//============================================================================================================ // TF criteria - moved to response_rules.txt file. Please keep all definitions there. //============================================================================================================ //============================================================================================================ // Taunts, idle expressions, firing expressions (not all chars have idle responses, depends on their 'default' face) //============================================================================================================ // Pyro //------------------------------------------------------------------------------------------------------------ response "PyroTauntPrimary" { scene "scenes/player/pyro/low/taunt01_v1.vcd" scene "scenes/player/pyro/low/taunt01_v2.vcd" scene "scenes/player/pyro/low/taunt01_v3.vcd" } response "PyroTauntSecondary" { scene "scenes/player/pyro/low/taunt02.vcd" } response "PyroTauntMelee" { scene "scenes/player/pyro/low/taunt03.vcd" } response "PyroTauntItem1" { scene "scenes/player/pyro/low/taunt02.vcd" } response "PyroTauntRainblower" { scene "scenes/player/pyro/low/taunt_bubbles.vcd" } response "PyroTauntScorchShot" { scene "scenes/player/pyro/low/taunt_scorch_shot.vcd" } response "PyroTauntLollichop" { scene "scenes/player/pyro/low/taunt_lollichop.vcd" } response "PyroTauntHalloween" { scene "scenes/player/pyro/low/taunt06.vcd" } rule PyroTauntPlayerPrimary { criteria ConceptPlayerTaunt IsPyro WeaponIsFlamethrower response PyroTauntPrimary } rule PyroTauntDragonsFury { criteria ConceptPlayerTaunt IsPyro WeaponIsDragonsFury response PyroTauntPrimary } rule PyroTauntPlayerSecondary { criteria ConceptPlayerTaunt IsPyro WeaponIsShotgunPyro response PyroTauntSecondary } rule PyroTauntPlayerMelee { criteria ConceptPlayerTaunt IsPyro WeaponIsAxe response PyroTauntMelee } rule PyroTauntPlayerItem1 { criteria ConceptPlayerTaunt IsPyro WeaponIsFlaregun response PyroTauntItem1 } rule PyroTauntPlayerRainblower { criteria ConceptPlayerTaunt IsPyro WeaponIsRainblower response PyroTauntRainblower } rule PyroTauntPlayerScorchShot { criteria ConceptPlayerTaunt IsPyro WeaponIsScorchShot response PyroTauntScorchShot } rule PyroTauntPlayerLollichop { criteria ConceptPlayerTaunt IsPyro WeaponIsLollichop response PyroTauntLollichop } rule PyroTauntHalloween { criteria ConceptPlayerTaunt IsPyro IsHalloweenTaunt response PyroTauntHalloween } Response "PyroTauntThirdDegree" { scene "scenes/player/pyro/low/drg_axe_taunt.vcd" } Rule PyroTauntThirdDegree { criteria ConceptPlayerTaunt IsPyro WeaponIsThirdDegree response PyroTauntThirdDegree } Rule PyroTauntManmelter { criteria ConceptPlayerTaunt IsPyro WeaponIsManmelter response PyroTauntSecondary } Response "PyroTauntAnnihilator" { scene "scenes/player/pyro/low/annihilator_taunt.vcd" } Rule PyroTauntAnnihilator { criteria ConceptPlayerTaunt IsPyro WeaponIsAnnihilator response PyroTauntAnnihilator } Rule PyroTauntPromoAnnihilator { criteria ConceptPlayerTaunt IsPyro WeaponIsPromoAnnihilator response PyroTauntAnnihilator } Rule PyroTauntGasCan { criteria ConceptPlayerTaunt IsPyro WeaponIsGasCan response PyroTauntSecondary } Rule PyroTauntSlap { criteria ConceptPlayerTaunt IsPyro WeaponIsSlap response PyroTauntSecondary } //============================================================================================================ // Heavy //------------------------------------------------------------------------------------------------------------ response "HeavyTauntPrimary" { scene "scenes/player/heavy/low/taunt01.vcd" scene "scenes/player/heavy/low/taunt01_v2.vcd" scene "scenes/player/heavy/low/taunt01_v3.vcd" } response "HeavyTauntSecondary" { scene "scenes/player/heavy/low/taunt02.vcd" scene "scenes/player/heavy/low/taunt02_v1.vcd" scene "scenes/player/heavy/low/taunt02_v2.vcd" } response "HeavyTauntMelee" { scene "scenes/player/heavy/low/taunt03_v1.vcd" } response "HeavyTauntPlayerItem1" { scene "scenes/player/heavy/low/taunt04.vcd" } response "HeavyTauntPlayerItem2" { scene "scenes/player/heavy/low/taunt04.vcd" } response "HeavyTauntPlayerItem2Alt" { scene "scenes/player/heavy/low/taunt04.vcd" } response "HeavyTauntPlayerItem3" { scene "scenes/player/heavy/low/taunt04.vcd" } response "HeavyTauntPlayerGloves" { scene "scenes/player/heavy/low/taunt05.vcd" } response "HeavyTauntHalloween" { scene "scenes/player/heavy/low/taunt06.vcd" } response "HeavyTauntFrankenHeavy" { scene "scenes/player/heavy/low/taunt07_halloween.vcd" } rule HeavyTauntPlayerPrimary { criteria ConceptPlayerTaunt IsHeavy WeaponIsMinigun response HeavyTauntPrimary } rule HeavyTauntSaxxy { criteria ConceptPlayerTaunt IsHeavy WeaponIsSaxxy response HeavyTauntMelee } rule HeavyTauntPlayerSecondary { criteria ConceptPlayerTaunt IsHeavy WeaponIsShotgunHwg response HeavyTauntSecondary } rule HeavyTauntPlayerMelee { criteria ConceptPlayerTaunt IsHeavy WeaponIsFists response HeavyTauntMelee } rule HeavyTauntPlayerGloves { criteria ConceptPlayerTaunt IsHeavy WeaponIsGloves response HeavyTauntPlayerGloves } rule HeavyTauntPlayerItem1 { criteria ConceptPlayerTaunt IsHeavy WeaponIsSandvich response HeavyTauntPlayerItem1 } rule HeavyTauntPlayerRobotSandvich { criteria ConceptPlayerTaunt IsHeavy WeaponIsRobotSandvich response HeavyTauntPlayerItem1 } rule HeavyTauntPlayerFestiveSandvich { criteria ConceptPlayerTaunt IsHeavy WeaponIsFestiveSandvich response HeavyTauntPlayerItem1 } rule HeavyTauntPlayerLunchbox { criteria ConceptPlayerTaunt IsHeavy WeaponIsLunchbox response HeavyTauntPlayerItem1 } // Custom stuff // This is to let you taunt with the items. rule HeavyTauntPlayerItem2 { criteria ConceptPlayerTaunt IsHeavy WeaponIsBenja response HeavyTauntPlayerItem3 } rule HeavyTauntPlayerItem2Alt { criteria ConceptPlayerTaunt IsHeavy WeaponIsFishcake response HeavyTauntPlayerItem3 } rule HeavyTauntPlayerItem3 { criteria ConceptPlayerTaunt IsHeavy WeaponIsSteak response HeavyTauntPlayerItem3 } //End Custom rule HeavyTauntHalloween { criteria ConceptPlayerTaunt IsHeavy IsHalloweenTaunt response HeavyTauntHalloween } rule HeavyTauntFrankenHeavy { criteria ConceptPlayerTaunt IsHeavy IsFrankenHeavy response HeavyTauntFrankenHeavy } Response PlayerExpressionIdleHeavy { scene "scenes/player/heavy/low/idleloop01.vcd" } Rule PlayerExpressionIdleHeavy { criteria ConceptPlayerExpression IsHeavy Response PlayerExpressionIdleHeavy } Response PlayerExpressionIdleCompWinnerHeavy { scene "scenes/player/heavy/low/comp_winner_idle_face.vcd" } Rule PlayerExpressionIdleCompWinnerHeavy { criteria ConceptPlayerExpression IsHeavy IsCompWinner Response PlayerExpressionIdleCompWinnerHeavy } Response PlayerExpressionFiringMinigunHeavy { scene "scenes/player/heavy/low/attackMinigun02.vcd" } Rule PlayerExpressionFiringMinigunHeavy { criteria ConceptPlayerExpression IsHeavy IsFiringMinigun Response PlayerExpressionFiringMinigunHeavy } // Minigun vocal stuff has been moved to Heavy.txt ! Response PlayerExpressionIdleHurtHeavy { scene "scenes/player/heavy/low/idleloopHurt01.vcd" } Rule PlayerExpressionIdleHurtHeavy { criteria ConceptPlayerExpression IsHeavy LowHealthContext Response PlayerExpressionIdleHurtHeavy } Rule PlayerExpressionRoundLossHeavy { criteria ConceptPlayerExpression IsHeavy GameRulesInWinState PlayerOnLosingTeam Response PlayerExpressionIdleHurtHeavy } Response HeavyFireMinigun { //scene "scenes/player/heavy/low/attackMinigun01.vcd" *bug* scene "scenes/player/heavy/low/attackMinigun02.vcd" } Rule HeavyFireMinigun { criteria ConceptFireMinigun IsHeavy WeaponIsMinigun Response HeavyFireMinigun } Response HeavyWindMinigun { scene "scenes/player/heavy/low/attackWindup01.vcd" } Rule HeavyWindMinigunHeavy { criteria ConceptWindMinigun IsHeavy WeaponIsMinigun Response HeavyWindMinigun } Response PlayerExpressionAttackHeavy { scene "scenes/player/heavy/low/attack01.vcd" } Rule PlayerExpressionAttackHeavy { criteria ConceptFireWeapon IsHeavy Response PlayerExpressionAttackHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Sandwich //-------------------------------------------------------------------------------------------------------------- Response AteSandwichHeavy { scene "scenes/Player/Heavy/low/SandwichTaunt01.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt02.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt03.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt04.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt05.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt06.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt07.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt08.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt09.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt10.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt11.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt12.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt13.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt14.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt15.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt16.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt17.vcd" predelay "1.0" } Rule AteSandwichHeavy { criteria ConceptAteFood IsHeavy WeaponIsSandvich Response AteSandwichHeavy } Rule AteRobotSandwichHeavy { criteria ConceptAteFood IsHeavy WeaponIsRobotSandvich Response AteSandwichHeavy } Rule AteFestiveSandwichHeavy { criteria ConceptAteFood IsHeavy WeaponIsFestiveSandvich Response AteSandwichHeavy } // Custom stuff // These have been designed as separate responses so that I can add non-sandvich lines I wanted to. // There are two examples of this in the AteChocoHeavy response. // It's possible to just have one of the responses below, but you would not be able to give the bar/steak separate lines then. // The IsWeaponMelee allows this to happen, creating a distinction between the choco bar, sandvich and the steak. Response AteSteakHeavy { scene "scenes/Player/Heavy/low/SandwichTaunt01.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt02.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt14.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt17.vcd" predelay "1.0" } Rule AteSteakHeavy { criteria ConceptAteFood IsHeavy IsWeaponMelee Response AteSteakHeavy } Response AteChocoHeavy { scene "scenes/Player/Heavy/low/SandwichTaunt01.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt02.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt14.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/SandwichTaunt17.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/2066.vcd" predelay "1.0" scene "scenes/Player/Heavy/low/2260.vcd" predelay "1.0" } Rule AteChocoHeavy { criteria ConceptAteFood IsHeavy Response AteChocoHeavy } //============================================================================================================ // Engineer //------------------------------------------------------------------------------------------------------------ response "EngineerTauntPrimary" { scene "scenes/player/engineer/low/taunt01_vocal01.vcd" scene "scenes/player/engineer/low/taunt01_vocal02.vcd" scene "scenes/player/engineer/low/taunt01_vocal03.vcd" scene "scenes/player/engineer/low/taunt01_vocal04.vcd" } response "EngineerTauntSecondary" { scene "scenes/player/engineer/low/taunt02_vocal01.vcd" scene "scenes/player/engineer/low/taunt02_vocal02.vcd" scene "scenes/player/engineer/low/taunt02_vocal03.vcd" } response "EngineerTauntMelee" { scene "scenes/player/engineer/low/taunt03.vcd" } response "EngineerTauntHalloween" { scene "scenes/player/engineer/low/taunt06.vcd" } response "EngineerTauntGuitar" { scene "scenes/player/engineer/low/taunt07.vcd" } response "EngineerTauntRobotArm" { scene "scenes/player/engineer/low/taunt09.vcd" } rule EngineerTauntPlayerPrimary { criteria ConceptPlayerTaunt IsEngineer WeaponIsShotgunPrimary response EngineerTauntPrimary } rule EngineerTauntPlayerSecondary { criteria ConceptPlayerTaunt IsEngineer WeaponIsPistol response EngineerTauntSecondary } rule EngineerTauntPlayerMelee { criteria ConceptPlayerTaunt IsEngineer WeaponIsWrench response EngineerTauntMelee } rule EngineerTauntPlayerShortCircuit { criteria ConceptPlayerTaunt IsEngineer WeaponIsShortCircuit response EngineerTauntMelee } rule EngineerTauntGuitar { criteria ConceptPlayerTaunt IsEngineer WeaponIsFrontierJustice response EngineerTauntGuitar } rule EngineerTauntFestiveGuitar { criteria ConceptPlayerTaunt IsEngineer WeaponIsFestiveFrontierJustice response EngineerTauntGuitar } rule EngineerTauntRobotArm { criteria ConceptPlayerTaunt IsEngineer WeaponIsRobotArm response EngineerTauntRobotArm } rule EngineerTauntLaserPointer { criteria ConceptPlayerTaunt IsEngineer WeaponIsLaserPointer response EngineerTauntSecondary } rule EngineerTauntHalloween { criteria ConceptPlayerTaunt IsEngineer IsHalloweenTaunt response EngineerTauntHalloween } Response PlayerExpressionIdleEngineer { scene "scenes/player/engineer/low/idleloop01.vcd" } Rule PlayerExpressionIdleEngineer { criteria ConceptPlayerExpression IsEngineer Response PlayerExpressionIdleEngineer } Response PlayerExpressionIdleCompWinnerEngineer { scene "scenes/player/engineer/low/comp_winner_idle_face.vcd" } Rule PlayerExpressionIdleCompWinnerEngineer { criteria ConceptPlayerExpression IsEngineer IsCompWinner Response PlayerExpressionIdleCompWinnerEngineer } Response PlayerExpressionIdleHurtEngineer { scene "scenes/player/engineer/low/idleloopHurt01.vcd" } Rule PlayerExpressionIdleHurtEngineer { criteria ConceptPlayerExpression IsEngineer LowHealthContext Response PlayerExpressionIdleHurtEngineer } Rule PlayerExpressionRoundLossEngineer { criteria ConceptPlayerExpression IsEngineer GameRulesInWinState PlayerOnLosingTeam Response PlayerExpressionIdleHurtEngineer } Response PlayerExpressionAttackEngineer { scene "scenes/player/engineer/low/attack01.vcd" } Rule PlayerExpressionAttackEngineer { criteria ConceptFireWeapon IsEngineer Response PlayerExpressionAttackEngineer } Response "EngineerTauntEurekaEffect" { scene "scenes/player/engineer/low/taunt_drg_melee.vcd" } Rule EngineerTauntEurekaEffect { criteria ConceptTauntEurekaTeleport IsEngineer WeaponIsEurekaEffect response EngineerTauntEurekaEffect } Rule EngineerTauntPomson { criteria ConceptPlayerTaunt IsEngineer WeaponIsPomson response EngineerTauntPrimary } rule EngineerTauntPlayerRescueRanger { criteria ConceptPlayerTaunt IsEngineer WeaponIsRescueRanger response EngineerTauntPrimary } //============================================================================================================ // Medic //------------------------------------------------------------------------------------------------------------ response "MedicTauntPrimary" { scene "scenes/player/medic/low/taunt01_vocal01.vcd" scene "scenes/player/medic/low/taunt01_vocal03.vcd" scene "scenes/player/medic/low/taunt01_vocal04.vcd" scene "scenes/player/medic/low/taunt01_vocal05.vcd" } response "MedicTauntSecondary" { scene "scenes/player/medic/low/taunt02_v1.vcd" } response "MedicTauntMelee" { scene "scenes/player/medic/low/taunt03.vcd" } response "MedicTauntHalloween" { scene "scenes/player/medic/low/taunt07.vcd" } response "MedicTauntKritzkrieg" { scene "scenes/player/medic/low/taunt06.vcd" } response "MedicTauntUbersaw" { scene "scenes/player/medic/low/taunt08.vcd" } rule MedicTauntPlayerPrimary { criteria ConceptPlayerTaunt IsMedic WeaponIsSyringe response MedicTauntPrimary } rule MedicTauntPlayerSecondary { criteria ConceptPlayerTaunt IsMedic WeaponIsHeal response MedicTauntSecondary } rule MedicTauntPlayerMelee { criteria ConceptPlayerTaunt IsMedic WeaponIsBonesaw response MedicTauntMelee } rule MedicTauntPlayerKritzkrieg { criteria ConceptPlayerTaunt IsMedic WeaponIsKritzkrieg response MedicTauntKritzkrieg } rule MedicTauntHalloween { criteria ConceptPlayerTaunt IsMedic IsHalloweenTaunt response MedicTauntHalloween } rule MedicTauntUbersaw { criteria ConceptPlayerTaunt IsMedic WeaponIsUbersaw response MedicTauntUbersaw } rule MedicTauntFestiveUbersaw { criteria ConceptPlayerTaunt IsMedic WeaponIsFestiveUbersaw response MedicTauntUbersaw } Rule MedicTauntSaxxy { criteria ConceptPlayerTaunt IsMedic WeaponIsSaxxy response MedicTauntSecondary } Rule MedicTauntBust { criteria ConceptPlayerTaunt IsMedic WeaponIsHippocrates response MedicTauntPrimary } Rule MedicTauntHealArrow { criteria ConceptPlayerTaunt IsMedic WeaponIsHealArrow response MedicTauntPrimary } Response PlayerExpressionIdleMedic { scene "scenes/player/medic/low/idleloop01.vcd" } Rule PlayerExpressionIdleMedic { criteria ConceptPlayerExpression IsMedic Response PlayerExpressionIdleMedic } Response PlayerExpressionIdleCompWinnerMedic { scene "scenes/player/medic/low/comp_winner_idle_face.vcd" } Rule PlayerExpressionIdleCompWinnerMedic { criteria ConceptPlayerExpression IsMedic IsCompWinner Response PlayerExpressionIdleCompWinnerMedic } Response PlayerExpressionIdleHurtMedic { scene "scenes/player/medic/low/idleloopHurt01.vcd" } Rule PlayerExpressionIdleHurtMedic { criteria ConceptPlayerExpression IsMedic LowHealthContext Response PlayerExpressionIdleHurtMedic } Rule PlayerExpressionRoundLossMedic { criteria ConceptPlayerExpression IsMedic GameRulesInWinState PlayerOnLosingTeam Response PlayerExpressionIdleHurtMedic } Response PlayerExpressionAttackMedic { scene "scenes/player/medic/low/attack01.vcd" } Rule PlayerExpressionAttackMedic { criteria ConceptFireWeapon IsMedic Response PlayerExpressionAttackMedic } //============================================================================================================ // Soldier //------------------------------------------------------------------------------------------------------------ response "SoldierTauntPrimary" { scene "scenes/player/soldier/low/taunt01_v1.vcd" scene "scenes/player/soldier/low/taunt01_v2.vcd" scene "scenes/player/soldier/low/taunt01_v3.vcd" } response "SoldierTauntBanner" { scene "scenes/player/soldier/low/taunt02_v1.vcd" scene "scenes/player/soldier/low/taunt02_v2.vcd" } response "SoldierTauntSecondary" { scene "scenes/player/soldier/low/taunt04.vcd" } response "SoldierTauntMelee" { scene "scenes/player/soldier/low/taunt03_v1.vcd" scene "scenes/player/soldier/low/taunt03_v2.vcd" scene "scenes/player/soldier/low/taunt03_v3.vcd" scene "scenes/player/soldier/low/taunt03_v4.vcd" } response "SoldierTauntHalloween" { scene "scenes/player/soldier/low/taunt06.vcd" } response "SoldierTauntRobot" { scene "scenes/player/soldier/low/taunt09.vcd" } response "SoldierTauntPickaxe" { scene "scenes/player/soldier/low/taunt05.vcd" } response "SoldierTauntDirectHit" { scene "scenes/player/soldier/low/taunt07.vcd" } response "SoldierTauntCowMangler" { scene "scenes/player/soldier/low/taunt08.vcd" } rule SoldierTauntPlayerPrimary { criteria ConceptPlayerTaunt IsSoldier WeaponIsRocket response SoldierTauntPrimary } rule SoldierTauntPlayerSecondary { criteria ConceptPlayerTaunt IsSoldier WeaponIsShotgunSoldier response SoldierTauntSecondary } rule SoldierTauntPlayerMelee { criteria ConceptPlayerTaunt IsSoldier WeaponIsShovel response SoldierTauntMelee } rule SoldierTauntHalloween { criteria ConceptPlayerTaunt IsSoldier IsHalloweenTaunt response SoldierTauntHalloween } rule SoldierTauntRobot { criteria ConceptPlayerTaunt IsSoldier IsRobotCostume response SoldierTauntRobot } rule SoldierTauntEqualizer { criteria ConceptPlayerTaunt IsSoldier WeaponIsEqualizer response SoldierTauntPickaxe } rule SoldierTauntEscapePlan { criteria ConceptPlayerTaunt IsSoldier WeaponIsEscapePlan response SoldierTauntPickaxe } rule SoldierTauntDirectHit { criteria ConceptPlayerTaunt IsSoldier WeaponIsDirectHit response SoldierTauntDirectHit } rule SoldierTauntBeggarsBazooka { criteria ConceptPlayerTaunt IsSoldier WeaponIsBeggarsBazooka response SoldierTauntDirectHit } rule SoldierTauntBanner { criteria ConceptPlayerTaunt IsSoldier WeaponIsBanner response SoldierTauntBanner } rule SoldierTauntFestiveBanner { criteria ConceptPlayerTaunt IsSoldier WeaponIsFestiveBanner response SoldierTauntBanner } rule SoldierTauntSashimono { criteria ConceptPlayerTaunt IsSoldier WeaponIsSashimono response SoldierTauntBanner } rule SoldierTauntKatana { criteria ConceptPlayerTaunt IsSoldier WeaponIsKatana response SoldierTauntDirectHit } rule SoldierTauntCowMangler { criteria ConceptPlayerTaunt IsSoldier WeaponIsCowMangler response SoldierTauntCowMangler } rule SoldierTauntRayGun { criteria ConceptPlayerTaunt IsSoldier WeaponIsRayGun response SoldierTauntBanner } rule SoldierTauntBackup { criteria ConceptPlayerTaunt IsSoldier WeaponIsBackup response SoldierTauntBanner } rule SoldierTauntSaxxy { criteria ConceptPlayerTaunt IsSoldier WeaponIsSaxxy response SoldierTauntBanner } Response PlayerExpressionIdleSoldier { scene "scenes/player/soldier/low/idleloop01.vcd" } Rule PlayerExpressionIdleSoldier { criteria ConceptPlayerExpression IsSoldier Response PlayerExpressionIdleSoldier } Response PlayerExpressionIdleCompWinnerSoldier { scene "scenes/player/soldier/low/comp_winner_idle_face.vcd" } Rule PlayerExpressionIdleCompWinnerSoldier { criteria ConceptPlayerExpression IsSoldier IsCompWinner Response PlayerExpressionIdleCompWinnerSoldier } Response PlayerExpressionIdleHurtSoldier { scene "scenes/player/soldier/low/idleloopHurt01.vcd" } Rule PlayerExpressionIdleHurtSoldier { criteria ConceptPlayerExpression IsSoldier LowHealthContext Response PlayerExpressionIdleHurtSoldier } Rule PlayerExpressionRoundLossSoldier { criteria ConceptPlayerExpression IsSoldier GameRulesInWinState PlayerOnLosingTeam Response PlayerExpressionIdleHurtSoldier } Response PlayerExpressionAttackSoldier { scene "scenes/player/soldier/low/attack01.vcd" } Rule PlayerExpressionAttackSoldier { criteria ConceptFireWeapon IsSoldier Response PlayerExpressionAttackSoldier } rule SoldierTauntPlayerAirStrike { criteria ConceptPlayerTaunt IsSoldier WeaponIsRocketLauncherAirStrike response SoldierTauntPrimary } //============================================================================================================ // Scout //------------------------------------------------------------------------------------------------------------ response "ScoutTauntPrimary" { scene "scenes/player/scout/low/taunt01_vocal01.vcd" scene "scenes/player/scout/low/taunt01_vocal02.vcd" scene "scenes/player/scout/low/taunt01_vocal03.vcd" } response "ScoutTauntSecondary" { scene "scenes/player/scout/low/taunt02_vocal01.vcd" scene "scenes/player/scout/low/taunt02_vocal02.vcd" scene "scenes/player/scout/low/taunt02_vocal03.vcd" } response "ScoutTauntMelee" { scene "scenes/player/scout/low/taunt03_vocal01.vcd" scene "scenes/player/scout/low/taunt03_vocal02.vcd" scene "scenes/player/scout/low/taunt03_vocal03.vcd" scene "scenes/player/scout/low/taunt03_vocal04.vcd" scene "scenes/player/scout/low/taunt03_vocal05.vcd" scene "scenes/player/scout/low/taunt03_vocal06.vcd" } response "ScoutTauntGrandSlam" { scene "scenes/player/scout/low/taunt05_v1.vcd" } response "ScoutTauntPrimaryDouble" { scene "scenes/player/scout/low/taunt01_alt_vocal01.vcd" scene "scenes/player/scout/low/taunt01_alt_vocal02.vcd" scene "scenes/player/scout/low/taunt01_alt_vocal03.vcd" } response "ScoutTauntHalloween" { scene "scenes/player/scout/low/taunt06_v1.vcd" } response "ScoutTauntPlayerItem1" { scene "scenes/player/scout/low/taunt04_v1.vcd" } rule ScoutTauntPlayerItem1 { criteria ConceptPlayerTaunt IsScout WeaponIsLunchboxDrink ApplyContext "ScoutIsCrit:1:3" // The crit context is set here. You can't fire while using BONK! so we can share the rule/response. response ScoutTauntPlayerItem1 } rule ScoutTauntPlayerPrimary { criteria ConceptPlayerTaunt IsScout WeaponIsScattergun response ScoutTauntPrimary } rule ScoutTauntPlayerSecondary { criteria ConceptPlayerTaunt IsScout WeaponIsPistolScout response ScoutTauntSecondary } rule ScoutTauntPlayerMelee { criteria ConceptPlayerTaunt IsScout WeaponIsBat response ScoutTauntMelee } rule ScoutTauntWoodBat { criteria ConceptPlayerTaunt IsScout WeaponIsWoodBat response ScoutTauntGrandSlam } rule ScoutTauntAtomizer { criteria ConceptPlayerTaunt IsScout WeaponIsAtomizer response ScoutTauntGrandSlam } rule ScoutTauntScattergunDouble { criteria ConceptPlayerTaunt IsScout WeaponIsScattergunDouble response ScoutTauntPrimaryDouble } rule ScoutTauntScattergunDoubleFestive { criteria ConceptPlayerTaunt IsScout WeaponIsScattergunDoubleFestive response ScoutTauntPrimaryDouble } rule ScoutTauntSodaPopper { criteria ConceptPlayerTaunt IsScout WeaponIsSodaPopper response ScoutTauntPrimaryDouble } rule ScoutTauntShortstop { criteria ConceptPlayerTaunt IsScout WeaponIsShortstop response ScoutTauntSecondary } rule ScoutTauntPEPBrawlerBlaster { criteria ConceptPlayerTaunt IsScout WeaponIsPEPBrawlerBlaster response ScoutTauntPrimaryDouble } rule ScoutTauntHandgunScoutSecondary { criteria ConceptPlayerTaunt IsScout WeaponIsHandgunScoutSecondary response ScoutTauntSecondary } rule ScoutTauntMadMilk { criteria ConceptPlayerTaunt IsScout WeaponIsMadMilk response ScoutTauntSecondary } rule ScoutTauntSDCleaver { criteria ConceptPlayerTaunt IsScout WeaponIsSDCleaver response ScoutTauntSecondary } rule ScoutTauntHolyMackerel { criteria ConceptPlayerTaunt IsScout WeaponIsHolyMackerel response ScoutTauntMelee } rule ScoutTauntFestiveHolyMackerel { criteria ConceptPlayerTaunt IsScout WeaponIsFestiveHolyMackerel response ScoutTauntMelee } rule ScoutTauntUnarmedCombat { criteria ConceptPlayerTaunt IsScout WeaponIsUnarmedCombat response ScoutTauntMelee } rule ScoutTauntHalloween { criteria ConceptPlayerTaunt IsScout IsHalloweenTaunt response ScoutTauntHalloween } Response PlayerExpressionIdleScout { scene "scenes/player/scout/low/idleloop01.vcd" } Rule PlayerExpressionIdleScout { criteria ConceptPlayerExpression IsScout Response PlayerExpressionIdleScout } Response PlayerExpressionIdleCompWinnerScout { scene "scenes/player/scout/low/comp_winner_idle_face.vcd" } Rule PlayerExpressionIdleCompWinnerScout { criteria ConceptPlayerExpression IsScout IsCompWinner Response PlayerExpressionIdleCompWinnerScout } Response PlayerExpressionIdleHurtScout { scene "scenes/player/scout/low/idleloopHurt01.vcd" } Rule PlayerExpressionIdleHurtScout { criteria ConceptPlayerExpression IsScout LowHealthContext Response PlayerExpressionIdleHurtScout } Rule PlayerExpressionRoundLossScout { criteria ConceptPlayerExpression IsScout GameRulesInWinState PlayerOnLosingTeam Response PlayerExpressionIdleHurtScout } Response PlayerExpressionAttackScout { scene "scenes/player/scout/low/attack01.vcd" } Rule PlayerExpressionAttackScout { criteria ConceptFireWeapon IsScout ApplyContext "ScoutFired:1:7" // Apply the ScoutFired context, to allow Scouts to say double jump lines Response PlayerExpressionAttackScout } rule ScoutTauntMutatedMilk { criteria ConceptPlayerTaunt IsScout WeaponIsMutatedMilk response ScoutTauntSecondary } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Drink //-------------------------------------------------------------------------------------------------------------- Response ScoutPostDrinkTired { scene "scenes/player/scout/low/dodgetired.vcd" } Rule ScoutPostDrinkTired { criteria ConceptTired IsScout Response ScoutPostDrinkTired } Rule ScoutTauntWrapAssassin { criteria ConceptPlayerTaunt IsScout WeaponIsWrapAssassin response ScoutTauntMelee } //============================================================================================================ // Sniper //------------------------------------------------------------------------------------------------------------ response "SniperTauntPrimary" { scene "scenes/player/sniper/low/taunt01_v1.vcd" scene "scenes/player/sniper/low/taunt01_v2.vcd" scene "scenes/player/sniper/low/taunt01_v3.vcd" scene "scenes/player/sniper/low/taunt01_v4.vcd" scene "scenes/player/sniper/low/taunt01_v5.vcd" } response "SniperTauntSecondary" { scene "scenes/player/sniper/low/taunt02_v1.vcd" scene "scenes/player/sniper/low/taunt02_v2.vcd" } response "SniperTauntMelee" { scene "scenes/player/sniper/low/taunt03_v1.vcd" scene "scenes/player/sniper/low/taunt03_v2.vcd" scene "scenes/player/sniper/low/taunt03_v3.vcd" scene "scenes/player/sniper/low/taunt03_v4.vcd" } response "SniperTauntSaxxy" { scene "scenes/player/sniper/low/taunt03_v1.vcd" scene "scenes/player/sniper/low/taunt03_v3.vcd" } response "SniperTauntBow" { scene "scenes/player/sniper/low/taunt04.vcd" } response "SniperTauntHalloween" { scene "scenes/player/sniper/low/taunt06.vcd" } rule SniperTauntPlayerPrimary { criteria ConceptPlayerTaunt IsSniper WeaponIsSniperrifle response SniperTauntPrimary } rule SniperTauntPlayerPrimaryClassic { criteria ConceptPlayerTaunt IsSniper WeaponIsClassicSniperrifle response SniperTauntPrimary } rule SniperTauntPlayerSecondary { criteria ConceptPlayerTaunt IsSniper WeaponIsSMG response SniperTauntSecondary } rule SniperTauntPlayerChargedSecondary { criteria ConceptPlayerTaunt IsSniper WeaponIsChargedSMG response SniperTauntSecondary } rule SniperTauntPlayerMelee { criteria ConceptPlayerTaunt IsSniper WeaponIsClub response SniperTauntMelee } rule SniperTauntPlayerBazaarBargain { criteria ConceptPlayerTaunt IsSniper WeaponIsBazaarBargain response SniperTauntPrimary } rule SniperTauntPlayerBow { criteria ConceptPlayerTaunt IsSniper WeaponIsBow response SniperTauntBow } rule SniperTauntHalloween { criteria ConceptPlayerTaunt IsSniper IsHalloweenTaunt response SniperTauntHalloween } rule SniperTauntSaxxy { criteria ConceptPlayerTaunt IsSniper WeaponIsSaxxy response SniperTauntSaxxy } Response PlayerExpressionIdleSniper { scene "scenes/player/sniper/low/idleloop01.vcd" } Rule PlayerExpressionIdleSniper { criteria ConceptPlayerExpression IsSniper Response PlayerExpressionIdleSniper } Response PlayerExpressionIdleCompWinnerSniper { scene "scenes/player/sniper/low/comp_winner_idle_face.vcd" } Rule PlayerExpressionIdleCompWinnerSniper { criteria ConceptPlayerExpression IsSniper IsCompWinner Response PlayerExpressionIdleCompWinnerSniper } response PlayerExpressionIdleDeployedSniper { scene "scenes/player/sniper/low/idleloopDeployed01.vcd" } rule PlayerExpressionIdleDeployedSniper { criteria ConceptPlayerExpression IsSniper DeployedContext WeaponIsSniperrifle response PlayerExpressionIdleDeployedSniper } rule PlayerExpressionIdleDeployedSniperClassic { criteria ConceptPlayerExpression IsSniper DeployedContext WeaponIsClassicSniperrifle response PlayerExpressionIdleDeployedSniper } Response PlayerExpressionIdleHurtSniper { scene "scenes/player/sniper/low/idleloopHurt01.vcd" } Rule PlayerExpressionIdleHurtSniper { criteria ConceptPlayerExpression IsSniper LowHealthContext Response PlayerExpressionIdleHurtSniper } Rule PlayerExpressionRoundLossSniper { criteria ConceptPlayerExpression IsSniper GameRulesInWinState PlayerOnLosingTeam Response PlayerExpressionIdleHurtSniper } Response PlayerExpressionAttackSniper { scene "scenes/player/sniper/low/attack01.vcd" } Rule PlayerExpressionAttackSniper { criteria ConceptFireWeapon IsSniper Response PlayerExpressionAttackSniper } //============================================================================================================ // Spy //------------------------------------------------------------------------------------------------------------ response "SpyTauntPrimary" { scene "scenes/player/spy/low/taunt01_v1.vcd" scene "scenes/player/spy/low/taunt01_v2.vcd" scene "scenes/player/spy/low/taunt01_v3.vcd" scene "scenes/player/spy/low/taunt01_v4.vcd" scene "scenes/player/spy/low/taunt01_v5.vcd" } response "SpyTauntSecondary" { scene "scenes/player/spy/low/taunt02.vcd" } response "SpyTauntMelee" { scene "scenes/player/spy/low/taunt03_v1.vcd" scene "scenes/player/spy/low/taunt03_v2.vcd" } response "SpyTauntPDA" { scene "scenes/player/spy/low/taunt04_v1.vcd" scene "scenes/player/spy/low/taunt04_v2.vcd" scene "scenes/player/spy/low/taunt04_v3.vcd" scene "scenes/player/spy/low/taunt04_v4.vcd" scene "scenes/player/spy/low/taunt04_v5.vcd" scene "scenes/player/spy/low/taunt05.vcd" } response "SpyTauntHalloween" { scene "scenes/player/spy/low/taunt06.vcd" } rule SpyTauntPlayerPrimary { criteria ConceptPlayerTaunt IsSpy WeaponIsRevolver response SpyTauntPrimary } rule SpyTauntPlayerSecondary { criteria ConceptPlayerTaunt IsSpy WeaponIsBuild response SpyTauntSecondary } rule SpyTauntPlayerMelee { criteria ConceptPlayerTaunt IsSpy WeaponIsKnife response SpyTauntMelee } rule SpyTauntPlayerPDA { criteria ConceptPlayerTaunt IsSpy WeaponIsSpyPDA response SpyTauntPDA } rule SpyTauntHalloween { criteria ConceptPlayerTaunt IsSpy IsHalloweenTaunt response SpyTauntHalloween } rule SpyTauntSharpDresser { criteria ConceptPlayerTaunt IsSpy WeaponIsSharpDresser response SpyTauntSecondary } Response PlayerExpressionIdleSpy { scene "scenes/player/spy/low/idleloop01.vcd" } Rule PlayerExpressionIdleSpy { criteria ConceptPlayerExpression IsSpy Response PlayerExpressionIdleSpy } Response PlayerExpressionIdleCompWinnerSpy { scene "scenes/player/spy/low/comp_winner_idle_face.vcd" } Rule PlayerExpressionIdleCompWinnerSpy { criteria ConceptPlayerExpression IsSpy IsCompWinner Response PlayerExpressionIdleCompWinnerSpy } Response PlayerExpressionAttackSpy { scene "scenes/player/spy/low/attack01.vcd" } Rule PlayerExpressionAttackSpy { criteria ConceptFireWeapon IsSpy Response PlayerExpressionAttackSpy } Response "SpyTauntSpycicle" { scene "scenes/player/spy/low/taunt01_v1.vcd" scene "scenes/player/spy/low/taunt01_v2.vcd" scene "scenes/player/spy/low/taunt01_v3.vcd" scene "scenes/player/spy/low/taunt01_v4.vcd" scene "scenes/player/spy/low/taunt01_v5.vcd" } Rule SpyTauntSpycicle { criteria ConceptPlayerTaunt IsSpy WeaponIsSpycicle response SpyTauntSpycicle } //============================================================================================================ // Demoman //------------------------------------------------------------------------------------------------------------ response "DemomanTauntPrimary" { scene "scenes/player/demoman/low/taunt01.vcd" } response "DemomanTauntSecondary" { scene "scenes/player/demoman/low/taunt02.vcd" } response "DemomanTauntMelee" { scene "scenes/player/demoman/low/taunt03_v1.vcd" scene "scenes/player/demoman/low/taunt03_v2.vcd" scene "scenes/player/demoman/low/taunt03_v3.vcd" } response "DemomanTauntHalloween" { scene "scenes/player/demoman/low/taunt06.vcd" } response "DemomanTauntWolfHowl" { scene "scenes/player/demoman/low/taunt11.vcd" } response "DemomanTauntDefender" { scene "scenes/player/demoman/low/taunt08.vcd" } response "DemomanTauntSword" { scene "scenes/player/demoman/low/taunt09.vcd" } // Custom stuff response "DemomanTauntCaber" { scene "scenes/player/demoman/low/taunt04_v1.vcd" scene "scenes/player/demoman/low/taunt04_v2.vcd" } // Ullapool Caber taunt - from unused Bottle taunt. rule DemomanTauntDefender { criteria ConceptPlayerTaunt IsDemoman WeaponIsDefender response DemomanTauntDefender } rule DemomanTauntPlayerPrimary { criteria ConceptPlayerTaunt IsDemoman WeaponIsPipebomb response DemomanTauntPrimary } rule DemomanTauntPlayerSecondary { criteria ConceptPlayerTaunt IsDemoman WeaponIsGrenade response DemomanTauntSecondary } rule DemomanTauntPlayerMelee { criteria ConceptPlayerTaunt IsDemoman WeaponIsBottle ApplyContext "NotSober:1:10" // Apply the drunk context here response DemomanTauntMelee } rule DemomanTauntPlayerScotsmansSkullcutter { criteria ConceptPlayerTaunt IsDemoman WeaponIsScotsmansSkullcutter response DemomanTauntSecondary } rule DemomanTauntHalloween { criteria ConceptPlayerTaunt IsDemoman IsHalloweenTaunt response DemomanTauntHalloween } rule DemomanTauntWolfHowl { criteria ConceptPlayerTaunt IsDemoman IsDemowolf response DemomanTauntWolfHowl } rule DemomanTauntSword { criteria ConceptPlayerTaunt IsDemoman WeaponIsSword WeaponIsNotAxe // Modified to exclude Skullcutter. response DemomanTauntSword } rule DemomanTauntKatana { criteria ConceptPlayerTaunt IsDemoman WeaponIsKatana response DemomanTauntSword } // Custom Stuff rule DemomanTauntCaber { criteria ConceptPlayerTaunt IsDemoman WeaponIsCaber response DemomanTauntCaber } Rule DemomanTauntSaxxy { criteria ConceptPlayerTaunt IsDemoman WeaponIsSaxxy Response DemomanTauntSecondary } Rule DemomanTauntPainTrain { criteria ConceptPlayerTaunt IsDemoman WeaponIsPainTrain Response DemomanTauntSecondary } Response PlayerExpressionIdleDemoman { scene "scenes/player/demoman/low/idleloop01.vcd" } Rule PlayerExpressionIdleDemoman { criteria ConceptPlayerExpression IsDemoman Response PlayerExpressionIdleDemoman } Response PlayerExpressionIdleCompWinnerDemoman { scene "scenes/player/demoman/low/comp_winner_idle_face.vcd" } Rule PlayerExpressionIdleCompWinnerDemoman { criteria ConceptPlayerExpression IsDemoman IsCompWinner Response PlayerExpressionIdleCompWinnerDemoman } Response PlayerExpressionIdleHurtDemoman { scene "scenes/player/demoman/low/idleloopHurt01.vcd" } Rule PlayerExpressionIdleHurtDemoman { criteria ConceptPlayerExpression IsDemoman LowHealthContext Response PlayerExpressionIdleHurtDemoman } Rule PlayerExpressionRoundLossDemoman { criteria ConceptPlayerExpression IsDemoman GameRulesInWinState PlayerOnLosingTeam Response PlayerExpressionIdleHurtDemoman } Response PlayerExpressionAttackDemoman { scene "scenes/player/demoman/low/attack01.vcd" } Rule PlayerExpressionAttackDemoman { criteria ConceptFireWeapon IsDemoman Response PlayerExpressionAttackDemoman } rule DemomanTauntLooseCannon { criteria ConceptPlayerTaunt IsDemoman WeaponIsLooseCannon response DemomanTauntSecondary } //============================================================================================================ // Taunt2 Responses based on items that are in the Action slot Response PlayerTaunt2_TestTauntEnabler_IsScout { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsScout { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsScout response PlayerTaunt2_TestTauntEnabler_IsScout } Response PlayerTaunt2_TestTauntEnabler_IsSniper { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsSniper { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsSniper response PlayerTaunt2_TestTauntEnabler_IsSniper } Response PlayerTaunt2_TestTauntEnabler_IsSoldier { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsSoldier { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsSoldier response PlayerTaunt2_TestTauntEnabler_IsSoldier } Response PlayerTaunt2_TestTauntEnabler_IsDemoman { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsDemoman { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsDemoman response PlayerTaunt2_TestTauntEnabler_IsDemoman } Response PlayerTaunt2_TestTauntEnabler_IsMedic { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsMedic { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsMedic response PlayerTaunt2_TestTauntEnabler_IsMedic } Response PlayerTaunt2_TestTauntEnabler_IsHeavy { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsHeavy { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsHeavy response PlayerTaunt2_TestTauntEnabler_IsHeavy } Response PlayerTaunt2_TestTauntEnabler_IsPyro { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsPyro { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsPyro response PlayerTaunt2_TestTauntEnabler_IsPyro } Response PlayerTaunt2_TestTauntEnabler_IsSpy { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsSpy { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsSpy response PlayerTaunt2_TestTauntEnabler_IsSpy } Response PlayerTaunt2_TestTauntEnabler_IsEngineer { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PlayerTaunt2_TestTauntEnabler_IsEngineer { criteria ConceptPlayerTaunt2 HasTaunt2Item_TauntEnablerTest IsEngineer response PlayerTaunt2_TestTauntEnabler_IsEngineer } //============================================================================================================ // "Show off an Item" Responses Response ScoutShowItemTauntResponse { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule ScoutShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsScout response ScoutShowItemTauntResponse } Response SniperShowItemTauntResponse { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule SniperShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsSniper response SniperShowItemTauntResponse } Response SoldierShowItemTauntResponse { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule SoldierShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsSoldier response SoldierShowItemTauntResponse } Response DemomanShowItemTauntResponse { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule DemomanShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsDemoman response DemomanShowItemTauntResponse } Response MedicShowItemTauntResponse { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule MedicShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsMedic response MedicShowItemTauntResponse } Response HeavyShowItemTauntResponse { scene "scenes/player/heavy/high/show1.vcd" } Rule HeavyShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsHeavy response HeavyShowItemTauntResponse } Response PyroShowItemTauntResponse { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule PyroShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsPyro response PyroShowItemTauntResponse } Response SpyShowItemTauntResponse { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule SpyShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsSpy response SpyShowItemTauntResponse } Response ScoutShowItemTauntResponse { scene "scenes/player/pyro/low/taunt_highfiveSuccess.vcd" } Rule ScoutShowItemTaunt { criteria ConceptPlayerShowItemTaunt IsScout response ScoutShowItemTauntResponse } //============================================================================================================ // "Replay Taunt" Responses response "PyroTauntReplay" { scene "scenes/player/pyro/low/taunt_replay.vcd" scene "scenes/player/pyro/low/taunt_replay2.vcd" } rule PyroTauntReplay { criteria ConceptTauntReplay IsPyro response PyroTauntReplay } response "ScoutTauntReplay" { scene "scenes/player/scout/low/taunt_replay.vcd" } rule ScoutTauntReplay { criteria ConceptTauntReplay IsScout response ScoutTauntReplay } response "SoldierTauntReplay" { scene "scenes/player/soldier/low/taunt_replay.vcd" } rule SoldierTauntReplay { criteria ConceptTauntReplay IsSoldier response SoldierTauntReplay } response "SniperTauntReplay" { scene "scenes/player/sniper/low/taunt_replay.vcd" } rule SniperTauntReplay { criteria ConceptTauntReplay IsSniper response SniperTauntReplay } response "DemomanTauntReplay" { scene "scenes/player/demoman/low/taunt_replay.vcd" } rule DemomanTauntReplay { criteria ConceptTauntReplay IsDemoman response DemomanTauntReplay } response "MedicTauntReplay" { scene "scenes/player/medic/low/taunt_replay.vcd" } rule MedicTauntReplay { criteria ConceptTauntReplay IsMedic response MedicTauntReplay } response "HeavyTauntReplay" { scene "scenes/player/heavy/low/taunt_replay.vcd" } rule HeavyTauntReplay { criteria ConceptTauntReplay IsHeavy response HeavyTauntReplay } response "SpyTauntReplay" { scene "scenes/player/spy/low/taunt_replay.vcd" } rule SpyTauntReplay { criteria ConceptTauntReplay IsSpy response SpyTauntReplay } response "EngineerTauntReplay" { scene "scenes/player/engineer/low/taunt_replay.vcd" } rule EngineerTauntReplay { criteria ConceptTauntReplay IsEngineer response EngineerTauntReplay } response "MedicTauntLaugh" { scene "scenes/player/medic/low/taunt_laugh.vcd" } rule MedicTauntLaugh { criteria ConceptTauntLaugh IsMedic response MedicTauntLaugh } response "HeavyTauntLaugh" { scene "scenes/player/heavy/low/taunt_laugh.vcd" } rule HeavyTauntLaugh { criteria ConceptTauntLaugh IsHeavy response HeavyTauntLaugh } response "DemomanTauntLaugh" { scene "scenes/player/demoman/low/taunt_laugh.vcd" } rule DemomanTauntLaugh { criteria ConceptTauntLaugh IsDemoman response DemomanTauntLaugh } response "SpyTauntLaugh" { scene "scenes/player/spy/low/taunt_laugh.vcd" } rule SpyTauntLaugh { criteria ConceptTauntLaugh IsSpy response SpyTauntLaugh } response "SniperTauntLaugh" { scene "scenes/player/Sniper/low/taunt_laugh.vcd" } rule SniperTauntLaugh { criteria ConceptTauntLaugh IsSniper response SniperTauntLaugh } response "SoldierTauntLaugh" { scene "scenes/player/Soldier/low/taunt_laugh.vcd" } rule SoldierTauntLaugh { criteria ConceptTauntLaugh IsSoldier response SoldierTauntLaugh } response "ScoutTauntLaugh" { scene "scenes/player/Scout/low/taunt_laugh.vcd" } rule ScoutTauntLaugh { criteria ConceptTauntLaugh IsScout response ScoutTauntLaugh } response "EngineerTauntLaugh" { scene "scenes/player/Engineer/low/taunt_laugh.vcd" } rule EngineerTauntLaugh { criteria ConceptTauntLaugh IsEngineer response EngineerTauntLaugh } response "PyroTauntLaugh" { scene "scenes/player/pyro/low/taunt_laugh.vcd" } rule PyroTauntLaugh { criteria ConceptTauntLaugh IsPyro response PyroTauntLaugh } response "MedicTauntHeroicPose" { scene "scenes/player/medic/low/taunt09.vcd" } rule MedicTauntHeroicPose { criteria ConceptTauntHeroicPose IsMedic response MedicTauntHeroicPose } response "PyroTauntArmageddon" { scene "scenes/player/pyro/low/taunt_laugh.vcd" } rule PyroTauntArmageddon { criteria ConceptTauntPyroArmageddon IsPyro response PyroTauntArmageddon } response "ScoutTauntGuitarRiff" { scene "scenes/player/scout/low/taunt_brutalLegend.vcd" } rule ScoutTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsScout response ScoutTauntGuitarRiff } response "SoldierTauntGuitarRiff" { scene "scenes/player/soldier/low/taunt_brutalLegend.vcd" } rule SoldierTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsSoldier response SoldierTauntGuitarRiff } response "PyroTauntGuitarRiff" { scene "scenes/player/pyro/low/taunt_brutalLegend.vcd" } rule PyroTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsPyro response PyroTauntGuitarRiff } response "DemomanTauntGuitarRiff" { scene "scenes/player/demoman/low/taunt_brutalLegend.vcd" } rule DemomanTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsDemoman response DemomanTauntGuitarRiff } response "HeavyTauntGuitarRiff" { scene "scenes/player/heavy/low/taunt_brutalLegend.vcd" } rule HeavyTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsHeavy response HeavyTauntGuitarRiff } response "EngineerTauntGuitarRiff" { scene "scenes/player/engineer/low/taunt_brutalLegend.vcd" } rule EngineerTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsEngineer response EngineerTauntGuitarRiff } response "MedicTauntGuitarRiff" { scene "scenes/player/medic/low/taunt_brutalLegend.vcd" } rule MedicTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsMedic response MedicTauntGuitarRiff } response "SniperTauntGuitarRiff" { scene "scenes/player/sniper/low/taunt_brutalLegend.vcd" } rule SniperTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsSniper response SniperTauntGuitarRiff } response "SpyTauntGuitarRiff" { scene "scenes/player/spy/low/taunt_brutalLegend.vcd" } rule SpyTauntGuitarRiff { criteria ConceptTauntGuitarRiff IsSpy response SpyTauntGuitarRiff } // APRIL FOOLS RESPONSE RULES rule ScoutTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsScout response ScoutTauntLaugh } rule SoldierTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsSoldier response SoldierTauntLaugh } rule PyroTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsPyro response PyroTauntLaugh } rule DemomanTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsDemoman response DemomanTauntLaugh } rule HeavyTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsHeavy response HeavyTauntLaugh } rule EngineerTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsEngineer response EngineerTauntLaugh } rule MedicTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsMedic response MedicTauntLaugh } rule SniperTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsSniper response SniperTauntLaugh } rule SpyTauntAprilFools { criteria ConceptPlayerTaunt IsAprilFoolsTaunt IsSpy response SpyTauntLaugh } //============================================================================================================