//-------------------------------------------------------------------------------------------------------------- // Scout Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "ScoutIsKillSpeechObject" "ScoutKillSpeechObject" "1" "required" weight 0 Criterion "ScoutIsNotStillonFire" "ScoutOnFire" "!=1" "required" weight 0 Criterion "ScoutIsStillonFire" "ScoutOnFire" "1" "required" weight 0 Criterion "ScoutNotKillSpeech" "ScoutKillSpeech" "!=1" "required" weight 0 Criterion "ScoutNotKillSpeechMelee" "ScoutKillSpeechMelee" "!=1" "required" weight 0 Criterion "ScoutNotKillSpeechMeleeFat" "ScoutKillSpeechMeleeFat" "!=1" "required" weight 0 Criterion "ScoutNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0 Criterion "ScoutNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0 Criterion "ScoutNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0 Criterion "ScoutNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0 Criterion "ScoutNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0 Criterion "ScoutNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0 Criterion "ScoutNotSaidHealThanks" "ScoutSaidHealThanks" "!=1" "required" Criterion "IsHelpCapScout" "ScoutHelpCap" "1" "required" weight 0 Criterion "NotSaidScoutHitBallSpeech" "ScoutHitBallSpeech" "!=1" "required" Criterion "NotScoutGrabbedIntelligence" "ScoutGrabbedIntelligence" "!=1" "required" Criterion "ScoutIsNotInvuln" "ScoutInvuln" "!=1" "required" //Custom stuff Criterion "ScoutNotInvulnerableSpeech" "ScoutInvulnerableSpeech" "!=1" "required" weight 0 Criterion "ScoutNotAssistSpeech" "ScoutAssistSpeech" "!=1" "required" weight 0 Criterion "ScoutNotDoubleJumpSpeech" "ScoutDoubleJumpSpeech" "!=1" "required" weight 0 Criterion "ScoutNotAwardSpeech" "ScoutAwardSpeech" "!=1" "required" weight 0 Criterion "ScoutNotDrinkReadySpeech" "ScoutDrinkReadySpeech" "!=1" "required" weight 0 Criterion "ScoutIsNotCrit" "ScoutIsCrit" "1" "required" weight 0 Criterion "ScoutHasFired" "ScoutFired" "1" "required" weight 0 Response PlayerCloakedSpyDemomanScout { scene "scenes/Player/Scout/low/386.vcd" } Rule PlayerCloakedSpyDemomanScout { criteria ConceptPlayerCloakedSpy IsScout IsOnDemoman Response PlayerCloakedSpyDemomanScout } Response PlayerCloakedSpyEngineerScout { scene "scenes/Player/Scout/low/389.vcd" } Rule PlayerCloakedSpyEngineerScout { criteria ConceptPlayerCloakedSpy IsScout IsOnEngineer Response PlayerCloakedSpyEngineerScout } Response PlayerCloakedSpyHeavyScout { scene "scenes/Player/Scout/low/384.vcd" } Rule PlayerCloakedSpyHeavyScout { criteria ConceptPlayerCloakedSpy IsScout IsOnHeavy Response PlayerCloakedSpyHeavyScout } Response PlayerCloakedSpyMedicScout { scene "scenes/Player/Scout/low/388.vcd" } Rule PlayerCloakedSpyMedicScout { criteria ConceptPlayerCloakedSpy IsScout IsOnMedic Response PlayerCloakedSpyMedicScout } Response PlayerCloakedSpyPyroScout { scene "scenes/Player/Scout/low/385.vcd" } Rule PlayerCloakedSpyPyroScout { criteria ConceptPlayerCloakedSpy IsScout IsOnPyro Response PlayerCloakedSpyPyroScout } Response PlayerCloakedSpyScoutScout { scene "scenes/Player/Scout/low/382.vcd" } Rule PlayerCloakedSpyScoutScout { criteria ConceptPlayerCloakedSpy IsScout IsOnScout Response PlayerCloakedSpyScoutScout } Response PlayerCloakedSpySniperScout { scene "scenes/Player/Scout/low/390.vcd" } Rule PlayerCloakedSpySniperScout { criteria ConceptPlayerCloakedSpy IsScout IsOnSniper Response PlayerCloakedSpySniperScout } Response PlayerCloakedSpySoldierScout { scene "scenes/Player/Scout/low/383.vcd" } Rule PlayerCloakedSpySoldierScout { criteria ConceptPlayerCloakedSpy IsScout IsOnSoldier Response PlayerCloakedSpySoldierScout } Response PlayerCloakedSpySpyScout { scene "scenes/Player/Scout/low/387.vcd" } Rule PlayerCloakedSpySpyScout { criteria ConceptPlayerCloakedSpy IsScout IsOnSpy Response PlayerCloakedSpySpyScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- // Custom achievement stuff Response AwardScout { scene "scenes/Player/Scout/low/2501.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2502.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2503.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2504.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2505.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2507.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2509.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2510.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2511.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2681.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2682.vcd" predelay "2.5" } Rule AwardScout { criteria ConceptAchievementAward IsScout ScoutNotAwardSpeech ApplyContext "ScoutAwardSpeech:1:10" ApplyContext "IsDominating:1:10" Response AwardScout } //End custom achievement Response HealThanksScout { scene "scenes/Player/Scout/low/510.vcd" scene "scenes/Player/Scout/low/511.vcd" scene "scenes/Player/Scout/low/512.vcd" } Rule HealThanksScout { criteria ConceptMedicChargeStopped IsScout SuperHighHealthContext ScoutNotSaidHealThanks 50PercentChance ApplyContext "ScoutSaidHealThanks:1:20" Response HealThanksScout } Response PlayerRoundStartScout { scene "scenes/Player/Scout/low/367.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/369.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/370.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/371.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/368.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartScout { criteria ConceptPlayerRoundStart IsScout Response PlayerRoundStartScout } Response PlayerCappedIntelligenceScout { scene "scenes/Player/Scout/low/359.vcd" scene "scenes/Player/Scout/low/360.vcd" scene "scenes/Player/Scout/low/361.vcd" scene "scenes/Player/Scout/low/1289.vcd" } Rule PlayerCappedIntelligenceScout { criteria ConceptPlayerCapturedIntelligence IsScout Response PlayerCappedIntelligenceScout } Response PlayerCapturedPointScout { scene "scenes/Player/Scout/low/356.vcd" scene "scenes/Player/Scout/low/1280.vcd" scene "scenes/Player/Scout/low/357.vcd" scene "scenes/Player/Scout/low/358.vcd" } Rule PlayerCapturedPointScout { criteria ConceptPlayerCapturedPoint IsScout Response PlayerCapturedPointScout } Response PlayerGrabbedIntelligenceScout { scene "scenes/Player/Scout/low/480.vcd" } Rule PlayerGrabbedIntelligenceScout { criteria ConceptPlayerGrabbedIntelligence IsScout NotScoutGrabbedIntelligence 10PercentChance ApplyContext "ScoutGrabbedIntelligence:1:30" Response PlayerGrabbedIntelligenceScout } Response PlayerSuddenDeathScout { scene "scenes/Player/Scout/low/419.vcd" scene "scenes/Player/Scout/low/420.vcd" scene "scenes/Player/Scout/low/421.vcd" scene "scenes/Player/Scout/low/422.vcd" scene "scenes/Player/Scout/low/423.vcd" scene "scenes/Player/Scout/low/424.vcd" scene "scenes/Player/Scout/low/425.vcd" scene "scenes/Player/Scout/low/426.vcd" scene "scenes/Player/Scout/low/427.vcd" scene "scenes/Player/Scout/low/428.vcd" scene "scenes/Player/Scout/low/430.vcd" } Rule PlayerSuddenDeathScout { criteria ConceptPlayerSuddenDeathStart IsScout Response PlayerSuddenDeathScout } Response PlayerStalemateScout { scene "scenes/Player/Scout/low/362.vcd" scene "scenes/Player/Scout/low/1281.vcd" scene "scenes/Player/Scout/low/363.vcd" scene "scenes/Player/Scout/low/364.vcd" } Rule PlayerStalemateScout { criteria ConceptPlayerStalemate IsScout Response PlayerStalemateScout } Response PlayerTeleporterThanksScout { scene "scenes/Player/Scout/low/513.vcd" scene "scenes/Player/Scout/low/514.vcd" scene "scenes/Player/Scout/low/515.vcd" } Rule PlayerTeleporterThanksScout { criteria ConceptTeleported IsNotEngineer IsScout 30PercentChance Response PlayerTeleporterThanksScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Response CartMovingBackwardsDefenseScout { scene "scenes/Player/Scout/low/2513.vcd" scene "scenes/Player/Scout/low/2514.vcd" scene "scenes/Player/Scout/low/2512.vcd" scene "scenes/Player/Scout/low/2515.vcd" scene "scenes/Player/Scout/low/2516.vcd" scene "scenes/Player/Scout/low/2517.vcd" } Rule CartMovingBackwardsDefenseScout { criteria ConceptCartMovingBackward IsOnDefense IsScout ScoutNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardD:1:20" Response CartMovingBackwardsDefenseScout } Response CartMovingBackwardsOffenseScout { scene "scenes/Player/Scout/low/2518.vcd" scene "scenes/Player/Scout/low/2519.vcd" scene "scenes/Player/Scout/low/2520.vcd" scene "scenes/Player/Scout/low/2522.vcd" scene "scenes/Player/Scout/low/2524.vcd" scene "scenes/Player/Scout/low/2709.vcd" scene "scenes/Player/Scout/low/2521.vcd" scene "scenes/Player/Scout/low/2523.vcd" } Rule CartMovingBackwardsOffenseScout { criteria ConceptCartMovingBackward IsOnOffense IsScout ScoutNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardO:1:20" Response CartMovingBackwardsOffenseScout } Response CartMovingForwardDefenseScout { scene "scenes/Player/Scout/low/2525.vcd" scene "scenes/Player/Scout/low/2526.vcd" scene "scenes/Player/Scout/low/2527.vcd" scene "scenes/Player/Scout/low/2528.vcd" scene "scenes/Player/Scout/low/2529.vcd" scene "scenes/Player/Scout/low/2530.vcd" } Rule CartMovingForwardDefenseScout { criteria ConceptCartMovingForward IsOnDefense IsScout ScoutNotSaidCartMovingForwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardD:1:20" Response CartMovingForwardDefenseScout } Response CartMovingForwardOffenseScout { scene "scenes/Player/Scout/low/2532.vcd" scene "scenes/Player/Scout/low/2533.vcd" scene "scenes/Player/Scout/low/2534.vcd" scene "scenes/Player/Scout/low/2535.vcd" scene "scenes/Player/Scout/low/2537.vcd" scene "scenes/Player/Scout/low/2536.vcd" scene "scenes/Player/Scout/low/2538.vcd" scene "scenes/Player/Scout/low/2540.vcd" scene "scenes/Player/Scout/low/2541.vcd" scene "scenes/Player/Scout/low/2539.vcd" scene "scenes/Player/Scout/low/2542.vcd" scene "scenes/Player/Scout/low/2543.vcd" } Rule CartMovingForwardOffenseScout { criteria ConceptCartMovingForward IsOnOffense IsScout ScoutNotSaidCartMovingForwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardO:1:20" Response CartMovingForwardOffenseScout } Response CartMovingStoppedDefenseScout { scene "scenes/Player/Scout/low/2544.vcd" scene "scenes/Player/Scout/low/2545.vcd" scene "scenes/Player/Scout/low/2546.vcd" } Rule CartMovingStoppedDefenseScout { criteria ConceptCartMovingStopped IsOnDefense IsScout ScoutNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedD:1:20" Response CartMovingStoppedDefenseScout } Response CartMovingStoppedOffenseScout { scene "scenes/Player/Scout/low/2548.vcd" scene "scenes/Player/Scout/low/2549.vcd" scene "scenes/Player/Scout/low/2550.vcd" } Rule CartMovingStoppedOffenseScout { criteria ConceptCartMovingStopped IsOnOffense IsScout ScoutNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedO:1:20" Response CartMovingStoppedOffenseScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointScout { scene "scenes/Player/Scout/low/489.vcd" scene "scenes/Player/Scout/low/1305.vcd" } Rule DefendOnThePointScout { criteria ConceptFireWeapon IsScout IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointScout } // Custom stuff Response InvulnerableSpeechScout { scene "scenes/Player/Scout/low/486.vcd" scene "scenes/Player/Scout/low/491.vcd" scene "scenes/Player/Scout/low/2505.vcd" scene "scenes/Player/Scout/low/499.vcd" } Rule InvulnerableSpeechScout { criteria ConceptFireWeapon IsScout IsInvulnerable ScoutNotInvulnerableSpeech ApplyContext "ScoutInvulnerableSpeech:1:30" Response InvulnerableSpeechScout } Response KilledPlayerAssistAutoScout { scene "scenes/Player/Scout/low/487.vcd" predelay "2.5" scene "scenes/Player/Scout/low/488.vcd" predelay "2.5" } Rule KilledPlayerAssistAutoScout { criteria ConceptKilledPlayer IsScout IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance ScoutNotAssistSpeech ApplyContext "ScoutAssistSpeech:1:20" Response KilledPlayerAssistAutoScout } // End custom stuff Response KilledPlayerManyScout { scene "scenes/Player/Scout/low/396.vcd" scene "scenes/Player/Scout/low/1297.vcd" scene "scenes/Player/Scout/low/432.vcd" scene "scenes/Player/Scout/low/433.vcd" scene "scenes/Player/Scout/low/1295.vcd" scene "scenes/Player/Scout/low/1296.vcd" scene "scenes/Player/Scout/low/434.vcd" scene "scenes/Player/Scout/low/435.vcd" scene "scenes/Player/Scout/low/493.vcd" scene "scenes/Player/Scout/low/506.vcd" } Rule KilledPlayerManyScout { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay ScoutNotKillSpeech IsScout ApplyContext "ScoutKillSpeech:1:5" Response KilledPlayerManyScout } // Custom modified stuff // Modified to split into groups // Baseball bats use generic and bat lines // Candy, Basher, Fish and Mace will use their own lines in addition to the generic lines Response KilledPlayerMeleeBatScout { scene "scenes/Player/Scout/low/479.vcd" scene "scenes/Player/Scout/low/482.vcd" scene "scenes/Player/Scout/low/481.vcd" scene "scenes/Player/Scout/low/483.vcd" scene "scenes/Player/Scout/low/501.vcd" } Response KilledPlayerMeleeGenericScout { scene "scenes/Player/Scout/low/476.vcd" scene "scenes/Player/Scout/low/477.vcd" scene "scenes/Player/Scout/low/484.vcd" scene "scenes/Player/Scout/low/498.vcd" } // This rule excludes all weapons that are not the Sandman or vanilla bat Rule KilledPlayerMeleeBatScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsNotCandy WeaponIsNotBasher WeaponIsNotGunbai WeaponIsNotMace WeaponIsNotFish WeaponIsNotTRBlade WeaponIsNotSaxxy ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeBatScout Response KilledPlayerMeleeGenericScout } Response KilledPlayerMeleeBasherScout { scene "scenes/player/Scout/low/2586.vcd" scene "scenes/player/Scout/low/2643.vcd" } Rule KilledPlayerMeleeBasherScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsBasher ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeBasherScout Response KilledPlayerMeleeGenericScout } Response KilledPlayerMeleeCandyScout { scene "scenes/player/Scout/low/377.vcd" scene "scenes/player/Scout/low/503.vcd" scene "scenes/player/Scout/low/505.vcd" } Rule KilledPlayerMeleeCandyScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsCandy ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeCandyScout Response KilledPlayerMeleeGenericScout } Response KilledPlayerMeleeMaceScout { scene "scenes/player/Scout/low/2560.vcd" scene "scenes/player/Scout/low/1289.vcd" scene "scenes/player/Scout/low/2706.vcd" } Rule KilledPlayerMeleeMaceScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsMace ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeMaceScout Response KilledPlayerMeleeGenericScout } Response KilledPlayerMeleeFishScout { scene "scenes/player/Scout/low/433.vcd" scene "scenes/player/Scout/low/435.vcd" scene "scenes/player/Scout/low/1308.vcd" scene "scenes/player/Scout/low/2554.vcd" } Rule KilledPlayerMeleeFishScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsHolyMackerel ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeFishScout Response KilledPlayerMeleeGenericScout } Rule KilledPlayerMeleeFestiveFishScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsFestiveHolyMackerel ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeFishScout Response KilledPlayerMeleeGenericScout } // A rule for the Scout Gunbai // it will share with the Fish as getting killed by this must be very humiliating // even moreso than the Fish Rule KilledPlayerMeleeGunbaiScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsGunbai ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeFishScout Response KilledPlayerMeleeGenericScout } Rule KilledPlayerMeleeSwordScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsTRBlade ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeMaceScout Response KilledPlayerMeleeGenericScout } Rule KilledPlayerMeleeSaxxyScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsSaxxy ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" Response KilledPlayerMeleeFishScout Response KilledPlayerMeleeGenericScout } Response KilledPlayerMeleeScoutFatScout { scene "scenes/Player/Scout/low/475.vcd" } Rule KilledPlayerMeleeScoutFatScout { criteria ConceptKilledPlayer KilledPlayerDelay 75PercentChance IsWeaponMelee ScoutNotKillSpeechMeleeFat IsScout IsVictimHeavy ApplyContext "ScoutKillSpeechMeleeFat:1:10" Response KilledPlayerMeleeScoutFatScout } Response MedicFollowScout { scene "scenes/Player/Scout/low/2574.vcd" predelay ".25" scene "scenes/Player/Scout/low/2575.vcd" predelay ".25" scene "scenes/Player/Scout/low/2577.vcd" predelay ".25" scene "scenes/Player/Scout/low/2578.vcd" predelay ".25" } Rule MedicFollowScout { criteria ConceptPlayerMedic IsOnMedic IsScout IsNotCrossHairEnemy NotLowHealth ScoutIsNotStillonFire ApplyContext "ScoutKillSpeech:1:10" Response MedicFollowScout } Response ScoutJarateHit { scene "scenes/Player/Scout/low/364.vcd" scene "scenes/Player/Scout/low/426.vcd" scene "scenes/Player/Scout/low/450.vcd" scene "scenes/Player/Scout/low/451.vcd" } Rule ScoutJarateHit { criteria ConceptJarateHit IsScout 50PercentChance Response ScoutJarateHit } Response PlayerBeingShotInvincibleScout { scene "scenes/Player/Scout/low/2632.vcd" scene "scenes/Player/Scout/low/2631.vcd" scene "scenes/Player/Scout/low/2636.vcd" scene "scenes/Player/Scout/low/2629.vcd" scene "scenes/Player/Scout/low/2690.vcd" scene "scenes/Player/Scout/low/2638.vcd" scene "scenes/Player/Scout/low/2630.vcd" scene "scenes/Player/Scout/low/2634.vcd" scene "scenes/Player/Scout/low/2635.vcd" scene "scenes/Player/Scout/low/2637.vcd" scene "scenes/Player/Scout/low/2737.vcd" scene "scenes/Player/Scout/low/2738.vcd" scene "scenes/Player/Scout/low/2739.vcd" scene "scenes/Player/Scout/low/2740.vcd" scene "scenes/Player/Scout/low/2741.vcd" scene "scenes/Player/Scout/low/2742.vcd" scene "scenes/Player/Scout/low/2743.vcd" scene "scenes/Player/Scout/low/2744.vcd" scene "scenes/Player/Scout/low/2745.vcd" scene "scenes/Player/Scout/low/2746.vcd" scene "scenes/Player/Scout/low/2747.vcd" scene "scenes/Player/Scout/low/2748.vcd" scene "scenes/Player/Scout/low/2749.vcd" scene "scenes/Player/Scout/low/2750.vcd" scene "scenes/Player/Scout/low/2751.vcd" scene "scenes/Player/Scout/low/2752.vcd" scene "scenes/Player/Scout/low/2753.vcd" scene "scenes/Player/Scout/low/2754.vcd" scene "scenes/Player/Scout/low/2755.vcd" scene "scenes/Player/Scout/low/2756.vcd" scene "scenes/Player/Scout/low/2757.vcd" scene "scenes/Player/Scout/low/2758.vcd" scene "scenes/Player/Scout/low/2759.vcd" scene "scenes/Player/Scout/low/2760.vcd" scene "scenes/Player/Scout/low/2761.vcd" scene "scenes/Player/Scout/low/2762.vcd" scene "scenes/Player/Scout/low/2728.vcd" scene "scenes/Player/Scout/low/2771.vcd" scene "scenes/Player/Scout/low/2729.vcd" scene "scenes/Player/Scout/low/2730.vcd" } Rule PlayerBeingShotInvincibleScout { criteria ConceptDodgeShot IsScout LoadoutIsDrink // Exclude Crit-a-Cola Response PlayerBeingShotInvincibleScout } Response PlayerDodgingScout { scene "scenes/Player/Scout/low/2505.vcd" predelay "2,3" scene "scenes/Player/Scout/low/2615.vcd" predelay "2,3" scene "scenes/Player/Scout/low/2616.vcd" predelay "2,3" scene "scenes/Player/Scout/low/2628.vcd" predelay "2,3" scene "scenes/Player/Scout/low/2621.vcd" predelay "2,3" } Rule PlayerDodgingScout { criteria ConceptDodging IsScout ScoutIsNotInvuln LoadoutIsDrink // Exclude Crit-a-Cola ApplyContext "ScoutInvuln:1:20" Response PlayerDodgingScout } // Custom Stuff Response PlayerDoubleJumpScout { scene "scenes/Player/Scout/low/2608.vcd" scene "scenes/Player/Scout/low/2610.vcd" scene "scenes/Player/Scout/low/2609.vcd" scene "scenes/Player/Scout/low/2611.vcd" } Rule PlayerDoubleJumpScout { criteria ConceptFireWeapon IsScout IsDoubleJumping WeaponIsScattergunDouble 20PercentChance Response PlayerDoubleJumpScout } Rule PlayerDoubleJumpScoutFestive { criteria ConceptFireWeapon IsScout IsDoubleJumping WeaponIsScattergunDoubleFestive 20PercentChance Response PlayerDoubleJumpScout } // Double jump response Response DoubleJumpScout { scene "scenes/Player/Scout/low/2624.vcd" scene "scenes/Player/Scout/low/2625.vcd" scene "scenes/Player/Scout/low/2627.vcd" scene "scenes/Player/Scout/low/2685.vcd" scene "scenes/Player/Scout/low/2689.vcd" } Rule DoubleJumpScout { criteria ConceptDoubleJump IsScout IsARecentKill IsNotDoubleJumping WeaponIsNotScattergunDouble ScoutHasFired ScoutNotDoubleJumpSpeech 2PercentChance ApplyContext "ScoutDoubleJumpSpeech:1:90" Response DoubleJumpScout } // Invincible not ready Response DrinkNotReady { scene "scenes/player/Scout/low/2732.vcd" scene "scenes/player/Scout/low/2733.vcd" scene "scenes/player/Scout/low/2734.vcd" scene "scenes/player/Scout/low/2774.vcd" scene "scenes/player/Scout/low/2775.vcd" scene "scenes/player/Scout/low/2776.vcd" } Rule DrinkNotReady { criteria ConceptPain IsScout WeaponIsLunchboxDrink BonkHealthContext ScoutNotDrinkReadySpeech LoadoutIsDrink // Exclude Crit-a-Cola ApplyContext "ScoutDrinkReadySpeech:1:5" Response DrinkNotReady } // Crit-a-Cola lines // // Explanation: // // When the player drinks the cola, a context called ScoutIsCrit is set to 1 for 3-ish seconds in tf.txt (saves having the rule duped here) // This is then picked up by the Rule PlayerCritColaVocalScout, which checks if the player has fired their weapon. // If they have fired, then the rule checks the ScoutIsNotCrit, which has just been set to 1 during the drinking // of the cola. Therefore, if the player fires during this period, they will say the response. // // We then changed the PostTired response for the cola for teh lulz. // // This is a tricky workaround, but necessary as we cannot 'layer' vcds (i.e. play one vcd on top of the other) // These are the reesponses we play when firing under the effects. Response PlayerCritColaVocalScout { scene "scenes/player/Scout/low/507.vcd" scene "scenes/player/Scout/low/2510.vcd" scene "scenes/player/Scout/low/396.vcd" } Rule PlayerCritColaVocalScout { criteria ConceptFireWeapon IsScout LoadoutIsCritDrink ScoutIsNotCrit // The crit context is read in here via this criterion, which is set at the top of the file Response PlayerCritColaVocalScout } // Here we alter what he says after the effects finish. // Note this is 50PercentChance, so he has 50% chance of just doing the normal tired breathing. Response PostCritScout { scene "scenes/player/Scout/low/2734.vcd" scene "scenes/player/Scout/low/2774.vcd" scene "scenes/player/Scout/low/2775.vcd" scene "scenes/player/Scout/low/2776.vcd" } Rule PostCritScout { criteria ConceptTired IsScout 50PercentChance LoadoutIsCritDrink Response PostCritScout } // Milk toss Response MilkLaunchScout { scene "scenes/player/Scout/low/504.vcd" scene "scenes/player/Scout/low/2705.vcd" scene "scenes/player/Scout/low/2604.vcd" } Rule MilkLaunchScout { criteria ConceptJarateLaunch IsScout 50PercentChance Response MilkLaunchScout } // End custom Response PlayerKilledCapperScout { scene "scenes/Player/Scout/low/359.vcd" scene "scenes/Player/Scout/low/372.vcd" scene "scenes/Player/Scout/low/373.vcd" scene "scenes/Player/Scout/low/454.vcd" scene "scenes/Player/Scout/low/488.vcd" scene "scenes/Player/Scout/low/491.vcd" scene "scenes/Player/Scout/low/499.vcd" scene "scenes/Player/Scout/low/1308.vcd" } Rule PlayerKilledCapperScout { criteria ConceptCapBlocked IsScout ApplyContext "ScoutKillSpeech:1:10" Response PlayerKilledCapperScout } // Custom stuff // The other 2 unimplemented dominations do not have respective vcds. // Will build them sometime later. Response PlayerKilledDominatingScout { scene "scenes/Player/Scout/low/2551.vcd" predelay "2.5" scene "scenes/player/Scout/low/2687.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2764.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2765.vcd" predelay "2.5" } Rule PlayerKilledDominatingScout { criteria ConceptKilledPlayer IsScout IsDominated 30PercentChance ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingScout } Response PlayerKilledDominatingBatScout { scene "scenes/player/scout/low/2648.vcd" predelay "2.5" scene "scenes/player/scout/low/2643.vcd" predelay "2.5" } Rule PlayerKilledDominatingBatScout { criteria ConceptKilledPlayer IsScout IsDominated IsWeaponMelee ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingBatScout } //End custom Response PlayerKilledDominatingDemomanScout { scene "scenes/Player/Scout/low/2763.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2649.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2564.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2565.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2679.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2680.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2678.vcd" predelay "2.5" } Rule PlayerKilledDominatingDemomanScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimDemoman ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingDemomanScout } Response PlayerKilledDominatingEngineerScout { scene "scenes/Player/Scout/low/2766.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2556.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2675.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2676.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2677.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2710.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2711.vcd" predelay "2.5" } Rule PlayerKilledDominatingEngineerScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimEngineer ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingEngineerScout } Response PlayerKilledDominatingHeavyScout { scene "scenes/Player/Scout/low/2553.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2646.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2647.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2557.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2558.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2655.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2656.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2657.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2659.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2660.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2693.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2712.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2713.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2642.vcd" predelay "2.5" } Rule PlayerKilledDominatingHeavyScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimHeavy ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingHeavyScout } Response PlayerKilledDominatingMedicScout { scene "scenes/Player/Scout/low/2714.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2715.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2716.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2736.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2665.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2559.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2641.vcd" predelay "2.5" } Rule PlayerKilledDominatingMedicScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimMedic ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingMedicScout } Response PlayerKilledDominatingPyroScout { scene "scenes/player/Scout/low/2688.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2644.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2560.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2673.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2674.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2725.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2726.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2718.vcd" predelay "2.5" } Rule PlayerKilledDominatingPyroScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimPyro ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingPyroScout } Response PlayerKilledDominatingScoutScout { scene "scenes/Player/Scout/low/2555.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2645.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2691.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2719.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2554.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2654.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2768.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2566.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2666.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2667.vcd" predelay "2.5" } Rule PlayerKilledDominatingScoutScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimScout ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingScoutScout } Response PlayerKilledDominatingSniperScout { scene "scenes/Player/Scout/low/2686.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2567.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2668.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2672.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2769.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2770.vcd" predelay "2.5" } Rule PlayerKilledDominatingSniperScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimSniper ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSniperScout } Response PlayerKilledDominatingSoldierScout { scene "scenes/Player/Scout/low/2562.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2669.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2670.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2671.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2720.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2721.vcd" predelay "2.5" } Rule PlayerKilledDominatingSoldierScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimSoldier ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSoldierScout } Response PlayerKilledDominatingSpyScout { scene "scenes/Player/Scout/low/2682.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2552.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2563.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2661.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2662.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2663.vcd" predelay "2.5" } Rule PlayerKilledDominatingSpyScout { criteria ConceptKilledPlayer IsScout IsDominated IsVictimSpy ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSpyScout } Response PlayerKilledForRevengeScout { scene "scenes/Player/Scout/low/2681.vcd" predelay "2.5" scene "scenes/Player/Scout/low/374.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2641.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2706.vcd" predelay "2.5" scene "scenes/Player/Scout/low/453.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2586.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2587.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2588.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2589.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2590.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2591.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2592.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2593.vcd" predelay "2.5" scene "scenes/Player/Scout/low/2594.vcd" predelay "2.5" scene "scenes/Player/Scout/low/486.vcd" predelay "2.5" } Rule PlayerKilledForRevengeScout { criteria ConceptKilledPlayer IsScout IsRevenge ApplyContext "ScoutKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeScout } Response PlayerKilledObjectScout { scene "scenes/Player/Scout/low/485.vcd" } Rule PlayerKilledObjectScout { criteria ConceptKilledObject IsScout 30PercentChance IsARecentKill ApplyContext "ScoutKillSpeechObject:1:30" Response PlayerKilledObjectScout } Response PlayerStunBallHitScout { scene "scenes/Player/Scout/low/2767.vcd" scene "scenes/Player/Scout/low/2597.vcd" scene "scenes/Player/Scout/low/2598.vcd" scene "scenes/Player/Scout/low/2599.vcd" scene "scenes/Player/Scout/low/2600.vcd" scene "scenes/Player/Scout/low/2601.vcd" scene "scenes/Player/Scout/low/2602.vcd" scene "scenes/Player/Scout/low/2684.vcd" scene "scenes/Player/Scout/low/2694.vcd" scene "scenes/Player/Scout/low/2695.vcd" scene "scenes/Player/Scout/low/2700.vcd" scene "scenes/Player/Scout/low/2702.vcd" scene "scenes/Player/Scout/low/2705.vcd" scene "scenes/Player/Scout/low/2707.vcd" scene "scenes/Player/Scout/low/2697.vcd" scene "scenes/Player/Scout/low/2701.vcd" } Rule PlayerStunBallHitScout { criteria ConceptStunnedTarget IsScout NotSaidScoutHitBallSpeech 50PercentChance Response PlayerStunBallHitScout } Response PlayerStunBallHittingItScout { scene "scenes/Player/Scout/low/2606.vcd" scene "scenes/Player/Scout/low/2604.vcd" scene "scenes/Player/Scout/low/2651.vcd" scene "scenes/Player/Scout/low/2703.vcd" } Rule PlayerStunBallHittingItScout { criteria ConceptFireWeapon IsScout WeaponIsWoodBat 10PercentChance ApplyContext "ScoutHitBallSpeech:1:10" Response PlayerStunBallHittingItScout } Response PlayerStunBallPickUpScout { scene "scenes/Player/Scout/low/2722.vcd" scene "scenes/Player/Scout/low/2723.vcd" scene "scenes/Player/Scout/low/2724.vcd" scene "scenes/Player/Scout/low/2772.vcd" scene "scenes/Player/Scout/low/2773.vcd" } Rule PlayerStunBallPickUpScout { criteria ConceptScoutBallGrab IsScout 50PercentChance Response PlayerStunBallPickUpScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainScout { scene "scenes/Player/Scout/low/461.vcd" scene "scenes/Player/Scout/low/462.vcd" scene "scenes/Player/Scout/low/463.vcd" scene "scenes/Player/Scout/low/1361.vcd" scene "scenes/Player/Scout/low/1362.vcd" scene "scenes/Player/Scout/low/1363.vcd" } Rule PlayerAttackerPainScout { criteria ConceptAttackerPain IsScout IsNotDominating Response PlayerAttackerPainScout } Response PlayerOnFireScout { scene "scenes/Player/Scout/low/365.vcd" } Rule PlayerOnFireScout { criteria ConceptFire IsScout ScoutIsNotStillonFire IsNotDominating ApplyContext "ScoutOnFire:1:7" Response PlayerOnFireScout } Response PlayerOnFireRareScout { scene "scenes/Player/Scout/low/366.vcd" } Rule PlayerOnFireRareScout { criteria ConceptFire IsScout 10PercentChance ScoutIsNotStillonFire IsNotDominating ApplyContext "ScoutOnFire:1:7" Response PlayerOnFireRareScout } Response PlayerPainScout { scene "scenes/Player/Scout/low/464.vcd" scene "scenes/Player/Scout/low/465.vcd" scene "scenes/Player/Scout/low/466.vcd" scene "scenes/Player/Scout/low/1364.vcd" scene "scenes/Player/Scout/low/1365.vcd" scene "scenes/Player/Scout/low/1366.vcd" scene "scenes/Player/Scout/low/1367.vcd" scene "scenes/Player/Scout/low/1368.vcd" } Rule PlayerPainScout { criteria ConceptPain IsScout IsNotDominating Response PlayerPainScout } Response PlayerStillOnFireScout { scene "scenes/Player/Scout/low/1932.vcd" } Rule PlayerStillOnFireScout { criteria ConceptFire IsScout ScoutIsStillonFire IsNotDominating ApplyContext "ScoutOnFire:1:7" Response PlayerStillOnFireScout } //-------------------------------------------------------------------------------------------------------------- // Duel Speech //-------------------------------------------------------------------------------------------------------------- Response AcceptedDuelScout { scene "scenes/Player/Scout/low/377.vcd" scene "scenes/Player/Scout/low/491.vcd" scene "scenes/Player/Scout/low/494.vcd" scene "scenes/Player/Scout/low/496.vcd" scene "scenes/Player/Scout/low/516.vcd" } Rule AcceptedDuelScout { criteria ConceptIAcceptDuel IsScout Response AcceptedDuelScout } Response MeleeDareScout { scene "scenes/Player/Scout/low/2579.vcd" scene "scenes/Player/Scout/low/2580.vcd" scene "scenes/Player/Scout/low/2582.vcd" scene "scenes/Player/Scout/low/2583.vcd" scene "scenes/Player/Scout/low/2581.vcd" } Rule MeleeDareScout { criteria ConceptRequestDuel IsScout Response MeleeDareScout } Response RejectedDuelScout { scene "scenes/Player/Scout/low/362.vcd" scene "scenes/Player/Scout/low/1281.vcd" scene "scenes/Player/Scout/low/363.vcd" scene "scenes/Player/Scout/low/364.vcd" scene "scenes/Player/Scout/low/2554.vcd" scene "scenes/Player/Scout/low/2768.vcd" scene "scenes/Player/Scout/low/419.vcd" scene "scenes/Player/Scout/low/421.vcd" scene "scenes/Player/Scout/low/2706.vcd" } Rule RejectedDuelScout { criteria ConceptDuelRejected IsScout Response RejectedDuelScout } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoScout { scene "scenes/Player/Scout/low/393.vcd" scene "scenes/Player/Scout/low/1286.vcd" scene "scenes/Player/Scout/low/392.vcd" scene "scenes/Player/Scout/low/394.vcd" } Rule PlayerGoScout { criteria ConceptPlayerGo IsScout Response PlayerGoScout } Response PlayerHeadLeftScout { scene "scenes/Player/Scout/low/398.vcd" scene "scenes/Player/Scout/low/399.vcd" scene "scenes/Player/Scout/low/400.vcd" } Rule PlayerHeadLeftScout { criteria ConceptPlayerLeft IsScout Response PlayerHeadLeftScout } Response PlayerHeadRightScout { scene "scenes/Player/Scout/low/401.vcd" scene "scenes/Player/Scout/low/402.vcd" scene "scenes/Player/Scout/low/403.vcd" } Rule PlayerHeadRightScout { criteria ConceptPlayerRight IsScout Response PlayerHeadRightScout } Response PlayerHelpScout { scene "scenes/Player/Scout/low/404.vcd" scene "scenes/Player/Scout/low/1290.vcd" scene "scenes/Player/Scout/low/405.vcd" scene "scenes/Player/Scout/low/406.vcd" } Rule PlayerHelpScout { criteria ConceptPlayerHelp IsScout Response PlayerHelpScout } Response PlayerHelpCaptureScout { scene "scenes/Player/Scout/low/407.vcd" scene "scenes/Player/Scout/low/408.vcd" scene "scenes/Player/Scout/low/409.vcd" } Rule PlayerHelpCaptureScout { criteria ConceptPlayerHelp IsScout IsOnCappableControlPoint ApplyContext "ScoutHelpCap:1:10" Response PlayerHelpCaptureScout } Response PlayerHelpCapture2Scout { scene "scenes/Player/Scout/low/489.vcd" scene "scenes/Player/Scout/low/1304.vcd" scene "scenes/Player/Scout/low/1305.vcd" scene "scenes/Player/Scout/low/1306.vcd" scene "scenes/Player/Scout/low/1307.vcd" } Rule PlayerHelpCapture2Scout { criteria ConceptPlayerHelp IsScout IsOnCappableControlPoint IsHelpCapScout Response PlayerHelpCapture2Scout } // Custom stuff // Response for when the Scout is fighting on a cappable point Response PlayerGetOnPointScout { scene "scenes/Player/Scout/low/2568.vcd" scene "scenes/Player/Scout/low/2569.vcd" scene "scenes/Player/Scout/low/2570.vcd" scene "scenes/Player/Scout/low/2572.vcd" } Rule PlayerGetOnPointScout { criterion ConceptFireWeapon IsScout IsOnCappableControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:15" applycontexttoworld Response PlayerGetOnPointScout } // End custom Response PlayerHelpDefendScout { scene "scenes/Player/Scout/low/410.vcd" scene "scenes/Player/Scout/low/411.vcd" scene "scenes/Player/Scout/low/412.vcd" } Rule PlayerHelpDefendScout { criteria ConceptPlayerHelp IsScout IsOnFriendlyControlPoint Response PlayerHelpDefendScout } Response PlayerMedicScout { scene "scenes/Player/Scout/low/438.vcd" scene "scenes/Player/Scout/low/439.vcd" scene "scenes/Player/Scout/low/440.vcd" } Rule PlayerMedicScout { criteria ConceptPlayerMedic IsScout Response PlayerMedicScout } Response PlayerAskForBallScout { } Rule PlayerAskForBallScout { criteria ConceptPlayerAskForBall IsScout Response PlayerAskForBallScout } Response PlayerMoveUpScout { scene "scenes/Player/Scout/low/441.vcd" scene "scenes/Player/Scout/low/442.vcd" scene "scenes/Player/Scout/low/443.vcd" } Rule PlayerMoveUpScout { criteria ConceptPlayerMoveUp IsScout Response PlayerMoveUpScout } Response PlayerNoScout { scene "scenes/Player/Scout/low/455.vcd" scene "scenes/Player/Scout/low/456.vcd" scene "scenes/Player/Scout/low/457.vcd" } Rule PlayerNoScout { criteria ConceptPlayerNo IsScout Response PlayerNoScout } Response PlayerThanksScout { scene "scenes/Player/Scout/low/508.vcd" scene "scenes/Player/Scout/low/509.vcd" } Rule PlayerThanksScout { criteria ConceptPlayerThanks IsScout Response PlayerThanksScout } // 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 KilledPlayerAssistScout { scene "scenes/Player/Scout/low/487.vcd" scene "scenes/Player/Scout/low/488.vcd" } Rule KilledPlayerAssistScout { criteria ConceptPlayerThanks IsScout IsARecentKill KilledPlayerDelay ScoutNotAssistSpeech ApplyContext "ScoutAssistSpeech:1:20" Response KilledPlayerAssistScout } // End custom Response PlayerYesScout { scene "scenes/Player/Scout/low/516.vcd" scene "scenes/Player/Scout/low/517.vcd" scene "scenes/Player/Scout/low/518.vcd" } Rule PlayerYesScout { criteria ConceptPlayerYes IsScout Response PlayerYesScout } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeScout { scene "scenes/Player/Scout/low/353.vcd" scene "scenes/Player/Scout/low/354.vcd" scene "scenes/Player/Scout/low/355.vcd" } Rule PlayerActivateChargeScout { criteria ConceptPlayerActivateCharge IsScout Response PlayerActivateChargeScout } Response PlayerCloakedSpyScout { scene "scenes/Player/Scout/low/380.vcd" scene "scenes/Player/Scout/low/379.vcd" scene "scenes/Player/Scout/low/1285.vcd" scene "scenes/Player/Scout/low/381.vcd" } Rule PlayerCloakedSpyScout { criteria ConceptPlayerCloakedSpy IsScout Response PlayerCloakedSpyScout } Response PlayerDispenserHereScout { scene "scenes/Player/Scout/low/444.vcd" } Rule PlayerDispenserHereScout { criteria ConceptPlayerDispenserHere IsScout Response PlayerDispenserHereScout } Response PlayerIncomingScout { scene "scenes/Player/Scout/low/413.vcd" scene "scenes/Player/Scout/low/414.vcd" scene "scenes/Player/Scout/low/415.vcd" } Rule PlayerIncomingScout { criteria ConceptPlayerIncoming IsScout Response PlayerIncomingScout } Response PlayerSentryAheadScout { scene "scenes/Player/Scout/low/472.vcd" scene "scenes/Player/Scout/low/473.vcd" scene "scenes/Player/Scout/low/474.vcd" } Rule PlayerSentryAheadScout { criteria ConceptPlayerSentryAhead IsScout Response PlayerSentryAheadScout } Response PlayerSentryHereScout { scene "scenes/Player/Scout/low/445.vcd" } Rule PlayerSentryHereScout { criteria ConceptPlayerSentryHere IsScout Response PlayerSentryHereScout } Response PlayerTeleporterHereScout { scene "scenes/Player/Scout/low/446.vcd" } Rule PlayerTeleporterHereScout { criteria ConceptPlayerTeleporterHere IsScout Response PlayerTeleporterHereScout } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryScout { scene "scenes/Player/Scout/low/367.vcd" scene "scenes/Player/Scout/low/369.vcd" scene "scenes/Player/Scout/low/370.vcd" scene "scenes/Player/Scout/low/371.vcd" scene "scenes/Player/Scout/low/368.vcd" } Rule PlayerBattleCryScout { criteria ConceptPlayerBattleCry IsScout Response PlayerBattleCryScout } // Custom stuff - melee dare // Look at enemy, then do battle cry voice command while holding a melee weapon. Response MeleeDareCombatScout { scene "scenes/Player/Scout/low/2584.vcd" scene "scenes/Player/Scout/low/2579.vcd" scene "scenes/Player/Scout/low/2580.vcd" scene "scenes/Player/Scout/low/2582.vcd" scene "scenes/Player/Scout/low/2583.vcd" scene "scenes/Player/Scout/low/2581.vcd" scene "scenes/Player/Scout/low/2642.vcd" scene "scenes/Player/Scout/low/500.vcd" scene "scenes/Player/Scout/low/494.vcd" scene "scenes/Player/Scout/low/496.vcd" } Rule MeleeDareCombatScout { criteria ConceptPlayerBattleCry IsWeaponMelee IsScout IsCrosshairEnemy Response MeleeDareCombatScout } //End custom Response PlayerCheersScout { scene "scenes/Player/Scout/low/372.vcd" scene "scenes/Player/Scout/low/374.vcd" scene "scenes/Player/Scout/low/375.vcd" scene "scenes/Player/Scout/low/377.vcd" scene "scenes/Player/Scout/low/376.vcd" scene "scenes/Player/Scout/low/373.vcd" } Rule PlayerCheersScout { criteria ConceptPlayerCheers IsScout Response PlayerCheersScout } Response PlayerGoodJobScout { scene "scenes/Player/Scout/low/395.vcd" scene "scenes/Player/Scout/low/396.vcd" scene "scenes/Player/Scout/low/397.vcd" scene "scenes/Player/Scout/low/1288.vcd" } Rule PlayerGoodJobScout { criteria ConceptPlayerGoodJob IsScout Response PlayerGoodJobScout } Response PlayerJeersScout { scene "scenes/Player/Scout/low/419.vcd" scene "scenes/Player/Scout/low/420.vcd" scene "scenes/Player/Scout/low/421.vcd" scene "scenes/Player/Scout/low/422.vcd" scene "scenes/Player/Scout/low/423.vcd" scene "scenes/Player/Scout/low/424.vcd" scene "scenes/Player/Scout/low/425.vcd" scene "scenes/Player/Scout/low/426.vcd" scene "scenes/Player/Scout/low/427.vcd" scene "scenes/Player/Scout/low/428.vcd" scene "scenes/Player/Scout/low/430.vcd" } Rule PlayerJeersScout { criteria ConceptPlayerJeers IsScout Response PlayerJeersScout } Response PlayerLostPointScout { scene "scenes/Player/Scout/low/451.vcd" scene "scenes/Player/Scout/low/447.vcd" scene "scenes/Player/Scout/low/449.vcd" scene "scenes/Player/Scout/low/450.vcd" scene "scenes/Player/Scout/low/448.vcd" } Rule PlayerLostPointScout { criteria ConceptPlayerLostPoint IsScout Response PlayerLostPointScout } Response PlayerNegativeScout { scene "scenes/Player/Scout/low/451.vcd" scene "scenes/Player/Scout/low/447.vcd" scene "scenes/Player/Scout/low/449.vcd" scene "scenes/Player/Scout/low/450.vcd" scene "scenes/Player/Scout/low/448.vcd" } Rule PlayerNegativeScout { criteria ConceptPlayerNegative IsScout Response PlayerNegativeScout } Response PlayerNiceShotScout { scene "scenes/Player/Scout/low/452.vcd" scene "scenes/Player/Scout/low/453.vcd" scene "scenes/Player/Scout/low/454.vcd" } Rule PlayerNiceShotScout { criteria ConceptPlayerNiceShot IsScout Response PlayerNiceShotScout } Response PlayerPositiveScout { scene "scenes/Player/Scout/low/1302.vcd" scene "scenes/Player/Scout/low/467.vcd" scene "scenes/Player/Scout/low/469.vcd" scene "scenes/Player/Scout/low/470.vcd" scene "scenes/Player/Scout/low/471.vcd" } Response PlayerTauntsScout { scene "scenes/Player/Scout/low/1298.vcd" scene "scenes/Player/Scout/low/436.vcd" scene "scenes/Player/Scout/low/437.vcd" scene "scenes/Player/Scout/low/1299.vcd" scene "scenes/Player/Scout/low/1300.vcd" scene "scenes/Player/Scout/low/1301.vcd" } Rule PlayerPositiveScout { criteria ConceptPlayerPositive IsScout Response PlayerPositiveScout Response PlayerTauntsScout } //-------------------------------------------------------------------------------------------------------------- // Begin Competitive Mode VO //-------------------------------------------------------------------------------------------------------------- Response PlayerFirstRoundStartCompScout { scene "scenes/Player/Scout/low/cm_scout_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_13.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_14.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_15.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_16.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_17.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_18.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_13.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_14.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_15.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_16.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_17.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_18.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_19.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_20.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_21.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_03.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartCompScout { criteria ConceptPlayerRoundStartComp IsScout IsFirstRound IsNotComp6v6 40PercentChance Response PlayerFirstRoundStartCompScout } Response PlayerFirstRoundStartComp6sScout { scene "scenes/Player/Scout/low/cm_scout_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_13.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_14.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_15.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_16.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_17.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_18.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_13.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_14.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_15.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_16.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_17.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_18.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_19.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_20.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_21.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_rare_01.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartComp6sScout { criteria ConceptPlayerRoundStartComp IsScout IsFirstRound IsComp6v6 40PercentChance Response PlayerFirstRoundStartComp6sScout } Response PlayerWonPrevRoundCompScout { scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_comp_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_comp_rare_02.vcd" predelay "1.0, 5.0" } Rule PlayerWonPrevRoundCompScout { criteria ConceptPlayerRoundStartComp IsScout IsNotFirstRound IsNotComp6v6 PlayerWonPreviousRound 40PercentChance Response PlayerWonPrevRoundCompScout } Response PlayerWonPrevRoundComp6sScout { scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_comp_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_comp_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_6s_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_6s_02.vcd" predelay "1.0, 5.0" } Rule PlayerWonPrevRoundComp6sScout { criteria ConceptPlayerRoundStartComp IsScout IsNotFirstRound IsComp6v6 PlayerWonPreviousRound 40PercentChance Response PlayerWonPrevRoundComp6sScout } Response PlayerLostPrevRoundCompScout { scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_rare_03.vcd" predelay "1.0, 5.0" } Rule PlayerLostPrevRoundCompScout { criteria ConceptPlayerRoundStartComp IsScout IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance Response PlayerLostPrevRoundCompScout } Response PlayerTiedPrevRoundCompScout { scene "scenes/Player/Scout/low/cm_scout_pregametie_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregametie_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregametie_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregametie_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregametie_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregametie_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_pregametie_07.vcd" predelay "1.0, 5.0" } Rule PlayerTiedPrevRoundCompScout { criteria ConceptPlayerRoundStartComp IsScout IsNotFirstRound PreviousRoundWasTie 40PercentChance Response PlayerTiedPrevRoundCompScout } Response PlayerGameWinCompScout { scene "scenes/Player/Scout/low/cm_scout_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_08.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_09.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_10.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_11.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_12.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_13.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_14.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_15.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_rare_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Scout/low/cm_scout_gamewon_rare_02.vcd" predelay "2.0, 5.0" } Rule PlayerGameWinCompScout { criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsScout 40PercentChance Response PlayerGameWinCompScout } Response PlayerMatchWinCompScout { scene "scenes/Player/Scout/low/cm_scout_matchwon_01.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_02.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_03.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_04.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_05.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_06.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_07.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_08.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_09.vcd" predelay "1.0, 2.0" scene "scenes/Player/Scout/low/cm_scout_matchwon_10.vcd" predelay "1.0, 2.0" } Rule PlayerMatchWinCompScout { criteria ConceptPlayerMatchOverComp PlayerOnWinningTeam IsScout 40PercentChance Response PlayerMatchWinCompScout } //-------------------------------------------------------------------------------------------------------------- // End Competitive Mode VO 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