//-------------------------------------------------------------------------------------------------------------- // Engineer Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "EngineerIsNotStillonFire" "EngineerOnFire" "!=1" "required" weight 0 Criterion "EngineerIsStillonFire" "EngineerOnFire" "1" "required" weight 0 Criterion "EngineerNotKillSpeech" "EngineerKillSpeech" "!=1" "required" weight 0 Criterion "EngineerNotKillSpeechMelee" "EngineerKillSpeechMelee" "!=1" "required" weight 0 Criterion "EngineerNotSaidHealThanks" "EngineerSaidHealThanks" "!=1" "required" Criterion "IsHelpCapEngineer" "EngineerHelpCap" "1" "required" weight 0 // Custom stuff Criterion "EngineerNotAssistSpeech" "EngineerAssistSpeech" "!=1" "required" weight 0 Criterion "IsEngyFistSwung" "EngyFistSwung" "1" "required" weight 0 Criterion "IsNotEngyFistSwung" "EngyFistSwung" "!=1" "required" weight 0 Criterion "EngineerNotInvulnerableSpeech" "EngineerInvulnerableSpeech" "!=1" "required" weight 0 Criterion "IsMiniSentryKill" "MiniSentryKill" "1" "required" weight 0 Criterion "IsSentryKill" "SentryKill" "1" "required" weight 0 Response PlayerCloakedSpyDemomanEngineer { scene "scenes/Player/Engineer/low/56.vcd" } Rule PlayerCloakedSpyDemomanEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnDemoman Response PlayerCloakedSpyDemomanEngineer } Response PlayerCloakedSpyEngineerEngineer { scene "scenes/Player/Engineer/low/62.vcd" } Rule PlayerCloakedSpyEngineerEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnEngineer Response PlayerCloakedSpyEngineerEngineer } Response PlayerCloakedSpyHeavyEngineer { scene "scenes/Player/Engineer/low/52.vcd" } Rule PlayerCloakedSpyHeavyEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnHeavy Response PlayerCloakedSpyHeavyEngineer } Response PlayerCloakedSpyMedicEngineer { scene "scenes/Player/Engineer/low/60.vcd" } Rule PlayerCloakedSpyMedicEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnMedic Response PlayerCloakedSpyMedicEngineer } Response PlayerCloakedSpyPyroEngineer { scene "scenes/Player/Engineer/low/54.vcd" } Rule PlayerCloakedSpyPyroEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnPyro Response PlayerCloakedSpyPyroEngineer } Response PlayerCloakedSpyScoutEngineer { scene "scenes/Player/Engineer/low/48.vcd" } Rule PlayerCloakedSpyScoutEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnScout Response PlayerCloakedSpyScoutEngineer } Response PlayerCloakedSpySniperEngineer { scene "scenes/Player/Engineer/low/64.vcd" } Rule PlayerCloakedSpySniperEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnSniper Response PlayerCloakedSpySniperEngineer } Response PlayerCloakedSpySoldierEngineer { scene "scenes/Player/Engineer/low/50.vcd" } Rule PlayerCloakedSpySoldierEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnSoldier Response PlayerCloakedSpySoldierEngineer } Response PlayerCloakedSpySpyEngineer { scene "scenes/Player/Engineer/low/58.vcd" scene "scenes/Player/Engineer/low/59.vcd" } Rule PlayerCloakedSpySpyEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnSpy Response PlayerCloakedSpySpyEngineer } Response PlayerDispenserDownEngineer { scene "scenes/Player/Engineer/low/25.vcd" } Rule PlayerDispenserDownEngineer { criteria ConceptLostObject IsDispenser IsEngineer Response PlayerDispenserDownEngineer } Response PlayerSentryDownEngineer { scene "scenes/Player/Engineer/low/26.vcd" } Rule PlayerSentryDownEngineer { criteria ConceptLostObject IsSentryGun IsEngineer Response PlayerSentryDownEngineer } Response PlayerTeleporterDownEngineer { scene "scenes/Player/Engineer/low/27.vcd" } Rule PlayerTeleporterDownEngineer { criteria ConceptLostObject IsTeleporter IsEngineer Response PlayerTeleporterDownEngineer } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksEngineer { scene "scenes/Player/Engineer/low/181.vcd" scene "scenes/Player/Engineer/low/183.vcd" } Rule HealThanksEngineer { criteria ConceptMedicChargeStopped IsEngineer SuperHighHealthContext EngineerNotSaidHealThanks 50PercentChance ApplyContext "EngineerSaidHealThanks:1:20" Response HealThanksEngineer } Response PlayerRoundStartEngineer { scene "scenes/Player/Engineer/low/31.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/33.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/34.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/35.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/36.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/1329.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartEngineer { criteria ConceptPlayerRoundStart IsEngineer Response PlayerRoundStartEngineer } Response PlayerCappedIntelligenceEngineer { scene "scenes/Player/Engineer/low/19.vcd" scene "scenes/Player/Engineer/low/21.vcd" scene "scenes/Player/Engineer/low/20.vcd" } Rule PlayerCappedIntelligenceEngineer { criteria ConceptPlayerCapturedIntelligence IsEngineer Response PlayerCappedIntelligenceEngineer } Response PlayerCapturedPointEngineer { scene "scenes/Player/Engineer/low/16.vcd" scene "scenes/Player/Engineer/low/18.vcd" scene "scenes/Player/Engineer/low/17.vcd" } Rule PlayerCapturedPointEngineer { criteria ConceptPlayerCapturedPoint IsEngineer Response PlayerCapturedPointEngineer } Response PlayerSuddenDeathEngineer { scene "scenes/Player/Engineer/low/94.vcd" scene "scenes/Player/Engineer/low/95.vcd" scene "scenes/Player/Engineer/low/96.vcd" scene "scenes/Player/Engineer/low/98.vcd" } Rule PlayerSuddenDeathEngineer { criteria ConceptPlayerSuddenDeathStart IsEngineer Response PlayerSuddenDeathEngineer } Response PlayerStalemateEngineer { scene "scenes/Player/Engineer/low/22.vcd" scene "scenes/Player/Engineer/low/23.vcd" scene "scenes/Player/Engineer/low/24.vcd" } Rule PlayerStalemateEngineer { criteria ConceptPlayerStalemate IsEngineer Response PlayerStalemateEngineer } Response PlayerTeleporterThanksEngineer { scene "scenes/Player/Engineer/low/186.vcd" scene "scenes/Player/Engineer/low/184.vcd" } Rule PlayerTeleporterThanksEngineer { criteria ConceptTeleported IsEngineer 30PercentChance Response PlayerTeleporterThanksEngineer } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointEngineer { scene "scenes/Player/Engineer/low/1344.vcd" scene "scenes/Player/Engineer/low/161.vcd" } Rule DefendOnThePointEngineer { criteria ConceptFireWeapon IsEngineer IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointEngineer } // Custom stuff Response KilledPlayerAssistAutoEngineer { scene "scenes/Player/Engineer/low/159.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/160.vcd" predelay "2.5" } Rule KilledPlayerAssistAutoEngineer { criteria ConceptKilledPlayer IsEngineer IsBeingHealed IsARecentKill KilledPlayerDelay 20PercentChance EngineerNotAssistSpeech ApplyContext "EngineerAssistSpeech:1:20" Response KilledPlayerAssistAutoEngineer } // End custom Response EngineerGoldenWrench { scene "scenes/Player/Engineer/low/3605.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3690.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3691.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3602.vcd" predelay ".25" } Rule EngineerGoldenWrench { criteria ConceptKilledPlayer IsEngineer WeaponIsGoldenWrench WeaponIsWrench WeaponIsNotSentry EngineerNotKillSpeechMelee ApplyContext "EngineerKillSpeechMelee:1:10" Response EngineerGoldenWrench } Rule EngineerSaxxy { criteria ConceptKilledPlayer IsEngineer WeaponIsSaxxy WeaponIsNotSentry EngineerNotKillSpeechMelee ApplyContext "EngineerKillSpeechMelee:1:10" Response EngineerGoldenWrench } Rule EngineerGoldenFryingPan { criteria ConceptKilledPlayer IsEngineer WeaponIsGoldenFryingPan WeaponIsNotSentry EngineerNotKillSpeechMelee ApplyContext "EngineerKillSpeechMelee:1:10" Response EngineerGoldenWrench } Response EngineerLaserPointer { scene "scenes/Player/Engineer/low/3603.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3604.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3700.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3704.vcd" predelay ".25" } Rule EngineerLaserPointer { criteria ConceptKilledPlayer IsEngineer WeaponIsLaserPointer 30PercentChance ApplyContext "EngineerKillSpeech:1:10" Response EngineerLaserPointer } Response KillTauntsEngineerMiniSentry { scene "scenes/Player/Engineer/low/3705.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3706.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3707.vcd" predelay ".25" } Rule KillTauntsEngineerMiniSentry { criteria ConceptKilledPlayer WeaponIsMiniSentrygun IsEngineer 20PercentChance ApplyContext "EngineerKillSpeech:1:10" Response KillTauntsEngineerMiniSentry } Response KillTauntsEngineerSpecial { scene "scenes/Player/Engineer/low/148.vcd" scene "scenes/Player/Engineer/low/153.vcd" scene "scenes/Player/Engineer/low/156.vcd" scene "scenes/Player/Engineer/low/157.vcd" } Rule KillTauntsEngineerSpecial { criteria ConceptKilledPlayer IsManyRecentKills WeaponIsSentrygun KilledPlayerDelay EngineerNotKillSpeech IsEngineer 30PercentChance ApplyContext "EngineerKillSpeech:1:10" Response KillTauntsEngineerSpecial } Response KilledPlayerManyEngineer { scene "scenes/Player/Engineer/low/151.vcd" scene "scenes/Player/Engineer/low/158.vcd" scene "scenes/Player/Engineer/low/154.vcd" } Rule KilledPlayerManyEngineer { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance KilledPlayerDelay EngineerNotKillSpeech IsEngineer WeaponIsNotRobotArm ApplyContext "EngineerKillSpeech:1:10" Response KilledPlayerManyEngineer } Response KilledPlayerMeleeEngineerEngineer { scene "scenes/Player/Engineer/low/155.vcd" } Rule KilledPlayerMeleeEngineerEngineer { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee EngineerNotKillSpeechMelee IsEngineer WeaponIsNotSentry ApplyContext "EngineerKillSpeechMelee:1:10" Response KilledPlayerMeleeEngineerEngineer } // Custom stuff // Rule for when your mini sentry is killed and you are holding your Frontier Justice // Let's hope you have some crits ready, because this line is very fitting. Response EngyCritsReady { scene "scenes/player/Engineer/low/167.vcd" scene "scenes/player/Engineer/low/172.vcd" scene "scenes/player/Engineer/low/177.vcd" } Rule EngyCritsReady { criteria ConceptLostObject IsSentryGun IsEngineer IsMiniSentryKill WeaponIsFrontierJustice EngineerNotKillSpeech ApplyContext "EngineerKillSpeech:1:10" Response EngyCritsReady } Rule EngyCritsReady2 { criteria ConceptLostObject IsSentryGun IsEngineer IsSentryKill WeaponIsFrontierJustice EngineerNotKillSpeech ApplyContext "EngineerKillSpeech:1:10" Response EngyCritsReady } Rule EngyCritsReadyFestive { criteria ConceptLostObject IsSentryGun IsEngineer IsMiniSentryKill WeaponIsFestiveFrontierJustice EngineerNotKillSpeech ApplyContext "EngineerKillSpeech:1:10" Response EngyCritsReady } Rule EngyCritsReady2Festive { criteria ConceptLostObject IsSentryGun IsEngineer IsSentryKill WeaponIsFestiveFrontierJustice EngineerNotKillSpeech ApplyContext "EngineerKillSpeech:1:10" Response EngyCritsReady } // Check if mini sentry has had a kill in the past thirty seconds Rule MiniSentryKill { criteria ConceptKilledPlayer WeaponIsMiniSentrygun IsEngineer ApplyContext "MiniSentryKill:1:15" Response PlayerExpressionAttackEngineer } // Check if sentry has had a kill in the past thirty seconds Rule SentryKill { criteria ConceptKilledPlayer WeaponIsSentrygun IsEngineer ApplyContext "MiniSentryKill:1:15" Response PlayerExpressionAttackEngineer } // Invulnerable responses Response InvulnerableSpeechEngineer { scene "scenes/Player/Engineer/low/176.vcd" scene "scenes/Player/Engineer/low/177.vcd" scene "scenes/Player/Engineer/low/1018.vcd" scene "scenes/Player/Engineer/low/3619.vcd" } Rule InvulnerableSpeechEngineer { criteria ConceptFireWeapon IsEngineer IsInvulnerable EngineerNotInvulnerableSpeech ApplyContext "EngineerInvulnerableSpeech:1:30" Response InvulnerableSpeechEngineer Response EngyCritsReady } // End custom Response KilledPlayerVeryManyEngineer { scene "scenes/Player/Engineer/low/147.vcd" } Rule KilledPlayerVeryManyEngineer { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance KilledPlayerDelay EngineerNotKillSpeech IsEngineer WeaponIsNotRobotArm ApplyContext "EngineerKillSpeech:1:10" Response KilledPlayerVeryManyEngineer } Response MedicFollowEngineer { scene "scenes/Player/Engineer/low/3618.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3693.vcd" predelay ".25" scene "scenes/Player/Engineer/low/3694.vcd" predelay ".25" } Rule MedicFollowEngineer { criteria ConceptPlayerMedic IsOnMedic IsEngineer IsNotCrossHairEnemy NotLowHealth EngineerIsNotStillonFire ApplyContext "EngineerKillSpeech:1:10" Response MedicFollowEngineer } Response EngySwingFistStart { scene "scenes/player/Engineer/low/3589.vcd" scene "scenes/player/Engineer/low/3590.vcd" scene "scenes/player/Engineer/low/3591.vcd" } Rule EngySwingFistStart { criteria ConceptFireWeapon WeaponIsRobotArm IsEngineer EngineerNotKillSpeech IsNotDominating IsNotEngyFistSwung ApplyContext "EngyFistSwung:1:20" //every 20 seconds this line will fire Response EngySwingFistStart } Response EngySwingFist { scene "scenes/player/Engineer/low/3592.vcd" scene "scenes/player/Engineer/low/3594.vcd" scene "scenes/player/Engineer/low/3703.vcd" } Rule EngySwingFist { criteria ConceptKilledPlayer KilledPlayerDelay WeaponIsRobotArm IsEngyFistSwung IsEngineer WeaponIsNotMiniSentrygun EngineerNotKillSpeechMelee ApplyContext "EngineerKillSpeechMelee:1:20" Response EngySwingFist } // Custom stuff Response EngineerJarateHit { scene "scenes/Player/Engineer/low/22.vcd" scene "scenes/Player/Engineer/low/23.vcd" scene "scenes/Player/Engineer/low/150.vcd" } Rule EngineerJarateHit { criteria ConceptJarateHit IsEngineer 50PercentChance Response EngineerJarateHit } // End custom Response PlayerKilledCapperEngineer { scene "scenes/Player/Engineer/low/36.vcd" scene "scenes/Player/Engineer/low/1330.vcd" scene "scenes/Player/Engineer/low/42.vcd" scene "scenes/Player/Engineer/low/43.vcd" scene "scenes/Player/Engineer/low/41.vcd" } Rule PlayerKilledCapperEngineer { criteria ConceptCapBlocked IsEngineer ApplyContext "EngineerKillSpeech:1:10" Response PlayerKilledCapperEngineer } Response PlayerKilledDominatingDemomanEngineer { scene "scenes/Player/Engineer/low/3581.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3617.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3678.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3679.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3680.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3681.vcd" predelay "2.5" } Rule PlayerKilledDominatingDemomanEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimDemoman ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingDemomanEngineer } Response PlayerKilledDominatingEngineerEngineer { scene "scenes/Player/Engineer/low/3585.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3634.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3635.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3636.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3637.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3638.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3639.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3640.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3641.vcd" predelay "2.5" } Rule PlayerKilledDominatingEngineerEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimEngineer ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingEngineerEngineer } Response PlayerKilledDominatingHeavyEngineer { scene "scenes/Player/Engineer/low/3584.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3609.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3610.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3642.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3645.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3643.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3644.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3647.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3648.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3649.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3650.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3682.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3683.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3684.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3702.vcd" predelay "2.5" } Rule PlayerKilledDominatingHeavyEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimHeavy ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingHeavyEngineer } Response PlayerKilledDominatingMedicEngineer { scene "scenes/Player/Engineer/low/3582.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3613.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3614.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3669.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3670.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3671.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3672.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3673.vcd" predelay "2.5" } Rule PlayerKilledDominatingMedicEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimMedic ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingMedicEngineer } Response PlayerKilledDominatingPyroEngineer { scene "scenes/Player/Engineer/low/3583.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3612.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3661.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3662.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3664.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3665.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3666.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3668.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3667.vcd" predelay "2.5" } Rule PlayerKilledDominatingPyroEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimPyro ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingPyroEngineer } Response PlayerKilledDominatingScoutEngineer { scene "scenes/Player/Engineer/low/3588.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3606.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3616.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3621.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3622.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3623.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3624.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3625.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3626.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3627.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3628.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3701.vcd" predelay "2.5" } Rule PlayerKilledDominatingScoutEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimScout ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingScoutEngineer } Response PlayerKilledDominatingSniperEngineer { scene "scenes/Player/Engineer/low/3587.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3607.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3629.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3630.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3631.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3632.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3633.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3685.vcd" predelay "2.5" } Rule PlayerKilledDominatingSniperEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimSniper ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSniperEngineer } Response PlayerKilledDominatingSoldierEngineer { scene "scenes/Player/Engineer/low/3580.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3615.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3674.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3675.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3676.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3686.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3687.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3688.vcd" predelay "2.5" } Rule PlayerKilledDominatingSoldierEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimSoldier ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSoldierEngineer } Response PlayerKilledDominatingSpyEngineer { scene "scenes/Player/Engineer/low/3586.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3611.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3651.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3652.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3653.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3654.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3655.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3656.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3657.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3659.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3658.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3689.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3660.vcd" predelay "2.5" } Rule PlayerKilledDominatingSpyEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated IsVictimSpy ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSpyEngineer } Response PlayerKilledForRevengeEngineer { scene "scenes/Player/Engineer/low/3579.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1329.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/40.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/39.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/44.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/98.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/100.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1331.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1335.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1336.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/101.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1334.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/102.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/103.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/149.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/164.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/168.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/3696.vcd" predelay "2.5" } Rule PlayerKilledForRevengeEngineer { criteria ConceptKilledPlayer IsEngineer IsRevenge ApplyContext "EngineerKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeEngineer } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Engineer //-------------------------------------------------------------------------------------------------------------- Response CarrySentryEngineer { scene "scenes/Player/Engineer/low/3599.vcd" scene "scenes/Player/Engineer/low/3600.vcd" } Rule CarrySentryEngineer { criteria ConceptEngineerCarryingBuilding IsEngineer 20PercentChance Response CarrySentryEngineer } Response DeploySentryEngineer { scene "scenes/Player/Engineer/low/3697.vcd" scene "scenes/Player/Engineer/low/3601.vcd" scene "scenes/Player/Engineer/low/3699.vcd" scene "scenes/Player/Engineer/low/3698.vcd" } Rule DeploySentryEngineer { criteria ConceptEngineerDeployBuilding IsEngineer Response DeploySentryEngineer } Response PickupSentryEngineer { scene "scenes/Player/Engineer/low/3595.vcd" scene "scenes/Player/Engineer/low/3597.vcd" scene "scenes/Player/Engineer/low/3596.vcd" } Rule PickupSentryEngineer { criteria ConceptEngineerPickupBuilding IsEngineer Response PickupSentryEngineer } Response PlayerBuildingDispenserEngineer { scene "scenes/Player/Engineer/low/8.vcd" scene "scenes/Player/Engineer/low/9.vcd" } Rule PlayerBuildingDispenserEngineer { criteria ConceptPlayerBuildingObject IsDispenser IsEngineer Response PlayerBuildingDispenserEngineer } Response PlayerBuildingSentryEngineer { scene "scenes/Player/Engineer/low/12.vcd" scene "scenes/Player/Engineer/low/11.vcd" } Rule PlayerBuildingSentryEngineer { criteria ConceptPlayerBuildingObject IsSentryGun IsEngineer Response PlayerBuildingSentryEngineer } Response PlayerBuildingTeleporterEngineer { scene "scenes/Player/Engineer/low/13.vcd" scene "scenes/Player/Engineer/low/15.vcd" } Rule PlayerBuildingTeleporterEngineer { criteria ConceptPlayerBuildingObject IsTeleporter IsEngineer Response PlayerBuildingTeleporterEngineer } Response PlayerDispenserSappedEngineer { scene "scenes/Player/Engineer/low/5.vcd" } Rule PlayerDispenserSappedEngineer { criteria ConceptSpySapping IsEngineer IsDispenser Response PlayerDispenserSappedEngineer } Response PlayerSentrySappedEngineer { scene "scenes/Player/Engineer/low/4.vcd" } Rule PlayerSentrySappedEngineer { criteria ConceptSpySapping IsEngineer IsSentryGun Response PlayerSentrySappedEngineer } Response PlayerTeleporterSappedEngineer { scene "scenes/Player/Engineer/low/6.vcd" } Rule PlayerTeleporterSappedEngineer { criteria ConceptSpySapping IsEngineer IsTeleporter Response PlayerTeleporterSappedEngineer } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainEngineer { scene "scenes/Player/Engineer/low/133.vcd" scene "scenes/Player/Engineer/low/134.vcd" scene "scenes/Player/Engineer/low/135.vcd" scene "scenes/Player/Engineer/low/1254.vcd" scene "scenes/Player/Engineer/low/1255.vcd" scene "scenes/Player/Engineer/low/1256.vcd" scene "scenes/Player/Engineer/low/1257.vcd" } Rule PlayerAttackerPainEngineer { criteria ConceptAttackerPain IsEngineer IsNotDominating Response PlayerAttackerPainEngineer } Response PlayerOnFireEngineer { scene "scenes/Player/Engineer/low/28.vcd" scene "scenes/Player/Engineer/low/30.vcd" scene "scenes/Player/Engineer/low/29.vcd" } Rule PlayerOnFireEngineer { criteria ConceptFire IsEngineer EngineerIsNotStillonFire IsNotDominating ApplyContext "EngineerOnFire:1:7" Response PlayerOnFireEngineer } Response PlayerPainEngineer { scene "scenes/Player/Engineer/low/136.vcd" scene "scenes/Player/Engineer/low/137.vcd" scene "scenes/Player/Engineer/low/138.vcd" scene "scenes/Player/Engineer/low/1249.vcd" scene "scenes/Player/Engineer/low/1250.vcd" scene "scenes/Player/Engineer/low/1251.vcd" scene "scenes/Player/Engineer/low/1252.vcd" scene "scenes/Player/Engineer/low/1253.vcd" } Rule PlayerPainEngineer { criteria ConceptPain IsEngineer IsNotDominating Response PlayerPainEngineer } Response PlayerStillOnFireEngineer { scene "scenes/Player/Engineer/low/1931.vcd" } Rule PlayerStillOnFireEngineer { criteria ConceptFire IsEngineer EngineerIsStillonFire IsNotDominating ApplyContext "EngineerOnFire:1:7" Response PlayerStillOnFireEngineer } //-------------------------------------------------------------------------------------------------------------- // Duel Speech //-------------------------------------------------------------------------------------------------------------- Response AcceptedDuelEngineer { scene "scenes/Player/Engineer/low/35.vcd" scene "scenes/Player/Engineer/low/163.vcd" scene "scenes/Player/Engineer/low/166.vcd" scene "scenes/Player/Engineer/low/169.vcd" scene "scenes/Player/Engineer/low/172.vcd" scene "scenes/Player/Engineer/low/174.vcd" scene "scenes/Player/Engineer/low/188.vcd" } Rule AcceptedDuelEngineer { criteria ConceptIAcceptDuel IsEngineer Response AcceptedDuelEngineer } Response MeleeDareEngineer { scene "scenes/Player/Engineer/low/3619.vcd" scene "scenes/Player/Engineer/low/3620.vcd" scene "scenes/Player/Engineer/low/3695.vcd" } Rule MeleeDareEngineer { criteria ConceptRequestDuel IsEngineer Response MeleeDareEngineer } Response RejectedDuelEngineer { scene "scenes/Player/Engineer/low/24.vcd" scene "scenes/Player/Engineer/low/94.vcd" scene "scenes/Player/Engineer/low/3615.vcd" scene "scenes/Player/Engineer/low/3658.vcd" } Rule RejectedDuelEngineer { criteria ConceptDuelRejected IsEngineer Response RejectedDuelEngineer } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoEngineer { scene "scenes/Player/Engineer/low/69.vcd" scene "scenes/Player/Engineer/low/68.vcd" scene "scenes/Player/Engineer/low/67.vcd" } Rule PlayerGoEngineer { criteria ConceptPlayerGo IsEngineer Response PlayerGoEngineer } Response PlayerHeadLeftEngineer { scene "scenes/Player/Engineer/low/73.vcd" scene "scenes/Player/Engineer/low/75.vcd" } Rule PlayerHeadLeftEngineer { criteria ConceptPlayerLeft IsEngineer Response PlayerHeadLeftEngineer } Response PlayerHeadRightEngineer { scene "scenes/Player/Engineer/low/76.vcd" scene "scenes/Player/Engineer/low/77.vcd" scene "scenes/Player/Engineer/low/78.vcd" } Rule PlayerHeadRightEngineer { criteria ConceptPlayerRight IsEngineer Response PlayerHeadRightEngineer } Response PlayerHelpEngineer { scene "scenes/Player/Engineer/low/79.vcd" scene "scenes/Player/Engineer/low/80.vcd" scene "scenes/Player/Engineer/low/81.vcd" } Rule PlayerHelpEngineer { criteria ConceptPlayerHelp IsEngineer Response PlayerHelpEngineer } Response PlayerHelpCaptureEngineer { scene "scenes/Player/Engineer/low/82.vcd" scene "scenes/Player/Engineer/low/84.vcd" scene "scenes/Player/Engineer/low/83.vcd" } Rule PlayerHelpCaptureEngineer { criteria ConceptPlayerHelp IsEngineer IsOnCappableControlPoint ApplyContext "EngineerHelpCap:1:10" Response PlayerHelpCaptureEngineer } Response PlayerHelpCapture2Engineer { scene "scenes/Player/Engineer/low/161.vcd" scene "scenes/Player/Engineer/low/1344.vcd" } Rule PlayerHelpCapture2Engineer { criteria ConceptPlayerHelp IsEngineer IsOnCappableControlPoint IsHelpCapEngineer Response PlayerHelpCapture2Engineer } Response PlayerHelpDefendEngineer { scene "scenes/Player/Engineer/low/85.vcd" scene "scenes/Player/Engineer/low/86.vcd" scene "scenes/Player/Engineer/low/87.vcd" } Rule PlayerHelpDefendEngineer { criteria ConceptPlayerHelp IsEngineer IsOnFriendlyControlPoint Response PlayerHelpDefendEngineer } Response PlayerMedicEngineer { scene "scenes/Player/Engineer/low/109.vcd" scene "scenes/Player/Engineer/low/107.vcd" scene "scenes/Player/Engineer/low/108.vcd" } Rule PlayerMedicEngineer { criteria ConceptPlayerMedic IsEngineer Response PlayerMedicEngineer } Response PlayerAskForBallEngineer { } Rule PlayerAskForBallEngineer { criteria ConceptPlayerAskForBall IsEngineer Response PlayerAskForBallEngineer } Response PlayerMoveUpEngineer { scene "scenes/Player/Engineer/low/111.vcd" } Rule PlayerMoveUpEngineer { criteria ConceptPlayerMoveUp IsEngineer Response PlayerMoveUpEngineer } Response PlayerNoEngineer { scene "scenes/Player/Engineer/low/127.vcd" scene "scenes/Player/Engineer/low/128.vcd" scene "scenes/Player/Engineer/low/129.vcd" } Rule PlayerNoEngineer { criteria ConceptPlayerNo IsEngineer Response PlayerNoEngineer } Response PlayerThanksEngineer { scene "scenes/Player/Engineer/low/180.vcd" } Rule PlayerThanksEngineer { criteria ConceptPlayerThanks IsEngineer Response PlayerThanksEngineer } // 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 KilledPlayerAssistEngineer { scene "scenes/Player/Engineer/low/159.vcd" scene "scenes/Player/Engineer/low/160.vcd" } Rule KilledPlayerAssistEngineer { criteria ConceptPlayerThanks IsEngineer IsARecentKill KilledPlayerDelay EngineerNotAssistSpeech ApplyContext "EngineerAssistSpeech:1:20" Response KilledPlayerAssistEngineer } // End custom Response PlayerYesEngineer { scene "scenes/Player/Engineer/low/187.vcd" scene "scenes/Player/Engineer/low/188.vcd" scene "scenes/Player/Engineer/low/189.vcd" } Rule PlayerYesEngineer { criteria ConceptPlayerYes IsEngineer Response PlayerYesEngineer } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeEngineer { scene "scenes/Player/Engineer/low/1.vcd" scene "scenes/Player/Engineer/low/2.vcd" scene "scenes/Player/Engineer/low/3.vcd" } Rule PlayerActivateChargeEngineer { criteria ConceptPlayerActivateCharge IsEngineer Response PlayerActivateChargeEngineer } Response PlayerCloakedSpyEngineer { scene "scenes/Player/Engineer/low/45.vcd" scene "scenes/Player/Engineer/low/47.vcd" scene "scenes/Player/Engineer/low/46.vcd" } Rule PlayerCloakedSpyEngineer { criteria ConceptPlayerCloakedSpy IsEngineer Response PlayerCloakedSpyEngineer } Response PlayerDispenserHereEngineer { scene "scenes/Player/Engineer/low/113.vcd" } Rule PlayerDispenserHereEngineer { criteria ConceptPlayerDispenserHere IsEngineer Response PlayerDispenserHereEngineer } Response PlayerIncomingEngineer { scene "scenes/Player/Engineer/low/88.vcd" scene "scenes/Player/Engineer/low/89.vcd" scene "scenes/Player/Engineer/low/90.vcd" } Rule PlayerIncomingEngineer { criteria ConceptPlayerIncoming IsEngineer Response PlayerIncomingEngineer } Response PlayerSentryAheadEngineer { scene "scenes/Player/Engineer/low/145.vcd" scene "scenes/Player/Engineer/low/146.vcd" } Rule PlayerSentryAheadEngineer { criteria ConceptPlayerSentryAhead IsEngineer Response PlayerSentryAheadEngineer } Response PlayerSentryHereEngineer { scene "scenes/Player/Engineer/low/115.vcd" } Rule PlayerSentryHereEngineer { criteria ConceptPlayerSentryHere IsEngineer Response PlayerSentryHereEngineer } Response PlayerTeleporterHereEngineer { scene "scenes/Player/Engineer/low/117.vcd" scene "scenes/Player/Engineer/low/118.vcd" } Rule PlayerTeleporterHereEngineer { criteria ConceptPlayerTeleporterHere IsEngineer Response PlayerTeleporterHereEngineer } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryEngineer { scene "scenes/Player/Engineer/low/31.vcd" scene "scenes/Player/Engineer/low/33.vcd" scene "scenes/Player/Engineer/low/34.vcd" scene "scenes/Player/Engineer/low/35.vcd" scene "scenes/Player/Engineer/low/36.vcd" scene "scenes/Player/Engineer/low/1329.vcd" } Rule PlayerBattleCryEngineer { criteria ConceptPlayerBattleCry IsEngineer Response PlayerBattleCryEngineer } // Custom stuff - melee dare // Look at enemy, then do battle cry voice command while holding a melee weapon. Response MeleeDareCombatEngineer { scene "scenes/Player/Engineer/low/163.vcd" scene "scenes/Player/Engineer/low/166.vcd" scene "scenes/Player/Engineer/low/172.vcd" scene "scenes/Player/Engineer/low/169.vcd" scene "scenes/Player/Engineer/low/174.vcd" scene "scenes/Player/Engineer/low/178.vcd" scene "scenes/Player/Engineer/low/3619.vcd" scene "scenes/Player/Engineer/low/3620.vcd" scene "scenes/Player/Engineer/low/3695.vcd" } Rule MeleeDareCombatEngineer { criteria ConceptPlayerBattleCry IsWeaponMelee IsEngineer IsCrosshairEnemy Response MeleeDareCombatEngineer } Rule MeleeDareCombatEngineerSlinger { criteria ConceptPlayerBattleCry WeaponIsRobotArm IsEngineer IsCrosshairEnemy Response MeleeDareCombatEngineer } //End custom Response PlayerCheersEngineer { scene "scenes/Player/Engineer/low/40.vcd" scene "scenes/Player/Engineer/low/1330.vcd" scene "scenes/Player/Engineer/low/42.vcd" scene "scenes/Player/Engineer/low/43.vcd" scene "scenes/Player/Engineer/low/41.vcd" scene "scenes/Player/Engineer/low/39.vcd" scene "scenes/Player/Engineer/low/44.vcd" } Rule PlayerCheersEngineer { criteria ConceptPlayerCheers IsEngineer Response PlayerCheersEngineer } Response PlayerGoodJobEngineer { scene "scenes/Player/Engineer/low/70.vcd" scene "scenes/Player/Engineer/low/72.vcd" scene "scenes/Player/Engineer/low/71.vcd" } Rule PlayerGoodJobEngineer { criteria ConceptPlayerGoodJob IsEngineer Response PlayerGoodJobEngineer } Response PlayerJeersEngineer { scene "scenes/Player/Engineer/low/94.vcd" scene "scenes/Player/Engineer/low/95.vcd" scene "scenes/Player/Engineer/low/96.vcd" scene "scenes/Player/Engineer/low/98.vcd" } Rule PlayerJeersEngineer { criteria ConceptPlayerJeers IsEngineer Response PlayerJeersEngineer } Response PlayerLostPointEngineer { scene "scenes/Player/Engineer/low/1327.vcd" scene "scenes/Player/Engineer/low/1328.vcd" scene "scenes/Player/Engineer/low/119.vcd" scene "scenes/Player/Engineer/low/120.vcd" scene "scenes/Player/Engineer/low/122.vcd" scene "scenes/Player/Engineer/low/121.vcd" scene "scenes/Player/Engineer/low/123.vcd" scene "scenes/Player/Engineer/low/1339.vcd" scene "scenes/Player/Engineer/low/1340.vcd" scene "scenes/Player/Engineer/low/1341.vcd" scene "scenes/Player/Engineer/low/1342.vcd" scene "scenes/Player/Engineer/low/1343.vcd" } Rule PlayerLostPointEngineer { criteria ConceptPlayerLostPoint IsEngineer Response PlayerLostPointEngineer } Response PlayerNegativeEngineer { scene "scenes/Player/Engineer/low/1327.vcd" scene "scenes/Player/Engineer/low/1328.vcd" scene "scenes/Player/Engineer/low/119.vcd" scene "scenes/Player/Engineer/low/120.vcd" scene "scenes/Player/Engineer/low/122.vcd" scene "scenes/Player/Engineer/low/121.vcd" scene "scenes/Player/Engineer/low/123.vcd" scene "scenes/Player/Engineer/low/1339.vcd" scene "scenes/Player/Engineer/low/1340.vcd" scene "scenes/Player/Engineer/low/1341.vcd" scene "scenes/Player/Engineer/low/1342.vcd" scene "scenes/Player/Engineer/low/1343.vcd" } Rule PlayerNegativeEngineer { criteria ConceptPlayerNegative IsEngineer Response PlayerNegativeEngineer } Response PlayerNiceShotEngineer { scene "scenes/Player/Engineer/low/125.vcd" scene "scenes/Player/Engineer/low/126.vcd" scene "scenes/Player/Engineer/low/124.vcd" } Rule PlayerNiceShotEngineer { criteria ConceptPlayerNiceShot IsEngineer Response PlayerNiceShotEngineer } Response PlayerPositiveEngineer { scene "scenes/Player/Engineer/low/139.vcd" } Rule PlayerPositiveEngineer { criteria ConceptPlayerPositive IsEngineer Response PlayerPositiveEngineer } //-------------------------------------------------------------------------------------------------------------- // MvM Speech //-------------------------------------------------------------------------------------------------------------- Response MvMBombDroppedEngineer { scene "scenes/Player/Engineer/low/4144.vcd" scene "scenes/Player/Engineer/low/4145.vcd" } Rule MvMBombDroppedEngineer { criteria ConceptMvMBombDropped 5PercentChance IsMvMDefender IsEngineer Response MvMBombDroppedEngineer } Response MvMBombCarrierUpgrade1Engineer { scene "scenes/Player/Engineer/low/4140.vcd" } Rule MvMBombCarrierUpgrade1Engineer { criteria ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsEngineer Response MvMBombCarrierUpgrade1Engineer } Response MvMBombCarrierUpgrade2Engineer { scene "scenes/Player/Engineer/low/4141.vcd" } Rule MvMBombCarrierUpgrade2Engineer { criteria ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsEngineer Response MvMBombCarrierUpgrade2Engineer } Response MvMDefenderDiedScoutEngineer { scene "scenes/Player/Engineer/low/4110.vcd" } Rule MvMDefenderDiedScoutEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimScout IsEngineer Response MvMDefenderDiedScoutEngineer } Response MvMDefenderDiedSpyEngineer { scene "scenes/Player/Engineer/low/4111.vcd" } Rule MvMDefenderDiedSpyEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSpy IsEngineer Response MvMDefenderDiedSpyEngineer } Response MvMDefenderDiedHeavyEngineer { scene "scenes/Player/Engineer/low/4112.vcd" } Rule MvMDefenderDiedHeavyEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimHeavy IsEngineer Response MvMDefenderDiedHeavyEngineer } Response MvMDefenderDiedSoldierEngineer { scene "scenes/Player/Engineer/low/4113.vcd" } Rule MvMDefenderDiedSoldierEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSoldier IsEngineer Response MvMDefenderDiedSoldierEngineer } Response MvMDefenderDiedMedicEngineer { scene "scenes/Player/Engineer/low/4114.vcd" } Rule MvMDefenderDiedMedicEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimMedic IsEngineer Response MvMDefenderDiedMedicEngineer } Response MvMDefenderDiedDemomanEngineer { scene "scenes/Player/Engineer/low/4115.vcd" } Rule MvMDefenderDiedDemomanEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimDemoman IsEngineer Response MvMDefenderDiedDemomanEngineer } Response MvMDefenderDiedPyroEngineer { scene "scenes/Player/Engineer/low/4116.vcd" } Rule MvMDefenderDiedPyroEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimPyro IsEngineer Response MvMDefenderDiedPyroEngineer } Response MvMDefenderDiedSniperEngineer { scene "scenes/Player/Engineer/low/4117.vcd" } Rule MvMDefenderDiedSniperEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSniper IsEngineer Response MvMDefenderDiedSniperEngineer } Response MvMDefenderDiedEngineerEngineer { scene "scenes/Player/Engineer/low/4118.vcd" } Rule MvMDefenderDiedEngineerEngineer { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimEngineer IsEngineer Response MvMDefenderDiedEngineerEngineer } Response MvMFirstBombPickupEngineer { scene "scenes/Player/Engineer/low/4137.vcd" scene "scenes/Player/Engineer/low/4139.vcd" } Rule MvMFirstBombPickupEngineer { criteria ConceptMvMFirstBombPickup 5PercentChance IsMvMDefender IsEngineer Response MvMFirstBombPickupEngineer } Response MvMBombPickupEngineer { scene "scenes/Player/Engineer/low/4136.vcd" } Rule MvMBombPickupEngineer { criteria ConceptMvMBombPickup 5PercentChance IsMvMDefender IsEngineer Response MvMBombPickupEngineer } Response MvMSniperCalloutEngineer { scene "scenes/Player/Engineer/low/4120.vcd" } Rule MvMSniperCalloutEngineer { criteria ConceptMvMSniperCallout 50PercentChance IsMvMDefender IsEngineer Response MvMSniperCalloutEngineer } Response MvMSentryBusterEngineer { scene "scenes/Player/Engineer/low/4155.vcd" } Rule MvMSentryBusterEngineer { criteria ConceptMvMSentryBuster 50PercentChance IsMvMDefender IsEngineer Response MvMSentryBusterEngineer } Response MvMSentryBusterDownEngineer { scene "scenes/Player/Engineer/low/4156.vcd" } Rule MvMSentryBusterDownEngineer { criteria ConceptMvMSentryBusterDown 20PercentChance IsMvMDefender IsEngineer Response MvMSentryBusterDownEngineer } Response MvMLastManStandingEngineer { scene "scenes/Player/Engineer/low/4119.vcd" } Rule MvMLastManStandingEngineer { criteria ConceptMvMLastManStanding 20PercentChance IsMvMDefender IsEngineer Response MvMLastManStandingEngineer } Response MvMEncourageMoneyEngineer { scene "scenes/Player/Engineer/low/4128.vcd" scene "scenes/Player/Engineer/low/4129.vcd" scene "scenes/Player/Engineer/low/4130.vcd" } Rule MvMEncourageMoneyEngineer { criteria ConceptMvMEncourageMoney 50PercentChance IsMvMDefender IsEngineer Response MvMEncourageMoneyEngineer } Response MvMEncourageUpgradeEngineer { scene "scenes/Player/Engineer/low/4135.vcd" } Rule MvMEncourageUpgradeEngineer { criteria ConceptMvMEncourageUpgrade 50PercentChance IsMvMDefender IsEngineer Response MvMEncourageUpgradeEngineer } Response MvMUpgradeCompleteEngineer { scene "scenes/Player/Engineer/low/4131.vcd" scene "scenes/Player/Engineer/low/4133.vcd" } Rule MvMUpgradeCompleteEngineer { criteria ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsEngineer Response MvMUpgradeCompleteEngineer } Response MvMGiantCalloutEngineer { scene "scenes/Player/Engineer/low/4157.vcd" scene "scenes/Player/Engineer/low/4158.vcd" } Rule MvMGiantCalloutEngineer { criteria ConceptMvMGiantCallout 20PercentChance IsMvMDefender IsEngineer Response MvMGiantCalloutEngineer } Response MvMGiantHasBombEngineer { scene "scenes/Player/Engineer/low/4162.vcd" } Rule MvMGiantHasBombEngineer { criteria ConceptMvMGiantHasBomb 20PercentChance IsMvMDefender IsEngineer Response MvMGiantHasBombEngineer } Response MvMSappedRobotEngineer { scene "scenes/Player/Engineer/low/4121.vcd" scene "scenes/Player/Engineer/low/4122.vcd" } Rule MvMSappedRobotEngineer { criteria ConceptMvMSappedRobot 50PercentChance IsMvMDefender IsEngineer Response MvMSappedRobotEngineer } Response MvMCloseCallEngineer { scene "scenes/Player/Engineer/low/4143.vcd" } Rule MvMCloseCallEngineer { criteria ConceptMvMCloseCall 50PercentChance IsMvMDefender IsEngineer Response MvMCloseCallEngineer } Response MvMTankCalloutEngineer { scene "scenes/Player/Engineer/low/4146.vcd" } Rule MvMTankCalloutEngineer { criteria ConceptMvMTankCallout 50PercentChance IsMvMDefender IsEngineer Response MvMTankCalloutEngineer } Response MvMTankDeadEngineer { scene "scenes/Player/Engineer/low/4152.vcd" } Rule MvMTankDeadEngineer { criteria ConceptMvMTankDead 50PercentChance IsMvMDefender IsEngineer Response MvMTankDeadEngineer } Response MvMTankDeployingEngineer { scene "scenes/Player/Engineer/low/4151.vcd" } Rule MvMTankDeployingEngineer { criteria ConceptMvMTankDeploying 50PercentChance IsMvMDefender IsEngineer Response MvMTankDeployingEngineer } Response MvMAttackTheTankEngineer { scene "scenes/Player/Engineer/low/4147.vcd" } Rule MvMAttackTheTankEngineer { criteria ConceptMvMAttackTheTank 50PercentChance IsMvMDefender IsEngineer Response MvMAttackTheTankEngineer } Response MvMTauntEngineer { scene "scenes/Player/Engineer/low/4123.vcd" scene "scenes/Player/Engineer/low/4127.vcd" } Rule MvMTauntEngineer { criteria ConceptMvMTaunt 50PercentChance IsMvMDefender IsEngineer Response MvMTauntEngineer } Response MvMWaveStartEngineer { scene "scenes/Player/Engineer/low/4109.vcd" } Rule MvMWaveStartEngineer { criteria ConceptMvMWaveStart 50PercentChance IsMvMDefender IsEngineer Response MvMWaveStartEngineer } Response MvMWaveWinEngineer { scene "scenes/Player/Engineer/low/4095.vcd" scene "scenes/Player/Engineer/low/4096.vcd" scene "scenes/Player/Engineer/low/4097.vcd" scene "scenes/Player/Engineer/low/4098.vcd" scene "scenes/Player/Engineer/low/4321.vcd" } Rule MvMWaveWinEngineer { criteria ConceptMvMWaveWin 50PercentChance IsMvMDefender IsEngineer Response MvMWaveWinEngineer } Response MvMWaveLoseEngineer { scene "scenes/Player/Engineer/low/4099.vcd" scene "scenes/Player/Engineer/low/4100.vcd" } Rule MvMWaveLoseEngineer { criteria ConceptMvMWaveLose 50PercentChance IsMvMDefender IsEngineer Response MvMWaveLoseEngineer } //-------------------------------------------------------------------------------------------------------------- // Begin Competitive Mode VO //-------------------------------------------------------------------------------------------------------------- Response PlayerFirstRoundStartCompEngineer { scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_13.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_14.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_15.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_18.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_08.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartCompEngineer { criteria ConceptPlayerRoundStartComp IsEngineer IsFirstRound IsNotComp6v6 40PercentChance Response PlayerFirstRoundStartCompEngineer } Response PlayerFirstRoundStartComp6sEngineer { scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_13.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_14.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_15.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_18.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_comp_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_rare_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_6s_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_6s_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamefirst_6s_03.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartComp6sEngineer { criteria ConceptPlayerRoundStartComp IsEngineer IsFirstRound IsComp6v6 40PercentChance Response PlayerFirstRoundStartComp6sEngineer } Response PlayerWonPrevRoundCompEngineer { scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0" } Rule PlayerWonPrevRoundCompEngineer { criteria ConceptPlayerRoundStartComp IsEngineer IsNotFirstRound PlayerWonPreviousRound 40PercentChance Response PlayerWonPrevRoundCompEngineer } Response PlayerLostPrevRoundCompEngineer { scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregamelostlast_09.vcd" predelay "1.0, 5.0" } Rule PlayerLostPrevRoundCompEngineer { criteria ConceptPlayerRoundStartComp IsEngineer IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance Response PlayerLostPrevRoundCompEngineer } Response PlayerTiedPrevRoundCompEngineer { scene "scenes/Player/Engineer/low/cm_engie_pregametie_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregametie_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregametie_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregametie_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregametie_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_pregametie_06.vcd" predelay "1.0, 5.0" } Rule PlayerTiedPrevRoundCompEngineer { criteria ConceptPlayerRoundStartComp IsEngineer IsNotFirstRound PreviousRoundWasTie 40PercentChance Response PlayerTiedPrevRoundCompEngineer } Response PlayerGameWinCompEngineer { scene "scenes/Player/Engineer/low/cm_engie_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_08.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_09.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_10.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_11.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_12.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_13.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_14.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_rare_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_rare_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_rare_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Engineer/low/cm_engie_gamewon_rare_04.vcd" predelay "2.0, 5.0" } Rule PlayerGameWinCompEngineer { criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsEngineer 40PercentChance Response PlayerGameWinCompEngineer } Response PlayerMatchWinCompEngineer { scene "scenes/Player/Engineer/low/cm_engie_matchwon_01.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_02.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_03.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_04.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_05.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_06.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_08.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_09.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_10.vcd" predelay "1.0, 2.0" scene "scenes/Player/Engineer/low/cm_engie_matchwon_11.vcd" predelay "1.0, 2.0" } Rule PlayerMatchWinCompEngineer { criteria ConceptPlayerMatchOverComp PlayerOnWinningTeam IsEngineer 40PercentChance Response PlayerMatchWinCompEngineer } //-------------------------------------------------------------------------------------------------------------- // End Competitive Mode VO //--------------------------------------------------------------------------------------------------------------