//-------------------------------------------------------------------------------------------------------------- // Medic Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "MedicIsKillSpeechObject" "MedicKillSpeechObject" "1" "required" weight 0 Criterion "MedicIsNotStillonFire" "MedicOnFire" "!=1" "required" weight 0 Criterion "MedicIsStillonFire" "MedicOnFire" "1" "required" weight 0 Criterion "MedicNotInvulnerableSpeech" "MedicInvulnerableSpeech" "!=1" "required" weight 0 Criterion "MedicNotKillSpeech" "MedicKillSpeech" "!=1" "required" weight 0 Criterion "MedicNotKillSpeechMelee" "MedicKillSpeechMelee" "!=1" "required" weight 0 Criterion "MedicNotSaidHealThanks" "MedicSaidHealThanks" "!=1" "required" Criterion "IsHelpCapMedic" "MedicHelpCap" "1" "required" weight 0 // Custom stuff Criterion "MedicNotAssistSpeech" "MedicAssistSpeech" "!=1" "required" weight 0 Response MedicChargeReady { scene "scenes/Player/Medic/low/528.vcd" scene "scenes/Player/Medic/low/529.vcd" scene "scenes/Player/Medic/low/530.vcd" } Rule MedicChargeReady { criteria ConceptMedicChargeReady IsMedic Response MedicChargeReady } Response PlayerCloakedSpyDemomanMedic { scene "scenes/Player/Medic/low/559.vcd" } Rule PlayerCloakedSpyDemomanMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnDemoman Response PlayerCloakedSpyDemomanMedic } Response PlayerCloakedSpyEngineerMedic { scene "scenes/Player/Medic/low/562.vcd" } Rule PlayerCloakedSpyEngineerMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnEngineer Response PlayerCloakedSpyEngineerMedic } Response PlayerCloakedSpyHeavyMedic { scene "scenes/Player/Medic/low/557.vcd" } Rule PlayerCloakedSpyHeavyMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnHeavy Response PlayerCloakedSpyHeavyMedic } Response PlayerCloakedSpyMedicMedic { scene "scenes/Player/Medic/low/561.vcd" } Rule PlayerCloakedSpyMedicMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnMedic Response PlayerCloakedSpyMedicMedic } Response PlayerCloakedSpyPyroMedic { scene "scenes/Player/Medic/low/558.vcd" } Rule PlayerCloakedSpyPyroMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnPyro Response PlayerCloakedSpyPyroMedic } Response PlayerCloakedSpyScoutMedic { scene "scenes/Player/Medic/low/555.vcd" } Rule PlayerCloakedSpyScoutMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnScout Response PlayerCloakedSpyScoutMedic } Response PlayerCloakedSpySniperMedic { scene "scenes/Player/Medic/low/563.vcd" } Rule PlayerCloakedSpySniperMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnSniper Response PlayerCloakedSpySniperMedic } Response PlayerCloakedSpySoldierMedic { scene "scenes/Player/Medic/low/556.vcd" } Rule PlayerCloakedSpySoldierMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnSoldier Response PlayerCloakedSpySoldierMedic } Response PlayerCloakedSpySpyMedic { scene "scenes/Player/Medic/low/560.vcd" } Rule PlayerCloakedSpySpyMedic { criteria ConceptPlayerCloakedSpy IsMedic IsOnSpy Response PlayerCloakedSpySpyMedic } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksMedic { scene "scenes/Player/Medic/low/683.vcd" scene "scenes/Player/Medic/low/684.vcd" } Rule HealThanksMedic { criteria ConceptMedicChargeStopped IsMedic SuperHighHealthContext MedicNotSaidHealThanks 50PercentChance ApplyContext "MedicSaidHealThanks:1:20" Response HealThanksMedic } Response PlayerRoundStartMedic { scene "scenes/Player/Medic/low/537.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/539.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/540.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/541.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/542.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/543.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartMedic { criteria ConceptPlayerRoundStart IsMedic Response PlayerRoundStartMedic } Response PlayerCappedIntelligenceMedic { scene "scenes/Player/Medic/low/525.vcd" scene "scenes/Player/Medic/low/526.vcd" scene "scenes/Player/Medic/low/527.vcd" } Rule PlayerCappedIntelligenceMedic { criteria ConceptPlayerCapturedIntelligence IsMedic Response PlayerCappedIntelligenceMedic } Response PlayerCapturedPointMedic { scene "scenes/Player/Medic/low/522.vcd" scene "scenes/Player/Medic/low/523.vcd" scene "scenes/Player/Medic/low/524.vcd" } Rule PlayerCapturedPointMedic { criteria ConceptPlayerCapturedPoint IsMedic Response PlayerCapturedPointMedic } Response PlayerSuddenDeathMedic { scene "scenes/Player/Medic/low/592.vcd" scene "scenes/Player/Medic/low/593.vcd" scene "scenes/Player/Medic/low/594.vcd" scene "scenes/Player/Medic/low/595.vcd" scene "scenes/Player/Medic/low/596.vcd" scene "scenes/Player/Medic/low/597.vcd" scene "scenes/Player/Medic/low/598.vcd" scene "scenes/Player/Medic/low/599.vcd" scene "scenes/Player/Medic/low/600.vcd" scene "scenes/Player/Medic/low/601.vcd" scene "scenes/Player/Medic/low/603.vcd" scene "scenes/Player/Medic/low/602.vcd" } Rule PlayerSuddenDeathMedic { criteria ConceptPlayerSuddenDeathStart IsMedic Response PlayerSuddenDeathMedic } Response PlayerStalemateMedic { scene "scenes/Player/Medic/low/531.vcd" scene "scenes/Player/Medic/low/532.vcd" scene "scenes/Player/Medic/low/533.vcd" scene "scenes/Player/Medic/low/1222.vcd" scene "scenes/Player/Medic/low/1223.vcd" scene "scenes/Player/Medic/low/1224.vcd" scene "scenes/Player/Medic/low/1225.vcd" } Rule PlayerStalemateMedic { criteria ConceptPlayerStalemate IsMedic Response PlayerStalemateMedic } Response PlayerTeleporterThanksMedic { scene "scenes/Player/Medic/low/688.vcd" scene "scenes/Player/Medic/low/686.vcd" scene "scenes/Player/Medic/low/687.vcd" } Rule PlayerTeleporterThanksMedic { criteria ConceptTeleported IsNotEngineer IsMedic 30PercentChance Response PlayerTeleporterThanksMedic } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointMedic { scene "scenes/Player/Medic/low/659.vcd" scene "scenes/Player/Medic/low/660.vcd" scene "scenes/Player/Medic/low/1237.vcd" scene "scenes/Player/Medic/low/1238.vcd" scene "scenes/Player/Medic/low/1239.vcd" } Rule DefendOnThePointMedic { criteria ConceptFireWeapon IsMedic IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointMedic } Response InvulnerableSpeechMedic { scene "scenes/Player/Medic/low/648.vcd" scene "scenes/Player/Medic/low/649.vcd" scene "scenes/Player/Medic/low/650.vcd" } Rule InvulnerableSpeechMedic { criteria ConceptMedicChargeDeployed IsMedic IsInvulnerable MedicNotInvulnerableSpeech ApplyContext "MedicInvulnerableSpeech:1:30" Response InvulnerableSpeechMedic } Response MedicJarateHit { scene "scenes/Player/Medic/low/622.vcd" scene "scenes/Player/Medic/low/623.vcd" scene "scenes/Player/Medic/low/1223.vcd" scene "scenes/Player/Medic/low/1224.vcd" scene "scenes/Player/Medic/low/1225.vcd" } Rule MedicJarateHit { criteria ConceptJarateHit IsMedic 50PercentChance Response MedicJarateHit } // Custom stuff Response InvulnerableSpeechCombatMedic { scene "scenes/Player/Medic/low/646.vcd" scene "scenes/Player/Medic/low/647.vcd" scene "scenes/Player/Medic/low/653.vcd" } Rule InvulnerableSpeechCombatMedic { criteria ConceptFireWeapon IsMedic IsInvulnerable WeaponIsNotMediGun MedicNotInvulnerableSpeech ApplyContext "MedicInvulnerableSpeech:1:30" Response InvulnerableSpeechCombatMedic } Response KritzSpeechMedic { scene "scenes/Player/Medic/low/664.vcd" scene "scenes/Player/Medic/low/676.vcd" } Rule KritzSpeechMedic { criteria ConceptMedicChargeDeployed IsMedic WeaponIsNotVanillaSecondary WeaponIsNotTaggedMedigun MedicNotInvulnerableSpeech ApplyContext "MedicInvulnerableSpeech:1:30" Response InvulnerableSpeechMedic Response KritzSpeechMedic } Response KilledPlayerAssistAutoMedic { scene "scenes/Player/Medic/low/657.vcd" predelay "2.5" scene "scenes/Player/Medic/low/658.vcd" predelay "2.5" } Rule KilledPlayerAssistAutoMedic { criteria ConceptKilledPlayer IsMedic IsBeingHealed IsARecentKill KilledPlayerDelay 20PercentChance MedicNotAssistSpeech ApplyContext "MedicAssistSpeech:1:20" Response KilledPlayerAssistAutoMedic } // End custom // Modified so that Medic says pretty much any of his killstreak or domination lines when he gets a kill // Medic will rarely get kills let alone dominations himself so this is fine Response KilledPlayerManyMedic { scene "scenes/Player/Medic/low/651.vcd" scene "scenes/Player/Medic/low/663.vcd" } Rule KilledPlayerManyMedic { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance KilledPlayerDelay MedicNotKillSpeech IsMedic ApplyContext "MedicKillSpeech:1:10" Response KilledPlayerManyMedic } Response KilledPlayerVeryManyMedic { scene "scenes/Player/Medic/low/646.vcd" scene "scenes/Player/Medic/low/655.vcd" scene "scenes/Player/Medic/low/656.vcd" scene "scenes/Player/Medic/low/652.vcd" } Rule KilledPlayerVeryManyMedic { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance KilledPlayerDelay MedicNotKillSpeech IsMedic ApplyContext "MedicKillSpeech:1:10" Response KilledPlayerVeryManyMedic } Response PlayerKilledDominatingMedic { scene "scenes/Player/Medic/low/1227.vcd" predelay "2.5" scene "scenes/Player/Medic/low/1232.vcd" predelay "2.5" scene "scenes/Player/Medic/low/605.vcd" predelay "2.5" scene "scenes/Player/Medic/low/606.vcd" predelay "2.5" scene "scenes/Player/Medic/low/1229.vcd" predelay "2.5" scene "scenes/Player/Medic/low/607.vcd" predelay "2.5" scene "scenes/Player/Medic/low/608.vcd" predelay "2.5" scene "scenes/Player/Medic/low/1230.vcd" predelay "2.5" scene "scenes/Player/Medic/low/679.vcd" predelay "2.5" scene "scenes/Player/Medic/low/1240.vcd" predelay "2.5" } Rule PlayerKilledDominatingMedic { criteria ConceptKilledPlayer IsMedic IsDominated ApplyContext "MedicKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingMedic } Response KilledPlayerMedic { scene "scenes/Player/Medic/low/645.vcd" } Rule KilledPlayerMedic { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance MedicNotKillSpeech MedicNotKillSpeechMelee IsMedic ApplyContext "MedicKillSpeechMelee:1:10" Response InvulnerableSpeechCombatMedic Response KilledPlayerMedic Response KilledPlayerManyMedic Response KilledPlayerVeryManyMedic Response PlayerKilledDominatingMedic } // Done Response PlayerKilledCapperMedic { scene "scenes/Player/Medic/low/1222.vcd" scene "scenes/Player/Medic/low/545.vcd" scene "scenes/Player/Medic/low/551.vcd" scene "scenes/Player/Medic/low/552.vcd" scene "scenes/Player/Medic/low/641.vcd" scene "scenes/Player/Medic/low/674.vcd" } Rule PlayerKilledCapperMedic { criteria ConceptCapBlocked IsMedic ApplyContext "MedicKillSpeech:1:10" Response PlayerKilledCapperMedic } Response PlayerKilledForRevengeMedic { scene "scenes/Player/Medic/low/569.vcd" predelay "2.5" scene "scenes/Player/Medic/low/620.vcd" predelay "2.5" scene "scenes/Player/Medic/low/1233.vcd" predelay "2.5" scene "scenes/Player/Medic/low/1234.vcd" predelay "2.5" } Rule PlayerKilledForRevengeMedic { criteria ConceptKilledPlayer IsMedic IsRevenge ApplyContext "MedicKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeMedic } Response PlayerKilledObjectMedic { scene "scenes/Player/Medic/low/653.vcd" scene "scenes/Player/Medic/low/654.vcd" } Rule PlayerKilledObjectMedic { criteria ConceptKilledObject IsMedic 30PercentChance IsARecentKill ApplyContext "MedicKillSpeechObject:1:30" Response PlayerKilledObjectMedic } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainMedic { scene "scenes/Player/Medic/low/633.vcd" scene "scenes/Player/Medic/low/634.vcd" scene "scenes/Player/Medic/low/635.vcd" scene "scenes/Player/Medic/low/1243.vcd" } Rule PlayerAttackerPainMedic { criteria ConceptAttackerPain IsMedic IsNotDominating Response PlayerAttackerPainMedic } Response PlayerOnFireMedic { scene "scenes/Player/Medic/low/534.vcd" scene "scenes/Player/Medic/low/535.vcd" scene "scenes/Player/Medic/low/536.vcd" } Rule PlayerOnFireMedic { criteria ConceptFire IsMedic MedicIsNotStillonFire IsNotDominating ApplyContext "MedicOnFire:1:7" Response PlayerOnFireMedic } Response PlayerOnFireRareMedic { scene "scenes/Player/Medic/low/1401.vcd" scene "scenes/Player/Medic/low/1402.vcd" } Rule PlayerOnFireRareMedic { criteria ConceptFire IsMedic 10PercentChance MedicIsNotStillonFire IsNotDominating ApplyContext "MedicOnFire:1:7" Response PlayerOnFireRareMedic } Response PlayerPainMedic { scene "scenes/Player/Medic/low/636.vcd" scene "scenes/Player/Medic/low/637.vcd" scene "scenes/Player/Medic/low/638.vcd" scene "scenes/Player/Medic/low/1244.vcd" scene "scenes/Player/Medic/low/1245.vcd" scene "scenes/Player/Medic/low/1246.vcd" scene "scenes/Player/Medic/low/1247.vcd" scene "scenes/Player/Medic/low/1248.vcd" } Rule PlayerPainMedic { criteria ConceptPain IsMedic IsNotDominating Response PlayerPainMedic } Response PlayerStillOnFireMedic { scene "scenes/Player/Medic/low/1924.vcd" } Rule PlayerStillOnFireMedic { criteria ConceptFire IsMedic MedicIsStillonFire IsNotDominating ApplyContext "MedicOnFire:1:7" Response PlayerStillOnFireMedic } //-------------------------------------------------------------------------------------------------------------- // Duel Speech //-------------------------------------------------------------------------------------------------------------- Response AcceptedDuelMedic { scene "scenes/Player/Medic/low/541.vcd" scene "scenes/Player/Medic/low/640.vcd" scene "scenes/Player/Medic/low/689.vcd" scene "scenes/Player/Medic/low/690.vcd" } Rule AcceptedDuelMedic { criteria ConceptIAcceptDuel IsMedic Response AcceptedDuelMedic } Response MeleeDareMedic { scene "scenes/Player/Medic/low/524.vcd" scene "scenes/Player/Medic/low/597.vcd" scene "scenes/Player/Medic/low/672.vcd" scene "scenes/Player/Medic/low/677.vcd" } Rule MeleeDareMedic { criteria ConceptRequestDuel IsMedic Response MeleeDareMedic } Response RejectedDuelMedic { scene "scenes/Player/Medic/low/531.vcd" scene "scenes/Player/Medic/low/1222.vcd" scene "scenes/Player/Medic/low/1225.vcd" scene "scenes/Player/Medic/low/596.vcd" scene "scenes/Player/Medic/low/678.vcd" } Rule RejectedDuelMedic { criteria ConceptDuelRejected IsMedic Response RejectedDuelMedic } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoMedic { scene "scenes/Player/Medic/low/565.vcd" scene "scenes/Player/Medic/low/566.vcd" scene "scenes/Player/Medic/low/567.vcd" scene "scenes/Player/Medic/low/1226.vcd" scene "scenes/Player/Medic/low/1596.vcd" // this doesnt exist } Rule PlayerGoMedic { criteria ConceptPlayerGo IsMedic Response PlayerGoMedic } Response PlayerHeadLeftMedic { scene "scenes/Player/Medic/low/571.vcd" scene "scenes/Player/Medic/low/572.vcd" scene "scenes/Player/Medic/low/573.vcd" } Rule PlayerHeadLeftMedic { criteria ConceptPlayerLeft IsMedic Response PlayerHeadLeftMedic } Response PlayerHeadRightMedic { scene "scenes/Player/Medic/low/574.vcd" scene "scenes/Player/Medic/low/575.vcd" scene "scenes/Player/Medic/low/576.vcd" } Rule PlayerHeadRightMedic { criteria ConceptPlayerRight IsMedic Response PlayerHeadRightMedic } Response PlayerHelpMedic { scene "scenes/Player/Medic/low/577.vcd" scene "scenes/Player/Medic/low/578.vcd" scene "scenes/Player/Medic/low/579.vcd" } Rule PlayerHelpMedic { criteria ConceptPlayerHelp IsMedic Response PlayerHelpMedic } Response PlayerHelpCaptureMedic { scene "scenes/Player/Medic/low/580.vcd" scene "scenes/Player/Medic/low/581.vcd" } Rule PlayerHelpCaptureMedic { criteria ConceptPlayerHelp IsMedic IsOnCappableControlPoint ApplyContext "MedicHelpCap:1:10" Response PlayerHelpCaptureMedic } Response PlayerHelpCapture2Medic { scene "scenes/Player/Medic/low/659.vcd" scene "scenes/Player/Medic/low/660.vcd" scene "scenes/Player/Medic/low/1237.vcd" scene "scenes/Player/Medic/low/1238.vcd" scene "scenes/Player/Medic/low/1239.vcd" } Rule PlayerHelpCapture2Medic { criteria ConceptPlayerHelp IsMedic IsOnCappableControlPoint IsHelpCapMedic Response PlayerHelpCapture2Medic } Response PlayerHelpDefendMedic { scene "scenes/Player/Medic/low/583.vcd" scene "scenes/Player/Medic/low/584.vcd" scene "scenes/Player/Medic/low/585.vcd" } Rule PlayerHelpDefendMedic { criteria ConceptPlayerHelp IsMedic IsOnFriendlyControlPoint Response PlayerHelpDefendMedic } Response PlayerMedicMedic { scene "scenes/Player/Medic/low/611.vcd" scene "scenes/Player/Medic/low/612.vcd" scene "scenes/Player/Medic/low/613.vcd" } Rule PlayerMedicMedic { criteria ConceptPlayerMedic IsMedic Response PlayerMedicMedic } Response PlayerAskForBallMedic { } Rule PlayerAskForBallMedic { criteria ConceptPlayerAskForBall IsMedic Response PlayerAskForBallMedic } Response PlayerMoveUpMedic { scene "scenes/Player/Medic/low/614.vcd" scene "scenes/Player/Medic/low/615.vcd" } Rule PlayerMoveUpMedic { criteria ConceptPlayerMoveUp IsMedic Response PlayerMoveUpMedic } Response PlayerNoMedic { scene "scenes/Player/Medic/low/627.vcd" scene "scenes/Player/Medic/low/628.vcd" scene "scenes/Player/Medic/low/629.vcd" } Rule PlayerNoMedic { criteria ConceptPlayerNo IsMedic Response PlayerNoMedic } Response PlayerThanksMedic { scene "scenes/Player/Medic/low/681.vcd" scene "scenes/Player/Medic/low/682.vcd" } Rule PlayerThanksMedic { criteria ConceptPlayerThanks IsMedic Response PlayerThanksMedic } // 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 KilledPlayerAssistMedic { scene "scenes/Player/Medic/low/657.vcd" scene "scenes/Player/Medic/low/658.vcd" } Rule KilledPlayerAssistMedic { criteria ConceptPlayerThanks IsMedic IsARecentKill KilledPlayerDelay MedicNotAssistSpeech ApplyContext "MedicAssistSpeech:1:20" Response KilledPlayerAssistMedic } // End custom Response PlayerYesMedic { scene "scenes/Player/Medic/low/689.vcd" scene "scenes/Player/Medic/low/690.vcd" scene "scenes/Player/Medic/low/691.vcd" } Rule PlayerYesMedic { criteria ConceptPlayerYes IsMedic Response PlayerYesMedic } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeMedic { scene "scenes/Player/Medic/low/519.vcd" scene "scenes/Player/Medic/low/520.vcd" scene "scenes/Player/Medic/low/521.vcd" } Rule PlayerActivateChargeMedic { criteria ConceptPlayerActivateCharge IsMedic Response PlayerActivateChargeMedic } Response PlayerChargeReadyMedic { scene "scenes/Player/Medic/low/528.vcd" scene "scenes/Player/Medic/low/529.vcd" scene "scenes/Player/Medic/low/530.vcd" } Rule PlayerChargeReadyMedic { criteria ConceptPlayerChargeReady IsMedic Response PlayerChargeReadyMedic } Response PlayerCloakedSpyMedic { scene "scenes/Player/Medic/low/553.vcd" scene "scenes/Player/Medic/low/554.vcd" } Rule PlayerCloakedSpyMedic { criteria ConceptPlayerCloakedSpy IsMedic Response PlayerCloakedSpyMedic } Response PlayerDispenserHereMedic { scene "scenes/Player/Medic/low/616.vcd" } Rule PlayerDispenserHereMedic { criteria ConceptPlayerDispenserHere IsMedic Response PlayerDispenserHereMedic } Response PlayerIncomingMedic { scene "scenes/Player/Medic/low/586.vcd" scene "scenes/Player/Medic/low/587.vcd" scene "scenes/Player/Medic/low/588.vcd" } Rule PlayerIncomingMedic { criteria ConceptPlayerIncoming IsMedic Response PlayerIncomingMedic } Response PlayerSentryAheadMedic { scene "scenes/Player/Medic/low/643.vcd" scene "scenes/Player/Medic/low/644.vcd" } Rule PlayerSentryAheadMedic { criteria ConceptPlayerSentryAhead IsMedic Response PlayerSentryAheadMedic } Response PlayerSentryHereMedic { scene "scenes/Player/Medic/low/617.vcd" } Rule PlayerSentryHereMedic { criteria ConceptPlayerSentryHere IsMedic Response PlayerSentryHereMedic } Response PlayerTeleporterHereMedic { scene "scenes/Player/Medic/low/618.vcd" } Rule PlayerTeleporterHereMedic { criteria ConceptPlayerTeleporterHere IsMedic Response PlayerTeleporterHereMedic } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryMedic { scene "scenes/Player/Medic/low/537.vcd" scene "scenes/Player/Medic/low/539.vcd" scene "scenes/Player/Medic/low/540.vcd" scene "scenes/Player/Medic/low/541.vcd" scene "scenes/Player/Medic/low/542.vcd" scene "scenes/Player/Medic/low/543.vcd" } Rule PlayerBattleCryMedic { criteria ConceptPlayerBattleCry IsMedic Response PlayerBattleCryMedic } // Custom stuff - melee dare // Look at enemy, then do battle cry voice command while holding a melee weapon. Response MeleeDareCombatMedic { scene "scenes/Player/Medic/low/661.vcd" scene "scenes/Player/Medic/low/669.vcd" scene "scenes/Player/Medic/low/672.vcd" scene "scenes/Player/Medic/low/667.vcd" scene "scenes/Player/Medic/low/677.vcd" scene "scenes/Player/Medic/low/680.vcd" scene "scenes/Player/Medic/low/1241.vcd" scene "scenes/Player/Medic/low/679.vcd" } Rule MeleeDareCombatMedic { criteria ConceptPlayerBattleCry IsWeaponMelee IsMedic IsCrosshairEnemy Response MeleeDareCombatMedic } //End custom Response PlayerCheersMedic { scene "scenes/Player/Medic/low/544.vcd" scene "scenes/Player/Medic/low/545.vcd" scene "scenes/Player/Medic/low/548.vcd" scene "scenes/Player/Medic/low/550.vcd" scene "scenes/Player/Medic/low/551.vcd" scene "scenes/Player/Medic/low/552.vcd" } Rule PlayerCheersMedic { criteria ConceptPlayerCheers IsMedic Response PlayerCheersMedic } Response PlayerGoodJobMedic { scene "scenes/Player/Medic/low/568.vcd" scene "scenes/Player/Medic/low/569.vcd" scene "scenes/Player/Medic/low/570.vcd" } Rule PlayerGoodJobMedic { criteria ConceptPlayerGoodJob IsMedic Response PlayerGoodJobMedic } Response PlayerJeersMedic { scene "scenes/Player/Medic/low/592.vcd" scene "scenes/Player/Medic/low/593.vcd" scene "scenes/Player/Medic/low/594.vcd" scene "scenes/Player/Medic/low/595.vcd" scene "scenes/Player/Medic/low/596.vcd" scene "scenes/Player/Medic/low/597.vcd" scene "scenes/Player/Medic/low/598.vcd" scene "scenes/Player/Medic/low/599.vcd" scene "scenes/Player/Medic/low/600.vcd" scene "scenes/Player/Medic/low/601.vcd" scene "scenes/Player/Medic/low/603.vcd" scene "scenes/Player/Medic/low/602.vcd" } Rule PlayerJeersMedic { criteria ConceptPlayerJeers IsMedic Response PlayerJeersMedic } Response PlayerLostPointMedic { scene "scenes/Player/Medic/low/619.vcd" scene "scenes/Player/Medic/low/620.vcd" scene "scenes/Player/Medic/low/621.vcd" scene "scenes/Player/Medic/low/622.vcd" scene "scenes/Player/Medic/low/623.vcd" scene "scenes/Player/Medic/low/1233.vcd" scene "scenes/Player/Medic/low/1234.vcd" } Rule PlayerLostPointMedic { criteria ConceptPlayerLostPoint IsMedic Response PlayerLostPointMedic } Response PlayerNegativeMedic { scene "scenes/Player/Medic/low/619.vcd" scene "scenes/Player/Medic/low/620.vcd" scene "scenes/Player/Medic/low/621.vcd" scene "scenes/Player/Medic/low/622.vcd" scene "scenes/Player/Medic/low/623.vcd" scene "scenes/Player/Medic/low/1233.vcd" scene "scenes/Player/Medic/low/1234.vcd" } Rule PlayerNegativeMedic { criteria ConceptPlayerNegative IsMedic Response PlayerNegativeMedic } Response PlayerNiceShotMedic { scene "scenes/Player/Medic/low/624.vcd" scene "scenes/Player/Medic/low/625.vcd" } Rule PlayerNiceShotMedic { criteria ConceptPlayerNiceShot IsMedic Response PlayerNiceShotMedic } Response PlayerPositiveMedic { scene "scenes/Player/Medic/low/639.vcd" scene "scenes/Player/Medic/low/640.vcd" scene "scenes/Player/Medic/low/641.vcd" scene "scenes/Player/Medic/low/1235.vcd" scene "scenes/Player/Medic/low/1236.vcd" } Response PlayerTauntsMedic { scene "scenes/Player/Medic/low/604.vcd" scene "scenes/Player/Medic/low/1228.vcd" scene "scenes/Player/Medic/low/1231.vcd" scene "scenes/Player/Medic/low/609.vcd" scene "scenes/Player/Medic/low/610.vcd" } Rule PlayerPositiveMedic { criteria ConceptPlayerPositive IsMedic Response PlayerPositiveMedic Response PlayerTauntsMedic } //-------------------------------------------------------------------------------------------------------------- // MvM Speech //-------------------------------------------------------------------------------------------------------------- Response MvMBombDroppedMedic { scene "scenes/Player/Medic/low/4205.vcd" scene "scenes/Player/Medic/low/4204.vcd" } Rule MvMBombDroppedMedic { criteria ConceptMvMBombDropped 5PercentChance IsMvMDefender IsMedic Response MvMBombDroppedMedic } Response MvMBombCarrierUpgrade1Medic { scene "scenes/Player/Medic/low/4200.vcd" } Rule MvMBombCarrierUpgrade1Medic { criteria ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsMedic Response MvMBombCarrierUpgrade1Medic } Response MvMBombCarrierUpgrade2Medic { scene "scenes/Player/Medic/low/4201.vcd" } Rule MvMBombCarrierUpgrade2Medic { criteria ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsMedic Response MvMBombCarrierUpgrade2Medic } Response MvMBombCarrierUpgrade3Medic { scene "scenes/Player/Medic/low/4202.vcd" } Rule MvMBombCarrierUpgrade3Medic { criteria ConceptMvMBombCarrierUpgrade3 5PercentChance IsMvMDefender IsMedic Response MvMBombCarrierUpgrade3Medic } Response MvMDefenderDiedScoutMedic { scene "scenes/Player/Medic/low/4173.vcd" } Rule MvMDefenderDiedScoutMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimScout IsMedic Response MvMDefenderDiedScoutMedic } Response MvMDefenderDiedSpyMedic { scene "scenes/Player/Medic/low/4174.vcd" } Rule MvMDefenderDiedSpyMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSpy IsMedic Response MvMDefenderDiedSpyMedic } Response MvMDefenderDiedHeavyMedic { scene "scenes/Player/Medic/low/4175.vcd" } Rule MvMDefenderDiedHeavyMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimHeavy IsMedic Response MvMDefenderDiedHeavyMedic } Response MvMDefenderDiedSoldierMedic { scene "scenes/Player/Medic/low/4176.vcd" } Rule MvMDefenderDiedSoldierMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSoldier IsMedic Response MvMDefenderDiedSoldierMedic } Response MvMDefenderDiedMedicMedic { scene "scenes/Player/Medic/low/4177.vcd" } Rule MvMDefenderDiedMedicMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimMedic IsMedic Response MvMDefenderDiedMedicMedic } Response MvMDefenderDiedDemomanMedic { scene "scenes/Player/Medic/low/4178.vcd" } Rule MvMDefenderDiedDemomanMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimDemoman IsMedic Response MvMDefenderDiedDemomanMedic } Response MvMDefenderDiedPyroMedic { scene "scenes/Player/Medic/low/4179.vcd" } Rule MvMDefenderDiedPyroMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimPyro IsMedic Response MvMDefenderDiedPyroMedic } Response MvMDefenderDiedSniperMedic { scene "scenes/Player/Medic/low/4180.vcd" } Rule MvMDefenderDiedSniperMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSniper IsMedic Response MvMDefenderDiedSniperMedic } Response MvMDefenderDiedEngineerMedic { scene "scenes/Player/Medic/low/4181.vcd" } Rule MvMDefenderDiedEngineerMedic { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimEngineer IsMedic Response MvMDefenderDiedEngineerMedic } Response MvMFirstBombPickupMedic { scene "scenes/Player/Medic/low/4197.vcd" scene "scenes/Player/Medic/low/4199.vcd" } Rule MvMFirstBombPickupMedic { criteria ConceptMvMFirstBombPickup 5PercentChance IsMvMDefender IsMedic Response MvMFirstBombPickupMedic } Response MvMBombPickupMedic { scene "scenes/Player/Medic/low/4196.vcd" } Rule MvMBombPickupMedic { criteria ConceptMvMBombPickup 5PercentChance IsMvMDefender IsMedic Response MvMBombPickupMedic } Response MvMSniperCalloutMedic { scene "scenes/Player/Medic/low/4183.vcd" } Rule MvMSniperCalloutMedic { criteria ConceptMvMSniperCallout 50PercentChance IsMvMDefender IsMedic Response MvMSniperCalloutMedic } Response MvMSentryBusterMedic { scene "scenes/Player/Medic/low/4212.vcd" } Rule MvMSentryBusterMedic { criteria ConceptMvMSentryBuster 50PercentChance IsMvMDefender IsMedic Response MvMSentryBusterMedic } Response MvMSentryBusterDownMedic { scene "scenes/Player/Medic/low/4213.vcd" } Rule MvMSentryBusterDownMedic { criteria ConceptMvMSentryBusterDown 20PercentChance IsMvMDefender IsMedic Response MvMSentryBusterDownMedic } Response MvMLastManStandingMedic { scene "scenes/Player/Medic/low/4182.vcd" } Rule MvMLastManStandingMedic { criteria ConceptMvMLastManStanding 20PercentChance IsMvMDefender IsMedic Response MvMLastManStandingMedic } Response MvMEncourageMoneyMedic { scene "scenes/Player/Medic/low/4188.vcd" scene "scenes/Player/Medic/low/4189.vcd" scene "scenes/Player/Medic/low/4324.vcd" } Rule MvMEncourageMoneyMedic { criteria ConceptMvMEncourageMoney 50PercentChance IsMvMDefender IsMedic Response MvMEncourageMoneyMedic } Response MvMEncourageUpgradeMedic { scene "scenes/Player/Medic/low/4193.vcd" scene "scenes/Player/Medic/low/4194.vcd" scene "scenes/Player/Medic/low/4195.vcd" } Rule MvMEncourageUpgradeMedic { criteria ConceptMvMEncourageUpgrade 50PercentChance IsMvMDefender IsMedic Response MvMEncourageUpgradeMedic } Response MvMUpgradeCompleteMedic { scene "scenes/Player/Medic/low/4190.vcd" scene "scenes/Player/Medic/low/4191.vcd" scene "scenes/Player/Medic/low/4192.vcd" scene "scenes/Player/Medic/low/4325.vcd" } Rule MvMUpgradeCompleteMedic { criteria ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsMedic Response MvMUpgradeCompleteMedic } Response MvMGiantCalloutMedic { scene "scenes/Player/Medic/low/4214.vcd" } Rule MvMGiantCalloutMedic { criteria ConceptMvMGiantCallout 20PercentChance IsMvMDefender IsMedic Response MvMGiantCalloutMedic } Response MvMGiantHasBombMedic { scene "scenes/Player/Medic/low/4217.vcd" } Rule MvMGiantHasBombMedic { criteria ConceptMvMGiantHasBomb 20PercentChance IsMvMDefender IsMedic Response MvMGiantHasBombMedic } Response MvMSappedRobotMedic { scene "scenes/Player/Medic/low/4184.vcd" scene "scenes/Player/Medic/low/4185.vcd" } Rule MvMSappedRobotMedic { criteria ConceptMvMSappedRobot 50PercentChance IsMvMDefender IsMedic Response MvMSappedRobotMedic } Response MvMTankCalloutMedic { scene "scenes/Player/Medic/low/4206.vcd" } Rule MvMTankCalloutMedic { criteria ConceptMvMTankCallout 50PercentChance IsMvMDefender IsMedic Response MvMTankCalloutMedic } Response MvMTankDeployingMedic { scene "scenes/Player/Medic/low/4210.vcd" } Rule MvMTankDeployingMedic { criteria ConceptMvMTankDeploying 50PercentChance IsMvMDefender IsMedic Response MvMTankDeployingMedic } Response MvMAttackTheTankMedic { scene "scenes/Player/Medic/low/4207.vcd" scene "scenes/Player/Medic/low/4208.vcd" scene "scenes/Player/Medic/low/4209.vcd" } Rule MvMAttackTheTankMedic { criteria ConceptMvMAttackTheTank 50PercentChance IsMvMDefender IsMedic Response MvMAttackTheTankMedic } Response MvMTauntMedic { scene "scenes/Player/Medic/low/4186.vcd" } Rule MvMTauntMedic { criteria ConceptMvMTaunt 50PercentChance IsMvMDefender IsMedic Response MvMTauntMedic } Response MvMWaveStartMedic { scene "scenes/Player/Medic/low/4109.vcd" } Rule MvMWaveStartMedic { criteria ConceptMvMWaveStart 50PercentChance IsMvMDefender IsMedic Response MvMWaveStartMedic } Response MvMWaveWinMedic { scene "scenes/Player/Medic/low/4163.vcd" scene "scenes/Player/Medic/low/4164.vcd" scene "scenes/Player/Medic/low/4165.vcd" } Rule MvMWaveWinMedic { criteria ConceptMvMWaveWin 50PercentChance IsMvMDefender IsMedic Response MvMWaveWinMedic } Response MvMWaveLoseMedic { scene "scenes/Player/Medic/low/4166.vcd" scene "scenes/Player/Medic/low/4167.vcd" scene "scenes/Player/Medic/low/4168.vcd" scene "scenes/Player/Medic/low/4323.vcd" } Rule MvMWaveLoseMedic { criteria ConceptMvMWaveLose 50PercentChance IsMvMDefender IsMedic Response MvMWaveLoseMedic } Response MvMMoneyPickupMedic { scene "scenes/Player/Medic/low/4187.vcd" } Rule MvMMoneyPickupMedic { criteria ConceptMvMMoneyPickup 5PercentChance IsMvMDefender IsMedic Response MvMMoneyPickupMedic } Response MvMGiantKilledMedic { scene "scenes/Player/Medic/low/4218.vcd" } Rule MvMGiantKilledMedic { criteria ConceptMvMGiantKilled 50PercentChance IsMvMDefender IsMedic Response MvMGiantKilledMedic } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Criterion "MedicNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0 Criterion "MedicNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0 Criterion "MedicNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0 Criterion "MedicNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0 Criterion "MedicNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0 Criterion "MedicNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0 Response CartMovingBackwardsDefenseMedic { } Rule CartMovingBackwardsDefenseMedic { criteria ConceptCartMovingBackward IsOnDefense IsMedic MedicNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardD:1:20" Response CartMovingBackwardsDefenseMedic } Response CartMovingBackwardsOffenseMedic { scene "scenes/Player/Medic/low/6763.vcd" scene "scenes/Player/Medic/low/6765.vcd" } Rule CartMovingBackwardsOffenseMedic { criteria ConceptCartMovingBackward IsOnOffense IsMedic MedicNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardO:1:20" Response CartMovingBackwardsOffenseMedic } Response CartMovingForwardDefenseMedic { scene "scenes/Player/Medic/low/6767.vcd" scene "scenes/Player/Medic/low/6766.vcd" } Rule CartMovingForwardDefenseMedic { criteria ConceptCartMovingForward IsOnDefense IsMedic MedicNotSaidCartMovingForwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardD:1:20" Response CartMovingForwardDefenseMedic } Response CartMovingForwardOffenseMedic { scene "scenes/Player/Medic/low/6752.vcd" scene "scenes/Player/Medic/low/6753.vcd" scene "scenes/Player/Medic/low/6754.vcd" scene "scenes/Player/Medic/low/6755.vcd" scene "scenes/Player/Medic/low/6756.vcd" scene "scenes/Player/Medic/low/6758.vcd" scene "scenes/Player/Medic/low/6760.vcd" scene "scenes/Player/Medic/low/6761.vcd" scene "scenes/Player/Medic/low/6770.vcd" scene "scenes/Player/Medic/low/6774.vcd" scene "scenes/Player/Medic/low/6775.vcd" } Rule CartMovingForwardOffenseMedic { criteria ConceptCartMovingForward IsOnOffense IsMedic MedicNotSaidCartMovingForwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardO:1:20" Response CartMovingForwardOffenseMedic } Response CartMovingStoppedDefenseMedic { scene "scenes/Player/Medic/low/6786.vcd" } Rule CartMovingStoppedDefenseMedic { criteria ConceptCartMovingStopped IsOnDefense IsMedic MedicNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedD:1:20" Response CartMovingStoppedDefenseMedic } Response CartMovingStoppedOffenseMedic { scene "scenes/Player/Medic/low/6776.vcd" scene "scenes/Player/Medic/low/6782.vcd" scene "scenes/Player/Medic/low/6781.vcd" scene "scenes/Player/Medic/low/6779.vcd" } Rule CartMovingStoppedOffenseMedic { criteria ConceptCartMovingStopped IsOnOffense IsMedic MedicNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedO:1:20" Response CartMovingStoppedOffenseMedic } //-------------------------------------------------------------------------------------------------------------- // END OF Auto Speech Cart //--------------------------------------------------------------------------------------------------------------