//-------------------------------------------------------------------------------------------------------------- // TeenGirl Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "TeenGirlNotSaidGrabbingCan" "SaidGrabbingCan" "!=1" "required" weight 0 //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankTeenGirl { speak "TeenGirl_Blank" noscene //Blank } //-------------------------------------------------------------------------------------------------------------- // C7M1 //-------------------------------------------------------------------------------------------------------------- Response C7M1_saferoom02TeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO01.vcd" //Yeah, or Bill'll leave you behind. } Rule C7M1_saferoom02TeenGirl { criteria ConceptC7M1_saferoom02 IsTeenGirl Response C7M1_saferoom02TeenGirl } Response C7M1_saferoom09bTeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO06.vcd" //Whatever. scene "scenes/TeenGirl/C6DLC3INTRO07.vcd" //Let's just go. } Rule C7M1_saferoom09bTeenGirl { criteria ConceptC7M1_saferoom09b IsTeenGirl Response C7M1_saferoom09bTeenGirl } Response C7M1_saferoom10aTeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO08.vcd" then Any C7M1_saferoom10b foo:0 .1 //Whatever, I don't care. scene "scenes/TeenGirl/C6DLC3INTRO10.vcd" then Any C7M1_saferoom10b foo:0 .1 //Sure. Whatever. } Rule C7M1_saferoom10aTeenGirl { criteria ConceptC7M1_saferoom10a IsTeenGirl Response C7M1_saferoom10aTeenGirl } Response C7M1_saferoom11TeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO12.vcd" then Any C7M1_saferoom11a foo:0 .1 //Those people still dead? } Rule C7M1_saferoom11TeenGirl { criteria ConceptC7M1_saferoom11 IsTeenGirl Response C7M1_saferoom11TeenGirl } Response C7M1_saferoom15aTeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO14.vcd" then Any C7M1_saferoom15b foo:0 .1 //Sure. It's the rest of the world we can just let die. } Rule C7M1_saferoom15aTeenGirl { criteria ConceptC7M1_saferoom15a IsTeenGirl Response C7M1_saferoom15aTeenGirl } Response C7M1_saferoom18TeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO15.vcd" then Any C7M1_saferoom18a foo:0 .1 //I'd like to put it to a vote that maybe we shouldn't go rot on an island in the middle of nowhere, and actually, you know, help everybody else fight the zombies? } Rule C7M1_saferoom18TeenGirl { criteria ConceptC7M1_saferoom18 IsTeenGirl Response C7M1_saferoom18TeenGirl } Response C7M1_saferoom19aTeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO17.vcd" then Any C7M1_saferoom19b foo:0 .1 //Louis, you of all people should understand. } Rule C7M1_saferoom19aTeenGirl { criteria ConceptC7M1_saferoom19a IsTeenGirl Response C7M1_saferoom19aTeenGirl } Response C7M1_saferoom20aTeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO18.vcd" then Any C7M1_saferoom20b foo:0 .1 //How can you be sure? } Rule C7M1_saferoom20aTeenGirl { criteria ConceptC7M1_saferoom20a IsTeenGirl Response C7M1_saferoom20aTeenGirl } Response C7M1_saferoom23TeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO23.vcd" then Any C7M1_saferoom23a foo:0 .1 //Great maybe we can meet some new people and leave them behind. } Rule C7M1_saferoom23TeenGirl { criteria ConceptC7M1_saferoom23 IsTeenGirl Response C7M1_saferoom23TeenGirl } Response C7M1OpenTankDoorTeenGirl { scene "scenes/TeenGirl/C6DLC3OPENINGDOOR01.vcd" //Get ready to fight this tank. scene "scenes/TeenGirl/C6DLC3OPENINGDOOR02.vcd" //Door's opening, get ready... scene "scenes/TeenGirl/C6DLC3OPENINGDOOR04.vcd" //I am so dead. scene "scenes/TeenGirl/C6DLC3OPENINGDOOR05.vcd" //I cannot believe I am doing this. scene "scenes/TeenGirl/C6DLC3OPENINGDOOR06.vcd" //Unbelievable. You guys are the biggest chickenshits. } Rule C7M1OpenTankDoorTeenGirl { criteria Conceptc7m1opentankdoorspeakTeenGirl IsTeenGirl _auto_NotsaidC7M1OpenTankDoor ApplyContext "_auto_saidC7M1OpenTankDoor:1:10,_auto_saidC7M1OpenTankDoorLong:1:0" applycontexttoworld Response C7M1OpenTankDoorTeenGirl } Response C7M1SafeRoomIdleTeenGirl { scene "scenes/TeenGirl/C6DLC3INTRO04.vcd" then Any C7M1_saferoom05 foo:0 .1 //Francis: Tell Bill I'm ready to go. scene "scenes/TeenGirl/C6DLC3INTRO05.vcd" then Any C7M1_saferoom09 foo:0 .1 //This was your plan, Bill? A train to the Keys? This isn't the keys, Bill. We're nowhere. scene "scenes/TeenGirl/C6DLC3INTRO13.vcd" then Any C7M1_saferoom15 foo:0 .1 //Well--better get moving. Remember, if you fall behind, Bill thinks it's okay to let you die. scene "scenes/TeenGirl/C6DLC3INTRO16.vcd" then Any C7M1_saferoom19 foo:0 .1 //Are you kidding me? This is the middle of nowhere. We left all those people behind for THIS? scene "scenes/TeenGirl/C6DLC3INTRO20.vcd" then Any C7M1_saferoom20 foo:0 .1 //Good thing we left all those people behind so WE could escape, Bill. } Rule C7M1SafeRoomIdleTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsMapc7m1_docks IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_IsSafeRoomStart _auto_NotSafeRoomQuiet _auto_NotC7M1SafeRoomConvo IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_C7M1SafeRoomConvo:1:0" applycontexttoworld Response C7M1SafeRoomIdleTeenGirl } Response C7M1SafeRoomStartTeenGirl { scene "scenes/TeenGirl/Blank.vcd" //Blank } Rule C7M1SafeRoomStartTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsMapc7m1_docks IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5" applycontexttoworld Response C7M1SafeRoomStartTeenGirl } //-------------------------------------------------------------------------------------------------------------- // C7M2 //-------------------------------------------------------------------------------------------------------------- Response C7M2_saferoom01TeenGirl { scene "scenes/TeenGirl/C6DLC3FIRSTSAFEROOM01.vcd" then Any C7M2_saferoom01a foo:0 .1 //I really don't want to hear it. } Rule C7M2_saferoom01TeenGirl { criteria ConceptC7M2_saferoom01 IsTeenGirl Response C7M2_saferoom01TeenGirl } Response C7M2_saferoom01bTeenGirl { scene "scenes/TeenGirl/C6DLC3FIRSTSAFEROOM02.vcd" //Bill, I'm not ready to give up on everything yet. } Rule C7M2_saferoom01bTeenGirl { criteria ConceptC7M2_saferoom01b IsTeenGirl Response C7M2_saferoom01bTeenGirl } Response C7M2_saferoom05bTeenGirl { scene "scenes/TeenGirl/C6DLC3FIRSTSAFEROOM03.vcd" then Any C7M2_saferoom05c foo:0 .1 //Because, Francis... hey, yeah, what the hell, Bill? } Rule C7M2_saferoom05bTeenGirl { criteria ConceptC7M2_saferoom05b IsTeenGirl Response C7M2_saferoom05bTeenGirl } Response C7M2SafeRoomIdleTeenGirl { scene "scenes/TeenGirl/C6DLC3FIRSTSAFEROOM06.vcd" then Any C7M2_saferoom06 foo:0 .1 //So this is really it? We're gonna run away to some island? "So long world good luck with all the zombies"? } Rule C7M2SafeRoomIdleTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsMapc7m2_barge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_IsSafeRoomStart _auto_NotSafeRoomQuiet _auto_NotC7M2SafeRoomConvo IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_C7M2SafeRoomConvo:1:0" applycontexttoworld Response C7M2SafeRoomIdleTeenGirl } Response C7M2SafeRoomStartTeenGirl { scene "scenes/TeenGirl/Blank.vcd" //Blank } Rule C7M2SafeRoomStartTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsMapc7m2_barge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5" applycontexttoworld Response C7M2SafeRoomStartTeenGirl } Response Player.WarnMegaMobc7m201TeenGirl { scene "scenes/TeenGirl/C6DLC3GRAVELHILL07.vcd" //Into the chute. scene "scenes/TeenGirl/C6DLC3GRAVELHILL08.vcd" //We need to get into the chute. } Rule Player.WarnMegaMobc7m201TeenGirl { criteria ConceptPlayer.WarnMegaMobc7m201 IsTeenGirl Response Player.WarnMegaMobc7m201TeenGirl } //-------------------------------------------------------------------------------------------------------------- // C7M3 //-------------------------------------------------------------------------------------------------------------- Response C7M3_saferoom004bTeenGirl { scene "scenes/TeenGirl/C6DLC3SECONDSAFEROOM01.vcd" //Ohhhh. Boo. } Rule C7M3_saferoom004bTeenGirl { criteria ConceptC7M3_saferoom004b IsTeenGirl Response C7M3_saferoom004bTeenGirl } Response C7M3_saferoom005TeenGirl { scene "scenes/TeenGirl/C6DLC3SECONDSAFEROOM02.vcd" //You asked me that last year? It would have been ten zombie movies. Now? Probably a documentary on how to make toilet paper. scene "scenes/TeenGirl/C6DLC3SECONDSAFEROOM03.vcd" //A month ago? I would have picked ten zombie movies. Now? Like, ten documentaries on how to build shelter, catch food and make toilet paper. } Rule C7M3_saferoom005TeenGirl { criteria ConceptC7M3_saferoom005 IsTeenGirl Response C7M3_saferoom005TeenGirl } Response C7M3_saferoom006cTeenGirl { scene "scenes/TeenGirl/C6DLC3SECONDSAFEROOM05.vcd" //No more human race... } Rule C7M3_saferoom006cTeenGirl { criteria ConceptC7M3_saferoom006c IsTeenGirl Response C7M3_saferoom006cTeenGirl } Response C7M3_saferoom007TeenGirl { scene "scenes/TeenGirl/C6DLC3SECONDSAFEROOM06.vcd" then Any C7M3_saferoom007a foo:0 .1 //In most movies they sink. } Rule C7M3_saferoom007TeenGirl { criteria ConceptC7M3_saferoom007 IsTeenGirl Response C7M3_saferoom007TeenGirl } Response C7M3_saferoom007bTeenGirl { scene "scenes/TeenGirl/C6DLC3SECONDSAFEROOM07.vcd" then Any C7M3_saferoom007c foo:0 .1 //I think that means we're safe. } Rule C7M3_saferoom007bTeenGirl { criteria ConceptC7M3_saferoom007b IsTeenGirl Response C7M3_saferoom007bTeenGirl } Response C7M3_saferoom016TeenGirl { scene "scenes/TeenGirl/C6DLC3SECONDSAFEROOM08.vcd" then Any C7M3_saferoom016a foo:0 .1 //That's the spirit, Louis! } Rule C7M3_saferoom016TeenGirl { criteria ConceptC7M3_saferoom016 IsTeenGirl Response C7M3_saferoom016TeenGirl } Response C7M3_saferoom016cTeenGirl { scene "scenes/TeenGirl/C6DLC3SECONDSAFEROOM10.vcd" //I hate putting the lotion in the basket. } Rule C7M3_saferoom016cTeenGirl { criteria ConceptC7M3_saferoom016c IsTeenGirl Response C7M3_saferoom016cTeenGirl } Response C7M3BridgeBreaksTeenGirl { scene "scenes/TeenGirl/C6DLC3BRIDGESTOPS01.vcd" //Crap! That generator stalled! scene "scenes/TeenGirl/C6DLC3BRIDGESTOPS02.vcd" //Damnit to hell, that generator's out. scene "scenes/TeenGirl/C6DLC3BRIDGESTOPS03.vcd" //You're kidding me, that generator's out. } Rule C7M3BridgeBreaksTeenGirl { criteria conceptC7M3BridgeBreaks IsTeenGirl _auto_NotSaidC7M3BridgeBreaks ApplyContext "_auto_SaidC7M3BridgeBreaks:1:0" applycontexttoworld Response C7M3BridgeBreaksTeenGirl } Response C7M3FinalPressBikerTeenGirl { scene "scenes/TeenGirl/C6DLC3FRANCISDIES01.vcd" //FRANCIS! scene "scenes/TeenGirl/C6DLC3FRANCISDIES03.vcd" //Francis! You did it! scene "scenes/TeenGirl/C6DLC3FRANCISDIES04.vcd" //Francis! We're safe! } Rule C7M3FinalPressBikerTeenGirl { criteria ConceptC7M3FinalSpeakBiker IsTeenGirl IsLastGenerator IsNotBiker _auto_NotC7M3FinalPress ApplyContext "_auto_C7M3FinalPress:1:0" applycontexttoworld Response C7M3FinalPressBikerTeenGirl } Response C7M3FinalPressManagerTeenGirl { scene "scenes/TeenGirl/C6DLC3LOUISDIES01.vcd" //Thanks Louis! scene "scenes/TeenGirl/C6DLC3LOUISDIES04.vcd" //LOOOOOOUUUUIIIIIISSSSS! scene "scenes/TeenGirl/C6DLC3LOUISDIES05.vcd" //Oh damnit Louis! } Rule C7M3FinalPressManagerTeenGirl { criteria ConceptC7M3FinalSpeakManager IsTeenGirl IsLastGenerator IsNotManager _auto_NotC7M3FinalPress ApplyContext "_auto_C7M3FinalPress:1:0" applycontexttoworld Response C7M3FinalPressManagerTeenGirl } Response C7M3FinalPressNamVetTeenGirl { scene "scenes/TeenGirl/C6DLC3BILLDIES01.vcd" //Bill! No!! scene "scenes/TeenGirl/C6DLC3BILLDIES02.vcd" //BIIILLLLL!!! scene "scenes/TeenGirl/C6DLC3BILLDIES04.vcd" //Ah shit Bill, you didn't have to do that. scene "scenes/TeenGirl/C6DLC3BILLDIES05.vcd" //Bill, you did it! We're safe! scene "scenes/TeenGirl/C6DLC3BILLDIES07.vcd" //Bill you saved us! scene "scenes/TeenGirl/C6DLC3BILLDIES08.vcd" //We won't forget you Bill! scene "scenes/TeenGirl/C6DLC3BILLDIES09.vcd" //I'm sorry Bill. I love you! scene "scenes/TeenGirl/C6DLC3BILLDIES11.vcd" //Ahh Bill, I love you old man. scene "scenes/TeenGirl/C6DLC3BILLDIES12.vcd" //Bill, bill, bill, bill. scene "scenes/TeenGirl/C6DLC3BILLDIES13.vcd" //Bill, you did it! You did it! } Rule C7M3FinalPressNamVetTeenGirl { criteria ConceptC7M3FinalSpeakNamVet IsTeenGirl IsLastGenerator IsNotNamVet _auto_NotC7M3FinalPress ApplyContext "_auto_C7M3FinalPress:1:0" applycontexttoworld Response C7M3FinalPressNamVetTeenGirl } Response C7M3GeneratorPress01TeenGirl { scene "scenes/TeenGirl/C6DLC3PRESTART1STGEN01.vcd" //These generators must be setup to power the bridge. scene "scenes/TeenGirl/C6DLC3PRESTART1STGEN02.vcd" //We need to power these three generators to raise the bridge! scene "scenes/TeenGirl/C6DLC3PRESTART1STGEN03.vcd" //Starting these generators is going to alert the horde. scene "scenes/TeenGirl/C6DLC3PRESTART1STGEN05.vcd" //I just know starting these generators isn't going to be quiet. } Rule C7M3GeneratorPress01TeenGirl { criteria ConceptC7M3GeneratorSpeakTeenGirl IsTeenGirl IsFirstGenerator _auto_NotC7M3PressingTeenGirl ApplyContext "_auto_C7M3PressingTeenGirl:1:6,_auto_SaidCreshendoStartNear:1:0" applycontexttoworld Response C7M3GeneratorPress01TeenGirl } Response C7M3GeneratorPress02TeenGirl { scene "scenes/TeenGirl/C6DLC3PRESTART2NDGEN01.vcd" //Let's get ready before we hit it. } Rule C7M3GeneratorPress02TeenGirl { criteria ConceptC7M3GeneratorSpeakTeenGirl IsTeenGirl IsSecondGenerator _auto_NotC7M3PressingTeenGirl ApplyContext "_auto_C7M3PressingTeenGirl:1:6,_auto_SaidCreshendoStartNear:1:0" applycontexttoworld Response C7M3GeneratorPress02TeenGirl } Response C7M3GeneratorPress03TeenGirl { scene "scenes/TeenGirl/C6DLC3PRESTARTLASTGEN01.vcd" //Last generator. scene "scenes/TeenGirl/C6DLC3PRESTARTLASTGEN02.vcd" //This is it, get ready. } Rule C7M3GeneratorPress03TeenGirl { criteria ConceptC7M3GeneratorSpeakTeenGirl IsTeenGirl IsThirdGenerator _auto_NotC7M3PressingTeenGirl ApplyContext "_auto_C7M3PressingTeenGirl:1:6,_auto_SaidCreshendoStartNear:1:0" applycontexttoworld Response C7M3GeneratorPress03TeenGirl } Response C7M3PlayerGetToRescueVehicleTeenGirl { scene "scenes/TeenGirl/C6DLC3BRIDGEAVAILABLE01.vcd" predelay ".1,4" //The bridge is ready, let's go! scene "scenes/TeenGirl/C6DLC3BRIDGEAVAILABLE02.vcd" predelay ".1,4" //Get to the bridge! scene "scenes/TeenGirl/C6DLC3BRIDGEAVAILABLE03.vcd" predelay ".1,4" //We did it! Get to the bridge! } Rule C7M3PlayerGetToRescueVehicleTeenGirl { criteria ConceptGetToVehicle IsTeenGirl ismapc7m3_port IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl _auto_NotC7M3ToBridgeTeenGirl ApplyContext "_auto_C7M3ToBridgeTeenGirl:1:0" applycontexttoworld Response C7M3PlayerGetToRescueVehicleTeenGirl } Response C7M3SafeRoomStartTeenGirl { scene "scenes/TeenGirl/Blank.vcd" //Blank } Rule C7M3SafeRoomStartTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsMapc7m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomStart IsNotSpeakingWeight0 ApplyContext "Talk:1:8,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5" applycontexttoworld Response C7M3SafeRoomStartTeenGirl } Response C7M3WaveOverGen1TeenGirl { scene "scenes/TeenGirl/C6DLC3FIRSTEVENTOVER01.vcd" predelay "2,3" //Done! To the next generator. scene "scenes/TeenGirl/C6DLC3FIRSTEVENTOVER02.vcd" predelay "2,3" //Let's go, we have more generators. } Rule C7M3WaveOverGen1TeenGirl { criteria conceptC7M3WaveOverGen1 IsTeenGirl IsSecondGenerator _auto_NotSaidC7M3WaveOverGen1 ApplyContext "_auto_SaidC7M3WaveOverGen1:1:0" applycontexttoworld Response C7M3WaveOverGen1TeenGirl } Response C7M3WaveOverGen2TeenGirl { scene "scenes/TeenGirl/C6DLC3SECONDEVENTOVER01.vcd" predelay "2,3" //This one is done, let's go! scene "scenes/TeenGirl/C6DLC3SECONDEVENTOVER02.vcd" predelay "2,3" //One more! scene "scenes/TeenGirl/C6DLC3SECONDEVENTOVER03.vcd" predelay "2,3" //We're almost out here! One more generator! } Rule C7M3WaveOverGen2TeenGirl { criteria conceptC7M3WaveOverGen2 IsTeenGirl IsThirdGenerator _auto_NotSaidC7M3WaveOverGen2 ApplyContext "_auto_SaidC7M3WaveOverGen2:1:0" applycontexttoworld Response C7M3WaveOverGen2TeenGirl } //-------------------------------------------------------------------------------------------------------------- // Item Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedAdrenalineTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedAdrenalineTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsAdrenaline IsWorldTalkTeenGirl ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineTeenGirl } Response SurvivorSpottedAdrenalineAutoTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedAdrenalineAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAdrenaline IsNotSaidSpot IsAdrenaline IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedAdrenalineAutoTeenGirl } Response SurvivorSpottedGrenadeLauncherTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedGrenadeLauncherTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto Isgrenade_launcher IsWorldTalkTeenGirl ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherTeenGirl } Response SurvivorSpottedGrenadeLauncherAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedGrenadeLauncherAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotgrenade_launcher IsNotSaidSpot Isgrenade_launcher IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGrenadeLauncherAutoTeenGirl } Response SurvivorSpottedUpPack_ExplosiveTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedUpPack_ExplosiveTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsUpgradePack_Explosive IsWorldTalkTeenGirl ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveTeenGirl } Response SurvivorSpottedUpPack_ExplosiveAutoTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedUpPack_ExplosiveAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Explosive IsNotSaidSpot IsUpgradePack_Explosive IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_ExplosiveAutoTeenGirl } Response SurvivorSpottedUpPack_IncendiaryTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedUpPack_IncendiaryTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsUpgradePack_Incendiary IsWorldTalkTeenGirl ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiaryTeenGirl } Response SurvivorSpottedUpPack_IncendiAutoTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedUpPack_IncendiAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Incendiary IsNotSaidSpot IsUpgradePack_Incendiary IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedUpPack_IncendiAutoTeenGirl } Response SurvivorSpottedVomitJarTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedVomitJarTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsVomitJar IsWorldTalkTeenGirl ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarTeenGirl } Response SurvivorSpottedVomitJarAutoTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedVomitJarAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedVomitJarAutoTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Not Rosetta - Responses //-------------------------------------------------------------------------------------------------------------- Response PlayerToTheRescueRosTeenGirl { 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 PlayerToTheRescueRosTeenGirl { criteria ConceptPlayerToTheRescue IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ApplyContext "SaidRescueComing:1:20" applycontexttoworld Response PlayerToTheRescueRosTeenGirl } 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 IsWorldTalkTeenGirl Response SurvivorTauntResponseTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkc7m1_bricktopTeenGirl { scene "scenes/TeenGirl/C6DLC3GENERIC05.vcd" //On top of the bricks. } Rule PlayerRemarkc7m1_bricktopTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m1_bricktop IsNotSaidc7m1_bricktop IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsSubjectNear100 IsNotSpeakingWeight0 ApplyContext "Saidc7m1_bricktop:1:0" applycontexttoworld Response PlayerRemarkc7m1_bricktopTeenGirl } Response PlayerRemarkc7m1_pastbricksTeenGirl { scene "scenes/TeenGirl/C6DLC3GENERIC06.vcd" //Past the bricks. } Rule PlayerRemarkc7m1_pastbricksTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m1_pastbricks IsNotSaidc7m1_pastbricks IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsSubjectNear700 IsNotSpeakingWeight0 ApplyContext "Saidc7m1_pastbricks:1:0" applycontexttoworld Response PlayerRemarkc7m1_pastbricksTeenGirl } Response PlayerRemarkc7m1_pretankTeenGirl { scene "scenes/TeenGirl/C6DLC3TANKINTRAINYARD01.vcd" //The one thing that survives this train wreck is a tank? scene "scenes/TeenGirl/C6DLC3TANKINTRAINYARD02.vcd" //So... who's gonna open the door? scene "scenes/TeenGirl/C6DLC3TANKINTRAINYARD03.vcd" //Hey, Louis. You got a good feeling about opening that door. scene "scenes/TeenGirl/C6DLC3TANKINTRAINYARD05.vcd" //So. This whole... door situation? You guys work it out. scene "scenes/TeenGirl/C6DLC3TANKINTRAINYARD06.vcd" then Any InfoRemc7m1_pretank03 foo:0 0.000 //Hey Francis. Guywhoopensthetraindoorsayswhat? scene "scenes/TeenGirl/C6DLC3TANKINTRAINYARD07.vcd" then Any InfoRemc7m1_pretank04 foo:0 0.000 //Hey, Francis. Be a pal and open that door. scene "scenes/TeenGirl/C6DLC3TANKINTRAINYARD09.vcd" //Somebody want to get the door? I'll open the next train car with a tank in it. Promise. scene "scenes/TeenGirl/C6DLC3TANKINTRAINYARD10.vcd" then Any InfoRemc7m1_pretank01 foo:0 0.000 //So, I'm a girl, right? You guys wouldn't make a lady open up a deathtrap, right? } Rule PlayerRemarkc7m1_pretankTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m1_pretank IsNotSaidc7m1_pretank IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsSubjectNear200 IsNotSpeakingWeight0 _auto_NotsaidC7M1OpenTankDoorLong ApplyContext "Saidc7m1_pretank:1:0" applycontexttoworld Response PlayerRemarkc7m1_pretankTeenGirl } Response PlayerRemarkc7m1_tankcarTeenGirl { scene "scenes/TeenGirl/C6DLC3INTANKTRAINCAR01.vcd" //God, this must have been horrible... scene "scenes/TeenGirl/C6DLC3INTANKTRAINCAR02.vcd" //Man. I thought it was bad fighting this thing outside. } Rule PlayerRemarkc7m1_tankcarTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m1_tankcar IsNotSaidc7m1_tankcar IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "Saidc7m1_tankcar:1:0" applycontexttoworld Response PlayerRemarkc7m1_tankcarTeenGirl } Response PlayerRemarkc7m2_climbupcrapTeenGirl { scene "scenes/TeenGirl/C6DLC3GRAVELHILL06.vcd" //Climb up this pile of crap! scene "scenes/TeenGirl/DLC2M1Directional08.vcd" //We can get back up over here! scene "scenes/TeenGirl/DLC2M2Directional04.vcd" //Up that fence! } Rule PlayerRemarkc7m2_climbupcrapTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m2_climbupcrap IsNotSaidc7m2_climbupcrap IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "Saidc7m2_climbupcrap:1:0" applycontexttoworld Response PlayerRemarkc7m2_climbupcrapTeenGirl } Response PlayerRemarkc7m2_gravelhillTeenGirl { scene "scenes/TeenGirl/C6DLC3GRAVELHILL06.vcd" //Climb up this pile of crap! } Rule PlayerRemarkc7m2_gravelhillTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m2_gravelhill IsNotSaidc7m2_gravelhill IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "Saidc7m2_gravelhill:1:0" applycontexttoworld Response PlayerRemarkc7m2_gravelhillTeenGirl } Response PlayerRemarkc7m2_overboatTeenGirl { scene "scenes/TeenGirl/C6DLC3GENERIC01.vcd" //Over the ship! } Rule PlayerRemarkc7m2_overboatTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m2_overboat IsNotSaidc7m2_overboat IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "Saidc7m2_overboat:1:0" applycontexttoworld Response PlayerRemarkc7m2_overboatTeenGirl } Response PlayerRemarkc7m2_throughhereTeenGirl { scene "scenes/TeenGirl/GenericDirections05.vcd" //Through here! scene "scenes/TeenGirl/WorldAirport0305.vcd" //Through here! scene "scenes/TeenGirl/WorldSmallTown0204.vcd" //Through here! } Rule PlayerRemarkc7m2_throughhereTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m2_throughhere IsNotSaidc7m2_throughhere IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "Saidc7m2_throughhere:1:0" applycontexttoworld Response PlayerRemarkc7m2_throughhereTeenGirl } Response PlayerRemarkc7m3_seesailboatTeenGirl { scene "scenes/TeenGirl/C6DLC3SPOTTINGSAILBOAT01.vcd" //We'll need to raise that bridge if we want to get that boat out of here. scene "scenes/TeenGirl/C6DLC3SPOTTINGSAILBOAT02.vcd" //We can use that sailboat by the bridge! scene "scenes/TeenGirl/C6DLC3SPOTTINGSAILBOAT03.vcd" //We need to raise the. } Rule PlayerRemarkc7m3_seesailboatTeenGirl { criteria ConceptRemark IsTeenGirl Isc7m3_seesailboat IsNotSaidc7m3_seesailboat IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsFirstGenerator IsNotSpeakingWeight0 ApplyContext "Saidc7m3_seesailboat:1:0" applycontexttoworld Response PlayerRemarkc7m3_seesailboatTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Rosetta - Manners //-------------------------------------------------------------------------------------------------------------- Response PlayerYellRunTeenGirl { 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 PlayerYellRunTeenGirl { criteria ConceptPlayerYellRun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl Response PlayerYellRunTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response GrabbingGasSCTeenGirl { scene "scenes/TeenGirl/KillConfirmation01.vcd" //Got it! scene "scenes/TeenGirl/KillConfirmation05.vcd" //Got it! } Rule GrabbingGasSCTeenGirl { criteria ConceptPlayerEquippedScavengeItem IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl TeenGirlNotSaidGrabbingCan ApplyContext "SaidGrabbingCan:1:5" applycontexttoworld Response GrabbingGasSCTeenGirl } Response PlayerShotGasCanTeenGirl { scene "scenes/TeenGirl/ReactionNegative01.vcd" predelay "1,1.5" //Uh oh scene "scenes/TeenGirl/ReactionNegative11.vcd" predelay "1,1.5" //Are you kidding me? scene "scenes/TeenGirl/ReactionNegative25.vcd" predelay "1,1.5" //Crap scene "scenes/TeenGirl/ReactionNegative26.vcd" predelay "1,1.5" //No No No No NO scene "scenes/TeenGirl/Swear06.vcd" predelay "1,1.5" //Mother. scene "scenes/TeenGirl/Swear09.vcd" predelay "1,1.5" //Ah bullshit. scene "scenes/TeenGirl/Swear12.vcd" predelay "1,1.5" //Shit. scene "scenes/TeenGirl/Swear13.vcd" predelay "1,1.5" //Goddammit. } Rule PlayerShotGasCanTeenGirl { criteria ConceptPlayerShotGasCan IsTeenGirl IsNotSaidPlayerShotGasCan IsScavenge ApplyContext "SaidPlayerShotGasCan1:10" applycontexttoworld Response PlayerShotGasCanTeenGirl } Response ScavengeStartTeenGirl { scene "scenes/TeenGirl/MoveOn02.vcd" //Let's go scene "scenes/TeenGirl/MoveOn08.vcd" //Come on, lets go! scene "scenes/TeenGirl/MoveOn10.vcd" //We need to get going guys } Rule ScavengeStartTeenGirl { criteria ConceptSurvivorLeavingCheckpoint IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsScavenge IsNotSaidStartScavenge ApplyContext "SaidStartScavenge:1:4" applycontexttoworld Response ScavengeStartTeenGirl } Response GasPourSCTeenGirl { scene "scenes/TeenGirl/CoverMe05.vcd" //Cover me. scene "scenes/TeenGirl/CoverMe19.vcd" //Watch my back please. } Rule GasPourSCTeenGirl { criteria ConceptPlayerPourStarted IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsScavenge ChanceToFire50Percent _auto_NotNoGasPourLine ApplyContext "TalkTeenGirl:1:2" Response GasPourSCTeenGirl } Response GasPourDoneSCTeenGirl { scene "scenes/TeenGirl/Hurrah18.vcd" //We are kickin' ass. scene "scenes/TeenGirl/Hurrah20.vcd" //We are unstoppable. scene "scenes/TeenGirl/Hurrah53.vcd" //We are awesome together. scene "scenes/TeenGirl/Taunt31.vcd" //OH YEAH! scene "scenes/TeenGirl/Taunt39.vcd" //YEAHHHH! } Rule GasPourDoneSCTeenGirl { criteria ConceptPlayerPourFinished IsTeenGirl IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsScavenge ScoreDoneSC ApplyContext "Talk:1:3" Response GasPourDoneSCTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response FinaleAheadc7m3TeenGirl { scene "scenes/TeenGirl/ImWithYou11.vcd" //Let's go. scene "scenes/TeenGirl/MoveOn04.vcd" //Let's get moving scene "scenes/TeenGirl/MoveOn08.vcd" //Come on, lets go! } Rule FinaleAheadc7m3TeenGirl { criteria ConceptPlayerNearFinale IsNotCoughing IsTeenGirl IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkTeenGirl IsNotIncapacitated IsWorldTalkTeenGirl Ismapc7m3_port ApplyContext "SaidFinaleAhead:1:30" applycontexttoworld Response FinaleAheadc7m3TeenGirl } Response Player.C7M2CrowsFlyTeenGirl { scene "scenes/TeenGirl/C6DLC3GRAVELHILL01.vcd" predelay "1,2" then Any Player.WarnMegaMobc7m201 3 1 //Great, crows. scene "scenes/TeenGirl/C6DLC3GRAVELHILL03.vcd" predelay "1,2" then Any Player.WarnMegaMobc7m201 3 1 //Ah! Dammit! Stupid birds. scene "scenes/TeenGirl/C6DLC3GRAVELHILL04.vcd" predelay "1,2" then Any Player.WarnMegaMobc7m201 3 1 //Shut. Up. You. Stupid. Crows. } Rule Player.C7M2CrowsFlyTeenGirl { criteria ConceptC7M2CrowsFlySpeakTeenGirl ismapc7m2_barge IsTeenGirl _auto_NotC7M2CrowsFlySpeak ApplyContext "_auto_C7M2CrowsFlySpeak:1:0" applycontexttoworld Response Player.C7M2CrowsFlyTeenGirl } Response Player.C7M3BridgeLeapTeenGirl { scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE01.vcd" //Louis, you sure you can't get up? Can you try? scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE02.vcd" //Stay put! I'll be right back! I hope. scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE03.vcd" //Stay up there! I got this! scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE04.vcd" //What am I doing what am I doing what am I doing... scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE07.vcd" //This is the last time you're gonna see these! Guns! scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE08.vcd" //Louis! I will always be your friend! scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE09.vcd" //Oh god, I am so screwed. scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE11.vcd" //I've got this! Not a big deal. Oh... shit. scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE13.vcd" //I've got a plan! Stay there! scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE14.vcd" //Don't get off the bridge! scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE15.vcd" //I'll miss you guys! Stay there! scene "scenes/TeenGirl/C6DLC3JUMPINGOFFBRIDGE17.vcd" //I'll be back! Oh god, no I won't... } Rule Player.C7M3BridgeLeapTeenGirl { criteria ConceptC7M3BridgeLeapSpeakTeenGirl IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSpeaking ismapc7m3_port IsWorldTalkTeenGirl IsNotScavenge _auto_NotSaidC7M3BridgeLeap ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,_auto_SaidC7M3BridgeLeap:1:0" applycontexttoworld Response Player.C7M3BridgeLeapTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupAdrenalineTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupAdrenalineTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpAdrenaline IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupAdrenalineTeenGirl } Response SurvivorPickupAdrenalineAlwaysTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupAdrenalineAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpAdrenaline IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupAdrenalineAlwaysTeenGirl } Response SurvivorPickupbaseball_batTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupbaseball_batTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpbaseball_bat IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupbaseball_batTeenGirl } Response SurvivorPickupchainsawTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupchainsawTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpchainsaw IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupchainsawTeenGirl } Response SurvivorPickupcricket_batTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupcricket_batTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpcricket_bat IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupcricket_batTeenGirl } Response SurvivorPickupCricketBatTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupCricketBatTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpcricket_bat IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupCricketBatTeenGirl } Response SurvivorPickupCrowBarTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupCrowBarTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpCrowBar IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupCrowBarTeenGirl } Response SurvivorPickupelectric_guitarTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupelectric_guitarTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpelectric_guitar IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupelectric_guitarTeenGirl } Response SurvivorPickupFireAxeTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupFireAxeTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpFireAxe IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupFireAxeTeenGirl } Response SurvivorPickupFryingPanTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupFryingPanTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpFryingPan IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupFryingPanTeenGirl } Response SurvivorPickupGrenadeLauncherTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupGrenadeLauncherTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpGrenadeLauncher IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupGrenadeLauncherTeenGirl } Response SurvivorPickupIncendiaryAmmoTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupIncendiaryAmmoTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpIncendiaryAmmo IsNotSpeaking ChanceToFire40Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupIncendiaryAmmoTeenGirl } Response SurvivorPickupKatanaTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupKatanaTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpKatana IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupKatanaTeenGirl } Response SurvivorPickupLaserSightsAlwaysTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupLaserSightsAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpLaserSights IsNotSpeaking ChanceToFire50Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupLaserSightsAlwaysTeenGirl } Response SurvivorPickupMacheteTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupMacheteTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpMachete IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupMacheteTeenGirl } Response SurvivorPickupMagnumTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupMagnumTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpMagnum IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupMagnumTeenGirl } Response SurvivorPickupMagnumAlwaysTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupMagnumAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpMagnum IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupMagnumAlwaysTeenGirl } Response SurvivorPickuptonfaTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickuptonfaTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUptonfa IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickuptonfaTeenGirl } Response SurvivorPickupGolfClubTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupGolfClubTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpGolfClub IsNotSpeaking TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl IsNotInStartArea ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupGolfClubTeenGirl } Response SurvivorPickupUpExplosiveAmmoTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupUpExplosiveAmmoTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpExplosiveAmmo IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupUpExplosiveAmmoTeenGirl } Response SurvivorPickupUpExplosivesTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupUpExplosivesTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpUpgradePack_Explosive IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupUpExplosivesTeenGirl } Response SurvivorPickupUpIncendiaryTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupUpIncendiaryTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpUpgradePack_Incendiary IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryTeenGirl } Response SurvivorPickupUpIncendiaryAmmoTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupUpIncendiaryAmmoTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpIncendiaryAmmo IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupUpIncendiaryAmmoTeenGirl } Response SurvivorPickupVomitJarTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupVomitJarTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupVomitJarTeenGirl } Response SurvivorPickupVomitJarAlwaysTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePipeBomb04.vcd" //Well, this looks dangerous scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupVomitJarAlwaysTeenGirl { criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsTeenGirl IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ChanceToFire30Percent ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupVomitJarAlwaysTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response InfoReminfo_powerboat4TeenGirl { scene "scenes/TeenGirl/C6DLC3OTHERBOATS01.vcd" then Any InfoReminfo_powerboat4a foo:0 -2.953 //Francis, you do know what a sailboat looks like right? scene "scenes/TeenGirl/C6DLC3OTHERBOATS02.vcd" then Any InfoReminfo_powerboat4a foo:0 -3.503 //Francis, do you even know what a sail boat looks like? scene "scenes/TeenGirl/C6DLC3OTHERBOATS03.vcd" then Any InfoReminfo_powerboat4a foo:0 -3.475 //Francis, do you even know what a sailboat looks like? } Rule InfoReminfo_powerboat4TeenGirl { criteria ConceptInfoReminfo_powerboat4 IsTeenGirl IsTeenGirlNear800 Response InfoReminfo_powerboat4TeenGirl } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response PlayerLostCallTeenGirl { scene "scenes/TeenGirl/LostCall01.vcd" //Hello? scene "scenes/TeenGirl/LostCall010.vcd" //Where are you guys? scene "scenes/TeenGirl/LostCall04.vcd" //Is anyone there? scene "scenes/TeenGirl/LostCall06.vcd" //Helloooo? scene "scenes/TeenGirl/LostCall07.vcd" //Anyone Around? scene "scenes/TeenGirl/LostCall09.vcd" //Hey guys, where are you? scene "scenes/TeenGirl/LostCall13.vcd" //Guys? } Rule PlayerLostCallTeenGirl { criteria ConceptTalkIdle IsTeenGirl IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall _auto_NotNoLostCall IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response PlayerLostCallTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedChainsawTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedChainsawTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsChainsaw IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawTeenGirl } Response SurvivorSpottedChainsawAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedChainsawAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsChainsaw IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedChainsawAutoTeenGirl } Response SurvivorSpottedcricket_batTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedcricket_batTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto Iscricket_bat IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batTeenGirl } Response SurvivorSpottedcricket_batAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedcricket_batAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscricket_bat IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcricket_batAutoTeenGirl } Response SurvivorSpottedcrowbarTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedcrowbarTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto Iscrowbar IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarTeenGirl } Response SurvivorSpottedcrowbarAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedcrowbarAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Iscrowbar IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedcrowbarAutoTeenGirl } Response SurvivorSpottedGuitarTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedGuitarTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsGuitar IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarTeenGirl } Response SurvivorSpottedGuitarAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedGuitarAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGuitar IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGuitarAutoTeenGirl } Response SurvivorSpottedKatanaTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedKatanaTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsKatana IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaTeenGirl } Response SurvivorSpottedKatanaAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedKatanaAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsKatana IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedKatanaAutoTeenGirl } Response SurvivorSpottedLaserSightsTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedLaserSightsTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsLaserSights IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsTeenGirl } Response SurvivorSpottedLaserSightsAutoTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedLaserSightsAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsLaserSights IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedLaserSightsAutoTeenGirl } Response SurvivorSpottedMacheteTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedMacheteTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsMachete IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteTeenGirl } Response SurvivorSpottedMacheteAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedMacheteAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMachete IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMacheteAutoTeenGirl } Response SurvivorSpottedMagnumTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedMagnumTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsMagnum IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumTeenGirl } Response SurvivorSpottedMagnumAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedMagnumAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsMagnum IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedMagnumAutoTeenGirl } Response SurvivorSpottedtonfaTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedtonfaTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto Istonfa IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaTeenGirl } Response SurvivorSpottedtonfaAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedtonfaAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot Istonfa IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedtonfaAutoTeenGirl } Response SurvivorSpottedGolfClubTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedGolfClubTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkTeenGirl IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubTeenGirl } Response SurvivorSpottedGolfClubAutoTeenGirl { scene "scenes/TeenGirl/SpotWeapons01.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons02.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons03.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons04.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons here! scene "scenes/TeenGirl/SpotWeapons05.vcd" then any _SpotStuffResponse foo:0 0.01 //Weapons over here! } Rule SurvivorSpottedGolfClubAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsGolfClub IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoTeenGirl } Rule SurvivorSpottedAutoShotgunTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsAutoShotgun IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedAutoShotgunAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsAutoShotgun IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedHuntingRifleTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsHuntingRifle IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedHuntingRifleAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsHuntingRifle IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedPumpShotgunTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsPumpShotgun IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedRifleTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsRifle IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedRifle_AK47TeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsRifle_AK47 IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedRifle_AK47AutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle_AK47 IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedRifleAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsRifle IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedSecondPistolTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsSecondPistol IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedShotgun_ChromeTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsShotgun_Chrome IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } Rule SurvivorSpottedSMGTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsSMG IsWorldTalkTeenGirl ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedWeaponTeenGirl } //-------------------------------------------------------------------------------------------------------------- // Added for Defibrillator //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedDefibrillatorTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedDefibrillatorTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto IsDefibrillator IsWorldTalkTeenGirl ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorTeenGirl } Response SurvivorSpottedDefibrillatorAutoTeenGirl { scene "scenes/TeenGirl/LookHere06.vcd" then any _SpotStuffResponse foo:0 0.01 //Look over here! scene "scenes/TeenGirl/LookHere07.vcd" then any _SpotStuffResponse foo:0 0.01 //Look here. } Rule SurvivorSpottedDefibrillatorAutoTeenGirl { criteria ConceptPlayerSpotWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidDefibrillator IsNotSaidSpot IsDefibrillator IsWorldTalkTeenGirl _auto_NotNoSpotting IsNotSpeakingWeight0 ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedDefibrillatorAutoTeenGirl } Response SurvivorPickupDefibrillatorTeenGirl { scene "scenes/TeenGirl/Hurrah01.vcd" //Cool. scene "scenes/TeenGirl/PositiveNoise14.vcd" //[pleasure & interest sounds] scene "scenes/TeenGirl/TakePills06.vcd" //We might need these. scene "scenes/TeenGirl/Yes13.vcd" //Okay. scene "scenes/TeenGirl/YouAreWelcome16.vcd" //Cool } Rule SurvivorPickupDefibrillatorTeenGirl { criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpDefibrillator IsNotSpeaking IsTalk IsTalkTeenGirl IsWorldTalkTeenGirl ApplyContext "TeenGirlPickedUpItem:1:30" Response SurvivorPickupDefibrillatorTeenGirl }