//-------------------------------------------------------------------------------------------------------------- // Sniper Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "SniperIsNotStillonFire" "SniperOnFire" "!=1" "required" weight 0 Criterion "SniperIsStillonFire" "SniperOnFire" "1" "required" weight 0 Criterion "SniperNotKillSpeech" "SniperKillSpeech" "!=1" "required" weight 0 Criterion "SniperNotKillSpeechMelee" "SniperKillSpeechMelee" "!=1" "required" weight 0 Criterion "SniperNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0 Criterion "SniperNotSaidHealThanks" "SniperSaidHealThanks" "!=1" "required" Criterion "IsHelpCapSniper" "SniperHelpCap" "1" "required" weight 0 // Custom stuff Criterion "SniperNotInvulnerableSpeech" "SniperInvulnerableSpeech" "!=1" "required" weight 0 Criterion "SniperNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0 Criterion "SniperNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0 Criterion "SniperNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0 Criterion "SniperNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0 Criterion "SniperNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0 Criterion "SniperNotAwardSpeech" "SniperAwardSpeech" "!=1" "required" weight 0 Criterion "SniperNotAssistSpeech" "SniperAssistSpeech" "!=1" "required" weight 0 Criterion "SniperNotHoldStill" "SniperHoldStill" "!=1" "required" weight 0 Response PlayerCloakedSpyDemomanSniper { scene "scenes/Player/Sniper/low/1633.vcd" } Rule PlayerCloakedSpyDemomanSniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnDemoman Response PlayerCloakedSpyDemomanSniper } Response PlayerCloakedSpyEngineerSniper { scene "scenes/Player/Sniper/low/1636.vcd" } Rule PlayerCloakedSpyEngineerSniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnEngineer Response PlayerCloakedSpyEngineerSniper } Response PlayerCloakedSpyHeavySniper { scene "scenes/Player/Sniper/low/1631.vcd" } Rule PlayerCloakedSpyHeavySniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnHeavy Response PlayerCloakedSpyHeavySniper } Response PlayerCloakedSpyMedicSniper { scene "scenes/Player/Sniper/low/1635.vcd" } Rule PlayerCloakedSpyMedicSniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnMedic Response PlayerCloakedSpyMedicSniper } Response PlayerCloakedSpyPyroSniper { scene "scenes/Player/Sniper/low/1632.vcd" } Rule PlayerCloakedSpyPyroSniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnPyro Response PlayerCloakedSpyPyroSniper } Response PlayerCloakedSpyScoutSniper { scene "scenes/Player/Sniper/low/1629.vcd" } Rule PlayerCloakedSpyScoutSniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnScout Response PlayerCloakedSpyScoutSniper } Response PlayerCloakedSpySniperSniper { scene "scenes/Player/Sniper/low/1637.vcd" } Rule PlayerCloakedSpySniperSniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnSniper Response PlayerCloakedSpySniperSniper } Response PlayerCloakedSpySoldierSniper { scene "scenes/Player/Sniper/low/1630.vcd" } Rule PlayerCloakedSpySoldierSniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnSoldier Response PlayerCloakedSpySoldierSniper } Response PlayerCloakedSpySpySniper { scene "scenes/Player/Sniper/low/1634.vcd" } Rule PlayerCloakedSpySpySniper { criteria ConceptPlayerCloakedSpy IsSniper IsOnSpy Response PlayerCloakedSpySpySniper } // Modified to only have whisper lines when headshot with rifle. // Other lines for when you get a kill with rifle/bow against a Soldier. Response SniperKillSoldier { scene "scenes/Player/Sniper/low/1719.vcd" predelay "1" scene "scenes/Player/Sniper/low/1727.vcd" predelay "1" scene "scenes/Player/Sniper/low/1731.vcd" predelay "1" scene "scenes/Player/Sniper/low/1757.vcd" predelay "1" } Rule SniperKillSoldier { criteria ConceptKilledPlayer IsSniper WeaponIsSniperRifle 50PercentChance IsVictimSoldier SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillSoldier } Rule SniperKillSoldierClassic { criteria ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle 50PercentChance IsVictimSoldier SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillSoldier } Rule SniperKillSoldierBow { criteria ConceptKilledPlayer IsSniper WeaponIsBow 50PercentChance IsVictimSoldier SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillSoldier } Response SniperHeadShotKillSoldier { scene "scenes/Player/Sniper/low/1725.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1807.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1803.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1831.vcd" predelay "1.75" } Rule SniperHeadShotKillSoldier { criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance IsVictimSoldier SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperHeadShotKillSoldier } Rule SniperHeadShotKillSoldierClassic { criteria ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle IsHeadShot 50PercentChance IsVictimSoldier SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperHeadShotKillSoldier } // Same for the Heavy Response SniperKillHeavy { scene "scenes/Player/Sniper/low/1758.vcd" predelay "1" } Rule SniperKillHeavy { criteria ConceptKilledPlayer IsSniper WeaponIsSniperRifle 50PercentChance IsVictimHeavy SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillHeavy } Rule SniperKillHeavyClassic { criteria ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle 50PercentChance IsVictimHeavy SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillHeavy } Rule SniperKillHeavyBow { criteria ConceptKilledPlayer IsSniper WeaponIsBow 50PercentChance IsVictimHeavy SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillHeavy } Response SniperHeadShotKillHeavy { scene "scenes/Player/Sniper/low/1832.vcd" predelay "1.75" } Rule SniperHeadShotKillHeavy { criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance IsVictimHeavy SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperHeadShotKillHeavy } Rule SniperHeadShotKillHeavyClassic { criteria ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle IsHeadShot 50PercentChance IsVictimHeavy SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperHeadShotKillHeavy } // Modified to only have whisper lines when headshot with rifle. // Other lines for when you get a kill with any weapon against a Spy. Response SniperKillSpy { scene "scenes/Player/Sniper/low/1712.vcd" predelay "1" scene "scenes/Player/Sniper/low/1723.vcd" predelay "1" scene "scenes/Player/Sniper/low/1729.vcd" predelay "1" scene "scenes/Player/Sniper/low/1732.vcd" predelay "1" } Rule SniperKillSpy { criteria ConceptKilledPlayer IsSniper 50PercentChance IsVictimSpy SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillSpy } Response SniperHeadShotKillSpy { scene "scenes/Player/Sniper/low/1805.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1806.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1808.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1798.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1799.vcd" predelay "1.75" } Rule SniperHeadShotKillSpy { criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance IsVictimSpy SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperHeadShotKillSpy } Rule SniperHeadShotKillSpyClassic { criteria ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle IsHeadShot 50PercentChance IsVictimSpy SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperHeadShotKillSpy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksSniper { scene "scenes/Player/Sniper/low/1761.vcd" scene "scenes/Player/Sniper/low/1762.vcd" scene "scenes/Player/Sniper/low/1763.vcd" } Rule HealThanksSniper { criteria ConceptMedicChargeStopped IsSniper SuperHighHealthContext SniperNotSaidHealThanks 50PercentChance ApplyContext "SniperSaidHealThanks:1:20" Response HealThanksSniper } // Custom achievement stuff Response AwardSniper { scene "scenes/Player/Sniper/low/2298.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2299.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2339.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2340.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2341.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2343.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2344.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2346.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2347.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2350.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2351.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2423.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2436.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2453.vcd" predelay "2.5" } Rule AwardSniper { criteria ConceptAchievementAward IsSniper SniperNotAwardSpeech ApplyContext "SniperAwardSpeech:1:10" ApplyContext "IsDominating:1:10" Response AwardSniper } //End custom achievement Response PlayerRoundStartSniper { scene "scenes/Player/Sniper/low/1612.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/1613.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/1614.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/1615.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/1616.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/1617.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartSniper { criteria ConceptPlayerRoundStart IsSniper Response PlayerRoundStartSniper } Response PlayerCappedIntelligenceSniper { scene "scenes/Player/Sniper/low/1603.vcd" scene "scenes/Player/Sniper/low/1604.vcd" scene "scenes/Player/Sniper/low/1605.vcd" scene "scenes/Player/Sniper/low/1771.vcd" scene "scenes/Player/Sniper/low/1772.vcd" } Rule PlayerCappedIntelligenceSniper { criteria ConceptPlayerCapturedIntelligence IsSniper Response PlayerCappedIntelligenceSniper } Response PlayerCapturedPointSniper { scene "scenes/Player/Sniper/low/1600.vcd" scene "scenes/Player/Sniper/low/1601.vcd" scene "scenes/Player/Sniper/low/1602.vcd" } Rule PlayerCapturedPointSniper { criteria ConceptPlayerCapturedPoint IsSniper Response PlayerCapturedPointSniper } Response PlayerSuddenDeathSniper { scene "scenes/Player/Sniper/low/1662.vcd" scene "scenes/Player/Sniper/low/1663.vcd" scene "scenes/Player/Sniper/low/1664.vcd" scene "scenes/Player/Sniper/low/1665.vcd" scene "scenes/Player/Sniper/low/1666.vcd" scene "scenes/Player/Sniper/low/1667.vcd" scene "scenes/Player/Sniper/low/1668.vcd" scene "scenes/Player/Sniper/low/1669.vcd" } Rule PlayerSuddenDeathSniper { criteria ConceptPlayerSuddenDeathStart IsSniper Response PlayerSuddenDeathSniper } Response PlayerStalemateSniper { scene "scenes/Player/Sniper/low/1606.vcd" scene "scenes/Player/Sniper/low/1607.vcd" scene "scenes/Player/Sniper/low/1608.vcd" } Rule PlayerStalemateSniper { criteria ConceptPlayerStalemate IsSniper Response PlayerStalemateSniper } Response PlayerTeleporterThanksSniper { scene "scenes/Player/Sniper/low/1764.vcd" scene "scenes/Player/Sniper/low/1765.vcd" scene "scenes/Player/Sniper/low/1766.vcd" } Rule PlayerTeleporterThanksSniper { criteria ConceptTeleported IsNotEngineer IsSniper 30PercentChance Response PlayerTeleporterThanksSniper } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Response CartMovingBackwardsDefenseSniper { scene "scenes/Player/Sniper/low/2334.vcd" scene "scenes/Player/Sniper/low/2335.vcd" scene "scenes/Player/Sniper/low/2336.vcd" scene "scenes/Player/Sniper/low/2352.vcd" scene "scenes/Player/Sniper/low/2431.vcd" scene "scenes/Player/Sniper/low/2432.vcd" scene "scenes/Player/Sniper/low/2444.vcd" scene "scenes/Player/Sniper/low/2445.vcd" } Rule CartMovingBackwardsDefenseSniper { criteria ConceptCartMovingBackward IsOnDefense IsSniper Unzoomed SniperNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardD:1:20" Response CartMovingBackwardsDefenseSniper } // Custom added stuff // We fire this response if the Sniper is scoped, these are softer versions of the normal lines. Response CartMovingBackwardsDefenseScopedSniper { scene "scenes/Player/Sniper/low/2518.vcd" scene "scenes/Player/Sniper/low/2519.vcd" scene "scenes/Player/Sniper/low/2520.vcd" scene "scenes/Player/Sniper/low/2521.vcd" scene "scenes/Player/Sniper/low/2540.vcd" scene "scenes/Player/Sniper/low/2541.vcd" scene "scenes/Player/Sniper/low/2542.vcd" scene "scenes/Player/Sniper/low/2543.vcd" } Rule CartMovingBackwardsDefenseScopedSniper { criteria ConceptCartMovingBackward IsOnDefense IsSniper DeployedContext SniperNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardD:1:20" Response CartMovingBackwardsDefenseScopedSniper } // Offense backwards Response CartMovingBackwardsOffenseSniper { scene "scenes/Player/Sniper/low/2331.vcd" scene "scenes/Player/Sniper/low/2332.vcd" scene "scenes/Player/Sniper/low/2333.vcd" scene "scenes/Player/Sniper/low/2353.vcd" scene "scenes/Player/Sniper/low/2354.vcd" scene "scenes/Player/Sniper/low/2429.vcd" scene "scenes/Player/Sniper/low/2430.vcd" } Rule CartMovingBackwardsOffenseSniper { criteria ConceptCartMovingBackward IsOnOffense IsSniper Unzoomed SniperNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardO:1:20" Response CartMovingBackwardsOffenseSniper } Response CartMovingBackwardsOffenseScopedSniper { scene "scenes/Player/Sniper/low/2515.vcd" scene "scenes/Player/Sniper/low/2516.vcd" scene "scenes/Player/Sniper/low/2517.vcd" scene "scenes/Player/Sniper/low/2522.vcd" scene "scenes/Player/Sniper/low/2523.vcd" scene "scenes/Player/Sniper/low/2538.vcd" scene "scenes/Player/Sniper/low/2539.vcd" } Rule CartMovingBackwardsOffenseScopedSniper { criteria ConceptCartMovingBackward IsOnOffense IsSniper DeployedContext SniperNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardO:1:20" Response CartMovingBackwardsOffenseScopedSniper } // Defense forward Response CartMovingForwardDefenseSniper { scene "scenes/Player/Sniper/low/2328.vcd" scene "scenes/Player/Sniper/low/2329.vcd" scene "scenes/Player/Sniper/low/2330.vcd" scene "scenes/Player/Sniper/low/2355.vcd" scene "scenes/Player/Sniper/low/2446.vcd" scene "scenes/Player/Sniper/low/2447.vcd" } Rule CartMovingForwardDefenseSniper { criteria ConceptCartMovingForward IsOnDefense IsSniper Unzoomed SniperNotSaidCartMovingForwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardD:1:20" Response CartMovingForwardDefenseSniper } Response CartMovingForwardDefenseScopedSniper { scene "scenes/Player/Sniper/low/2512.vcd" scene "scenes/Player/Sniper/low/2513.vcd" scene "scenes/Player/Sniper/low/2514.vcd" scene "scenes/Player/Sniper/low/2524.vcd" scene "scenes/Player/Sniper/low/2544.vcd" scene "scenes/Player/Sniper/low/2545.vcd" } Rule CartMovingForwardDefenseSniper { criteria ConceptCartMovingForward IsOnDefense IsSniper DeployedContext SniperNotSaidCartMovingForwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardD:1:20" Response CartMovingForwardDefenseScopedSniper } // Offense forward Response CartMovingForwardOffenseSniper { scene "scenes/Player/Sniper/low/2307.vcd" scene "scenes/Player/Sniper/low/2308.vcd" scene "scenes/Player/Sniper/low/2309.vcd" scene "scenes/Player/Sniper/low/2402.vcd" scene "scenes/Player/Sniper/low/2403.vcd" scene "scenes/Player/Sniper/low/2404.vcd" scene "scenes/Player/Sniper/low/2406.vcd" scene "scenes/Player/Sniper/low/2407.vcd" scene "scenes/Player/Sniper/low/2408.vcd" scene "scenes/Player/Sniper/low/2409.vcd" scene "scenes/Player/Sniper/low/2301.vcd" scene "scenes/Player/Sniper/low/2302.vcd" scene "scenes/Player/Sniper/low/2303.vcd" scene "scenes/Player/Sniper/low/2416.vcd" scene "scenes/Player/Sniper/low/2424.vcd" scene "scenes/Player/Sniper/low/2425.vcd" scene "scenes/Player/Sniper/low/2454.vcd" } Rule CartMovingForwardOffenseSniper { criteria ConceptCartMovingForward IsOnOffense IsSniper Unzoomed SniperNotSaidCartMovingForwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardO:1:20" Response CartMovingForwardOffenseSniper } Response CartMovingForwardOffenseScopedSniper { scene "scenes/Player/Sniper/low/2506.vcd" scene "scenes/Player/Sniper/low/2507.vcd" scene "scenes/Player/Sniper/low/2508.vcd" scene "scenes/Player/Sniper/low/2525.vcd" scene "scenes/Player/Sniper/low/2526.vcd" scene "scenes/Player/Sniper/low/2527.vcd" scene "scenes/Player/Sniper/low/2529.vcd" scene "scenes/Player/Sniper/low/2530.vcd" scene "scenes/Player/Sniper/low/2531.vcd" scene "scenes/Player/Sniper/low/2532.vcd" scene "scenes/Player/Sniper/low/2500.vcd" scene "scenes/Player/Sniper/low/2501.vcd" scene "scenes/Player/Sniper/low/2502.vcd" scene "scenes/Player/Sniper/low/2535.vcd" scene "scenes/Player/Sniper/low/2536.vcd" scene "scenes/Player/Sniper/low/2537.vcd" scene "scenes/Player/Sniper/low/2546.vcd" } Rule CartMovingForwardOffenseScopedSniper { criteria ConceptCartMovingForward IsOnOffense IsSniper DeployedContext SniperNotSaidCartMovingForwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardO:1:20" Response CartMovingForwardOffenseScopedSniper } // Cart stopped Defense Response CartMovingStoppedDefenseSniper { scene "scenes/Player/Sniper/low/2310.vcd" scene "scenes/Player/Sniper/low/2311.vcd" scene "scenes/Player/Sniper/low/2312.vcd" scene "scenes/Player/Sniper/low/2414.vcd" scene "scenes/Player/Sniper/low/2455.vcd" scene "scenes/Player/Sniper/low/2456.vcd" } Rule CartMovingStoppedDefenseSniper { criteria ConceptCartMovingStopped IsOnDefense IsSniper Unzoomed SniperNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedD:1:20" Response CartMovingStoppedDefenseSniper } Response CartMovingStoppedDefenseScopedSniper { scene "scenes/Player/Sniper/low/2509.vcd" scene "scenes/Player/Sniper/low/2510.vcd" scene "scenes/Player/Sniper/low/2511.vcd" scene "scenes/Player/Sniper/low/2533.vcd" scene "scenes/Player/Sniper/low/2558.vcd" } Rule CartMovingStoppedDefenseScopedSniper { criteria ConceptCartMovingStopped IsOnDefense IsSniper DeployedContext SniperNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedD:1:20" Response CartMovingStoppedDefenseScopedSniper } // Cart stopped Offense Response CartMovingStoppedOffenseSniper { scene "scenes/Player/Sniper/low/2304.vcd" scene "scenes/Player/Sniper/low/2305.vcd" scene "scenes/Player/Sniper/low/2306.vcd" scene "scenes/Player/Sniper/low/2415.vcd" scene "scenes/Player/Sniper/low/2457.vcd" } Rule CartMovingStoppedOffenseSniper { criteria ConceptCartMovingStopped IsOnOffense IsSniper Unzoomed SniperNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedO:1:20" Response CartMovingStoppedOffenseSniper } Response CartMovingStoppedOffenseScopedSniper { scene "scenes/Player/Sniper/low/2503.vcd" scene "scenes/Player/Sniper/low/2504.vcd" scene "scenes/Player/Sniper/low/2505.vcd" scene "scenes/Player/Sniper/low/2534.vcd" scene "scenes/Player/Sniper/low/2549.vcd" } Rule CartMovingStoppedOffenseScopedSniper { criteria ConceptCartMovingStopped IsOnOffense IsSniper DeployedContext SniperNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedO:1:20" Response CartMovingStoppedOffenseScopedSniper } // End custom //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointSniper { scene "scenes/Player/Sniper/low/1736.vcd" scene "scenes/Player/Sniper/low/1737.vcd" } Rule DefendOnThePointSniper { criteria ConceptFireWeapon IsSniper IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointSniper } // Custom stuff Response InvulnerableSpeechSniper { scene "scenes/Player/Sniper/low/1750.vcd" scene "scenes/Player/Sniper/low/1751.vcd" scene "scenes/Player/Sniper/low/1754.vcd" scene "scenes/Player/Sniper/low/1756.vcd" } Rule InvulnerableSpeechSniper { criteria ConceptFireWeapon IsSniper IsInvulnerable SniperNotInvulnerableSpeech ApplyContext "SniperInvulnerableSpeech:1:30" Response InvulnerableSpeechSniper } // End custom Response KilledPlayerManySniper { scene "scenes/Player/Sniper/low/1670.vcd" scene "scenes/Player/Sniper/low/1671.vcd" scene "scenes/Player/Sniper/low/1672.vcd" scene "scenes/Player/Sniper/low/1673.vcd" scene "scenes/Player/Sniper/low/1674.vcd" scene "scenes/Player/Sniper/low/1675.vcd" scene "scenes/Player/Sniper/low/1715.vcd" scene "scenes/Player/Sniper/low/1726.vcd" scene "scenes/Player/Sniper/low/1810.vcd" } Rule KilledPlayerManySniper { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SniperNotKillSpeech IsSniper ApplyContext "SniperKillSpeech:1:10" Response KilledPlayerManySniper } // Custom stuff // Allow the Huntsman to use the above response group Rule KilledPlayerManySniperBow { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance WeaponIsBow KilledPlayerDelay SniperNotKillSpeech IsSniper ApplyContext "SniperKillSpeech:1:10" Response KilledPlayerManySniper } // End custom Response KilledPlayerMeleeSniper { scene "scenes/Player/Sniper/low/1717.vcd" scene "scenes/Player/Sniper/low/1720.vcd" } Rule KilledPlayerMeleeSniper { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee SniperNotKillSpeechMelee WeaponIsNotSaxxy IsSniper ApplyContext "SniperKillSpeechMelee:1:10" Response KilledPlayerMeleeSniper } Response KilledPlayerSaxxySniper { scene "scenes/Player/Sniper/low/1718.vcd" scene "scenes/Player/Sniper/low/1675.vcd" scene "scenes/Player/Sniper/low/1670.vcd" scene "scenes/Player/Sniper/low/1671.vcd" scene "scenes/Player/Sniper/low/1674.vcd" } Rule KilledPlayerSaxxySniper { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance WeaponIsSaxxy SniperNotKillSpeechMelee IsSniper ApplyContext "SniperKillSpeechMelee:1:10" Response KilledPlayerSaxxySniper } // Custom stuff // Shiv kill Response KilledPlayerShivSniper { scene "scenes/Player/Sniper/low/2387.vcd" } Rule KilledPlayerShivSniper { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsShiv SniperNotKillSpeechMelee IsSniper ApplyContext "SniperKillSpeechMelee:1:10" Response KilledPlayerShivSniper Response KilledPlayerMeleeSniper } // End custom Response KilledPlayerVeryManySniper { scene "scenes/Player/Sniper/low/1714.vcd" scene "scenes/Player/Sniper/low/1718.vcd" scene "scenes/Player/Sniper/low/1721.vcd" scene "scenes/Player/Sniper/low/1742.vcd" scene "scenes/Player/Sniper/low/1743.vcd" scene "scenes/Player/Sniper/low/1744.vcd" scene "scenes/Player/Sniper/low/1748.vcd" scene "scenes/Player/Sniper/low/1755.vcd" } Rule KilledPlayerVeryManySniper { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay SniperNotKillSpeech IsSniper ApplyContext "SniperKillSpeech:1:10" Response KilledPlayerVeryManySniper } // Custom stuff // Allow the Huntsman to use the above response group Rule KilledPlayerVeryManySniperBow { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance WeaponIsBow KilledPlayerDelay SniperNotKillSpeech IsSniper ApplyContext "SniperKillSpeech:1:10" Response KilledPlayerVeryManySniper } Response MedicFollowSniper { scene "scenes/Player/Sniper/low/2277.vcd" predelay ".25" scene "scenes/Player/Sniper/low/2278.vcd" predelay ".25" scene "scenes/Player/Sniper/low/2279.vcd" predelay ".25" scene "scenes/Player/Sniper/low/2280.vcd" predelay ".25" scene "scenes/Player/Sniper/low/2281.vcd" predelay ".25" } Rule MedicFollowSniper { criteria ConceptPlayerMedic IsOnMedic IsSniper IsNotCrossHairEnemy NotLowHealth SniperIsNotStillonFire ApplyContext "SniperKillSpeech:1:10" Response MedicFollowSniper } // Custom stuff Response SniperJarateHit { scene "scenes/Player/Sniper/low/1608.vcd" scene "scenes/Player/Sniper/low/1688.vcd" scene "scenes/Player/Sniper/low/1689.vcd" } Rule SniperJarateHit { criteria ConceptJarateHit IsSniper 50PercentChance Response SniperJarateHit } Response SniperJarateHitScoped { scene "scenes/Player/Sniper/low/1780.vcd" scene "scenes/Player/Sniper/low/1690.vcd" scene "scenes/Player/Sniper/low/1778.vcd" } Rule SniperJarateHitScoped { criteria ConceptJarateHit IsSniper DeployedContext Response SniperJarateHitScoped } // End custom Response PlayerJarateToss { scene "scenes/Player/Sniper/low/3131.vcd" scene "scenes/Player/Sniper/low/3132.vcd" scene "scenes/Player/Sniper/low/3133.vcd" } Rule PlayerJarateToss { criteria ConceptJarateLaunch IsSniper Response PlayerJarateToss } Response PlayerKilledCapperSniper { scene "scenes/Player/Sniper/low/1614.vcd" scene "scenes/Player/Sniper/low/1619.vcd" scene "scenes/Player/Sniper/low/1620.vcd" scene "scenes/Player/Sniper/low/1710.vcd" scene "scenes/Player/Sniper/low/1733.vcd" } Rule PlayerKilledCapperSniper { criteria ConceptCapBlocked IsSniper ApplyContext "SniperKillSpeech:1:10" Response PlayerKilledCapperSniper } // Custom stuff Response KilledPlayerAssistAutoSniper { scene "scenes/Player/Sniper/low/1734.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1735.vcd" predelay "2.5" } Rule KilledPlayerAssistAutoSniper { criteria ConceptKilledPlayer IsSniper IsBeingHealed IsARecentKill KilledPlayerDelay 20PercentChance SniperNotAssistSpeech ApplyContext "SniperAssistSpeech:1:20" Response KilledPlayerAssistAutoSniper } // End custom Response KilledPlayerSMGSniper { scene "scenes/Player/Sniper/low/2461.vcd" } Rule KilledPlayerSMGSniper { criterion ConceptKilledPlayer KilledPlayerDelay 5PercentChance IsSniper WeaponIsSMG SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response KilledPlayerSMGSniper } Response KilledPlayerDominatingSniper { scene "scenes/Player/Sniper/low/2292.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2293.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2294.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2356.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2357.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2358.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2360.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2362.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2363.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2364.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2365.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2366.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2367.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2385.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2397.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2417.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2434.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2458.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2459.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2460.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2462.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2463.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2464.vcd" predelay "2.5" } Rule KilledPlayerDominatingSniper { criterion ConceptKilledPlayer IsSniper DeployedContext 50PercentChance IsDominated ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response KilledPlayerDominatingSniper } // End custom Response PlayerKilledDominatingDemomanSniper { scene "scenes/Player/Sniper/low/3080.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3081.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3082.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3083.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3084.vcd" predelay "2.5" } Rule PlayerKilledDominatingDemomanSniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimDemoman ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingDemomanSniper } Response PlayerKilledDominatingEngineerSniper { scene "scenes/Player/Sniper/low/3085.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3086.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3087.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3088.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3089.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3090.vcd" predelay "2.5" } Rule PlayerKilledDominatingEngineerSniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimEngineer ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingEngineerSniper } Response PlayerKilledDominatingHeavySniper { scene "scenes/Player/Sniper/low/3091.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3092.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3093.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3094.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3095.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3096.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3097.vcd" predelay "2.5" } Rule PlayerKilledDominatingHeavySniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimHeavy ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingHeavySniper } Response PlayerKilledDominatingMedicSniper { scene "scenes/Player/Sniper/low/3098.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3099.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3100.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3101.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3102.vcd" predelay "2.5" } Rule PlayerKilledDominatingMedicSniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimMedic ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingMedicSniper } Response PlayerKilledDominatingPyroSniper { scene "scenes/Player/Sniper/low/3103.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3104.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3105.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3106.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3107.vcd" predelay "2.5" } Rule PlayerKilledDominatingPyroSniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimPyro ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingPyroSniper } Response PlayerKilledDominatingScoutSniper { scene "scenes/Player/Sniper/low/3108.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3109.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3110.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3111.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3112.vcd" predelay "2.5" } Rule PlayerKilledDominatingScoutSniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimScout ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingScoutSniper } Response PlayerKilledDominatingSniperSniper { scene "scenes/Player/Sniper/low/2366.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2397.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2417.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2434.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3113.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3114.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3115.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3116.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3117.vcd" predelay "2.5" } Rule PlayerKilledDominatingSniperSniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimSniper ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSniperSniper } Response PlayerKilledDominatingSoldierSniper { scene "scenes/Player/Sniper/low/3118.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3119.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3120.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3121.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3122.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3123.vcd" predelay "2.5" } Rule PlayerKilledDominatingSoldierSniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimSoldier ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSoldierSniper } Response PlayerKilledDominatingSpySniper { scene "scenes/Player/Sniper/low/3124.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3125.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3126.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3127.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3128.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3129.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/3130.vcd" predelay "2.5" } Rule PlayerKilledDominatingSpySniper { criteria ConceptKilledPlayer IsSniper IsDominated IsVictimSpy ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSpySniper } // Custom stuff // Directed revenge lines Response PlayerKilledForRevengeSniperSniper { scene "scenes/Player/Sniper/low/2466.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2468.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2469.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2473.vcd" predelay "2.5" } Rule PlayerKilledForRevengeSniperSniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimSniper ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeSniperSniper } Response PlayerKilledForRevengeSpySniper { scene "scenes/Player/Sniper/low/2381.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2383.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2384.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2391.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2325.vcd" predelay "2.5" } Rule PlayerKilledForRevengeSpySniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimSpy ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeSpySniper } Response PlayerKilledForRevengeScoutSniper { scene "scenes/Player/Sniper/low/2296.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2394.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2475.vcd" predelay "2.5" } Rule PlayerKilledForRevengeScoutSniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimScout ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeScoutSniper } Response PlayerKilledForRevengeDemomanSniper { scene "scenes/Player/Sniper/low/2295.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2386.vcd" predelay "2.5" } Rule PlayerKilledForRevengeDemomanSniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimDemoman ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeDemomanSniper } Response PlayerKilledForRevengeEngineerSniper { scene "scenes/Player/Sniper/low/2393.vcd" predelay "2.5" } Rule PlayerKilledForRevengeEngineerSniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimEngineer ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeEngineerSniper } Response PlayerKilledForRevengeSoldierSniper { scene "scenes/Player/Sniper/low/2390.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2472.vcd" predelay "2.5" } Rule PlayerKilledForRevengeSoldierSniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimSoldier ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeSoldierSniper } Response PlayerKilledForRevengeMedicSniper { scene "scenes/Player/Sniper/low/2474.vcd" predelay "2.5" } Rule PlayerKilledForRevengeMedicSniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimMedic ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeMedicSniper } Response PlayerKilledForRevengePyroSniper { scene "scenes/Player/Sniper/low/2392.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2395.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2467.vcd" predelay "2.5" } Rule PlayerKilledForRevengePyroSniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimPyro ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengePyroSniper } Response PlayerKilledForRevengeHeavySniper { scene "scenes/Player/Sniper/low/2465.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2471.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/2465.vcd" predelay "2.5" } Rule PlayerKilledForRevengeHeavySniper { criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimHeavy ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeHeavySniper } // End directed revenge lines Response PlayerKilledForRevengeSniper { scene "scenes/Player/Sniper/low/1622.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1641.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1708.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1709.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1741.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1740.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1752.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1753.vcd" predelay "2.5" } Rule PlayerKilledForRevengeSniper { criteria ConceptKilledPlayer IsSniper IsRevenge 50PercentChance ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeSniper } // Scoped revenge lines, whispers Response PlayerKilledForRevengeSoftSniper { scene "scenes/Player/Sniper/low/1814.vcd" predelay "2.5" scene "scenes/Player/Sniper/low/1815.vcd" predelay "2.5" } Rule PlayerKilledForRevengeSoftSniper { criteria ConceptKilledPlayer IsSniper IsRevenge DeployedContext 50PercentChance ApplyContext "SniperKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeSoftSniper Response PlayerKilledForRevengeSniper } // Here we have normal kills, normal scoped kills and headshots // Scoped kills are whisper lines, normal kills are not // So Huntsman kills shouldn't be whispers // Only headshot kills use all three response groups, to spice things up Response SniperKill { scene "scenes/Player/Sniper/low/1724.vcd" predelay "1" scene "scenes/Player/Sniper/low/1834.vcd" predelay "1" scene "scenes/Player/Sniper/low/1759.vcd" predelay "1" scene "scenes/Player/Sniper/low/1745.vcd" predelay "1" scene "scenes/Player/Sniper/low/1746.vcd" predelay "1" scene "scenes/Player/Sniper/low/1747.vcd" predelay "1" scene "scenes/Player/Sniper/low/1750.vcd" predelay "1" scene "scenes/Player/Sniper/low/1751.vcd" predelay "1" scene "scenes/Player/Sniper/low/1754.vcd" predelay "1" scene "scenes/Player/Sniper/low/1756.vcd" predelay "1" scene "scenes/Player/Sniper/low/1739.vcd" predelay "1" } Response SniperKillSoft { scene "scenes/Player/Sniper/low/1809.vcd" predelay "1" scene "scenes/Player/Sniper/low/1813.vcd" predelay "1" scene "scenes/Player/Sniper/low/1826.vcd" predelay "1" scene "scenes/Player/Sniper/low/1827.vcd" predelay "1" scene "scenes/Player/Sniper/low/1828.vcd" predelay "1" scene "scenes/Player/Sniper/low/1816.vcd" predelay "1" scene "scenes/Player/Sniper/low/1817.vcd" predelay "1" scene "scenes/Player/Sniper/low/1818.vcd" predelay "1" scene "scenes/Player/Sniper/low/1819.vcd" predelay "1" scene "scenes/Player/Sniper/low/1820.vcd" predelay "1" } Rule SniperKill { criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle 20PercentChance SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKill } Rule SniperKillClassic { criteria ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle 20PercentChance SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKill } Rule SniperKillSoft { criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle DeployedContext 20PercentChance SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillSoft } Rule SniperKillSoftClassic { criteria ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle DeployedContext 20PercentChance SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKillSoft } Rule SniperKillBow { criteria ConceptKilledPlayer IsSniper WeaponIsBow 20PercentChance SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:10" Response SniperKill } Response SniperHeadShotKill { scene "scenes/Player/Sniper/low/1790.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1795.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1801.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1802.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1713.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1728.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1789.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1791.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1792.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1800.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1811.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1738.vcd" predelay "1.75" scene "scenes/Player/Sniper/low/1812.vcd" predelay "1.75" } Rule SniperHeadShotKill { criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:20" Response SniperHeadShotKill Response SniperKillSoft Response SniperKill } Rule SniperHeadShotKillClassic { criteria ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle IsHeadShot SniperNotKillSpeech ApplyContext "SniperKillSpeech:1:20" Response SniperHeadShotKill Response SniperKillSoft Response SniperKill } // Response to play when looking at enemy in scope Response SniperHoldStill { scene "scenes/Player/Sniper/low/1835.vcd" scene "scenes/Player/Sniper/low/1804.vcd" scene "scenes/Player/Sniper/low/1833.vcd" scene "scenes/Player/Sniper/low/1829.vcd" scene "scenes/Player/Sniper/low/1830.vcd" scene "scenes/Player/Sniper/low/1821.vcd" scene "scenes/Player/Sniper/low/1822.vcd" scene "scenes/Player/Sniper/low/1823.vcd" scene "scenes/Player/Sniper/low/1824.vcd" scene "scenes/Player/Sniper/low/1825.vcd" } Rule SniperHoldStill { criteria ConceptPlayerExpression IsSniper IsCrosshairEnemy DeployedContext SniperNotHoldStill ApplyContext "SniperHoldStill:1:10" Response SniperHoldStill } // End custom //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainSniper { scene "scenes/Player/Sniper/low/1700.vcd" scene "scenes/Player/Sniper/low/1701.vcd" scene "scenes/Player/Sniper/low/1702.vcd" scene "scenes/Player/Sniper/low/1838.vcd" } Rule PlayerAttackerPainSniper { criteria ConceptAttackerPain IsSniper IsNotDominating Response PlayerAttackerPainSniper } Response PlayerOnFireSniper { scene "scenes/Player/Sniper/low/1609.vcd" scene "scenes/Player/Sniper/low/1610.vcd" scene "scenes/Player/Sniper/low/1611.vcd" } Rule PlayerOnFireSniper { criteria ConceptFire IsSniper SniperIsNotStillonFire IsNotDominating ApplyContext "SniperOnFire:1:7" Response PlayerOnFireSniper } Response PlayerPainSniper { scene "scenes/Player/Sniper/low/1705.vcd" scene "scenes/Player/Sniper/low/1704.vcd" scene "scenes/Player/Sniper/low/1703.vcd" scene "scenes/Player/Sniper/low/1837.vcd" } Rule PlayerPainSniper { criteria ConceptPain IsSniper IsNotDominating Response PlayerPainSniper } Response PlayerStillOnFireSniper { scene "scenes/Player/Sniper/low/1929.vcd" } Rule PlayerStillOnFireSniper { criteria ConceptFire IsSniper SniperIsStillonFire IsNotDominating ApplyContext "SniperOnFire:1:7" Response PlayerStillOnFireSniper } //-------------------------------------------------------------------------------------------------------------- // Duel Speech //-------------------------------------------------------------------------------------------------------------- Response AcceptedDuelSniper { scene "scenes/Player/Sniper/low/2340.vcd" scene "scenes/Player/Sniper/low/2341.vcd" scene "scenes/Player/Sniper/low/2351.vcd" scene "scenes/Player/Sniper/low/1613.vcd" scene "scenes/Player/Sniper/low/1614.vcd" scene "scenes/Player/Sniper/low/2321.vcd" scene "scenes/Player/Sniper/low/2389.vcd" scene "scenes/Player/Sniper/low/1749.vcd" scene "scenes/Player/Sniper/low/1768.vcd" scene "scenes/Player/Sniper/low/1769.vcd" } Rule AcceptedDuelSniper { criteria ConceptIAcceptDuel IsSniper Response AcceptedDuelSniper } Response MeleeDareSniper { scene "scenes/Player/Sniper/low/2320.vcd" scene "scenes/Player/Sniper/low/2369.vcd" scene "scenes/Player/Sniper/low/2372.vcd" scene "scenes/Player/Sniper/low/2373.vcd" } Rule MeleeDareSniper { criteria ConceptRequestDuel IsSniper Response MeleeDareSniper } Response RejectedDuelSniper { scene "scenes/Player/Sniper/low/1606.vcd" scene "scenes/Player/Sniper/low/1607.vcd" scene "scenes/Player/Sniper/low/1608.vcd" scene "scenes/Player/Sniper/low/3100.vcd" scene "scenes/Player/Sniper/low/1663.vcd" scene "scenes/Player/Sniper/low/1686.vcd" scene "scenes/Player/Sniper/low/1687.vcd" scene "scenes/Player/Sniper/low/1716.vcd" scene "scenes/Player/Sniper/low/1722.vcd" } Rule RejectedDuelSniper { criteria ConceptDuelRejected IsSniper Response RejectedDuelSniper } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoSniper { scene "scenes/Player/Sniper/low/1640.vcd" scene "scenes/Player/Sniper/low/1639.vcd" scene "scenes/Player/Sniper/low/1638.vcd" } Rule PlayerGoSniper { criteria ConceptPlayerGo IsSniper Response PlayerGoSniper } Response PlayerHeadLeftSniper { scene "scenes/Player/Sniper/low/1644.vcd" scene "scenes/Player/Sniper/low/1645.vcd" scene "scenes/Player/Sniper/low/1646.vcd" } Rule PlayerHeadLeftSniper { criteria ConceptPlayerLeft IsSniper Response PlayerHeadLeftSniper } Response PlayerHeadRightSniper { scene "scenes/Player/Sniper/low/1647.vcd" scene "scenes/Player/Sniper/low/1648.vcd" scene "scenes/Player/Sniper/low/1649.vcd" } Rule PlayerHeadRightSniper { criteria ConceptPlayerRight IsSniper Response PlayerHeadRightSniper } Response PlayerHelpSniper { scene "scenes/Player/Sniper/low/1650.vcd" scene "scenes/Player/Sniper/low/1651.vcd" scene "scenes/Player/Sniper/low/1652.vcd" } Rule PlayerHelpSniper { criteria ConceptPlayerHelp IsSniper Response PlayerHelpSniper } Response PlayerHelpCaptureSniper { scene "scenes/Player/Sniper/low/1653.vcd" scene "scenes/Player/Sniper/low/1654.vcd" scene "scenes/Player/Sniper/low/1655.vcd" } Rule PlayerHelpCaptureSniper { criteria ConceptPlayerHelp IsSniper IsOnCappableControlPoint ApplyContext "SniperHelpCap:1:10" Response PlayerHelpCaptureSniper } Response PlayerHelpCapture2Sniper { scene "scenes/Player/Sniper/low/1736.vcd" scene "scenes/Player/Sniper/low/1737.vcd" } Rule PlayerHelpCapture2Sniper { criteria ConceptPlayerHelp IsSniper IsOnCappableControlPoint IsHelpCapSniper Response PlayerHelpCapture2Sniper } // Custom stuff // Response for when the Sniper is fighting on a cappable point Response PlayerGetOnPointSniper { scene "scenes/Player/Sniper/low/2289.vcd" scene "scenes/Player/Sniper/low/2290.vcd" scene "scenes/Player/Sniper/low/2291.vcd" scene "scenes/Player/Sniper/low/2418.vcd" scene "scenes/Player/Sniper/low/2419.vcd" scene "scenes/Player/Sniper/low/2420.vcd" } Rule PlayerGetOnPointSniper { criterion ConceptFireWeapon IsSniper IsOnCappableControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:15" applycontexttoworld Response PlayerGetOnPointSniper } // End custom Response PlayerHelpDefendSniper { scene "scenes/Player/Sniper/low/1656.vcd" scene "scenes/Player/Sniper/low/1657.vcd" scene "scenes/Player/Sniper/low/1658.vcd" } Rule PlayerHelpDefendSniper { criteria ConceptPlayerHelp IsSniper IsOnFriendlyControlPoint Response PlayerHelpDefendSniper } Response PlayerMedicSniper { scene "scenes/Player/Sniper/low/1678.vcd" scene "scenes/Player/Sniper/low/1679.vcd" } Rule PlayerMedicSniper { criteria ConceptPlayerMedic IsSniper Response PlayerMedicSniper } Response PlayerAskForBallSniper { } Rule PlayerAskForBallSniper { criteria ConceptPlayerAskForBall IsSniper Response PlayerAskForBallSniper } Response PlayerMoveUpSniper { scene "scenes/Player/Sniper/low/1681.vcd" scene "scenes/Player/Sniper/low/1682.vcd" } Rule PlayerMoveUpSniper { criteria ConceptPlayerMoveUp IsSniper Response PlayerMoveUpSniper } Response PlayerNoSniper { scene "scenes/Player/Sniper/low/1694.vcd" scene "scenes/Player/Sniper/low/1695.vcd" scene "scenes/Player/Sniper/low/1696.vcd" scene "scenes/Player/Sniper/low/1782.vcd" } Rule PlayerNoSniper { criteria ConceptPlayerNo IsSniper Response PlayerNoSniper } Response PlayerThanksSniper { scene "scenes/Player/Sniper/low/1760.vcd" scene "scenes/Player/Sniper/low/1836.vcd" } Rule PlayerThanksSniper { criteria ConceptPlayerThanks IsSniper Response PlayerThanksSniper } // 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 KilledPlayerAssistSniper { scene "scenes/Player/Sniper/low/1734.vcd" scene "scenes/Player/Sniper/low/1735.vcd" } Rule KilledPlayerAssistSniper { criteria ConceptPlayerThanks IsSniper IsARecentKill KilledPlayerDelay SniperNotAssistSpeech ApplyContext "SniperAssistSpeech:1:20" Response KilledPlayerAssistSniper } // End custom Response PlayerYesSniper { scene "scenes/Player/Sniper/low/1767.vcd" scene "scenes/Player/Sniper/low/1768.vcd" scene "scenes/Player/Sniper/low/1769.vcd" } Rule PlayerYesSniper { criteria ConceptPlayerYes IsSniper Response PlayerYesSniper } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeSniper { scene "scenes/Player/Sniper/low/1597.vcd" scene "scenes/Player/Sniper/low/1599.vcd" scene "scenes/Player/Sniper/low/1598.vcd" scene "scenes/Player/Sniper/low/1770.vcd" } Rule PlayerActivateChargeSniper { criteria ConceptPlayerActivateCharge IsSniper Response PlayerActivateChargeSniper } Response PlayerCloakedSpySniper { scene "scenes/Player/Sniper/low/1626.vcd" scene "scenes/Player/Sniper/low/1627.vcd" scene "scenes/Player/Sniper/low/1628.vcd" } Rule PlayerCloakedSpySniper { criteria ConceptPlayerCloakedSpy IsSniper Response PlayerCloakedSpySniper } Response PlayerDispenserHereSniper { scene "scenes/Player/Sniper/low/1683.vcd" } Rule PlayerDispenserHereSniper { criteria ConceptPlayerDispenserHere IsSniper Response PlayerDispenserHereSniper } Response PlayerIncomingSniper { scene "scenes/Player/Sniper/low/1659.vcd" scene "scenes/Player/Sniper/low/1660.vcd" scene "scenes/Player/Sniper/low/1661.vcd" scene "scenes/Player/Sniper/low/1773.vcd" } Rule PlayerIncomingSniper { criteria ConceptPlayerIncoming IsSniper Response PlayerIncomingSniper } Response PlayerSentryAheadSniper { scene "scenes/Player/Sniper/low/1711.vcd" } Rule PlayerSentryAheadSniper { criteria ConceptPlayerSentryAhead IsSniper Response PlayerSentryAheadSniper } Response PlayerSentryHereSniper { scene "scenes/Player/Sniper/low/1684.vcd" } Rule PlayerSentryHereSniper { criteria ConceptPlayerSentryHere IsSniper Response PlayerSentryHereSniper } Response PlayerTeleporterHereSniper { scene "scenes/Player/Sniper/low/1685.vcd" } Rule PlayerTeleporterHereSniper { criteria ConceptPlayerTeleporterHere IsSniper Response PlayerTeleporterHereSniper } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCrySniper { scene "scenes/Player/Sniper/low/1612.vcd" scene "scenes/Player/Sniper/low/1613.vcd" scene "scenes/Player/Sniper/low/1614.vcd" scene "scenes/Player/Sniper/low/1615.vcd" scene "scenes/Player/Sniper/low/1616.vcd" scene "scenes/Player/Sniper/low/1617.vcd" } Rule PlayerBattleCrySniper { criteria ConceptPlayerBattleCry IsSniper Response PlayerBattleCrySniper } // Custom stuff - melee dare // Look at enemy, then do battle cry voice command while holding a melee weapon. Response MeleeDareCombatSniper { scene "scenes/Player/Sniper/low/2319.vcd" scene "scenes/Player/Sniper/low/2320.vcd" scene "scenes/Player/Sniper/low/2321.vcd" scene "scenes/Player/Sniper/low/2369.vcd" scene "scenes/Player/Sniper/low/2372.vcd" scene "scenes/Player/Sniper/low/2373.vcd" scene "scenes/Player/Sniper/low/2374.vcd" scene "scenes/Player/Sniper/low/2388.vcd" scene "scenes/Player/Sniper/low/2389.vcd" } Rule MeleeDareCombatSniper { criteria ConceptPlayerBattleCry IsWeaponMelee IsSniper IsCrosshairEnemy Response MeleeDareCombatSniper } // New wepaon lines Response PlayerShinyCrySniper { scene "scenes/Player/Sniper/low/2284.vcd" scene "scenes/Player/Sniper/low/2285.vcd" scene "scenes/Player/Sniper/low/2286.vcd" scene "scenes/Player/Sniper/low/2287.vcd" scene "scenes/Player/Sniper/low/2288.vcd" scene "scenes/Player/Sniper/low/2421.vcd" scene "scenes/Player/Sniper/low/2422.vcd" scene "scenes/Player/Sniper/low/2433.vcd" scene "scenes/Player/Sniper/low/2477.vcd" } Rule PlayerShinyCrySniper { criteria ConceptPlayerBattleCry IsSniper 30PercentChance IsWeaponPrimary WeaponIsNotVanillaPrimary WeaponIsNotTaggedRifle Response PlayerShinyCrySniper } Rule PlayerShinyCrySniperBow { criteria ConceptPlayerBattleCry IsSniper 30PercentChance WeaponIsBow WeaponIsNotVanillaPrimary Response PlayerShinyCrySniper } // This rule is here for future-proofing Rule PlayerShinyCrySniperSecondary { criteria ConceptPlayerBattleCry IsSniper 30PercentChance IsWeaponSecondary WeaponIsNotVanillaSecondary WeaponIsNotTaggedSMG Response PlayerShinyCrySniper } // Some achievement weapons seem to use the item1 etc weapon mode, so we use a hard rule for Jarate or Bow Rule PlayerShinyCrySniperJarate { criteria ConceptPlayerBattleCry IsSniper 30PercentChance WeaponIsJarate WeaponIsNotVanillaSecondary Response PlayerShinyCrySniper } Rule PlayerShinyCrySniperMelee { criteria ConceptPlayerBattleCry IsSniper 30PercentChance IsWeaponMelee IsNotCrossHairEnemy WeaponIsNotVanillaMelee WeaponIsNotTaggedKukri Response PlayerShinyCrySniper } //End custom Response PlayerCheersSniper { scene "scenes/Player/Sniper/low/1618.vcd" scene "scenes/Player/Sniper/low/1619.vcd" scene "scenes/Player/Sniper/low/1620.vcd" scene "scenes/Player/Sniper/low/1621.vcd" scene "scenes/Player/Sniper/low/1622.vcd" scene "scenes/Player/Sniper/low/1623.vcd" scene "scenes/Player/Sniper/low/1624.vcd" scene "scenes/Player/Sniper/low/1625.vcd" } Rule PlayerCheersSniper { criteria ConceptPlayerCheers IsSniper Response PlayerCheersSniper } Response PlayerGoodJobSniper { scene "scenes/Player/Sniper/low/1641.vcd" scene "scenes/Player/Sniper/low/1642.vcd" scene "scenes/Player/Sniper/low/1643.vcd" } Rule PlayerGoodJobSniper { criteria ConceptPlayerGoodJob IsSniper Response PlayerGoodJobSniper } Response PlayerJeersSniper { scene "scenes/Player/Sniper/low/1662.vcd" scene "scenes/Player/Sniper/low/1663.vcd" scene "scenes/Player/Sniper/low/1664.vcd" scene "scenes/Player/Sniper/low/1665.vcd" scene "scenes/Player/Sniper/low/1666.vcd" scene "scenes/Player/Sniper/low/1667.vcd" scene "scenes/Player/Sniper/low/1668.vcd" scene "scenes/Player/Sniper/low/1669.vcd" } Rule PlayerJeersSniper { criteria ConceptPlayerJeers IsSniper Response PlayerJeersSniper } Response PlayerLostPointSniper { scene "scenes/Player/Sniper/low/1686.vcd" scene "scenes/Player/Sniper/low/1687.vcd" scene "scenes/Player/Sniper/low/1688.vcd" scene "scenes/Player/Sniper/low/1689.vcd" scene "scenes/Player/Sniper/low/1690.vcd" scene "scenes/Player/Sniper/low/1778.vcd" scene "scenes/Player/Sniper/low/1779.vcd" scene "scenes/Player/Sniper/low/1780.vcd" scene "scenes/Player/Sniper/low/1781.vcd" } Rule PlayerLostPointSniper { criteria ConceptPlayerLostPoint IsSniper Response PlayerLostPointSniper } Response PlayerNegativeSniper { scene "scenes/Player/Sniper/low/1686.vcd" scene "scenes/Player/Sniper/low/1687.vcd" scene "scenes/Player/Sniper/low/1688.vcd" scene "scenes/Player/Sniper/low/1689.vcd" scene "scenes/Player/Sniper/low/1690.vcd" scene "scenes/Player/Sniper/low/1778.vcd" scene "scenes/Player/Sniper/low/1779.vcd" scene "scenes/Player/Sniper/low/1780.vcd" scene "scenes/Player/Sniper/low/1781.vcd" } Rule PlayerNegativeSniper { criteria ConceptPlayerNegative IsSniper Response PlayerNegativeSniper } Response PlayerNiceShotSniper { scene "scenes/Player/Sniper/low/1691.vcd" scene "scenes/Player/Sniper/low/1692.vcd" scene "scenes/Player/Sniper/low/1693.vcd" } Rule PlayerNiceShotSniper { criteria ConceptPlayerNiceShot IsSniper Response PlayerNiceShotSniper } Response PlayerPositiveSniper { scene "scenes/Player/Sniper/low/1706.vcd" scene "scenes/Player/Sniper/low/1707.vcd" scene "scenes/Player/Sniper/low/1708.vcd" scene "scenes/Player/Sniper/low/1709.vcd" scene "scenes/Player/Sniper/low/1710.vcd" scene "scenes/Player/Sniper/low/1783.vcd" scene "scenes/Player/Sniper/low/1784.vcd" scene "scenes/Player/Sniper/low/1785.vcd" scene "scenes/Player/Sniper/low/1786.vcd" scene "scenes/Player/Sniper/low/1787.vcd" } Response PlayerTauntsSniper { scene "scenes/Player/Sniper/low/1774.vcd" scene "scenes/Player/Sniper/low/1676.vcd" scene "scenes/Player/Sniper/low/1677.vcd" scene "scenes/Player/Sniper/low/1775.vcd" scene "scenes/Player/Sniper/low/1776.vcd" scene "scenes/Player/Sniper/low/1777.vcd" } Rule PlayerPositiveSniper { criteria ConceptPlayerPositive IsSniper Response PlayerPositiveSniper Response PlayerTauntsSniper } //-------------------------------------------------------------------------------------------------------------- // Begin Competitive Mode VO //-------------------------------------------------------------------------------------------------------------- Response PlayerFirstRoundStartCompSniper { scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_14.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_15.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_16.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_17.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_04.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartCompSniper { criteria ConceptPlayerRoundStartComp IsSniper IsFirstRound IsNotComp6v6 40PercentChance Response PlayerFirstRoundStartCompSniper } Response PlayerFirstRoundStartComp6sSniper { scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_14.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_15.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_16.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_17.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_05.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartComp6sSniper { criteria ConceptPlayerRoundStartComp IsSniper IsFirstRound IsComp6v6 40PercentChance Response PlayerFirstRoundStartComp6sSniper } Response PlayerWonPrevRoundCompSniper { scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0" } Rule PlayerWonPrevRoundCompSniper { criteria ConceptPlayerRoundStartComp IsSniper IsNotFirstRound PlayerWonPreviousRound 40PercentChance Response PlayerWonPrevRoundCompSniper } Response PlayerLostPrevRoundCompSniper { scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_rare_02.vcd" predelay "1.0, 5.0" } Rule PlayerLostPrevRoundCompSniper { criteria ConceptPlayerRoundStartComp IsSniper IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance Response PlayerLostPrevRoundCompSniper } Response PlayerTiedPrevRoundCompSniper { scene "scenes/Player/Sniper/low/cm_sniper_pregametie_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregametie_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregametie_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregametie_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregametie_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregametie_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_pregametie_rare_01.vcd" predelay "1.0, 5.0" } Rule PlayerTiedPrevRoundCompSniper { criteria ConceptPlayerRoundStartComp IsSniper IsNotFirstRound PreviousRoundWasTie 40PercentChance Response PlayerTiedPrevRoundCompSniper } Response PlayerGameWinCompSniper { scene "scenes/Player/Sniper/low/cm_sniper_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_08.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_09.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_10.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_08.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_09.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_10.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_06.vcd" predelay "2.0, 5.0" } Rule PlayerGameWinCompSniper { criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsNotComp6v6 IsSniper 40PercentChance Response PlayerGameWinCompSniper } Response PlayerGameWinComp6sSniper { scene "scenes/Player/Sniper/low/cm_sniper_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_08.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_09.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_10.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_08.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_09.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_10.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_6s_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Sniper/low/cm_sniper_gamewon_6s_02.vcd" predelay "2.0, 5.0" } Rule PlayerGameWinComp6sSniper { criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsComp6v6 IsSniper 40PercentChance Response PlayerGameWinComp6sSniper } Response PlayerMatchWinCompSniper { scene "scenes/Player/Sniper/low/cm_sniper_matchwon_01.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_02.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_03.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_04.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_05.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_06.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_07.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_08.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_09.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_10.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_11.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_12.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_13.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_14.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_15.vcd" predelay "1.0, 2.0" scene "scenes/Player/Sniper/low/cm_sniper_matchwon_16.vcd" predelay "1.0, 2.0" } Rule PlayerMatchWinCompSniper { criteria ConceptPlayerMatchOverComp PlayerOnWinningTeam IsSniper 40PercentChance Response PlayerMatchWinCompSniper } //-------------------------------------------------------------------------------------------------------------- // End Competitive Mode VO 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