//-------------------------------------------------------------------------------------------------------------- // Heavy Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "HeavyIsKillSpeechObject" "HeavyKillSpeechObject" "1" "required" weight 0 Criterion "HeavyIsNotStillonFire" "HeavyOnFire" "!=1" "required" weight 0 Criterion "HeavyIsStillonFire" "HeavyOnFire" "1" "required" weight 0 Criterion "HeavyNotInvulnerableSpeech" "HeavyInvulnerableSpeech" "!=1" "required" weight 0 Criterion "HeavyNotKillSpeech" "HeavyKillSpeech" "!=1" "required" weight 0 Criterion "HeavyNotKillSpeechMelee" "HeavyKillSpeechMelee" "!=1" "required" weight 0 Criterion "HeavyNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0 Criterion "HeavyNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0 Criterion "HeavyNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0 Criterion "HeavyNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0 Criterion "HeavyNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0 Criterion "HeavyNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0 Criterion "HeavyNotSaidHealThanks" "HeavySaidHealThanks" "!=1" "required" Criterion "IsHelpCapHeavy" "HeavyHelpCap" "1" "required" weight 0 // Custom stuff Criterion "HeavyNotMedicSpeech" "HeavyMedicSpeech" "!=1" "required" Criterion "HeavyNotAwardSpeech" "HeavyAwardSpeech" "!=1" "required" Criterion "HeavyNotAssistSpeech" "HeavyAssistSpeech" "!=1" "required" weight 0 Criterion "IsHeavyFistsSwung" "HeavyFistsSwung" "1" "required" weight 0 Criterion "IsNotHeavyFistsSwung" "HeavyFistsSwung" "!=1" "required" weight 0 Criterion "IsHeavyFistsSwinging" "HeavyFistsSwinging" "1" "required" weight 0 Criterion "IsNotHeavyFistsSwinging" "HeavyFistsSwinging" "!=1" "required" weight 0 Criterion "NotGunTauntHeavy" "GunTauntHeavy" "!=1" "required" weight 0 Criterion "IsNotDaring" "IsDaring" "!=1" "required" weight 0 Criterion "HeavyNotKillSpeechObject" "HeavyKillSpeechObject" "!=1" "required" weight 0 Criterion "HeavyNotShinySpeech" "HeavyShinySpeech" "!=1" "required" weight 0 Criterion "HeavyNotFairyNoises" "HeavyFairyNoises" "!=1" "required" weight 0 Response PlayerCloakedSpyDemomanHeavy { scene "scenes/Player/Heavy/low/225.vcd" } Rule PlayerCloakedSpyDemomanHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnDemoman Response PlayerCloakedSpyDemomanHeavy } Response PlayerCloakedSpyEngineerHeavy { scene "scenes/Player/Heavy/low/228.vcd" } Rule PlayerCloakedSpyEngineerHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnEngineer Response PlayerCloakedSpyEngineerHeavy } Response PlayerCloakedSpyHeavyHeavy { scene "scenes/Player/Heavy/low/223.vcd" } Rule PlayerCloakedSpyHeavyHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnHeavy Response PlayerCloakedSpyHeavyHeavy } Response PlayerCloakedSpyMedicHeavy { scene "scenes/Player/Heavy/low/227.vcd" } Rule PlayerCloakedSpyMedicHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnMedic Response PlayerCloakedSpyMedicHeavy } Response PlayerCloakedSpyPyroHeavy { scene "scenes/Player/Heavy/low/224.vcd" } Rule PlayerCloakedSpyPyroHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnPyro Response PlayerCloakedSpyPyroHeavy } Response PlayerCloakedSpyScoutHeavy { scene "scenes/Player/Heavy/low/221.vcd" } Rule PlayerCloakedSpyScoutHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnScout Response PlayerCloakedSpyScoutHeavy } Response PlayerCloakedSpySniperHeavy { scene "scenes/Player/Heavy/low/229.vcd" } Rule PlayerCloakedSpySniperHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnSniper Response PlayerCloakedSpySniperHeavy } Response PlayerCloakedSpySoldierHeavy { scene "scenes/Player/Heavy/low/222.vcd" } Rule PlayerCloakedSpySoldierHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnSoldier Response PlayerCloakedSpySoldierHeavy } Response PlayerCloakedSpySpyHeavy { scene "scenes/Player/Heavy/low/226.vcd" } Rule PlayerCloakedSpySpyHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnSpy Response PlayerCloakedSpySpyHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- // Custom achievement stuff Response AwardHeavy { scene "scenes/Player/Heavy/low/1954.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1955.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1956.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2057.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2058.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2059.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2060.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2061.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2062.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2063.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2064.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2065.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2068.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2069.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2200.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2259.vcd" predelay "2.5" } Rule AwardHeavy { criteria ConceptAchievementAward IsHeavy HeavyNotAwardSpeech ApplyContext "HeavyAwardSpeech:1:10" ApplyContext "IsDominating:1:10" Response AwardHeavy } //End custom achievement Response HealThanksHeavy { scene "scenes/Player/Heavy/low/344.vcd" scene "scenes/Player/Heavy/low/345.vcd" scene "scenes/Player/Heavy/low/346.vcd" } Rule HealThanksHeavy { criteria ConceptMedicChargeStopped IsHeavy SuperHighHealthContext HeavyNotSaidHealThanks 50PercentChance ApplyContext "HeavySaidHealThanks:1:20" Response HealThanksHeavy } Response PlayerRoundStartHeavy { scene "scenes/Player/Heavy/low/205.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/206.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/207.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/208.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/209.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/210.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartHeavy { criteria ConceptPlayerRoundStart IsHeavy Response PlayerRoundStartHeavy } Response PlayerCappedIntelligenceHeavy { scene "scenes/Player/Heavy/low/196.vcd" scene "scenes/Player/Heavy/low/197.vcd" scene "scenes/Player/Heavy/low/198.vcd" } Rule PlayerCappedIntelligenceHeavy { criteria ConceptPlayerCapturedIntelligence IsHeavy Response PlayerCappedIntelligenceHeavy } Response PlayerCapturedPointHeavy { scene "scenes/Player/Heavy/low/193.vcd" scene "scenes/Player/Heavy/low/194.vcd" scene "scenes/Player/Heavy/low/195.vcd" } Rule PlayerCapturedPointHeavy { criteria ConceptPlayerCapturedPoint IsHeavy Response PlayerCapturedPointHeavy } Response PlayerSuddenDeathHeavy { scene "scenes/Player/Heavy/low/258.vcd" scene "scenes/Player/Heavy/low/259.vcd" scene "scenes/Player/Heavy/low/260.vcd" scene "scenes/Player/Heavy/low/261.vcd" scene "scenes/Player/Heavy/low/262.vcd" scene "scenes/Player/Heavy/low/263.vcd" scene "scenes/Player/Heavy/low/264.vcd" scene "scenes/Player/Heavy/low/265.vcd" scene "scenes/Player/Heavy/low/266.vcd" } Rule PlayerSuddenDeathHeavy { criteria ConceptPlayerSuddenDeathStart IsHeavy Response PlayerSuddenDeathHeavy } Response PlayerStalemateHeavy { scene "scenes/Player/Heavy/low/199.vcd" scene "scenes/Player/Heavy/low/200.vcd" scene "scenes/Player/Heavy/low/201.vcd" } Rule PlayerStalemateHeavy { criteria ConceptPlayerStalemate IsHeavy Response PlayerStalemateHeavy } Response PlayerTeleporterThanksHeavy { scene "scenes/Player/Heavy/low/347.vcd" scene "scenes/Player/Heavy/low/348.vcd" scene "scenes/Player/Heavy/low/349.vcd" } Rule PlayerTeleporterThanksHeavy { criteria ConceptTeleported IsNotEngineer IsHeavy 30PercentChance Response PlayerTeleporterThanksHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Response CartMovingBackwardsDefenseHeavy { scene "scenes/Player/Heavy/low/1990.vcd" scene "scenes/Player/Heavy/low/1991.vcd" scene "scenes/Player/Heavy/low/1992.vcd" scene "scenes/Player/Heavy/low/2070.vcd" scene "scenes/Player/Heavy/low/2208.vcd" scene "scenes/Player/Heavy/low/2209.vcd" scene "scenes/Player/Heavy/low/2267.vcd" scene "scenes/Player/Heavy/low/2268.vcd" } Rule CartMovingBackwardsDefenseHeavy { criteria ConceptCartMovingBackward IsOnDefense IsHeavy HeavyNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardD:1:20" Response CartMovingBackwardsDefenseHeavy } Response CartMovingBackwardsOffenseHeavy { scene "scenes/Player/Heavy/low/1987.vcd" scene "scenes/Player/Heavy/low/1988.vcd" scene "scenes/Player/Heavy/low/1989.vcd" scene "scenes/Player/Heavy/low/2071.vcd" scene "scenes/Player/Heavy/low/2072.vcd" scene "scenes/Player/Heavy/low/2206.vcd" scene "scenes/Player/Heavy/low/2207.vcd" } Rule CartMovingBackwardsOffenseHeavy { criteria ConceptCartMovingBackward IsOnOffense IsHeavy HeavyNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardO:1:20" Response CartMovingBackwardsOffenseHeavy } Response CartMovingForwardDefenseHeavy { scene "scenes/Player/Heavy/low/1984.vcd" scene "scenes/Player/Heavy/low/1985.vcd" scene "scenes/Player/Heavy/low/2269.vcd" scene "scenes/Player/Heavy/low/1986.vcd" scene "scenes/Player/Heavy/low/2073.vcd" scene "scenes/Player/Heavy/low/2270.vcd" scene "scenes/Player/Heavy/low/2263.vcd" } Rule CartMovingForwardDefenseHeavy { criteria ConceptCartMovingForward IsOnDefense IsHeavy HeavyNotSaidCartMovingForwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardD:1:20" Response CartMovingForwardDefenseHeavy } Response CartMovingForwardOffenseHeavy { scene "scenes/Player/Heavy/low/1963.vcd" scene "scenes/Player/Heavy/low/1964.vcd" scene "scenes/Player/Heavy/low/1965.vcd" scene "scenes/Player/Heavy/low/2179.vcd" scene "scenes/Player/Heavy/low/2180.vcd" scene "scenes/Player/Heavy/low/2181.vcd" scene "scenes/Player/Heavy/low/2182.vcd" scene "scenes/Player/Heavy/low/2183.vcd" scene "scenes/Player/Heavy/low/2184.vcd" scene "scenes/Player/Heavy/low/2271.vcd" scene "scenes/Player/Heavy/low/2185.vcd" scene "scenes/Player/Heavy/low/2186.vcd" scene "scenes/Player/Heavy/low/2187.vcd" scene "scenes/Player/Heavy/low/2188.vcd" scene "scenes/Player/Heavy/low/2189.vcd" scene "scenes/Player/Heavy/low/2190.vcd" scene "scenes/Player/Heavy/low/2203.vcd" scene "scenes/Player/Heavy/low/1957.vcd" scene "scenes/Player/Heavy/low/1958.vcd" scene "scenes/Player/Heavy/low/1959.vcd" scene "scenes/Player/Heavy/low/2202.vcd" scene "scenes/Player/Heavy/low/2201.vcd" scene "scenes/Player/Heavy/low/2193.vcd" scene "scenes/Player/Heavy/low/2066.vcd" scene "scenes/Player/Heavy/low/2261.vcd" scene "scenes/Player/Heavy/low/2260.vcd" scene "scenes/Player/Heavy/low/2262.vcd" } Rule CartMovingForwardOffenseHeavy { criteria ConceptCartMovingForward IsOnOffense IsHeavy HeavyNotSaidCartMovingForwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardO:1:20" Response CartMovingForwardOffenseHeavy } Response CartMovingStoppedDefenseHeavy { scene "scenes/Player/Heavy/low/1966.vcd" scene "scenes/Player/Heavy/low/1967.vcd" scene "scenes/Player/Heavy/low/1968.vcd" scene "scenes/Player/Heavy/low/2191.vcd" } Rule CartMovingStoppedDefenseHeavy { criteria ConceptCartMovingStopped IsOnDefense IsHeavy HeavyNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedD:1:20" Response CartMovingStoppedDefenseHeavy } Response CartMovingStoppedOffenseHeavy { scene "scenes/Player/Heavy/low/1960.vcd" scene "scenes/Player/Heavy/low/1961.vcd" scene "scenes/Player/Heavy/low/2192.vcd" scene "scenes/Player/Heavy/low/1962.vcd" } Rule CartMovingStoppedOffenseHeavy { criteria ConceptCartMovingStopped IsOnOffense IsHeavy HeavyNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedO:1:20" Response CartMovingStoppedOffenseHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- // Minigun responses imported from tf.txt Response HeavyTimeFiringMinigunShort { scene "scenes/player/heavy/low/attackminigun_vocal02.vcd" scene "scenes/player/heavy/low/attackminigun_vocal03.vcd" } Rule HeavyTimeFiringMinigunShort { criteria ConceptFireMinigunTalk IsHeavy WeaponIsMinigun TimeFiringMinigunShort 30PercentChance Response HeavyTimeFiringMinigunShort } Response HeavyTimeFiringMinigunLong { //scene "scenes/player/heavy/low/specialcompleted11.vcd" This is a remnant from the beta files. //scene "scenes/player/heavy/low/laughShort03.vcd" This is a remnant from the beta files. scene "scenes/player/heavy/low/1279.vcd" scene "scenes/player/heavy/low/1273.vcd" } Rule HeavyTimeFiringMinigunLong { criteria ConceptFireMinigunTalk IsHeavy WeaponIsMinigun TimeFiringMinigunLong 50PercentChance Response HeavyTimeFiringMinigunLong } Response HeavyTimeFiringMinigunReallyLong { scene "scenes/player/heavy/low/attackMinigun_vocal05.vcd" //scene "scenes/player/heavy/low/specialcompleted07.vcd" This is a remnant from the beta files. scene "scenes/player/heavy/low/318.vcd" // Was that so hard VALVe? ;) } Rule HeavyTimeFiringMinigunReallyLong { criteria ConceptFireMinigunTalk IsHeavy WeaponIsMinigun TimeFiringMinigunReallyLong 50PercentChance Response HeavyTimeFiringMinigunReallyLong } // End minigun responses imported from tf.txt Response DefendOnThePointHeavy { scene "scenes/Player/Heavy/low/322.vcd" scene "scenes/Player/Heavy/low/1277.vcd" } Rule DefendOnThePointHeavy { criteria ConceptFireWeapon IsHeavy IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointHeavy } Response InvulnerableSpeechHeavy { scene "scenes/Player/Heavy/low/314.vcd" scene "scenes/Player/Heavy/low/315.vcd" scene "scenes/Player/Heavy/low/316.vcd" scene "scenes/Player/Heavy/low/325.vcd" scene "scenes/Player/Heavy/low/341.vcd" } Rule InvulnerableSpeechHeavy { criteria ConceptFireMinigun IsHeavy WeaponIsMinigun IsInvulnerable HeavyNotInvulnerableSpeech ApplyContext "HeavyInvulnerableSpeech:1:30" Response InvulnerableSpeechHeavy } // Custom stuff Response KilledMedicHeavy { scene "scenes/Player/Heavy/low/1982.vcd" scene "scenes/Player/Heavy/low/1983.vcd" scene "scenes/Player/Heavy/low/1993.vcd" scene "scenes/Player/Heavy/low/1994.vcd" } Rule KilledMedicHeavy { criteria ConceptKilledPlayer IsVictimMedic IsHeavy IsBeingHealed 50PercentChance KilledPlayerDelay HeavyNotMedicSpeech ApplyContext "HeavyMedicSpeech:1:20" ApplyContext "IsDominating:1:5" // Added the IsDominating context so this isn't interrupted. Heavy is going to be under fire a lot in this kind of situation. Response KilledMedicHeavy } Response KilledPlayerAssistAutoHeavy { scene "scenes/Player/Heavy/low/320.vcd" predelay "2.5" } Rule KilledPlayerAssistAutoHeavy { criteria ConceptKilledPlayer IsHeavy IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance HeavyNotAssistSpeech ApplyContext "HeavyAssistSpeech:1:20" Response KilledPlayerAssistAutoHeavy } // End custom // Modified to include a new line Response KilledPlayerManyHeavy { scene "scenes/Player/Heavy/low/310.vcd" scene "scenes/Player/Heavy/low/311.vcd" scene "scenes/Player/Heavy/low/1279.vcd" scene "scenes/Player/Heavy/low/326.vcd" scene "scenes/Player/Heavy/low/327.vcd" scene "scenes/player/heavy/low/335.vcd" } Rule KilledPlayerManyHeavy { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay HeavyNotKillSpeech IsHeavy ApplyContext "HeavyKillSpeech:1:10" Response KilledPlayerManyHeavy } Response KilledPlayerMeleeHeavy { scene "scenes/Player/Heavy/low/272.vcd" scene "scenes/Player/Heavy/low/273.vcd" } Rule KilledPlayerMeleeHeavy { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee HeavyNotKillSpeechMelee IsHeavy ApplyContext "HeavyKillSpeechMelee:1:10" Response KilledPlayerMeleeHeavy } // Custom stuff // Fist of Steel kill Response KilledPlayerMeleeMetalHeavy { scene "scenes/Player/Heavy/low/1941.vcd" } Rule KilledPlayerMeleeMetalHeavy { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance WeaponIsMetalFists HeavyNotKillSpeechMelee IsHeavy ApplyContext "HeavyKillSpeechMelee:1:10" Response KilledPlayerMeleeMetalHeavy Response KilledPlayerMeleeHeavy } // Iron Curtain/Brass Beast kill Response KilledPlayerShinyHeavy { scene "scenes/player/heavy/low/2210.vcd" predelay ".25" scene "scenes/player/heavy/low/2198.vcd" predelay ".25" scene "scenes/player/heavy/low/2204.vcd" predelay ".25" scene "scenes/player/heavy/low/2199.vcd" predelay ".25" } Rule KilledPlayerShinyHeavy { criterion ConceptKilledPlayer KilledPlayerDelay 20PercentChance IsManyRecentKills IsWeaponPrimary WeaponIsNotVanillaPrimary HeavyNotKillSpeech IsHeavy WeaponIsNotTaggedMinigun ApplyContext "HeavyKillSpeech:1:90" Response KilledPlayerShinyHeavy } // Custom kill response against an Engineer. Response KilledPlayerTauntHeavy { scene "scenes/player/heavy/low/332.vcd" scene "scenes/player/heavy/low/337.vcd" } Rule KilledPlayerTauntHeavy { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsHeavy IsVictimEngineer IsCrosshairEnemy HeavyNotKillSpeech ApplyContext "HeavyKillSpeech:1:10" Response KilledPlayerTauntHeavy } // Swinging fists start Response HeavySwingFistsStart { scene "scenes/player/heavy/low/1980.vcd" } Rule HeavySwingFistsStart { criteria ConceptFireWeapon IsWeaponMelee 50PercentChance IsHeavy IsNotDaring HeavyNotKillSpeechMelee IsNotDominating IsNotHeavyFistsSwung WeaponIsNotSaxxy ApplyContext "HeavyFistsSwung:1:10" Response HeavySwingFistsStart } Response HeavySwingFists { scene "scenes/player/heavy/low/2272.vcd" scene "scenes/player/heavy/low/2273.vcd" scene "scenes/player/heavy/low/2274.vcd" scene "scenes/player/heavy/low/1978.vcd" scene "scenes/player/heavy/low/1979.vcd" } Rule HeavySwingFists { criteria ConceptFireWeapon IsWeaponMelee 50PercentChance IsHeavyFistsSwung IsNotDaring HeavyNotKillSpeechMelee IsNotDominating IsHeavy IsNotHeavyFistsSwinging ApplyContext "HeavyFistsSwinging:2:3" Response HeavySwingFists } // End custom // Modified to include a new line Response KilledPlayerVeryManyHeavy { scene "scenes/Player/Heavy/low/318.vcd" scene "scenes/Player/Heavy/low/319.vcd" scene "scenes/Player/Heavy/low/323.vcd" scene "scenes/Player/Heavy/low/338.vcd" scene "scenes/Player/Heavy/low/340.vcd" scene "scenes/player/heavy/low/333.vcd" } Rule KilledPlayerVeryManyHeavy { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay HeavyNotKillSpeech IsHeavy ApplyContext "HeavyKillSpeech:1:10" Response KilledPlayerVeryManyHeavy } Response MedicFollowHeavy { scene "scenes/Player/Heavy/low/1933.vcd" predelay ".25" scene "scenes/Player/Heavy/low/1935.vcd" predelay ".25" scene "scenes/Player/Heavy/low/1936.vcd" predelay ".25" scene "scenes/Player/Heavy/low/1937.vcd" predelay ".25" scene "scenes/Player/Heavy/low/1938.vcd" predelay ".25" scene "scenes/Player/Heavy/low/1939.vcd" predelay ".25" scene "scenes/Player/Heavy/low/2086.vcd" predelay ".25" } Rule MedicFollowHeavy { criteria ConceptPlayerMedic IsOnMedic IsHeavy IsNotCrossHairEnemy NotLowHealth HeavyIsNotStillonFire ApplyContext "HeavyKillSpeech:1:10" Response MedicFollowHeavy } Response HeavyJarateHit { scene "scenes/Player/Heavy/low/1267.vcd" scene "scenes/Player/Heavy/low/201.vcd" scene "scenes/Player/Heavy/low/259.vcd" } Rule HeavyJarateHit { criteria ConceptJarateHit IsHeavy 50PercentChance Response HeavyJarateHit } Response PlayerKilledCapperHeavy { scene "scenes/Player/Heavy/low/1265.vcd" scene "scenes/Player/Heavy/low/289.vcd" scene "scenes/Player/Heavy/low/306.vcd" scene "scenes/Player/Heavy/low/330.vcd" scene "scenes/Player/Heavy/low/334.vcd" scene "scenes/Player/Heavy/low/339.vcd" scene "scenes/Player/Heavy/low/331.vcd" } Rule PlayerKilledCapperHeavy { criteria ConceptCapBlocked IsHeavy ApplyContext "HeavyKillSpeech:1:10" Response PlayerKilledCapperHeavy } Response PlayerKilledDominatingHeavy { scene "scenes/Player/Heavy/low/1948.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1950.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2074.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2075.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2076.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2077.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2078.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2079.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2080.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2083.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2084.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2085.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2103.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2115.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2194.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2256.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/235.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/263.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/267.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/268.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/269.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1268.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1269.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1272.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/270.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/271.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2067.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2265.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2266.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/303.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/304.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/336.vcd" predelay "2.5" } Rule PlayerKilledDominatingHeavy { criteria ConceptKilledPlayer IsHeavy IsDominated ApplyContext "HeavyKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingHeavy } Response PlayerKilledForRevengeHeavy { scene "scenes/Player/Heavy/low/213.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/216.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/305.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1951.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1952.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1953.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2100.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2101.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2102.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2104.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2105.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2108.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2109.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2110.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2111.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2112.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2113.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2114.vcd" predelay "2.5" } Rule PlayerKilledForRevengeHeavy { criteria ConceptKilledPlayer IsHeavy IsRevenge ApplyContext "HeavyKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeHeavy } Response PlayerKilledObjectHeavy { scene "scenes/Player/Heavy/low/2264.vcd" scene "scenes/Player/Heavy/low/1262.vcd" scene "scenes/Player/Heavy/low/312.vcd" scene "scenes/Player/Heavy/low/313.vcd" } Rule PlayerKilledObjectHeavy { criteria ConceptKilledObject IsHeavy 30PercentChance IsARecentKill HeavyNotKillSpeechObject ApplyContext "HeavyKillSpeechObject:1:30" Response PlayerKilledObjectHeavy } // Custom stuff Response PlayerKilledSentryHeavy { scene "scenes/player/heavy/low/332.vcd" } Rule PlayerKilledSentryHeavy { criteria ConceptKilledObject IsHeavy IsSentryGun 10PercentChance HeavyNotKillSpeechObject ApplyContext "HeavyKillSpeechObject:1:30" Response PlayerKilledSentryHeavy } Response PlayerKilledDispenserHeavy { scene "scenes/player/heavy/low/337.vcd" } Rule PlayerKilledDispenserHeavy { criteria ConceptKilledObject IsHeavy IsDispenser 10PercentChance HeavyNotKillSpeechObject ApplyContext "HeavyKillSpeechObject:1:30" Response PlayerKilledDispenserHeavy } // End custom //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainHeavy { scene "scenes/Player/Heavy/low/297.vcd" scene "scenes/Player/Heavy/low/298.vcd" scene "scenes/Player/Heavy/low/299.vcd" } Rule PlayerAttackerPainHeavy { criteria ConceptAttackerPain IsHeavy IsNotDominating Response PlayerAttackerPainHeavy } Response PlayerOnFireHeavy { scene "scenes/Player/Heavy/low/202.vcd" scene "scenes/Player/Heavy/low/203.vcd" scene "scenes/Player/Heavy/low/1400.vcd" } Rule PlayerOnFireHeavy { criteria ConceptFire IsHeavy HeavyIsNotStillonFire IsNotDominating ApplyContext "HeavyOnFire:1:7" Response PlayerOnFireHeavy } Response PlayerOnFireRareHeavy { scene "scenes/Player/Heavy/low/204.vcd" scene "scenes/Player/Heavy/low/1399.vcd" } Rule PlayerOnFireRareHeavy { criteria ConceptFire IsHeavy 10PercentChance HeavyIsNotStillonFire IsNotDominating ApplyContext "HeavyOnFire:1:7" Response PlayerOnFireRareHeavy } Response PlayerPainHeavy { scene "scenes/Player/Heavy/low/300.vcd" scene "scenes/Player/Heavy/low/301.vcd" scene "scenes/Player/Heavy/low/302.vcd" scene "scenes/Player/Heavy/low/1390.vcd" scene "scenes/Player/Heavy/low/1391.vcd" } Rule PlayerPainHeavy { criteria ConceptPain IsHeavy IsNotDominating Response PlayerPainHeavy } Response PlayerStillOnFireHeavy { scene "scenes/Player/Heavy/low/1925.vcd" } Rule PlayerStillOnFireHeavy { criteria ConceptFire IsHeavy HeavyIsStillonFire IsNotDominating ApplyContext "HeavyOnFire:1:7" Response PlayerStillOnFireHeavy } //-------------------------------------------------------------------------------------------------------------- // Duel Speech //-------------------------------------------------------------------------------------------------------------- Response AcceptedDuelHeavy { scene "scenes/Player/Heavy/low/2058.vcd" scene "scenes/Player/Heavy/low/2061.vcd" scene "scenes/Player/Heavy/low/205.vcd" scene "scenes/Player/Heavy/low/1950.vcd" scene "scenes/Player/Heavy/low/2084.vcd" scene "scenes/Player/Heavy/low/324.vcd" scene "scenes/Player/Heavy/low/326.vcd" scene "scenes/Player/Heavy/low/330.vcd" scene "scenes/Player/Heavy/low/350.vcd" scene "scenes/Player/Heavy/low/351.vcd" } Rule AcceptedDuelHeavy { criteria ConceptIAcceptDuel IsHeavy Response AcceptedDuelHeavy } Response MeleeDareHeavy { scene "scenes/Player/Heavy/low/1975.vcd" scene "scenes/Player/Heavy/low/1977.vcd" scene "scenes/Player/Heavy/low/2090.vcd" scene "scenes/Player/Heavy/low/2091.vcd" scene "scenes/Player/Heavy/low/2119.vcd" scene "scenes/Player/Heavy/low/2205.vcd" scene "scenes/Player/Heavy/low/2258.vcd" } Rule MeleeDareHeavy { criteria ConceptRequestDuel IsHeavy Response MeleeDareHeavy } Response RejectedDuelHeavy { scene "scenes/Player/Heavy/low/201.vcd" scene "scenes/Player/Heavy/low/2074.vcd" scene "scenes/Player/Heavy/low/2075.vcd" scene "scenes/Player/Heavy/low/2076.vcd" scene "scenes/Player/Heavy/low/2077.vcd" scene "scenes/Player/Heavy/low/2081.vcd" scene "scenes/Player/Heavy/low/2082.vcd" scene "scenes/Player/Heavy/low/2103.vcd" scene "scenes/Player/Heavy/low/258.vcd" scene "scenes/Player/Heavy/low/327.vcd" } Rule RejectedDuelHeavy { criteria ConceptDuelRejected IsHeavy Response RejectedDuelHeavy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoHeavy { scene "scenes/Player/Heavy/low/231.vcd" scene "scenes/Player/Heavy/low/232.vcd" scene "scenes/Player/Heavy/low/233.vcd" } Rule PlayerGoHeavy { criteria ConceptPlayerGo IsHeavy Response PlayerGoHeavy } Response PlayerHeadLeftHeavy { scene "scenes/Player/Heavy/low/237.vcd" scene "scenes/Player/Heavy/low/238.vcd" scene "scenes/Player/Heavy/low/239.vcd" scene "scenes/Player/Heavy/low/2276.vcd" } Rule PlayerHeadLeftHeavy { criteria ConceptPlayerLeft IsHeavy Response PlayerHeadLeftHeavy } Response PlayerHeadRightHeavy { scene "scenes/Player/Heavy/low/240.vcd" scene "scenes/Player/Heavy/low/241.vcd" scene "scenes/Player/Heavy/low/242.vcd" scene "scenes/Player/Heavy/low/2275.vcd" } Rule PlayerHeadRightHeavy { criteria ConceptPlayerRight IsHeavy Response PlayerHeadRightHeavy } Response PlayerHelpHeavy { scene "scenes/Player/Heavy/low/243.vcd" scene "scenes/Player/Heavy/low/244.vcd" scene "scenes/Player/Heavy/low/245.vcd" } Rule PlayerHelpHeavy { criteria ConceptPlayerHelp IsHeavy Response PlayerHelpHeavy } Response PlayerHelpCaptureHeavy { scene "scenes/Player/Heavy/low/246.vcd" scene "scenes/Player/Heavy/low/247.vcd" scene "scenes/Player/Heavy/low/248.vcd" } Rule PlayerHelpCaptureHeavy { criteria ConceptPlayerHelp IsHeavy IsOnCappableControlPoint ApplyContext "HeavyHelpCap:1:10" Response PlayerHelpCaptureHeavy } Response PlayerHelpCapture2Heavy { scene "scenes/Player/Heavy/low/321.vcd" scene "scenes/Player/Heavy/low/322.vcd" scene "scenes/Player/Heavy/low/1276.vcd" scene "scenes/Player/Heavy/low/1277.vcd" } Rule PlayerHelpCapture2Heavy { criteria ConceptPlayerHelp IsHeavy IsOnCappableControlPoint IsHelpCapHeavy Response PlayerHelpCapture2Heavy } // Custom stuff // Response for when the Heavy is fighting on a cappable point Response PlayerGetOnPointHeavy { scene "scenes/Player/Heavy/low/1947.vcd" scene "scenes/Player/Heavy/low/2195.vcd" scene "scenes/Player/Heavy/low/2196.vcd" scene "scenes/Player/Heavy/low/2197.vcd" } Rule PlayerGetOnPointHeavy { criterion ConceptFireWeapon IsHeavy IsOnCappableControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:15" applycontexttoworld Response PlayerGetOnPointHeavy } // End custom Response PlayerHelpDefendHeavy { scene "scenes/Player/Heavy/low/249.vcd" scene "scenes/Player/Heavy/low/250.vcd" scene "scenes/Player/Heavy/low/251.vcd" } Rule PlayerHelpDefendHeavy { criteria ConceptPlayerHelp IsHeavy IsOnFriendlyControlPoint Response PlayerHelpDefendHeavy } Response PlayerMedicHeavy { scene "scenes/Player/Heavy/low/274.vcd" scene "scenes/Player/Heavy/low/275.vcd" scene "scenes/Player/Heavy/low/276.vcd" } Rule PlayerMedicHeavy { criteria ConceptPlayerMedic IsHeavy Response PlayerMedicHeavy } Response PlayerAskForBallHeavy { } Rule PlayerAskForBallHeavy { criteria ConceptPlayerAskForBall IsHeavy Response PlayerAskForBallHeavy } Response PlayerMoveUpHeavy { scene "scenes/Player/Heavy/low/277.vcd" scene "scenes/Player/Heavy/low/278.vcd" scene "scenes/Player/Heavy/low/279.vcd" } Rule PlayerMoveUpHeavy { criteria ConceptPlayerMoveUp IsHeavy Response PlayerMoveUpHeavy } Response PlayerNoHeavy { scene "scenes/Player/Heavy/low/291.vcd" scene "scenes/Player/Heavy/low/292.vcd" scene "scenes/Player/Heavy/low/293.vcd" } Rule PlayerNoHeavy { criteria ConceptPlayerNo IsHeavy Response PlayerNoHeavy } Response PlayerThanksHeavy { scene "scenes/Player/Heavy/low/342.vcd" scene "scenes/Player/Heavy/low/343.vcd" scene "scenes/Player/Heavy/low/1278.vcd" } Rule PlayerThanksHeavy { criteria ConceptPlayerThanks IsHeavy Response PlayerThanksHeavy } // 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 KilledPlayerAssistHeavy { scene "scenes/Player/Heavy/low/320.vcd" } Rule KilledPlayerAssistHeavy { criteria ConceptPlayerThanks IsHeavy IsARecentKill KilledPlayerDelay HeavyNotAssistSpeech ApplyContext "HeavyAssistSpeech:1:20" Response KilledPlayerAssistHeavy } // End custom Response PlayerYesHeavy { scene "scenes/Player/Heavy/low/350.vcd" scene "scenes/Player/Heavy/low/351.vcd" scene "scenes/Player/Heavy/low/352.vcd" } Rule PlayerYesHeavy { criteria ConceptPlayerYes IsHeavy Response PlayerYesHeavy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeHeavy { scene "scenes/Player/Heavy/low/190.vcd" scene "scenes/Player/Heavy/low/191.vcd" scene "scenes/Player/Heavy/low/192.vcd" scene "scenes/Player/Heavy/low/1261.vcd" } Rule PlayerActivateChargeHeavy { criteria ConceptPlayerActivateCharge IsHeavy Response PlayerActivateChargeHeavy } Response PlayerCloakedSpyHeavy { scene "scenes/Player/Heavy/low/218.vcd" scene "scenes/Player/Heavy/low/219.vcd" scene "scenes/Player/Heavy/low/220.vcd" scene "scenes/Player/Heavy/low/1264.vcd" } Rule PlayerCloakedSpyHeavy { criteria ConceptPlayerCloakedSpy IsHeavy Response PlayerCloakedSpyHeavy } Response PlayerDispenserHereHeavy { scene "scenes/Player/Heavy/low/280.vcd" } Rule PlayerDispenserHereHeavy { criteria ConceptPlayerDispenserHere IsHeavy Response PlayerDispenserHereHeavy } Response PlayerIncomingHeavy { scene "scenes/Player/Heavy/low/252.vcd" scene "scenes/Player/Heavy/low/253.vcd" scene "scenes/Player/Heavy/low/254.vcd" } Rule PlayerIncomingHeavy { criteria ConceptPlayerIncoming IsHeavy Response PlayerIncomingHeavy } Response PlayerSentryAheadHeavy { scene "scenes/Player/Heavy/low/308.vcd" scene "scenes/Player/Heavy/low/309.vcd" } Rule PlayerSentryAheadHeavy { criteria ConceptPlayerSentryAhead IsHeavy Response PlayerSentryAheadHeavy } Response PlayerSentryHereHeavy { scene "scenes/Player/Heavy/low/281.vcd" } Rule PlayerSentryHereHeavy { criteria ConceptPlayerSentryHere IsHeavy Response PlayerSentryHereHeavy } Response PlayerTeleporterHereHeavy { scene "scenes/Player/Heavy/low/282.vcd" } Rule PlayerTeleporterHereHeavy { criteria ConceptPlayerTeleporterHere IsHeavy Response PlayerTeleporterHereHeavy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryHeavy { scene "scenes/Player/Heavy/low/205.vcd" scene "scenes/Player/Heavy/low/206.vcd" scene "scenes/Player/Heavy/low/207.vcd" scene "scenes/Player/Heavy/low/208.vcd" scene "scenes/Player/Heavy/low/209.vcd" scene "scenes/Player/Heavy/low/210.vcd" } Rule PlayerBattleCryHeavy { criteria ConceptPlayerBattleCry IsHeavy Response PlayerBattleCryHeavy } // Custom stuff - melee dare // Look at enemy, then do battle cry voice command while holding a melee weapon. Response MeleeDareCombatHeavy { scene "scenes/Player/Heavy/low/1975.vcd" scene "scenes/Player/Heavy/low/1976.vcd" scene "scenes/Player/Heavy/low/1977.vcd" scene "scenes/Player/Heavy/low/2087.vcd" scene "scenes/Player/Heavy/low/2090.vcd" scene "scenes/Player/Heavy/low/2091.vcd" scene "scenes/Player/Heavy/low/2092.vcd" scene "scenes/Player/Heavy/low/2093.vcd" scene "scenes/Player/Heavy/low/2106.vcd" scene "scenes/Player/Heavy/low/2107.vcd" scene "scenes/Player/Heavy/low/2119.vcd" scene "scenes/Player/Heavy/low/2205.vcd" scene "scenes/Player/Heavy/low/2258.vcd" } Rule MeleeDareCombatHeavy { criteria ConceptPlayerBattleCry IsWeaponMelee IsHeavy IsCrosshairEnemy ApplyContext "IsDaring:1:5" Response MeleeDareCombatHeavy } Response PlayerShinyCryHeavy { scene "scenes/Player/Heavy/low/1944.vcd" scene "scenes/Player/Heavy/low/1940.vcd" scene "scenes/Player/Heavy/low/1942.vcd" scene "scenes/Player/Heavy/low/1943.vcd" scene "scenes/player/heavy/low/2199.vcd" } Rule PlayerShinyCryHeavy { criteria ConceptPlayerBattleCry 30PercentChance IsWeaponPrimary IsHeavy WeaponIsNotVanillaPrimary WeaponIsNotTaggedMinigun Response PlayerShinyCryHeavy } Rule PlayerShinyWindupHeavy { criteria ConceptWindMinigun IsWeaponPrimary IsHeavy WeaponIsNotVanillaPrimary WeaponIsNotTaggedMinigun WeaponIsNotTomislav 5PercentChance HeavyNotShinySpeech HeavyNotKillSpeech ApplyContext "HeavyShinySpeech:1:300" Response PlayerShinyCryHeavy } // Custom response battle cry against an Engineer. Response PlayerTauntCryHeavy { scene "scenes/player/heavy/low/332.vcd" scene "scenes/player/heavy/low/337.vcd" } Rule PlayerTauntCryHeavy { criteria ConceptPlayerBattleCry 75PercentChance IsHeavy IsOnEngineer IsCrosshairEnemy Response PlayerTauntCryHeavy } // Custom response for taunt against non-Heavies Response PlayerTauntGunHeavy { scene "scenes/player/heavy/low/329.vcd" scene "scenes/player/heavy/low/333.vcd" scene "scenes/player/heavy/low/335.vcd" } Rule PlayerTauntGunHeavy { criterion ConceptPlayerBattleCry 75PercentChance IsHeavy IsNotOnHeavy IsCrosshairEnemy NotGunTauntHeavy IsNotWeaponMelee ApplyContext "GunTauntHeavy:1:10" Response PlayerTauntGunHeavy } //End custom Response PlayerCheersHeavy { scene "scenes/Player/Heavy/low/211.vcd" scene "scenes/Player/Heavy/low/212.vcd" scene "scenes/Player/Heavy/low/213.vcd" scene "scenes/Player/Heavy/low/214.vcd" scene "scenes/Player/Heavy/low/215.vcd" scene "scenes/Player/Heavy/low/216.vcd" scene "scenes/Player/Heavy/low/217.vcd" scene "scenes/Player/Heavy/low/1263.vcd" } Rule PlayerCheersHeavy { criteria ConceptPlayerCheers IsHeavy Response PlayerCheersHeavy } Response PlayerGoodJobHeavy { scene "scenes/Player/Heavy/low/234.vcd" scene "scenes/Player/Heavy/low/235.vcd" scene "scenes/Player/Heavy/low/236.vcd" scene "scenes/Player/Heavy/low/1265.vcd" } Rule PlayerGoodJobHeavy { criteria ConceptPlayerGoodJob IsHeavy Response PlayerGoodJobHeavy } Response PlayerJeersHeavy { scene "scenes/Player/Heavy/low/258.vcd" scene "scenes/Player/Heavy/low/259.vcd" scene "scenes/Player/Heavy/low/260.vcd" scene "scenes/Player/Heavy/low/261.vcd" scene "scenes/Player/Heavy/low/262.vcd" scene "scenes/Player/Heavy/low/263.vcd" scene "scenes/Player/Heavy/low/264.vcd" scene "scenes/Player/Heavy/low/265.vcd" scene "scenes/Player/Heavy/low/266.vcd" } Rule PlayerJeersHeavy { criteria ConceptPlayerJeers IsHeavy Response PlayerJeersHeavy } Response PlayerLostPointHeavy { scene "scenes/Player/Heavy/low/1267.vcd" scene "scenes/Player/Heavy/low/283.vcd" scene "scenes/Player/Heavy/low/284.vcd" scene "scenes/Player/Heavy/low/285.vcd" scene "scenes/Player/Heavy/low/286.vcd" scene "scenes/Player/Heavy/low/287.vcd" } Rule PlayerLostPointHeavy { criteria ConceptPlayerLostPoint IsHeavy Response PlayerLostPointHeavy } Response PlayerNegativeHeavy { scene "scenes/Player/Heavy/low/1267.vcd" scene "scenes/Player/Heavy/low/283.vcd" scene "scenes/Player/Heavy/low/284.vcd" scene "scenes/Player/Heavy/low/285.vcd" scene "scenes/Player/Heavy/low/286.vcd" scene "scenes/Player/Heavy/low/287.vcd" } Rule PlayerNegativeHeavy { criteria ConceptPlayerNegative IsHeavy Response PlayerNegativeHeavy } Response PlayerNiceShotHeavy { scene "scenes/Player/Heavy/low/288.vcd" scene "scenes/Player/Heavy/low/289.vcd" scene "scenes/Player/Heavy/low/290.vcd" } Rule PlayerNiceShotHeavy { criteria ConceptPlayerNiceShot IsHeavy Response PlayerNiceShotHeavy } Response PlayerPositiveHeavy { scene "scenes/Player/Heavy/low/303.vcd" scene "scenes/Player/Heavy/low/304.vcd" scene "scenes/Player/Heavy/low/305.vcd" scene "scenes/Player/Heavy/low/306.vcd" scene "scenes/Player/Heavy/low/307.vcd" } Response PlayerTauntsHeavy { scene "scenes/Player/Heavy/low/1270.vcd" scene "scenes/Player/Heavy/low/1271.vcd" scene "scenes/Player/Heavy/low/1274.vcd" scene "scenes/Player/Heavy/low/1273.vcd" } Rule PlayerPositiveHeavy { criteria ConceptPlayerPositive IsHeavy Response PlayerPositiveHeavy Response PlayerTauntsHeavy } // Modified to be an extension of the 'positive' voice command. //-------------------------------------------------------------------------------------------------------------- // MvM Speech //-------------------------------------------------------------------------------------------------------------- Response MvMBombDroppedHeavy { scene "scenes/Player/Heavy/low/4009.vcd" } Rule MvMBombDroppedHeavy { criteria ConceptMvMBombDropped 5PercentChance IsMvMDefender IsHeavy Response MvMBombDroppedHeavy } Response MvMBombCarrierUpgrade1Heavy { scene "scenes/Player/Heavy/low/4005.vcd" } Rule MvMBombCarrierUpgrade1Heavy { criteria ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsHeavy Response MvMBombCarrierUpgrade1Heavy } Response MvMBombCarrierUpgrade2Heavy { scene "scenes/Player/Heavy/low/4006.vcd" } Rule MvMBombCarrierUpgrade2Heavy { criteria ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsHeavy Response MvMBombCarrierUpgrade2Heavy } Response MvMDefenderDiedEngineerHeavy { scene "scenes/Player/Heavy/low/3962.vcd" } Rule MvMDefenderDiedEngineerHeavy { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimEngineer IsHeavy Response MvMDefenderDiedEngineerHeavy } Response MvMDefenderDiedSpyHeavy { scene "scenes/Player/Heavy/low/3963.vcd" } Rule MvMDefenderDiedSpyHeavy { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSpy IsHeavy Response MvMDefenderDiedSpyHeavy } Response MvMDefenderDiedScoutHeavy { scene "scenes/Player/Heavy/low/3964.vcd" } Rule MvMDefenderDiedScoutHeavy { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimScout IsHeavy Response MvMDefenderDiedScoutHeavy } Response MvMDefenderDiedHeavyHeavy { scene "scenes/Player/Heavy/low/3965.vcd" } Rule MvMDefenderDiedHeavyHeavy { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimHeavy IsHeavy Response MvMDefenderDiedHeavyHeavy } Response MvMDefenderDiedDemomanHeavy { scene "scenes/Player/Heavy/low/3966.vcd" } Rule MvMDefenderDiedDemomanHeavy { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimDemoman IsHeavy Response MvMDefenderDiedDemomanHeavy } Response MvMDefenderDiedSniperHeavy { scene "scenes/Player/Heavy/low/3967.vcd" } Rule MvMDefenderDiedSniperHeavy { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSniper IsHeavy Response MvMDefenderDiedSniperHeavy } Response MvMDefenderDiedPyroHeavy { scene "scenes/Player/Heavy/low/3968.vcd" } Rule MvMDefenderDiedPyroHeavy { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimPyro IsHeavy Response MvMDefenderDiedPyroHeavy } Response MvMDefenderDiedMedicHeavy { scene "scenes/Player/Heavy/low/3969.vcd" } Rule MvMDefenderDiedMedicHeavy { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimMedic IsHeavy Response MvMDefenderDiedMedicHeavy } Response MvMFirstBombPickupHeavy { scene "scenes/Player/Heavy/low/4004.vcd" } Rule MvMFirstBombPickupHeavy { criteria ConceptMvMFirstBombPickup 5PercentChance IsMvMDefender IsHeavy Response MvMFirstBombPickupHeavy } Response MvMBombPickupHeavy { scene "scenes/Player/Heavy/low/4003.vcd" scene "scenes/Player/Heavy/low/4004.vcd" } Rule MvMBombPickupHeavy { criteria ConceptMvMBombPickup 5PercentChance IsMvMDefender IsHeavy Response MvMBombPickupHeavy } Response MvMSniperCalloutHeavy { scene "scenes/Player/Heavy/low/3972.vcd" } Rule MvMSniperCalloutHeavy { criteria ConceptMvMSniperCallout 50PercentChance IsMvMDefender IsHeavy Response MvMSniperCalloutHeavy } Response MvMSentryBusterHeavy { scene "scenes/Player/Heavy/low/4018.vcd" } Rule MvMSentryBusterHeavy { criteria ConceptMvMSentryBuster 50PercentChance IsMvMDefender IsHeavy Response MvMSentryBusterHeavy } Response MvMSentryBusterDownHeavy { scene "scenes/Player/Heavy/low/4019.vcd" } Rule MvMSentryBusterDownHeavy { criteria ConceptMvMSentryBusterDown 20PercentChance IsMvMDefender IsHeavy Response MvMSentryBusterDownHeavy } Response MvMLastManStandingHeavy { scene "scenes/Player/Heavy/low/3970.vcd" scene "scenes/Player/Heavy/low/3971.vcd" } Rule MvMLastManStandingHeavy { criteria ConceptMvMLastManStanding 20PercentChance IsMvMDefender IsHeavy Response MvMLastManStandingHeavy } Response MvMEncourageMoneyHeavy { scene "scenes/Player/Heavy/low/3988.vcd" scene "scenes/Player/Heavy/low/3989.vcd" scene "scenes/Player/Heavy/low/3990.vcd" scene "scenes/Player/Heavy/low/3991.vcd" } Rule MvMEncourageMoneyHeavy { criteria ConceptMvMEncourageMoney 50PercentChance IsMvMDefender IsHeavy Response MvMEncourageMoneyHeavy } Response MvMEncourageUpgradeHeavy { scene "scenes/Player/Heavy/low/4000.vcd" scene "scenes/Player/Heavy/low/4001.vcd" scene "scenes/Player/Heavy/low/4002.vcd" } Rule MvMEncourageUpgradeHeavy { criteria ConceptMvMEncourageUpgrade 50PercentChance IsMvMDefender IsHeavy Response MvMEncourageUpgradeHeavy } Response MvMUpgradeCompleteHeavy { scene "scenes/Player/Heavy/low/3992.vcd" scene "scenes/Player/Heavy/low/3993.vcd" scene "scenes/Player/Heavy/low/3994.vcd" scene "scenes/Player/Heavy/low/3995.vcd" scene "scenes/Player/Heavy/low/3996.vcd" scene "scenes/Player/Heavy/low/3997.vcd" } Rule MvMUpgradeCompleteHeavy { criteria ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsHeavy Response MvMUpgradeCompleteHeavy } Response MvMGiantCalloutHeavy { scene "scenes/Player/Heavy/low/4020.vcd" } Rule MvMGiantCalloutHeavy { criteria ConceptMvMGiantCallout 20PercentChance IsMvMDefender IsHeavy Response MvMGiantCalloutHeavy } Response MvMGiantHasBombHeavy { scene "scenes/Player/Heavy/low/4024.vcd" } Rule MvMGiantHasBombHeavy { criteria ConceptMvMGiantHasBomb 20PercentChance IsMvMDefender IsHeavy Response MvMGiantHasBombHeavy } Response MvMSappedRobotHeavy { scene "scenes/Player/Heavy/low/3975.vcd" scene "scenes/Player/Heavy/low/3976.vcd" } Rule MvMSappedRobotHeavy { criteria ConceptMvMSappedRobot 50PercentChance IsMvMDefender IsHeavy Response MvMSappedRobotHeavy } Response MvMCloseCallHeavy { scene "scenes/Player/Heavy/low/4007.vcd" scene "scenes/Player/Heavy/low/4008.vcd" } Rule MvMCloseCallHeavy { criteria ConceptMvMCloseCall 50PercentChance IsMvMDefender IsHeavy Response MvMCloseCallHeavy } Response MvMTankCalloutHeavy { scene "scenes/Player/Heavy/low/4011.vcd" } Rule MvMTankCalloutHeavy { criteria ConceptMvMTankCallout 50PercentChance IsMvMDefender IsHeavy Response MvMTankCalloutHeavy } Response MvMTankDeadHeavy { scene "scenes/Player/Heavy/low/4017.vcd" } Rule MvMTankDeadHeavy { criteria ConceptMvMTankDead 50PercentChance IsMvMDefender IsHeavy Response MvMTankDeadHeavy } Response MvMTankDeployingHeavy { scene "scenes/Player/Heavy/low/4016.vcd" } Rule MvMTankDeployingHeavy { criteria ConceptMvMTankDeploying 50PercentChance IsMvMDefender IsHeavy Response MvMTankDeployingHeavy } Response MvMAttackTheTankHeavy { scene "scenes/Player/Heavy/low/4012.vcd" scene "scenes/Player/Heavy/low/4013.vcd" } Rule MvMAttackTheTankHeavy { criteria ConceptMvMAttackTheTank 50PercentChance IsMvMDefender IsHeavy Response MvMAttackTheTankHeavy } Response MvMTauntHeavy { scene "scenes/Player/Heavy/low/3977.vcd" scene "scenes/Player/Heavy/low/3978.vcd" } Rule MvMTauntHeavy { criteria ConceptMvMTaunt 50PercentChance IsMvMDefender IsHeavy Response MvMTauntHeavy } Response MvMWaveWinHeavy { scene "scenes/Player/Heavy/low/3949.vcd" scene "scenes/Player/Heavy/low/3950.vcd" scene "scenes/Player/Heavy/low/3951.vcd" scene "scenes/Player/Heavy/low/3952.vcd" scene "scenes/Player/Heavy/low/3953.vcd" } Rule MvMWaveWinHeavy { criteria ConceptMvMWaveWin 50PercentChance IsMvMDefender IsHeavy Response MvMWaveWinHeavy } Response MvMGiantKilledHeavy { scene "scenes/Player/Heavy/low/4023.vcd" } Rule MvMGiantKilledHeavy { criteria ConceptMvMGiantKilled 50PercentChance IsMvMDefender IsHeavy Response MvMGiantKilledHeavy } Response MvMGiantKilledTeammateHeavy { scene "scenes/Player/Heavy/low/4022.vcd" } Rule MvMGiantKilledTeammateHeavy { criteria ConceptMvMGiantKilledTeammate 50PercentChance IsMvMDefender IsHeavy Response MvMGiantKilledTeammateHeavy } Response MvMDeployRageHeavy { scene "scenes/Player/Heavy/low/3983.vcd" scene "scenes/Player/Heavy/low/3985.vcd" scene "scenes/Player/Heavy/low/3986.vcd" scene "scenes/Player/Heavy/low/3987.vcd" } Rule MvMDeployRageHeavy { criteria ConceptMvMDeployRage 50PercentChance IsMvMDefender IsHeavy Response MvMDeployRageHeavy } Response RocketDestroyedHeavy { scene "scenes/Player/Heavy/low/3979.vcd" scene "scenes/Player/Heavy/low/3980.vcd" scene "scenes/Player/Heavy/low/3982.vcd" } Rule RocketDestroyedHeavy { criteria ConceptRocketDestroyed 50PercentChance IsHeavy Response RocketDestroyedHeavy } //-------------------------------------------------------------------------------------------------------------- // Begin Competitive Mode VO //-------------------------------------------------------------------------------------------------------------- Response PlayerFirstRoundStartCompHeavy { scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartCompHeavy { criteria ConceptPlayerRoundStartComp IsHeavy IsFirstRound IsNotComp6v6 40PercentChance Response PlayerFirstRoundStartCompHeavy } Response PlayerFirstRoundStartComp6sHeavy { scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_6s_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_6s_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_6s_03.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartComp6sHeavy { criteria ConceptPlayerRoundStartComp IsHeavy IsFirstRound IsComp6v6 40PercentChance Response PlayerFirstRoundStartComp6sHeavy } Response PlayerWonPrevRoundCompHeavy { scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_06.vcd" predelay "1.0, 5.0" } Rule PlayerWonPrevRoundCompHeavy { criteria ConceptPlayerRoundStartComp IsHeavy IsNotFirstRound PlayerWonPreviousRound 40PercentChance Response PlayerWonPrevRoundCompHeavy } Response PlayerLostPrevRoundCompHeavy { scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_10.vcd" predelay "1.0, 5.0" } Rule PlayerLostPrevRoundCompHeavy { criteria ConceptPlayerRoundStartComp IsHeavy IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance Response PlayerLostPrevRoundCompHeavy } Response PlayerTiedPrevRoundCompHeavy { scene "scenes/Player/Heavy/low/cm_heavy_pregametie_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregametie_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregametie_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_pregametie_04.vcd" predelay "1.0, 5.0" } Rule PlayerTiedPrevRoundCompHeavy { criteria ConceptPlayerRoundStartComp IsHeavy IsNotFirstRound PreviousRoundWasTie 40PercentChance Response PlayerTiedPrevRoundCompHeavy } Response PlayerGameWinCompHeavy { scene "scenes/Player/Heavy/low/cm_heavy_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_rare_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_rare_02.vcd" predelay "2.0, 5.0" } Rule PlayerGameWinCompHeavy { criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsNotComp6v6 IsHeavy 40PercentChance Response PlayerGameWinCompHeavy } Response PlayerGameWinComp6sHeavy { scene "scenes/Player/Heavy/low/cm_heavy_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_rare_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_rare_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Heavy/low/cm_heavy_gamewon_6s_01.vcd" predelay "2.0, 5.0" } Rule PlayerGameWinComp6sHeavy { criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsComp6v6 IsHeavy 40PercentChance Response PlayerGameWinComp6sHeavy } Response PlayerMatchWinCompHeavy { scene "scenes/Player/Heavy/low/cm_heavy_matchwon_01.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_02.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_03.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_04.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_05.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_06.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_07.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_08.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_09.vcd" predelay "1.0, 2.0" scene "scenes/Player/Heavy/low/cm_heavy_matchwon_10.vcd" predelay "1.0, 2.0" } Rule PlayerMatchWinCompHeavy { criteria ConceptPlayerMatchOverComp PlayerOnWinningTeam IsHeavy 40PercentChance Response PlayerMatchWinCompHeavy } //-------------------------------------------------------------------------------------------------------------- // End Competitive Mode VO //--------------------------------------------------------------------------------------------------------------