//-------------------------------------------------------------------------------------------------------------- // Soldier Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "SoldierIsKillSpeechObject" "SoldierKillSpeechObject" "1" "required" weight 0 Criterion "SoldierIsNotStillonFire" "SoldierOnFire" "!=1" "required" weight 0 Criterion "SoldierIsStillonFire" "SoldierOnFire" "1" "required" weight 0 Criterion "SoldierNotKillSpeech" "SoldierKillSpeech" "!=1" "required" weight 0 Criterion "SoldierNotKillSpeechMelee" "SoldierKillSpeechMelee" "!=1" "required" weight 0 Criterion "SoldierNotSaidHealThanks" "SoldierSaidHealThanks" "!=1" "required" Criterion "SoldierNotRobotNoises" "SoldierRobotNoises" "!=1" "required" weight 0 Criterion "IsHelpCapSoldier" "SoldierHelpCap" "1" "required" weight 0 // Custom criterion Criterion "SoldierNotAssistSpeech" "SoldierAssistSpeech" "!=1" "required" weight 0 Criterion "SoldierNotInvulnerableSpeech" "SoldierInvulnerableSpeech" "!=1" "required" weight 0 Criterion "SoldierNotAwardSpeech" "SoldierAwardSpeech" "!=1" "required" weight 0 Response PlayerCloakedSpyDemomanSoldier { scene "scenes/Player/Soldier/low/1082.vcd" } Rule PlayerCloakedSpyDemomanSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnDemoman Response PlayerCloakedSpyDemomanSoldier } Response PlayerCloakedSpyEngineerSoldier { scene "scenes/Player/Soldier/low/1087.vcd" } Rule PlayerCloakedSpyEngineerSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnEngineer Response PlayerCloakedSpyEngineerSoldier } Response PlayerCloakedSpyHeavySoldier { scene "scenes/Player/Soldier/low/1077.vcd" } Rule PlayerCloakedSpyHeavySoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnHeavy Response PlayerCloakedSpyHeavySoldier } Response PlayerCloakedSpyMedicSoldier { scene "scenes/Player/Soldier/low/1085.vcd" } Rule PlayerCloakedSpyMedicSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnMedic Response PlayerCloakedSpyMedicSoldier } Response PlayerCloakedSpyPyroSoldier { scene "scenes/Player/Soldier/low/1080.vcd" } Rule PlayerCloakedSpyPyroSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnPyro Response PlayerCloakedSpyPyroSoldier } Response PlayerCloakedSpyScoutSoldier { scene "scenes/Player/Soldier/low/1074.vcd" } Rule PlayerCloakedSpyScoutSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnScout Response PlayerCloakedSpyScoutSoldier } Response PlayerCloakedSpySniperSoldier { scene "scenes/Player/Soldier/low/1090.vcd" } Rule PlayerCloakedSpySniperSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnSniper Response PlayerCloakedSpySniperSoldier } Response PlayerCloakedSpySoldierSoldier { scene "scenes/Player/Soldier/low/1075.vcd" } Rule PlayerCloakedSpySoldierSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnSoldier Response PlayerCloakedSpySoldierSoldier } Response PlayerCloakedSpySpySoldier { scene "scenes/Player/Soldier/low/1083.vcd" } Rule PlayerCloakedSpySpySoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnSpy Response PlayerCloakedSpySpySoldier } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksSoldier { scene "scenes/Player/Soldier/low/1213.vcd" scene "scenes/Player/Soldier/low/1214.vcd" scene "scenes/Player/Soldier/low/1215.vcd" } Rule HealThanksSoldier { criteria ConceptMedicChargeStopped IsSoldier SuperHighHealthContext SoldierNotSaidHealThanks 50PercentChance ApplyContext "SoldierSaidHealThanks:1:20" Response HealThanksSoldier } // Custom achievement stuff Response AwardSoldier { scene "scenes/Player/Soldier/low/1043.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1048.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1135.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1347.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1182.vcd" predelay "2.5" } Rule AwardSoldier { criteria ConceptAchievementAward IsSoldier SoldierNotAwardSpeech ApplyContext "SoldierAwardSpeech:1:10" ApplyContext "IsDominating:1:10" Response AwardSoldier } //End custom achievement Response PlayerRoundStartSoldier { scene "scenes/Player/Soldier/low/1055.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1057.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1058.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1059.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1056.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1060.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartSoldier { criteria ConceptPlayerRoundStart IsSoldier Response PlayerRoundStartSoldier } Response PlayerCappedIntelligenceSoldier { scene "scenes/Player/Soldier/low/1046.vcd" scene "scenes/Player/Soldier/low/1048.vcd" scene "scenes/Player/Soldier/low/1047.vcd" } Rule PlayerCappedIntelligenceSoldier { criteria ConceptPlayerCapturedIntelligence IsSoldier Response PlayerCappedIntelligenceSoldier } Response PlayerCapturedPointSoldier { scene "scenes/Player/Soldier/low/1043.vcd" scene "scenes/Player/Soldier/low/1044.vcd" scene "scenes/Player/Soldier/low/1045.vcd" } Rule PlayerCapturedPointSoldier { criteria ConceptPlayerCapturedPoint IsSoldier Response PlayerCapturedPointSoldier } Response PlayerSuddenDeathSoldier { scene "scenes/Player/Soldier/low/1120.vcd" scene "scenes/Player/Soldier/low/1121.vcd" scene "scenes/Player/Soldier/low/1122.vcd" scene "scenes/Player/Soldier/low/1123.vcd" scene "scenes/Player/Soldier/low/1124.vcd" scene "scenes/Player/Soldier/low/1125.vcd" scene "scenes/Player/Soldier/low/1126.vcd" scene "scenes/Player/Soldier/low/1127.vcd" scene "scenes/Player/Soldier/low/1128.vcd" scene "scenes/Player/Soldier/low/1129.vcd" scene "scenes/Player/Soldier/low/1130.vcd" scene "scenes/Player/Soldier/low/1131.vcd" } Rule PlayerSuddenDeathSoldier { criteria ConceptPlayerSuddenDeathStart IsSoldier Response PlayerSuddenDeathSoldier } Response PlayerStalemateSoldier { scene "scenes/Player/Soldier/low/1049.vcd" scene "scenes/Player/Soldier/low/1050.vcd" scene "scenes/Player/Soldier/low/1051.vcd" } Rule PlayerStalemateSoldier { criteria ConceptPlayerStalemate IsSoldier Response PlayerStalemateSoldier } Response PlayerTeleporterThanksSoldier { scene "scenes/Player/Soldier/low/1216.vcd" scene "scenes/Player/Soldier/low/1217.vcd" scene "scenes/Player/Soldier/low/1218.vcd" } Rule PlayerTeleporterThanksSoldier { criteria ConceptTeleported IsNotEngineer IsSoldier 30PercentChance Response PlayerTeleporterThanksSoldier } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointSoldier { scene "scenes/Player/Soldier/low/1187.vcd" scene "scenes/Player/Soldier/low/1354.vcd" scene "scenes/Player/Soldier/low/1355.vcd" } Rule DefendOnThePointSoldier { criteria ConceptFireWeapon IsSoldier IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointSoldier } Response KilledPlayerManySoldier { scene "scenes/Player/Soldier/low/1181.vcd" scene "scenes/Player/Soldier/low/1356.vcd" scene "scenes/Player/Soldier/low/1197.vcd" scene "scenes/Player/Soldier/low/1199.vcd" } Rule KilledPlayerManySoldier { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier ApplyContext "SoldierKillSpeech:1:10" Response KilledPlayerManySoldier } Response KilledDemomanSoldier { scene "scenes/Player/Soldier/low/3486.vcd" scene "scenes/Player/Soldier/low/3487.vcd" scene "scenes/Player/Soldier/low/3488.vcd" scene "scenes/Player/Soldier/low/3489.vcd" scene "scenes/Player/Soldier/low/3490.vcd" scene "scenes/Player/Soldier/low/3491.vcd" } Rule KilledDemomanSoldier { criterion ConceptKilledPlayer KilledPlayerDelay IsVictimDemoman 10PercentChance SoldierNotKillSpeech IsSoldier ApplyContext "SoldierKillSpeech:1:10" Response KilledDemomanSoldier } Response KilledPlayerAssistAutoSoldier { scene "scenes/Player/Soldier/low/1186.vcd" predelay "2.5" } Rule KilledPlayerAssistAutoSoldier { criteria ConceptKilledPlayer IsSoldier IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance SoldierNotAssistSpeech ApplyContext "SoldierAssistSpeech:1:20" Response KilledPlayerAssistAutoSoldier } // A custom rule for when you're on a pocket Soldier killing spree. Response SpreeMedicSoldier { scene "scenes/Player/Soldier/low/3492.vcd" scene "scenes/Player/Soldier/low/3493.vcd" scene "scenes/Player/Soldier/low/3494.vcd" } Rule SpreeMedicSoldier { criteria ConceptKilledPlayer KilledPlayerDelay IsSoldier IsBeingHealed SoldierNotKillSpeech IsVeryManyRecentKills IsWeaponPrimary ApplyContext "SoldierKillSpeech:1:20" Response SpreeMedicSoldier } // Custom Medic follow - because Soldier needs it more than most classes. Response MedicFollowSoldier { scene "scenes/Player/Soldier/low/3495.vcd" predelay ".25" scene "scenes/Player/Soldier/low/3496.vcd" predelay ".25" scene "scenes/Player/Soldier/low/3497.vcd" predelay ".25" scene "scenes/Player/Soldier/low/3499.vcd" predelay ".25" } Rule MedicFollowSoldier { criteria ConceptPlayerMedic IsOnMedic IsSoldier IsNotCrossHairEnemy NotLowHealth SoldierIsNotStillonFire ApplyContext "ScoutKillSpeech:1:10" Response MedicFollowSoldier } Response SoldierJarateHit { scene "scenes/Player/Soldier/low/1051.vcd" scene "scenes/Player/Soldier/low/1155.vcd" scene "scenes/Player/Soldier/low/1353.vcd" scene "scenes/Player/Soldier/low/1152.vcd" } Rule SoldierJarateHit { criteria ConceptJarateHit IsSoldier 50PercentChance Response SoldierJarateHit } // Invulnerable lines Response InvulnerableSpeechSoldier { scene "scenes/Player/Soldier/low/1191.vcd" scene "scenes/Player/Soldier/low/1194.vcd" scene "scenes/Player/Soldier/low/1200.vcd" scene "scenes/Player/Soldier/low/1204.vcd" scene "scenes/Player/Soldier/low/1192.vcd" scene "scenes/Player/Soldier/low/1189.vcd" scene "scenes/Player/Soldier/low/1201.vcd" } Rule InvulnerableSpeechSoldier { criterion ConceptFireWeapon IsSoldier IsInvulnerable SoldierNotInvulnerableSpeech ApplyContext "SoldierInvulnerableSpeech:1:30" Response InvulnerableSpeechSoldier } // End custom stuff // Added the unused Direct Hit screams here, as they can't be added to the taunt. Response KilledPlayerMeleeSoldier { scene "scenes/Player/Soldier/low/1185.vcd" scene "scenes/Player/Soldier/low/3403.vcd" scene "scenes/Player/Soldier/low/3405.vcd" scene "scenes/Player/Soldier/low/3406.vcd" } Rule KilledPlayerMeleeSoldier { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee SoldierNotKillSpeechMelee IsSoldier ApplyContext "SoldierKillSpeechMelee:1:10" Response KilledPlayerMeleeSoldier } Response KilledPlayerVeryManySoldier { scene "scenes/Player/Soldier/low/1206.vcd" scene "scenes/Player/Soldier/low/1188.vcd" } Rule KilledPlayerVeryManySoldier { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier ApplyContext "SoldierKillSpeech:1:10" Response KilledPlayerVeryManySoldier } Response PlayerKilledCapperSoldier { scene "scenes/Player/Soldier/low/1064.vcd" scene "scenes/Player/Soldier/low/1062.vcd" scene "scenes/Player/Soldier/low/1063.vcd" } Rule PlayerKilledCapperSoldier { criteria ConceptCapBlocked IsSoldier ApplyContext "SoldierKillSpeech:1:10" Response PlayerKilledCapperSoldier } Response PlayerKilledDominatingSoldier { scene "scenes/Player/Soldier/low/1132.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1346.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1348.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1133.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1134.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1347.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1135.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1349.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1195.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1202.vcd" predelay "2.5" } Rule PlayerKilledDominatingSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSoldier } Response PlayerKilledDominatingDemomanSoldier { scene "scenes/Player/Soldier/low/3407.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3408.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3409.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3410.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3411.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3412.vcd" predelay "2.5" } Rule PlayerKilledDominatingDemomanSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimDemoman ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingDemomanSoldier } Response PlayerKilledDominatingEngineerSoldier { scene "scenes/Player/Soldier/low/3418.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3419.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3420.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3421.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3422.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3423.vcd" predelay "2.5" } Rule PlayerKilledDominatingEngineerSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimEngineer ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingEngineerSoldier } Response PlayerKilledDominatingHeavySoldier { scene "scenes/Player/Soldier/low/3424.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3425.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3426.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3427.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3428.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3429.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3430.vcd" predelay "2.5" } Rule PlayerKilledDominatingHeavySoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimHeavy ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingHeavySoldier } Response PlayerKilledDominatingMedicSoldier { scene "scenes/Player/Soldier/low/3431.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3432.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3433.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3434.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3435.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3436.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3437.vcd" predelay "2.5" } Rule PlayerKilledDominatingMedicSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimMedic ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingMedicSoldier } Response PlayerKilledDominatingPyroSoldier { scene "scenes/Player/Soldier/low/3438.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3439.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3440.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3441.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3442.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3443.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3444.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3445.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3446.vcd" predelay "2.5" } Rule PlayerKilledDominatingPyroSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimPyro ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingPyroSoldier } Response PlayerKilledDominatingScoutSoldier { scene "scenes/Player/Soldier/low/3447.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3448.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3449.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3450.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3451.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3452.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3453.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3454.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3455.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3456.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3457.vcd" predelay "2.5" } Rule PlayerKilledDominatingScoutSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimScout ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingScoutSoldier } Response PlayerKilledDominatingSniperSoldier { scene "scenes/Player/Soldier/low/3458.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3459.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3460.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3461.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3462.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3463.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3464.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3465.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3466.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3467.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3468.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3469.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3470.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3471.vcd" predelay "2.5" } Rule PlayerKilledDominatingSniperSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimSniper ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSniperSoldier } Response PlayerKilledDominatingSoldierSoldier { scene "scenes/Player/Soldier/low/3472.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3473.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3474.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3475.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3476.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3477.vcd" predelay "2.5" } Rule PlayerKilledDominatingSoldierSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimSoldier ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSoldierSoldier } Response PlayerKilledDominatingSpySoldier { scene "scenes/Player/Soldier/low/3478.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3479.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3480.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3481.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3482.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3483.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3484.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/3485.vcd" predelay "2.5" } Rule PlayerKilledDominatingSpySoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsVictimSpy ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingSpySoldier } Response PlayerKilledForRevengeSoldier { scene "scenes/Player/Soldier/low/1060.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1065.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1096.vcd" predelay "2.5" } Rule PlayerKilledForRevengeSoldier { criteria ConceptKilledPlayer IsSoldier IsRevenge ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeSoldier } Response PlayerKilledObjectSoldier { scene "scenes/Player/Soldier/low/1055.vcd" scene "scenes/Player/Soldier/low/1345.vcd" scene "scenes/Player/Soldier/low/1172.vcd" scene "scenes/Player/Soldier/low/1175.vcd" scene "scenes/Player/Soldier/low/1182.vcd" } Rule PlayerKilledObjectSoldier { criteria ConceptKilledObject IsSoldier 30PercentChance IsARecentKill ApplyContext "SoldierKillSpeechObject:1:30" Response PlayerKilledObjectSoldier } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainSoldier { scene "scenes/Player/Soldier/low/1165.vcd" scene "scenes/Player/Soldier/low/1166.vcd" scene "scenes/Player/Soldier/low/1167.vcd" scene "scenes/Player/Soldier/low/1371.vcd" scene "scenes/Player/Soldier/low/1372.vcd" scene "scenes/Player/Soldier/low/1373.vcd" } Rule PlayerAttackerPainSoldier { criteria ConceptAttackerPain IsSoldier IsNotDominating Response PlayerAttackerPainSoldier } Response PlayerOnFireSoldier { scene "scenes/Player/Soldier/low/1052.vcd" } Rule PlayerOnFireSoldier { criteria ConceptFire IsSoldier SoldierIsNotStillonFire IsNotDominating ApplyContext "SoldierOnFire:1:7" Response PlayerOnFireSoldier } Response PlayerOnFireRareSoldier { scene "scenes/Player/Soldier/low/1053.vcd" scene "scenes/Player/Soldier/low/1054.vcd" } Rule PlayerOnFireRareSoldier { criteria ConceptFire IsSoldier 10PercentChance SoldierIsNotStillonFire IsNotDominating ApplyContext "SoldierOnFire:1:7" Response PlayerOnFireRareSoldier } Response PlayerPainSoldier { scene "scenes/Player/Soldier/low/1168.vcd" scene "scenes/Player/Soldier/low/1169.vcd" scene "scenes/Player/Soldier/low/1170.vcd" scene "scenes/Player/Soldier/low/1374.vcd" scene "scenes/Player/Soldier/low/1375.vcd" scene "scenes/Player/Soldier/low/1376.vcd" scene "scenes/Player/Soldier/low/1377.vcd" scene "scenes/Player/Soldier/low/1378.vcd" } Rule PlayerPainSoldier { criteria ConceptPain IsSoldier IsNotDominating Response PlayerPainSoldier } Response PlayerStillOnFireSoldier { scene "scenes/Player/Soldier/low/1926.vcd" } Rule PlayerStillOnFireSoldier { criteria ConceptFire IsSoldier SoldierIsStillonFire IsNotDominating ApplyContext "SoldierOnFire:1:7" Response PlayerStillOnFireSoldier } //-------------------------------------------------------------------------------------------------------------- // Duel Speech //-------------------------------------------------------------------------------------------------------------- Response AcceptedDuelSoldier { scene "scenes/Player/Soldier/low/1062.vcd" scene "scenes/Player/Soldier/low/1172.vcd" scene "scenes/Player/Soldier/low/1175.vcd" scene "scenes/Player/Soldier/low/1174.vcd" scene "scenes/Player/Soldier/low/1190.vcd" scene "scenes/Player/Soldier/low/1221.vcd" } Rule AcceptedDuelSoldier { criteria ConceptIAcceptDuel IsSoldier Response AcceptedDuelSoldier } Response MeleeDareSoldier { scene "scenes/Player/Soldier/low/1094.vcd" scene "scenes/Player/Soldier/low/1188.vcd" scene "scenes/Player/Soldier/low/1195.vcd" scene "scenes/Player/Soldier/low/1196.vcd" scene "scenes/Player/Soldier/low/1202.vcd" scene "scenes/Player/Soldier/low/1210.vcd" } Rule MeleeDareSoldier { criteria ConceptRequestDuel IsSoldier Response MeleeDareSoldier } Response RejectedDuelSoldier { scene "scenes/Player/Soldier/low/3487.vcd" scene "scenes/Player/Soldier/low/1120.vcd" scene "scenes/Player/Soldier/low/1207.vcd" } Rule RejectedDuelSoldier { criteria ConceptDuelRejected IsSoldier Response RejectedDuelSoldier } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoSoldier { scene "scenes/Player/Soldier/low/1092.vcd" scene "scenes/Player/Soldier/low/1093.vcd" scene "scenes/Player/Soldier/low/1094.vcd" // Restored } Rule PlayerGoSoldier { criteria ConceptPlayerGo IsSoldier Response PlayerGoSoldier } Response PlayerHeadLeftSoldier { scene "scenes/Player/Soldier/low/1098.vcd" scene "scenes/Player/Soldier/low/1100.vcd" scene "scenes/Player/Soldier/low/1099.vcd" } Rule PlayerHeadLeftSoldier { criteria ConceptPlayerLeft IsSoldier Response PlayerHeadLeftSoldier } Response PlayerHeadRightSoldier { scene "scenes/Player/Soldier/low/1103.vcd" scene "scenes/Player/Soldier/low/1101.vcd" scene "scenes/Player/Soldier/low/1102.vcd" } Rule PlayerHeadRightSoldier { criteria ConceptPlayerRight IsSoldier Response PlayerHeadRightSoldier } Response PlayerHelpSoldier { scene "scenes/Player/Soldier/low/1104.vcd" scene "scenes/Player/Soldier/low/1105.vcd" scene "scenes/Player/Soldier/low/1106.vcd" } Rule PlayerHelpSoldier { criteria ConceptPlayerHelp IsSoldier Response PlayerHelpSoldier } Response PlayerHelpCaptureSoldier { scene "scenes/Player/Soldier/low/1109.vcd" scene "scenes/Player/Soldier/low/1107.vcd" scene "scenes/Player/Soldier/low/1108.vcd" } Rule PlayerHelpCaptureSoldier { criteria ConceptPlayerHelp IsSoldier IsOnCappableControlPoint ApplyContext "SoldierHelpCap:1:10" Response PlayerHelpCaptureSoldier } Response PlayerHelpCapture2Soldier { scene "scenes/Player/Soldier/low/1187.vcd" scene "scenes/Player/Soldier/low/1354.vcd" scene "scenes/Player/Soldier/low/1355.vcd" } Rule PlayerHelpCapture2Soldier { criteria ConceptPlayerHelp IsSoldier IsOnCappableControlPoint IsHelpCapSoldier Response PlayerHelpCapture2Soldier } Response PlayerHelpDefendSoldier { scene "scenes/Player/Soldier/low/1110.vcd" scene "scenes/Player/Soldier/low/1111.vcd" scene "scenes/Player/Soldier/low/1112.vcd" scene "scenes/Player/Soldier/low/1113.vcd" } Rule PlayerHelpDefendSoldier { criteria ConceptPlayerHelp IsSoldier IsOnFriendlyControlPoint Response PlayerHelpDefendSoldier } Response PlayerMedicSoldier { scene "scenes/Player/Soldier/low/1139.vcd" scene "scenes/Player/Soldier/low/1140.vcd" scene "scenes/Player/Soldier/low/1141.vcd" } Rule PlayerMedicSoldier { criteria ConceptPlayerMedic IsSoldier Response PlayerMedicSoldier } Response PlayerAskForBallSoldier { } Rule PlayerAskForBallSoldier { criteria ConceptPlayerAskForBall IsSoldier Response PlayerAskForBallSoldier } Response PlayerMoveUpSoldier { scene "scenes/Player/Soldier/low/1142.vcd" scene "scenes/Player/Soldier/low/1143.vcd" scene "scenes/Player/Soldier/low/1144.vcd" } Rule PlayerMoveUpSoldier { criteria ConceptPlayerMoveUp IsSoldier Response PlayerMoveUpSoldier } Response PlayerNoSoldier { scene "scenes/Player/Soldier/low/1159.vcd" scene "scenes/Player/Soldier/low/1161.vcd" scene "scenes/Player/Soldier/low/1160.vcd" } Rule PlayerNoSoldier { criteria ConceptPlayerNo IsSoldier Response PlayerNoSoldier } Response PlayerThanksSoldier { scene "scenes/Player/Soldier/low/1211.vcd" scene "scenes/Player/Soldier/low/1212.vcd" } Rule PlayerThanksSoldier { criteria ConceptPlayerThanks IsSoldier Response PlayerThanksSoldier } // 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 KilledPlayerAssistSoldier { scene "scenes/Player/Soldier/low/1186.vcd" } Rule KilledPlayerAssistSoldier { criteria ConceptPlayerThanks IsSoldier IsARecentKill KilledPlayerDelay SoldierNotAssistSpeech ApplyContext "SoldierAssistSpeech:1:20" Response KilledPlayerAssistSoldier } // End custom Response PlayerYesSoldier { scene "scenes/Player/Soldier/low/1350.vcd" scene "scenes/Player/Soldier/low/1220.vcd" scene "scenes/Player/Soldier/low/1221.vcd" scene "scenes/Player/Soldier/low/1219.vcd" } Rule PlayerYesSoldier { criteria ConceptPlayerYes IsSoldier Response PlayerYesSoldier } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeSoldier { scene "scenes/Player/Soldier/low/1040.vcd" scene "scenes/Player/Soldier/low/1041.vcd" scene "scenes/Player/Soldier/low/1042.vcd" } Rule PlayerActivateChargeSoldier { criteria ConceptPlayerActivateCharge IsSoldier Response PlayerActivateChargeSoldier } Response PlayerCloakedSpySoldier { scene "scenes/Player/Soldier/low/1071.vcd" scene "scenes/Player/Soldier/low/1072.vcd" scene "scenes/Player/Soldier/low/1070.vcd" } Rule PlayerCloakedSpySoldier { criteria ConceptPlayerCloakedSpy IsSoldier Response PlayerCloakedSpySoldier } Response PlayerDispenserHereSoldier { scene "scenes/Player/Soldier/low/1146.vcd" } Rule PlayerDispenserHereSoldier { criteria ConceptPlayerDispenserHere IsSoldier Response PlayerDispenserHereSoldier } Response PlayerIncomingSoldier { scene "scenes/Player/Soldier/low/1114.vcd" } Rule PlayerIncomingSoldier { criteria ConceptPlayerIncoming IsSoldier Response PlayerIncomingSoldier } Response PlayerSentryAheadSoldier { scene "scenes/Player/Soldier/low/1177.vcd" scene "scenes/Player/Soldier/low/1178.vcd" scene "scenes/Player/Soldier/low/1176.vcd" } Rule PlayerSentryAheadSoldier { criteria ConceptPlayerSentryAhead IsSoldier Response PlayerSentryAheadSoldier } Response PlayerSentryHereSoldier { scene "scenes/Player/Soldier/low/1148.vcd" } Rule PlayerSentryHereSoldier { criteria ConceptPlayerSentryHere IsSoldier Response PlayerSentryHereSoldier } Response PlayerTeleporterHereSoldier { scene "scenes/Player/Soldier/low/1150.vcd" } Rule PlayerTeleporterHereSoldier { criteria ConceptPlayerTeleporterHere IsSoldier Response PlayerTeleporterHereSoldier } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCrySoldier { scene "scenes/Player/Soldier/low/1055.vcd" scene "scenes/Player/Soldier/low/1057.vcd" scene "scenes/Player/Soldier/low/1058.vcd" scene "scenes/Player/Soldier/low/1059.vcd" scene "scenes/Player/Soldier/low/1056.vcd" scene "scenes/Player/Soldier/low/1060.vcd" } Rule PlayerBattleCrySoldier { criteria ConceptPlayerBattleCry IsSoldier Response PlayerBattleCrySoldier } // Custom stuff - melee dare // Look at enemy, then do battle cry voice command while holding a melee weapon. Response MeleeDareCombatSoldier { scene "scenes/Player/Soldier/low/1196.vcd" scene "scenes/Player/Soldier/low/1210.vcd" scene "scenes/Player/Soldier/low/1205.vcd" scene "scenes/Player/Soldier/low/1208.vcd" scene "scenes/Player/Soldier/low/1203.vcd" scene "scenes/Player/Soldier/low/1190.vcd" } Rule MeleeDareCombatSoldier { criteria ConceptPlayerBattleCry IsWeaponMelee IsSoldier IsCrosshairEnemy Response MeleeDareCombatSoldier } //End custom Response PlayerCheersSoldier { scene "scenes/Player/Soldier/low/1065.vcd" scene "scenes/Player/Soldier/low/1068.vcd" scene "scenes/Player/Soldier/low/1066.vcd" scene "scenes/Player/Soldier/low/1064.vcd" scene "scenes/Player/Soldier/low/1062.vcd" scene "scenes/Player/Soldier/low/1063.vcd" } Rule PlayerCheersSoldier { criteria ConceptPlayerCheers IsSoldier Response PlayerCheersSoldier } Response PlayerGoodJobSoldier { scene "scenes/Player/Soldier/low/1095.vcd" scene "scenes/Player/Soldier/low/1096.vcd" scene "scenes/Player/Soldier/low/1097.vcd" } Rule PlayerGoodJobSoldier { criteria ConceptPlayerGoodJob IsSoldier Response PlayerGoodJobSoldier } Response PlayerJeersSoldier { scene "scenes/Player/Soldier/low/1120.vcd" scene "scenes/Player/Soldier/low/1121.vcd" scene "scenes/Player/Soldier/low/1122.vcd" scene "scenes/Player/Soldier/low/1123.vcd" scene "scenes/Player/Soldier/low/1124.vcd" scene "scenes/Player/Soldier/low/1125.vcd" scene "scenes/Player/Soldier/low/1126.vcd" scene "scenes/Player/Soldier/low/1127.vcd" scene "scenes/Player/Soldier/low/1128.vcd" scene "scenes/Player/Soldier/low/1129.vcd" scene "scenes/Player/Soldier/low/1130.vcd" scene "scenes/Player/Soldier/low/1131.vcd" } Rule PlayerJeersSoldier { criteria ConceptPlayerJeers IsSoldier Response PlayerJeersSoldier } Response PlayerLostPointSoldier { scene "scenes/Player/Soldier/low/1151.vcd" scene "scenes/Player/Soldier/low/1152.vcd" scene "scenes/Player/Soldier/low/1153.vcd" scene "scenes/Player/Soldier/low/1154.vcd" scene "scenes/Player/Soldier/low/1155.vcd" scene "scenes/Player/Soldier/low/1353.vcd" } Rule PlayerLostPointSoldier { criteria ConceptPlayerLostPoint IsSoldier Response PlayerLostPointSoldier } Response PlayerNegativeSoldier { scene "scenes/Player/Soldier/low/1151.vcd" scene "scenes/Player/Soldier/low/1152.vcd" scene "scenes/Player/Soldier/low/1153.vcd" scene "scenes/Player/Soldier/low/1154.vcd" scene "scenes/Player/Soldier/low/1155.vcd" scene "scenes/Player/Soldier/low/1353.vcd" } Rule PlayerNegativeSoldier { criteria ConceptPlayerNegative IsSoldier Response PlayerNegativeSoldier } Response PlayerNiceShotSoldier { scene "scenes/Player/Soldier/low/1156.vcd" scene "scenes/Player/Soldier/low/1157.vcd" scene "scenes/Player/Soldier/low/1158.vcd" } Rule PlayerNiceShotSoldier { criteria ConceptPlayerNiceShot IsSoldier Response PlayerNiceShotSoldier } Response PlayerPositiveSoldier { scene "scenes/Player/Soldier/low/1345.vcd" scene "scenes/Player/Soldier/low/1172.vcd" scene "scenes/Player/Soldier/low/1175.vcd" scene "scenes/Player/Soldier/low/1174.vcd" scene "scenes/Player/Soldier/low/1171.vcd" } Response PlayerTauntsSoldier { scene "scenes/Player/Soldier/low/1136.vcd" scene "scenes/Player/Soldier/low/1137.vcd" scene "scenes/Player/Soldier/low/1138.vcd" scene "scenes/Player/Soldier/low/1351.vcd" scene "scenes/Player/Soldier/low/1352.vcd" } Rule PlayerPositiveSoldier { criteria ConceptPlayerPositive IsSoldier Response PlayerPositiveSoldier Response PlayerTauntsSoldier } Response PlayerRobotNoisesSoldier { scene "scenes/Player/Soldier/low/robot01.vcd" scene "scenes/Player/Soldier/low/robot02.vcd" scene "scenes/Player/Soldier/low/robot03.vcd" scene "scenes/Player/Soldier/low/robot04.vcd" scene "scenes/Player/Soldier/low/robot05.vcd" scene "scenes/Player/Soldier/low/robot06.vcd" scene "scenes/Player/Soldier/low/robot07.vcd" } Rule PlayerRobotNoisesSoldier { criteria ConceptFireWeapon IsSoldier IsRobotCostume SoldierNotRobotNoises 50PercentChance ApplyContext "SoldierRobotNoises:1:30" Response PlayerRobotNoisesSoldier } Response PlayerBattleCryRobotSoldier { scene "scenes/Player/Soldier/low/robot08.vcd" scene "scenes/Player/Soldier/low/robot09.vcd" } Rule PlayerBattleCryRobotSoldier { criteria ConceptPlayerBattleCry IsSoldier IsRobotCostume Response PlayerBattleCryRobotSoldier } Response KilledPlayerRobotSoldier { scene "scenes/Player/Soldier/low/robot10.vcd" scene "scenes/Player/Soldier/low/robot11.vcd" scene "scenes/Player/Soldier/low/robot12.vcd" scene "scenes/Player/Soldier/low/robot13.vcd" scene "scenes/Player/Soldier/low/robot14.vcd" } Rule KilledPlayerRobotSoldier { criteria ConceptKilledPlayer IsSoldier IsRobotCostume SoldierNotKillSpeech 50PercentChance ApplyContext "SoldierKillSpeech:1:10" Response KilledPlayerRobotSoldier } Response KilledPlayerManyRobotSoldier { scene "scenes/Player/Soldier/low/robot15.vcd" scene "scenes/Player/Soldier/low/robot16.vcd" scene "scenes/Player/Soldier/low/robot17.vcd" scene "scenes/Player/Soldier/low/robot18.vcd" scene "scenes/Player/Soldier/low/robot19.vcd" } Rule KilledPlayerManyRobotSoldier { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier IsRobotCostume ApplyContext "SoldierKillSpeech:1:10" Response KilledPlayerManyRobotSoldier } Response PlayerKilledForRevengeRobotSoldier { scene "scenes/Player/Soldier/low/robot20.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1060.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1065.vcd" predelay "2.5" } Rule PlayerKilledForRevengeRobotSoldier { criteria ConceptKilledPlayer IsSoldier IsRevenge IsRobotCostume ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengeRobotSoldier } Response PlayerKilledDominatingRobotSoldier { scene "scenes/Player/Soldier/low/robot21.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/robot22.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/robot23.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/robot24.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/robot25.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/robot26.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/robot27.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/robot28.vcd" predelay "2.5" } Rule PlayerKilledDominatingRobotSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated IsRobotCostume ApplyContext "SoldierKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingRobotSoldier } //-------------------------------------------------------------------------------------------------------------- // MvM Speech //-------------------------------------------------------------------------------------------------------------- Response MvMBombDroppedSoldier { scene "scenes/Player/Soldier/low/4284.vcd" scene "scenes/Player/Soldier/low/4285.vcd" } Rule MvMBombDroppedSoldier { criteria ConceptMvMBombDropped 5PercentChance IsMvMDefender IsSoldier Response MvMBombDroppedSoldier } Response MvMBombCarrierUpgrade1Soldier { scene "scenes/Player/Soldier/low/4280.vcd" } Rule MvMBombCarrierUpgrade1Soldier { criteria ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsSoldier Response MvMBombCarrierUpgrade1Soldier } Response MvMBombCarrierUpgrade2Soldier { scene "scenes/Player/Soldier/low/4281.vcd" } Rule MvMBombCarrierUpgrade2Soldier { criteria ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsSoldier Response MvMBombCarrierUpgrade2Soldier } Response MvMBombCarrierUpgrade3Soldier { scene "scenes/Player/Soldier/low/4282.vcd" } Rule MvMBombCarrierUpgrade3Soldier { criteria ConceptMvMBombCarrierUpgrade3 5PercentChance IsMvMDefender IsSoldier Response MvMBombCarrierUpgrade3Soldier } Response MvMDefenderDiedScoutSoldier { scene "scenes/Player/Soldier/low/4246.vcd" } Rule MvMDefenderDiedScoutSoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimScout IsSoldier Response MvMDefenderDiedScoutSoldier } Response MvMDefenderDiedSpySoldier { scene "scenes/Player/Soldier/low/4247.vcd" } Rule MvMDefenderDiedSpySoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSpy IsSoldier Response MvMDefenderDiedSpySoldier } Response MvMDefenderDiedHeavySoldier { scene "scenes/Player/Soldier/low/4248.vcd" } Rule MvMDefenderDiedHeavySoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimHeavy IsSoldier Response MvMDefenderDiedHeavySoldier } Response MvMDefenderDiedSoldierSoldier { scene "scenes/Player/Soldier/low/4249.vcd" } Rule MvMDefenderDiedSoldierSoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSoldier IsSoldier Response MvMDefenderDiedSoldierSoldier } Response MvMDefenderDiedMedicSoldier { scene "scenes/Player/Soldier/low/4250.vcd" } Rule MvMDefenderDiedMedicSoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimMedic IsSoldier Response MvMDefenderDiedMedicSoldier } Response MvMDefenderDiedDemomanSoldier { scene "scenes/Player/Soldier/low/4251.vcd" } Rule MvMDefenderDiedDemomanSoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimDemoman IsSoldier Response MvMDefenderDiedDemomanSoldier } Response MvMDefenderDiedPyroSoldier { scene "scenes/Player/Soldier/low/4252.vcd" } Rule MvMDefenderDiedPyroSoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimPyro IsSoldier Response MvMDefenderDiedPyroSoldier } Response MvMDefenderDiedSniperSoldier { scene "scenes/Player/Soldier/low/4253.vcd" } Rule MvMDefenderDiedSniperSoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSniper IsSoldier Response MvMDefenderDiedSniperSoldier } Response MvMDefenderDiedEngineerSoldier { scene "scenes/Player/Soldier/low/4254.vcd" } Rule MvMDefenderDiedEngineerSoldier { criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimEngineer IsSoldier Response MvMDefenderDiedEngineerSoldier } Response MvMFirstBombPickupSoldier { scene "scenes/Player/Soldier/low/4277.vcd" scene "scenes/Player/Soldier/low/4279.vcd" } Rule MvMFirstBombPickupSoldier { criteria ConceptMvMFirstBombPickup 5PercentChance IsMvMDefender IsSoldier Response MvMFirstBombPickupSoldier } Response MvMBombPickupSoldier { scene "scenes/Player/Soldier/low/4276.vcd" } Rule MvMBombPickupSoldier { criteria ConceptMvMBombPickup 5PercentChance IsMvMDefender IsSoldier Response MvMBombPickupSoldier } Response MvMSniperCalloutSoldier { scene "scenes/Player/Soldier/low/4258.vcd" } Rule MvMSniperCalloutSoldier { criteria ConceptMvMSniperCallout 50PercentChance IsMvMDefender IsSoldier Response MvMSniperCalloutSoldier } Response MvMSentryBusterSoldier { scene "scenes/Player/Soldier/low/4295.vcd" } Rule MvMSentryBusterSoldier { criteria ConceptMvMSentryBuster 50PercentChance IsMvMDefender IsSoldier Response MvMSentryBusterSoldier } Response MvMSentryBusterDownSoldier { scene "scenes/Player/Soldier/low/4296.vcd" } Rule MvMSentryBusterDownSoldier { criteria ConceptMvMSentryBusterDown 20PercentChance IsMvMDefender IsSoldier Response MvMSentryBusterDownSoldier } Response MvMLastManStandingSoldier { scene "scenes/Player/Soldier/low/4255.vcd" scene "scenes/Player/Soldier/low/4257.vcd" } Rule MvMLastManStandingSoldier { criteria ConceptMvMLastManStanding 20PercentChance IsMvMDefender IsSoldier Response MvMLastManStandingSoldier } Response MvMEncourageMoneySoldier { scene "scenes/Player/Soldier/low/4270.vcd" } Rule MvMEncourageMoneySoldier { criteria ConceptMvMEncourageMoney 50PercentChance IsMvMDefender IsSoldier Response MvMEncourageMoneySoldier } Response MvMEncourageUpgradeSoldier { scene "scenes/Player/Soldier/low/4274.vcd" } Rule MvMEncourageUpgradeSoldier { criteria ConceptMvMEncourageUpgrade 50PercentChance IsMvMDefender IsSoldier Response MvMEncourageUpgradeSoldier } Response MvMUpgradeCompleteSoldier { scene "scenes/Player/Soldier/low/4271.vcd" scene "scenes/Player/Soldier/low/4272.vcd" scene "scenes/Player/Soldier/low/4273.vcd" } Rule MvMUpgradeCompleteSoldier { criteria ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsSoldier Response MvMUpgradeCompleteSoldier } Response MvMGiantCalloutSoldier { scene "scenes/Player/Soldier/low/4297.vcd" scene "scenes/Player/Soldier/low/4301.vcd" } Rule MvMGiantCalloutSoldier { criteria ConceptMvMGiantCallout 20PercentChance IsMvMDefender IsSoldier Response MvMGiantCalloutSoldier } Response MvMGiantHasBombSoldier { scene "scenes/Player/Soldier/low/4302.vcd" scene "scenes/Player/Soldier/low/4303.vcd" } Rule MvMGiantHasBombSoldier { criteria ConceptMvMGiantHasBomb 20PercentChance IsMvMDefender IsSoldier Response MvMGiantHasBombSoldier } Response MvMSappedRobotSoldier { scene "scenes/Player/Soldier/low/4259.vcd" scene "scenes/Player/Soldier/low/4260.vcd" } Rule MvMSappedRobotSoldier { criteria ConceptMvMSappedRobot 50PercentChance IsMvMDefender IsSoldier Response MvMSappedRobotSoldier } Response MvMCloseCallSoldier { scene "scenes/Player/Soldier/low/4283.vcd" } Rule MvMCloseCallSoldier { criteria ConceptMvMCloseCall 50PercentChance IsMvMDefender IsSoldier Response MvMCloseCallSoldier } Response MvMTankCalloutSoldier { scene "scenes/Player/Soldier/low/4287.vcd" scene "scenes/Player/Soldier/low/4288.vcd" } Rule MvMTankCalloutSoldier { criteria ConceptMvMTankCallout 50PercentChance IsMvMDefender IsSoldier Response MvMTankCalloutSoldier } Response MvMTankDeadSoldier { scene "scenes/Player/Soldier/low/4293.vcd" scene "scenes/Player/Soldier/low/4294.vcd" } Rule MvMTankDeadSoldier { criteria ConceptMvMTankDead 50PercentChance IsMvMDefender IsSoldier Response MvMTankDeadSoldier } Response MvMTankDeployingSoldier { scene "scenes/Player/Soldier/low/4292.vcd" } Rule MvMTankDeployingSoldier { criteria ConceptMvMTankDeploying 50PercentChance IsMvMDefender IsSoldier Response MvMTankDeployingSoldier } Response MvMAttackTheTankSoldier { scene "scenes/Player/Soldier/low/4289.vcd" scene "scenes/Player/Soldier/low/4290.vcd" scene "scenes/Player/Soldier/low/4291.vcd" } Rule MvMAttackTheTankSoldier { criteria ConceptMvMAttackTheTank 50PercentChance IsMvMDefender IsSoldier Response MvMAttackTheTankSoldier } Response MvMTauntSoldier { scene "scenes/Player/Soldier/low/4262.vcd" scene "scenes/Player/Soldier/low/4263.vcd" scene "scenes/Player/Soldier/low/4264.vcd" scene "scenes/Player/Soldier/low/4265.vcd" scene "scenes/Player/Soldier/low/4266.vcd" scene "scenes/Player/Soldier/low/4267.vcd" } Rule MvMTauntSoldier { criteria ConceptMvMTaunt 50PercentChance IsMvMDefender IsSoldier Response MvMTauntSoldier } Response MvMWaveWinSoldier { scene "scenes/Player/Soldier/low/4231.vcd" scene "scenes/Player/Soldier/low/4232.vcd" scene "scenes/Player/Soldier/low/4233.vcd" scene "scenes/Player/Soldier/low/4234.vcd" scene "scenes/Player/Soldier/low/4235.vcd" } Rule MvMWaveWinSoldier { criteria ConceptMvMWaveWin 50PercentChance IsMvMDefender IsSoldier Response MvMWaveWinSoldier } Response MvMWaveLoseSoldier { scene "scenes/Player/Soldier/low/4236.vcd" scene "scenes/Player/Soldier/low/4237.vcd" scene "scenes/Player/Soldier/low/4238.vcd" scene "scenes/Player/Soldier/low/4239.vcd" scene "scenes/Player/Soldier/low/4240.vcd" } Rule MvMWaveLoseSoldier { criteria ConceptMvMWaveLose 50PercentChance IsMvMDefender IsSoldier Response MvMWaveLoseSoldier } Response MvMMoneyPickupSoldier { scene "scenes/Player/Soldier/low/4269.vcd" } Rule MvMMoneyPickupSoldier { criteria ConceptMvMMoneyPickup 5PercentChance IsMvMDefender IsSoldier Response MvMMoneyPickupSoldier } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Criterion "SoldierNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0 Criterion "SoldierNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0 Criterion "SoldierNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0 Criterion "SoldierNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0 Criterion "SoldierNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0 Criterion "SoldierNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0 Response CartMovingBackwardsDefenseSoldier { scene "scenes/Player/Soldier/low/7371.vcd" scene "scenes/Player/Soldier/low/7375.vcd" } Rule CartMovingBackwardsDefenseSoldier { criteria ConceptCartMovingBackward IsOnDefense IsSoldier SoldierNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardD:1:20" Response CartMovingBackwardsDefenseSoldier } Response CartMovingBackwardsOffenseSoldier { scene "scenes/Player/Soldier/low/7363.vcd" scene "scenes/Player/Soldier/low/7365.vcd" } Rule CartMovingBackwardsOffenseSoldier { criteria ConceptCartMovingBackward IsOnOffense IsSoldier SoldierNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingBackwardO:1:20" Response CartMovingBackwardsOffenseSoldier } Response CartMovingForwardDefenseSoldier { scene "scenes/Player/Soldier/low/7368.vcd" scene "scenes/Player/Soldier/low/7369.vcd" scene "scenes/Player/Soldier/low/8559.vcd" } Rule CartMovingForwardDefenseSoldier { criteria ConceptCartMovingForward IsOnDefense IsSoldier SoldierNotSaidCartMovingForwardD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardD:1:20" Response CartMovingForwardDefenseSoldier } Response CartMovingForwardOffenseSoldier { scene "scenes/Player/Soldier/low/7345.vcd" scene "scenes/Player/Soldier/low/7346.vcd" scene "scenes/Player/Soldier/low/7347.vcd" scene "scenes/Player/Soldier/low/7350.vcd" scene "scenes/Player/Soldier/low/7351.vcd" scene "scenes/Player/Soldier/low/7352.vcd" scene "scenes/Player/Soldier/low/7353.vcd" scene "scenes/Player/Soldier/low/7356.vcd" scene "scenes/Player/Soldier/low/7355.vcd" scene "scenes/Player/Soldier/low/7359.vcd" scene "scenes/Player/Soldier/low/7362.vcd" scene "scenes/Player/Soldier/low/7357.vcd" scene "scenes/Player/Soldier/low/7349.vcd" scene "scenes/Player/Soldier/low/7348.vcd" scene "scenes/Player/Soldier/low/7354.vcd" scene "scenes/Player/Soldier/low/7377.vcd" scene "scenes/Player/Soldier/low/7378.vcd" scene "scenes/Player/Soldier/low/7379.vcd" scene "scenes/Player/Soldier/low/7382.vcd" scene "scenes/Player/Soldier/low/7383.vcd" scene "scenes/Player/Soldier/low/7385.vcd" } Rule CartMovingForwardOffenseSoldier { criteria ConceptCartMovingForward IsOnOffense IsSoldier SoldierNotSaidCartMovingForwardO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingForwardO:1:20" Response CartMovingForwardOffenseSoldier } Response CartMovingStoppedDefenseSoldier { scene "scenes/Player/Soldier/low/7396.vcd" scene "scenes/Player/Soldier/low/7398.vcd" scene "scenes/Player/Soldier/low/7400.vcd" } Rule CartMovingStoppedDefenseSoldier { criteria ConceptCartMovingStopped IsOnDefense IsSoldier SoldierNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedD:1:20" Response CartMovingStoppedDefenseSoldier } Response CartMovingStoppedOffenseSoldier { scene "scenes/Player/Soldier/low/7389.vcd" scene "scenes/Player/Soldier/low/7390.vcd" scene "scenes/Player/Soldier/low/7388.vcd" } Rule CartMovingStoppedOffenseSoldier { criteria ConceptCartMovingStopped IsOnOffense IsSoldier SoldierNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance ApplyContext "SaidCartMovingStoppedO:1:20" Response CartMovingStoppedOffenseSoldier } //-------------------------------------------------------------------------------------------------------------- // END OF Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // Begin Competitive Mode VO //-------------------------------------------------------------------------------------------------------------- Response PlayerFirstRoundStartCompSoldier { scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_10.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_11.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_12.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_13.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_06.vcd" predelay "1.0, 5.0" } Rule PlayerFirstRoundStartCompSoldier { criteria ConceptPlayerRoundStartComp IsSoldier IsFirstRound 40PercentChance Response PlayerFirstRoundStartCompSoldier } Response PlayerWonPrevRoundCompSoldier { scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_rare_04.vcd" predelay "1.0, 5.0" } Rule PlayerWonPrevRoundCompSoldier { criteria ConceptPlayerRoundStartComp IsSoldier IsNotFirstRound PlayerWonPreviousRound 40PercentChance Response PlayerWonPrevRoundCompSoldier } Response PlayerLostPrevRoundCompSoldier { scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_08.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_09.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_06.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_07.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_05.vcd" predelay "1.0, 5.0" } Rule PlayerLostPrevRoundCompSoldier { criteria ConceptPlayerRoundStartComp IsSoldier IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance Response PlayerLostPrevRoundCompSoldier } Response PlayerTiedPrevRoundCompSoldier { scene "scenes/Player/Soldier/low/cm_soldier_pregametie_01.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregametie_02.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregametie_03.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregametie_04.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregametie_05.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_pregametie_06.vcd" predelay "1.0, 5.0" } Rule PlayerTiedPrevRoundCompSoldier { criteria ConceptPlayerRoundStartComp IsSoldier IsNotFirstRound PreviousRoundWasTie 40PercentChance Response PlayerTiedPrevRoundCompSoldier } Response PlayerGameWinCompSoldier { scene "scenes/Player/Soldier/low/cm_soldier_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_08.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_08.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_09.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_01.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_02.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_03.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_04.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_05.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_06.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_07.vcd" predelay "2.0, 5.0" scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_08.vcd" predelay "2.0, 5.0" } Rule PlayerGameWinCompSoldier { criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsSoldier 40PercentChance Response PlayerGameWinCompSoldier } Response PlayerMatchWinCompSoldier { scene "scenes/Player/Soldier/low/cm_soldier_matchwon_01.vcd" predelay "1.0, 2.0" scene "scenes/Player/Soldier/low/cm_soldier_matchwon_02.vcd" predelay "1.0, 2.0" scene "scenes/Player/Soldier/low/cm_soldier_matchwon_03.vcd" predelay "1.0, 2.0" scene "scenes/Player/Soldier/low/cm_soldier_matchwon_04.vcd" predelay "1.0, 2.0" scene "scenes/Player/Soldier/low/cm_soldier_matchwon_05.vcd" predelay "1.0, 2.0" scene "scenes/Player/Soldier/low/cm_soldier_matchwon_06.vcd" predelay "1.0, 2.0" scene "scenes/Player/Soldier/low/cm_soldier_matchwon_07.vcd" predelay "1.0, 2.0" scene "scenes/Player/Soldier/low/cm_soldier_matchwon_08.vcd" predelay "1.0, 2.0" scene "scenes/Player/Soldier/low/cm_soldier_matchwon_09.vcd" predelay "1.0, 2.0" } Rule PlayerMatchWinCompSoldier { criteria ConceptPlayerMatchOverComp PlayerOnWinningTeam IsSoldier 40PercentChance Response PlayerMatchWinCompSoldier } //-------------------------------------------------------------------------------------------------------------- // End Competitive Mode VO //--------------------------------------------------------------------------------------------------------------