//-------------------------------------------------------------------------------------------------------------- // Medic Response Rule File - AUTO GENERATED DO NOT EDIT BY HAND //-------------------------------------------------------------------------------------------------------------- Criterion "MedicNotIdleSpeech" "MedicIdleSpeech" "!=1" "required" weight 0 Response item_birdhead_round_startMedic { scene "scenes/Player/Medic/low/6907.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6908.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6909.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6910.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6912.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6913.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6914.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6916.vcd" predelay "1.0, 5.0" } Rule item_birdhead_round_startMedic { criteria ConceptPlayerRoundStart IsMedic 100PercentChance IsMedicBirdHead Response item_birdhead_round_startMedic } Response item_birdhead_uberMedic { scene "scenes/Player/Medic/low/6918.vcd" } Rule item_birdhead_uberMedic { criteria ConceptMedicChargeDeployed IsMedic IsInvulnerable MedicNotInvulnerableSpeech 20PercentChance IsMedicBirdHead Response item_birdhead_uberMedic } Response item_secop_idleMedic { scene "scenes/Player/Medic/low/6850.vcd" scene "scenes/Player/Medic/low/6849.vcd" scene "scenes/Player/Medic/low/6851.vcd" } Rule item_secop_idleMedic { criteria ConceptPlayerExpression IsMedic 30PercentChance IsMedicDoubleFace MedicNotIdleSpeech ApplyContext "MedicIdleSpeech:1:10" Response item_secop_idleMedic } Response item_secop_kill_assistMedic { scene "scenes/Player/Medic/low/6852.vcd" } Rule item_secop_kill_assistMedic { criteria ConceptKilledPlayer IsMedic IsBeingHealed IsARecentKill KilledPlayerDelay MedicNotAssistSpeech 20PercentChance IsMedicDoubleFace Response item_secop_kill_assistMedic } Response item_secop_uberMedic { scene "scenes/Player/Medic/low/6853.vcd" } Rule item_secop_uberMedic { criteria ConceptMedicChargeDeployed IsMedic IsInvulnerable MedicNotInvulnerableSpeech 30PercentChance IsMedicDoubleFace Response item_secop_uberMedic } Response item_zombiebird_mvm_go_upgradeMedic { scene "scenes/Player/Medic/low/6830.vcd" } Rule item_zombiebird_mvm_go_upgradeMedic { criteria ConceptMvMEncourageUpgrade 20PercentChance IsMvMDefender IsMedic IsMedicZombieBird Response item_zombiebird_mvm_go_upgradeMedic } Response item_zombiebird_mvm_winMedic { scene "scenes/Player/Medic/low/6832.vcd" } Rule item_zombiebird_mvm_winMedic { criteria ConceptMvMWaveWin 30PercentChance IsMvMDefender IsMedic IsMedicZombieBird Response item_zombiebird_mvm_winMedic } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response item_secop_round_startMedic { scene "scenes/Player/Medic/low/6841.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6843.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6842.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6844.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6845.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6846.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6847.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6848.vcd" predelay "1.0, 5.0" } Rule item_secop_round_startMedic { criteria ConceptPlayerRoundStart IsMedic 100PercentChance IsMedicDoubleFace Response item_secop_round_startMedic } Response item_zombiebird_got_briefcaseMedic { scene "scenes/Player/Medic/low/6828.vcd" } Rule item_zombiebird_got_briefcaseMedic { criteria ConceptPlayerGrabbedIntelligence IsScout NotScoutGrabbedIntelligence 10PercentChance IsMedicZombieBird ApplyContext "ScoutGrabbedIntelligence:1:30" Response item_zombiebird_got_briefcaseMedic } Response item_zombiebird_round_startMedic { scene "scenes/Player/Medic/low/6820.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/8506.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6822.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6823.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/6824.vcd" predelay "1.0, 5.0" scene "scenes/Player/Medic/low/8507.vcd" predelay "1.0, 5.0" } Rule item_zombiebird_round_startMedic { criteria ConceptPlayerRoundStart IsMedic 100PercentChance IsMedicZombieBird Response item_zombiebird_round_startMedic } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Response item_secop_cart_pushMedic { scene "scenes/Player/Medic/low/6854.vcd" scene "scenes/Player/Medic/low/6855.vcd" scene "scenes/Player/Medic/low/6856.vcd" scene "scenes/Player/Medic/low/6857.vcd" } Rule item_secop_cart_pushMedic { criteria ConceptCartMovingForward IsOnOffense IsMedic MedicNotSaidCartMovingForwardO 30PercentChance IsMedicDoubleFace ApplyContext "SaidCartMovingForwardD:1:20" Response item_secop_cart_pushMedic } Response item_secop_cart_stoppedMedic { scene "scenes/Player/Medic/low/6858.vcd" } Rule item_secop_cart_stoppedMedic { criteria ConceptCartMovingStopped IsOnOffense IsMedic MedicNotSaidCartMovingStoppedO 30PercentChance IsMedicDoubleFace ApplyContext "SaidCartMovingForwardD:1:20" Response item_secop_cart_stoppedMedic } Response item_zombiebird_sf13_cart_forwardMedic { scene "scenes/Player/Medic/low/6825.vcd" scene "scenes/Player/Medic/low/6827.vcd" } Rule item_zombiebird_sf13_cart_forwardMedic { criteria ConceptCartMovingForward IsOnOffense IsMedic MedicNotSaidCartMovingForwardO 30PercentChance IsMedicZombieBird ApplyContext "SaidCartMovingForwardD:1:20" Response item_zombiebird_sf13_cart_forwardMedic } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response item_secop_dominationMedic { scene "scenes/Player/Medic/low/6859.vcd" predelay "2.5" } Rule item_secop_dominationMedic { criteria ConceptKilledPlayer IsMedic IsDominated 30PercentChance IsMedicDoubleFace ApplyContext "MedicKillSpeech:1:10" Response item_secop_dominationMedic } Response item_zombiebird_dominatedMedic { scene "scenes/Player/Medic/low/6833.vcd" predelay "2.5" } Rule item_zombiebird_dominatedMedic { criteria ConceptKilledPlayer IsMedic IsDominated 30PercentChance IsMedicZombieBird ApplyContext "MedicKillSpeech:1:10" Response item_zombiebird_dominatedMedic } Response item_zombiebird_jarateMedic { scene "scenes/Player/Medic/low/6835.vcd" } Rule item_zombiebird_jarateMedic { criteria ConceptJarateHit IsMedic 50PercentChance IsMedicZombieBird Response item_zombiebird_jarateMedic } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response item_zombiebird_on_fireMedic { scene "scenes/Player/Medic/low/6834.vcd" } Rule item_zombiebird_on_fireMedic { criteria ConceptFire IsMedic MedicIsNotStillonFire 20PercentChance IsMedicZombieBird ApplyContext "MedicOnFire:1:7" Response item_zombiebird_on_fireMedic } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response item_zombiebird_stand_pointMedic { scene "scenes/Player/Medic/low/6829.vcd" } Rule item_zombiebird_stand_pointMedic { criteria ConceptPlayerHelp IsMedic IsOnCappableControlPoint IsHelpCapMedic IsMedicZombieBird Response item_zombiebird_stand_pointMedic }