//-------------------------------------------------------------------------------------------------------------- // Demoman Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "DemomanIsKillSpeechObject" "DemomanKillSpeechObject" "1" "required" weight 0 Criterion "DemomanIsNotStillonFire" "DemomanOnFire" "!=1" "required" weight 0 Criterion "DemomanIsStillonFire" "DemomanOnFire" "1" "required" weight 0 Criterion "DemomanNotKillSpeech" "DemomanKillSpeech" "!=1" "required" weight 0 Criterion "DemomanNotKillSpeechMelee" "DemomanKillSpeechMelee" "!=1" "required" weight 0 Criterion "DemomanNotSaidHealThanks" "DemomanSaidHealThanks" "!=1" "required" Criterion "IsHelpCapDemoman" "DemomanHelpCap" "1" "required" weight 0 // Custom stuff Criterion "DemomanNotInvulnerableSpeech" "DemomanInvulnerableSpeech" "!=1" "required" weight 0 Criterion "DemomanNotAssistSpeech" "DemomanAssistSpeech" "!=1" "required" weight 0 Criterion "IsDrunk" "NotSober" "1" "required" weight 0 Criterion "DemomanNotAwardSpeech" "DemomanAwardSpeech" "!=1" "required" weight 0 Response PlayerCloakedSpyDemomanDemoman { scene "scenes/Player/Demoman/low/901.vcd" } Rule PlayerCloakedSpyDemomanDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnDemoman Response PlayerCloakedSpyDemomanDemoman } Response PlayerCloakedSpyEngineerDemoman { scene "scenes/Player/Demoman/low/907.vcd" } Rule PlayerCloakedSpyEngineerDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnEngineer Response PlayerCloakedSpyEngineerDemoman } Response PlayerCloakedSpyHeavyDemoman { scene "scenes/Player/Demoman/low/897.vcd" } Rule PlayerCloakedSpyHeavyDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnHeavy Response PlayerCloakedSpyHeavyDemoman } Response PlayerCloakedSpyMedicDemoman { scene "scenes/Player/Demoman/low/905.vcd" } Rule PlayerCloakedSpyMedicDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnMedic Response PlayerCloakedSpyMedicDemoman } Response PlayerCloakedSpyPyroDemoman { scene "scenes/Player/Demoman/low/899.vcd" } Rule PlayerCloakedSpyPyroDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnPyro Response PlayerCloakedSpyPyroDemoman } Response PlayerCloakedSpyScoutDemoman { scene "scenes/Player/Demoman/low/893.vcd" } Rule PlayerCloakedSpyScoutDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnScout Response PlayerCloakedSpyScoutDemoman } Response PlayerCloakedSpySniperDemoman { scene "scenes/Player/Demoman/low/909.vcd" } Rule PlayerCloakedSpySniperDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnSniper Response PlayerCloakedSpySniperDemoman } Response PlayerCloakedSpySoldierDemoman { scene "scenes/Player/Demoman/low/895.vcd" } Rule PlayerCloakedSpySoldierDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnSoldier Response PlayerCloakedSpySoldierDemoman } Response PlayerCloakedSpySpyDemoman { scene "scenes/Player/Demoman/low/903.vcd" } Rule PlayerCloakedSpySpyDemoman { criteria ConceptPlayerCloakedSpy IsDemoman IsOnSpy Response PlayerCloakedSpySpyDemoman } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksDemoman { scene "scenes/Player/Demoman/low/1032.vcd" scene "scenes/Player/Demoman/low/1033.vcd" scene "scenes/Player/Demoman/low/1034.vcd" } Rule HealThanksDemoman { criteria ConceptMedicChargeStopped IsDemoman SuperHighHealthContext DemomanNotSaidHealThanks 50PercentChance ApplyContext "DemomanSaidHealThanks:1:20" Response HealThanksDemoman } Response AwardDemoman { scene "scenes/Player/Demoman/low/866.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/868.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/865.vcd" predelay "2.5" } Rule AwardDemoman { criteria ConceptAchievementAward IsDemoman DemomanNotAwardSpeech ApplyContext "DemomanAwardSpeech:1:10" ApplyContext "IsDominating:1:10" Response AwardDemoman } Response PlayerRoundStartDemoman { scene "scenes/Player/Demoman/low/1358.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/1369.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/876.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/877.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/878.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/879.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/880.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartDemoman { criteria ConceptPlayerRoundStart IsDemoman Response PlayerRoundStartDemoman } Response PlayerCappedIntelligenceDemoman { scene "scenes/Player/Demoman/low/866.vcd" scene "scenes/Player/Demoman/low/867.vcd" } Rule PlayerCappedIntelligenceDemoman { criteria ConceptPlayerCapturedIntelligence IsDemoman Response PlayerCappedIntelligenceDemoman } Response PlayerCapturedPointDemoman { scene "scenes/Player/Demoman/low/863.vcd" scene "scenes/Player/Demoman/low/865.vcd" scene "scenes/Player/Demoman/low/864.vcd" } Rule PlayerCapturedPointDemoman { criteria ConceptPlayerCapturedPoint IsDemoman Response PlayerCapturedPointDemoman } Response PlayerSuddenDeathDemoman { scene "scenes/Player/Demoman/low/938.vcd" scene "scenes/Player/Demoman/low/939.vcd" scene "scenes/Player/Demoman/low/940.vcd" scene "scenes/Player/Demoman/low/941.vcd" scene "scenes/Player/Demoman/low/942.vcd" scene "scenes/Player/Demoman/low/944.vcd" scene "scenes/Player/Demoman/low/945.vcd" scene "scenes/Player/Demoman/low/947.vcd" scene "scenes/Player/Demoman/low/948.vcd" scene "scenes/Player/Demoman/low/949.vcd" scene "scenes/Player/Demoman/low/946.vcd" } Rule PlayerSuddenDeathDemoman { criteria ConceptPlayerSuddenDeathStart IsDemoman Response PlayerSuddenDeathDemoman } Response PlayerStalemateDemoman { scene "scenes/Player/Demoman/low/869.vcd" scene "scenes/Player/Demoman/low/870.vcd" scene "scenes/Player/Demoman/low/871.vcd" scene "scenes/Player/Demoman/low/1357.vcd" } Rule PlayerStalemateDemoman { criteria ConceptPlayerStalemate IsDemoman Response PlayerStalemateDemoman } Response PlayerTeleporterThanksDemoman { scene "scenes/Player/Demoman/low/1035.vcd" scene "scenes/Player/Demoman/low/1036.vcd" } Rule PlayerTeleporterThanksDemoman { criteria ConceptTeleported IsNotEngineer IsDemoman 30PercentChance Response PlayerTeleporterThanksDemoman } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointDemoman { scene "scenes/Player/Demoman/low/1011.vcd" scene "scenes/Player/Demoman/low/1389.vcd" } Rule DefendOnThePointDemoman { criteria ConceptFireWeapon IsDemoman IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointDemoman } Response DemomanJarateHit { scene "scenes/Player/Demoman/low/871.vcd" scene "scenes/Player/Demoman/low/947.vcd" scene "scenes/Player/Demoman/low/969.vcd" scene "scenes/Player/Demoman/low/971.vcd" } Rule DemomanJarateHit { criteria ConceptJarateHit IsDemoman 50PercentChance Response DemomanJarateHit } // Invuln responses for Grenade Launcher Response InvulnerableSpeechDemoman2 { scene "scenes/Player/Demoman/low/1019.vcd" scene "scenes/Player/Demoman/low/1012.vcd" scene "scenes/Player/Demoman/low/1029.vcd" scene "scenes/Player/Demoman/low/1021.vcd" } Rule InvulnerableSpeechDemoman2 { criteria ConceptFireWeapon IsDemoman WeaponIsGrenade IsInvulnerable DemomanNotInvulnerableSpeech ApplyContext "DemomanInvulnerableSpeech:1:30" Response InvulnerableSpeechDemoman2 } // End invuln responses for GL // Invulnerable responses for Sticky launcher Response InvulnerableSpeechDemoman { scene "scenes/Player/Demoman/low/1023.vcd" scene "scenes/Player/Demoman/low/1022.vcd" scene "scenes/Player/Demoman/low/1018.vcd" } Rule InvulnerableSpeechDemoman { criteria ConceptFireWeapon IsDemoman WeaponIsPipebomb IsInvulnerable DemomanNotInvulnerableSpeech ApplyContext "DemomanInvulnerableSpeech:1:30" Response InvulnerableSpeechDemoman } // End invuln responses for Sticky Response KilledPlayerAssistAutoDemoman { scene "scenes/Player/Demoman/low/1009.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/867.vcd" predelay "2.5" } Rule KilledPlayerAssistAutoDemoman { criteria ConceptKilledPlayer IsDemoman IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance DemomanNotAssistSpeech ApplyContext "DemomanAssistSpeech:1:20" Response KilledPlayerAssistAutoDemoman } Response KilledPlayerManyDemoman { scene "scenes/Player/Demoman/low/1000.vcd" scene "scenes/Player/Demoman/low/1014.vcd" scene "scenes/Player/Demoman/low/1016.vcd" scene "scenes/Player/Demoman/low/1020.vcd" } Rule KilledPlayerManyDemoman { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponSecondary KilledPlayerDelay DemomanNotKillSpeech IsDemoman ApplyContext "DemomanKillSpeech:1:10" Response KilledPlayerManyDemoman } // Custom stuff // Responses against killing a Soldier Response KilledSoldierDemoman { scene "scenes/Player/Demoman/low/3568.vcd" scene "scenes/Player/Demoman/low/3574.vcd" scene "scenes/Player/Demoman/low/3577.vcd" } Rule KilledSoldierDemoman { criterion ConceptKilledPlayer KilledPlayerDelay IsVictimSoldier 10PercentChance DemomanNotKillSpeech IsDemoman WeaponClassIsNotAxe ApplyContext "DemomanKillSpeech:1:60" Response KilledSoldierDemoman } // Frying pan responses // These are our base responses for non-sword melee weapons. Response KilledPlayerPanDemoman { scene "scenes/Player/Demoman/low/3566.vcd" scene "scenes/Player/Demoman/low/3567.vcd" scene "scenes/Player/Demoman/low/3569.vcd" scene "scenes/Player/Demoman/low/3570.vcd" scene "scenes/Player/Demoman/low/3571.vcd" scene "scenes/Player/Demoman/low/3572.vcd" scene "scenes/Player/Demoman/low/3573.vcd" scene "scenes/Player/Demoman/low/3575.vcd" } Rule KilledPlayerPanDemoman { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsFryingPan 20PercentChance DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:10" Response KilledPlayerPanDemoman } Rule KilledPlayerSaxxyDemoman { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsSaxxy 20PercentChance DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:10" Response KilledPlayerPanDemoman } // End Frying Pan responses // Custom rules for when Demoman drinks from Scrumpy // to trigger one of the above drunk lines Rule DrunkDemoman { criteria ConceptFireWeapon IsDrunk IsDemoman IsWeaponMelee WeaponIsNotFryingPan // Fire if he's holding the Bottle and if the drunk context is set Response KilledPlayerPanDemoman } // End custom drunk rules // Modified to play for the Bottle only // Modified to include Frying Pan repsonses above, saves having duplicate entries. Response KilledPlayerMeleeDemoman { scene "scenes/Player/Demoman/low/998.vcd" } Rule KilledPlayerMeleeDemoman { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsBottle WeaponIsNotPainTrain WeaponIsNotSaxxy 30PercentChance DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:10" Response KilledPlayerPanDemoman Response KilledPlayerMeleeDemoman } // // Eyelander responses // These apply to all tf_weapon_sword class weapons. Response KilledPlayerSwordDemoman { scene "scenes/Player/Demoman/low/3565.vcd" scene "scenes/Player/Demoman/low/910.vcd" scene "scenes/Player/Demoman/low/950.vcd" scene "scenes/Player/Demoman/low/1379.vcd" } Rule KilledPlayerSwordDemoman { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsSword 20PercentChance IsNotVictimDemoman DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:30" Response KilledPlayerSwordDemoman } // The above rule is for non-Demoman victims only. Response KilledPlayerSword2Demoman { scene "scenes/Player/Demoman/low/3564.vcd" } Rule KilledPlayerSword2Demoman { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsSword 20PercentChance IsVictimDemoman DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:30" Response KilledPlayerSword2Demoman } // The above rule is for Demoman victims only. // End Eyelander responses // Katana response rules shared with Eyelander Rule KilledPlayerKatanaDemoman { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsKatana 20PercentChance IsNotVictimDemoman DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:30" Response KilledPlayerSwordDemoman } // The above rule is for non-Demoman victims only. Rule KilledPlayerKatana2Demoman { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsKatana 20PercentChance IsVictimDemoman DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:30" Response KilledPlayerSword2Demoman } // The above rule is for Demoman victims only. // End Katana responses // Pain Train responses // Shares responses with Frying Pan, saves having duplicate entries. Response KilledPlayerClubDemoman { scene "scenes/Player/Demoman/low/3578.vcd" } Rule KilledPlayerClubDemoman { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsPainTrain 10PercentChance DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:15" Response KilledPlayerClubDemoman Response KilledPlayerPanDemoman } // End Pain Train responses // Caber responses Response KilledPlayerCaberDemoman { scene "scenes/player/Demoman/low/1007.vcd" scene "scenes/Player/Demoman/low/1008.vcd" scene "scenes/Player/Demoman/low/997.vcd" } Rule KilledPlayerCaberDemoman { criteria ConceptAttackerPain KilledPlayerDelay WeaponIsCaber IsCritical CaberHealthContext DemomanNotKillSpeechMelee IsDemoman ApplyContext "DemomanKillSpeechMelee:1:10" Response KilledPlayerCaberDemoman } Response KilledPlayerVeryManyDemoman { scene "scenes/Player/Demoman/low/997.vcd" scene "scenes/Player/Demoman/low/999.vcd" scene "scenes/Player/Demoman/low/1003.vcd" scene "scenes/Player/Demoman/low/1004.vcd" scene "scenes/Player/Demoman/low/1006.vcd" scene "scenes/Player/Demoman/low/1024.vcd" } Rule KilledPlayerVeryManyDemoman { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponSecondary KilledPlayerDelay DemomanNotKillSpeech IsDemoman ApplyContext "DemomanKillSpeech:1:10" Response KilledPlayerVeryManyDemoman } Response PlayerKilledCapperDemoman { scene "scenes/Player/Demoman/low/867.vcd" scene "scenes/Player/Demoman/low/884.vcd" scene "scenes/Player/Demoman/low/887.vcd" scene "scenes/Player/Demoman/low/952.vcd" scene "scenes/Player/Demoman/low/955.vcd" scene "scenes/Player/Demoman/low/989.vcd" scene "scenes/Player/Demoman/low/991.vcd" scene "scenes/Player/Demoman/low/992.vcd" scene "scenes/Player/Demoman/low/993.vcd" scene "scenes/Player/Demoman/low/1001.vcd" scene "scenes/Player/Demoman/low/1002.vcd" } Rule PlayerKilledCapperDemoman { criteria ConceptCapBlocked IsDemoman ApplyContext "DemomanKillSpeech:1:10" Response PlayerKilledCapperDemoman } Response PlayerKilledDominatingDemoman { scene "scenes/Player/Demoman/low/886.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/910.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/950.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/1379.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/1384.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/1385.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/951.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/953.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/954.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/956.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/1383.vcd" predelay "2.5" } Rule PlayerKilledDominatingDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingDemoman } Response PlayerKilledDominatingDemomanDemoman { scene "scenes/Player/Demoman/low/3515.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3516.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3517.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3518.vcd" predelay "2.5" } Rule PlayerKilledDominatingDemomanDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimDemoman ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingDemomanDemoman } Response PlayerKilledDominatingEngineerDemoman { scene "scenes/Player/Demoman/low/3519.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3520.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3521.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3522.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3523.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3524.vcd" predelay "2.5" } Rule PlayerKilledDominatingEngineerDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimEngineer ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingEngineerDemoman } Response PlayerKilledDominatingHeavyDemoman { scene "scenes/Player/Demoman/low/3525.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3526.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3527.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3528.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3529.vcd" predelay "2.5" } Rule PlayerKilledDominatingHeavyDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimHeavy ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingHeavyDemoman } Response PlayerKilledDominatingMedicDemoman { scene "scenes/Player/Demoman/low/3530.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3531.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3532.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3533.vcd" predelay "2.5" } Rule PlayerKilledDominatingMedicDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimMedic ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingMedicDemoman } Response PlayerKilledDominatingPyroDemoman { scene "scenes/Player/Demoman/low/3534.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3535.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3536.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3537.vcd" predelay "2.5" } Rule PlayerKilledDominatingPyroDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimPyro ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingPyroDemoman } Response PlayerKilledDominatingScoutDemoman { scene "scenes/Player/Demoman/low/3538.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3539.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3540.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3541.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3542.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3543.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3544.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3545.vcd" predelay "2.5" } Rule PlayerKilledDominatingScoutDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimScout ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingScoutDemoman } Response PlayerKilledDominatingSniperDemoman { scene "scenes/Player/Demoman/low/3546.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3547.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3548.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3549.vcd" predelay "2.5" } Rule PlayerKilledDominatingSniperDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimSniper ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSniperDemoman } Response PlayerKilledDominatingSoldierDemoman { scene "scenes/Player/Demoman/low/3550.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3551.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3552.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3553.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3554.vcd" predelay "2.5" } Rule PlayerKilledDominatingSoldierDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimSoldier ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSoldierDemoman } Response PlayerKilledDominatingSpyDemoman { scene "scenes/Player/Demoman/low/3561.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3562.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/3563.vcd" predelay "2.5" } Rule PlayerKilledDominatingSpyDemoman { criteria ConceptKilledPlayer IsDemoman IsDominated IsVictimSpy ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSpyDemoman } Response PlayerKilledForRevengeDemoman { scene "scenes/Player/Demoman/low/914.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/990.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/1005.vcd" predelay "2.5" scene "scenes/Player/Demoman/low/1025.vcd" predelay "2.5" } Rule PlayerKilledForRevengeDemoman { criteria ConceptKilledPlayer IsDemoman IsRevenge ApplyContext "DemomanKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeDemoman } Response PlayerKilledObjectDemoman { scene "scenes/Player/Demoman/low/1007.vcd" scene "scenes/Player/Demoman/low/1008.vcd" } Rule PlayerKilledObjectDemoman { criteria ConceptKilledObject IsDemoman 30PercentChance IsARecentKill ApplyContext "DemomanKillSpeechObject:1:30" Response PlayerKilledObjectDemoman } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainDemoman { scene "scenes/Player/Demoman/low/983.vcd" scene "scenes/Player/Demoman/low/984.vcd" scene "scenes/Player/Demoman/low/985.vcd" scene "scenes/Player/Demoman/low/1396.vcd" } Rule PlayerAttackerPainDemoman { criteria ConceptAttackerPain IsDemoman IsNotDominating Response PlayerAttackerPainDemoman } Response PlayerOnFireDemoman { scene "scenes/Player/Demoman/low/872.vcd" scene "scenes/Player/Demoman/low/874.vcd" } Rule PlayerOnFireDemoman { criteria ConceptFire IsDemoman DemomanIsNotStillonFire IsNotDominating ApplyContext "DemomanOnFire:1:7" Response PlayerOnFireDemoman } Response PlayerOnFireRareDemoman { scene "scenes/Player/Demoman/low/873.vcd" } Rule PlayerOnFireRareDemoman { criteria ConceptFire IsDemoman 10PercentChance DemomanIsNotStillonFire IsNotDominating ApplyContext "DemomanOnFire:1:7" Response PlayerOnFireRareDemoman } Response PlayerPainDemoman { scene "scenes/Player/Demoman/low/986.vcd" scene "scenes/Player/Demoman/low/987.vcd" scene "scenes/Player/Demoman/low/988.vcd" scene "scenes/Player/Demoman/low/1392.vcd" scene "scenes/Player/Demoman/low/1393.vcd" scene "scenes/Player/Demoman/low/1394.vcd" scene "scenes/Player/Demoman/low/1395.vcd" } Rule PlayerPainDemoman { criteria ConceptPain IsDemoman IsNotDominating Response PlayerPainDemoman } Response PlayerStillOnFireDemoman { scene "scenes/Player/Demoman/low/1927.vcd" } Rule PlayerStillOnFireDemoman { criteria ConceptFire IsDemoman DemomanIsStillonFire IsNotDominating ApplyContext "DemomanOnFire:1:7" Response PlayerStillOnFireDemoman } //-------------------------------------------------------------------------------------------------------------- // Duel Speech //-------------------------------------------------------------------------------------------------------------- Response AcceptedDuelDemoman { scene "scenes/Player/Demoman/low/1015.vcd" scene "scenes/Player/Demoman/low/1017.vcd" scene "scenes/Player/Demoman/low/1038.vcd" } Rule AcceptedDuelDemoman { criteria ConceptIAcceptDuel IsDemoman Response AcceptedDuelDemoman } Response MeleeDareDemoman { scene "scenes/Player/Demoman/low/868.vcd" scene "scenes/Player/Demoman/low/879.vcd" scene "scenes/Player/Demoman/low/1369.vcd" scene "scenes/Player/Demoman/low/1027.vcd" scene "scenes/Player/Demoman/low/1028.vcd" scene "scenes/Player/Demoman/low/3566.vcd" scene "scenes/Player/Demoman/low/3569.vcd" scene "scenes/Player/Demoman/low/3574.vcd" scene "scenes/Player/Demoman/low/3576.vcd" scene "scenes/Player/Demoman/low/3578.vcd" } Rule MeleeDareDemoman { criteria ConceptRequestDuel IsDemoman Response MeleeDareDemoman } Response RejectedDuelDemoman { scene "scenes/Player/Demoman/low/938.vcd" scene "scenes/Player/Demoman/low/939.vcd" scene "scenes/Player/Demoman/low/3545.vcd" } Rule RejectedDuelDemoman { criteria ConceptDuelRejected IsDemoman Response RejectedDuelDemoman } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoDemoman { scene "scenes/Player/Demoman/low/911.vcd" scene "scenes/Player/Demoman/low/912.vcd" scene "scenes/Player/Demoman/low/913.vcd" } Rule PlayerGoDemoman { criteria ConceptPlayerGo IsDemoman Response PlayerGoDemoman } Response PlayerHeadLeftDemoman { scene "scenes/Player/Demoman/low/917.vcd" scene "scenes/Player/Demoman/low/918.vcd" scene "scenes/Player/Demoman/low/919.vcd" } Rule PlayerHeadLeftDemoman { criteria ConceptPlayerLeft IsDemoman Response PlayerHeadLeftDemoman } Response PlayerHeadRightDemoman { scene "scenes/Player/Demoman/low/920.vcd" scene "scenes/Player/Demoman/low/921.vcd" scene "scenes/Player/Demoman/low/922.vcd" } Rule PlayerHeadRightDemoman { criteria ConceptPlayerRight IsDemoman Response PlayerHeadRightDemoman } Response PlayerHelpDemoman { scene "scenes/Player/Demoman/low/923.vcd" scene "scenes/Player/Demoman/low/924.vcd" scene "scenes/Player/Demoman/low/925.vcd" } Rule PlayerHelpDemoman { criteria ConceptPlayerHelp IsDemoman Response PlayerHelpDemoman } Response PlayerHelpCaptureDemoman { scene "scenes/Player/Demoman/low/926.vcd" scene "scenes/Player/Demoman/low/927.vcd" scene "scenes/Player/Demoman/low/928.vcd" } Rule PlayerHelpCaptureDemoman { criteria ConceptPlayerHelp IsDemoman IsOnCappableControlPoint ApplyContext "DemomanHelpCap:1:10" Response PlayerHelpCaptureDemoman } Response PlayerHelpCapture2Demoman { scene "scenes/Player/Demoman/low/1011.vcd" scene "scenes/Player/Demoman/low/1389.vcd" } Rule PlayerHelpCapture2Demoman { criteria ConceptPlayerHelp IsDemoman IsOnCappableControlPoint IsHelpCapDemoman Response PlayerHelpCapture2Demoman } Response PlayerHelpDefendDemoman { scene "scenes/Player/Demoman/low/929.vcd" scene "scenes/Player/Demoman/low/930.vcd" scene "scenes/Player/Demoman/low/931.vcd" } Rule PlayerHelpDefendDemoman { criteria ConceptPlayerHelp IsDemoman IsOnFriendlyControlPoint Response PlayerHelpDefendDemoman } Response PlayerMedicDemoman { scene "scenes/Player/Demoman/low/957.vcd" scene "scenes/Player/Demoman/low/958.vcd" scene "scenes/Player/Demoman/low/959.vcd" } Rule PlayerMedicDemoman { criteria ConceptPlayerMedic IsDemoman Response PlayerMedicDemoman } Response PlayerAskForBallDemoman { } Rule PlayerAskForBallDemoman { criteria ConceptPlayerAskForBall IsDemoman Response PlayerAskForBallDemoman } Response PlayerMoveUpDemoman { scene "scenes/Player/Demoman/low/960.vcd" scene "scenes/Player/Demoman/low/961.vcd" scene "scenes/Player/Demoman/low/962.vcd" } Rule PlayerMoveUpDemoman { criteria ConceptPlayerMoveUp IsDemoman Response PlayerMoveUpDemoman } Response PlayerNoDemoman { scene "scenes/Player/Demoman/low/977.vcd" scene "scenes/Player/Demoman/low/978.vcd" scene "scenes/Player/Demoman/low/979.vcd" } Rule PlayerNoDemoman { criteria ConceptPlayerNo IsDemoman Response PlayerNoDemoman } Response PlayerThanksDemoman { scene "scenes/Player/Demoman/low/1030.vcd" scene "scenes/Player/Demoman/low/1031.vcd" } Rule PlayerThanksDemoman { criteria ConceptPlayerThanks IsDemoman Response PlayerThanksDemoman } // Custom Assist kill response // As there is no actual concept for assist kills, this is the second best method. // Say thanks after you kill more than one person. Response KilledPlayerAssistDemoman { scene "scenes/Player/Demoman/low/1009.vcd" scene "scenes/Player/Demoman/low/867.vcd" } Rule KilledPlayerAssistDemoman { criteria ConceptPlayerThanks IsDemoman IsARecentKill KilledPlayerDelay DemomanNotAssistSpeech ApplyContext "DemomanAssistSpeech:1:20" Response KilledPlayerAssistDemoman } Response KilledPlayerAssistDemoman2 { scene "scenes/Player/Demoman/low/1010.vcd" } Rule KilledPlayerAssistDemoman2 { criteria ConceptPlayerThanks IsDemoman IsNotBeingHealed IsARecentKill KilledPlayerDelay DemomanNotAssistSpeech ApplyContext "DemomanAssistSpeech:1:20" Response KilledPlayerAssistDemoman Response KilledPlayerAssistDemoman2 } // End custom Response PlayerYesDemoman { scene "scenes/Player/Demoman/low/1037.vcd" scene "scenes/Player/Demoman/low/1038.vcd" scene "scenes/Player/Demoman/low/1039.vcd" } Rule PlayerYesDemoman { criteria ConceptPlayerYes IsDemoman Response PlayerYesDemoman } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeDemoman { scene "scenes/Player/Demoman/low/860.vcd" scene "scenes/Player/Demoman/low/861.vcd" scene "scenes/Player/Demoman/low/862.vcd" } Rule PlayerActivateChargeDemoman { criteria ConceptPlayerActivateCharge IsDemoman Response PlayerActivateChargeDemoman } Response PlayerCloakedSpyDemoman { scene "scenes/Player/Demoman/low/889.vcd" scene "scenes/Player/Demoman/low/890.vcd" scene "scenes/Player/Demoman/low/891.vcd" } Rule PlayerCloakedSpyDemoman { criteria ConceptPlayerCloakedSpy IsDemoman Response PlayerCloakedSpyDemoman } Response PlayerDispenserHereDemoman { scene "scenes/Player/Demoman/low/964.vcd" } Rule PlayerDispenserHereDemoman { criteria ConceptPlayerDispenserHere IsDemoman Response PlayerDispenserHereDemoman } Response PlayerIncomingDemoman { scene "scenes/Player/Demoman/low/932.vcd" scene "scenes/Player/Demoman/low/933.vcd" scene "scenes/Player/Demoman/low/934.vcd" } Rule PlayerIncomingDemoman { criteria ConceptPlayerIncoming IsDemoman Response PlayerIncomingDemoman } Response PlayerSentryAheadDemoman { scene "scenes/Player/Demoman/low/994.vcd" scene "scenes/Player/Demoman/low/995.vcd" scene "scenes/Player/Demoman/low/996.vcd" } Rule PlayerSentryAheadDemoman { criteria ConceptPlayerSentryAhead IsDemoman Response PlayerSentryAheadDemoman } Response PlayerSentryHereDemoman { scene "scenes/Player/Demoman/low/966.vcd" } Rule PlayerSentryHereDemoman { criteria ConceptPlayerSentryHere IsDemoman Response PlayerSentryHereDemoman } Response PlayerTeleporterHereDemoman { scene "scenes/Player/Demoman/low/968.vcd" } Rule PlayerTeleporterHereDemoman { criteria ConceptPlayerTeleporterHere IsDemoman Response PlayerTeleporterHereDemoman } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryDemoman { scene "scenes/Player/Demoman/low/1358.vcd" scene "scenes/Player/Demoman/low/1369.vcd" scene "scenes/Player/Demoman/low/876.vcd" scene "scenes/Player/Demoman/low/877.vcd" scene "scenes/Player/Demoman/low/878.vcd" scene "scenes/Player/Demoman/low/879.vcd" scene "scenes/Player/Demoman/low/880.vcd" } Rule PlayerBattleCryDemoman { criteria ConceptPlayerBattleCry IsDemoman Response PlayerBattleCryDemoman } // Custom stuff - melee dare // Look at enemy, then do battle cry voice command while holding a melee weapon. Response MeleeDareCombatDemoman { scene "scenes/Player/Demoman/low/1028.vcd" scene "scenes/Player/Demoman/low/1017.vcd" scene "scenes/Player/Demoman/low/1015.vcd" } Rule MeleeDareCombatDemoman { criteria ConceptPlayerBattleCry IsWeaponMelee IsDemoman IsCrosshairEnemy Response MeleeDareCombatDemoman } //End custom Response PlayerCheersDemoman { scene "scenes/Player/Demoman/low/881.vcd" scene "scenes/Player/Demoman/low/883.vcd" scene "scenes/Player/Demoman/low/884.vcd" scene "scenes/Player/Demoman/low/1359.vcd" scene "scenes/Player/Demoman/low/886.vcd" scene "scenes/Player/Demoman/low/887.vcd" scene "scenes/Player/Demoman/low/882.vcd" scene "scenes/Player/Demoman/low/885.vcd" } Rule PlayerCheersDemoman { criteria ConceptPlayerCheers IsDemoman Response PlayerCheersDemoman } Response PlayerGoodJobDemoman { scene "scenes/Player/Demoman/low/914.vcd" scene "scenes/Player/Demoman/low/915.vcd" } Rule PlayerGoodJobDemoman { criteria ConceptPlayerGoodJob IsDemoman Response PlayerGoodJobDemoman } Response PlayerJeersDemoman { scene "scenes/Player/Demoman/low/938.vcd" scene "scenes/Player/Demoman/low/939.vcd" scene "scenes/Player/Demoman/low/940.vcd" scene "scenes/Player/Demoman/low/941.vcd" scene "scenes/Player/Demoman/low/942.vcd" scene "scenes/Player/Demoman/low/944.vcd" scene "scenes/Player/Demoman/low/945.vcd" scene "scenes/Player/Demoman/low/947.vcd" scene "scenes/Player/Demoman/low/948.vcd" scene "scenes/Player/Demoman/low/949.vcd" scene "scenes/Player/Demoman/low/946.vcd" } Rule PlayerJeersDemoman { criteria ConceptPlayerJeers IsDemoman Response PlayerJeersDemoman } Response PlayerLostPointDemoman { scene "scenes/Player/Demoman/low/973.vcd" scene "scenes/Player/Demoman/low/1360.vcd" scene "scenes/Player/Demoman/low/969.vcd" scene "scenes/Player/Demoman/low/970.vcd" scene "scenes/Player/Demoman/low/971.vcd" scene "scenes/Player/Demoman/low/972.vcd" } Rule PlayerLostPointDemoman { criteria ConceptPlayerLostPoint IsDemoman Response PlayerLostPointDemoman } Response PlayerNegativeDemoman { scene "scenes/Player/Demoman/low/973.vcd" scene "scenes/Player/Demoman/low/1360.vcd" scene "scenes/Player/Demoman/low/969.vcd" scene "scenes/Player/Demoman/low/970.vcd" scene "scenes/Player/Demoman/low/971.vcd" scene "scenes/Player/Demoman/low/972.vcd" } Rule PlayerNegativeDemoman { criteria ConceptPlayerNegative IsDemoman Response PlayerNegativeDemoman } Response PlayerNiceShotDemoman { scene "scenes/Player/Demoman/low/974.vcd" scene "scenes/Player/Demoman/low/975.vcd" scene "scenes/Player/Demoman/low/976.vcd" } Rule PlayerNiceShotDemoman { criteria ConceptPlayerNiceShot IsDemoman Response PlayerNiceShotDemoman } Response PlayerPositiveDemoman { scene "scenes/Player/Demoman/low/989.vcd" scene "scenes/Player/Demoman/low/990.vcd" scene "scenes/Player/Demoman/low/991.vcd" scene "scenes/Player/Demoman/low/992.vcd" scene "scenes/Player/Demoman/low/993.vcd" } Response PlayerTauntsDemoman { scene "scenes/Player/Demoman/low/1380.vcd" scene "scenes/Player/Demoman/low/1382.vcd" scene "scenes/Player/Demoman/low/1386.vcd" } Rule PlayerPositiveDemoman { criteria ConceptPlayerPositive IsDemoman Response PlayerPositiveDemoman Response PlayerTauntsDemoman } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Criterion "DemomanNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0 Criterion "DemomanNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0 Criterion "DemomanNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0 Criterion "DemomanNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0 Criterion "DemomanNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0 Criterion "DemomanNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0 Response CartMovingBackwardsDefenseDemoman { scene "scenes/Player/Demoman/low/7718.vcd" scene "scenes/Player/Demoman/low/7719.vcd" scene "scenes/Player/Demoman/low/7720.vcd" } Rule CartMovingBackwardsDefenseDemoman { criteria ConceptCartMovingBackward IsOnDefense IsDemoman DemomanNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardD:1:20" Response CartMovingBackwardsDefenseDemoman } Response CartMovingBackwardsOffenseDemoman { scene "scenes/Player/Demoman/low/7714.vcd" scene "scenes/Player/Demoman/low/7715.vcd" scene "scenes/Player/Demoman/low/7713.vcd" scene "scenes/Player/Demoman/low/8533.vcd" } Rule CartMovingBackwardsOffenseDemoman { criteria ConceptCartMovingBackward IsOnOffense IsDemoman DemomanNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardO:1:20" Response CartMovingBackwardsOffenseDemoman } Response CartMovingForwardDefenseDemoman { scene "scenes/Player/Demoman/low/7716.vcd" scene "scenes/Player/Demoman/low/7717.vcd" } Rule CartMovingForwardDefenseDemoman { criteria ConceptCartMovingForward IsOnDefense IsDemoman DemomanNotSaidCartMovingForwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardD:1:20" Response CartMovingForwardDefenseDemoman } Response CartMovingForwardOffenseDemoman { scene "scenes/Player/Demoman/low/7704.vcd" scene "scenes/Player/Demoman/low/7705.vcd" scene "scenes/Player/Demoman/low/7706.vcd" scene "scenes/Player/Demoman/low/7707.vcd" scene "scenes/Player/Demoman/low/7711.vcd" scene "scenes/Player/Demoman/low/7721.vcd" scene "scenes/Player/Demoman/low/7723.vcd" scene "scenes/Player/Demoman/low/7724.vcd" } Rule CartMovingForwardOffenseDemoman { criteria ConceptCartMovingForward IsOnOffense IsDemoman DemomanNotSaidCartMovingForwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardO:1:20" Response CartMovingForwardOffenseDemoman } Response CartMovingStoppedDefenseDemoman { } Rule CartMovingStoppedDefenseDemoman { criteria ConceptCartMovingStopped IsOnDefense IsDemoman DemomanNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedD:1:20" Response CartMovingStoppedDefenseDemoman } Response CartMovingStoppedOffenseDemoman { scene "scenes/Player/Demoman/low/7726.vcd" scene "scenes/Player/Demoman/low/7727.vcd" scene "scenes/Player/Demoman/low/7725.vcd" } Rule CartMovingStoppedOffenseDemoman { criteria ConceptCartMovingStopped IsOnOffense IsDemoman DemomanNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedO:1:20" Response CartMovingStoppedOffenseDemoman } //-------------------------------------------------------------------------------------------------------------- // END OF Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // Begin Competitive Mode VO //-------------------------------------------------------------------------------------------------------------- Response PlayerFirstRoundStartCompDemoman { scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartCompDemoman { criteria ConceptPlayerRoundStartComp IsDemoman IsFirstRound IsNotComp6v6 40PercentChance Response PlayerFirstRoundStartCompDemoman } Response PlayerFirstRoundStartComp6sDemoman { scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_6s_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_6s_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamefirst_6s_03.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartComp6sDemoman { criteria ConceptPlayerRoundStartComp IsDemoman IsFirstRound IsComp6v6 40PercentChance Response PlayerFirstRoundStartComp6sDemoman } Response PlayerWonPrevRoundCompDemoman { scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0" } Rule PlayerWonPrevRoundCompDemoman { criteria ConceptPlayerRoundStartComp IsDemoman IsNotFirstRound PlayerWonPreviousRound 40PercentChance Response PlayerWonPrevRoundCompDemoman } Response PlayerLostPrevRoundCompDemoman { scene "scenes/Player/Demoman/low/cm_demo_pregamelostlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamelostlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamelostlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamelostlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregamelostlast_rare_01.vcd" predelay "1.0, 5.0" } Rule PlayerLostPrevRoundCompDemoman { criteria ConceptPlayerRoundStartComp IsDemoman IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance Response PlayerLostPrevRoundCompDemoman } Response PlayerTiedPrevRoundCompDemoman { scene "scenes/Player/Demoman/low/cm_demo_pregametie_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregametie_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregametie_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_pregametie_04.vcd" predelay "1.0, 5.0" } Rule PlayerTiedPrevRoundCompDemoman { criteria ConceptPlayerRoundStartComp IsDemoman IsNotFirstRound PreviousRoundWasTie 40PercentChance Response PlayerTiedPrevRoundCompDemoman } Response PlayerGameWinCompDemoman { scene "scenes/Player/Demoman/low/cm_demo_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_rare_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_rare_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_rare_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Demoman/low/cm_demo_gamewon_rare_03.vcd" predelay "2.0, 5.0" } Rule PlayerGameWinCompDemoman { criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsDemoman 40PercentChance Response PlayerGameWinCompDemoman } Response PlayerMatchWinCompDemoman { scene "scenes/Player/Demoman/low/cm_demo_matchwon_01.vcd" predelay "1.0, 2.0" scene "scenes/Player/Demoman/low/cm_demo_matchwon_02.vcd" predelay "1.0, 2.0" scene "scenes/Player/Demoman/low/cm_demo_matchwon_03.vcd" predelay "1.0, 2.0" scene "scenes/Player/Demoman/low/cm_demo_matchwon_04.vcd" predelay "1.0, 2.0" } Rule PlayerMatchWinCompDemoman { criteria ConceptPlayerMatchOverComp PlayerOnWinningTeam IsDemoman 40PercentChance Response PlayerMatchWinCompDemoman } //-------------------------------------------------------------------------------------------------------------- // End Competitive Mode VO //--------------------------------------------------------------------------------------------------------------