeenGirl/HurtMinor08.vcd" //[pain noise - short minor pain] } Rule SurvivorMinorHurtTeenGirl { criteria IsSurvivor InPain IsMinorPain IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorMinorHurtTeenGirl } Response SurvivorReloadingTeenGirl { scene "scenes/TeenGirl/Reloading01.vcd" //Reloading! scene "scenes/TeenGirl/Reloading02.vcd" //Reloading! scene "scenes/TeenGirl/Reloading03.vcd" //Reloading! scene "scenes/TeenGirl/Reloading04.vcd" //I'm Reloading! } Rule SurvivorReloadingTeenGirl { criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsTeenGirl IsNotIncapacitated IsTalk IsTalkTeenGirl RecentGroupInCombat10 Response SurvivorReloadingTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Player Help Incapped //-------------------------------------------------------------------------------------------------------------- Response PlayerHelpIncappedTeenGirl { scene "scenes/TeenGirl/Help01.vcd" then any FriendNeedsHelp foo:0 0 //Help! scene "scenes/TeenGirl/Help02.vcd" then any FriendNeedsHelp foo:0 0 //Help please! scene "scenes/TeenGirl/Help03.vcd" then any FriendNeedsHelp foo:0 0 //Someone help! scene "scenes/TeenGirl/Help04.vcd" then any FriendNeedsHelp foo:0 0 //Guys, I need some help! scene "scenes/TeenGirl/Help07.vcd" then any FriendNeedsHelp foo:0 0 //Come on guys, I need some help! scene "scenes/TeenGirl/Help08.vcd" then any FriendNeedsHelp foo:0 0 //Guys, I could use a hand! scene "scenes/TeenGirl/Help12.vcd" then any FriendNeedsHelp foo:0 0 //Guys, over here - I could use a hand! scene "scenes/TeenGirl/Help13.vcd" then any FriendNeedsHelp foo:0 0 //Hey! Help! scene "scenes/TeenGirl/Help14.vcd" then any FriendNeedsHelp foo:0 0 //I need some help! scene "scenes/TeenGirl/Help15.vcd" then any FriendNeedsHelp foo:0 0 //Help! -H scene "scenes/TeenGirl/Help16.vcd" then any FriendNeedsHelp foo:0 0 //Help me! scene "scenes/TeenGirl/Help17.vcd" then any FriendNeedsHelp foo:0 0 //Help! } Rule PlayerHelpIncappedTeenGirl { criteria ConceptPlayerHelp IsTeenGirl IsTalk IsTalkTeenGirl IsIncapacitated NotCalledForHelpRecently ApplyContext "CalledForHelp:1:20" Response PlayerHelpIncappedTeenGirl } //-------------------------------------------------------------------------------------------------------------- // PlayerIncappedResponse //-------------------------------------------------------------------------------------------------------------- Response HelpResponseBillTeenGirl { scene "scenes/TeenGirl/InsideSafeRoom02.vcd" //We can't leave 'em out there scene "scenes/TeenGirl/InsideSafeRoom08.vcd" //No one left behind, right? scene "scenes/TeenGirl/InsideSafeRoom14.vcd" //We should go help 'em } Rule HelpResponseBillTeenGirl { criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea NotAloneInSafeSpot Response HelpResponseBillTeenGirl } Response HelpResponseBillBTeenGirl { scene "scenes/TeenGirl/InsideSafeRoom15.vcd" //Let's go back out there Louis. scene "scenes/TeenGirl/InsideSafeRoom16.vcd" //Come on Louis! We can't leave Bill behind. } Rule HelpResponseBillBTeenGirl { criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea IsManagerNear200 ChanceToFire10Percent Response HelpResponseBillBTeenGirl } Response HelpResponseFrancisTeenGirl { scene "scenes/TeenGirl/InsideSafeRoom02.vcd" //We can't leave 'em out there scene "scenes/TeenGirl/InsideSafeRoom07.vcd" //We can't leave Francis out there scene "scenes/TeenGirl/InsideSafeRoom08.vcd" //No one left behind, right? scene "scenes/TeenGirl/InsideSafeRoom14.vcd" //We should go help 'em } Rule HelpResponseFrancisTeenGirl { criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsBiker IsNotInStartArea NotAloneInSafeSpot Response HelpResponseFrancisTeenGirl } Response HelpResponseFrancisBTeenGirl { scene "scenes/TeenGirl/InsideSafeRoom15.vcd" //Let's go back out there Louis. } Rule HelpResponseFrancisBTeenGirl { criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsBiker IsNotInStartArea IsManagerNear200 ChanceToFire10Percent Response HelpResponseFrancisBTeenGirl } Response HelpResponseLouisTeenGirl { scene "scenes/TeenGirl/InsideSafeRoom01.vcd" //We should probably go help 'em scene "scenes/TeenGirl/InsideSafeRoom02.vcd" //We can't leave 'em out there scene "scenes/TeenGirl/InsideSafeRoom08.vcd" //No one left behind, right? scene "scenes/TeenGirl/InsideSafeRoom14.vcd" //We should go help 'em } Rule HelpResponseLouisTeenGirl { criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot Response HelpResponseLouisTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Remarkable Conversation //-------------------------------------------------------------------------------------------------------------- Response crashcourse01_path01zrTeenGirl { scene "scenes/TeenGirl/DLC2Misc03.vcd" //He was a ZOMBIE, Francis! scene "scenes/TeenGirl/DLC2Misc05.vcd" odds 3 //Okay, you know what? He was a zombie. ZOMBIE, ZOMBIE, ZOMBIE. Not a pilot. He was a ZOMBIE, Francis! } Rule crashcourse01_path01zrTeenGirl { criteria Conceptcrashcourse01_path01zresp IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsTeenGirl Response crashcourse01_path01zrTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerAirport02CraneStartedTeenGirl { scene "scenes/TeenGirl/WorldHospitalGeneric03.vcd" //Get ready, guys. Here we go. scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerAirport02CraneStartedTeenGirl { criteria Conceptairport02_creshendoCrane IsTeenGirl ApplyContext "Airport02CraneStarted:1:0" applycontexttoworld Response PlayerAirport02CraneStartedTeenGirl } Response PlayerAirport02DumpsterDownTeenGirl { scene "scenes/TeenGirl/WorldAirport0209.vcd" //It's down! Let's go! scene "scenes/TeenGirl/WorldAirport0210.vcd" //Our dumpster's here! Let's go! } Rule PlayerAirport02DumpsterDownTeenGirl { criteria Conceptairport02_creshendo03 IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerAirport02DumpsterDownTeenGirl } Response Playerairport03_barrieraTeenGirl { scene "scenes/TeenGirl/WorldAirport0302.vcd" //Let's start a fire! scene "scenes/TeenGirl/WorldAirport0302.vcd" //Let's start a fire! scene "scenes/TeenGirl/WorldAirport0316.vcd" //Boys, let's starts a fire! scene "scenes/TeenGirl/WorldAirport0316.vcd" //Boys, let's starts a fire! } Rule Playerairport03_barrieraTeenGirl { criteria Conceptairport03_barriera IsTeenGirl IsNotSaidairport03_barriera IsTalk IsTalkTeenGirl IsSubjectNear800 IsNotSaidairport03_barrier ApplyContext "Saidairport03_barriera:1:0" applycontexttoworld Response Playerairport03_barrieraTeenGirl } Response PlayerAirport03FirePathClearaTeenGirl { scene "scenes/TeenGirl/HurryUp05.vcd" then all Airport03FirePathCleara foo:0 0 //Lets go guys! scene "scenes/TeenGirl/MoveOn06.vcd" then all Airport03FirePathCleara foo:0 0 //I think we should go } Rule PlayerAirport03FirePathClearaTeenGirl { criteria ConceptAirport03FirePathCleara IsTeenGirl IsNotCoughing IsTalk IsTalkTeenGirl ChanceToFire10Percent RecentGroupInCombat2 ApplyContext "SaidAirport03FirePathClear:1:0" applycontexttoworld Response PlayerAirport03FirePathClearaTeenGirl } Response PlayerAirport03FirePathClearXTeenGirl { scene "scenes/TeenGirl/WorldAirport0308.vcd" then all Airport03FirePathCleara foo:0 0 //The path is clear! scene "scenes/TeenGirl/WorldAirport0309.vcd" then all Airport03FirePathCleara foo:0 0 //We burned a path! } Rule PlayerAirport03FirePathClearXTeenGirl { criteria ConceptAirport03FirePathClearX IsTeenGirl IsNotCoughing IsTalk IsTalkTeenGirl IsNotSaidAirport03FirePathClear ApplyContext "SaidAirport03FirePathClear:1:0" applycontexttoworld Response PlayerAirport03FirePathClearXTeenGirl } Response PlayerAirport03FireStartedXTeenGirl { scene "scenes/TeenGirl/WorldHospitalGeneric03.vcd" odds 5 //Get ready, guys. Here we go. scene "scenes/TeenGirl/WorldHospitalGeneric04.vcd" odds 5 //This is it! scene "scenes/TeenGirl/WorldSmallTown0108.vcd" odds 5 //Boom! So much for the easy way. scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerAirport03FireStartedXTeenGirl { criteria ConceptAirport03FireStartedX IsTeenGirl IsNotCoughing IsTalk IsTalkTeenGirl ApplyContext "SaidAirport03FireStarted:1:0" applycontexttoworld Response PlayerAirport03FireStartedXTeenGirl } Response Playerairport04_08bTeenGirl { scene "scenes/TeenGirl/WorldAirport0413.vcd" //They must have been trying to stop the infection from spreading. } Rule Playerairport04_08bTeenGirl { criteria Conceptairport04_08b IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 Response Playerairport04_08bTeenGirl } Response Playerairport04_08cTeenGirl { scene "scenes/TeenGirl/ViolenceAwe15.vcd" //Holy shit... scene "scenes/TeenGirl/WorldAirport0413.vcd" //They must have been trying to stop the infection from spreading. } Rule Playerairport04_08cTeenGirl { criteria Conceptairport04_08c IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 Response Playerairport04_08cTeenGirl } Response Playerairport04_08dTeenGirl { scene "scenes/TeenGirl/Uncertain12.vcd" //Right... } Rule Playerairport04_08dTeenGirl { criteria Conceptairport04_08d IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 Response Playerairport04_08dTeenGirl } Response PlayerFrancisSuggestsCraneTeenGirl { scene "scenes/TeenGirl/WorldAirport0220.vcd" //Good thinking! scene "scenes/TeenGirl/WorldAirport0230.vcd" //Good thinking, Francis! } Rule PlayerFrancisSuggestsCraneTeenGirl { criteria ConceptFrancisSuggestsCrane IsTeenGirl IsNotSaidFrancisSuggestsCrane IsTalk IsTalkTeenGirl IsSubjectNear800 ApplyContext "SaidFrancisSuggestsCrane:1:0" applycontexttoworld Response PlayerFrancisSuggestsCraneTeenGirl } Response PlayerLaughFrancisTeenGirl { scene "scenes/TeenGirl/Laughter13.vcd" // scene "scenes/TeenGirl/Laughter16.vcd" // scene "scenes/TeenGirl/Laughter20.vcd" // scene "scenes/TeenGirl/NameFrancis14.vcd" //Francis (quiet) scene "scenes/TeenGirl/NameFrancis15.vcd" //Francis (quiet) scene "scenes/TeenGirl/NameFrancis16.vcd" //Francis (quiet) } Rule PlayerLaughFrancisTeenGirl { criteria ConceptLaughFrancis IsTeenGirl IsNotSaidLaughFrancis IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidLaughFrancis:1:0" applycontexttoworld Response PlayerLaughFrancisTeenGirl } Response PlayerRemarkairport02_creshendo01aTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkairport02_creshendo01aTeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl ApplyContext "Saidairport02_creshendo01a:1:30" applycontexttoworld Response PlayerRemarkairport02_creshendo01aTeenGirl } Response PlayerRemarkairport02_creshendo01bTeenGirl { scene "scenes/TeenGirl/WorldAirport0204.vcd" then Any ZoeySuggestsCrane foo:0 0 //The crane will lower that dumpster. scene "scenes/TeenGirl/WorldAirport0205.vcd" then Any ZoeySuggestsCrane foo:0 0 //We can get across on that dumpster. scene "scenes/TeenGirl/WorldAirport0206.vcd" then Any ZoeySuggestsCrane foo:0 0 //Someone needs to lower that dumpster. scene "scenes/TeenGirl/WorldAirport0208.vcd" then Any ZoeySuggestsCrane foo:0 0 //Someone needs to start the crane. } Rule PlayerRemarkairport02_creshendo01bTeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_creshendo01b IsNotSaidairport02_creshendo01a NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 IsNotAirport02CraneStarted ApplyContext "Saidairport02_creshendo01b:1:0" applycontexttoworld Response PlayerRemarkairport02_creshendo01bTeenGirl } Response PlayerRemarkairport02_path01TeenGirl { scene "scenes/TeenGirl/WorldAirport0201.vcd" //We can get back to the rooftops. scene "scenes/TeenGirl/WorldAirport0202.vcd" //Let's head back up. } Rule PlayerRemarkairport02_path01TeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_path01 IsNotSaidairport02_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1500 ApplyContext "Saidairport02_path01:1:0" applycontexttoworld Response PlayerRemarkairport02_path01TeenGirl } Response PlayerRemarkairport02_path02TeenGirl { scene "scenes/TeenGirl/WorldAirport0214.vcd" //What do you call 5000 infected lawyers? } Rule PlayerRemarkairport02_path02TeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ChanceToFire10Percent ApplyContext "Saidairport02_path02:1:0" applycontexttoworld Response PlayerRemarkairport02_path02TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkairport02_path02TeenGirl : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkairport02_path02TeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidairport02_path02:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkairport02_path03TeenGirl { scene "scenes/TeenGirl/WorldAirport0218.vcd" //Louis did you work in a cube like these? scene "scenes/TeenGirl/WorldAirport0219.vcd" //Hey Louis: all these cubicles make you homesick? } Rule PlayerRemarkairport02_path03TeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 ChanceToFire20Percent IsManagerAlive ApplyContext "Saidairport02_path03:1:0" applycontexttoworld Response PlayerRemarkairport02_path03TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkairport02_path03TeenGirl : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkairport02_path03TeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 IsManagerAlive ApplyContext "Saidairport02_path03:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkairport02_path04TeenGirl { scene "scenes/TeenGirl/WorldAirport0216.vcd" //Down the stairs! scene "scenes/TeenGirl/WorldAirport0217.vcd" //Hey Bill, it's your favorite: stairs. scene "scenes/TeenGirl/WorldAirport0227.vcd" //We gotta take the stairs. Sorry Bill. } Rule PlayerRemarkairport02_path04TeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_path04 IsNotSaidairport02_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidairport02_path04:1:0" applycontexttoworld Response PlayerRemarkairport02_path04TeenGirl } Response PlayerRemarkairport02_path05TeenGirl { scene "scenes/TeenGirl/WorldAirport0226.vcd" //Safe house in that storage place! } Rule PlayerRemarkairport02_path05TeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_path05 IsNotSaidairport02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl ApplyContext "Saidairport02_path05:1:0" applycontexttoworld Response PlayerRemarkairport02_path05TeenGirl } Response PlayerRemarkairport02_path06TeenGirl { scene "scenes/TeenGirl/WorldAirport0224.vcd" //We're getting close the airport! scene "scenes/TeenGirl/WorldAirport0225.vcd" //Almost at the airport! } Rule PlayerRemarkairport02_path06TeenGirl { criteria ConceptRemark IsTeenGirl Isairport02_path06 IsNotSaidairport02_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "Saidairport02_path06:1:0" applycontexttoworld Response PlayerRemarkairport02_path06TeenGirl } Response PlayerRemarkairport03_01TeenGirl { scene "scenes/TeenGirl/WorldAirport0310.vcd" //I hope this isn't the plane we saw. } Rule PlayerRemarkairport03_01TeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_01 IsNotSaidairport03_01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "Saidairport03_01:1:0" applycontexttoworld Response PlayerRemarkairport03_01TeenGirl } Response PlayerRemarkairport03_02aTeenGirl { scene "scenes/TeenGirl/WorldAirport0303.vcd" //THE AIRPORT! scene "scenes/TeenGirl/WorldAirport0304.vcd" //LOOK, THE AIRPORT! } Rule PlayerRemarkairport03_02aTeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_02a IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl ApplyContext "Saidairport03_02:1:0" applycontexttoworld Response PlayerRemarkairport03_02aTeenGirl } Response PlayerRemarkairport03_02bTeenGirl { scene "scenes/TeenGirl/WorldAirport0303.vcd" //THE AIRPORT! scene "scenes/TeenGirl/WorldAirport0304.vcd" //LOOK, THE AIRPORT! } Rule PlayerRemarkairport03_02bTeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_02b IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl ApplyContext "Saidairport03_02:1:0" applycontexttoworld Response PlayerRemarkairport03_02bTeenGirl } Response PlayerRemarkairport03_03aTeenGirl { scene "scenes/TeenGirl/WorldAirport0307.vcd" //The doors are all blocked! } Rule PlayerRemarkairport03_03aTeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_03a IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidairport03_03:1:0" applycontexttoworld Response PlayerRemarkairport03_03aTeenGirl } Response PlayerRemarkairport03_03bTeenGirl { scene "scenes/TeenGirl/WorldAirport0307.vcd" //The doors are all blocked! } Rule PlayerRemarkairport03_03bTeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_03b IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidairport03_03:1:0" applycontexttoworld Response PlayerRemarkairport03_03bTeenGirl } Response PlayerRemarkairport03_03cTeenGirl { scene "scenes/TeenGirl/WorldAirport0307.vcd" //The doors are all blocked! } Rule PlayerRemarkairport03_03cTeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_03c IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidairport03_03:1:0" applycontexttoworld Response PlayerRemarkairport03_03cTeenGirl } Response PlayerRemarkairport03_04TeenGirl { scene "scenes/TeenGirl/WorldAirport0311.vcd" //We can get inside over the skybridge. scene "scenes/TeenGirl/WorldAirport0312.vcd" //The skybridge! } Rule PlayerRemarkairport03_04TeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_04 IsNotSaidairport03_04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1500 ApplyContext "Saidairport03_04:1:0" applycontexttoworld Response PlayerRemarkairport03_04TeenGirl } Response PlayerRemarkairport03_06TeenGirl { scene "scenes/TeenGirl/WorldAirport0314.vcd" odds 5 then Any LaughZoey foo:0 0 //Oh no! Not short term parking! scene "scenes/TeenGirl/WorldAirport0315.vcd" //Let's go through here. } Rule PlayerRemarkairport03_06TeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_06 IsNotSaidairport03_06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 ApplyContext "Saidairport03_06:1:0" applycontexttoworld Response PlayerRemarkairport03_06TeenGirl } Response PlayerRemarkairport03_07TeenGirl { scene "scenes/TeenGirl/WorldAirport0313.vcd" //Safe house across the skybridge! } Rule PlayerRemarkairport03_07TeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsNotSaidSafeSpotAhead ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkairport03_07TeenGirl } Response PlayerRemarkairport03_barrierTeenGirl { scene "scenes/TeenGirl/WorldAirport0301.vcd" then Any airport03_barriera foo:0 0 //We can burn down this barricade. } Rule PlayerRemarkairport03_barrierTeenGirl { criteria ConceptRemark IsTeenGirl Isairport03_barrier IsNotSaidairport03_barrier IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800 IsNotSaidAirport03FireStarted IsNotSaidAirport03FirePathClear ApplyContext "Saidairport03_barrier:1:0" applycontexttoworld Response PlayerRemarkairport03_barrierTeenGirl } Response PlayerRemarkairport04_01TeenGirl { scene "scenes/TeenGirl/WorldAirport0402.vcd" //Through the offices! } Rule PlayerRemarkairport04_01TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_01 IsNotSaidairport04_01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 ApplyContext "Saidairport04_01:1:0" applycontexttoworld Response PlayerRemarkairport04_01TeenGirl } Response PlayerRemarkairport04_03TeenGirl { scene "scenes/TeenGirl/WorldAirport0403.vcd" //Oh no, the zombies killed god! scene "scenes/TeenGirl/WorldAirport0404.vcd" //Oh no, the zombies killed god! } Rule PlayerRemarkairport04_03TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ChanceToFire20Percent TimeSinceGroupInCombat10 ApplyContext "Saidairport04_03:1:0" applycontexttoworld Response PlayerRemarkairport04_03TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkairport04_03TeenGirl : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkairport04_03TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 TimeSinceGroupInCombat10 ApplyContext "Saidairport04_03:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkairport04_04TeenGirl { scene "scenes/TeenGirl/WorldAirport0408.vcd" //I wonder if this is more lost luggage than normal. } Rule PlayerRemarkairport04_04TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_04 IsNotSaidairport04_04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "Saidairport04_04:1:0" applycontexttoworld Response PlayerRemarkairport04_04TeenGirl } Response PlayerRemarkairport04_05TeenGirl { scene "scenes/TeenGirl/WorldAirport0407.vcd" then All airport04_05a foo:0 0 //Hey Louis, try not to get lost. scene "scenes/TeenGirl/WorldAirport0422.vcd" //I always wondered what was back here. } Rule PlayerRemarkairport04_05TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_05 IsNotSaidairport04_05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ChanceToFire20Percent TimeSinceGroupInCombat10 IsManagerAlive ApplyContext "Saidairport04_05:1:0" applycontexttoworld Response PlayerRemarkairport04_05TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkairport04_05TeenGirl : ChanceToFire20Percent Rule AUTOBLANK_PlayerRemarkairport04_05TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_05 IsNotSaidairport04_05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 TimeSinceGroupInCombat10 IsManagerAlive ApplyContext "Saidairport04_05:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkairport04_06TeenGirl { scene "scenes/TeenGirl/WorldAirport0409.vcd" //Whatever you do, Francis, please don't take off your shoes. } Rule PlayerRemarkairport04_06TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_06 IsNotSaidairport04_06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ChanceToFire10Percent IsBikerAlive IsBikerNear400 ApplyContext "Saidairport04_06:1:0" applycontexttoworld Response PlayerRemarkairport04_06TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkairport04_06TeenGirl : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkairport04_06TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_06 IsNotSaidairport04_06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 IsBikerAlive IsBikerNear400 ApplyContext "Saidairport04_06:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkairport04_07TeenGirl { scene "scenes/TeenGirl/WorldAirport0508.vcd" then biker AynRandResponse foo:0 0.05 //Hey, Ayn Rand international airport... } Rule PlayerRemarkairport04_07TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ChanceToFire10Percent ApplyContext "Saidairport04_07:1:0" applycontexttoworld Response PlayerRemarkairport04_07TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkairport04_07TeenGirl : ChanceToFire10Percent Rule AUTOBLANK_PlayerRemarkairport04_07TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "Saidairport04_07:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkairport04_08aTeenGirl { scene "scenes/TeenGirl/WorldAirport0412.vcd" then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport! scene "scenes/TeenGirl/WorldAirport0414.vcd" then Any airport04_08c foo:0 0 //There's the plane we saw! scene "scenes/TeenGirl/WorldAirport0415.vcd" //We need to get down to that plane! scene "scenes/TeenGirl/WorldAirport0416.vcd" then Any airport04_08c foo:0 0 //How do we get down to the plane? } Rule PlayerRemarkairport04_08aTeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_08a IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08aTeenGirl } Response PlayerRemarkairport04_08bTeenGirl { scene "scenes/TeenGirl/WorldAirport0412.vcd" then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport! scene "scenes/TeenGirl/WorldAirport0414.vcd" then Any airport04_08c foo:0 0 //There's the plane we saw! scene "scenes/TeenGirl/WorldAirport0415.vcd" //We need to get down to that plane! scene "scenes/TeenGirl/WorldAirport0416.vcd" then Any airport04_08c foo:0 0 //How do we get down to the plane? } Rule PlayerRemarkairport04_08bTeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_08b IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08bTeenGirl } Response PlayerRemarkairport04_08cTeenGirl { scene "scenes/TeenGirl/WorldAirport0412.vcd" then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport! scene "scenes/TeenGirl/WorldAirport0414.vcd" then Any airport04_08c foo:0 0 //There's the plane we saw! scene "scenes/TeenGirl/WorldAirport0415.vcd" //We need to get down to that plane! scene "scenes/TeenGirl/WorldAirport0416.vcd" then Any airport04_08c foo:0 0 //How do we get down to the plane? } Rule PlayerRemarkairport04_08cTeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_08c IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidairport04_08:1:0" applycontexttoworld Response PlayerRemarkairport04_08cTeenGirl } Response PlayerRemarkairport04_08dTeenGirl { scene "scenes/TeenGirl/WorldAirport0412.vcd" then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport! scene "scenes/TeenGirl/WorldAirport0414.vcd" then Any airport04_08c foo:0 0 //There's the plane we saw! scene "scenes/TeenGirl/WorldAirport0415.vcd" //We need to get down to that plane! scene "scenes/TeenGirl/WorldAirport0416.vcd" then Any airport04_08c foo:0 0 //How do we get down to the plane? } Rule PlayerRemarkairport04_08dTeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_08d IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 Response PlayerRemarkairport04_08dTeenGirl } Response PlayerRemarkairport04_08eTeenGirl { scene "scenes/TeenGirl/WorldAirport0412.vcd" then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport! scene "scenes/TeenGirl/WorldAirport0414.vcd" then Any airport04_08c foo:0 0 //There's the plane we saw! scene "scenes/TeenGirl/WorldAirport0415.vcd" //We need to get down to that plane! scene "scenes/TeenGirl/WorldAirport0416.vcd" then Any airport04_08c foo:0 0 //How do we get down to the plane? } Rule PlayerRemarkairport04_08eTeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_08e IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 Response PlayerRemarkairport04_08eTeenGirl } Response PlayerRemarkairport04_08fTeenGirl { scene "scenes/TeenGirl/WorldAirport0412.vcd" then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport! scene "scenes/TeenGirl/WorldAirport0414.vcd" then Any airport04_08c foo:0 0 //There's the plane we saw! scene "scenes/TeenGirl/WorldAirport0415.vcd" //We need to get down to that plane! scene "scenes/TeenGirl/WorldAirport0416.vcd" then Any airport04_08c foo:0 0 //How do we get down to the plane? } Rule PlayerRemarkairport04_08fTeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_08f IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 Response PlayerRemarkairport04_08fTeenGirl } Response PlayerRemarkairport04_09TeenGirl { scene "scenes/TeenGirl/WorldAirport0418.vcd" //Louis, your row isn't boarding yet. } Rule PlayerRemarkairport04_09TeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_09 IsNotSaidairport04_09 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 IsManagerAlive ApplyContext "Saidairport04_09:1:0" applycontexttoworld Response PlayerRemarkairport04_09TeenGirl } Response PlayerRemarkairport04_vanTeenGirl { scene "scenes/TeenGirl/WorldAirport0405.vcd" then Biker airport04_vana foo:0 0 //We can use that van. } Rule PlayerRemarkairport04_vanTeenGirl { criteria ConceptRemark IsTeenGirl Isairport04_van IsNotSaidairport04_van IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800 IsNotSaidPathClearVan ApplyContext "Saidairport04_van:1:0" applycontexttoworld Response PlayerRemarkairport04_vanTeenGirl } Response PlayerRemarkcrashcourse01_path01TeenGirl { scene "scenes/TeenGirl/DLC2PilotComment01.vcd" //'Pilot's License...revoked.' Dunh-dunh-DUNNNNH... } Rule PlayerRemarkcrashcourse01_path01TeenGirl { criteria ConceptRemark IsTeenGirl Iscrashcourse01_path01 IsNotSaidcrashcourse01_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidcrashcourse01_path01:1:0" applycontexttoworld Response PlayerRemarkcrashcourse01_path01TeenGirl } Response PlayerRemarkFarm01_path01TeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkFarm01_path01TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm01_path01:1:0" applycontexttoworld Response PlayerRemarkFarm01_path01TeenGirl } Response PlayerRemarkFarm01_path02TeenGirl { scene "scenes/TeenGirl/FollowMe05.vcd" //This way! } Rule PlayerRemarkFarm01_path02TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidFarm01_path02:1:0" applycontexttoworld Response PlayerRemarkFarm01_path02TeenGirl } Response PlayerRemarkFarm01_path03TeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkFarm01_path03TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidFarm01_path03:1:0" applycontexttoworld Response PlayerRemarkFarm01_path03TeenGirl } Response PlayerRemarkFarm01_path09ZoeyTeenGirl { scene "scenes/TeenGirl/WorldSmallTown0320.vcd" then any SafeSpotAheadResponse foo:0 0 //Yeah! Safehouse right up ahead, boys! We made it! } Rule PlayerRemarkFarm01_path09ZoeyTeenGirl { criteria ConceptRemark IsTeenGirl IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk NotInCombat IsWithThree IsTalkTeenGirl IsSubjectNear1500 ApplyContext "SaidFarm03_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09ZoeyTeenGirl } Response PlayerRemarkFarm02_path01TeenGirl { scene "scenes/TeenGirl/WorldAirport0216.vcd" //Down the stairs! } Rule PlayerRemarkFarm02_path01TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm02_path01:1:0" applycontexttoworld Response PlayerRemarkFarm02_path01TeenGirl } Response PlayerRemarkFarm02_path02TeenGirl { scene "scenes/TeenGirl/ContextModifierCalm05.vcd" //Down there. } Rule PlayerRemarkFarm02_path02TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02TeenGirl } Response PlayerRemarkFarm02_path02aTeenGirl { scene "scenes/TeenGirl/Look06.vcd" then Biker Farm02_path02b foo:0 0.05 //Over there! } Rule PlayerRemarkFarm02_path02aTeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsBikerNear125 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02aTeenGirl } Rule PlayerRemarkFarm02_path03TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02TeenGirl } Rule PlayerRemarkFarm02_path03aTeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow IsBikerNear125 ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02aTeenGirl } Rule PlayerRemarkFarm02_path04TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02TeenGirl } Rule PlayerRemarkFarm02_path04aTeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow IsBikerNear125 ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02aTeenGirl } Rule PlayerRemarkFarm02_path05TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02TeenGirl } Rule PlayerRemarkFarm02_path05aTeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow IsBikerNear125 ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0" applycontexttoworld Response PlayerRemarkFarm02_path02aTeenGirl } Response PlayerRemarkFarm02_path06TeenGirl { scene "scenes/TeenGirl/blank.vcd" then any RespondAffirmative foo:0 0 // } Rule PlayerRemarkFarm02_path06TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm02_path06:1:0" applycontexttoworld Response PlayerRemarkFarm02_path06TeenGirl } Response PlayerRemarkFarm02_path09TeenGirl { scene "scenes/TeenGirl/GenericDirections03.vcd" then any RespondAffirmative foo:0 0 //We need to go up that ladder! } Rule PlayerRemarkFarm02_path09TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm02_path09:1:0" applycontexttoworld Response PlayerRemarkFarm02_path09TeenGirl } Rule PlayerRemarkFarm02_path10TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "SaidFarm02_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14TeenGirl } Response PlayerRemarkFarm03_path03TeenGirl { scene "scenes/TeenGirl/WorldAirport0315.vcd" //Let's go through here. } Rule PlayerRemarkFarm03_path03TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm03_path03:1:0" applycontexttoworld Response PlayerRemarkFarm03_path03TeenGirl } Response PlayerRemarkFarm03_path06TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0112.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //This way is blocked. } Rule PlayerRemarkFarm03_path06TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidFarm03_path06:1:0" applycontexttoworld Response PlayerRemarkFarm03_path06TeenGirl } Response PlayerRemarkFarm03_path07TeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkFarm03_path07TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100 ApplyContext "SaidFarm03_path07:1:0" applycontexttoworld Response PlayerRemarkFarm03_path07TeenGirl } Rule PlayerRemarkFarm03_path09TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "SaidFarm03_path09:1:0" applycontexttoworld Response PlayerRemarkFarm01_path09TeenGirl } Response PlayerRemarkFarm03_path10TeenGirl { scene "scenes/TeenGirl/ContextModifierLoud03.vcd" then any RespondAffirmative foo:0 0.05 //Up there! } Rule PlayerRemarkFarm03_path10TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidFarm03_path10:1:0" applycontexttoworld Response PlayerRemarkFarm03_path10TeenGirl } Response PlayerRemarkFarm04_path01aTeenGirl { } Rule PlayerRemarkFarm04_path01aTeenGirl { criteria ConceptRemark IsTeenGirl IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm04_path01:1:0" applycontexttoworld Response PlayerRemarkFarm04_path01aTeenGirl } Response PlayerRemarkFarm04_path04TeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkFarm04_path04TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkTeenGirl ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path04TeenGirl } Rule PlayerRemarkFarm04_path05TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkTeenGirl ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0" applycontexttoworld Response PlayerRemarkFarm04_path04TeenGirl } Response PlayerRemarkFarm04_path06TeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkFarm04_path06TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 ApplyContext "SaidFarm04_path06:1:0" applycontexttoworld Response PlayerRemarkFarm04_path06TeenGirl } Response PlayerRemarkFarm04_path07TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0115.vcd" //Up here guys! Let's go! } Rule PlayerRemarkFarm04_path07TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm04_path07:1:0" applycontexttoworld Response PlayerRemarkFarm04_path07TeenGirl } Response PlayerRemarkFarm04_path08TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0204.vcd" //Through here! } Rule PlayerRemarkFarm04_path08TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm04_path08:1:0" applycontexttoworld Response PlayerRemarkFarm04_path08TeenGirl } Response PlayerRemarkFarm04_path09TeenGirl { scene "scenes/TeenGirl/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0.05 //Safe house ahead! } Rule PlayerRemarkFarm04_path09TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear1000 ApplyContext "SaidFarm04_path09:1:0" applycontexttoworld Response PlayerRemarkFarm04_path09TeenGirl } Response PlayerRemarkFarm04_path10TeenGirl { scene "scenes/TeenGirl/SafeSpotAheadReaction14.vcd" //Sweet Jesus! scene "scenes/TeenGirl/ViolenceAwe13.vcd" //Holy crap. scene "scenes/TeenGirl/ViolenceAwe15.vcd" //Holy shit... } Rule PlayerRemarkFarm04_path10TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100 ApplyContext "SaidFarm04_path10:1:0" applycontexttoworld Response PlayerRemarkFarm04_path10TeenGirl } Rule PlayerRemarkFarm05_path01TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm05_path01:1:0" applycontexttoworld Response PlayerRemarkFarm03_path06TeenGirl } Rule PlayerRemarkFarm05_path02TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "SaidFarm05_path02:1:0" applycontexttoworld Response PlayerRemarkFarm02_path09TeenGirl } Response PlayerRemarkFarm05_path06TeenGirl { scene "scenes/TeenGirl/WorldFarmHouse0501.vcd" //Get to the farm house! scene "scenes/TeenGirl/WorldFarmHouse0503.vcd" //Hurry! Get to the farm house! } Rule PlayerRemarkFarm05_path06TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm05_path06 IsNotSaidFarm05_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800 ApplyContext "SaidFarm05_path06:1:0" applycontexttoworld Response PlayerRemarkFarm05_path06TeenGirl } Response PlayerRemarkFarm05_path08TeenGirl { scene "scenes/TeenGirl/FinaleAhead01.vcd" //Hey guys, I think we're almost there. } Rule PlayerRemarkFarm05_path08TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 ApplyContext "SaidFarm05_path08:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08TeenGirl } Rule PlayerRemarkFarm05_path09TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidFarm05_path09:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08TeenGirl } Rule PlayerRemarkFarm05_path10TeenGirl { criteria ConceptRemark IsTeenGirl IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0" applycontexttoworld Response PlayerRemarkFarm05_path08TeenGirl } Response PlayerRemarkhospital01_path03TeenGirl { scene "scenes/TeenGirl/SafeSpotAhead06.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/TeenGirl/SafeSpotAhead08.vcd" then Any SafeSpotAheadResponse foo:0 0 //There's a safe house ahead. } Rule PlayerRemarkhospital01_path03TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear ApplyContext "Saidhospital01_path03:1:0" applycontexttoworld Response PlayerRemarkhospital01_path03TeenGirl } Response PlayerRemarkhospital02_safehouseTeenGirl { scene "scenes/TeenGirl/SafeSpotAhead06.vcd" //Safe house ahead! scene "scenes/TeenGirl/SafeSpotAhead08.vcd" //There's a safe house ahead. } Rule PlayerRemarkhospital02_safehouseTeenGirl { criteria ConceptRemark IsTeenGirl Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 ApplyContext "Saidhospital02_safehouse:1:0" applycontexttoworld Response PlayerRemarkhospital02_safehouseTeenGirl } Response PlayerRemarkhospital03_path04TeenGirl { scene "scenes/TeenGirl/FollowMe05.vcd" //This way! scene "scenes/TeenGirl/FollowMe20.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe23.vcd" //This way! } Rule PlayerRemarkhospital03_path04TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "Saidhospital03_path04:1:0" applycontexttoworld Response PlayerRemarkhospital03_path04TeenGirl } Response PlayerRemarkhospital03_path08TeenGirl { scene "scenes/TeenGirl/WorldHospital0301.vcd" //The subway smelled bad, but this... } Rule PlayerRemarkhospital03_path08TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ChanceToFire50Percent ApplyContext "Saidhospital03_path08:1:0" Response PlayerRemarkhospital03_path08TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08TeenGirl : ChanceToFire50Percent Rule AUTOBLANK_PlayerRemarkhospital03_path08TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "Saidhospital03_path08:1:0" Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkhospital03_path11TeenGirl { scene "scenes/TeenGirl/WorldHospital0302.vcd" //We've go to get to the hospital. scene "scenes/TeenGirl/WorldHospital0303.vcd" //Into the hospital! scene "scenes/TeenGirl/WorldHospital0304.vcd" //There's a safe house in the hospital! scene "scenes/TeenGirl/WorldHospital0305.vcd" //Hurry up! Get to the hospital! scene "scenes/TeenGirl/WorldHospital0306.vcd" //Go, go! Get to the hospital! scene "scenes/TeenGirl/WorldHospitalGeneric01.vcd" //We just need to get to the hospital. } Rule PlayerRemarkhospital03_path11TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90" applycontexttoworld Response PlayerRemarkhospital03_path11TeenGirl } Response PlayerRemarkhospital04_path03TeenGirl { scene "scenes/TeenGirl/WorldHospital0403.vcd" //Louis, you'd look good in one of those hospital gowns. } Rule PlayerRemarkhospital04_path03TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital04_path03 IsNotSaidhospital04_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ChanceToFire30Percent IsManagerNear200 IsManagerAlive ApplyContext "Saidhospital04_path03:1:0" applycontexttoworld Response PlayerRemarkhospital04_path03TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkhospital04_path03TeenGirl : ChanceToFire30Percent Rule AUTOBLANK_PlayerRemarkhospital04_path03TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital04_path03 IsNotSaidhospital04_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 IsManagerNear200 IsManagerAlive ApplyContext "Saidhospital04_path03:1:0" applycontexttoworld Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkhospital05_path01TeenGirl { scene "scenes/TeenGirl/GenericResponses39.vcd" //Almost there. Almost there. scene "scenes/TeenGirl/WorldHospital0402.vcd" then Biker hospital05_path01a foo:0 0 //That helicopter pilot better be here. } Rule PlayerRemarkhospital05_path01TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital05_path01 IsNotSaidhospital05_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidhospital05_path01:1:0" applycontexttoworld Response PlayerRemarkhospital05_path01TeenGirl } Response PlayerRemarkhospital05_path02TeenGirl { scene "scenes/TeenGirl/WorldAirport0305.vcd" //Through here! scene "scenes/TeenGirl/WorldSmallTown0113.vcd" //I think we can go through here, guys. } Rule PlayerRemarkhospital05_path02TeenGirl { criteria ConceptRemark IsTeenGirl Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "Saidhospital05_path02:1:0" applycontexttoworld Response PlayerRemarkhospital05_path02TeenGirl } Response PlayerRemarkPathClearVanTeenGirl { scene "scenes/TeenGirl/MoveOn08.vcd" //Come on, lets go! scene "scenes/TeenGirl/MoveOn09.vcd" //Come on, come on, lets go! scene "scenes/TeenGirl/PathClear01.vcd" //Path's clear! Let's go! scene "scenes/TeenGirl/WorldAirport0308.vcd" //The path is clear! } Rule PlayerRemarkPathClearVanTeenGirl { criteria ConceptPathClearVan IsTeenGirl IsNotSaidPathClearVan IsNotCoughing IsTalk IsTalkTeenGirl ApplyContext "SaidPathClearVan:1:0" applycontexttoworld Response PlayerRemarkPathClearVanTeenGirl } Response PlayerRemarkSmalltown01_path01TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0107.vcd" then any ResponseSoftDispleasureSwear foo:0 0 //And of course the bridge is out... } Rule PlayerRemarkSmalltown01_path01TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown01_path01 IsNotSaidSmalltown01_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidSmalltown01_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path01TeenGirl } Response PlayerRemarkSmalltown01_path02TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0110.vcd" //Looks like we can get back up the other side. } Rule PlayerRemarkSmalltown01_path02TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown01_path02 IsNotSaidSmalltown01_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsNotSaidSmalltown01_path04 IsSaidSmalltown01_path01 ApplyContext "SaidSmalltown01_path02:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path02TeenGirl } Response PlayerRemarkSmalltown01_path03TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0203.vcd" //Up here guys! } Rule PlayerRemarkSmalltown01_path03TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidSmalltown01_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path03TeenGirl } Response PlayerRemarkSmalltown01_path07TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0112.vcd" //This way is blocked. } Rule PlayerRemarkSmalltown01_path07TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown01_path07 IsNotSaidSmalltown01_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 IsNotSaidSmalltown01_path08 ApplyContext "SaidSmalltown01_path07:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path07TeenGirl } Response PlayerRemarkSmalltown01_path08TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0113.vcd" //I think we can go through here, guys. scene "scenes/TeenGirl/WorldSmallTown0204.vcd" //Through here! } Rule PlayerRemarkSmalltown01_path08TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown01_path08:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path08TeenGirl } Response PlayerRemarkSmalltown01_path09TeenGirl { scene "scenes/TeenGirl/SafeSpotAhead01.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house just ahead. scene "scenes/TeenGirl/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/TeenGirl/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //There's a safe house ahead. } Rule PlayerRemarkSmalltown01_path09TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear1500 ApplyContext "SaidSmalltown01_path09:1:0" applycontexttoworld Response PlayerRemarkSmalltown01_path09TeenGirl } Response PlayerRemarksmalltown02_path02TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0204.vcd" //Through here! } Rule PlayerRemarksmalltown02_path02TeenGirl { criteria ConceptRemark IsTeenGirl Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidsmalltown02_path02:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path02TeenGirl } Response PlayerRemarksmalltown02_path03TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0204.vcd" //Through here! } Rule PlayerRemarksmalltown02_path03TeenGirl { criteria ConceptRemark IsTeenGirl Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidsmalltown02_path03:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path03TeenGirl } Response PlayerRemarksmalltown02_path04TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0204.vcd" //Through here! } Rule PlayerRemarksmalltown02_path04TeenGirl { criteria ConceptRemark IsTeenGirl Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "Saidsmalltown02_path04:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path04TeenGirl } Response PlayerRemarksmalltown02_path05TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0205.vcd" //Fresh air! } Rule PlayerRemarksmalltown02_path05TeenGirl { criteria ConceptRemark IsTeenGirl Issmalltown02_path05 IsNotSaidsmalltown02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100 ApplyContext "Saidsmalltown02_path05:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path05TeenGirl } Response PlayerRemarksmalltown02_path06TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0213.vcd" //There must be a panel or something to activate that bridge. } Rule PlayerRemarksmalltown02_path06TeenGirl { criteria ConceptRemark IsTeenGirl Issmalltown02_path06 IsNotSaidsmalltown02_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear700 ApplyContext "Saidsmalltown02_path06:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path06TeenGirl } Response PlayerRemarksmalltown02_path07TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0210.vcd" then biker smalltown02_path07a foo:0 0 //Into the caboose! } Rule PlayerRemarksmalltown02_path07TeenGirl { criteria ConceptRemark IsTeenGirl Issmalltown02_path07 IsNotSaidsmalltown02_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear600 ApplyContext "Saidsmalltown02_path07:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path07TeenGirl } Response PlayerRemarksmalltown02_path08TeenGirl { scene "scenes/TeenGirl/PositiveNoise14.vcd" then manager smalltown02_path08a foo:0 0 //[pleasure & interest sounds] } Rule PlayerRemarksmalltown02_path08TeenGirl { criteria ConceptRemark IsTeenGirl Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100 ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0" applycontexttoworld Response PlayerRemarksmalltown02_path08TeenGirl } Response PlayerRemarkSmalltown02_path09TeenGirl { scene "scenes/TeenGirl/SafeSpotAhead01.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house just ahead. scene "scenes/TeenGirl/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead! scene "scenes/TeenGirl/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //There's a safe house ahead. } Rule PlayerRemarkSmalltown02_path09TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear1000 ApplyContext "SaidSmalltown02_path09:1:0" applycontexttoworld Response PlayerRemarkSmalltown02_path09TeenGirl } Response PlayerRemarkSmalltown03_path01TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0302.vcd" //Not a fan of creepy old train yards. } Rule PlayerRemarkSmalltown03_path01TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path01 IsNotSaidSmalltown03_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown03_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path01TeenGirl } Response PlayerRemarkSmalltown03_path02TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0302.vcd" //Not a fan of creepy old train yards. } Rule PlayerRemarkSmalltown03_path02TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path02 IsNotSaidSmalltown03_path01 IsNotSaidSmalltown03_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown03_path02:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path02TeenGirl } Response PlayerRemarkSmalltown03_path03TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0307.vcd" //We need to get over this fence. } Rule PlayerRemarkSmalltown03_path03TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path03 IsNotSaidSmalltown03_path03 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown03_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path03TeenGirl } Response PlayerRemarkSmalltown03_path04TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0203.vcd" //Up here guys! scene "scenes/TeenGirl/WorldSmallTown0303.vcd" //We can get on the other side of the fence up here! } Rule PlayerRemarkSmalltown03_path04TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown03_path04:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path04TeenGirl } Response PlayerRemarkSmalltown03_path05TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0203.vcd" //Up here guys! scene "scenes/TeenGirl/WorldSmallTown0303.vcd" //We can get on the other side of the fence up here! } Rule PlayerRemarkSmalltown03_path05TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown03_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path05TeenGirl } Response PlayerRemarkSmalltown03_path06TeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkSmalltown03_path06TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "SaidSmalltown03_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path06TeenGirl } Response PlayerRemarkSmalltown03_path07TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0102.vcd" //Let's stick to the road. } Rule PlayerRemarkSmalltown03_path07TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path07 IsNotSaidSmalltown03_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidSmalltown03_path07:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path07TeenGirl } Response PlayerRemarkSmalltown03_path08TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0306.vcd" //Almost to Riverside. scene "scenes/TeenGirl/WorldSmallTown0318.vcd" //Looks like we're getting close to Riverside. } Rule PlayerRemarkSmalltown03_path08TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path08 IsNotSaidSmalltown03_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidSmalltown03_path08:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path08TeenGirl } Response PlayerRemarkSmalltown03_path10TeenGirl { scene "scenes/TeenGirl/SeeCabin01.vcd" //Oh, nice. A cabin in the middle of nowhere. I know how this movie ends. } Rule PlayerRemarkSmalltown03_path10TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path10 IsNotSaidSmalltown03_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800 ApplyContext "SaidSmalltown03_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path10TeenGirl } Response PlayerRemarkSmalltown03_path11TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0310.vcd" //The town's pretty quiet. I hope that means they killed all the zombies. scene "scenes/TeenGirl/WorldSmallTown0321.vcd" //I can see Riverside! } Rule PlayerRemarkSmalltown03_path11TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100 ApplyContext "SaidSmalltown03_path11:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path11TeenGirl } Response PlayerRemarkSmalltown03_path12TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0322.vcd" //There's lights on in that church! } Rule PlayerRemarkSmalltown03_path12TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "SaidSmalltown03_path12:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path12TeenGirl } Response PlayerRemarkSmalltown03_path13TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0322.vcd" //There's lights on in that church! } Rule PlayerRemarkSmalltown03_path13TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "SaidSmalltown03_path13:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path13TeenGirl } Response PlayerRemarkSmalltown04_path01TeenGirl { scene "scenes/TeenGirl/blank.vcd" then any RiversideIsDead foo:0 0 // } Rule PlayerRemarkSmalltown04_path01TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12" applycontexttoworld Response PlayerRemarkSmalltown04_path01TeenGirl } Response PlayerRemarkSmalltown04_path02TeenGirl { scene "scenes/TeenGirl/blank.vcd" then any RiversideIsDead foo:0 0 // } Rule PlayerRemarkSmalltown04_path02TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12" applycontexttoworld Response PlayerRemarkSmalltown04_path02TeenGirl } Response PlayerRemarkSmalltown04_path03TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0309.vcd" //I don't think this barricade held... } Rule PlayerRemarkSmalltown04_path03TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path03 IsNotSaidSmalltown04_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsSmalltownBarricadeTeenGirl ApplyContext "SaidSmalltown04_path03:1:0,SmallTownBarricadeTeenGirl:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path03TeenGirl } Response PlayerRemarkSmalltown04_path04TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0309.vcd" //I don't think this barricade held... } Rule PlayerRemarkSmalltown04_path04TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path04 IsNotSaidSmalltown04_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsSmalltownBarricadeTeenGirl ApplyContext "SaidSmalltown04_path04:1:0,SmallTownBarricadeTeenGirl:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path04TeenGirl } Response PlayerRemarkSmalltown04_path05TeenGirl { scene "scenes/TeenGirl/FollowMe02.vcd" //This way, guys! scene "scenes/TeenGirl/FollowMe05.vcd" //This way! } Rule PlayerRemarkSmalltown04_path05TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidSmalltown04_path05:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path05TeenGirl } Response PlayerRemarkSmalltown04_path07TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0403.vcd" then Manager Smalltown04_path07A foo:0 0 //I've been here before. I always liked this main street. scene "scenes/TeenGirl/blank.vcd" // scene "scenes/TeenGirl/blank.vcd" // scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkSmalltown04_path07TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path07 IsNotSaidSmalltown04_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800 ApplyContext "SaidSmalltown04_path07:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path07TeenGirl } Response PlayerRemarkSmalltown04_path09TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0309.vcd" //I don't think this barricade held... } Rule PlayerRemarkSmalltown04_path09TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path09 IsNotSaidSmalltown04_path09 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsSmalltownBarricadeTeenGirl ApplyContext "SaidSmalltown04_path09:1:0,SmallTownBarricadeTeenGirl:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path09TeenGirl } Response PlayerRemarkSmalltown04_path10TeenGirl { scene "scenes/TeenGirl/WorldAirport0202.vcd" //Let's head back up. scene "scenes/TeenGirl/WorldSmallTown0203.vcd" //Up here guys! } Rule PlayerRemarkSmalltown04_path10TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidSmalltown04_path10:1:0" applycontexttoworld Response PlayerRemarkSmalltown04_path10TeenGirl } Rule PlayerRemarkSmalltown04_path11TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown04_path11:1:0" applycontexttoworld Response PlayerRemarkSmalltown03_path14TeenGirl } Response PlayerRemarkSmalltown05_path01TeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerRemarkSmalltown05_path01TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 ApplyContext "SaidSmalltown05_path01:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path01TeenGirl } Response PlayerRemarkSmalltown05_path03TeenGirl { scene "scenes/TeenGirl/WorldSmallTown0405.vcd" then biker Smalltown05_path03a foo:0 0 //We can get to the river through here. } Rule PlayerRemarkSmalltown05_path03TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ApplyContext "SaidSmalltown05_path03:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path03TeenGirl } Response PlayerRemarkSmalltown05_path06TeenGirl { scene "scenes/TeenGirl/GenericDirections05.vcd" //Through here! } Rule PlayerRemarkSmalltown05_path06TeenGirl { criteria ConceptRemark IsTeenGirl IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ApplyContext "SaidSmalltown05_path06:1:0" applycontexttoworld Response PlayerRemarkSmalltown05_path06TeenGirl } Response PlayerRemarkThroughHereTeenGirl { scene "scenes/TeenGirl/GenericDirections05.vcd" //Through here! scene "scenes/TeenGirl/WorldAirport0305.vcd" //Through here! scene "scenes/TeenGirl/WorldSmallTown0204.vcd" //Through here! } Rule PlayerRemarkThroughHereTeenGirl { criteria ConceptRemark IsTeenGirl IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "SaidThroughHere:1:0" applycontexttoworld Response PlayerRemarkThroughHereTeenGirl } Response PlayerRemarkUpThatLadderTeenGirl { scene "scenes/TeenGirl/GenericDirections03.vcd" //We need to go up that ladder! } Rule PlayerRemarkUpThatLadderTeenGirl { criteria ConceptRemark IsTeenGirl IsUpThatLadder IsNotSaidUpThatLadder IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ApplyContext "SaidUpThatLadder:1:0" applycontexttoworld Response PlayerRemarkUpThatLadderTeenGirl } Response RespondAffirmativeTeenGirl { scene "scenes/TeenGirl/Yes10.vcd" //Yeah. scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/Yes14.vcd" //Y'allright. } Rule RespondAffirmativeTeenGirl { criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isTeenGirl IsTalkTeenGirl Response RespondAffirmativeTeenGirl } Response RiversideIsDeadTeenGirl { scene "scenes/TeenGirl/WorldSmallTown0316.vcd" then any RiversideIsDeadB foo:0 0 //I guess Riverside couldn't hold out. } Rule RiversideIsDeadTeenGirl { criteria ConceptRiversideIsDead IsTeenGirl IsNotCoughing IsTalkTeenGirl ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadTeenGirl } Response RiversideIsDeadPlanTeenGirl { scene "scenes/TeenGirl/GenericResponses04.vcd" //Sure, why not? scene "scenes/TeenGirl/GenericResponses08.vcd" //Yeah, let's do it. } Rule RiversideIsDeadPlanTeenGirl { criteria ConceptRiversideIsDeadPlan IsTeenGirl IsNotCoughing IsTalkTeenGirl ApplyContext "SaidSmalltown04_path02:1:0" applycontexttoworld Response RiversideIsDeadPlanTeenGirl } Response SafeSpotAheadResponse { scene "scenes/TeenGirl/SafeSpotAheadReaction02.vcd" //Finally! scene "scenes/TeenGirl/SafeSpotAheadReaction08.vcd" //Thank God! scene "scenes/TeenGirl/SafeSpotAheadReaction10.vcd" //Oh thank god! } Rule SafeSpotAheadResponse { criteria IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent Response SafeSpotAheadResponse } //-------------------------------------------------------------------------------------------------------------- // Remarkable voice //-------------------------------------------------------------------------------------------------------------- Response PlayerNearFinaleFarmTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerNearFinaleFarmTeenGirl { criteria ConceptPlayerNearFinale IsNotCoughing IsTeenGirl IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkTeenGirl IsNotIncapacitated ismap_l4d_farm05_cornfield ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response PlayerNearFinaleFarmTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Directional //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeTeenGirl { scene "scenes/TeenGirl/CoverMe05.vcd" //Cover me! scene "scenes/TeenGirl/CoverMe06.vcd" //Watch my back! scene "scenes/TeenGirl/CoverMe10.vcd" //Would you please cover me! scene "scenes/TeenGirl/CoverMe18.vcd" //Cover me! scene "scenes/TeenGirl/CoverMe19.vcd" //Watch my back, please! scene "scenes/TeenGirl/CoverMe20.vcd" //Cover me! scene "scenes/TeenGirl/CoverMe25.vcd" //Watch my back! scene "scenes/TeenGirl/CoverMe27.vcd" //Come on, man, over me! } Rule PlayerCoverMeTeenGirl { criteria ConceptPlayerCoverMe IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerCoverMeTeenGirl } Response PlayerFollowMeTeenGirl { scene "scenes/TeenGirl/FollowMe01.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe02.vcd" //This way, guys! scene "scenes/TeenGirl/FollowMe03.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe05.vcd" //This way! scene "scenes/TeenGirl/FollowMe07.vcd" //I think we should go this way. scene "scenes/TeenGirl/FollowMe10.vcd" //I'll go first. scene "scenes/TeenGirl/FollowMe11.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe12.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe14.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe15.vcd" //Over here, this way! scene "scenes/TeenGirl/FollowMe16.vcd" //Okay, I'll go first. scene "scenes/TeenGirl/FollowMe17.vcd" //I think we should go this way. scene "scenes/TeenGirl/FollowMe18.vcd" //We need to go this way. scene "scenes/TeenGirl/FollowMe20.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe22.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe23.vcd" //This way! scene "scenes/TeenGirl/FollowMe24.vcd" //Over here, this way! scene "scenes/TeenGirl/FollowMe25.vcd" //I'll go first. scene "scenes/TeenGirl/FollowMe27.vcd" //We need to go this way. scene "scenes/TeenGirl/FollowMe28.vcd" //Follow me! I know where I'm going. Come on! } Rule PlayerFollowMeTeenGirl { criteria ConceptPlayerFollowMe IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerFollowMeTeenGirl } Response PlayerHelpTeenGirl { scene "scenes/TeenGirl/Help01.vcd" //Help! scene "scenes/TeenGirl/Help02.vcd" //Help please! scene "scenes/TeenGirl/Help03.vcd" //Someone help! scene "scenes/TeenGirl/Help04.vcd" //Guys, I need some help! scene "scenes/TeenGirl/Help07.vcd" //Come on guys, I need some help! scene "scenes/TeenGirl/Help08.vcd" //Guys, I could use a hand! scene "scenes/TeenGirl/Help12.vcd" //Guys, over here - I could use a hand! scene "scenes/TeenGirl/Help13.vcd" //Hey! Help! scene "scenes/TeenGirl/Help14.vcd" //I need some help! scene "scenes/TeenGirl/Help15.vcd" //Help! -H scene "scenes/TeenGirl/Help16.vcd" //Help me! scene "scenes/TeenGirl/Help17.vcd" //Help! } Rule PlayerHelpTeenGirl { criteria ConceptPlayerHelp IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHelpTeenGirl } Response PlayerHurryUpTeenGirl { scene "scenes/TeenGirl/HurryUp01.vcd" //Hurry up! scene "scenes/TeenGirl/HurryUp04.vcd" //We have to hurry guys! scene "scenes/TeenGirl/HurryUp05.vcd" //Lets go guys! scene "scenes/TeenGirl/HurryUp06.vcd" //Hurry! scene "scenes/TeenGirl/HurryUp08.vcd" //Guys, hurry! scene "scenes/TeenGirl/HurryUp09.vcd" //Lets go, Lets go! } Rule PlayerHurryUpTeenGirl { criteria ConceptPlayerHurryUp IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHurryUpTeenGirl } Response PlayerKillThatLightTeenGirl { scene "scenes/TeenGirl/KillThatLight02.vcd" //Turn off that light *quiet* scene "scenes/TeenGirl/KillThatLight03.vcd" //Lights off! scene "scenes/TeenGirl/KillThatLight04.vcd" //Flashlights off! scene "scenes/TeenGirl/KillThatLight05.vcd" //Can you turn off that light? scene "scenes/TeenGirl/KillThatLight06.vcd" //Lights out! scene "scenes/TeenGirl/KillThatLight07.vcd" //Flashlights out! scene "scenes/TeenGirl/KillThatLight08.vcd" //Kill the light scene "scenes/TeenGirl/KillThatLight10.vcd" //Shut off your flashlight scene "scenes/TeenGirl/KillThatLight11.vcd" //Come on, shut off your flashlight *quiet* scene "scenes/TeenGirl/KillThatLight12.vcd" //Can you kill that light? scene "scenes/TeenGirl/KillThatLight13.vcd" //Turn it off. scene "scenes/TeenGirl/KillThatLight14.vcd" //Lights off! Shhh. } Rule PlayerKillThatLightTeenGirl { criteria ConceptPlayerKillThatLight IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerKillThatLightTeenGirl } Response PlayerLeadOnTeenGirl { scene "scenes/TeenGirl/LeadOn04.vcd" //You go ahead, I'll follow scene "scenes/TeenGirl/LeadOn06.vcd" //Lead on scene "scenes/TeenGirl/LeadOn07.vcd" //Go ahead I'l follow scene "scenes/TeenGirl/LeadOn08.vcd" //I'll follow behind you scene "scenes/TeenGirl/LeadOn09.vcd" //Go on, I'm coming scene "scenes/TeenGirl/LeadOn10.vcd" //I'm right behind you. scene "scenes/TeenGirl/LeadOn12.vcd" //You take the lead scene "scenes/TeenGirl/LeadOn13.vcd" //Go ahead scene "scenes/TeenGirl/LeadOn16.vcd" //I'll follow scene "scenes/TeenGirl/LeadOn22.vcd" //Go on, I'm coming scene "scenes/TeenGirl/LeadOn24.vcd" //Go ahead scene "scenes/TeenGirl/LeadOn25.vcd" //I guess I'll follow you scene "scenes/TeenGirl/LeadOn26.vcd" //You go ahead, I'll follow scene "scenes/TeenGirl/LeadOn27.vcd" //I'll follow scene "scenes/TeenGirl/LeadOn28.vcd" //Lead on } Rule PlayerLeadOnTeenGirl { criteria ConceptPlayerLeadOn IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerLeadOnTeenGirl } Response PlayerMoveOnTeenGirl { scene "scenes/TeenGirl/MoveOn01.vcd" //Can we get going? scene "scenes/TeenGirl/MoveOn02.vcd" //Let's go scene "scenes/TeenGirl/MoveOn03.vcd" //We should go scene "scenes/TeenGirl/MoveOn04.vcd" //Let's get moving scene "scenes/TeenGirl/MoveOn05.vcd" //We need to get moving scene "scenes/TeenGirl/MoveOn06.vcd" //I think we should go scene "scenes/TeenGirl/MoveOn08.vcd" //Come on, lets go! scene "scenes/TeenGirl/MoveOn09.vcd" //Come on, come on, lets go! scene "scenes/TeenGirl/MoveOn10.vcd" //We need to get going guys scene "scenes/TeenGirl/MoveOn12.vcd" //We should probably go scene "scenes/TeenGirl/MoveOn13.vcd" //Let's go, ;et's go } Rule PlayerMoveOnTeenGirl { criteria ConceptPlayerMoveOn IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerMoveOnTeenGirl } Response PlayerStayTogetherTeenGirl { scene "scenes/TeenGirl/StayTogether02.vcd" //We should stay together scene "scenes/TeenGirl/StayTogether03.vcd" //Let's stick together! scene "scenes/TeenGirl/StayTogether04.vcd" //Come on, we're together. scene "scenes/TeenGirl/StayTogether05.vcd" //Stick together! scene "scenes/TeenGirl/StayTogether06.vcd" //Stay close! scene "scenes/TeenGirl/StayTogether07.vcd" //Let's try to stay together scene "scenes/TeenGirl/StayTogether08.vcd" //Stay together! scene "scenes/TeenGirl/StayTogether09.vcd" //Stay, together! C'mon, guys, let's make an effort scene "scenes/TeenGirl/StayTogether10.vcd" //Can you stay together, guys? scene "scenes/TeenGirl/StayTogether11.vcd" //We need to stick together } Rule PlayerStayTogetherTeenGirl { criteria ConceptPlayerStayTogether IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerStayTogetherTeenGirl } Response PlayerWatchOutBehindTeenGirl { scene "scenes/TeenGirl/WatchOutBehind01.vcd" //Behind us! scene "scenes/TeenGirl/WatchOutBehind02.vcd" //They're behind us! scene "scenes/TeenGirl/WatchOutBehind03.vcd" //Behind us! } Rule PlayerWatchOutBehindTeenGirl { criteria ConceptPlayerWatchOutBehind IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerWatchOutBehindTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerAskReadyTeenGirl { scene "scenes/TeenGirl/AskReady03.vcd" //Ready guys? scene "scenes/TeenGirl/AskReady11.vcd" //Ready? scene "scenes/TeenGirl/AskReady12.vcd" //Let's go, you guys ready? scene "scenes/TeenGirl/AskReady13.vcd" //You ready guys? scene "scenes/TeenGirl/AskReady14.vcd" //Are you ready for this? scene "scenes/TeenGirl/AskReady15.vcd" //You guys ready? scene "scenes/TeenGirl/AskReady17.vcd" //Are you guys ready? scene "scenes/TeenGirl/AskReady18.vcd" //You guys ready? scene "scenes/TeenGirl/AskReady19.vcd" //Everyone ready? scene "scenes/TeenGirl/AskReady21.vcd" //Are you ready? } Rule PlayerAskReadyTeenGirl { criteria ConceptPlayerAskReady IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerAskReadyTeenGirl } Response PlayerImWithYouTeenGirl { scene "scenes/TeenGirl/ImWithYou10.vcd" //I'm here. scene "scenes/TeenGirl/ImWithYou11.vcd" //Let's go. scene "scenes/TeenGirl/ImWithYou12.vcd" //I'm coming! scene "scenes/TeenGirl/ImWithYou15.vcd" //I'm with you. scene "scenes/TeenGirl/ImWithYou16.vcd" //I got your back. scene "scenes/TeenGirl/ImWithYou17.vcd" //I'm right behind you! scene "scenes/TeenGirl/ImWithYou18.vcd" //Coming scene "scenes/TeenGirl/ImWithYou19.vcd" //I'll be there. scene "scenes/TeenGirl/ImWithYou20.vcd" //I'm there. scene "scenes/TeenGirl/ImWithYou22.vcd" //Right behind you! scene "scenes/TeenGirl/ImWithYou26.vcd" //I'm with you. scene "scenes/TeenGirl/ImWithYou27.vcd" //I got your back. scene "scenes/TeenGirl/ImWithYou31.vcd" //Right behind you! scene "scenes/TeenGirl/ImWithYou32.vcd" //I'm coming! scene "scenes/TeenGirl/ImWithYou37.vcd" //I'm right behind you! scene "scenes/TeenGirl/ImWithYou38.vcd" //Coming } Rule PlayerImWithYouTeenGirl { criteria ConceptPlayerImWithYou IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerImWithYouTeenGirl } Response PlayerLaughTeenGirl { scene "scenes/TeenGirl/Laughter02.vcd" // scene "scenes/TeenGirl/Laughter06.vcd" // scene "scenes/TeenGirl/Laughter11.vcd" // scene "scenes/TeenGirl/Laughter14.vcd" // scene "scenes/TeenGirl/Laughter18.vcd" // scene "scenes/TeenGirl/Laughter21.vcd" // } Rule PlayerLaughTeenGirl { criteria ConceptPlayerLaugh IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerLaughTeenGirl } Response PlayerLostCallTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerLostCallTeenGirl { criteria ConceptPlayerLostCall IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerLostCallTeenGirl } Response PlayerNiceJobResponseTeenGirl { scene "scenes/TeenGirl/NiceJob01.vcd" //Yeah! scene "scenes/TeenGirl/NiceJob02.vcd" //Kick ass! scene "scenes/TeenGirl/NiceJob05.vcd" //Well done! scene "scenes/TeenGirl/NiceJob06.vcd" //Kick ass! scene "scenes/TeenGirl/NiceJob07.vcd" //Nicely played sir scene "scenes/TeenGirl/NiceJob08.vcd" //Oh hell yeah! scene "scenes/TeenGirl/NiceJob11.vcd" //Nice job. scene "scenes/TeenGirl/NiceJob17.vcd" //That was good scene "scenes/TeenGirl/NiceJob18.vcd" //Okay. scene "scenes/TeenGirl/NiceJob20.vcd" //Lovely. scene "scenes/TeenGirl/NiceJob21.vcd" //Yess! scene "scenes/TeenGirl/NiceJob22.vcd" //Hell yeah! scene "scenes/TeenGirl/NiceJob23.vcd" //Yeah! scene "scenes/TeenGirl/NiceJob26.vcd" //Yeah. scene "scenes/TeenGirl/NiceJob29.vcd" //Well done! scene "scenes/TeenGirl/NiceJob33.vcd" //Hot scene "scenes/TeenGirl/NiceJob36.vcd" //Yeah! scene "scenes/TeenGirl/NiceJob38.vcd" //Sweet scene "scenes/TeenGirl/NiceJob42.vcd" //Oh hell yeah! scene "scenes/TeenGirl/NiceJob43.vcd" //Hell yeah! scene "scenes/TeenGirl/NiceJob44.vcd" //Nice job. scene "scenes/TeenGirl/NiceJob48.vcd" //Nice. scene "scenes/TeenGirl/NiceJob51.vcd" //Okay. scene "scenes/TeenGirl/NiceJob52.vcd" //Good work. scene "scenes/TeenGirl/NiceJob54.vcd" //Lovely. scene "scenes/TeenGirl/NiceJob56.vcd" //Nice job. scene "scenes/TeenGirl/NiceJob57.vcd" //Nice. scene "scenes/TeenGirl/NiceJob58.vcd" //Hello! scene "scenes/TeenGirl/NiceJob59.vcd" //Nice work. scene "scenes/TeenGirl/NiceJob60.vcd" //Louis! scene "scenes/TeenGirl/NiceJob61.vcd" //Louis! } Rule PlayerNiceJobResponseTeenGirl { criteria ConceptPlayerNiceJob IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerNiceJobResponseTeenGirl } Response PlayerNoTeenGirl { scene "scenes/TeenGirl/No01.vcd" //Uh, no scene "scenes/TeenGirl/No07.vcd" //Seriously, no scene "scenes/TeenGirl/No07.vcd" //Seriously, no scene "scenes/TeenGirl/No08.vcd" //NO! scene "scenes/TeenGirl/No09.vcd" //Yeah... right! scene "scenes/TeenGirl/No10.vcd" //No! scene "scenes/TeenGirl/No11.vcd" //No. scene "scenes/TeenGirl/No14.vcd" //I don't think so. scene "scenes/TeenGirl/No15.vcd" //Mmmm Mm scene "scenes/TeenGirl/No18.vcd" //Not gonna happen. scene "scenes/TeenGirl/No21.vcd" //No. scene "scenes/TeenGirl/No22.vcd" //Uh-uh. scene "scenes/TeenGirl/No23.vcd" //Nah. scene "scenes/TeenGirl/No24.vcd" //Not on your life. scene "scenes/TeenGirl/No25.vcd" //Not a chance. scene "scenes/TeenGirl/No31.vcd" //Nooo! scene "scenes/TeenGirl/No36.vcd" //Um no. scene "scenes/TeenGirl/No38.vcd" //No way. scene "scenes/TeenGirl/No43.vcd" //No. scene "scenes/TeenGirl/No48.vcd" //Nope. scene "scenes/TeenGirl/No49.vcd" //No, NO. } Rule PlayerNoTeenGirl { criteria ConceptPlayerNo IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerNoTeenGirl } Response PlayerProfanityTeenGirl { scene "scenes/TeenGirl/ReactionNegative01.vcd" //Uh oh scene "scenes/TeenGirl/ReactionNegative01.vcd" //Uh oh scene "scenes/TeenGirl/ReactionNegative02.vcd" //This is so messed up scene "scenes/TeenGirl/ReactionNegative03.vcd" //This sucks scene "scenes/TeenGirl/ReactionNegative04.vcd" //This sucks big time scene "scenes/TeenGirl/ReactionNegative05.vcd" //Oh damn scene "scenes/TeenGirl/ReactionNegative06.vcd" //This isn't working scene "scenes/TeenGirl/ReactionNegative08.vcd" //What the hell was that? scene "scenes/TeenGirl/ReactionNegative10.vcd" //This is so messed up scene "scenes/TeenGirl/ReactionNegative11.vcd" //Are you kidding me? scene "scenes/TeenGirl/ReactionNegative12.vcd" //Not again scene "scenes/TeenGirl/ReactionNegative14.vcd" //This is never going to end scene "scenes/TeenGirl/ReactionNegative15.vcd" //This is not going well scene "scenes/TeenGirl/ReactionNegative16.vcd" //Oh man oh man oh man scene "scenes/TeenGirl/ReactionNegative18.vcd" //This sucks scene "scenes/TeenGirl/ReactionNegative19.vcd" //This sucks big time scene "scenes/TeenGirl/ReactionNegative21.vcd" //Oh no scene "scenes/TeenGirl/ReactionNegative22.vcd" //Ah crapl scene "scenes/TeenGirl/ReactionNegative23.vcd" //This is bad scene "scenes/TeenGirl/ReactionNegative25.vcd" //Crap scene "scenes/TeenGirl/ReactionNegative26.vcd" //No No No No NO scene "scenes/TeenGirl/ReactionNegative27.vcd" //This is never going to end scene "scenes/TeenGirl/ReactionNegative28.vcd" //This is not going well scene "scenes/TeenGirl/ReactionNegative29.vcd" //Oh man oh man oh man scene "scenes/TeenGirl/ReactionNegative32.vcd" //This is bad scene "scenes/TeenGirl/ReactionNegative33.vcd" //Ah crapl } Rule PlayerProfanityTeenGirl { criteria ConceptPlayerAnswerLostCall IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerProfanityTeenGirl } Response PlayerSorryTeenGirl { scene "scenes/TeenGirl/Sorry04.vcd" //Oops, sorry scene "scenes/TeenGirl/Sorry05.vcd" //Sorry about that scene "scenes/TeenGirl/Sorry06.vcd" //Oh, my bad scene "scenes/TeenGirl/Sorry07.vcd" //Sorry scene "scenes/TeenGirl/Sorry08.vcd" //I am really sorry scene "scenes/TeenGirl/Sorry09.vcd" //My bad scene "scenes/TeenGirl/Sorry10.vcd" //I am so sorry scene "scenes/TeenGirl/Sorry11.vcd" //Ohh, sorry! scene "scenes/TeenGirl/Sorry12.vcd" //I really am sorry 'bout that scene "scenes/TeenGirl/Sorry13.vcd" //Oops, sorry scene "scenes/TeenGirl/Sorry14.vcd" //Sorry scene "scenes/TeenGirl/Sorry15.vcd" //Sorry about that scene "scenes/TeenGirl/Sorry16.vcd" //Oh, my bad scene "scenes/TeenGirl/Sorry17.vcd" //I'm really sorry scene "scenes/TeenGirl/Sorry18.vcd" //I'm really sorry scene "scenes/TeenGirl/Sorry20.vcd" //I am so sorry scene "scenes/TeenGirl/Sorry23.vcd" //Ohh, sorry! } Rule PlayerSorryTeenGirl { criteria ConceptPlayerSorry IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerSorryTeenGirl } Response PlayerThanksTeenGirl { scene "scenes/TeenGirl/Thanks01.vcd" //Thanks, I owe you. scene "scenes/TeenGirl/Thanks02.vcd" //Thanks scene "scenes/TeenGirl/Thanks03.vcd" //Thanks! scene "scenes/TeenGirl/Thanks04.vcd" //Thanks, thanks a lot scene "scenes/TeenGirl/Thanks06.vcd" //Thanks a bunch. scene "scenes/TeenGirl/Thanks07.vcd" //Hey, thanks! scene "scenes/TeenGirl/Thanks08.vcd" //Thank you scene "scenes/TeenGirl/Thanks11.vcd" //Thanks, man scene "scenes/TeenGirl/Thanks13.vcd" //Really, thanks scene "scenes/TeenGirl/Thanks19.vcd" //Thanks scene "scenes/TeenGirl/Thanks20.vcd" //Thanks, I owe you. scene "scenes/TeenGirl/Thanks23.vcd" //I really appreciate it. scene "scenes/TeenGirl/Thanks24.vcd" //Thanks a bunch. scene "scenes/TeenGirl/Thanks25.vcd" //Hey, thanks! scene "scenes/TeenGirl/Thanks27.vcd" //Thank you very much scene "scenes/TeenGirl/Thanks28.vcd" //Like, thanks scene "scenes/TeenGirl/Thanks30.vcd" //Phew, thanks! scene "scenes/TeenGirl/Thanks34.vcd" odds 2 //Thank you, Louis. It's about time you helped me. scene "scenes/TeenGirl/Thanks35.vcd" odds 2 //Thanks, Louis. It's about time you were some help. } Rule PlayerThanksTeenGirl { criteria ConceptPlayerThanks IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerThanksTeenGirl } Response PlayerYesTeenGirl { scene "scenes/TeenGirl/Yes01.vcd" //Yeah. scene "scenes/TeenGirl/Yes02.vcd" //Yes. scene "scenes/TeenGirl/Yes04.vcd" //Okay. scene "scenes/TeenGirl/Yes05.vcd" //Y'allright. scene "scenes/TeenGirl/Yes06.vcd" //Yeah, okay scene "scenes/TeenGirl/Yes08.vcd" //Yep scene "scenes/TeenGirl/Yes09.vcd" //Yeah sure. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/Yes14.vcd" //Y'allright. scene "scenes/TeenGirl/Yes15.vcd" //Yeah, okay scene "scenes/TeenGirl/Yes16.vcd" //Yes. scene "scenes/TeenGirl/Yes17.vcd" //Yep scene "scenes/TeenGirl/Yes18.vcd" //Yeah sure. } Rule PlayerYesTeenGirl { criteria ConceptPlayerYes IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerYesTeenGirl } Response PlayerYouAreWelcomeTeenGirl { scene "scenes/TeenGirl/YouAreWelcome03.vcd" //You are welcome, sir. scene "scenes/TeenGirl/YouAreWelcome04.vcd" //That's okay. scene "scenes/TeenGirl/YouAreWelcome05.vcd" //Hey, no problem. scene "scenes/TeenGirl/YouAreWelcome06.vcd" //No problem. scene "scenes/TeenGirl/YouAreWelcome08.vcd" //Sure thing. scene "scenes/TeenGirl/YouAreWelcome09.vcd" //ah, whatever. scene "scenes/TeenGirl/YouAreWelcome11.vcd" //We're cool. scene "scenes/TeenGirl/YouAreWelcome12.vcd" //It was my pleasure. scene "scenes/TeenGirl/YouAreWelcome13.vcd" //My pleasure. scene "scenes/TeenGirl/YouAreWelcome14.vcd" //Anytime. scene "scenes/TeenGirl/YouAreWelcome15.vcd" //Yeah, cool. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool scene "scenes/TeenGirl/YouAreWelcome17.vcd" //Don't worry about it. scene "scenes/TeenGirl/YouAreWelcome18.vcd" //You're welcome. scene "scenes/TeenGirl/YouAreWelcome20.vcd" //That's okay. scene "scenes/TeenGirl/YouAreWelcome21.vcd" //Hey, no problem. scene "scenes/TeenGirl/YouAreWelcome23.vcd" //Sure. scene "scenes/TeenGirl/YouAreWelcome25.vcd" //ah, whatever. scene "scenes/TeenGirl/YouAreWelcome26.vcd" //No worries. scene "scenes/TeenGirl/YouAreWelcome30.vcd" //Anytime. scene "scenes/TeenGirl/YouAreWelcome32.vcd" //Anytihing for you, Louis. scene "scenes/TeenGirl/YouAreWelcome36.vcd" //Glad to be of help, old man. scene "scenes/TeenGirl/YouAreWelcome39.vcd" //Anytihing for you, Louis. } Rule PlayerYouAreWelcomeTeenGirl { criteria ConceptPlayerYouAreWelcome IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSpeaking Response PlayerYouAreWelcomeTeenGirl } Rule PlayerFriendlyFireInflictorTeenGirl { criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerSorryTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerNegativeTeenGirl { scene "scenes/TeenGirl/NegativeNoise13.vcd" //[Improv non-verbal displeasure sounds] scene "scenes/TeenGirl/ReactionNegative03.vcd" //This sucks scene "scenes/TeenGirl/ReactionNegative04.vcd" //This sucks big time scene "scenes/TeenGirl/ReactionNegative23.vcd" //This is bad scene "scenes/TeenGirl/ReactionNegative26.vcd" //No No No No NO scene "scenes/TeenGirl/ReactionNegativeSpecial03.vcd" //[Frustration sound] scene "scenes/TeenGirl/ReactionNegativeSpecial12.vcd" //[Frustration sound] scene "scenes/TeenGirl/ReactionNegativeSpecial13.vcd" //[Frustration sound] } Rule PlayerNegativeTeenGirl { criteria ConceptPlayerNegative IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerNegativeTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Warning //-------------------------------------------------------------------------------------------------------------- Response PlayerAreaClearTeenGirl { scene "scenes/TeenGirl/AreaClear01.vcd" //Clear! scene "scenes/TeenGirl/AreaClear02.vcd" //Looks empty. scene "scenes/TeenGirl/AreaClear03.vcd" //Nothing! scene "scenes/TeenGirl/AreaClear04.vcd" //Clear. scene "scenes/TeenGirl/AreaClear05.vcd" //Nothing here scene "scenes/TeenGirl/AreaClear08.vcd" //Don't see anything. scene "scenes/TeenGirl/AreaClear09.vcd" //I got nothin. scene "scenes/TeenGirl/AreaClear10.vcd" //Nothing to see here. scene "scenes/TeenGirl/AreaClear11.vcd" //It's empty. scene "scenes/TeenGirl/AreaClear12.vcd" //Nothing to see here, folks. } Rule PlayerAreaClearTeenGirl { criteria ConceptPlayerAreaClear IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerAreaClearTeenGirl } Response PlayerHeardBoomerTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerHeardBoomerTeenGirl { criteria ConceptPlayerHeardBoomer IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHeardBoomerTeenGirl } Response PlayerHeardHunterTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerHeardHunterTeenGirl { criteria ConceptPlayerHeardHunter IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHeardHunterTeenGirl } Response PlayerHeardSmokerTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerHeardSmokerTeenGirl { criteria ConceptPlayerHeardSmoker IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHeardSmokerTeenGirl } Response PlayerHeardTankTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerHeardTankTeenGirl { criteria ConceptPlayerHeardTank IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHeardTankTeenGirl } Response PlayerHeardWitchTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule PlayerHeardWitchTeenGirl { criteria ConceptPlayerHeardWitch IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHeardWitchTeenGirl } Response PlayerHurrahTeenGirl { scene "scenes/TeenGirl/Hurrah07.vcd" //I think we're gonna make it scene "scenes/TeenGirl/Hurrah08.vcd" //Looks good scene "scenes/TeenGirl/Hurrah10.vcd" //We're doing all right. scene "scenes/TeenGirl/Hurrah13.vcd" //We're gonna be okay scene "scenes/TeenGirl/Hurrah16.vcd" //Oh yeah! scene "scenes/TeenGirl/Hurrah19.vcd" then Any HurrahAlso foo:0 0 //No stopping us! scene "scenes/TeenGirl/Hurrah20.vcd" then Any HurrahAlso foo:0 0 //We are unstoppable scene "scenes/TeenGirl/Hurrah22.vcd" odds 5 then HurrahAlso foo:0 0 //Oh yeah, oh yeah, oh yeah scene "scenes/TeenGirl/Hurrah23.vcd" odds 5 //Well, that was refreshing scene "scenes/TeenGirl/Hurrah31.vcd" //Oh god, we're gonna be okay scene "scenes/TeenGirl/Hurrah34.vcd" odds 4 //Okayyy, okayyy, okay. scene "scenes/TeenGirl/Hurrah35.vcd" //We might actually make it through this scene "scenes/TeenGirl/Hurrah38.vcd" //We're doing all right. scene "scenes/TeenGirl/Hurrah46.vcd" //Oh, thank god! scene "scenes/TeenGirl/Hurrah48.vcd" //Wow, I can't believe we did that. scene "scenes/TeenGirl/Hurrah52.vcd" //Whoo! scene "scenes/TeenGirl/Hurrah53.vcd" then Any HurrahAlso foo:0 0 //We are awesome together. scene "scenes/TeenGirl/Hurrah54.vcd" then Any HurrahAlso foo:0 0 //Oh my god, we made that. Can you believe it? scene "scenes/TeenGirl/Hurrah55.vcd" //Wow, oh, thank god! scene "scenes/TeenGirl/Hurrah56.vcd" //Oh man, ha! scene "scenes/TeenGirl/Hurrah57.vcd" //Wow. scene "scenes/TeenGirl/Hurrah58.vcd" //We did it. Can you believe it? } Rule PlayerHurrahTeenGirl { criteria ConceptPlayerHurrah IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHurrahTeenGirl } Response PlayerWarnCarefulTeenGirl { scene "scenes/TeenGirl/WarnCareful04.vcd" //Be Careful. scene "scenes/TeenGirl/WarnCareful07.vcd" //Everyone be careful. scene "scenes/TeenGirl/WarnCareful09.vcd" //Let's be careful. scene "scenes/TeenGirl/WarnCareful13.vcd" //Careful. scene "scenes/TeenGirl/WarnCareful17.vcd" //Careful now. scene "scenes/TeenGirl/WarnCareful18.vcd" //Guys, be careful. scene "scenes/TeenGirl/WarnCareful20.vcd" //Careful, guys. } Rule PlayerWarnCarefulTeenGirl { criteria ConceptPlayerWarnCareful IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerWarnCarefulTeenGirl } Response SurvivorSpottedWorldFarTeenGirl { scene "scenes/TeenGirl/Look01.vcd" //Over there! scene "scenes/TeenGirl/Look03.vcd" //Look! scene "scenes/TeenGirl/Look06.vcd" //Over there! scene "scenes/TeenGirl/Look09.vcd" //Look! } Rule SurvivorSpottedWorldFarTeenGirl { criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto Response SurvivorSpottedWorldFarTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Smalltown Intro //-------------------------------------------------------------------------------------------------------------- Response IntroSmalltownTeenGirl { scene "scenes/TeenGirl/WorldSmallTown0103.vcd" then teengirl IntroSmallTown2 foo:0 0.05 //I heard the military was holding out Riverside. } Rule IntroSmalltownTeenGirl { criteria ConceptIntroSmalltown IsTeenGirl ApplyContext "talk:1:10" applycontexttoworld Response IntroSmalltownTeenGirl } Response IntroSmalltown2TeenGirl { scene "scenes/TeenGirl/WorldSmallTownIntro04.vcd" then any IntroSmallTown3 foo:0 0.05 //Unless anyone has a better plan, I say we head there. } Rule IntroSmalltown2TeenGirl { criteria ConceptIntroSmalltown2 IsTeenGirl ApplyContext "talk:1:5" applycontexttoworld Response IntroSmalltown2TeenGirl } //-------------------------------------------------------------------------------------------------------------- // Spawn - Join //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpawnTeenGirl { scene "scenes/TeenGirl/ScenarioJoin02.vcd" //Hello! scene "scenes/TeenGirl/ScenarioJoin07.vcd" //Hello! scene "scenes/TeenGirl/ScenarioJoin12.vcd" //Hello! scene "scenes/TeenGirl/ScenarioJoin13.vcd" //Hey, I'm here. scene "scenes/TeenGirl/ScenarioJoin14.vcd" //Hey, I'm here. scene "scenes/TeenGirl/ScenarioJoin15.vcd" //I'm here! scene "scenes/TeenGirl/ScenarioJoin16.vcd" //I'm here! scene "scenes/TeenGirl/ScenarioJoin21.vcd" //Hey, I'm here. } Rule SurvivorSpawnTeenGirl { criteria ConceptPlayerScenarioJoin IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorSpawnTeenGirl } Response SurvivorSpawnLastMainstreetTeenGirl { scene "scenes/TeenGirl/blank.vcd" // } Rule SurvivorSpawnLastMainstreetTeenGirl { criteria ConceptPlayerScenarioJoinLast IsTeenGirl IsSmalltown04 ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5" applycontexttoworld Response SurvivorSpawnLastMainstreetTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response PlayerBillPouncedTeenGirl { scene "scenes/TeenGirl/HunterBillPounced01.vcd" predelay ".5,1" //Bill! scene "scenes/TeenGirl/HunterBillPounced02.vcd" predelay ".5,1" //Hunter's got Bill! } Rule PlayerBillPouncedTeenGirl { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsNamVet IsNotSaidBillPounced IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "BillPounced:1:60" applycontexttoworld Response PlayerBillPouncedTeenGirl } Response PlayerBounceReactionTeenGirl { scene "scenes/TeenGirl/AnswerReady05.vcd" //Yeah... yeah, I'm ready to bounce (laughing) } Rule PlayerBounceReactionTeenGirl { criteria ConceptBounceReaction IsTeenGirl IsNotCoughing NotInCombat IsSubjectAlmostNear IsTalk IsTalkTeenGirl Response PlayerBounceReactionTeenGirl } Response PlayerEatPillsTeenGirl { scene "scenes/TeenGirl/PainReliefSigh02.vcd" //Ahhh scene "scenes/TeenGirl/PainReliefSigh08.vcd" //Ahhh } Rule PlayerEatPillsTeenGirl { criteria ConceptEatPills IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerEatPillsTeenGirl } Response PlayerFrancisPouncedTeenGirl { scene "scenes/TeenGirl/HunterFrancisPounced01.vcd" predelay ".5,1" //Francis! scene "scenes/TeenGirl/HunterFrancisPounced02.vcd" predelay ".5,1" //Hunter's got Francis! } Rule PlayerFrancisPouncedTeenGirl { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsBiker IsNotSaidFrancisPounced IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "FrancisPounced:1:60" applycontexttoworld Response PlayerFrancisPouncedTeenGirl } Response PlayerGetInsideCheckPointTeenGirl { scene "scenes/TeenGirl/StayTogetherInside02.vcd" //Everyone inside! scene "scenes/TeenGirl/StayTogetherInside03.vcd" //Get inside! scene "scenes/TeenGirl/StayTogetherInside04.vcd" //Guys, get inside! scene "scenes/TeenGirl/StayTogetherInside05.vcd" //Come on, come on! Everyone in here! scene "scenes/TeenGirl/StayTogetherInside06.vcd" //Everyone, in here! scene "scenes/TeenGirl/StayTogetherInside07.vcd" //Everyone inside! } Rule PlayerGetInsideCheckPointTeenGirl { criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsTeenGirl IsInSafeSpot IsTalk IsTalkTeenGirl SomeoneOutsideSafeSpot Response PlayerGetInsideCheckPointTeenGirl } Response PlayerGrenadeTeenGirl { scene "scenes/TeenGirl/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! scene "scenes/TeenGirl/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE! scene "scenes/TeenGirl/Grenade09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! scene "scenes/TeenGirl/Grenade10.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE! scene "scenes/TeenGirl/Grenade12.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE! scene "scenes/TeenGirl/Grenade13.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE! } Rule PlayerGrenadeTeenGirl { criteria ConceptThrewGrenade IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerGrenadeTeenGirl } Response PlayerGrenadeCarefulTeenGirl { scene "scenes/TeenGirl/ReactionApprehensive04.vcd" //Watch yourself scene "scenes/TeenGirl/ReactionApprehensive18.vcd" //I have a bad feeling about this scene "scenes/TeenGirl/WarnCareful13.vcd" //Careful. scene "scenes/TeenGirl/WarnCareful17.vcd" //Careful now. } Rule PlayerGrenadeCarefulTeenGirl { criteria ConceptGrenadeCareful IsNotCoughing IsTeenGirl IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkTeenGirl Response PlayerGrenadeCarefulTeenGirl } Response PlayerIncapacitatedInitialTeenGirl { scene "scenes/TeenGirl/IncapacitatedInitial01.vcd" //Ahhhh, I'm down! scene "scenes/TeenGirl/IncapacitatedInitial02.vcd" //Crap, I'm down scene "scenes/TeenGirl/IncapacitatedInitial03.vcd" //GODdamnit, I'm down! scene "scenes/TeenGirl/IncapacitatedInitial05.vcd" //Ahhhh, I'm down! } Rule PlayerIncapacitatedInitialTeenGirl { criteria ConceptPlayerIncapacitated IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "TalkTeenGirl:1:2" Response PlayerIncapacitatedInitialTeenGirl } Response PlayerKillConfirmationTeenGirl { scene "scenes/TeenGirl/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 0 //Got it! scene "scenes/TeenGirl/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 0 //Nailed it! scene "scenes/TeenGirl/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 0 //Got 'em scene "scenes/TeenGirl/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 0 //Got it! scene "scenes/TeenGirl/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 0 //Got 'em scene "scenes/TeenGirl/KillConfirmation08.vcd" then Any PlayerNiceShot foo:0 0 //Got 'em } Rule PlayerKillConfirmationTeenGirl { criteria ConceptKilledZombie IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSubjectFar300 ChanceToFire40Percent Response PlayerKillConfirmationTeenGirl } Response PlayerLockTheDoorCheckPointTeenGirl { scene "scenes/TeenGirl/CloseTheDoor01.vcd" //Lock the door. scene "scenes/TeenGirl/CloseTheDoor16.vcd" //Close the door, please! (angry) scene "scenes/TeenGirl/CloseTheDoor17.vcd" //Lock that door. scene "scenes/TeenGirl/CloseTheDoor22.vcd" //Can you lock that door?! scene "scenes/TeenGirl/CloseTheDoor28.vcd" //Close the door, please! (angry) scene "scenes/TeenGirl/CloseTheDoor29.vcd" //Lock that door. scene "scenes/TeenGirl/CloseTheDoor42.vcd" //Lock the door. scene "scenes/TeenGirl/CloseTheDoor45.vcd" //Can you lock that door?! } Rule PlayerLockTheDoorCheckPointTeenGirl { criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsTeenGirl IsInSafeSpot IsTalk IsTalkTeenGirl Response PlayerLockTheDoorCheckPointTeenGirl } Response PlayerLouisPouncedTeenGirl { scene "scenes/TeenGirl/HunterLouisPounced01.vcd" predelay ".5,1" //Louis! scene "scenes/TeenGirl/HunterLouisPounced02.vcd" predelay ".5,1" //Hunter's got Louis! } Rule PlayerLouisPouncedTeenGirl { criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsManager IsNotSaidLouisPounced IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "LouisPounced:1:60" applycontexttoworld Response PlayerLouisPouncedTeenGirl } Response PlayerRemarkairport01_burningTeenGirl { scene "scenes/TeenGirl/WorldAirport0105.vcd" //Last time I was here, the city wasn't so much on fire... } Rule PlayerRemarkairport01_burningTeenGirl { criteria ConceptRemark IsTeenGirl Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkTeenGirl ApplyContext "Saidairport01_burning:1:0" Response PlayerRemarkairport01_burningTeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkairport01_burningTeenGirl : ChanceToFire40Percent Rule AUTOBLANK_PlayerRemarkairport01_burningTeenGirl { criteria ConceptRemark IsTeenGirl Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkTeenGirl ApplyContext "Saidairport01_burning:1:0" Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerRemarkairport01_path01TeenGirl { scene "scenes/TeenGirl/WorldAirport0101.vcd" //Through the greenhouse } Rule PlayerRemarkairport01_path01TeenGirl { criteria ConceptRemark IsTeenGirl Isairport01_path01 IsNotSaidairport01_path01 IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkTeenGirl ApplyContext "Saidairport01_path01:1:0" Response PlayerRemarkairport01_path01TeenGirl } //AUTOGENERATED BLANK FOR PlayerRemarkairport01_path01TeenGirl : ChanceToFire40Percent Rule AUTOBLANK_PlayerRemarkairport01_path01TeenGirl { criteria ConceptRemark IsTeenGirl Isairport01_path01 IsNotSaidairport01_path01 IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkTeenGirl ApplyContext "Saidairport01_path01:1:0" Response _PlayerInfoRemarkableBlankTeenGirl } Response PlayerStayTogetherInsideTeenGirl { scene "scenes/TeenGirl/StayTogetherInside02.vcd" //Everyone inside! scene "scenes/TeenGirl/StayTogetherInside03.vcd" //Get inside! scene "scenes/TeenGirl/StayTogetherInside04.vcd" //Guys, get inside! scene "scenes/TeenGirl/StayTogetherInside05.vcd" //Come on, come on! Everyone in here! scene "scenes/TeenGirl/StayTogetherInside06.vcd" //Everyone, in here! scene "scenes/TeenGirl/StayTogetherInside07.vcd" //Everyone inside! } Rule PlayerStayTogetherInsideTeenGirl { criteria ConceptPlayerStayTogether IsNotCoughing IsTeenGirl IsInSafeSpot IsTalk IsTalkTeenGirl SomeoneOutsideSafeSpot Response PlayerStayTogetherInsideTeenGirl } Response PlayerSuggestHealthBillTeenGirl { scene "scenes/TeenGirl/PlayerSuggestHealth05.vcd" //Might be a good time for a health kit. scene "scenes/TeenGirl/PlayerSuggestHealthSpecific06.vcd" //Bill, might be time to heal up. scene "scenes/TeenGirl/PlayerSuggestHealthSpecific07.vcd" //Bill, might be time to heal up. scene "scenes/TeenGirl/SuggestHealth01.vcd" //You should heal up scene "scenes/TeenGirl/SuggestHealth02.vcd" //C'mon man, use your first aid kit scene "scenes/TeenGirl/SuggestHealth03.vcd" //You might want to heal up. scene "scenes/TeenGirl/SuggestHealth04.vcd" //Use your first aid kit scene "scenes/TeenGirl/SuggestHealthBill01.vcd" //Bill, use your first aid kit scene "scenes/TeenGirl/SuggestHealthBill02.vcd" //Bill, use your first aid kit } Rule PlayerSuggestHealthBillTeenGirl { criteria ConceptPlayerSuggestHealthNamVet IsTeenGirl IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkTeenGirl NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthBillTeenGirl } Response PlayerSuggestHealthFrancisTeenGirl { scene "scenes/TeenGirl/PlayerSuggestHealthSpecific04.vcd" //Francis, you might want to heal. scene "scenes/TeenGirl/PlayerSuggestHealthSpecific05.vcd" //Francis, you might want to heal. scene "scenes/TeenGirl/SuggestHealth01.vcd" //You should heal up scene "scenes/TeenGirl/SuggestHealth02.vcd" //C'mon man, use your first aid kit scene "scenes/TeenGirl/SuggestHealth03.vcd" //You might want to heal up. scene "scenes/TeenGirl/SuggestHealth04.vcd" //Use your first aid kit scene "scenes/TeenGirl/SuggestHealthFrancis01.vcd" //Francis, use your first aid kit } Rule PlayerSuggestHealthFrancisTeenGirl { criteria ConceptPlayerSuggestHealthBiker IsTeenGirl IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkTeenGirl NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthFrancisTeenGirl } Response PlayerSuggestHealthLouisTeenGirl { scene "scenes/TeenGirl/PlayerSuggestHealthSpecific08.vcd" //Louis, come on, patch yourself up. scene "scenes/TeenGirl/SuggestHealth01.vcd" //You should heal up scene "scenes/TeenGirl/SuggestHealth02.vcd" //C'mon man, use your first aid kit scene "scenes/TeenGirl/SuggestHealth03.vcd" //You might want to heal up. scene "scenes/TeenGirl/SuggestHealth04.vcd" //Use your first aid kit scene "scenes/TeenGirl/SuggestHealthLouis01.vcd" //Louis, use your first aid kit scene "scenes/TeenGirl/SuggestHealthLouis02.vcd" //Louis, use your first aid kit } Rule PlayerSuggestHealthLouisTeenGirl { criteria ConceptPlayerSuggestHealthManager IsTeenGirl IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkTeenGirl NotInCombat ApplyContext "SuggestedHealth:1:120" applycontexttoworld Response PlayerSuggestHealthLouisTeenGirl } Response PlayerSuggestMeHealthBikerTeenGirl { scene "scenes/TeenGirl/blank.vcd" then Any PlayerSuggestHealthBiker foo:0 0 // } Rule PlayerSuggestMeHealthBikerTeenGirl { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsBiker IsNotBeingHealed IsTalk IsTalkTeenGirl Response PlayerSuggestMeHealthBikerTeenGirl } Response PlayerSuggestMeHealthManagerTeenGirl { scene "scenes/TeenGirl/blank.vcd" then Any PlayerSuggestHealthManager foo:0 0 // } Rule PlayerSuggestMeHealthManagerTeenGirl { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsManager IsNotBeingHealed IsTalk IsTalkTeenGirl Response PlayerSuggestMeHealthManagerTeenGirl } Response PlayerSuggestMeHealthNamVetTeenGirl { scene "scenes/TeenGirl/blank.vcd" then Any PlayerSuggestHealthNamVet foo:0 0 // } Rule PlayerSuggestMeHealthNamVetTeenGirl { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsNamVet IsNotBeingHealed IsTalk IsTalkTeenGirl Response PlayerSuggestMeHealthNamVetTeenGirl } Response PlayerSuggestMeHealthTeenGirlTeenGirl { scene "scenes/TeenGirl/blank.vcd" then Any PlayerSuggestHealthTeenGirl foo:0 0 // } Rule PlayerSuggestMeHealthTeenGirlTeenGirl { criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsTeenGirl IsNotBeingHealed IsTalk IsTalkTeenGirl Response PlayerSuggestMeHealthTeenGirlTeenGirl } Response PlayerTransitionTeenGirl { scene "scenes/TeenGirl/Hurrah04.vcd" //YESSS! scene "scenes/TeenGirl/Hurrah18.vcd" //We are kickin' ass scene "scenes/TeenGirl/Hurrah52.vcd" //Whoo! scene "scenes/TeenGirl/Hurrah54.vcd" //Oh my god, we made that. Can you believe it? scene "scenes/TeenGirl/Hurrah58.vcd" //We did it. Can you believe it? scene "scenes/TeenGirl/NiceJob17.vcd" //That was good scene "scenes/TeenGirl/NiceShot08.vcd" //Nice scene "scenes/TeenGirl/ReactionPositive01.vcd" //Sweet scene "scenes/TeenGirl/ReactionPositive02.vcd" //Killer scene "scenes/TeenGirl/ReactionPositive13.vcd" //Sweet scene "scenes/TeenGirl/ReactionPositive14.vcd" //Killer } Rule PlayerTransitionTeenGirl { criteria ConceptPlayerTransition IsNotCoughing IsTeenGirl IsNotSaidPlayerTransition IsTalk IsTalkTeenGirl ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionTeenGirl } Response PlayerTransitionCloseTeenGirl { scene "scenes/TeenGirl/TransitionClose01.vcd" //That was close scene "scenes/TeenGirl/TransitionClose05.vcd" //Close one scene "scenes/TeenGirl/TransitionClose07.vcd" //That was close scene "scenes/TeenGirl/TransitionClose09.vcd" //That was close scene "scenes/TeenGirl/TransitionClose10.vcd" //Close one } Rule PlayerTransitionCloseTeenGirl { criteria ConceptPlayerTransition IsNotCoughing IsTeenGirl IsNotSaidPlayerTransition IsTalk IsTalkTeenGirl IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive ApplyContext "SaidPlayerTransition:1:90" applycontexttoworld Response PlayerTransitionCloseTeenGirl } Response PlayerWarnHeardBoomerTeenGirl { scene "scenes/TeenGirl/HeardBoomer01.vcd" //I think one of those vomit bags is around here scene "scenes/TeenGirl/HeardBoomer02.vcd" //Sounds like a boomer's around scene "scenes/TeenGirl/HeardBoomer03.vcd" //Ahh a Boomer. Hear it? scene "scenes/TeenGirl/HeardBoomer05.vcd" //Ugh, I can hear a boomer sloshing around scene "scenes/TeenGirl/HeardBoomer07.vcd" //ah no... I think I hear a boomer scene "scenes/TeenGirl/HeardBoomer08.vcd" //I hear a Boomer scene "scenes/TeenGirl/HeardBoomer09.vcd" //Oh god, there's a boomer around scene "scenes/TeenGirl/HeardBoomer10.vcd" //Hear that boomer? scene "scenes/TeenGirl/HeardBoomer11.vcd" //I think I hear a boomer scene "scenes/TeenGirl/HeardBoomer14.vcd" //Wait up, I hear a boomer scene "scenes/TeenGirl/HeardBoomer15.vcd" //Boomer, hear it? scene "scenes/TeenGirl/HeardBoomer16.vcd" //Ugh, yuck. Another Boomer. You hear that? scene "scenes/TeenGirl/HeardBoomer17.vcd" //Hear that? Boomer. scene "scenes/TeenGirl/HeardBoomer19.vcd" //Boomer, don't let it puke on you. } Rule PlayerWarnHeardBoomerTeenGirl { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsTeenGirl IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkTeenGirl ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardBoomerTeenGirl } Response PlayerWarnHeardHunterTeenGirl { scene "scenes/TeenGirl/HeardHunter03.vcd" //There's a Hunter around scene "scenes/TeenGirl/HeardHunter04.vcd" //There's a Hunter out there. scene "scenes/TeenGirl/HeardHunter06.vcd" //Hunter around, don't get pounced scene "scenes/TeenGirl/HeardHunter07.vcd" //Careful, a Hunter's around. scene "scenes/TeenGirl/HeardHunter08.vcd" //Crap, hunter. scene "scenes/TeenGirl/HeardHunter09.vcd" //I think I hear a Hunter. scene "scenes/TeenGirl/HeardHunter10.vcd" //Pretty sure I can hear a hunter [calm] scene "scenes/TeenGirl/HeardHunter11.vcd" //Hear that hunter? [calm] scene "scenes/TeenGirl/HeardHunter13.vcd" //I know that noise, Hunter scene "scenes/TeenGirl/HeardHunter23.vcd" //Hunter, hear it? scene "scenes/TeenGirl/HeardHunter26.vcd" //There's a Hunter out there. scene "scenes/TeenGirl/HeardHunter27.vcd" //Hunter and it's close. } Rule PlayerWarnHeardHunterTeenGirl { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsTeenGirl IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkTeenGirl ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardHunterTeenGirl } Response PlayerWarnHeardSmokerTeenGirl { scene "scenes/TeenGirl/HeardSmoker06.vcd" //There's a Smoker around here. scene "scenes/TeenGirl/HeardSmoker09.vcd" //Smoker... don't get hung. scene "scenes/TeenGirl/HeardSmoker10.vcd" //Watch the roof tops, there's a smoker around. scene "scenes/TeenGirl/HeardSmoker11.vcd" //I hear a Smoker. scene "scenes/TeenGirl/HeardSmoker12.vcd" //Careful, Smoker. scene "scenes/TeenGirl/HeardSmoker13.vcd" //There's a Smoker around here. scene "scenes/TeenGirl/HeardSmoker14.vcd" //I know that sound - a Smoker! scene "scenes/TeenGirl/HeardSmoker16.vcd" //Smoker... don't let him hang you. } Rule PlayerWarnHeardSmokerTeenGirl { criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsTeenGirl IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkTeenGirl ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardSmokerTeenGirl } Response PlayerWarnHeardWitchTeenGirl { scene "scenes/TeenGirl/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 0 //I think I hear a Witch scene "scenes/TeenGirl/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 0 //Sounds like a Witch scene "scenes/TeenGirl/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 0 //Shhh.... witch scene "scenes/TeenGirl/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 0 //Quiet, listen. scene "scenes/TeenGirl/HeardWitch05.vcd" then Self PlayerKillThatLight foo:0 0 //Quiiii-et, I hear a Witch. scene "scenes/TeenGirl/HeardWitch06.vcd" then Self PlayerKillThatLight foo:0 0 //That sounds like a Witch scene "scenes/TeenGirl/HeardWitch07.vcd" then Self PlayerKillThatLight foo:0 0 //It's a Witch. Don't disturb her and we'll be okay. } Rule PlayerWarnHeardWitchTeenGirl { criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsTeenGirl IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkTeenGirl ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnHeardWitchTeenGirl } Response PlayerWarnMegaMobTeenGirl { scene "scenes/TeenGirl/Incoming02.vcd" predelay "2.5,3.5" //Incoming! scene "scenes/TeenGirl/Incoming04.vcd" predelay "2.5,3.5" //They're coming! scene "scenes/TeenGirl/Incoming05.vcd" predelay "2.5,3.5" //Here they come! scene "scenes/TeenGirl/Incoming06.vcd" predelay "2.5,3.5" //Get ready! scene "scenes/TeenGirl/Incoming07.vcd" predelay "2.5,3.5" //Oh god, get ready, here they come! scene "scenes/TeenGirl/MiniFinaleGetReady01.vcd" predelay "2.5,3.5" //Get ready! scene "scenes/TeenGirl/MiniFinaleGetReady02.vcd" predelay "2.5,3.5" //Uh oh. Get ready! scene "scenes/TeenGirl/MiniFinaleGetReady03.vcd" predelay "2.5,3.5" //Uh oh. Here they come! scene "scenes/TeenGirl/MiniFinaleGetReady04.vcd" predelay "2.5,3.5" //They're coming, boys! scene "scenes/TeenGirl/MiniFinaleGetReady05.vcd" predelay "2.5,3.5" //They're coming! scene "scenes/TeenGirl/ViolenceAwe05.vcd" predelay "2.5,3.5" //Holy shit... scene "scenes/TeenGirl/gamespeech01.vcd" predelay "2.5,3.5"odds 1 //If it's not one of us, kill it. Notoneofus_01.wav } Rule PlayerWarnMegaMobTeenGirl { criteria ConceptPlayerWarnMegaMob IsNotCoughing IsTeenGirl IsNotWarnMegaMob IsTalk IsTalkTeenGirl IsNotSpeaking ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnMegaMobTeenGirl } Response PlayerWarnWitchAngryTeenGirl { scene "scenes/TeenGirl/WitchGettingAngry02.vcd" //The witch's getting mad! scene "scenes/TeenGirl/WitchGettingAngry05.vcd" //Ohhh... that witch is not happy scene "scenes/TeenGirl/WitchGettingAngry07.vcd" //Don't piss off the witch! scene "scenes/TeenGirl/WitchGettingAngry08.vcd" //Don't make the witch angry! } Rule PlayerWarnWitchAngryTeenGirl { criteria ConceptWitchGettingAngry IsNotCoughing IsTeenGirl IsNotWarnAngryWitch IsTalk IsTalkTeenGirl ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30" applycontexttoworld Response PlayerWarnWitchAngryTeenGirl } Response SurvivorCaughtVomitTeenGirl { scene "scenes/TeenGirl/GenericResponses35.vcd" odds 5 //It slimed me! scene "scenes/TeenGirl/ReactionBoomerVomit01.vcd" //sptting gross noises scene "scenes/TeenGirl/ReactionBoomerVomit02.vcd" //sptting gross noises scene "scenes/TeenGirl/ReactionBoomerVomit03.vcd" //sptting gross noises } Rule SurvivorCaughtVomitTeenGirl { criteria ConceptPlayerVomitInFace IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorCaughtVomitTeenGirl } Response SurvivorCoughingTeenGirl { scene "scenes/TeenGirl/Cough01.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough02.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough03.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough04.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough05.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough06.vcd" //[Coughing from smoke] } Rule SurvivorCoughingTeenGirl { criteria ConceptSurvivorCoughing IsCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorCoughingTeenGirl } Response SurvivorCoughingDeathTeenGirl { scene "scenes/TeenGirl/Cough01.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough02.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough03.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough04.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough05.vcd" //[Coughing from smoke] scene "scenes/TeenGirl/Cough06.vcd" //[Coughing from smoke] } Rule SurvivorCoughingDeathTeenGirl { criteria ConceptPlayerDeath IsCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorCoughingDeathTeenGirl } Response SurvivorDeathTeenGirl { scene "scenes/TeenGirl/DeathScream01.vcd" //[Death rattle] scene "scenes/TeenGirl/DeathScream02.vcd" //[Death rattle] scene "scenes/TeenGirl/DeathScream03.vcd" //[Death rattle] scene "scenes/TeenGirl/DeathScream04.vcd" //[Death rattle] scene "scenes/TeenGirl/DeathScream05.vcd" //[Short quick death scream] scene "scenes/TeenGirl/DeathScream06.vcd" //[Short quick death scream] scene "scenes/TeenGirl/DeathScream07.vcd" //[Short quick death scream] scene "scenes/TeenGirl/DeathScream08.vcd" //[Short quick death scream] scene "scenes/TeenGirl/DeathScream09.vcd" //[Loud painful death scream] scene "scenes/TeenGirl/DeathScream10.vcd" //[Loud painful death scream] scene "scenes/TeenGirl/DeathScream11.vcd" //[Loud painful death scream] } Rule SurvivorDeathTeenGirl { criteria ConceptPlayerDeath IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorDeathTeenGirl } Response SurvivorGrabbedByTongueTeenGirl { scene "scenes/TeenGirl/GrabbedBySmoker01c.vcd" //no, No, No, NO, NOOOOOOO!!!!!!!!! scene "scenes/TeenGirl/GrabbedBySmoker02c.vcd" //no, No, No, NO, NO, NOOOOOOO!!!!!!!!! scene "scenes/TeenGirl/GrabbedBySmoker03c.vcd" //no, No, No, NO, NO!!!!!!!! scene "scenes/TeenGirl/GrabbedBySmoker04b.vcd" //no, No, No, NO!!!!!!!! } Rule SurvivorGrabbedByTongueTeenGirl { criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorGrabbedByTongueTeenGirl } Response SurvivorNearFinaleTeenGirl { scene "scenes/TeenGirl/FinaleAhead01.vcd" //Hey guys, I think we're almost there. scene "scenes/TeenGirl/FinaleAhead02.vcd" //Thank god, we're almost outta here! scene "scenes/TeenGirl/FinaleAhead03.vcd" //Finally. You see that? We're almost out of here! scene "scenes/TeenGirl/FinaleAhead04.vcd" //This is all going to be over soon. } Rule SurvivorNearFinaleTeenGirl { criteria ConceptPlayerNearFinale IsNotCoughing IsTeenGirl IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkTeenGirl IsNotIncapacitated ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response SurvivorNearFinaleTeenGirl } Response SurvivorTankPoundTeenGirl { scene "scenes/TeenGirl/TankPound01.vcd" //Get him the hell off me! scene "scenes/TeenGirl/TankPound02.vcd" //He's crushing me! He's crushing me! scene "scenes/TeenGirl/TankPound03.vcd" //Oh God! He's crushing me! scene "scenes/TeenGirl/TankPound04.vcd" //Kill him! KILL HIM! scene "scenes/TeenGirl/TankPound05.vcd" //Get him off me! Get him off me! } Rule SurvivorTankPoundTeenGirl { criteria ConceptPlayerGroundPoundedByTank IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorTankPoundTeenGirl } Response SurvivorVocalizeBackUpTeenGirl { scene "scenes/TeenGirl/BackUp01.vcd" //Back back back! scene "scenes/TeenGirl/BackUp02.vcd" //Back back! scene "scenes/TeenGirl/BackUp04.vcd" //Move back scene "scenes/TeenGirl/BackUp08.vcd" //Back it up! scene "scenes/TeenGirl/BackUp09.vcd" //Back back! scene "scenes/TeenGirl/BackUp15.vcd" //Back up! scene "scenes/TeenGirl/BackUp16.vcd" //Move back scene "scenes/TeenGirl/BackUp17.vcd" //Get Back } Rule SurvivorVocalizeBackUpTeenGirl { criteria ConceptPlayerBackUp IsTeenGirl IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkTeenGirl Response SurvivorVocalizeBackUpTeenGirl } Response SurvivorVocalizeEmphaticGoTeenGirl { scene "scenes/TeenGirl/EmphaticGo01.vcd" //Go go go! scene "scenes/TeenGirl/EmphaticGo02.vcd" //Go go go! scene "scenes/TeenGirl/EmphaticGo04.vcd" //Move move move! scene "scenes/TeenGirl/EmphaticGo05.vcd" //Move move! scene "scenes/TeenGirl/EmphaticGo06.vcd" //GO! scene "scenes/TeenGirl/EmphaticGo07.vcd" //GO! scene "scenes/TeenGirl/EmphaticGo08.vcd" //Go! scene "scenes/TeenGirl/EmphaticGo09.vcd" //MOVE! scene "scenes/TeenGirl/EmphaticGo10.vcd" //Come on, move scene "scenes/TeenGirl/EmphaticGo11.vcd" //Let's go, Let's go scene "scenes/TeenGirl/EmphaticGo12.vcd" //Go go go! scene "scenes/TeenGirl/EmphaticGo15.vcd" //Move move move! scene "scenes/TeenGirl/EmphaticGo21.vcd" //Come on, move scene "scenes/TeenGirl/EmphaticGo22.vcd" //Let's go, Let's go scene "scenes/TeenGirl/EmphaticGo23.vcd" //Come on, move } Rule SurvivorVocalizeEmphaticGoTeenGirl { criteria ConceptPlayerEmphaticGo IsTeenGirl IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkTeenGirl Response SurvivorVocalizeEmphaticGoTeenGirl } Response SurvivorVocalizeFollowMeTeenGirl { scene "scenes/TeenGirl/FollowMe01.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe02.vcd" //This way, guys! scene "scenes/TeenGirl/FollowMe03.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe05.vcd" //This way! scene "scenes/TeenGirl/FollowMe07.vcd" //I think we should go this way. scene "scenes/TeenGirl/FollowMe10.vcd" //I'll go first. scene "scenes/TeenGirl/FollowMe11.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe12.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe14.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe15.vcd" //Over here, this way! scene "scenes/TeenGirl/FollowMe16.vcd" //Okay, I'll go first. scene "scenes/TeenGirl/FollowMe17.vcd" //I think we should go this way. scene "scenes/TeenGirl/FollowMe18.vcd" //We need to go this way. scene "scenes/TeenGirl/FollowMe20.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe22.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe23.vcd" //This way! scene "scenes/TeenGirl/FollowMe24.vcd" //Over here, this way! scene "scenes/TeenGirl/FollowMe25.vcd" //I'll go first. scene "scenes/TeenGirl/FollowMe27.vcd" //We need to go this way. scene "scenes/TeenGirl/FollowMe28.vcd" //Follow me! I know where I'm going. Come on! } Rule SurvivorVocalizeFollowMeTeenGirl { criteria ConceptPlayerFollowMe IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorVocalizeFollowMeTeenGirl } Response SurvivorVocalizeGoingToDieTeenGirl { scene "scenes/TeenGirl/GoingToDie01.vcd" //I don't feel so hot scene "scenes/TeenGirl/GoingToDie04.vcd" //I'm not doing so good, guys scene "scenes/TeenGirl/GoingToDie07.vcd" //This is really bad scene "scenes/TeenGirl/GoingToDie10.vcd" //Guys, I'm really torn up scene "scenes/TeenGirl/GoingToDie27.vcd" //I think I hurt something bad, real bad scene "scenes/TeenGirl/GoingToDie38.vcd" //This is not going well scene "scenes/TeenGirl/GoingToDie42.vcd" //Man, I feel like crap scene "scenes/TeenGirl/GoingToDie44.vcd" //Guys? I'm pretty hurt scene "scenes/TeenGirl/GoingToDie45.vcd" //Ohh... this is really starting to hurt scene "scenes/TeenGirl/GoingToDie48.vcd" //I'm really hurt, guys scene "scenes/TeenGirl/GoingToDie49.vcd" //I think I really hurt something scene "scenes/TeenGirl/GoingToDie52.vcd" //I'm not feeling real hot scene "scenes/TeenGirl/GoingToDie53.vcd" //I feel terrible scene "scenes/TeenGirl/GoingToDie54.vcd" //I feel awful scene "scenes/TeenGirl/GoingToDie57.vcd" //God. This really hurts scene "scenes/TeenGirl/GoingToDie58.vcd" //Ohhhh God, I'm really hurt scene "scenes/TeenGirl/GoingToDieLight06.vcd" //I feel like crap. scene "scenes/TeenGirl/GoingToDieLight07.vcd" //Goddammit, this hurts. scene "scenes/TeenGirl/GoingToDieLight11.vcd" odds 3 //Oh, jesus, I've got tooth marks on me. scene "scenes/TeenGirl/GoingToDieLight12.vcd" odds 1 //I hope I'm immune to tetanus too. scene "scenes/TeenGirl/GoingToDieLight13.vcd" //Ow. ow ow ow. } Rule SurvivorVocalizeGoingToDieTeenGirl { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotComplainBlock ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDieTeenGirl } Response SurvivorVocalizeGoingToDie3TeenGirl { scene "scenes/TeenGirl/GoingToDie302.vcd" //I don't know if I am going to make it scene "scenes/TeenGirl/GoingToDie314.vcd" //Guys, I don't think I'm going to make it without any help scene "scenes/TeenGirl/GoingToDie362.vcd" //I need some help or I'm going to die scene "scenes/TeenGirl/GoingToDie363.vcd" //I go down again and I'm dead scene "scenes/TeenGirl/GoingToDie370.vcd" //Oh god, I'm going to die } Rule SurvivorVocalizeGoingToDie3TeenGirl { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsTeenGirl IsOnThirdStrike IsTalk IsTalkTeenGirl IsNotComplainBlock ApplyContext "IsComplain:1:25" Response SurvivorVocalizeGoingToDie3TeenGirl } Response SurvivorVocalizeGoingToDieAloneTeenGirl { scene "scenes/TeenGirl/NervousHumming01.vcd" //[Nervous Humming] scene "scenes/TeenGirl/NervousHumming02.vcd" //[Nervous Humming] scene "scenes/TeenGirl/NervousHumming03.vcd" //[Nervous Humming] scene "scenes/TeenGirl/NervousHumming04.vcd" //[Nervous Humming] scene "scenes/TeenGirl/NervousWhislte01.vcd" //[Nervous Whistle] scene "scenes/TeenGirl/NervousWhislte02.vcd" //[Nervous Whistle] scene "scenes/TeenGirl/NervousWhislte03.vcd" //[Nervous Whistle] scene "scenes/TeenGirl/NervousWhislte04.vcd" //[Nervous Whistle] scene "scenes/TeenGirl/NervousWhislte05.vcd" //[Nervous Whistle] } Rule SurvivorVocalizeGoingToDieAloneTeenGirl { criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsTeenGirl IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkTeenGirl ApplyContext "SaidNervous:1:0" Response SurvivorVocalizeGoingToDieAloneTeenGirl } Response SurvivorVocalizeLookOutTeenGirl { scene "scenes/TeenGirl/LookOut01.vcd" //Look out! scene "scenes/TeenGirl/LookOut03.vcd" //Watch out! scene "scenes/TeenGirl/LookOut08.vcd" //Behind you!! } Rule SurvivorVocalizeLookOutTeenGirl { criteria ConceptPlayerLookOut IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorVocalizeLookOutTeenGirl } Response SurvivorVocalizeThisWayTeenGirl { scene "scenes/TeenGirl/FollowMe01.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe02.vcd" //This way, guys! scene "scenes/TeenGirl/FollowMe03.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe05.vcd" //This way! scene "scenes/TeenGirl/FollowMe07.vcd" //I think we should go this way. scene "scenes/TeenGirl/FollowMe10.vcd" //I'll go first. scene "scenes/TeenGirl/FollowMe11.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe12.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe14.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe15.vcd" //Over here, this way! scene "scenes/TeenGirl/FollowMe16.vcd" //Okay, I'll go first. scene "scenes/TeenGirl/FollowMe17.vcd" //I think we should go this way. scene "scenes/TeenGirl/FollowMe18.vcd" //We need to go this way. scene "scenes/TeenGirl/FollowMe20.vcd" //Come on, this way! scene "scenes/TeenGirl/FollowMe22.vcd" //Follow me! scene "scenes/TeenGirl/FollowMe23.vcd" //This way! scene "scenes/TeenGirl/FollowMe24.vcd" //Over here, this way! scene "scenes/TeenGirl/FollowMe25.vcd" //I'll go first. scene "scenes/TeenGirl/FollowMe27.vcd" //We need to go this way. scene "scenes/TeenGirl/FollowMe28.vcd" //Follow me! I know where I'm going. Come on! } Rule SurvivorVocalizeThisWayTeenGirl { criteria ConceptPlayerThisWay IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorVocalizeThisWayTeenGirl } Response SurvivorVocalizeWaitHereTeenGirl { scene "scenes/TeenGirl/WaitHere01.vcd" //Can we wait here? scene "scenes/TeenGirl/WaitHere02.vcd" //Hold up a sec scene "scenes/TeenGirl/WaitHere03.vcd" //Wait a sec scene "scenes/TeenGirl/WaitHere04.vcd" //Wait up! scene "scenes/TeenGirl/WaitHere05.vcd" //Hold up! scene "scenes/TeenGirl/WaitHere06.vcd" //Everybody stop! } Rule SurvivorVocalizeWaitHereTeenGirl { criteria ConceptPlayerWaitHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response SurvivorVocalizeWaitHereTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Danger //-------------------------------------------------------------------------------------------------------------- Response PlayerLedgeHangEndTeenGirl { scene "scenes/TeenGirl/LedgeHangEnd01.vcd" //I'M SLIPPING OFF! PULL ME UP! scene "scenes/TeenGirl/LedgeHangEnd02.vcd" //Ohhh shit! HELP ME! scene "scenes/TeenGirl/LedgeHangEnd03.vcd" //Oh god oh god oh god. I'M GONNA FALL! HELP MEEE! scene "scenes/TeenGirl/LedgeHangEnd04.vcd" //I CAN'T HOLD ON - I'M GONNA FALL! scene "scenes/TeenGirl/LedgeHangEnd06.vcd" //Oh god, I need help! Don't let me die like this! scene "scenes/TeenGirl/LedgeHangEnd10.vcd" //I CAN'T HOLD ON - I'M GONNA FALL! scene "scenes/TeenGirl/LedgeHangEnd11.vcd" //Help me! I can't hold on any longer! scene "scenes/TeenGirl/LedgeHangEnd17.vcd" //I... please help! Please! scene "scenes/TeenGirl/LedgeHangEnd21.vcd" //I'M OVER HERE! } Rule PlayerLedgeHangEndTeenGirl { criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerLedgeHangEndTeenGirl } Response PlayerLedgeHangMiddleTeenGirl { scene "scenes/TeenGirl/LedgeHangMiddle02.vcd" //I can't hang on, please help me! scene "scenes/TeenGirl/LedgeHangMiddle03.vcd" //I can't hang on much longer. scene "scenes/TeenGirl/LedgeHangMiddle09.vcd" //Hey guys, uh... I really need some help here. scene "scenes/TeenGirl/LedgeHangMiddle10.vcd" //Can one of you guys help me up? } Rule PlayerLedgeHangMiddleTeenGirl { criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerLedgeHangMiddleTeenGirl } Response PlayerLedgeHangStartTeenGirl { scene "scenes/TeenGirl/LedgeHangStart01.vcd" //Can someone help me up? scene "scenes/TeenGirl/LedgeHangStart03.vcd" //I could use a hand here please scene "scenes/TeenGirl/LedgeHangStart04.vcd" //Can someone help me please? scene "scenes/TeenGirl/LedgeHangStart05.vcd" //Can someone give me a hand please? scene "scenes/TeenGirl/LedgeHangStart06.vcd" //Hey guys, I could use a hand scene "scenes/TeenGirl/LedgeHangStart10.vcd" //Come on guys, help me out. } Rule PlayerLedgeHangStartTeenGirl { criteria ConceptPlayerLedgeHangStart IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerLedgeHangStartTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Death //-------------------------------------------------------------------------------------------------------------- Response DoubleDeathTeenGirl { scene "scenes/TeenGirl/DoubleDeathResponse01.vcd" predelay ".5,1.25" //This is going to hell real fast! scene "scenes/TeenGirl/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Oh, shit man, no. No. NO! } Rule DoubleDeathTeenGirl { criteria ConceptSurvivorDied IsNotCoughing IsTeenGirl IsSaidSomeoneDied IsTalk IsTalkTeenGirl IsNotSaidSomeoneDiedDouble ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response DoubleDeathTeenGirl } Response DoubleDeath2TeenGirl { scene "scenes/TeenGirl/DoubleDeathResponse02.vcd" predelay ".5,1.25" //It's just you and me left! } Rule DoubleDeath2TeenGirl { criteria ConceptDeath2Left IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent ApplyContext "SaidSomeoneDiedDouble2:1:10" applycontexttoworld Response DoubleDeath2TeenGirl } Response SurvivorDiedBillTeenGirl { scene "scenes/TeenGirl/GriefVet02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //I ah oh Bill!!!! scene "scenes/TeenGirl/GriefVet03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Oh god. Not Bill! scene "scenes/TeenGirl/GriefVet07.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Ahh Bill!!!! scene "scenes/TeenGirl/GriefVet09.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill!!!! scene "scenes/TeenGirl/GriefVet12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Oh god. Bill! scene "scenes/TeenGirl/GriefVet13.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill!!!! scene "scenes/TeenGirl/GriefVet18.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill!!!! scene "scenes/TeenGirl/NameBill01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/TeenGirl/NameBill03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/TeenGirl/NameBill04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/TeenGirl/NameBill06.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/TeenGirl/NameBill07.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet) scene "scenes/TeenGirl/NameBill09.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet) scene "scenes/TeenGirl/NameBill10.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet) scene "scenes/TeenGirl/NameBill11.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet) scene "scenes/TeenGirl/NameBill12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet) scene "scenes/TeenGirl/NameBill13.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet) scene "scenes/TeenGirl/NameBill15.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/TeenGirl/NameBill16.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/TeenGirl/NameBill17.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud) scene "scenes/TeenGirl/NameBill22.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //William! (loud) scene "scenes/TeenGirl/NameBill23.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Old man! (loud) scene "scenes/TeenGirl/NameBill26.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Old man! (loud) scene "scenes/TeenGirl/NameBill28.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Hey, old man! (loud) scene "scenes/TeenGirl/NameBill30.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Hey, old man! (loud) } Rule SurvivorDiedBillTeenGirl { criteria ConceptSurvivorDied IsNotCoughing IsTeenGirl IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedBillTeenGirl } Response SurvivorDiedFrancisTeenGirl { scene "scenes/TeenGirl/GriefBiker01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! scene "scenes/TeenGirl/GriefBiker02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! NOOOO! scene "scenes/TeenGirl/NameFrancis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/TeenGirl/NameFrancis04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/TeenGirl/NameFrancis05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/TeenGirl/NameFrancis06.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis09.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis10.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis11.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis14.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis15.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis16.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis17.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/TeenGirl/NameFrancis20.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet) scene "scenes/TeenGirl/NameFrancis21.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/TeenGirl/NameFrancis22.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud) scene "scenes/TeenGirl/NameFrancis23.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Hey, biker dude! (loud) } Rule SurvivorDiedFrancisTeenGirl { criteria ConceptSurvivorDied IsNotCoughing IsTeenGirl IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedFrancisTeenGirl } Response SurvivorDiedLouisTeenGirl { scene "scenes/TeenGirl/Generic01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //It's not going to get any better you know. scene "scenes/TeenGirl/GriefManager02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! scene "scenes/TeenGirl/GriefManager08.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Oh no, not Louis! scene "scenes/TeenGirl/NameLouis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud) scene "scenes/TeenGirl/NameLouis04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud) scene "scenes/TeenGirl/NameLouis05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud) scene "scenes/TeenGirl/NameLouis06.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud) } Rule SurvivorDiedLouisTeenGirl { criteria ConceptSurvivorDied IsNotCoughing IsTeenGirl IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20" applycontexttoworld Response SurvivorDiedLouisTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupAutoShotgunTeenGirl { scene "scenes/TeenGirl/TakeAutoShotgun01.vcd" //This shotgun is sweet scene "scenes/TeenGirl/TakeAutoShotgun02.vcd" //I'm grabbing this shotgun scene "scenes/TeenGirl/TakeAutoShotgun03.vcd" //I'll take the shotgun. scene "scenes/TeenGirl/TakeAutoShotgun04.vcd" //I call shotgun (smiling) scene "scenes/TeenGirl/TakeAutoShotgun05.vcd" //I'll give the shotgun a try scene "scenes/TeenGirl/TakeAutoShotgun06.vcd" //I think I'll ltake the shotgun } Rule SurvivorPickupAutoShotgunTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupAutoShotgunTeenGirl } Response SurvivorPickupFirstAidKitTeenGirl { scene "scenes/TeenGirl/TakeFirstAid01.vcd" //This first aid'll help scene "scenes/TeenGirl/TakeFirstAid02.vcd" //Grabbing First Aid! scene "scenes/TeenGirl/TakeFirstAid03.vcd" //We might need these. scene "scenes/TeenGirl/TakeFirstAid05.vcd" //Grabbing First Aid! } Rule SurvivorPickupFirstAidKitTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupFirstAidKitTeenGirl } Response SurvivorPickupHuntingRifleTeenGirl { scene "scenes/TeenGirl/TakeSniper01.vcd" //I'm gonna grab this hunting rifle scene "scenes/TeenGirl/TakeSniper02.vcd" //I'm grabbing a hunting rifle scene "scenes/TeenGirl/TakeSniper04.vcd" //I'm gonna try this sniper rifle } Rule SurvivorPickupHuntingRifleTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupHuntingRifleTeenGirl } Response SurvivorPickupMolotovTeenGirl { scene "scenes/TeenGirl/TakeMolotov02.vcd" //I'm grabbing a Molotov scene "scenes/TeenGirl/TakeMolotov04.vcd" //Time to start some fires scene "scenes/TeenGirl/TakeMolotov05.vcd" //Molotov! scene "scenes/TeenGirl/TakeMolotov07.vcd" //Time to start some fires } Rule SurvivorPickupMolotovTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupMolotovTeenGirl } Response SurvivorPickupPainPillsTeenGirl { scene "scenes/TeenGirl/Generic20.vcd" odds 5 //Yoink! scene "scenes/TeenGirl/TakePills01.vcd" //Grabbing some pills scene "scenes/TeenGirl/TakePills03.vcd" //We might need these (inward) scene "scenes/TeenGirl/TakePills05.vcd" //I might need these pills scene "scenes/TeenGirl/TakePills06.vcd" //We might need these (outward) } Rule SurvivorPickupPainPillsTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupPainPillsTeenGirl } Response SurvivorPickupPipeBombTeenGirl { scene "scenes/TeenGirl/TakePipeBomb02.vcd" //Grabbing a pipe bomb scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous } Rule SurvivorPickupPipeBombTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupPipeBombTeenGirl } Response SurvivorPickupPumpShotgunTeenGirl { scene "scenes/TeenGirl/TakeShotgun01.vcd" //Grabbing a shotgun scene "scenes/TeenGirl/TakeShotgun02.vcd" //Grabbing a shotgun scene "scenes/TeenGirl/TakeShotgun03.vcd" //Yeah, shotgun scene "scenes/TeenGirl/TakeShotgun04.vcd" //I'll try this shotgun scene "scenes/TeenGirl/TakeShotgun05.vcd" //Yeah, shotgun } Rule SurvivorPickupPumpShotgunTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupPumpShotgunTeenGirl } Response SurvivorPickupRifleTeenGirl { scene "scenes/TeenGirl/TakeAssaultRifle01.vcd" //I'm gonna grab this rifle scene "scenes/TeenGirl/TakeAssaultRifle02.vcd" //Guess I'll try this rifle scene "scenes/TeenGirl/TakeAssaultRifle02.vcd" //Guess I'll try this rifle scene "scenes/TeenGirl/TakeAssaultRifle03.vcd" //This rifle looks good. scene "scenes/TeenGirl/TakeAssaultRifle04.vcd" //Ookaay, big rifle scene "scenes/TeenGirl/TakeAssaultRifle05.vcd" //Gonna grab the rifle scene "scenes/TeenGirl/TakeAssaultRifle06.vcd" //I'll try this rifle scene "scenes/TeenGirl/TakeAssaultRifle07.vcd" //I'm going with the rifle scene "scenes/TeenGirl/TakeAssaultRifle08.vcd" //This rifle looks good. } Rule SurvivorPickupRifleTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupRifleTeenGirl } Response SurvivorPickupSecondPistolTeenGirl { scene "scenes/TeenGirl/TakePistol01.vcd" //Two pistols, cool. scene "scenes/TeenGirl/TakePistol02.vcd" //I'm taking an extra pistol. scene "scenes/TeenGirl/TakePistol03.vcd" //Grabbing a pistol scene "scenes/TeenGirl/TakePistol04.vcd" //Grabbing an extra pistol scene "scenes/TeenGirl/TakePistol07.vcd" //Grabbing an extra pistol scene "scenes/TeenGirl/TakePistol08.vcd" //Another pistol, yeah, this'll work } Rule SurvivorPickupSecondPistolTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupSecondPistolTeenGirl } Response SurvivorPickupSMGTeenGirl { scene "scenes/TeenGirl/TakeSubMachineGun01.vcd" //I can handle this scene "scenes/TeenGirl/TakeSubMachineGun03.vcd" //Grabbing a machinegun scene "scenes/TeenGirl/TakeSubMachineGun04.vcd" //A machinegun scene "scenes/TeenGirl/TakeSubMachineGun05.vcd" //I can handle this } Rule SurvivorPickupSMGTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupSMGTeenGirl } Response TakeShotgunGroovyZoey { scene "scenes/TeenGirl/GenericResponses32.vcd" then Biker TakeShotgunGroovyZoey2Biker foo:0 0 //Groovy } Rule TakeShotgunGroovyZoey { criteria ConceptTakeShotgunGroovyZoey IsTeenGirl IsTalk IsTalkTeenGirl NotInCombat ChanceToFire50Percent Response TakeShotgunGroovyZoey } Response TakeShotgunGroovyZoeyLaugh { scene "scenes/TeenGirl/Laughter03.vcd" then Biker TakeShotgunGroovy2BikerLaugh foo:0 0 // scene "scenes/TeenGirl/Laughter10.vcd" then Biker TakeShotgunGroovy2BikerLaugh foo:0 0 // scene "scenes/TeenGirl/Laughter18.vcd" then Biker TakeShotgunGroovy2BikerLaugh foo:0 0 // } Rule TakeShotgunGroovyZoeyLaugh { criteria ConceptTakeShotgunGroovyZoey IsTeenGirl IsTalk IsTalkTeenGirl NotInCombat ChanceLeft50Percent Response TakeShotgunGroovyZoeyLaugh } Rule SurvivorPickupAutoShotgunAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupAutoShotgunTeenGirl } Rule SurvivorPickupFirstAidKitAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupFirstAidKitTeenGirl } Rule SurvivorPickupHuntingRifleAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupHuntingRifleTeenGirl } Rule SurvivorPickupMolotovAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupMolotovTeenGirl } Rule SurvivorPickupPainPillsAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupPainPillsTeenGirl } Rule SurvivorPickupPipeBombAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupPipeBombTeenGirl } Rule SurvivorPickupPumpShotgunAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupPumpShotgunTeenGirl } Rule SurvivorPickupRifleAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupRifleTeenGirl } Rule SurvivorPickupSecondPistolTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupSecondPistolTeenGirl } Rule SurvivorPickupSMGAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupSMGTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Rescue //-------------------------------------------------------------------------------------------------------------- Response PlayerGettingRevivedTeenGirl { scene "scenes/TeenGirl/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm okay. scene "scenes/TeenGirl/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm fine. scene "scenes/TeenGirl/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 0 //Oh shit. scene "scenes/TeenGirl/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 0 //I don't know. scene "scenes/TeenGirl/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm bleeding. scene "scenes/TeenGirl/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 0 //Ughhh. scene "scenes/TeenGirl/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll make it. scene "scenes/TeenGirl/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 0 //How do I look? scene "scenes/TeenGirl/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 0 //Is it bad? scene "scenes/TeenGirl/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 0 //How bad is it? scene "scenes/TeenGirl/GettingRevived11.vcd" then From ReviveFriendDownFinal foo:0 0 //Did they get my face? } Rule PlayerGettingRevivedTeenGirl { criteria ConceptReviveFriendDown IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerGettingRevivedTeenGirl } Response PlayerHealOtherTeenGirl { scene "scenes/TeenGirl/HealOther01.vcd" //Let me patch you up. scene "scenes/TeenGirl/HealOther02.vcd" //Hold on, let me patch you up. scene "scenes/TeenGirl/HealOther03.vcd" //Stay still, I can help you. scene "scenes/TeenGirl/HealOther04.vcd" //Wait up, this will only take a second. scene "scenes/TeenGirl/HealOther05.vcd" //I know we gotta move, but I gotta heal you. } Rule PlayerHealOtherTeenGirl { criteria ConceptPlayerHealingOther IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerHealOtherTeenGirl } Response PlayerHealOtherCombatTeenGirl { scene "scenes/TeenGirl/HealOtherCombat01.vcd" //Hold on! scene "scenes/TeenGirl/HealOtherCombat02.vcd" //Keep firing while I heal you. scene "scenes/TeenGirl/HealOtherCombat03.vcd" //Keep shooting while I heal you. scene "scenes/TeenGirl/HealOtherCombat04.vcd" //That's it, keep firing I'm gonna patch you up. scene "scenes/TeenGirl/HealOtherCombat05.vcd" //Hold on! Hold on! scene "scenes/TeenGirl/HealOtherCombat06.vcd" //Hold on! I'm gonna patch ya up! scene "scenes/TeenGirl/HealOtherCombat07.vcd" //Hold still! Lemme help! scene "scenes/TeenGirl/HealOtherCombat08.vcd" //Hold still! I got ya! scene "scenes/TeenGirl/HealOtherCombat09.vcd" //Lemme heal you! scene "scenes/TeenGirl/HealOtherCombat10.vcd" //Hang on. I got ya! scene "scenes/TeenGirl/HealOtherCombat11.vcd" //Stand still, I'm healin' you! scene "scenes/TeenGirl/HealOtherCombat12.vcd" //Stop with the hero bullshit, I gotta heal you! } Rule PlayerHealOtherCombatTeenGirl { criteria ConceptPlayerHealingOther IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl InCombat Response PlayerHealOtherCombatTeenGirl } Response PlayerLedgeSaveTeenGirl { scene "scenes/TeenGirl/LedgeSave01.vcd" //Hang on. I got you. Don't worry, I can help you. Let me help you up. scene "scenes/TeenGirl/LedgeSave02.vcd" //I can help you, hang on, hang on. I got you. Let's get you up. scene "scenes/TeenGirl/LedgeSave03.vcd" //I got you, you're not gonna fall. Here, let me help you up. scene "scenes/TeenGirl/LedgeSave04.vcd" //Don't worry, you won't fall. I have you. Let's get you up on your feet. scene "scenes/TeenGirl/LedgeSave10.vcd" //Don't worry, you won't fall. I have you. Let's get you up on your feet. } Rule PlayerLedgeSaveTeenGirl { criteria ConceptPlayerLedgeSave IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl Response PlayerLedgeSaveTeenGirl } Response PlayerLedgeSaveLouisTeenGirl { scene "scenes/TeenGirl/LedgeSave06.vcd" //Louis, You are going to get yourself killed. Let me help you up. } Rule PlayerLedgeSaveLouisTeenGirl { criteria ConceptPlayerLedgeSave IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl SubjectIsManager NotInCombat IsEveryoneAlive ChanceToFire10Percent Response PlayerLedgeSaveLouisTeenGirl } Response PlayerReviveFriendTeenGirl { scene "scenes/TeenGirl/ReviveFriend01.vcd" //Hang on. It's all right. I gotcha. Now get up - we gotta move. scene "scenes/TeenGirl/ReviveFriend03.vcd" //This isn't it for you yet. C'mon, up and at 'em. We gotta keep moving. scene "scenes/TeenGirl/ReviveFriend04.vcd" //I have you. Lie still and let me help. We gotta get you back on your feet. Okay, up we go. scene "scenes/TeenGirl/ReviveFriend06.vcd" //I gotcha - I was worried there. Now get up, come on. We gotta keep moving. scene "scenes/TeenGirl/ReviveFriend08.vcd" //This looks bad, but I can get your back up. Get you moving again. scene "scenes/TeenGirl/ReviveFriend10.vcd" //Here, let me help you up. I gotcha. I'm gonna help you. We're gonna get you fixed up. scene "scenes/TeenGirl/ReviveFriend11.vcd" //Allright, Tiger, up and at 'em. Nobody's leaving anyone behind. You're gonna be fine, but we gotta keep moving. scene "scenes/TeenGirl/ReviveFriend12.vcd" //Okay, okay, you're okay. I was worried there. Let's get you up on your feet. scene "scenes/TeenGirl/ReviveFriend16.vcd" //I have you, you're gonna be allright. Just let me fix this up, okay? Allright... Good as new. scene "scenes/TeenGirl/ReviveFriend17.vcd" //Come on, we have to get you up. We need to keep moving. scene "scenes/TeenGirl/ReviveFriend19.vcd" //Don't worry, I can help you up.. I can help. scene "scenes/TeenGirl/ReviveFriend25.vcd" //I can get your back up. Get you moving again. scene "scenes/TeenGirl/ReviveFriend31.vcd" //This isn't it for you yet. C'mon, up and at 'em. We gotta keep moving. } Rule PlayerReviveFriendTeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendTeenGirl } Response PlayerReviveFriendCriticalTeenGirl { scene "scenes/TeenGirl/ReviveCriticalFriend01.vcd" //It's all right - I gotcha. Boy we need to find you some first aid. If you go down like this again, that's it for you. scene "scenes/TeenGirl/ReviveCriticalFriend02.vcd" //You're going to be okay, I can get you back up, but we need to find you some first aid. If you go down like this again, that's it for you. scene "scenes/TeenGirl/ReviveCriticalFriend03.vcd" //Don't worry, don't worry, I can help. But we need to find you some first aid. If you go down like this again, that's it for you. scene "scenes/TeenGirl/ReviveCriticalFriend04.vcd" //I' m here. I'll help you. We need to find you some first aid. If you go down like this again, that's it for you. scene "scenes/TeenGirl/ReviveCriticalFriend05.vcd" //Let me help you up. We really need to find you some first aid. If you go down like this again, that's it for you. scene "scenes/TeenGirl/ReviveCriticalFriend06.vcd" //Okay, I think I can get you back on your feet, but we need to find you some first aid. If you go down like this again, that's it for you. scene "scenes/TeenGirl/ReviveCriticalFriend07.vcd" //Let me help you. You should be okay for a little bit, but we need to find you some first aid. If you go down like this again, that's it for you. } Rule PlayerReviveFriendCriticalTeenGirl { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalTeenGirl } Response PlayerReviveFriendLoudTeenGirl { scene "scenes/TeenGirl/ReviveFriendLoud01.vcd" //Come on, come on! I got you, you're going to be okay. scene "scenes/TeenGirl/ReviveFriendLoud02.vcd" //Oh god, oh god, let's get you back up on your feet scene "scenes/TeenGirl/ReviveFriendLoud03.vcd" //It's all right, you are going to be okay easy, easy scene "scenes/TeenGirl/ReviveFriendLoud04.vcd" //Hold on. I'm gonna get you up! scene "scenes/TeenGirl/ReviveFriendLoud13.vcd" //Dude, I'm half your size. Come on, get up! } Rule PlayerReviveFriendLoudTeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IsZombiePresentTank IsTalk IsTalkTeenGirl ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudTeenGirl } Response PlayerReviveFriendLoudBillTeenGirl { scene "scenes/TeenGirl/ReviveFriendLoud05.vcd" //Get the hell up, Bill! scene "scenes/TeenGirl/ReviveFriendLoud07.vcd" //William! Get your ass up! We gotta go! scene "scenes/TeenGirl/ReviveFriendLoud11.vcd" //I can't carry you, Bill. Get up! scene "scenes/TeenGirl/ReviveFriendLoud12.vcd" //Bill, I'm not gonna carry you. Get up! } Rule PlayerReviveFriendLoudBillTeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IsZombiePresentTank IsTalk IsTalkTeenGirl SubjectIsNamVet ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendLoudBillTeenGirl } Response PlayerReviveFriendLoudFrancisTeenGirl { scene "scenes/TeenGirl/ReviveFriendLoud06.vcd" //Francis, let's go, get up! scene "scenes/TeenGirl/ReviveFriendLoud09.vcd" //Francis, we don't have time for this, come on! } Rule PlayerReviveFriendLoudFrancisTeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IsZombiePresentTank IsTalk IsTalkTeenGirl SubjectIsBiker ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendLoudFrancisTeenGirl } Response PlayerReviveFriendLoudLouisTeenGirl { scene "scenes/TeenGirl/ReviveFriendLoud08.vcd" //Don't make me leave your ass behind, Louis. Get up! scene "scenes/TeenGirl/ReviveFriendLoud10.vcd" //Louis, come on, get up! } Rule PlayerReviveFriendLoudLouisTeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IsZombiePresentTank IsTalk IsTalkTeenGirl SubjectIsManager ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendLoudLouisTeenGirl } Response PlayerReviveFriendShortTeenGirl { scene "scenes/TeenGirl/ReviveFriendB01.vcd" //Up and at 'em. scene "scenes/TeenGirl/ReviveFriendB02.vcd" //Up and at 'em. scene "scenes/TeenGirl/ReviveFriendB03.vcd" //Come on get up. scene "scenes/TeenGirl/ReviveFriendB04.vcd" //Up ya go. scene "scenes/TeenGirl/ReviveFriendB05.vcd" //You'll be okay. scene "scenes/TeenGirl/ReviveFriendB06.vcd" //I got ya. scene "scenes/TeenGirl/ReviveFriendB07.vcd" //Up we go. scene "scenes/TeenGirl/ReviveFriendB08.vcd" //You're fine. scene "scenes/TeenGirl/ReviveFriendB09.vcd" //It doesn't look bad. scene "scenes/TeenGirl/ReviveFriendB10.vcd" //It doesn't look bad. scene "scenes/TeenGirl/ReviveFriendB11.vcd" //Come on up! scene "scenes/TeenGirl/ReviveFriendB12.vcd" //Let's move! scene "scenes/TeenGirl/ReviveFriendB16.vcd" //Come on, I'm the girl here. scene "scenes/TeenGirl/ReviveFriendB17.vcd" //Stop whining. Let's go. } Rule PlayerReviveFriendShortTeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsReviveTalk ApplyContext "ReviveTalk:1:5" Response PlayerReviveFriendShortTeenGirl } Rule PlayerLedgeSaveCriticalTeenGirl { criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendCriticalTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - ZRescue //-------------------------------------------------------------------------------------------------------------- Rule PlayerReviveFriendLoud2TeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IntensityHigh IsTalk IsTalkTeenGirl ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudTeenGirl } Rule PlayerReviveFriendLoudBill2TeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IntensityHigh IsTalkTeenGirl SubjectIsNamVet ChanceToFire15Percent ApplyContext "ReviveTalk:1:5,Talk:1:4" Response PlayerReviveFriendLoudBillTeenGirl } Rule PlayerReviveFriendLoudCritTeenGirl { criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsTeenGirl IntensityHigh IsTalk IsTalkTeenGirl IntensityHigh ApplyContext "ReviveTalk:1:5,Talk:1:1" Response PlayerReviveFriendLoudTeenGirl } Rule PlayerReviveFriendLoudFrancis2TeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IntensityHigh IsTalk IsTalkTeenGirl SubjectIsBiker ChanceToFire15Percent ApplyContext "ReviveTalk:1:5,Talk:1:4" Response PlayerReviveFriendLoudFrancisTeenGirl } Rule PlayerReviveFriendLoudLouis2TeenGirl { criteria ConceptPlayerReviveFriend IsNotCoughing IsTeenGirl IntensityHigh IsTalk IsTalkTeenGirl SubjectIsManager ChanceToFire15Percent ApplyContext "ReviveTalk:1:5,Talk:1:4" Response PlayerReviveFriendLoudLouisTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo //-------------------------------------------------------------------------------------------------------------- Response PlayerAirportIntroTeenGirl { scene "scenes/TeenGirl/WorldAirport0102.vcd" //Looks like the airport's still operating. Let's try to get there. scene "scenes/TeenGirl/WorldAirportIntro04.vcd" then NamVet IntroAirport01bb foo:0 0 //That plane's headed right for the airport. Maybe they're still evacuating. scene "scenes/TeenGirl/WorldAirportIntro05.vcd" then Biker IntroAirport01fb foo:0 0 //Flying out of this place would be a lot easier than walking. } Rule PlayerAirportIntroTeenGirl { criteria ConceptIntroAirport IsTeenGirl ApplyContext "talk:1:10" applycontexttoworld Response PlayerAirportIntroTeenGirl } Response PlayerAirportIntrozbTeenGirl { scene "scenes/TeenGirl/WorldAirportIntro06.vcd" //It's worth a try. scene "scenes/TeenGirl/WorldAirportIntro07.vcd" //We can't stay up here forever. } Rule PlayerAirportIntrozbTeenGirl { criteria ConceptIntroAirport01zb IsTeenGirl ApplyContext "talk:1:3" applycontexttoworld Response PlayerAirportIntrozbTeenGirl } Response PlayerHospitalIntro02TeenGirl { scene "scenes/TeenGirl/WorldAirport0220.vcd" //Good thinking! scene "scenes/TeenGirl/WorldHospitalIntro01.vcd" //Well, I guess we're going to the hospital. } Rule PlayerHospitalIntro02TeenGirl { criteria ConceptIntroHospital02 IsTeenGirl ApplyContext "talk:1:5" applycontexttoworld Response PlayerHospitalIntro02TeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Heal //-------------------------------------------------------------------------------------------------------------- Response PlayerCoverMeHealTeenGirl { scene "scenes/TeenGirl/CoverMe02.vcd" predelay ".2,.5" //Hold up, gotta heal scene "scenes/TeenGirl/CoverMe05.vcd" predelay ".2,.5" //Cover me! scene "scenes/TeenGirl/CoverMe06.vcd" predelay ".2,.5" //Watch my back! scene "scenes/TeenGirl/CoverMe10.vcd" predelay ".2,.5" //Would you please cover me! scene "scenes/TeenGirl/CoverMe14.vcd" predelay ".2,.5" //Healing! Cover me! scene "scenes/TeenGirl/CoverMe18.vcd" predelay ".2,.5" //Cover me! scene "scenes/TeenGirl/CoverMe19.vcd" predelay ".2,.5" //Watch my back, please! scene "scenes/TeenGirl/CoverMe20.vcd" predelay ".2,.5" //Cover me! scene "scenes/TeenGirl/CoverMe21.vcd" predelay ".2,.5" //Hold up, gotta heal scene "scenes/TeenGirl/CoverMe23.vcd" predelay ".2,.5" //Healing! Cover me! scene "scenes/TeenGirl/CoverMe25.vcd" predelay ".2,.5" //Watch my back! scene "scenes/TeenGirl/CoverMe27.vcd" predelay ".2,.5" //Come on, man, over me! } Rule PlayerCoverMeHealTeenGirl { criteria ConceptPlayerHealing IsNotCoughing IsTeenGirl IsNotAskedForCoverTeenGirl IsTalk IsTalkTeenGirl IsNotAlone ApplyContext "TeenGirlAskForCover:1:30" Response PlayerCoverMeHealTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedRifleAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedRifleAutoTeenGirl2 { criteria ConceptPlayerSpotRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedRifleAutoTeenGirl2 } Response SurvivorSpottedShotgunAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedShotgunAutoTeenGirl2 { criteria ConceptPlayerSpotShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedShotgunAutoTeenGirl2 } Response SurvivorSpottedSMGAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedSMGAutoTeenGirl2 { criteria ConceptPlayerSpotSMG IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSMGAutoTeenGirl2 } Response SurvivorSpottedSniperRifleAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedSniperRifleAutoTeenGirl2 { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedSniperRifleAutoTeenGirl2 } Response SurvivorSpottedWeaponTeenGirl { scene "scenes/TeenGirl/SpotWeapons05.vcd" //Weapons over here! scene "scenes/TeenGirl/SpotWeapons06.vcd" //Hey, there's weapon' over here! scene "scenes/TeenGirl/SpotWeapons09.vcd" odds 2 //Guys, big, badass, nasty weapons over here! } Rule SurvivorSpottedWeaponTeenGirl { criteria ConceptPlayerSpotPistol IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Response SurvivorSpottedWeaponAShotgunAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedWeaponAShotgunAutoTeenGirl2 { criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponAShotgunAutoTeenGirl2 } Response SurvivorSpottedWeaponPistolAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" //Weapons here! } Rule SurvivorSpottedWeaponPistolAutoTeenGirl { criteria ConceptPlayerSpotPistol IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoTeenGirl } Response SurvivorSpottedWeaponPistolAutoTeenGirl2 { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/Yes10.vcd" //Yeah. } Rule SurvivorSpottedWeaponPistolAutoTeenGirl2 { criteria ConceptPlayerSpotPistol IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponPistolAutoTeenGirl2 } Rule SurvivorSpottedRifleTeenGirl { criteria ConceptPlayerSpotRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedRifleAutoTeenGirl { criteria ConceptPlayerSpotRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedShotgunTeenGirl { criteria ConceptPlayerSpotShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedShotgunAutoTeenGirl { criteria ConceptPlayerSpotShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedSMGTeenGirl { criteria ConceptPlayerSpotSMG IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedSMGAutoTeenGirl { criteria ConceptPlayerSpotSMG IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedSniperRifleTeenGirl { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedSniperRifleAutoTeenGirl { criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedWeaponTeenGirl { criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedWeaponAShotgunAutoTeenGirl { criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedShotgun_spasTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsShotgun_spas IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedShotgun_spasAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsShotgun_spas IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedRifle_desertTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsRifle_desert IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedRifle_desertAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_desert IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Added / Fixed //-------------------------------------------------------------------------------------------------------------- Response PlayerRelaxedSighTeenGirl { scene "scenes/TeenGirl/PainReliefSigh01.vcd" //Ahhh scene "scenes/TeenGirl/PainReliefSigh10.vcd" //Ahhh scene "scenes/TeenGirl/PainReliefSigh11.vcd" //Ahhh } Rule PlayerRelaxedSighTeenGirl { criteria ConceptRelaxedSigh IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl Response PlayerRelaxedSighTeenGirl } Response PlayerUseAdrenalineTeenGirl { scene "scenes/TeenGirl/PainReliefSigh08.vcd" predelay "1.2" //ahhh scene "scenes/TeenGirl/Hurrah51.vcd" predelay "1.2" // OH GOD! scene "scenes/TeenGirl/Hurrah52.vcd" predelay "1.2" // WOOO! } Rule PlayerUseAdrenalineTeenGirl { criteria ConceptUseAdrenaline IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl Response PlayerUseAdrenalineTeenGirl } Response PlayerUsingDefibrillatorTeenGirl { scene "scenes/TeenGirl/AreaClear01.vcd" //Clear! scene "scenes/TeenGirl/ReactionNegative05.vcd" //Oh, damn! scene "scenes/TeenGirl/ReactionNegative16.vcd" //Oh man oh man oh man! } Rule PlayerUsingDefibrillatorTeenGirl { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl Response PlayerUsingDefibrillatorTeenGirl } Response PlayerRevivedByDefibrillatorTeenGirl { scene "scenes/TeenGirl/ReactionDisgusted06.vcd" //Oh my God! scene "scenes/TeenGirl/ReactionDisgusted04.vcd" //Oh… scene "scenes/TeenGirl/ReactionStartled11.vcd" //[gasp for breath] scene "scenes/TeenGirl/Swear06.vcd" //MOTHER F-- } Rule PlayerRevivedByDefibrillatorTeenGirl { criteria ConceptRevivedByDefibrillator IsNotCoughing IsTeenGirl ApplyContext "TalkTeenGirl:1:3" applycontexttoworld Response PlayerRevivedByDefibrillatorTeenGirl } Response PlayerRevivedByDefibrillator2TeenGirl { scene "scenes/TeenGirl/ToTheRescueThanks09.vcd" predelay ".5,1.5" //Thanks for coming back for me.... scene "scenes/TeenGirl/Thanks28.vcd" predelay ".5,1.5" //Like...thanks! scene "scenes/TeenGirl/ReactionDisgusted12.vcd" predelay ".5,1.5" // Ohhh! } Rule PlayerRevivedByDefibrillator2TeenGirl { criteria ConceptRevivedByDefibrillatorDelayed IsTeenGirl ApplyContext "TalkTeenGirl:1:3" applycontexttoworld Response PlayerRevivedByDefibrillator2TeenGirl } Response SurvivorPouncedByHunterTeenGirl { scene "scenes/TeenGirl/ScreamWhilePounced01.vcd" //GET IT OFF ME! scene "scenes/TeenGirl/ScreamWhilePounced02.vcd" //GET IT GET IT OFF GET IT OFF! scene "scenes/TeenGirl/ScreamWhilePounced03.vcd" //GET IT GET IT OFF GET IT OFF! scene "scenes/TeenGirl/ScreamWhilePounced04.vcd" //GET IT GET IT OFF GET IT OFF! scene "scenes/TeenGirl/ScreamWhilePounced06.vcd" //GET IT OFF ME! } Rule SurvivorPouncedByHunterTeenGirl { criteria ConceptScreamWhilePounced IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl Response SurvivorPouncedByHunterTeenGirl } Response PlayerGrabbedByJockeyTeenGirl { scene "scenes/TeenGirl/ScreamWhilePounced03.vcd" //GET IT OFF! scene "scenes/TeenGirl/ScreamWhilePounced06.vcd" //GET IT OFF! scene "scenes/TeenGirl/FallShort02.vcd" //OH NO scene "scenes/TeenGirl/FallShort03.vcd" //AHH! scene "scenes/TeenGirl/HordeAttack04.vcd" //SHIT! scene "scenes/TeenGirl/HordeAttack05.vcd" //AH! scene "scenes/TeenGirl/HordeAttack14.vcd" //DAMN IT! } Rule PlayerGrabbedByJockeyTeenGirl { criteria ConceptSurvivorJockeyed IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSaidBeenJockeyedTeenGirl IsWorldTalkTeenGirl ApplyContext "SaidBeenJockeyedTeenGirl:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response PlayerGrabbedByJockeyTeenGirl } Response SurvivorJockeyHurtMajorTeenGirl { scene "scenes/TeenGirl/ScreamWhilePounced03.vcd" then all commentjockey foo:0 -1.739 //GET IT OFF! scene "scenes/TeenGirl/ScreamWhilePounced06.vcd" then all commentjockey foo:0 -1.494 //GET IT OFF! scene "scenes/TeenGirl/HurtMajor02.vcd" then all commentjockey foo:0 -1.121 //[pain noise - ahh] scene "scenes/TeenGirl/HurtMajor05.vcd" then all commentjockey foo:0 -0.911 //[pain noise - ugh] scene "scenes/TeenGirl/HurtMinor02.vcd" then all commentjockey foo:0 -0.364 //[pain noise - short minor pain] } Rule SurvivorJockeyHurtMajorTeenGirl { criteria IsSurvivor InPain IsMajorPain IsTeenGirl IsTalk IsTalkTeenGirl SubjectIsJockey IsNotSaidBeenJockeyedTeenGirl IsWorldTalkTeenGirl IsBeingJockeyed ApplyContext "SaidBeenJockeyedTeenGirl:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMajorTeenGirl } Response SurvivorJockeyHurtMinorTeenGirl { scene "scenes/TeenGirl/ScreamWhilePounced03.vcd" then all commentjockey foo:0 -1.739 //GET IT OFF! scene "scenes/TeenGirl/ScreamWhilePounced06.vcd" then all commentjockey foo:0 -1.494 //GET IT OFF! scene "scenes/TeenGirl/HurtMajor02.vcd" then all commentjockey foo:0 -1.121 //[pain noise - ahh] scene "scenes/TeenGirl/HurtMajor05.vcd" then all commentjockey foo:0 -0.911 //[pain noise - ugh] scene "scenes/TeenGirl/HurtMinor02.vcd" then all commentjockey foo:0 -0.364 //[pain noise - short minor pain] } Rule SurvivorJockeyHurtMinorTeenGirl { criteria IsSurvivor InPain IsMinorPain IsTeenGirl IsTalk IsTalkTeenGirl SubjectIsJockey IsNotSaidBeenJockeyedTeenGirl IsWorldTalkTeenGirl IsBeingJockeyed ApplyContext "SaidBeenJockeyedTeenGirl:1:6,_auto_NoSpotting:1:4" applycontexttoworld Response SurvivorJockeyHurtMinorTeenGirl } Response PlayerCommentJockeyTeenGirl { scene "scenes/TeenGirl/DLC1_C6M3_L4D11Stspot08.vcd" //That doesn't look right... scene "scenes/TeenGirl/DLC1_C6M3_L4D11Stspot09.vcd" //What is that zombie doing to him? } Rule PlayerCommentJockeyTeenGirl { criteria ConceptCommentJockey IsTeenGirl IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey ApplyContext "SaidCommentJockey:1:0" applycontexttoworld Response PlayerCommentJockeyTeenGirl } Response SurvivorchargerpoundTeenGirl { scene "scenes/TeenGirl/TankPound01.vcd" //Get him the hell off me! scene "scenes/TeenGirl/TankPound02.vcd" //He's crushing me! He's crushing me! } Rule SurvivorchargerpoundTeenGirl { criteria Conceptchargerpound IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSaidchargerpound IsWorldTalkTeenGirl ApplyContext "Saidchargerpound:1:5,TalkTeenGirl:1:5" Response SurvivorchargerpoundTeenGirl } Response SurvivorGooedBySpitterTeenGirl { scene "scenes/TeenGirl/HurtCritical01.vcd" //pain scream scene "scenes/TeenGirl/HurtCritical07.vcd" //pain scream scene "scenes/TeenGirl/EmphaticGo09.vcd" //MOVE! scene "scenes/TeenGirl/EmphaticGo15.vcd" //MOVE MOVE MOVE! scene "scenes/TeenGirl/EmphaticGo23.vcd" //Come ON GO! scene "scenes/TeenGirl/BackUp09.vcd" //Back back! scene "scenes/TeenGirl/BackUp08.vcd" //Back it up! } Rule SurvivorGooedBySpitterTeenGirl { criteria ConceptGooedBySpitter IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSaidGooedBySpitter IsWorldTalkTeenGirl ApplyContext "SaidGooedBySpitter:1:20,TalkTeenGirl:1:3" Response SurvivorGooedBySpitterTeenGirl } Response SurvivorWarnSpitterIncomingTeenGirl { scene "scenes/TeenGirl/Incoming02.vcd" //Incoming! scene "scenes/TeenGirl/Incoming17.vcd" //Incoming! scene "scenes/TeenGirl/LookOut01.vcd" //LOOK OUT! scene "scenes/TeenGirl/DownInFront02.vcd" //DUCK! } Rule SurvivorWarnSpitterIncomingTeenGirl { criteria ConceptWarnSpitterIncoming IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSaidWarnSpitterIncoming IsWorldTalkTeenGirl ApplyContext "SaidWarnSpitterIncoming:1:10" Response SurvivorWarnSpitterIncomingTeenGirl } Response SurvivorDeployUpExplosivesTeenGirl { scene "scenes/TeenGirl/WaitHere02.vcd" //Hold up a sec scene "scenes/TeenGirl/WaitHere03.vcd" //Wait a sec scene "scenes/TeenGirl/WaitHere04.vcd" //Wait up! scene "scenes/TeenGirl/WaitHere05.vcd" //Hold up! scene "scenes/TeenGirl/WaitHere06.vcd" //Everybody stop! } Rule SurvivorDeployUpExplosivesTeenGirl { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsTeenGirl IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotSaidDeployUpgradePack_Explosive HasUpgradePack_Explosive ApplyContext "SaidDeployUpgradePack_Explosive:1:30" Response SurvivorDeployUpExplosivesTeenGirl } Response SurvivorDeployUpIncendiaryTeenGirl { scene "scenes/TeenGirl/WaitHere02.vcd" //Hold up a sec scene "scenes/TeenGirl/WaitHere03.vcd" //Wait a sec scene "scenes/TeenGirl/WaitHere04.vcd" //Wait up! scene "scenes/TeenGirl/WaitHere05.vcd" //Hold up! scene "scenes/TeenGirl/WaitHere06.vcd" //Everybody stop! } Rule SurvivorDeployUpIncendiaryTeenGirl { criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsTeenGirl IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotSaidDeployUpgradePack_Incendiary HasUpgradePack_Incendiary ApplyContext "SaidDeployUpgradePack_Incendiary:1:30" Response SurvivorDeployUpIncendiaryTeenGirl } Rule SurvivorSpottedM60TeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkTeenGirl IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedM60AutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsM60 IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Response SurvivorPickupM60TeenGirl { scene "scenes/TeenGirl/Hurrah03.vcd" //Awesome! scene "scenes/TeenGirl/Hurrah12.vcd" //Oh yeah, lovely. } Rule SurvivorPickupM60TeenGirl { criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpM60 IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupM60TeenGirl }