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biker_dlc2.txt [ Left 4 Dead 2 ]

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  1. //--------------------------------------------------------------------------------------------------------------
  2. // Biker Response Rule File
  3. //--------------------------------------------------------------------------------------------------------------
  4.  
  5. Criterion "BikerNotPickedUpItem" "BikerPickedUpItem" "!=1" "required" weight 0
  6. Criterion "IsBikerFriendlyFire" "worldBikerFriendlyFire" "1" "required" weight 0
  7. Criterion "IsNotBikerFriendlyFire" "worldBikerFriendlyFire" "!=1" "required" weight 0
  8. Criterion "IsNotAskedForCoverBiker" "BikerAskForCover" "!=1" "required" weight 0
  9. Criterion "IsNotSaidBattleStationsBiker" "worldSaidBattleStationsBiker" "!=1" "required" weight 0
  10. Criterion "IsNotSaidfarm01_camping" "Saidfarm01_camping" "!=1" "required" weight 0
  11.  
  12.  
  13.  
  14. //Auto-generated blank response for padding out InfoRemarkables
  15. Response _PlayerInfoRemarkableBlankBiker
  16. {
  17. scene "scenes/Biker/blank.vcd"
  18. }
  19.  
  20. Response PlayerNiceShotBiker
  21. {
  22. scene "scenes/Biker/NiceShot01.vcd" //Nice shot!
  23. scene "scenes/Biker/NiceShot02.vcd" //Nice shot!
  24. scene "scenes/Biker/NiceShot03.vcd" //Good shot!
  25. scene "scenes/Biker/NiceShot04.vcd" //Good shot!
  26. scene "scenes/Biker/NiceShot07.vcd" //Whoah. Nice shot.
  27. scene "scenes/Biker/NiceShot08.vcd" //Good shot. [laughing]
  28. scene "scenes/Biker/NiceShot09.vcd" //Great shot [laughing]
  29. scene "scenes/Biker/NiceShot10.vcd" //Good one!
  30. scene "scenes/Biker/WorldAirport05NPC10.vcd" odds 2 //Yeah, yeah, we get it. You're a hero.
  31. }
  32. Rule PlayerNiceShotBiker
  33. {
  34. criteria ConceptPlayerNiceShot IsNotCoughing IsBiker IssuerClose IsTalk IsTalkBiker ChanceToFire30Percent
  35. Response PlayerNiceShotBiker
  36. }
  37.  
  38. Response PlayerRemarkFarm05_path09BBiker
  39. {
  40. scene "scenes/Biker/WorldFarmHouse0105.vcd" then any Farm05_Path09C foo:0 0.05 //Shit. Never thought I'd go lookin' for the military.
  41. scene "scenes/Biker/blank.vcd" then any Farm05_Path09C foo:0 0.05 //
  42. scene "scenes/Biker/blank.vcd" then any Farm05_Path09C foo:0 0.05 //
  43. }
  44. Rule PlayerRemarkFarm05_path09BBiker
  45. {
  46. criteria ConceptRemark IsBiker IsFarm05_path09 IsNotSaidFarm05_Path09 IsSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  47. Response PlayerRemarkFarm05_path09BBiker
  48. }
  49.  
  50. Response PlayerRemarkFarm05_path09CBiker
  51. {
  52. scene "scenes/Biker/WorldFarmHouse0105.vcd" //Shit. Never thought I'd go lookin' for the military.
  53. }
  54. Rule PlayerRemarkFarm05_path09CBiker
  55. {
  56. criteria ConceptFarm05_Path09C IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  57. Response PlayerRemarkFarm05_path09CBiker
  58. }
  59.  
  60. Response ReviveMeINterruptedBiker
  61. {
  62. scene "scenes/Biker/ReactionStartled01.vcd" //Whoah!
  63. scene "scenes/Biker/ReactionStartled02.vcd" //AHHHH!
  64. scene "scenes/Biker/ReactionStartled03.vcd" //Whoah! Jesus...
  65. scene "scenes/Biker/ReactionStartled04.vcd" //What the?
  66. scene "scenes/Biker/Swear01.vcd" //Goddammit.
  67. scene "scenes/Biker/Swear12.vcd" //Shit.
  68. scene "scenes/Biker/Swear17.vcd" //Dammit.
  69. }
  70. Rule ReviveMeINterruptedBiker
  71. {
  72. criteria ConceptReviveMeInterrupted IsBiker
  73. ApplyContext "ReviveInterrupt:1:2"
  74. applycontexttoworld
  75. Response ReviveMeINterruptedBiker
  76. }
  77.  
  78. Response SurvivorMournBillBiker
  79. {
  80. scene "scenes/Biker/GriefVet01.vcd" //Bill's gone!
  81. scene "scenes/Biker/GriefVet02.vcd" //Rest in peace, old man.
  82. scene "scenes/Biker/GriefVet03.vcd" //Shit, I'm gonna miss the old guy.
  83. }
  84. Rule SurvivorMournBillBiker
  85. {
  86. criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
  87. Response SurvivorMournBillBiker
  88. }
  89.  
  90. Response SurvivorMournLouisBiker
  91. {
  92. scene "scenes/Biker/GriefManager01.vcd" //Ahhh. the manager's down for the count.
  93. scene "scenes/Biker/GriefManager02.vcd" //Ah shit, I was just starting to like that guy.
  94. scene "scenes/Biker/GriefManager03.vcd" //Damn it, he didn't deserve this.
  95. scene "scenes/Biker/GriefManager04.vcd" //The manager's down for the count.
  96. scene "scenes/Biker/GriefManager05.vcd" //Shit, I was just starting to like that guy.
  97. }
  98. Rule SurvivorMournLouisBiker
  99. {
  100. criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
  101. Response SurvivorMournLouisBiker
  102. }
  103.  
  104. Response SurvivorMournZoeyBiker
  105. {
  106. scene "scenes/Biker/GriefFemaleGeneric03.vcd" //Ah hell, she's dead.
  107. scene "scenes/Biker/GriefTeengirl01.vcd" //Ahh Zoey. No.
  108. scene "scenes/Biker/GriefTeengirl02.vcd" //Ahh damnit, not Zoey.
  109. }
  110. Rule SurvivorMournZoeyBiker
  111. {
  112. criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
  113. Response SurvivorMournZoeyBiker
  114. }
  115.  
  116.  
  117. //--------------------------------------------------------------------------------------------------------------
  118. // At Top
  119. //--------------------------------------------------------------------------------------------------------------
  120. Response PlayerRemarkFarm01_path09Biker
  121. {
  122. scene "scenes/Biker/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
  123. scene "scenes/Biker/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
  124. }
  125. Rule PlayerRemarkFarm01_path09Biker
  126. {
  127. criteria ConceptRemark IsBiker IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1500
  128. ApplyContext "SaidFarm01_path09:1:0"
  129. applycontexttoworld
  130. Response PlayerRemarkFarm01_path09Biker
  131. }
  132.  
  133. Response PlayerRemarkSmalltown03_path14Biker
  134. {
  135. scene "scenes/Biker/SafeSpotAhead03.vcd" then any SafeSpotAheadResponse foo:0 0 //We're near a safe spot.
  136. }
  137. Rule PlayerRemarkSmalltown03_path14Biker
  138. {
  139. criteria ConceptRemark IsBiker IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear200
  140. ApplyContext "SaidSmalltown03_path14:1:0"
  141. applycontexttoworld
  142. Response PlayerRemarkSmalltown03_path14Biker
  143. }
  144.  
  145.  
  146. //--------------------------------------------------------------------------------------------------------------
  147. // AutoResponder
  148. //--------------------------------------------------------------------------------------------------------------
  149. Response ThanksGotItemBiker
  150. {
  151. scene "scenes/Biker/Thanks02.vcd" //Thanks.
  152. scene "scenes/Biker/Thanks08.vcd" //Thank you.
  153. scene "scenes/Biker/Thanks09.vcd" //Thanks, I owe ya.
  154. scene "scenes/Biker/Thanks11.vcd" //Thanks, dude.
  155. scene "scenes/Biker/Thanks12.vcd" //Thanks for that.
  156. }
  157. Rule ThanksGotItemBiker
  158. {
  159. criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsBiker IsTalk IsTalkBiker
  160. Response ThanksGotItemBiker
  161. }
  162.  
  163.  
  164. //--------------------------------------------------------------------------------------------------------------
  165. // AwardSpeech
  166. //--------------------------------------------------------------------------------------------------------------
  167. Response HealThanksBiker
  168. {
  169. scene "scenes/Biker/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks.
  170. scene "scenes/Biker/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks [noise you make gun clicking your mouth twice]
  171. scene "scenes/Biker/Thanks05.vcd" predelay ".2,.5" //Thanks, man.
  172. scene "scenes/Biker/Thanks06.vcd" predelay ".2,.5" //Hey, thanks man.
  173. scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
  174. scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
  175. }
  176. Rule HealThanksBiker
  177. {
  178. criteria ConceptHealedByFriend IsNotCoughing IsBiker IsTalk IsTalkBiker SubjectIsNotBiker
  179. ApplyContext "TalkBiker:1:2"
  180. Response HealThanksBiker
  181. }
  182.  
  183. Response ReviveThanksBiker
  184. {
  185. scene "scenes/Biker/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks.
  186. scene "scenes/Biker/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks [noise you make gun clicking your mouth twice]
  187. scene "scenes/Biker/Thanks05.vcd" predelay ".2,.5" //Thanks, man.
  188. scene "scenes/Biker/Thanks06.vcd" predelay ".2,.5" //Hey, thanks man.
  189. scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
  190. scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
  191. }
  192. Rule ReviveThanksBiker
  193. {
  194. criteria ConceptRevivedByFriend IsNotCoughing IsBiker
  195. ApplyContext "TalkBiker:1:2"
  196. Response ReviveThanksBiker
  197. }
  198.  
  199. Response ReviveThanksBillBiker
  200. {
  201. scene "scenes/Biker/Thanks14.vcd" predelay ".2,.5" //Thanks brother.
  202. scene "scenes/Biker/Thanks16.vcd" predelay ".2,.5" //Thanks, Bill.
  203. }
  204. Rule ReviveThanksBillBiker
  205. {
  206. criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsNamVet ChanceToFire30Percent
  207. ApplyContext "TalkBiker:1:2"
  208. Response ReviveThanksBillBiker
  209. }
  210.  
  211. Response ReviveThanksLouisBiker
  212. {
  213. scene "scenes/Biker/Thanks13.vcd" predelay ".2,.5" //Thanks bro.
  214. scene "scenes/Biker/Thanks18.vcd" predelay ".2,.5" //Thanks, Louis.
  215. scene "scenes/Biker/Thanks19.vcd" predelay ".2,.5" //Thanks, Louis. I owe you one
  216. scene "scenes/Biker/ToTheRescueThanks03.vcd" predelay ".2,.5" //Hey, thanks for not forgettin' me.
  217. scene "scenes/Biker/ToTheRescueThanks05.vcd" predelay ".2,.5" //Hell, I guess that's one I owe YOU.
  218. }
  219. Rule ReviveThanksLouisBiker
  220. {
  221. criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsManager ChanceToFire30Percent
  222. ApplyContext "TalkBiker:1:2"
  223. Response ReviveThanksLouisBiker
  224. }
  225.  
  226. Response ReviveThanksZoeyBiker
  227. {
  228. scene "scenes/Biker/Thanks17.vcd" predelay ".2,.5" //Thanks, Zoey.
  229. scene "scenes/Biker/ToTheRescueThanks04.vcd" predelay ".2,.5" //I owe you one.
  230. }
  231. Rule ReviveThanksZoeyBiker
  232. {
  233. criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsTeenGirl ChanceToFire30Percent
  234. ApplyContext "TalkBiker:1:2"
  235. Response ReviveThanksZoeyBiker
  236. }
  237.  
  238.  
  239. //--------------------------------------------------------------------------------------------------------------
  240. // Bots
  241. //--------------------------------------------------------------------------------------------------------------
  242. Response AutoYouAreWelcomeBiker
  243. {
  244. scene "scenes/Biker/YouAreWelcome02.vcd" //I got your back.
  245. scene "scenes/Biker/YouAreWelcome04.vcd" //Hey, no problem.
  246. scene "scenes/Biker/YouAreWelcome05.vcd" //No problem.
  247. scene "scenes/Biker/YouAreWelcome06.vcd" //Sure.
  248. scene "scenes/Biker/YouAreWelcome07.vcd" //I told ya I'd take care of ya.
  249. scene "scenes/Biker/YouAreWelcome08.vcd" //No, thank YOU!
  250. scene "scenes/Biker/YouAreWelcome09.vcd" //Yer welcome.
  251. scene "scenes/Biker/YouAreWelcome10.vcd" //Yea, I’m pretty awesome.
  252. scene "scenes/Biker/YouAreWelcome11.vcd" //No problemo, pal.
  253. scene "scenes/Biker/YouAreWelcome12.vcd" //It's all good.
  254. scene "scenes/Biker/YouAreWelcome13.vcd" //Gotcha.
  255. scene "scenes/Biker/YouAreWelcome14.vcd" //Whatever, whenever, man.
  256. }
  257. Rule AutoYouAreWelcomeBiker
  258. {
  259. criteria ConceptYouWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker TimeSinceGroupInCombat05 IsNotSpeaking
  260. Response AutoYouAreWelcomeBiker
  261. }
  262.  
  263. Response BotAttentionBattleBiker
  264. {
  265. scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it.
  266. scene "scenes/Biker/AskReady01.vcd" //Ready for this?
  267. scene "scenes/Biker/AskReady06.vcd" //Everybody ready?
  268. scene "scenes/Biker/AskReady08.vcd" //We ready?
  269. }
  270. Rule BotAttentionBattleBiker
  271. {
  272. criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing IsBiker IsNotBotAttention IsTalk IsTalkBiker IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20
  273. ApplyContext "SaidBotAttention:1:30"
  274. applycontexttoworld
  275. Response BotAttentionBattleBiker
  276. }
  277.  
  278. Response BotHurrahAlsoBiker
  279. {
  280. scene "scenes/Biker/Hurrah11.vcd" //YEAH!
  281. scene "scenes/Biker/Hurrah20.vcd" //Hell yeah!
  282. scene "scenes/Biker/ReactionPositive06.vcd" //Hell yeah!
  283. scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah!
  284. scene "scenes/Biker/Taunt02.vcd" //HELL YEAH!
  285. }
  286. Rule BotHurrahAlsoBiker
  287. {
  288. criteria ConceptHurrahAlso IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidHurrahAlso IsBotIsAvailable
  289. ApplyContext "SaidHurrahAlso:1:5"
  290. applycontexttoworld
  291. Response BotHurrahAlsoBiker
  292. }
  293.  
  294.  
  295. Response BotPlayer.YourWelcomeBiker
  296. {
  297. scene "scenes/Biker/YouAreWelcome02.vcd" predelay "1,3.5" //I got your back.
  298. scene "scenes/Biker/YouAreWelcome04.vcd" predelay "1,3.5" //Hey, no problem.
  299. scene "scenes/Biker/YouAreWelcome05.vcd" predelay "1,3.5" //No problem.
  300. scene "scenes/Biker/YouAreWelcome06.vcd" predelay "1,3.5" //Sure.
  301. scene "scenes/Biker/YouAreWelcome07.vcd" predelay "1,3.5" //I told ya I'd take care of ya.
  302. scene "scenes/Biker/YouAreWelcome08.vcd" predelay "1,3.5" //No, thank YOU!
  303. scene "scenes/Biker/YouAreWelcome09.vcd" predelay "1,3.5" //Yer welcome.
  304. scene "scenes/Biker/YouAreWelcome10.vcd" predelay "1,3.5" //Yea, I’m pretty awesome.
  305. scene "scenes/Biker/YouAreWelcome11.vcd" predelay "1,3.5" //No problemo, pal.
  306. scene "scenes/Biker/YouAreWelcome12.vcd" predelay "1,3.5" //It's all good.
  307. scene "scenes/Biker/YouAreWelcome13.vcd" predelay "1,3.5" //Gotcha.
  308. scene "scenes/Biker/YouAreWelcome14.vcd" predelay "1,3.5" //Whatever, whenever, man.
  309. }
  310. Rule BotPlayer.YourWelcomeBiker
  311. {
  312. criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker
  313. Response BotPlayer.YourWelcomeBiker
  314. }
  315.  
  316. Response BotReassureComingBiker
  317. {
  318. scene "scenes/Biker/Yes01.vcd" predelay "1,3.5" //Yes.
  319. scene "scenes/Biker/Yes02.vcd" predelay "1,3.5" //Okay.
  320. scene "scenes/Biker/Yes03.vcd" predelay "1,3.5" //Yep.
  321. scene "scenes/Biker/Yes04.vcd" predelay "1,3.5" //Yeah.
  322. scene "scenes/Biker/Yes05.vcd" predelay "1,3.5" //Yeah.
  323. scene "scenes/Biker/Yes06.vcd" predelay "1,3.5" //Roger that good buddy.
  324. }
  325. Rule BotReassureComingBiker
  326. {
  327. criteria ConceptSurvivorBotReassureComing IsNotCoughing IsBiker IsTalk IsTalkBiker
  328. Response BotReassureComingBiker
  329. }
  330.  
  331. Response BotReassureNearbyBiker
  332. {
  333. scene "scenes/Biker/ImWithYou01.vcd" predelay "1,3.5" //Right behind you!
  334. scene "scenes/Biker/ImWithYou02.vcd" predelay "1,3.5" //I've got your back!
  335. scene "scenes/Biker/ImWithYou03.vcd" predelay "1,3.5" //I've got your back!
  336. scene "scenes/Biker/ImWithYou04.vcd" predelay "1,3.5" //I'm with ya!
  337. scene "scenes/Biker/ImWithYou05.vcd" predelay "1,3.5" //I'm with ya!
  338. scene "scenes/Biker/ImWithYou06.vcd" predelay "1,3.5" //Right behind you!
  339. scene "scenes/Biker/ImWithYou07.vcd" predelay "1,3.5" //I'm with ya!
  340. scene "scenes/Biker/ImWithYou08.vcd" predelay "1,3.5" //I got your back!
  341. scene "scenes/Biker/ImWithYou09.vcd" predelay "1,3.5" //Behind you!
  342. scene "scenes/Biker/ImWithYou10.vcd" predelay "1,3.5" //I'm here!
  343. }
  344. Rule BotReassureNearbyBiker
  345. {
  346. criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsBiker IsTalk IsTalkBiker
  347. Response BotReassureNearbyBiker
  348. }
  349.  
  350. Response BotYesReadyBiker
  351. {
  352. scene "scenes/Biker/Yes01.vcd" predelay "1,3.5" //Yes.
  353. scene "scenes/Biker/Yes02.vcd" predelay "1,3.5" //Okay.
  354. scene "scenes/Biker/Yes03.vcd" predelay "1,3.5" //Yep.
  355. scene "scenes/Biker/Yes04.vcd" predelay "1,3.5" //Yeah.
  356. scene "scenes/Biker/Yes05.vcd" predelay "1,3.5" //Yeah.
  357. scene "scenes/Biker/Yes06.vcd" predelay "1,3.5" //Roger that good buddy.
  358. }
  359. Rule BotYesReadyBiker
  360. {
  361. criteria ConceptSurvivorBotYesReady IsNotCoughing IsBiker IsTalk IsTalkBiker
  362. Response BotYesReadyBiker
  363. }
  364.  
  365.  
  366. //--------------------------------------------------------------------------------------------------------------
  367. // Call For Rescue
  368. //--------------------------------------------------------------------------------------------------------------
  369. Response PlayerCallForRescueBiker
  370. {
  371. speak "Player.Biker_CallForRescue01" noscene //I could use some help over here! Anyone?
  372. speak "Player.Biker_CallForRescue02" noscene //Anyone out there? I got myself stuck in here!
  373. speak "Player.Biker_CallForRescue03" noscene //Get me the hell out of here!
  374. speak "Player.Biker_CallForRescue04" noscene //Heeeeyyyy! Can anyone here me? I could use a hand.
  375. speak "Player.Biker_CallForRescue06" noscene //Goddammit, I'm stuck in here! Someone let me out!
  376. speak "Player.Biker_CallForRescue07" noscene //When you get a chance, can you guys get me outta here?
  377. speak "Player.Biker_CallForRescue08" noscene //If it ain't too much trouble, I could use a hand out of here!
  378. speak "Player.Biker_CallForRescue09" noscene //Hey, can anyone hear me? I got my ass stuck in here.
  379. speak "Player.Biker_CallForRescue10" noscene //Someone want to let me outta here?
  380. speak "Player.Biker_CallForRescue11" noscene //Ah shit I'm stuck! C'mon! I could use a hand out of here!
  381. speak "Player.Biker_CallForRescue12" noscene //[Grunting] Shit, I'm stuck in here! Someone give me a hand!
  382. speak "Player.Biker_CallForRescue13" noscene //Goddamn it! I need to get the hell out of here!
  383. speak "Player.Biker_LostCall01" noscene //Hello
  384. speak "Player.Biker_LostCall04" noscene //Is anyone there?
  385. speak "Player.Biker_LostCall05" noscene odds 2 //Marco!
  386. speak "Player.Biker_LostCall08" noscene //Hello? Where dija go?
  387. }
  388. Rule PlayerCallForRescueBiker
  389. {
  390. criteria ConceptCallForRescue IsBiker IsTalk IsTalkBiker
  391. Response PlayerCallForRescueBiker
  392. }
  393.  
  394.  
  395. //--------------------------------------------------------------------------------------------------------------
  396. // DLC2 - Crescendo
  397. //--------------------------------------------------------------------------------------------------------------
  398. Response crashHowitzerNagBiker
  399. {
  400. scene "scenes/Biker/DLC2M1GunNag02.vcd" //Somebody fire the goddamn cannon!
  401. }
  402. Rule crashHowitzerNagBiker
  403. {
  404. criteria ConceptTalkIdle IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker NotHowitzerFired IsHowitzerNag IsHowitzerSeen NotNagCrashBiker ChanceToFire80Percent NotSurvivalMode
  405. ApplyContext "NagHowitzer:1:30,NagCrashBiker:1:32"
  406. applycontexttoworld
  407. Response crashHowitzerNagBiker
  408. }
  409.  
  410. Response CrashWarnMegaMobBiker
  411. {
  412. scene "scenes/Biker/DLC2Incoming01.vcd" then teengirl CrashCourseR14 foo:0 0.05 //Here they come! Zoey, just pretend they're all helicopter pilots!
  413. }
  414. Rule CrashWarnMegaMobBiker
  415. {
  416. criteria ConceptPlayerWarnMegaMob IsNotCoughing IsBiker IsNotWarnMegaMob IsTalk IsTalkBiker IsNotSpeaking IsCrashCourse IsTeenGirlAlive NotSaidMegaMobPilot NotSurvivalMode
  417. ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,SaidMegaMobPilot:1:0"
  418. applycontexttoworld
  419. Response CrashWarnMegaMobBiker
  420. }
  421.  
  422. Response HowitzerBurnEnd00Biker
  423. {
  424. scene "scenes/Biker/DLC2M1GunEnd01.vcd" then self HowitzerBurnEnd01 foo:0 0.1 //Fire's out.
  425. }
  426. Rule HowitzerBurnEnd00Biker
  427. {
  428. criteria ConceptHowitzerBurnEnd00 IsBiker NotCrash01ThroughBridge NotSurvivalMode
  429. Response HowitzerBurnEnd00Biker
  430. }
  431.  
  432. Response HowitzerBurnEnd01Biker
  433. {
  434. scene "scenes/Biker/DLC2M1GunEnd02.vcd" //Everybody across the bridge!
  435. }
  436. Rule HowitzerBurnEnd01Biker
  437. {
  438. criteria ConceptHowitzerBurnEnd01 IsBiker NotSurvivalMode
  439. Response HowitzerBurnEnd01Biker
  440. }
  441.  
  442.  
  443. //--------------------------------------------------------------------------------------------------------------
  444. // DLC2 - Finale
  445. //--------------------------------------------------------------------------------------------------------------
  446. Response CrashFinaleGenerator2OnSpkBiker
  447. {
  448. scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah!
  449. }
  450. Rule CrashFinaleGenerator2OnSpkBiker
  451. {
  452. criteria ConceptCrashFinaleGenerator2OnSpk IsBiker
  453. Response CrashFinaleGenerator2OnSpkBiker
  454. }
  455.  
  456. Response CrashFinaleGenerator2SpeakBiker
  457. {
  458. scene "scenes/Biker/DLC2M2FinaleButtonPressGen203.vcd" //Goddamn generator. Come ON, let's GO!
  459. scene "scenes/Biker/DLC2M2FinaleButtonPressGen301.vcd" //Goddamn it. Piece a shit generator...
  460. scene "scenes/Biker/DLC2M2FinaleButtonPressGen302.vcd" //I'm gettin' so sick of this goddamn generator...
  461. scene "scenes/Biker/DLC2M2FinaleButtonPressGen303.vcd" //Soon as we get the truck moving, I am going to RUN YOU OVER. Stupid generator.
  462. }
  463. Rule CrashFinaleGenerator2SpeakBiker
  464. {
  465. criteria ConceptCrashFinaleGenerator2Speak IsBiker
  466. Response CrashFinaleGenerator2SpeakBiker
  467. }
  468.  
  469. Response CrashFinaleGeneratorBreakSpkBiker
  470. {
  471. scene "scenes/Biker/DLC2M2FinaleBreak101.vcd" //POWER'S OUT! We gotta kicktsart the generator!
  472. scene "scenes/Biker/DLC2M2FinaleBreak102.vcd" //POWER'S OUT!
  473. }
  474. Rule CrashFinaleGeneratorBreakSpkBiker
  475. {
  476. criteria ConceptCrashFinaleGeneratorBreakSpk IsBiker NotSurvivalMode
  477. Response CrashFinaleGeneratorBreakSpkBiker
  478. }
  479.  
  480. Response CrashFinaleGeneratorNagBiker
  481. {
  482. scene "scenes/Biker/DLC2M2FinaleBreak103.vcd" //We gotta kickstart the generator!
  483. scene "scenes/Biker/DLC2M2FinaleBreak202.vcd" //Someone needs to restart the generator!
  484. }
  485. Rule CrashFinaleGeneratorNagBiker
  486. {
  487. criteria ConceptTalkIdle IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker ChanceToFire60Percent IsCrashFinaleGeneratorBroken NotCrashFinaleSaidGeneratorBroken NotNagCrashBiker NotSurvivalMode
  488. ApplyContext "CrashFinaleSaidGeneratorBroken:1:15,NagCrashBiker:1:25"
  489. applycontexttoworld
  490. Response CrashFinaleGeneratorNagBiker
  491. }
  492.  
  493. Response CrashFinaleGeneratorSpeakBiker
  494. {
  495. scene "scenes/Biker/DLC2M2FinaleButtonPressGen101.vcd" //Everybody hang on. This'll just take a second.
  496. scene "scenes/Biker/DLC2M2FinaleButtonPressGen102.vcd" //Get in position, this'll only take a sec.
  497. }
  498. Rule CrashFinaleGeneratorSpeakBiker
  499. {
  500. criteria ConceptCrashFinaleGeneratorSpeak IsBiker
  501. Response CrashFinaleGeneratorSpeakBiker
  502. }
  503.  
  504. Response CrashFinaleGenUnPressSpeakBiker
  505. {
  506. scene "scenes/Biker/Swear17.vcd" //Dammit.
  507. }
  508. Rule CrashFinaleGenUnPressSpeakBiker
  509. {
  510. criteria ConceptCrashFinaleGeneratorUnPressSpeak IsBiker
  511. Response CrashFinaleGenUnPressSpeakBiker
  512. }
  513.  
  514. Response CrashFinaleTruckNagBiker
  515. {
  516. scene "scenes/Biker/ArriveTruck01.vcd" //Run to the truck! Go go go!
  517. scene "scenes/Biker/ArriveTruck02.vcd" //To the truck!
  518. scene "scenes/Biker/ArriveTruck03.vcd" //Get to the truck!
  519. }
  520. Rule CrashFinaleTruckNagBiker
  521. {
  522. criteria ConceptTalkIdle IsBiker IsNotCoughing IsCrashFinaleTruckReady NotCrashFinaleTruckNagPaused ChanceToFire60Percent NotNagCrashBiker NotSurvivalMode
  523. ApplyContext "CrashFinaleTruckNagPaused:1:6,NagCrashBiker:1:11"
  524. applycontexttoworld
  525. Response CrashFinaleTruckNagBiker
  526. }
  527.  
  528. Response CrashFinaleTruckReadySpkBiker
  529. {
  530. scene "scenes/Biker/DLC2M2FinaleTruckDown01.vcd" //Lift's down! Get in the goddamn truck!
  531. }
  532. Rule CrashFinaleTruckReadySpkBiker
  533. {
  534. criteria ConceptCrashFinaleTruckReadySpk IsBiker IsNotCoughing NotSurvivalMode
  535. Response CrashFinaleTruckReadySpkBiker
  536. }
  537.  
  538. Response CrashFinaleTruckResp01Biker
  539. {
  540. scene "scenes/Biker/DLC2M2FinaleSetup02.vcd" //That lift won't come down till we power up the generator.
  541. }
  542. Rule CrashFinaleTruckResp01Biker
  543. {
  544. criteria ConceptCrashFinaleTruckResp01 IsBiker
  545. Response CrashFinaleTruckResp01Biker
  546. }
  547.  
  548. Response CrashYerKiddingBiker
  549. {
  550. scene "scenes/Biker/DLC2GenericResponses03.vcd" //Yer kidding, right?
  551. }
  552. Rule CrashYerKiddingBiker
  553. {
  554. criteria ConceptCrashYerKidding IsBiker
  555. Response CrashYerKiddingBiker
  556. }
  557.  
  558. Response PlayerRemarkcrashcourse02_path14Biker
  559. {
  560. scene "scenes/Biker/DLC2M2Directional04.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //Let's get in that truck, step on the gas, and not stop till we see the army.
  561. scene "scenes/Biker/DLC2M2Directional05.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //I got an idea. Let's steal that truck.
  562. }
  563. Rule PlayerRemarkcrashcourse02_path14Biker
  564. {
  565. criteria ConceptRemark IsBiker Iscrashcourse02_path14 IsNotSaidcrashcourse02_path14 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotCrash02FinaleStarted NotSurvivalMode
  566. ApplyContext "Saidcrashcourse02_path14:1:0"
  567. applycontexttoworld
  568. Response PlayerRemarkcrashcourse02_path14Biker
  569. }
  570.  
  571.  
  572. //--------------------------------------------------------------------------------------------------------------
  573. // DLC2 - Info Remarkable
  574. //--------------------------------------------------------------------------------------------------------------
  575. Response CrashCourseR02Biker
  576. {
  577. scene "scenes/Biker/DLC2MagazineRack01.vcd" //I hate latest issues.
  578. }
  579. Rule CrashCourseR02Biker
  580. {
  581. criteria ConceptCrashCourseR02 IsBiker IsTeenGirlNear400
  582. Response CrashCourseR02Biker
  583. }
  584.  
  585. Response CrashCourseR07Biker
  586. {
  587. scene "scenes/Biker/DLC2CanadaHate01.vcd" //Oh my god, I hate Canada so much.
  588. scene "scenes/Biker/DLC2Riverside04.vcd" //Guess I've been hatin' Riverside all this time for nothin' then.
  589. }
  590. Rule CrashCourseR07Biker
  591. {
  592. criteria ConceptCrashCourseR07 IsBiker
  593. Response CrashCourseR07Biker
  594. }
  595.  
  596. Response CrashCourseR08Biker
  597. {
  598. scene "scenes/Biker/DLC2Riverside01.vcd" //Ahhhh, I doubt it.
  599. }
  600. Rule CrashCourseR08Biker
  601. {
  602. criteria ConceptCrashCourseR08 IsBiker
  603. Response CrashCourseR08Biker
  604. }
  605.  
  606. Response CrashCourseR09Biker
  607. {
  608. scene "scenes/Biker/DLC2Alley01.vcd" //Yeah ha ha ha. This the one you wanna die in?
  609. }
  610. Rule CrashCourseR09Biker
  611. {
  612. criteria ConceptCrashCourseR09 IsBiker
  613. Response CrashCourseR09Biker
  614. }
  615.  
  616. Response CrashCourseR10Biker
  617. {
  618. scene "scenes/Biker/DLC2GasTanks04.vcd" //Nice one.
  619. }
  620. Rule CrashCourseR10Biker
  621. {
  622. criteria ConceptCrashCourseR10 IsBiker
  623. Response CrashCourseR10Biker
  624. }
  625.  
  626. Response CrashCourseR13Biker
  627. {
  628. scene "scenes/Biker/DLC2Steam03.vcd" //Yeah... steam's alright, I guess.
  629. }
  630. Rule CrashCourseR13Biker
  631. {
  632. criteria ConceptCrashCourseR13 IsBiker
  633. Response CrashCourseR13Biker
  634. }
  635.  
  636. Response PlayerRemarkcrashcourse01_path02Biker
  637. {
  638. scene "scenes/Biker/DLC2BirdHate01.vcd" then TeenGirl CrashCourseR01 foo:0 0.05 //I hate birds.
  639. }
  640. Rule PlayerRemarkcrashcourse01_path02Biker
  641. {
  642. criteria ConceptRemark IsBiker Iscrashcourse01_path02 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear550 IsTeenGirlNear800
  643. ApplyContext "Saidcrashcourse01_path02:1:0,Saidcrashcoursebirds:1:0"
  644. applycontexttoworld
  645. Response PlayerRemarkcrashcourse01_path02Biker
  646. }
  647.  
  648. Rule PlayerRemarkcrashcourse01_path03Biker
  649. {
  650. criteria ConceptRemark IsBiker Iscrashcourse01_path03 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear550 IsTeenGirlNear800
  651. ApplyContext "Saidcrashcourse01_path03:1:0,Saidcrashcoursebirds:1:0"
  652. applycontexttoworld
  653. Response PlayerRemarkcrashcourse01_path02Biker
  654. }
  655.  
  656. Response PlayerRemarkcrashcourse01_path05Biker
  657. {
  658. scene "scenes/Biker/DLC2M1Directional02.vcd" //Truck's blocking the whole goddamn road...
  659. }
  660. Rule PlayerRemarkcrashcourse01_path05Biker
  661. {
  662. criteria ConceptRemark IsBiker Iscrashcourse01_path05 IsNotSaidcrashcourse01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  663. ApplyContext "Saidcrashcourse01_path05:1:0"
  664. applycontexttoworld
  665. Response PlayerRemarkcrashcourse01_path05Biker
  666. }
  667.  
  668. Response PlayerRemarkcrashcourse01_path06Biker
  669. {
  670. scene "scenes/Biker/DLC2M1Searching01.vcd" //Might be something in this warehouse.
  671. scene "scenes/Biker/DLC2M1Searching02.vcd" //Probably some free crap in these buildings.
  672. }
  673. Rule PlayerRemarkcrashcourse01_path06Biker
  674. {
  675. criteria ConceptRemark IsBiker Iscrashcourse01_path06 IsNotSaidcrashcourse01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  676. ApplyContext "Saidcrashcourse01_path06:1:0"
  677. applycontexttoworld
  678. Response PlayerRemarkcrashcourse01_path06Biker
  679. }
  680.  
  681. Response PlayerRemarkcrashcourse01_path07Biker
  682. {
  683. scene "scenes/Biker/DLC2Hersch01.vcd" //I drove for Hersch once. Till some guy laughed at my little brown shorts. And I beat him to death.
  684. }
  685. Rule PlayerRemarkcrashcourse01_path07Biker
  686. {
  687. criteria ConceptRemark IsBiker Iscrashcourse01_path07 IsNotSaidcrashcourse01_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  688. ApplyContext "Saidcrashcourse01_path07:1:0"
  689. applycontexttoworld
  690. Response PlayerRemarkcrashcourse01_path07Biker
  691. }
  692.  
  693. Response PlayerRemarkcrashcourse01_path08Biker
  694. {
  695. scene "scenes/Biker/DLC2M1Directional10.vcd" //Sayyy. An alley!
  696. }
  697. Rule PlayerRemarkcrashcourse01_path08Biker
  698. {
  699. criteria ConceptRemark IsBiker Iscrashcourse01_path08 IsNotSaidcrashcourse01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNotSaidcrashcoursealley
  700. ApplyContext "Saidcrashcourse01_path08:1:0,Saidcrashcoursealley:1:0"
  701. applycontexttoworld
  702. Response PlayerRemarkcrashcourse01_path08Biker
  703. }
  704.  
  705. Rule PlayerRemarkcrashcourse01_path09Biker
  706. {
  707. criteria ConceptRemark IsBiker Iscrashcourse01_path09 IsNotSaidcrashcourse01_path09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNotSaidcrashcoursealley
  708. ApplyContext "Saidcrashcourse01_path09:1:0,Saidcrashcoursealley:1:0"
  709. applycontexttoworld
  710. Response PlayerRemarkcrashcourse01_path08Biker
  711. }
  712.  
  713. Response PlayerRemarkcrashcourse01_path11Biker
  714. {
  715. scene "scenes/Biker/DLC2ArmyTruck01.vcd" //Huh. The army. Fat lotta help they've been to US.
  716. scene "scenes/Biker/DLC2ArmyTruck02.vcd" //Huh. The army. They're about as much help as the cops.
  717. }
  718. Rule PlayerRemarkcrashcourse01_path11Biker
  719. {
  720. criteria ConceptRemark IsBiker Iscrashcourse01_path11 IsNotSaidcrashcourse01_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  721. ApplyContext "Saidcrashcourse01_path11:1:0"
  722. applycontexttoworld
  723. Response PlayerRemarkcrashcourse01_path11Biker
  724. }
  725.  
  726. Response PlayerRemarkcrashcourse01_path12Biker
  727. {
  728. scene "scenes/Biker/DLC2TrainWreck01.vcd" then TeenGirl CrashCourseR03 foo:0 0.05 //Whoa. Zoey must have shot the train conductor!
  729. }
  730. Rule PlayerRemarkcrashcourse01_path12Biker
  731. {
  732. criteria ConceptRemark IsBiker Iscrashcourse01_path12 IsNotSaidcrashcourse01_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsTeenGirlNear400 NotSurvivalMode
  733. ApplyContext "Saidcrashcourse01_path12:1:0"
  734. applycontexttoworld
  735. Response PlayerRemarkcrashcourse01_path12Biker
  736. }
  737.  
  738. Response PlayerRemarkcrashcourse01_path13Biker
  739. {
  740. scene "scenes/Biker/DLC2M1Goal02.vcd" //Let's follow that bridge. Might be a way outta this dump.
  741. }
  742. Rule PlayerRemarkcrashcourse01_path13Biker
  743. {
  744. criteria ConceptRemark IsBiker Iscrashcourse01_path13 IsNotSaidcrashcourse01_path13 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 NotSurvivalMode
  745. ApplyContext "Saidcrashcourse01_path13:1:0"
  746. applycontexttoworld
  747. Response PlayerRemarkcrashcourse01_path13Biker
  748. }
  749.  
  750. Response PlayerRemarkcrashcourse01_path14Biker
  751. {
  752. scene "scenes/Biker/DLC2M1Directional07.vcd" //We can get back up over here!
  753. }
  754. Rule PlayerRemarkcrashcourse01_path14Biker
  755. {
  756. criteria ConceptRemark IsBiker Iscrashcourse01_path14 IsNotSaidcrashcourse01_path14 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 NotSurvivalMode
  757. ApplyContext "Saidcrashcourse01_path14:1:0"
  758. applycontexttoworld
  759. Response PlayerRemarkcrashcourse01_path14Biker
  760. }
  761.  
  762. Rule PlayerRemarkcrashcourse01_path15Biker
  763. {
  764. criteria ConceptRemark IsBiker Iscrashcourse01_path15 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 IsTeenGirlNear800 NotSurvivalMode
  765. ApplyContext "Saidcrashcourse01_path15:1:0,Saidcrashcoursebirds:1:0"
  766. applycontexttoworld
  767. Response PlayerRemarkcrashcourse01_path02Biker
  768. }
  769.  
  770. Rule PlayerRemarkcrashcourse01_path16Biker
  771. {
  772. criteria ConceptRemark IsBiker Iscrashcourse01_path16 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 IsTeenGirlNear800 NotSurvivalMode
  773. ApplyContext "Saidcrashcourse01_path16:1:0,Saidcrashcoursebirds:1:0"
  774. applycontexttoworld
  775. Response PlayerRemarkcrashcourse01_path02Biker
  776. }
  777.  
  778. Response PlayerRemarkcrashcourse01_path17Biker
  779. {
  780. scene "scenes/Biker/DLC2M1GunNag01.vcd" //We need to shoot that barricade down.
  781. }
  782. Rule PlayerRemarkcrashcourse01_path17Biker
  783. {
  784. criteria ConceptRemark IsBiker Iscrashcourse01_path17 IsNotSaidcrashcourse01_path17 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotHowitzerFired NotSurvivalMode
  785. ApplyContext "Saidcrashcourse01_path17:1:0"
  786. applycontexttoworld
  787. Response PlayerRemarkcrashcourse01_path17Biker
  788. }
  789.  
  790. Response PlayerRemarkcrashcourse01_path18Biker
  791. {
  792. scene "scenes/Biker/DLC2M1GunNag01.vcd" //We need to shoot that barricade down.
  793. }
  794. Rule PlayerRemarkcrashcourse01_path18Biker
  795. {
  796. criteria ConceptRemark IsBiker Iscrashcourse01_path18 IsNotSaidcrashcourse01_path18 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotHowitzerFired NotSurvivalMode
  797. ApplyContext "Saidcrashcourse01_path18:1:0,HowitzerSeen:1:0,NagHowitzer:1:30"
  798. applycontexttoworld
  799. Response PlayerRemarkcrashcourse01_path18Biker
  800. }
  801.  
  802. Response PlayerRemarkcrashcourse01_path19Biker
  803. {
  804. scene "scenes/Biker/DLC2ForLease02.vcd" then Manager CrashCourseR04 foo:0 0.05 //'For...lease.'
  805. }
  806. Rule PlayerRemarkcrashcourse01_path19Biker
  807. {
  808. criteria ConceptRemark IsBiker Iscrashcourse01_path19 IsNotSaidcrashcourse01_path19 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsManagerNear500 NotSurvivalMode
  809. ApplyContext "Saidcrashcourse01_path19:1:0"
  810. applycontexttoworld
  811. Response PlayerRemarkcrashcourse01_path19Biker
  812. }
  813.  
  814. Response PlayerRemarkcrashcourse01_path20Biker
  815. {
  816. scene "scenes/Biker/DLC2M1Goal03.vcd" //Riverside! Ain't that where the army's holed up?
  817. scene "scenes/Biker/DLC2Riverside03.vcd" then any CrashCourseR06 foo:0 0.05 //Riverside? Aww, I hate Canada.
  818. }
  819. Rule PlayerRemarkcrashcourse01_path20Biker
  820. {
  821. criteria ConceptRemark IsBiker Iscrashcourse01_path20 IsNotSaidcrashcourse01_path20 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  822. ApplyContext "Saidcrashcourse01_path20:1:0"
  823. applycontexttoworld
  824. Response PlayerRemarkcrashcourse01_path20Biker
  825. }
  826.  
  827. Response PlayerRemarkcrashcourse01_path21Biker
  828. {
  829. scene "scenes/Biker/DLC2Waterworks01.vcd" then NamVet CrashCourseR05 foo:0 0.05 //Waterworks. That where you pick up your crying supplies, Bill? Ah ha ha, I'm hilarious.
  830. }
  831. Rule PlayerRemarkcrashcourse01_path21Biker
  832. {
  833. criteria ConceptRemark IsBiker Iscrashcourse01_path21 IsNotSaidcrashcourse01_path21 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNamVetAlive NotSurvivalMode
  834. ApplyContext "Saidcrashcourse01_path21:1:0"
  835. applycontexttoworld
  836. Response PlayerRemarkcrashcourse01_path21Biker
  837. }
  838.  
  839. Response PlayerRemarkcrashcourse01_path24Biker
  840. {
  841. scene "scenes/Biker/DLC2M1Directional09.vcd" //The safehouse is down there!
  842. }
  843. Rule PlayerRemarkcrashcourse01_path24Biker
  844. {
  845. criteria ConceptRemark IsBiker Iscrashcourse01_path24 IsNotSaidcrashcourse01_path24 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidCrash01SafeHouse
  846. ApplyContext "Saidcrashcourse01_path24:1:0,SaidCrash01Safehouse:1:250"
  847. applycontexttoworld
  848. Response PlayerRemarkcrashcourse01_path24Biker
  849. }
  850.  
  851. Response PlayerRemarkcrashcourse01_path25Biker
  852. {
  853. scene "scenes/Biker/SafeSpotAhead08.vcd" //Safe house, let's go!
  854. }
  855. Rule PlayerRemarkcrashcourse01_path25Biker
  856. {
  857. criteria ConceptRemark IsBiker Iscrashcourse01_path25 IsNotSaidcrashcourse01_path25 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotSaidCrash01SafeHouse
  858. ApplyContext "Saidcrashcourse01_path25:1:0,SaidCrash01SafeHouse:1:250"
  859. applycontexttoworld
  860. Response PlayerRemarkcrashcourse01_path25Biker
  861. }
  862.  
  863. Response PlayerRemarkcrashcourse02_path05Biker
  864. {
  865. scene "scenes/Biker/DLC2Container01.vcd" //Through this container!
  866. }
  867. Rule PlayerRemarkcrashcourse02_path05Biker
  868. {
  869. criteria ConceptRemark IsBiker Iscrashcourse02_path05 IsNotSaidcrashcourse02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  870. ApplyContext "Saidcrashcourse02_path05:1:0"
  871. applycontexttoworld
  872. Response PlayerRemarkcrashcourse02_path05Biker
  873. }
  874.  
  875. Response PlayerRemarkcrashcourse02_path06Biker
  876. {
  877. scene "scenes/Biker/DLC2GasTanks01.vcd" then TeenGirl CrashCourseR10 foo:0 0.05 //Hey, Zoey, look! We're 'passing gas'... [chuckles]
  878. }
  879. Rule PlayerRemarkcrashcourse02_path06Biker
  880. {
  881. criteria ConceptRemark IsBiker Iscrashcourse02_path06 IsNotSaidcrashcourse02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  882. ApplyContext "Saidcrashcourse02_path06:1:0"
  883. applycontexttoworld
  884. Response PlayerRemarkcrashcourse02_path06Biker
  885. }
  886.  
  887. Response PlayerRemarkcrashcourse02_path07Biker
  888. {
  889. scene "scenes/Biker/DLC2BulletinBoard01.vcd" then TeenGirl CrashCourseR11 foo:0 0.05 //This sign says 'I hate Mondays'! Man, tell me about it.
  890. }
  891. Rule PlayerRemarkcrashcourse02_path07Biker
  892. {
  893. criteria ConceptRemark IsBiker Iscrashcourse02_path07 IsNotSaidcrashcourse02_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
  894. ApplyContext "Saidcrashcourse02_path07:1:0"
  895. applycontexttoworld
  896. Response PlayerRemarkcrashcourse02_path07Biker
  897. }
  898.  
  899. Response PlayerRemarkcrashcourse02_path08Biker
  900. {
  901. scene "scenes/Biker/DLC2Steam02.vcd" then teengirl CrashCourseR12 foo:0 0 //Hey, watch out for that goddamn steam pipe.
  902. }
  903. Rule PlayerRemarkcrashcourse02_path08Biker
  904. {
  905. criteria ConceptRemark IsBiker Iscrashcourse02_path08 IsNotSaidcrashcourse02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsTeenGirlNear500
  906. ApplyContext "Saidcrashcourse02_path08:1:0"
  907. applycontexttoworld
  908. Response PlayerRemarkcrashcourse02_path08Biker
  909. }
  910.  
  911. Response PlayerRemarkcrashcourse02_path10Biker
  912. {
  913. scene "scenes/Biker/DLC2M2Directional03.vcd" //Over that truck!
  914. }
  915. Rule PlayerRemarkcrashcourse02_path10Biker
  916. {
  917. criteria ConceptRemark IsBiker Iscrashcourse02_path10 IsNotSaidcrashcourse02_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
  918. ApplyContext "Saidcrashcourse02_path10:1:0"
  919. applycontexttoworld
  920. Response PlayerRemarkcrashcourse02_path10Biker
  921. }
  922.  
  923. Response PlayerRemarkcrashcourse02_path11Biker
  924. {
  925. scene "scenes/Biker/DLC2Recycling01.vcd" //Thanks for saving the planet, recyclers. Mission accomplished.
  926. scene "scenes/Biker/DLC2Recycling02.vcd" odds 4 //Copper... aluminum... brass... those guys recycle everything!
  927. }
  928. Rule PlayerRemarkcrashcourse02_path11Biker
  929. {
  930. criteria ConceptRemark IsBiker Iscrashcourse02_path11 IsNotSaidcrashcourse02_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 NotSurvivalMode
  931. ApplyContext "Saidcrashcourse02_path11:1:0"
  932. applycontexttoworld
  933. Response PlayerRemarkcrashcourse02_path11Biker
  934. }
  935.  
  936. Response PlayerRemarkcrashcourse02_path12Biker
  937. {
  938. scene "scenes/Biker/DLC2M2Directional01.vcd" //Through the truck yard!
  939. }
  940. Rule PlayerRemarkcrashcourse02_path12Biker
  941. {
  942. criteria ConceptRemark IsBiker Iscrashcourse02_path12 IsNotSaidcrashcourse02_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  943. ApplyContext "Saidcrashcourse02_path12:1:0"
  944. applycontexttoworld
  945. Response PlayerRemarkcrashcourse02_path12Biker
  946. }
  947.  
  948.  
  949. //--------------------------------------------------------------------------------------------------------------
  950. // DLC2 - Intro
  951. //--------------------------------------------------------------------------------------------------------------
  952. Response IntroCrashR02Biker
  953. {
  954. scene "scenes/Biker/DLC2Intro18.vcd" //I guess I DID tell ya.
  955. }
  956. Rule IntroCrashR02Biker
  957. {
  958. criteria ConceptIntroCrashR02 IsBiker
  959. Response IntroCrashR02Biker
  960. }
  961.  
  962. Response IntroCrashR04Biker
  963. {
  964. scene "scenes/Biker/DLC2Intro08.vcd" //Alright. I'll give ya that.
  965. }
  966. Rule IntroCrashR04Biker
  967. {
  968. criteria ConceptIntroCrashR04 IsBiker
  969. Response IntroCrashR04Biker
  970. }
  971.  
  972. Response IntroCrashR06Biker
  973. {
  974. scene "scenes/Biker/DLC2Intro25.vcd" //Well, it's pretty complicated. I don't wanna bore you with a lotta... complex... fractions. But step one is we walk THAT way.
  975. }
  976. Rule IntroCrashR06Biker
  977. {
  978. criteria ConceptIntroCrashR06 IsBiker
  979. Response IntroCrashR06Biker
  980. }
  981.  
  982. Response IntroCrashR08Biker
  983. {
  984. scene "scenes/Biker/DLC2Intro21.vcd" //Whoah. Musta hit my head in the crash. I'm okay now. I hate helicopters.
  985. }
  986. Rule IntroCrashR08Biker
  987. {
  988. criteria ConceptIntroCrashR08 IsBiker
  989. Response IntroCrashR08Biker
  990. }
  991.  
  992. Response IntroCrashR10Biker
  993. {
  994. scene "scenes/Biker/DLC2Intro30.vcd" //Let's just hike the hell out of here.
  995. scene "scenes/Biker/DLC2Intro31.vcd" //Looks like we're walking again.
  996. scene "scenes/Biker/DLC2M1Goal01.vcd" //I already hate this place. Let's get outta here.
  997. }
  998. Rule IntroCrashR10Biker
  999. {
  1000. criteria ConceptIntroCrashR10 IsBiker
  1001. Response IntroCrashR10Biker
  1002. }
  1003.  
  1004. Response IntroCrashR12Biker
  1005. {
  1006. scene "scenes/Biker/DLC2Intro16.vcd" //Yeah! Stupid helicopter.
  1007. }
  1008. Rule IntroCrashR12Biker
  1009. {
  1010. criteria ConceptIntroCrashR12 IsBiker
  1011. Response IntroCrashR12Biker
  1012. }
  1013.  
  1014. Response IntroCrashR14Biker
  1015. {
  1016. scene "scenes/Biker/DLC2Intro14.vcd" //Terrific. Looks like we're walkin, then.
  1017. }
  1018. Rule IntroCrashR14Biker
  1019. {
  1020. criteria ConceptIntroCrashR14 IsBiker
  1021. Response IntroCrashR14Biker
  1022. }
  1023.  
  1024. Response IntroCrashR16Biker
  1025. {
  1026. scene "scenes/Biker/DLC2Intro11.vcd" then any IntroCrashR10 foo:0 0.05 //That's what I thought...
  1027. }
  1028. Rule IntroCrashR16Biker
  1029. {
  1030. criteria ConceptIntroCrashR16 IsBiker
  1031. Response IntroCrashR16Biker
  1032. }
  1033.  
  1034. Response IntroCrashR18Biker
  1035. {
  1036. scene "scenes/Biker/DLC2Intro06.vcd" //'Cause it's money in the bank. Remind me to explain gambling to you sometime.
  1037. }
  1038. Rule IntroCrashR18Biker
  1039. {
  1040. criteria ConceptIntroCrashR18 IsBiker
  1041. Response IntroCrashR18Biker
  1042. }
  1043.  
  1044. Response IntroCrashR20Biker
  1045. {
  1046. scene "scenes/Biker/DLC2Intro02.vcd" //[pouty] Well, I guess NOW we'll never know, will we?
  1047. }
  1048. Rule IntroCrashR20Biker
  1049. {
  1050. criteria ConceptIntroCrashR20 IsBiker
  1051. Response IntroCrashR20Biker
  1052. }
  1053.  
  1054. Response IntroCrashR21Biker
  1055. {
  1056. scene "scenes/Biker/DLC2Intro22.vcd" then Manager IntroCrashR22 foo:0 0.05 //I hate walking.
  1057. }
  1058. Rule IntroCrashR21Biker
  1059. {
  1060. criteria ConceptIntroCrashR21 IsBiker
  1061. Response IntroCrashR21Biker
  1062. }
  1063.  
  1064. Response IntroCrashR23Biker
  1065. {
  1066. scene "scenes/Biker/DLC2Intro23.vcd" //And it turns out I was right about that.
  1067. }
  1068. Rule IntroCrashR23Biker
  1069. {
  1070. criteria ConceptIntroCrashR23 IsBiker
  1071. Response IntroCrashR23Biker
  1072. }
  1073.  
  1074. Response IntroCrashR26Biker
  1075. {
  1076. scene "scenes/Biker/DLC2Intro27.vcd" //[grumbling under breath]...Don't see what's wrong with vests...
  1077. }
  1078. Rule IntroCrashR26Biker
  1079. {
  1080. criteria ConceptIntroCrashR26 IsBiker
  1081. Response IntroCrashR26Biker
  1082. }
  1083.  
  1084. Response IntroCrashR27Biker
  1085. {
  1086. scene "scenes/Biker/DLC2Intro12.vcd" then TeenGirl IntroCrashR28 foo:0 0.05 //Yeah, well--Next time someone offers us a ride, don't SHOOT him.
  1087. }
  1088. Rule IntroCrashR27Biker
  1089. {
  1090. criteria ConceptIntroCrashR27 IsBiker
  1091. Response IntroCrashR27Biker
  1092. }
  1093.  
  1094. Response IntroCrashR29Biker
  1095. {
  1096. scene "scenes/Biker/DLC2Intro04.vcd" then Manager IntroCrashR30 foo:0 0.05 //[confused] Wait, WHAT happened?
  1097. }
  1098. Rule IntroCrashR29Biker
  1099. {
  1100. criteria ConceptIntroCrashR29 IsBiker
  1101. Response IntroCrashR29Biker
  1102. }
  1103.  
  1104. Response IntroCrashR31Biker
  1105. {
  1106. scene "scenes/Biker/DLC2Intro03.vcd" then any IntroCrashR10 foo:0 0.05 //Or, in this case, a vampire.
  1107. }
  1108. Rule IntroCrashR31Biker
  1109. {
  1110. criteria ConceptIntroCrashR31 IsBiker
  1111. Response IntroCrashR31Biker
  1112. }
  1113.  
  1114. Response PlayerCrashCourseIntroBiker
  1115. {
  1116. scene "scenes/Biker/DLC2Intro01.vcd" then TeenGirl IntroCrashR19 foo:0 0.05 //I still can't believe you shot the pilot!
  1117. scene "scenes/Biker/DLC2Intro05.vcd" then Manager IntroCrashR17 foo:0 0.05 //See? I TOLD ya. Helicopter crashed. We're not saved, we're all gonna die. Pay up.
  1118. scene "scenes/Biker/DLC2Intro07.vcd" then Manager IntroCrashR03 foo:0 0.05 //Hey. Sunshine Beams. We just CRASHED. You got somethin' positive to say about that?
  1119. scene "scenes/Biker/DLC2Intro07.vcd" then Manager IntroCrashR37 foo:0 0.05 //Hey. Sunshine Beams. We just CRASHED. You got somethin' positive to say about that?
  1120. scene "scenes/Biker/DLC2Intro10.vcd" then any IntroCrashR15 foo:0 0.05 //Is that how helicopters are supposed to land?
  1121. scene "scenes/Biker/DLC2Intro13.vcd" then Manager IntroCrashR13 foo:0 0.05 //Hey Louis. That fancy college of yours teach ya how to fix a helicopter?
  1122. scene "scenes/Biker/DLC2Intro15.vcd" then TeenGirl IntroCrashR11 foo:0 0.05 //Goddamnit, where'd they buy this helicopter? At the ... uh... um... hold on...
  1123. scene "scenes/Biker/DLC2Intro17.vcd" then TeenGirl IntroCrashR01 foo:0 0.05 //I ever tell you how I feel about helicopters?
  1124. scene "scenes/Biker/DLC2Intro19.vcd" then any IntroCrashR09 foo:0 0.05 //Guys. Everyone. I wanna say something: I. hate. helicopters.
  1125. scene "scenes/Biker/DLC2Intro20.vcd" then TeenGirl IntroCrashR07 foo:0 0.05 //[sincere] Wow! I love helicopters! I love 'em so much.
  1126. scene "scenes/Biker/DLC2Intro24.vcd" then any IntroCrashR05 foo:0 0.05 //Alright, nobody panic. I have a plan.
  1127. scene "scenes/Biker/DLC2Intro26.vcd" then Manager IntroCrashR24 foo:0 -4.2 //You still wearin' that tie, Louis? What, you got a meeting? Bah ha ha.
  1128. scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR33 foo:0 0.05 //
  1129. scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR34 foo:0 0.05 //
  1130. scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR35 foo:0 0.05 //
  1131. scene "scenes/Biker/blank.vcd" then Manager IntroCrashR36 foo:0 0.05 //
  1132. scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashWalking foo:0 0.05 //
  1133. }
  1134. Rule PlayerCrashCourseIntroBiker
  1135. {
  1136. criteria ConceptIntroCrash IsBiker IsCrashCourse IsBiker IsBiker
  1137. ApplyContext "talk:1:20"
  1138. applycontexttoworld
  1139. Response PlayerCrashCourseIntroBiker
  1140. }
  1141.  
  1142.  
  1143. //--------------------------------------------------------------------------------------------------------------
  1144. // DLC2 - Lots Intro
  1145. //--------------------------------------------------------------------------------------------------------------
  1146. Response CrashCourseI01Biker
  1147. {
  1148. scene "scenes/Biker/WorldAirport0111.vcd" //It's worth a try.
  1149. }
  1150. Rule CrashCourseI01Biker
  1151. {
  1152. criteria ConceptCrashCourseI01 IsBiker
  1153. Response CrashCourseI01Biker
  1154. }
  1155.  
  1156. Response PlayerRemarkcrashcourse02_introBiker
  1157. {
  1158. scene "scenes/Biker/DLC2M2Saferoom01.vcd" then any CrashCourseI01 foo:0 0.05 //Looks like we should check out that truck depot.
  1159. }
  1160. Rule PlayerRemarkcrashcourse02_introBiker
  1161. {
  1162. criteria ConceptRemark IsBiker Iscrashcourse02_intro IsNotSaidcrashcourse02_intro IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 IsCrash02IntroReady NotCrash02IntroPaused
  1163. ApplyContext "Saidcrashcourse02_intro:1:0,SaidCreshendoStartNear:1:0"
  1164. applycontexttoworld
  1165. Response PlayerRemarkcrashcourse02_introBiker
  1166. }
  1167.  
  1168. Response PlayerRemarkcrashcourse02_startaBiker
  1169. {
  1170. scene "scenes/Biker/blank.vcd" //
  1171. }
  1172. Rule PlayerRemarkcrashcourse02_startaBiker
  1173. {
  1174. criteria ConceptRemark IsBiker Iscrashcourse02_starta NotCrash02IntroReady IsSubjectNear400
  1175. ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0"
  1176. applycontexttoworld
  1177. Response PlayerRemarkcrashcourse02_startaBiker
  1178. }
  1179.  
  1180. Rule PlayerRemarkcrashcourse02_startbBiker
  1181. {
  1182. criteria ConceptRemark IsBiker Iscrashcourse02_startb NotCrash02IntroReady IsSubjectNear400
  1183. ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0"
  1184. applycontexttoworld
  1185. Response PlayerRemarkcrashcourse02_startaBiker
  1186. }
  1187.  
  1188. Rule PlayerRemarkcrashcourse02_startcBiker
  1189. {
  1190. criteria ConceptRemark IsBiker Iscrashcourse02_startc NotCrash02IntroReady IsSubjectNear400
  1191. ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0"
  1192. applycontexttoworld
  1193. Response PlayerRemarkcrashcourse02_startaBiker
  1194. }
  1195.  
  1196. Rule PlayerRemarkcrashcourse02_startdBiker
  1197. {
  1198. criteria ConceptRemark IsBiker Iscrashcourse02_startd NotCrash02IntroReady IsSubjectNear400
  1199. ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0"
  1200. applycontexttoworld
  1201. Response PlayerRemarkcrashcourse02_startaBiker
  1202. }
  1203.  
  1204.  
  1205. //--------------------------------------------------------------------------------------------------------------
  1206. // Farm Intro
  1207. //--------------------------------------------------------------------------------------------------------------
  1208. Response IntroFarm4Biker
  1209. {
  1210. scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it.
  1211. }
  1212. Rule IntroFarm4Biker
  1213. {
  1214. criteria ConceptIntroFarm4 IsBiker
  1215. ApplyContext "talk:1:4"
  1216. applycontexttoworld
  1217. Response IntroFarm4Biker
  1218. }
  1219.  
  1220.  
  1221. //--------------------------------------------------------------------------------------------------------------
  1222. // FaultSpeech
  1223. //--------------------------------------------------------------------------------------------------------------
  1224. Response SurvivorBoomerBlunderBiker
  1225. {
  1226. scene "scenes/Biker/Sorry02.vcd" predelay "1,2" //Sorry about that.
  1227. scene "scenes/Biker/Sorry10.vcd" predelay "1,2" //Sorry, man, shit happens.
  1228. scene "scenes/Biker/Sorry14.vcd" predelay "1,2" //Uh, yeah, sorry.
  1229. }
  1230. Rule SurvivorBoomerBlunderBiker
  1231. {
  1232. criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsBiker IsHealthy IsTalk IsTalkBiker
  1233. Response SurvivorBoomerBlunderBiker
  1234. }
  1235.  
  1236.  
  1237. //--------------------------------------------------------------------------------------------------------------
  1238. // Finale Speech
  1239. //--------------------------------------------------------------------------------------------------------------
  1240. Response SurvivorFinaleTriggeredBoatBiker
  1241. {
  1242. scene "scenes/Biker/RadioUsedBoat01.vcd" predelay ".5,1" //We got a boat coming!
  1243. }
  1244. Rule SurvivorFinaleTriggeredBoatBiker
  1245. {
  1246. criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
  1247. ApplyContext "SaidRadioTriggered:1:30"
  1248. applycontexttoworld
  1249. Response SurvivorFinaleTriggeredBoatBiker
  1250. }
  1251.  
  1252. Response SurvivorFinaleTriggeredFarmBiker
  1253. {
  1254. scene "scenes/Biker/RadioUsedGeneric02.vcd" predelay ".5,1" //Help'll be here soon! You ladies ready for some fun until they show up?
  1255. scene "scenes/Biker/RadioUsedTruck01.vcd" predelay ".5,1" //A truck should be here soon - we just gotta hold out until it shows.
  1256. }
  1257. Rule SurvivorFinaleTriggeredFarmBiker
  1258. {
  1259. criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
  1260. ApplyContext "SaidRadioTriggered:1:30"
  1261. applycontexttoworld
  1262. Response SurvivorFinaleTriggeredFarmBiker
  1263. }
  1264.  
  1265. Response SurvivorFinaleTriggeredRooftopBiker
  1266. {
  1267. scene "scenes/Biker/RadioUsedChopper01.vcd" predelay ".5,1" //Chopper's on its way!
  1268. scene "scenes/Biker/RadioUsedGeneric03.vcd" predelay ".5,1" //We got some help comin'. Let's get ready!
  1269. scene "scenes/Biker/RadioUsedGeneric05.vcd" predelay ".5,1" //Help's on its way. Let's have some fun while we wait.
  1270. scene "scenes/Biker/RadioUsedGeneric08.vcd" predelay ".5,1" //Help is on the way!
  1271. }
  1272. Rule SurvivorFinaleTriggeredRooftopBiker
  1273. {
  1274. criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
  1275. ApplyContext "SaidRadioTriggered:1:30"
  1276. applycontexttoworld
  1277. Response SurvivorFinaleTriggeredRooftopBiker
  1278. }
  1279.  
  1280. Response SurvivorFinalVehicleBoatBiker
  1281. {
  1282. scene "scenes/Biker/ArriveBoat01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the boat!
  1283. scene "scenes/Biker/ArriveBoat02.vcd" then any EmphaticArriveRun foo:0 0 //Everyone to the boat!
  1284. scene "scenes/Biker/ArriveBoat03.vcd" then any EmphaticArriveRun foo:0 0 //Get your asses on that boat!
  1285. }
  1286. Rule SurvivorFinalVehicleBoatBiker
  1287. {
  1288. criteria ConceptGetToVehicle IsBiker ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived
  1289. ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3"
  1290. applycontexttoworld
  1291. Response SurvivorFinalVehicleBoatBiker
  1292. }
  1293.  
  1294. Response SurvivorFinalVehicleFarmBiker
  1295. {
  1296. scene "scenes/Biker/ArriveTruck01.vcd" then any EmphaticArriveRun foo:0 0 //Run to the truck! Go go go!
  1297. scene "scenes/Biker/ArriveTruck02.vcd" then any EmphaticArriveRun foo:0 0 //To the truck!
  1298. scene "scenes/Biker/ArriveTruck03.vcd" then any EmphaticArriveRun foo:0 0 //Get to the truck!
  1299. }
  1300. Rule SurvivorFinalVehicleFarmBiker
  1301. {
  1302. criteria ConceptGetToVehicle IsBiker ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived
  1303. ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
  1304. applycontexttoworld
  1305. Response SurvivorFinalVehicleFarmBiker
  1306. }
  1307.  
  1308. Response SurvivorFinalVehicleFarmSpottedBiker
  1309. {
  1310. scene "scenes/Biker/ArriveTruckInitial01.vcd" then any EmphaticArriveRunFarm foo:0 0 //C'mon, that's the last truck outta this shithole. LET'S GO!
  1311. scene "scenes/Biker/ArriveTruckInitial02.vcd" then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go!
  1312. }
  1313. Rule SurvivorFinalVehicleFarmSpottedBiker
  1314. {
  1315. criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted
  1316. ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
  1317. applycontexttoworld
  1318. Response SurvivorFinalVehicleFarmSpottedBiker
  1319. }
  1320.  
  1321. Response SurvivorFinalVehicleRooftopBiker
  1322. {
  1323. scene "scenes/Biker/ArriveChopper01.vcd" then any EmphaticArriveRun foo:0 0 //Everybody to the chopper!
  1324. scene "scenes/Biker/ArriveChopper02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the chopper!
  1325. }
  1326. Rule SurvivorFinalVehicleRooftopBiker
  1327. {
  1328. criteria ConceptGetToVehicle IsBiker ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived
  1329. ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5"
  1330. applycontexttoworld
  1331. Response SurvivorFinalVehicleRooftopBiker
  1332. }
  1333.  
  1334. Response SurvivorFinalVehicleRunwayBiker
  1335. {
  1336. scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
  1337. scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
  1338. scene "scenes/Biker/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane!
  1339. scene "scenes/Biker/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane!
  1340. scene "scenes/Biker/ArrivePlaneInitial01.vcd" odds 5 then any EmphaticArriveRun foo:0 0 //This is the last flight out of here! Let's go
  1341. }
  1342. Rule SurvivorFinalVehicleRunwayBiker
  1343. {
  1344. criteria ConceptGetToVehicle IsBiker isrunway IsNotSaidFinalVehicleArrived
  1345. ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
  1346. applycontexttoworld
  1347. Response SurvivorFinalVehicleRunwayBiker
  1348. }
  1349.  
  1350. Response SurvivorFinalVehicleSpottedBoatBiker
  1351. {
  1352. scene "scenes/Biker/ArriveBoatInitial01.vcd" then any EmphaticArriveRun foo:0 0 //Our boat's here, all aboard!
  1353. scene "scenes/Biker/ArriveBoatInitial02.vcd" then any EmphaticArriveRun foo:0 0 //Our boat's here! Let's go!
  1354. }
  1355. Rule SurvivorFinalVehicleSpottedBoatBiker
  1356. {
  1357. criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted
  1358. ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
  1359. applycontexttoworld
  1360. Response SurvivorFinalVehicleSpottedBoatBiker
  1361. }
  1362.  
  1363. Response SurvivorFinalVehicleSpottedRooftopBiker
  1364. {
  1365. scene "scenes/Biker/ArriveChopperInitial01.vcd" then any EmphaticArriveRun foo:0 0 //The chopper's here! Let's go!
  1366. scene "scenes/Biker/ArriveChopperInitial02.vcd" then any EmphaticArriveRun foo:0 0 //The chopper's here! About time, too...
  1367. }
  1368. Rule SurvivorFinalVehicleSpottedRooftopBiker
  1369. {
  1370. criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted
  1371. ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
  1372. applycontexttoworld
  1373. Response SurvivorFinalVehicleSpottedRooftopBiker
  1374. }
  1375.  
  1376. Response SurvivorFinalVehicleSpottedRunwayBiker
  1377. {
  1378. scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
  1379. scene "scenes/Biker/ArrivePlaneInitial01.vcd" then any EmphaticArriveRun foo:0 0 //This is the last flight out of here! Let's go
  1380. }
  1381. Rule SurvivorFinalVehicleSpottedRunwayBiker
  1382. {
  1383. criteria ConceptFinalVehicleSpotted IsBiker ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted
  1384. ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
  1385. applycontexttoworld
  1386. Response SurvivorFinalVehicleSpottedRunwayBiker
  1387. }
  1388.  
  1389.  
  1390. //--------------------------------------------------------------------------------------------------------------
  1391. // General Responses
  1392. //--------------------------------------------------------------------------------------------------------------
  1393. Response ResponseLoudDispleasureSwearBiker
  1394. {
  1395. scene "scenes/Biker/Swear01.vcd" predelay "0.1,0.7" //Goddammit.
  1396. scene "scenes/Biker/Swear02.vcd" predelay "0.1,0.7" //Shit.
  1397. scene "scenes/Biker/Swear03.vcd" predelay "0.1,0.7" //Ah shit.
  1398. scene "scenes/Biker/Swear04.vcd" predelay "0.1,0.7" //Ah hell.
  1399. scene "scenes/Biker/Swear08.vcd" predelay "0.1,0.7" //Ah bullshit.
  1400. scene "scenes/Biker/Swear09.vcd" predelay "0.1,0.7" //Dammit.
  1401. scene "scenes/Biker/Swear10.vcd" predelay "0.1,0.7" //Bullshit.
  1402. }
  1403. Rule ResponseLoudDispleasureSwearBiker
  1404. {
  1405. criteria ConceptPanicEvent IsBiker IsNotCoughing IsTalk IsTalkBiker ChanceToFire60Percent
  1406. Response ResponseLoudDispleasureSwearBiker
  1407. }
  1408.  
  1409. Response ResponseSoftDispleasureSwearBiker
  1410. {
  1411. scene "scenes/Biker/NegativeNoise06.vcd" //[Improv non-verbal displeasure & frustration sounds]
  1412. scene "scenes/Biker/ReactionApprehensive03.vcd" //I don't like ths one damn bit.
  1413. scene "scenes/Biker/ReactionNegative05.vcd" //Shit
  1414. scene "scenes/Biker/ReactionNegative09.vcd" //Ahhhhh.
  1415. scene "scenes/Biker/Swear12.vcd" //Shit.
  1416. scene "scenes/Biker/Swear14.vcd" //Ah hell.
  1417. scene "scenes/Biker/Swear15.vcd" //Son of a bitch.
  1418. scene "scenes/Biker/Swear16.vcd" //Ah bullshit.
  1419. scene "scenes/Biker/Swear17.vcd" //Dammit.
  1420. scene "scenes/Biker/Swear19.vcd" //Ah bullshit.
  1421. }
  1422. Rule ResponseSoftDispleasureSwearBiker
  1423. {
  1424. criteria ConceptResponseSoftDispleasureSwear IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IssuerMediumClose
  1425. Response ResponseSoftDispleasureSwearBiker
  1426. }
  1427.  
  1428.  
  1429. //--------------------------------------------------------------------------------------------------------------
  1430. // Item Spotted
  1431. //--------------------------------------------------------------------------------------------------------------
  1432. Response SurvivorAskBillForHealthBiker
  1433. {
  1434. scene "scenes/Biker/PlayerSuggestHealthSpecific05.vcd" odds 5 //Bill, could I borrow your med kit? I just wanna look at it.
  1435. scene "scenes/Biker/PlayerSuggestHealthSpecific07.vcd" //Bill, you got a med kit I could have?
  1436. scene "scenes/Biker/PlayerSuggestHealthSpecific11.vcd" odds 5 //Old man, you forget you have a health pack, or you saving that for me?
  1437. }
  1438. Rule SurvivorAskBillForHealthBiker
  1439. {
  1440. criteria ConceptAskForHealth2 IsBiker SubjectIsNamVet IsSubjectNear400
  1441. Response SurvivorAskBillForHealthBiker
  1442. }
  1443.  
  1444. Response SurvivorAskForHealthBiker
  1445. {
  1446. scene "scenes/Biker/blank.vcd" then Subject AskForHealth foo:0 0 //
  1447. }
  1448. Rule SurvivorAskForHealthBiker
  1449. {
  1450. criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsSubjectNear400 NoHasPainPills NoHasFirstAidKit IsNotHealthyHalf NotInCombat IsNotSaidAskForHealth
  1451. ApplyContext "SaidAskForHealth:1:10"
  1452. applycontexttoworld
  1453. Response SurvivorAskForHealthBiker
  1454. }
  1455.  
  1456. Response SurvivorAskLouisForHealthBiker
  1457. {
  1458. scene "scenes/Biker/PlayerSuggestHealthSpecific06.vcd" //Louis, you got a med kit I could have?
  1459. scene "scenes/Biker/PlayerSuggestHealthSpecific08.vcd" //Louis, don't bogard that med kit, man. I'm hurt.
  1460. scene "scenes/Biker/PlayerSuggestHealthSpecific10.vcd" odds 5 //Louis, while I hate to break that ensemble and all, can I have your health pack?
  1461. scene "scenes/Biker/PlayerSuggestHealthSpecific12.vcd" //Louis, gimme your health pack.
  1462. }
  1463. Rule SurvivorAskLouisForHealthBiker
  1464. {
  1465. criteria ConceptAskForHealth2 IsBiker SubjectIsManager IsSubjectNear400
  1466. Response SurvivorAskLouisForHealthBiker
  1467. }
  1468.  
  1469. Response SurvivorAskZoeyForHealthBiker
  1470. {
  1471. scene "scenes/Biker/PlayerSuggestHealthSpecific04.vcd" //Zoey, you got a health kit for me?
  1472. scene "scenes/Biker/PlayerSuggestHealthSpecific09.vcd" //Hey little lady, if you ain't gonna use that health kit I could use it.
  1473. }
  1474. Rule SurvivorAskZoeyForHealthBiker
  1475. {
  1476. criteria ConceptAskForHealth2 IsBiker SubjectIsTeenGirl IsSubjectNear400
  1477. Response SurvivorAskZoeyForHealthBiker
  1478. }
  1479.  
  1480. Response SurvivorFrancisHealthHereBiker
  1481. {
  1482. scene "scenes/Biker/blank.vcd" then From AskForHealth2 foo:0 0 //
  1483. }
  1484. Rule SurvivorFrancisHealthHereBiker
  1485. {
  1486. criteria ConceptAskForHealth IsNotCoughing IsBiker IsTalk IsTalkBiker YesHasFirstAidKit IsHealthyHalf
  1487. Response SurvivorFrancisHealthHereBiker
  1488. }
  1489.  
  1490. Response SurvivorSpottedAmmoBiker
  1491. {
  1492. scene "scenes/Biker/SpotAmmo01.vcd" //Ammo here!
  1493. }
  1494. Rule SurvivorSpottedAmmoBiker
  1495. {
  1496. criteria ConceptPlayerSpotAmmo IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  1497. ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
  1498. applycontexttoworld
  1499. Response SurvivorSpottedAmmoBiker
  1500. }
  1501.  
  1502. Response SurvivorSpottedBillCloseBiker
  1503. {
  1504. scene "scenes/Biker/NameBill03.vcd" //Bill (quiet)
  1505. }
  1506. Rule SurvivorSpottedBillCloseBiker
  1507. {
  1508. criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400
  1509. Response SurvivorSpottedBillCloseBiker
  1510. }
  1511.  
  1512. Response SurvivorSpottedBillClose2Biker
  1513. {
  1514. scene "scenes/Biker/NameBill03.vcd" //Bill (quiet)
  1515. }
  1516. Rule SurvivorSpottedBillClose2Biker
  1517. {
  1518. criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400
  1519. Response SurvivorSpottedBillClose2Biker
  1520. }
  1521.  
  1522. Response SurvivorSpottedBillFarBiker
  1523. {
  1524. scene "scenes/Biker/NameBill01.vcd" //Bill! (loud)
  1525. }
  1526. Rule SurvivorSpottedBillFarBiker
  1527. {
  1528. criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetFar400
  1529. Response SurvivorSpottedBillFarBiker
  1530. }
  1531.  
  1532. Response SurvivorSpottedGrenadeBiker
  1533. {
  1534. scene "scenes/Biker/SpotGrenades03.vcd" //There's a pipebomb here.
  1535. scene "scenes/Biker/SpotGrenades05.vcd" //There's a pipe bomb here.
  1536. scene "scenes/Biker/SpotGrenades06.vcd" //Pipe bombs!
  1537. }
  1538. Rule SurvivorSpottedGrenadeBiker
  1539. {
  1540. criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  1541. ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
  1542. applycontexttoworld
  1543. Response SurvivorSpottedGrenadeBiker
  1544. }
  1545.  
  1546. Response SurvivorSpottedGrenadeAutoBiker
  1547. {
  1548. scene "scenes/Biker/SpotGrenades03.vcd" //There's a pipebomb here.
  1549. scene "scenes/Biker/SpotGrenades05.vcd" //There's a pipe bomb here.
  1550. scene "scenes/Biker/SpotGrenades06.vcd" //Pipe bombs!
  1551. }
  1552. Rule SurvivorSpottedGrenadeAutoBiker
  1553. {
  1554. criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot
  1555. ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
  1556. applycontexttoworld
  1557. Response SurvivorSpottedGrenadeAutoBiker
  1558. }
  1559.  
  1560. Response SurvivorSpottedGrenadeAutoBiker2
  1561. {
  1562. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  1563. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  1564. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  1565. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  1566. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  1567. scene "scenes/Biker/Yes01.vcd" //Yes.
  1568. scene "scenes/Biker/Yes04.vcd" //Yeah.
  1569. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  1570. }
  1571. Rule SurvivorSpottedGrenadeAutoBiker2
  1572. {
  1573. criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot
  1574. ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
  1575. applycontexttoworld
  1576. Response SurvivorSpottedGrenadeAutoBiker2
  1577. }
  1578.  
  1579. Response SurvivorSpottedHealthBiker
  1580. {
  1581. scene "scenes/Biker/SpotFirstAid01.vcd" //First Aid Kit here!
  1582. scene "scenes/Biker/SpotFirstAid02.vcd" //First Aid kit here!
  1583. scene "scenes/Biker/SpotFirstAid03.vcd" //First Aid here!
  1584. scene "scenes/Biker/SpotFirstAid04.vcd" //First aid kits over here.
  1585. scene "scenes/Biker/SpotFirstAid05.vcd" //There's a first aid kit here.
  1586. scene "scenes/Biker/SpotFirstAid06.vcd" //First aid kits over here.
  1587. scene "scenes/Biker/SpotFirstAid07.vcd" //First aid kit over here.
  1588. }
  1589. Rule SurvivorSpottedHealthBiker
  1590. {
  1591. criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  1592. ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
  1593. applycontexttoworld
  1594. Response SurvivorSpottedHealthBiker
  1595. }
  1596.  
  1597. Response SurvivorSpottedHealthAutoBiker
  1598. {
  1599. scene "scenes/Biker/SpotFirstAid01.vcd" //First Aid Kit here!
  1600. scene "scenes/Biker/SpotFirstAid02.vcd" //First Aid kit here!
  1601. scene "scenes/Biker/SpotFirstAid03.vcd" //First Aid here!
  1602. scene "scenes/Biker/SpotFirstAid04.vcd" //First aid kits over here.
  1603. scene "scenes/Biker/SpotFirstAid05.vcd" //There's a first aid kit here.
  1604. scene "scenes/Biker/SpotFirstAid06.vcd" //First aid kits over here.
  1605. scene "scenes/Biker/SpotFirstAid07.vcd" //First aid kit over here.
  1606. }
  1607. Rule SurvivorSpottedHealthAutoBiker
  1608. {
  1609. criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot
  1610. ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
  1611. applycontexttoworld
  1612. Response SurvivorSpottedHealthAutoBiker
  1613. }
  1614.  
  1615. Response SurvivorSpottedHealthAutoBiker2
  1616. {
  1617. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  1618. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  1619. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  1620. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  1621. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  1622. scene "scenes/Biker/Yes01.vcd" //Yes.
  1623. scene "scenes/Biker/Yes04.vcd" //Yeah.
  1624. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  1625. }
  1626. Rule SurvivorSpottedHealthAutoBiker2
  1627. {
  1628. criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot
  1629. ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
  1630. applycontexttoworld
  1631. Response SurvivorSpottedHealthAutoBiker2
  1632. }
  1633.  
  1634. Response SurvivorSpottedLouisCloseBiker
  1635. {
  1636. scene "scenes/Biker/NameLouis03.vcd" //Louis (quiet)
  1637. }
  1638. Rule SurvivorSpottedLouisCloseBiker
  1639. {
  1640. criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerNear400
  1641. Response SurvivorSpottedLouisCloseBiker
  1642. }
  1643.  
  1644. Response SurvivorSpottedLouisClose2Biker
  1645. {
  1646. scene "scenes/Biker/NameLouis03.vcd" //Louis (quiet)
  1647. }
  1648. Rule SurvivorSpottedLouisClose2Biker
  1649. {
  1650. criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerNear400
  1651. Response SurvivorSpottedLouisClose2Biker
  1652. }
  1653.  
  1654. Response SurvivorSpottedLouisFarBiker
  1655. {
  1656. scene "scenes/Biker/NameLouis01.vcd" //Louis! (loud)
  1657. scene "scenes/Biker/NameLouis02.vcd" //Louissss! (loud)
  1658. }
  1659. Rule SurvivorSpottedLouisFarBiker
  1660. {
  1661. criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerFar400
  1662. Response SurvivorSpottedLouisFarBiker
  1663. }
  1664.  
  1665. Response SurvivorSpottedMolotovBiker
  1666. {
  1667. scene "scenes/Biker/SpotGrenades02.vcd" //Molotov's over here.
  1668. scene "scenes/Biker/SpotGrenades04.vcd" //Molotov's over here.
  1669. scene "scenes/Biker/SpotGrenades07.vcd" //Molotovs!
  1670. }
  1671. Rule SurvivorSpottedMolotovBiker
  1672. {
  1673. criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  1674. ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
  1675. applycontexttoworld
  1676. Response SurvivorSpottedMolotovBiker
  1677. }
  1678.  
  1679. Response SurvivorSpottedMolotovAutoBiker
  1680. {
  1681. scene "scenes/Biker/SpotGrenades02.vcd" //Molotov's over here.
  1682. scene "scenes/Biker/SpotGrenades04.vcd" //Molotov's over here.
  1683. scene "scenes/Biker/SpotGrenades07.vcd" //Molotovs!
  1684. }
  1685. Rule SurvivorSpottedMolotovAutoBiker
  1686. {
  1687. criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot
  1688. ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
  1689. applycontexttoworld
  1690. Response SurvivorSpottedMolotovAutoBiker
  1691. }
  1692.  
  1693. Response SurvivorSpottedMolotovAutoBiker2
  1694. {
  1695. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  1696. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  1697. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  1698. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  1699. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  1700. scene "scenes/Biker/Yes01.vcd" //Yes.
  1701. scene "scenes/Biker/Yes04.vcd" //Yeah.
  1702. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  1703. }
  1704. Rule SurvivorSpottedMolotovAutoBiker2
  1705. {
  1706. criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot
  1707. ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
  1708. applycontexttoworld
  1709. Response SurvivorSpottedMolotovAutoBiker2
  1710. }
  1711.  
  1712. Response SurvivorSpottedPillsBiker
  1713. {
  1714. scene "scenes/Biker/SpotPills01.vcd" //Pills here!
  1715. }
  1716. Rule SurvivorSpottedPillsBiker
  1717. {
  1718. criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  1719. ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20"
  1720. applycontexttoworld
  1721. Response SurvivorSpottedPillsBiker
  1722. }
  1723.  
  1724. Response SurvivorSpottedPillsAutoBiker
  1725. {
  1726. scene "scenes/Biker/SpotPills01.vcd" //Pills here!
  1727. }
  1728. Rule SurvivorSpottedPillsAutoBiker
  1729. {
  1730. criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot
  1731. ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
  1732. applycontexttoworld
  1733. Response SurvivorSpottedPillsAutoBiker
  1734. }
  1735.  
  1736. Response SurvivorSpottedPillsAutoBiker2
  1737. {
  1738. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  1739. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  1740. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  1741. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  1742. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  1743. scene "scenes/Biker/Yes01.vcd" //Yes.
  1744. scene "scenes/Biker/Yes04.vcd" //Yeah.
  1745. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  1746. }
  1747. Rule SurvivorSpottedPillsAutoBiker2
  1748. {
  1749. criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot
  1750. ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
  1751. applycontexttoworld
  1752. Response SurvivorSpottedPillsAutoBiker2
  1753. }
  1754.  
  1755. Response SurvivorSpottedWorldCloseBiker
  1756. {
  1757. scene "scenes/Biker/LookHere01.vcd" //Check this out.
  1758. scene "scenes/Biker/LookHere02.vcd" //Look at this.
  1759. scene "scenes/Biker/LookHere03.vcd" //Look at this.
  1760. scene "scenes/Biker/LookHere04.vcd" //Well, hell, look at this.
  1761. scene "scenes/Biker/LookHere05.vcd" //Look here.
  1762. scene "scenes/Biker/LookHere06.vcd" //Somebody better check this out.
  1763. scene "scenes/Biker/LookHere07.vcd" //What the hell is this?
  1764. }
  1765. Rule SurvivorSpottedWorldCloseBiker
  1766. {
  1767. criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  1768. Response SurvivorSpottedWorldCloseBiker
  1769. }
  1770.  
  1771. Response SurvivorSpottedZoeyCloseBiker
  1772. {
  1773. scene "scenes/Biker/NameZoey03.vcd" //Zoey (quite)
  1774. }
  1775. Rule SurvivorSpottedZoeyCloseBiker
  1776. {
  1777. criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400
  1778. Response SurvivorSpottedZoeyCloseBiker
  1779. }
  1780.  
  1781. Response SurvivorSpottedZoeyClose2Biker
  1782. {
  1783. scene "scenes/Biker/NameZoey03.vcd" //Zoey (quite)
  1784. }
  1785. Rule SurvivorSpottedZoeyClose2Biker
  1786. {
  1787. criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400
  1788. Response SurvivorSpottedZoeyClose2Biker
  1789. }
  1790.  
  1791. Response SurvivorSpottedZoeyFarBiker
  1792. {
  1793. scene "scenes/Biker/NameZoey01.vcd" //Zoey! (loud)
  1794. scene "scenes/Biker/NameZoey02.vcd" //Zoeyyyyy! (loud)
  1795. }
  1796. Rule SurvivorSpottedZoeyFarBiker
  1797. {
  1798. criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlFar400
  1799. Response SurvivorSpottedZoeyFarBiker
  1800. }
  1801.  
  1802. Rule SurvivorSpottedAmmoAutoBiker
  1803. {
  1804. criteria ConceptPlayerSpotAmmo IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot
  1805. ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
  1806. applycontexttoworld
  1807. Response SurvivorSpottedAmmoBiker
  1808. }
  1809.  
  1810.  
  1811. //--------------------------------------------------------------------------------------------------------------
  1812. // Item Spotted Creshendo
  1813. //--------------------------------------------------------------------------------------------------------------
  1814. Response SurvivorMovingToBattleStationBiker
  1815. {
  1816. scene "scenes/Biker/AnswerReady01.vcd" //Ready.
  1817. scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it.
  1818. scene "scenes/Biker/GenericResponses09.vcd" //Allright, then, let's do it.
  1819. scene "scenes/Biker/GenericResponses13.vcd" //I say we just do it.
  1820. }
  1821. Rule SurvivorMovingToBattleStationBiker
  1822. {
  1823. criteria ConceptBotMovingToBattleStation IsNotCoughing IsBiker IsTalk IsTalkBiker IsSaidCreshendoStartNear IsNotSaidBattleStationsBiker
  1824. ApplyContext "SaidBattleStationsBiker:1:30"
  1825. applycontexttoworld
  1826. Response SurvivorMovingToBattleStationBiker
  1827. }
  1828.  
  1829.  
  1830. //--------------------------------------------------------------------------------------------------------------
  1831. // Monster Spotted
  1832. //--------------------------------------------------------------------------------------------------------------
  1833. Response SurvivorSpottedBoomerBiker
  1834. {
  1835. scene "scenes/Biker/WarnBoomer01.vcd" //BOOMER!
  1836. scene "scenes/Biker/WarnBoomer02.vcd" //BOOMER!
  1837. scene "scenes/Biker/WarnBoomer03.vcd" //BOOMER!
  1838. }
  1839. Rule SurvivorSpottedBoomerBiker
  1840. {
  1841. criteria ConceptPlayerWarnBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
  1842. ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
  1843. applycontexttoworld
  1844. Response SurvivorSpottedBoomerBiker
  1845. }
  1846.  
  1847. Response SurvivorSpottedHunterBiker
  1848. {
  1849. scene "scenes/Biker/WarnHunter01.vcd" //HUNTER!
  1850. scene "scenes/Biker/WarnHunter02.vcd" //HUNTER!
  1851. scene "scenes/Biker/WarnHunter03.vcd" //HUNTER!
  1852. }
  1853. Rule SurvivorSpottedHunterBiker
  1854. {
  1855. criteria ConceptPlayerWarnHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
  1856. ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
  1857. applycontexttoworld
  1858. Response SurvivorSpottedHunterBiker
  1859. }
  1860.  
  1861. Response SurvivorSpottedInfectedBiker
  1862. {
  1863. scene "scenes/Biker/Incoming01.vcd" //Here they come!
  1864. scene "scenes/Biker/Incoming02.vcd" //Holy shit, here they come!
  1865. scene "scenes/Biker/Incoming03.vcd" //They're coming!
  1866. scene "scenes/Biker/Incoming04.vcd" //Incoming!
  1867. scene "scenes/Biker/Incoming05.vcd" //Get ready ladies!
  1868. scene "scenes/Biker/Incoming06.vcd" //INCOMING!
  1869. scene "scenes/Biker/Incoming07.vcd" //This is gonna be good.
  1870. scene "scenes/Biker/Incoming08.vcd" //Shit, Get ready!
  1871. }
  1872. Rule SurvivorSpottedInfectedBiker
  1873. {
  1874. criteria ConceptPlayerIncoming IsNotCoughing IsBiker IsTalk IsTalkBiker
  1875. Response SurvivorSpottedInfectedBiker
  1876. }
  1877.  
  1878. Response SurvivorSpottedSmokerBiker
  1879. {
  1880. scene "scenes/Biker/WarnSmoker01.vcd" //SMOKER!
  1881. scene "scenes/Biker/WarnSmoker02.vcd" //SMOKER!
  1882. scene "scenes/Biker/WarnSmoker03.vcd" //SMOKER!
  1883. }
  1884. Rule SurvivorSpottedSmokerBiker
  1885. {
  1886. criteria ConceptPlayerWarnSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
  1887. ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
  1888. applycontexttoworld
  1889. Response SurvivorSpottedSmokerBiker
  1890. }
  1891.  
  1892. Response SurvivorSpottedTankBiker
  1893. {
  1894. scene "scenes/Biker/WarnTank01.vcd" //TANK!
  1895. scene "scenes/Biker/WarnTank02.vcd" //TANK!
  1896. scene "scenes/Biker/WarnTank03.vcd" //TANK!
  1897. }
  1898. Rule SurvivorSpottedTankBiker
  1899. {
  1900. criteria ConceptPlayerWarnTank IsNotCoughing IsBiker IsTalk IsTalkBiker
  1901. ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
  1902. applycontexttoworld
  1903. Response SurvivorSpottedTankBiker
  1904. }
  1905.  
  1906. Response SurvivorSpottedWitchBiker
  1907. {
  1908. scene "scenes/Biker/WarnWitch01.vcd" //WITCH!
  1909. scene "scenes/Biker/WarnWitch02.vcd" //WITCH!
  1910. scene "scenes/Biker/WarnWitch03.vcd" //WITCH!
  1911. }
  1912. Rule SurvivorSpottedWitchBiker
  1913. {
  1914. criteria ConceptPlayerWarnWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
  1915. ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
  1916. applycontexttoworld
  1917. Response SurvivorSpottedWitchBiker
  1918. }
  1919.  
  1920. Rule SurvivorAlsoSpottedBoomerBiker
  1921. {
  1922. criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
  1923. ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
  1924. applycontexttoworld
  1925. Response SurvivorSpottedBoomerBiker
  1926. }
  1927.  
  1928. Rule SurvivorAlsoSpottedHunterBiker
  1929. {
  1930. criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
  1931. ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
  1932. applycontexttoworld
  1933. Response SurvivorSpottedHunterBiker
  1934. }
  1935.  
  1936. Rule SurvivorAlsoSpottedSmokerBiker
  1937. {
  1938. criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
  1939. ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
  1940. applycontexttoworld
  1941. Response SurvivorSpottedSmokerBiker
  1942. }
  1943.  
  1944. Rule SurvivorAlsoSpottedTankBiker
  1945. {
  1946. criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsBiker IsTalk IsTalkBiker
  1947. ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
  1948. applycontexttoworld
  1949. Response SurvivorSpottedTankBiker
  1950. }
  1951.  
  1952. Rule SurvivorAlsoSpottedWitchBiker
  1953. {
  1954. criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
  1955. ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
  1956. applycontexttoworld
  1957. Response SurvivorSpottedWitchBiker
  1958. }
  1959.  
  1960.  
  1961. //--------------------------------------------------------------------------------------------------------------
  1962. // Not Rosetta - Responses
  1963. //--------------------------------------------------------------------------------------------------------------
  1964. Response EmphaticArriveRunBiker
  1965. {
  1966. scene "scenes/Biker/EmphaticRun01.vcd" //RUN!
  1967. scene "scenes/Biker/EmphaticRun02.vcd" //RUN!
  1968. scene "scenes/Biker/EmphaticRun03.vcd" //HOLY SHIT! Run!
  1969. scene "scenes/Biker/EmphaticRun04.vcd" //LET'S BEAT IT!
  1970. scene "scenes/Biker/EmphaticRun05.vcd" //RUN!
  1971. scene "scenes/Biker/EmphaticRun06.vcd" //SHIT! Run!
  1972. scene "scenes/Biker/EmphaticRun09.vcd" //Get the lead out!
  1973. scene "scenes/Biker/EmphaticRun10.vcd" //Haul Ass!
  1974. }
  1975. Rule EmphaticArriveRunBiker
  1976. {
  1977. criteria ConceptEmphaticArriveRun IsNotCoughing IsBiker IsTalkBiker
  1978. Response EmphaticArriveRunBiker
  1979. }
  1980.  
  1981. Response PlayerAlertGiveItemBiker
  1982. {
  1983. scene "scenes/Biker/AlertGiveItem01.vcd" //Here, take this.
  1984. scene "scenes/Biker/AlertGiveItem02.vcd" //I got something for you.
  1985. scene "scenes/Biker/AlertGiveItem03.vcd" //Take this.
  1986. scene "scenes/Biker/AlertGiveItem04.vcd" //Merry Christmas.
  1987. scene "scenes/Biker/AlertGiveItem05.vcd" //Share the wealth, brother.
  1988. scene "scenes/Biker/AlertGiveItem06.vcd" //Hold up I got something for you.
  1989. scene "scenes/Biker/AlertGiveItem07.vcd" //Take it. Hell, I don't need it.
  1990. }
  1991. Rule PlayerAlertGiveItemBiker
  1992. {
  1993. criteria ConceptPlayerAlertGiveItem IsNotCoughing IsBiker IsTalk IsTalkBiker
  1994. Response PlayerAlertGiveItemBiker
  1995. }
  1996.  
  1997. Response PlayerFriendlyFireBiker
  1998. {
  1999. scene "scenes/Biker/FriendlyFire01.vcd" //That hurt.
  2000. scene "scenes/Biker/FriendlyFire02.vcd" //Dammit! Will you knock it off!
  2001. scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off!
  2002. scene "scenes/Biker/FriendlyFire04.vcd" //Do I look like a target?
  2003. scene "scenes/Biker/FriendlyFire05.vcd" odds 1 //You know I would appreciate it, IF YOU'D STOP SHOOTING ME.
  2004. scene "scenes/Biker/FriendlyFire06.vcd" //Watch where the hell you're shooting.
  2005. scene "scenes/Biker/FriendlyFire07.vcd" //Watch where you're shooting!
  2006. scene "scenes/Biker/FriendlyFire08.vcd" //Stop. Shooting. Me.
  2007. scene "scenes/Biker/FriendlyFire09.vcd" //Hey! Stop. Shooting. Me.
  2008. scene "scenes/Biker/FriendlyFire10.vcd" //Watch where you're shooting!
  2009. scene "scenes/Biker/FriendlyFire11.vcd" //Don't shoot me!
  2010. scene "scenes/Biker/FriendlyFire12.vcd" //Watch where you point that thing
  2011. scene "scenes/Biker/FriendlyFire13.vcd" //Dammit! Watch where you're shooting!
  2012. scene "scenes/Biker/FriendlyFire14.vcd" //Don't shoot me!
  2013. scene "scenes/Biker/FriendlyFire15.vcd" odds 1 //Monsters all over the damn place, and you gotta shoot me.
  2014. scene "scenes/Biker/FriendlyFire16.vcd" //Quit freaking shooting me!
  2015. scene "scenes/Biker/FriendlyFire18.vcd" odds 1 //Shoot me again, I'm gonna kick your ass.
  2016. scene "scenes/Biker/FriendlyFire19.vcd" odds 1 //Do that again, and you're gonna be firing that thing outta your ass.
  2017. }
  2018. Rule PlayerFriendlyFireBiker
  2019. {
  2020. criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker
  2021. ApplyContext "BikerFriendlyFire:1:10"
  2022. applycontexttoworld
  2023. Response PlayerFriendlyFireBiker
  2024. }
  2025.  
  2026. Response PlayerFriendlyFire2Biker
  2027. {
  2028. scene "scenes/Biker/TeamKillAccident01.vcd" //Be careful!
  2029. scene "scenes/Biker/TeamKillAccident02.vcd" //That was not cool.
  2030. scene "scenes/Biker/TeamKillAccident03.vcd" //That was not cool.
  2031. scene "scenes/Biker/TeamKillAccident04.vcd" //Pull yer head outta yer ass.
  2032. scene "scenes/Biker/TeamKillAccident05.vcd" //Careful!
  2033. scene "scenes/Biker/TeamKillAccident06.vcd" //Hey! Careful!
  2034. }
  2035. Rule PlayerFriendlyFire2Biker
  2036. {
  2037. criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsBikerFriendlyFire IsTalk IsTalkBiker
  2038. ApplyContext "BikerFriendlyFire:1:3"
  2039. applycontexttoworld
  2040. Response PlayerFriendlyFire2Biker
  2041. }
  2042.  
  2043. Response PlayerFriendlyFireFromBillBiker
  2044. {
  2045. scene "scenes/Biker/Biker_FriendlyFireBill01.vcd" odds 5 //AH! You havin' some kinda flashback Old Man?
  2046. scene "scenes/Biker/Biker_FriendlyFireBill02.vcd" //God DAMMIT, Bill.
  2047. scene "scenes/Biker/Biker_FriendlyFireBill03.vcd" //Bill, quit shootin' me.
  2048. scene "scenes/Biker/Biker_FriendlyFireBill04.vcd" //Watch yer fire, Old Man.
  2049. scene "scenes/Biker/Biker_FriendlyFireBill05.vcd" odds 2 //Nice Shot, Bill.That was my ass.
  2050. }
  2051. Rule PlayerFriendlyFireFromBillBiker
  2052. {
  2053. criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsNamVet ChanceToFire30Percent
  2054. ApplyContext "BikerFriendlyFire:1:10"
  2055. applycontexttoworld
  2056. Response PlayerFriendlyFireFromBillBiker
  2057. }
  2058.  
  2059. Response PlayerFriendlyFireFromLouisBiker
  2060. {
  2061. scene "scenes/Biker/Biker_FriendlyFireLouis03.vcd" //OW! Louis!
  2062. scene "scenes/Biker/Biker_FriendlyFireLouis04.vcd" odds 5 //GODDAMN IT LOUIS! Stop shootin' me.
  2063. scene "scenes/Biker/Biker_FriendlyFireLouis06.vcd" odds 5 //LOU-IS STOP SHOOTING ME (Snarled)
  2064. scene "scenes/Biker/FriendlyFire01.vcd" //That hurt.
  2065. scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off!
  2066. scene "scenes/Biker/NameLouis01.vcd" //Louis! (loud)
  2067. scene "scenes/Biker/NameLouis02.vcd" //Louissss! (loud)
  2068. scene "scenes/Biker/Swear02.vcd" //Shit.
  2069. scene "scenes/Biker/Swear12.vcd" //Shit.
  2070. scene "scenes/Biker/Swear18.vcd" //Bullshit.
  2071. }
  2072. Rule PlayerFriendlyFireFromLouisBiker
  2073. {
  2074. criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsManager ChanceToFire30Percent
  2075. ApplyContext "BikerFriendlyFire:1:10"
  2076. applycontexttoworld
  2077. Response PlayerFriendlyFireFromLouisBiker
  2078. }
  2079.  
  2080. Response PlayerFriendlyFireFromZoeyBiker
  2081. {
  2082. scene "scenes/Biker/Biker_FriendlyFireZoey02.vcd" //Knock it off, Zoey.
  2083. scene "scenes/Biker/Biker_FriendlyFireZoey05.vcd" odds 5 //Zoey! Stop shooting me.
  2084. }
  2085. Rule PlayerFriendlyFireFromZoeyBiker
  2086. {
  2087. criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsTeenGirl ChanceToFire30Percent
  2088. ApplyContext "BikerFriendlyFire:1:10"
  2089. applycontexttoworld
  2090. Response PlayerFriendlyFireFromZoeyBiker
  2091. }
  2092.  
  2093. Response PlayerFriendlyFireNoBulletBiker
  2094. {
  2095. scene "scenes/Biker/FriendlyFire01.vcd" //That hurt.
  2096. scene "scenes/Biker/FriendlyFire02.vcd" //Dammit! Will you knock it off!
  2097. scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off!
  2098. }
  2099. Rule PlayerFriendlyFireNoBulletBiker
  2100. {
  2101. criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkBiker
  2102. ApplyContext "BikerFriendlyFire:1:10"
  2103. Response PlayerFriendlyFireNoBulletBiker
  2104. }
  2105.  
  2106. Response PlayerToTheRescueBiker
  2107. {
  2108. scene "scenes/Biker/ToTheRescue01.vcd" predelay "0.75,1.5" //Hang on, I'm on my way!
  2109. scene "scenes/Biker/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm coming!
  2110. scene "scenes/Biker/ToTheRescue03.vcd" predelay "0.75,1.5" //Hang in there buddy, I'm comin.
  2111. scene "scenes/Biker/ToTheRescue04.vcd" predelay "0.75,1.5" //I'm coming for ya!
  2112. scene "scenes/Biker/ToTheRescue05.vcd" predelay "0.75,1.5" //Hang on I'm coming!
  2113. scene "scenes/Biker/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang in there, I'm comin!
  2114. scene "scenes/Biker/ToTheRescue07.vcd" predelay "0.75,1.5" //Hang on, hang on, I'm comin!
  2115. scene "scenes/Biker/ToTheRescue08.vcd" predelay "0.75,1.5" //I heard ya, I'm comin'!
  2116. }
  2117. Rule PlayerToTheRescueBiker
  2118. {
  2119. criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600
  2120. ApplyContext "SaidRescueComing:1:20"
  2121. applycontexttoworld
  2122. Response PlayerToTheRescueBiker
  2123. }
  2124.  
  2125. Response SurvivorTauntResponseBiker
  2126. {
  2127. scene "scenes/Biker/Hurrah01.vcd" //All right.
  2128. scene "scenes/Biker/Hurrah02.vcd" //Aw riiiight.
  2129. scene "scenes/Biker/Hurrah03.vcd" //Awesome.
  2130. scene "scenes/Biker/Hurrah04.vcd" //Awesome.
  2131. scene "scenes/Biker/Hurrah16.vcd" //Awesome.
  2132. scene "scenes/Biker/Hurrah17.vcd" //Aw riiiight.
  2133. scene "scenes/Biker/Hurrah18.vcd" //Aw riiiight.
  2134. scene "scenes/Biker/Hurrah19.vcd" //Goddamn right!
  2135. scene "scenes/Biker/Hurrah20.vcd" //Hell yeah!
  2136. scene "scenes/Biker/Taunt01.vcd" //That's right!
  2137. scene "scenes/Biker/Taunt02.vcd" //HELL YEAH!
  2138. scene "scenes/Biker/Taunt03.vcd" //OH YEAH!
  2139. scene "scenes/Biker/Taunt04.vcd" //Oh yeah!
  2140. scene "scenes/Biker/Taunt05.vcd" //[Loud, evil laugh]
  2141. scene "scenes/Biker/Taunt06.vcd" //[Loud, evil laugh]
  2142. scene "scenes/Biker/Taunt07.vcd" //[Loud, evil laugh]
  2143. scene "scenes/Biker/Taunt08.vcd" //YEAH! YEAH!
  2144. scene "scenes/Biker/Taunt09.vcd" //Damn straight!
  2145. scene "scenes/Biker/Taunt10.vcd" //HELL YEAH!
  2146. }
  2147. Rule SurvivorTauntResponseBiker
  2148. {
  2149. criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsBiker IsTalk IsTalkBiker
  2150. Response SurvivorTauntResponseBiker
  2151. }
  2152.  
  2153.  
  2154. //--------------------------------------------------------------------------------------------------------------
  2155. // Not Rosetta - ZResponses
  2156. //--------------------------------------------------------------------------------------------------------------
  2157. Rule EmphaticArriveRunFarmBiker
  2158. {
  2159. criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsBiker IsTalkBiker
  2160. Response EmphaticArriveRunBiker
  2161. }
  2162.  
  2163. Response EmphaticArriveRunFarm2Biker
  2164. {
  2165. scene "scenes/Biker/WorldFarmHouse0523.vcd" //I forgive you, Army. I love you guys!
  2166. scene "scenes/Biker/WorldFarmHouse0528.vcd" //I LOVE the goddamn army!
  2167. }
  2168. Rule EmphaticArriveRunFarm2Biker
  2169. {
  2170. criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsBiker IsTalkBiker ChanceToFire50Percent
  2171. Response EmphaticArriveRunFarm2Biker
  2172. }
  2173.  
  2174.  
  2175. //--------------------------------------------------------------------------------------------------------------
  2176. // Player File
  2177. //--------------------------------------------------------------------------------------------------------------
  2178. Response PlayerChokeResponseBiker
  2179. {
  2180. scene "scenes/Biker/Choke01.vcd" //[Choking]
  2181. scene "scenes/Biker/Choke02.vcd" //[Choking]
  2182. scene "scenes/Biker/Choke03.vcd" //[Choking]
  2183. scene "scenes/Biker/Choke04.vcd" //[Choking]
  2184. scene "scenes/Biker/Choke05.vcd" //[Choking]
  2185. scene "scenes/Biker/Choke06.vcd" //[Choking]
  2186. scene "scenes/Biker/Choke07.vcd" //[Choking]
  2187. scene "scenes/Biker/Choke08.vcd" //[Choking]
  2188. scene "scenes/Biker/Choke09.vcd" //[Choking]
  2189. scene "scenes/Biker/Help01.vcd" //Help!
  2190. scene "scenes/Biker/Help05.vcd" //Help me!
  2191. scene "scenes/Biker/Help06.vcd" //Help!
  2192. scene "scenes/Biker/Help07.vcd" //Help me!
  2193. scene "scenes/Biker/Help12.vcd" //Help me!
  2194. }
  2195. Rule PlayerChokeResponseBiker
  2196. {
  2197. criteria ConceptPlayerChoke IsSurvivor IsBiker IsTalk IsTalkBiker
  2198. Response PlayerChokeResponseBiker
  2199. }
  2200.  
  2201. Response PlayerTonguePullStartResponseBiker
  2202. {
  2203. scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
  2204. scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
  2205. scene "scenes/Biker/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
  2206. scene "scenes/Biker/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
  2207. scene "scenes/Biker/GrabbedBySmoker03.vcd" //no, No, NO, NO!!!
  2208. }
  2209. Rule PlayerTonguePullStartResponseBiker
  2210. {
  2211. criteria ConceptPlayerTonguePullStart IsSurvivor IsBiker IsTalk IsTalkBiker
  2212. Response PlayerTonguePullStartResponseBiker
  2213. }
  2214.  
  2215. Response SurvivorCriticalHurtBiker
  2216. {
  2217. scene "scenes/Biker/HurtCritical01.vcd" //[Pain noise - loud major pain]
  2218. scene "scenes/Biker/HurtCritical02.vcd" //[Pain noise - loud major pain]
  2219. scene "scenes/Biker/HurtCritical03.vcd" //[Pain noise - loud major pain]
  2220. scene "scenes/Biker/HurtCritical04.vcd" //[Pain noise - loud major pain]
  2221. scene "scenes/Biker/HurtCritical05.vcd" //[Pain noise - loud major pain]
  2222. scene "scenes/Biker/HurtCritical06.vcd" //[Pain noise - loud major pain]
  2223. scene "scenes/Biker/HurtCritical07.vcd" //[Pain noise - loud major pain]
  2224. scene "scenes/Biker/HurtCritical08.vcd" //[Pain noise - loud major pain]
  2225. scene "scenes/Biker/HurtCritical09.vcd" //[Pain noise - loud major pain]
  2226. scene "scenes/Biker/HurtCritical10.vcd" //[Pain noise - loud major pain]
  2227. scene "scenes/Biker/HurtCritical11.vcd" //[Pain noise - loud major pain]
  2228. }
  2229. Rule SurvivorCriticalHurtBiker
  2230. {
  2231. criteria IsSurvivor InPain IsCriticalPain IsBiker IsTalk IsTalkBiker
  2232. Response SurvivorCriticalHurtBiker
  2233. }
  2234.  
  2235. Response SurvivorIncapacitatedHurtBiker
  2236. {
  2237. scene "scenes/Biker/IncapacitatedInjury01.vcd" //[Ahhhh - terrified yell]
  2238. scene "scenes/Biker/IncapacitatedInjury02.vcd" //[Ahhhh - terrified yell]
  2239. scene "scenes/Biker/IncapacitatedInjury03.vcd" //[Ahhhh - terrified yell]
  2240. scene "scenes/Biker/IncapacitatedInjury04.vcd" //[Ahhhh - terrified yell]
  2241. scene "scenes/Biker/IncapacitatedInjury05.vcd" //[Ahhhh - terrified yell]
  2242. scene "scenes/Biker/IncapacitatedInjury06.vcd" //[Ahhhh - terrified yell]
  2243. }
  2244. Rule SurvivorIncapacitatedHurtBiker
  2245. {
  2246. criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsBiker IsTalk IsTalkBiker
  2247. Response SurvivorIncapacitatedHurtBiker
  2248. }
  2249.  
  2250. Response SurvivorMajorHurtBiker
  2251. {
  2252. scene "scenes/Biker/HurtMajor01.vcd" //[Pain noise - ahh]
  2253. scene "scenes/Biker/HurtMajor02.vcd" //[Pain noise - huh]
  2254. scene "scenes/Biker/HurtMajor03.vcd" //[Pain noise - oy]
  2255. scene "scenes/Biker/HurtMajor04.vcd" //[Pain noise - ugh]
  2256. scene "scenes/Biker/HurtMajor05.vcd" //[Pain noise - ugh]
  2257. scene "scenes/Biker/HurtMajor06.vcd" //[Pain noise - ugh]
  2258. scene "scenes/Biker/HurtMajor07.vcd" //[Pain noise - ugh]
  2259. scene "scenes/Biker/HurtMajor08.vcd" //[Pain noise - ugh]
  2260. scene "scenes/Biker/HurtMajor09.vcd" //[Pain noise - ugh]
  2261. scene "scenes/Biker/HurtMajor10.vcd" //[Pain noise - ugh]
  2262. scene "scenes/Biker/HurtMajor11.vcd" //[Pain noise - ugh]
  2263. }
  2264. Rule SurvivorMajorHurtBiker
  2265. {
  2266. criteria IsSurvivor InPain IsMajorPain IsBiker IsTalk IsTalkBiker
  2267. Response SurvivorMajorHurtBiker
  2268. }
  2269.  
  2270. Response SurvivorMinorHurtBiker
  2271. {
  2272. scene "scenes/Biker/HurtMinor01.vcd" //[Pain noise - short minor pain]
  2273. scene "scenes/Biker/HurtMinor02.vcd" //[Pain noise - short minor pain]
  2274. scene "scenes/Biker/HurtMinor03.vcd" //[Pain noise - short minor pain]
  2275. scene "scenes/Biker/HurtMinor04.vcd" //[Pain noise - short minor pain]
  2276. scene "scenes/Biker/HurtMinor05.vcd" //[Pain noise - short minor pain]
  2277. scene "scenes/Biker/HurtMinor06.vcd" //[Pain noise - short minor pain]
  2278. scene "scenes/Biker/HurtMinor07.vcd" //[Pain noise - short minor pain]
  2279. scene "scenes/Biker/HurtMinor08.vcd" //[Pain noise - short minor pain]
  2280. }
  2281. Rule SurvivorMinorHurtBiker
  2282. {
  2283. criteria IsSurvivor InPain IsMinorPain IsBiker IsTalk IsTalkBiker
  2284. Response SurvivorMinorHurtBiker
  2285. }
  2286.  
  2287. Response SurvivorReloadingBiker
  2288. {
  2289. scene "scenes/Biker/Reloading01.vcd" //Reloading!
  2290. scene "scenes/Biker/Reloading02.vcd" //Reloading!
  2291. scene "scenes/Biker/Reloading03.vcd" //Reloading!
  2292. }
  2293. Rule SurvivorReloadingBiker
  2294. {
  2295. criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsBiker IsNotIncapacitated IsTalk IsTalkBiker RecentGroupInCombat10
  2296. Response SurvivorReloadingBiker
  2297. }
  2298.  
  2299.  
  2300. //--------------------------------------------------------------------------------------------------------------
  2301. // Player Help Incapped
  2302. //--------------------------------------------------------------------------------------------------------------
  2303. Response PlayerHelpIncappedBiker
  2304. {
  2305. scene "scenes/Biker/Help01.vcd" then any FriendNeedsHelp foo:0 0 //Help!
  2306. scene "scenes/Biker/Help02.vcd" then any FriendNeedsHelp foo:0 0 //I need some help over here.
  2307. scene "scenes/Biker/Help03.vcd" then any FriendNeedsHelp foo:0 0 //I'm in trouble!
  2308. scene "scenes/Biker/Help05.vcd" then any FriendNeedsHelp foo:0 0 //Help me!
  2309. scene "scenes/Biker/Help06.vcd" then any FriendNeedsHelp foo:0 0 //Help!
  2310. scene "scenes/Biker/Help07.vcd" then any FriendNeedsHelp foo:0 0 //Help me!
  2311. scene "scenes/Biker/Help08.vcd" then any FriendNeedsHelp foo:0 0 //I'm in some trouble!
  2312. scene "scenes/Biker/Help12.vcd" then any FriendNeedsHelp foo:0 0 //Help me!
  2313. }
  2314. Rule PlayerHelpIncappedBiker
  2315. {
  2316. criteria ConceptPlayerHelp IsBiker IsTalk IsTalkBiker IsIncapacitated NotCalledForHelpRecently
  2317. ApplyContext "CalledForHelp:1:20"
  2318. Response PlayerHelpIncappedBiker
  2319. }
  2320.  
  2321.  
  2322. //--------------------------------------------------------------------------------------------------------------
  2323. // PlayerIncappedResponse
  2324. //--------------------------------------------------------------------------------------------------------------
  2325. Response HelpResponseBillBiker
  2326. {
  2327. scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind?
  2328. scene "scenes/Biker/InsideSafeRoom06.vcd" //That old man wouldn't leave one of US out there.
  2329. scene "scenes/Biker/InsideSafeRoom10.vcd" //Ahh shit, I just can't sit here and wait for them to die.
  2330. scene "scenes/Biker/InsideSafeRoom19.vcd" //We just leavin' Bill out there?
  2331. }
  2332. Rule HelpResponseBillBiker
  2333. {
  2334. criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea NotAloneInSafeSpot
  2335. Response HelpResponseBillBiker
  2336. }
  2337.  
  2338. Response HelpResponseLouisBiker
  2339. {
  2340. scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind?
  2341. scene "scenes/Biker/InsideSafeRoom10.vcd" //Ahh shit, I just can't sit here and wait for them to die.
  2342. scene "scenes/Biker/InsideSafeRoom18.vcd" //We should maybe go get Louis. I'm just sayin'...
  2343. scene "scenes/Biker/InsideSafeRoom21.vcd" //We just leavin' Louis out there?
  2344. }
  2345. Rule HelpResponseLouisBiker
  2346. {
  2347. criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot
  2348. Response HelpResponseLouisBiker
  2349. }
  2350.  
  2351. Response HelpResponseLouisBBiker
  2352. {
  2353. scene "scenes/Biker/InsideSafeRoom21.vcd" then Biker NeedsHelpResponseLouisB2 foo:0 0.05 //We just leavin' Louis out there?
  2354. }
  2355. Rule HelpResponseLouisBBiker
  2356. {
  2357. criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot ChanceToFire10Percent
  2358. Response HelpResponseLouisBBiker
  2359. }
  2360.  
  2361. Response HelpResponseLouisB2Biker
  2362. {
  2363. scene "scenes/Biker/InsideSafeRoom22.vcd" //I mean, I'm cool with that if everyone else is.
  2364. }
  2365. Rule HelpResponseLouisB2Biker
  2366. {
  2367. criteria ConceptNeedsHelpResponseLouisB2 IsBiker IsTalk IsTalkBiker
  2368. Response HelpResponseLouisB2Biker
  2369. }
  2370.  
  2371. Response HelpResponseZoeyBiker
  2372. {
  2373. scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind?
  2374. scene "scenes/Biker/InsideSafeRoom05.vcd" //We can't leave Zoey out there.
  2375. }
  2376. Rule HelpResponseZoeyBiker
  2377. {
  2378. criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsTeenGirl IsNotInStartArea NotAloneInSafeSpot
  2379. Response HelpResponseZoeyBiker
  2380. }
  2381.  
  2382.  
  2383. //--------------------------------------------------------------------------------------------------------------
  2384. // Remarkable Vocalize
  2385. //--------------------------------------------------------------------------------------------------------------
  2386. Response PlayeGoingToDie3VampirebBiker
  2387. {
  2388. scene "scenes/Biker/Generic33.vcd" //Call these freaks whatever you want.
  2389. }
  2390. Rule PlayeGoingToDie3VampirebBiker
  2391. {
  2392. criteria ConceptVampiresBeatb IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 TimeSinceGroupInCombat10
  2393. Response PlayeGoingToDie3VampirebBiker
  2394. }
  2395.  
  2396. Response PlayerAirport02CraneStartedBiker
  2397. {
  2398. scene "scenes/Biker/GenericResponses11.vcd" //Ah shit, here we go again.
  2399. scene "scenes/Biker/blank.vcd" //
  2400. }
  2401. Rule PlayerAirport02CraneStartedBiker
  2402. {
  2403. criteria Conceptairport02_creshendoCrane IsBiker
  2404. ApplyContext "Airport02CraneStarted:1:0"
  2405. applycontexttoworld
  2406. Response PlayerAirport02CraneStartedBiker
  2407. }
  2408.  
  2409. Response PlayerAirport02DumpsterDownBiker
  2410. {
  2411. scene "scenes/Biker/WorldAirport0209.vcd" //It's down! Let's move!
  2412. scene "scenes/Biker/WorldAirport0210.vcd" //Our dumpster has arrived! Let's go!
  2413. scene "scenes/Biker/WorldAirport0231.vcd" //Our dumpster has arrived! Let's go, girls!
  2414. }
  2415. Rule PlayerAirport02DumpsterDownBiker
  2416. {
  2417. criteria Conceptairport02_creshendo03 IsBiker IsTalk IsTalkBiker
  2418. Response PlayerAirport02DumpsterDownBiker
  2419. }
  2420.  
  2421. Response Playerairport03_barrieraBiker
  2422. {
  2423. scene "scenes/Biker/WorldAirport0302.vcd" //It figures the only thing in the damn city not on fire is the one thing we need burned down.
  2424. scene "scenes/Biker/WorldAirport0302.vcd" //It figures the only thing in the damn city not on fire is the one thing we need burned down.
  2425. }
  2426. Rule Playerairport03_barrieraBiker
  2427. {
  2428. criteria Conceptairport03_barriera IsBiker IsNotSaidairport03_barriera IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidairport03_barrier
  2429. ApplyContext "Saidairport03_barriera:1:0"
  2430. applycontexttoworld
  2431. Response Playerairport03_barrieraBiker
  2432. }
  2433.  
  2434. Response PlayerAirport03FirePathClearaBiker
  2435. {
  2436. scene "scenes/Biker/ArriveGeneric01.vcd" then all Airport03FirePathCleara foo:0 0 //Lets get out of here. Go go go!
  2437. }
  2438. Rule PlayerAirport03FirePathClearaBiker
  2439. {
  2440. criteria ConceptAirport03FirePathCleara IsBiker IsNotCoughing IsTalk IsTalkBiker ChanceToFire10Percent RecentGroupInCombat2
  2441. ApplyContext "SaidAirport03FirePathClear:1:0"
  2442. applycontexttoworld
  2443. Response PlayerAirport03FirePathClearaBiker
  2444. }
  2445.  
  2446. Response PlayerAirport03FirePathClearXBiker
  2447. {
  2448. scene "scenes/Biker/WorldAirport0309.vcd" then all Airport03FirePathCleara foo:0 0 //The path is clear!
  2449. scene "scenes/Biker/WorldAirport0310.vcd" then all Airport03FirePathCleara foo:0 0 //We burned a path!
  2450. }
  2451. Rule PlayerAirport03FirePathClearXBiker
  2452. {
  2453. criteria ConceptAirport03FirePathClearX IsBiker IsNotCoughing IsTalk IsTalkBiker IsNotSaidAirport03FirePathClear
  2454. ApplyContext "SaidAirport03FirePathClear:1:0"
  2455. applycontexttoworld
  2456. Response PlayerAirport03FirePathClearXBiker
  2457. }
  2458.  
  2459. Response PlayerAirport03FireStartedXBiker
  2460. {
  2461. scene "scenes/Biker/SwearCoupDeGrace01.vcd" odds 5 //Burn you son of a bitch.
  2462. scene "scenes/Biker/WorldAirport0322.vcd" odds 5 //Heh heh, hot shot.
  2463. scene "scenes/Biker/blank.vcd" //
  2464. }
  2465. Rule PlayerAirport03FireStartedXBiker
  2466. {
  2467. criteria ConceptAirport03FireStartedX IsBiker IsNotCoughing IsTalk IsTalkBiker
  2468. ApplyContext "SaidAirport03FireStarted:1:0"
  2469. applycontexttoworld
  2470. Response PlayerAirport03FireStartedXBiker
  2471. }
  2472.  
  2473. Response Playerairport04_05aBiker
  2474. {
  2475. scene "scenes/Biker/Laughter07.vcd" //<Short laugh>
  2476. scene "scenes/Biker/ReactionPositive01.vcd" //[laugh]
  2477. }
  2478. Rule Playerairport04_05aBiker
  2479. {
  2480. criteria Conceptairport04_05a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  2481. Response Playerairport04_05aBiker
  2482. }
  2483.  
  2484. Response Playerairport04_08aBiker
  2485. {
  2486. scene "scenes/Biker/WorldAirport0410.vcd" //Bill? I was the one that said that.
  2487. }
  2488. Rule Playerairport04_08aBiker
  2489. {
  2490. criteria Conceptairport04_08a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  2491. Response Playerairport04_08aBiker
  2492. }
  2493.  
  2494. Response Playerairport04_08bBiker
  2495. {
  2496. scene "scenes/Biker/GenericResponses08.vcd" //That sounds about right.
  2497. scene "scenes/Biker/ViolenceAwe05.vcd" //Holy shit...
  2498. }
  2499. Rule Playerairport04_08bBiker
  2500. {
  2501. criteria Conceptairport04_08b IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  2502. Response Playerairport04_08bBiker
  2503. }
  2504.  
  2505. Response Playerairport04_08cBiker
  2506. {
  2507. scene "scenes/Biker/WorldAirport0419.vcd" //We need to get out to the runway.
  2508. scene "scenes/Biker/WorldAirport0420.vcd" //We gotta get to the runway.
  2509. }
  2510. Rule Playerairport04_08cBiker
  2511. {
  2512. criteria Conceptairport04_08c IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  2513. Response Playerairport04_08cBiker
  2514. }
  2515.  
  2516. Response Playerairport04_vanaBiker
  2517. {
  2518. scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans.
  2519. }
  2520. Rule Playerairport04_vanaBiker
  2521. {
  2522. criteria Conceptairport04_vana IsBiker IsTalk IsTalkBiker IsSubjectNear500
  2523. Response Playerairport04_vanaBiker
  2524. }
  2525.  
  2526. Response PlayerRemarkairport02_creshendo01aBiker
  2527. {
  2528. scene "scenes/Biker/blank.vcd" //
  2529. }
  2530. Rule PlayerRemarkairport02_creshendo01aBiker
  2531. {
  2532. criteria ConceptRemark IsBiker Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkBiker
  2533. ApplyContext "Saidairport02_creshendo01a:1:30"
  2534. applycontexttoworld
  2535. Response PlayerRemarkairport02_creshendo01aBiker
  2536. }
  2537.  
  2538. Response PlayerRemarkairport02_creshendo01bBiker
  2539. {
  2540. scene "scenes/Biker/WorldAirport0205.vcd" then Any FrancisSuggestsCrane foo:0 0 //The crane'll lower that dumpster, then we can jump across.
  2541. scene "scenes/Biker/WorldAirport0206.vcd" then Any FrancisSuggestsCrane foo:0 0 //We can get across on that dumpster.
  2542. scene "scenes/Biker/WorldAirport0207.vcd" then Any FrancisSuggestsCrane foo:0 0 //Somebody wanna lower that dumpster so we can get across?
  2543. scene "scenes/Biker/WorldAirport0208.vcd" then Any FrancisSuggestsCrane foo:0 0 //Somebody start the crane.
  2544. scene "scenes/Biker/WorldAirport0229.vcd" //Don't everybody start the crane at once.
  2545. }
  2546. Rule PlayerRemarkairport02_creshendo01bBiker
  2547. {
  2548. criteria ConceptRemark IsBiker Isairport02_creshendo01b IsNotSaidairport02_creshendo01a NotInCombat IsTalk IsTalkBiker IsSubjectNear1000 IsNotAirport02CraneStarted
  2549. ApplyContext "Saidairport02_creshendo01b:1:0"
  2550. applycontexttoworld
  2551. Response PlayerRemarkairport02_creshendo01bBiker
  2552. }
  2553.  
  2554. Response PlayerRemarkairport02_path01Biker
  2555. {
  2556. scene "scenes/Biker/WorldAirport0201.vcd" //We can get back to the rooftops.
  2557. scene "scenes/Biker/WorldAirport0202.vcd" //Let's head back up.
  2558. scene "scenes/Biker/WorldAirport0203.vcd" //We oughtta get back on the rooftops.
  2559. }
  2560. Rule PlayerRemarkairport02_path01Biker
  2561. {
  2562. criteria ConceptRemark IsBiker Isairport02_path01 IsNotSaidairport02_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1500
  2563. ApplyContext "Saidairport02_path01:1:0"
  2564. applycontexttoworld
  2565. Response PlayerRemarkairport02_path01Biker
  2566. }
  2567.  
  2568. Response PlayerRemarkairport02_path02Biker
  2569. {
  2570. scene "scenes/Biker/WorldSmallTown0511.vcd" //I hate lawyers
  2571. scene "scenes/Biker/WorldSmallTown0512.vcd" odds 5 then Any LaughFrancis foo:0 0 //I hate boat lawyers. When are they gonna get done practicing law?
  2572. }
  2573. Rule PlayerRemarkairport02_path02Biker
  2574. {
  2575. criteria ConceptRemark IsBiker Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire10Percent
  2576. ApplyContext "Saidairport02_path02:1:0"
  2577. applycontexttoworld
  2578. Response PlayerRemarkairport02_path02Biker
  2579. }
  2580.  
  2581. //AUTOGENERATED BLANK FOR PlayerRemarkairport02_path02Biker : ChanceToFire10Percent
  2582. Rule AUTOBLANK_PlayerRemarkairport02_path02Biker
  2583. {
  2584. criteria ConceptRemark IsBiker Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2585. ApplyContext "Saidairport02_path02:1:0"
  2586. applycontexttoworld
  2587. Response _PlayerInfoRemarkableBlankBiker
  2588. }
  2589.  
  2590. Response PlayerRemarkairport02_path03Biker
  2591. {
  2592. scene "scenes/Biker/WorldAirport0320.vcd" odds 10 //Hey suit, this look familiar? tch tck?
  2593. }
  2594. Rule PlayerRemarkairport02_path03Biker
  2595. {
  2596. criteria ConceptRemark IsBiker Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ChanceToFire20Percent IsManagerAlive
  2597. ApplyContext "Saidairport02_path03:1:0"
  2598. applycontexttoworld
  2599. Response PlayerRemarkairport02_path03Biker
  2600. }
  2601.  
  2602. //AUTOGENERATED BLANK FOR PlayerRemarkairport02_path03Biker : ChanceToFire20Percent
  2603. Rule AUTOBLANK_PlayerRemarkairport02_path03Biker
  2604. {
  2605. criteria ConceptRemark IsBiker Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 IsManagerAlive
  2606. ApplyContext "Saidairport02_path03:1:0"
  2607. applycontexttoworld
  2608. Response _PlayerInfoRemarkableBlankBiker
  2609. }
  2610.  
  2611. Response PlayerRemarkairport02_path04Biker
  2612. {
  2613. scene "scenes/Biker/WorldAirport0215.vcd" //Down the stairs!
  2614. scene "scenes/Biker/WorldAirport0216.vcd" //Let's head down the stairs.
  2615. scene "scenes/Biker/WorldAirport0224.vcd" //Looks like we take the stairs.
  2616. scene "scenes/Biker/WorldAirport0224.vcd" //Looks like we take the stairs.
  2617. }
  2618. Rule PlayerRemarkairport02_path04Biker
  2619. {
  2620. criteria ConceptRemark IsBiker Isairport02_path04 IsNotSaidairport02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2621. ApplyContext "Saidairport02_path04:1:0"
  2622. applycontexttoworld
  2623. Response PlayerRemarkairport02_path04Biker
  2624. }
  2625.  
  2626. Response PlayerRemarkairport02_path05Biker
  2627. {
  2628. scene "scenes/Biker/WorldAirport0223.vcd" //Safe house in that storage place!
  2629. }
  2630. Rule PlayerRemarkairport02_path05Biker
  2631. {
  2632. criteria ConceptRemark IsBiker Isairport02_path05 IsNotSaidairport02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker
  2633. ApplyContext "Saidairport02_path05:1:0"
  2634. applycontexttoworld
  2635. Response PlayerRemarkairport02_path05Biker
  2636. }
  2637.  
  2638. Response PlayerRemarkairport02_path06Biker
  2639. {
  2640. scene "scenes/Biker/WorldAirport0221.vcd" //We're getting close the airport!
  2641. scene "scenes/Biker/WorldAirport0222.vcd" //We're almost to the airport!
  2642. }
  2643. Rule PlayerRemarkairport02_path06Biker
  2644. {
  2645. criteria ConceptRemark IsBiker Isairport02_path06 IsNotSaidairport02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  2646. ApplyContext "Saidairport02_path06:1:0"
  2647. applycontexttoworld
  2648. Response PlayerRemarkairport02_path06Biker
  2649. }
  2650.  
  2651. Response PlayerRemarkairport03_01Biker
  2652. {
  2653. scene "scenes/Biker/WorldAirport0311.vcd" //This better not be the plane we saw.
  2654. scene "scenes/Biker/WorldAirport0315.vcd" //What idiot bombed the airport?
  2655. scene "scenes/Biker/WorldAirport0317.vcd" //Ah shit, that half a plane ain't real encouraging.
  2656. }
  2657. Rule PlayerRemarkairport03_01Biker
  2658. {
  2659. criteria ConceptRemark IsBiker Isairport03_01 IsNotSaidairport03_01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  2660. ApplyContext "Saidairport03_01:1:0"
  2661. applycontexttoworld
  2662. Response PlayerRemarkairport03_01Biker
  2663. }
  2664.  
  2665. Response PlayerRemarkairport03_02aBiker
  2666. {
  2667. scene "scenes/Biker/WorldAirport0303.vcd" //THE AIRPORT!
  2668. scene "scenes/Biker/WorldAirport0304.vcd" //HELL YES, IT'S THE AIRPORT!
  2669. scene "scenes/Biker/WorldAirport0306.vcd" //What the hell happened to the airport?
  2670. scene "scenes/Biker/WorldAirport0319.vcd" //THE AIRPORT! Told ya I'd get us here.
  2671. scene "scenes/Biker/WorldAirport0321.vcd" //What friggin' idiot bombed the airport?
  2672. }
  2673. Rule PlayerRemarkairport03_02aBiker
  2674. {
  2675. criteria ConceptRemark IsBiker Isairport03_02a IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkBiker
  2676. ApplyContext "Saidairport03_02:1:0"
  2677. applycontexttoworld
  2678. Response PlayerRemarkairport03_02aBiker
  2679. }
  2680.  
  2681. Response PlayerRemarkairport03_02bBiker
  2682. {
  2683. scene "scenes/Biker/WorldAirport0303.vcd" //THE AIRPORT!
  2684. scene "scenes/Biker/WorldAirport0304.vcd" //HELL YES, IT'S THE AIRPORT!
  2685. scene "scenes/Biker/WorldAirport0306.vcd" //What the hell happened to the airport?
  2686. scene "scenes/Biker/WorldAirport0319.vcd" //THE AIRPORT! Told ya I'd get us here.
  2687. scene "scenes/Biker/WorldAirport0321.vcd" //What friggin' idiot bombed the airport?
  2688. }
  2689. Rule PlayerRemarkairport03_02bBiker
  2690. {
  2691. criteria ConceptRemark IsBiker Isairport03_02b IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkBiker
  2692. ApplyContext "Saidairport03_02:1:0"
  2693. applycontexttoworld
  2694. Response PlayerRemarkairport03_02bBiker
  2695. }
  2696.  
  2697. Response PlayerRemarkairport03_03aBiker
  2698. {
  2699. scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked!
  2700. }
  2701. Rule PlayerRemarkairport03_03aBiker
  2702. {
  2703. criteria ConceptRemark IsBiker Isairport03_03a IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2704. ApplyContext "Saidairport03_03:1:0"
  2705. applycontexttoworld
  2706. Response PlayerRemarkairport03_03aBiker
  2707. }
  2708.  
  2709. Response PlayerRemarkairport03_03bBiker
  2710. {
  2711. scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked!
  2712. }
  2713. Rule PlayerRemarkairport03_03bBiker
  2714. {
  2715. criteria ConceptRemark IsBiker Isairport03_03b IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2716. ApplyContext "Saidairport03_03:1:0"
  2717. applycontexttoworld
  2718. Response PlayerRemarkairport03_03bBiker
  2719. }
  2720.  
  2721. Response PlayerRemarkairport03_03cBiker
  2722. {
  2723. scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked!
  2724. }
  2725. Rule PlayerRemarkairport03_03cBiker
  2726. {
  2727. criteria ConceptRemark IsBiker Isairport03_03c IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2728. ApplyContext "Saidairport03_03:1:0"
  2729. applycontexttoworld
  2730. Response PlayerRemarkairport03_03cBiker
  2731. }
  2732.  
  2733. Response PlayerRemarkairport03_04Biker
  2734. {
  2735. scene "scenes/Biker/WorldAirport0312.vcd" //We can get inside over the skybridge.
  2736. scene "scenes/Biker/WorldAirport0313.vcd" //There's the skybridge!
  2737. }
  2738. Rule PlayerRemarkairport03_04Biker
  2739. {
  2740. criteria ConceptRemark IsBiker Isairport03_04 IsNotSaidairport03_04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1500
  2741. ApplyContext "Saidairport03_04:1:0"
  2742. applycontexttoworld
  2743. Response PlayerRemarkairport03_04Biker
  2744. }
  2745.  
  2746. Response PlayerRemarkairport03_05Biker
  2747. {
  2748. scene "scenes/Biker/WorldAirport0323.vcd" //Never a cop when you need one.
  2749. }
  2750. Rule PlayerRemarkairport03_05Biker
  2751. {
  2752. criteria ConceptRemark IsBiker Isairport03_05 IsNotSaidairport03_05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ChanceToFire20Percent
  2753. ApplyContext "Saidairport03_05:1:0"
  2754. applycontexttoworld
  2755. Response PlayerRemarkairport03_05Biker
  2756. }
  2757.  
  2758. //AUTOGENERATED BLANK FOR PlayerRemarkairport03_05Biker : ChanceToFire20Percent
  2759. Rule AUTOBLANK_PlayerRemarkairport03_05Biker
  2760. {
  2761. criteria ConceptRemark IsBiker Isairport03_05 IsNotSaidairport03_05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  2762. ApplyContext "Saidairport03_05:1:0"
  2763. applycontexttoworld
  2764. Response _PlayerInfoRemarkableBlankBiker
  2765. }
  2766.  
  2767. Response PlayerRemarkairport03_06Biker
  2768. {
  2769. scene "scenes/Biker/WorldAirport0316.vcd" //Let's go through here.
  2770. }
  2771. Rule PlayerRemarkairport03_06Biker
  2772. {
  2773. criteria ConceptRemark IsBiker Isairport03_06 IsNotSaidairport03_06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
  2774. ApplyContext "Saidairport03_06:1:0"
  2775. applycontexttoworld
  2776. Response PlayerRemarkairport03_06Biker
  2777. }
  2778.  
  2779. Response PlayerRemarkairport03_07Biker
  2780. {
  2781. scene "scenes/Biker/WorldAirport0314.vcd" //There's a safe house across the skybridge!
  2782. }
  2783. Rule PlayerRemarkairport03_07Biker
  2784. {
  2785. criteria ConceptRemark IsBiker Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsNotSaidSafeSpotAhead
  2786. ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90"
  2787. applycontexttoworld
  2788. Response PlayerRemarkairport03_07Biker
  2789. }
  2790.  
  2791. Response PlayerRemarkairport03_barrierBiker
  2792. {
  2793. scene "scenes/Biker/WorldAirport0301.vcd" then Any airport03_barriera foo:0 0 //Let's burn down this barricade.
  2794. scene "scenes/Biker/WorldAirport0318.vcd" then Any airport03_barriera foo:0 0 //Let's burn this pile a' crap.
  2795. }
  2796. Rule PlayerRemarkairport03_barrierBiker
  2797. {
  2798. criteria ConceptRemark IsBiker Isairport03_barrier IsNotSaidairport03_barrier IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidAirport03FireStarted IsNotSaidAirport03FirePathClear
  2799. ApplyContext "Saidairport03_barrier:1:0"
  2800. applycontexttoworld
  2801. Response PlayerRemarkairport03_barrierBiker
  2802. }
  2803.  
  2804. Response PlayerRemarkairport04_01Biker
  2805. {
  2806. scene "scenes/Biker/WorldAirport0402.vcd" //Let's go through the offices!
  2807. }
  2808. Rule PlayerRemarkairport04_01Biker
  2809. {
  2810. criteria ConceptRemark IsBiker Isairport04_01 IsNotSaidairport04_01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
  2811. ApplyContext "Saidairport04_01:1:0"
  2812. applycontexttoworld
  2813. Response PlayerRemarkairport04_01Biker
  2814. }
  2815.  
  2816. Response PlayerRemarkairport04_03Biker
  2817. {
  2818. scene "scenes/Biker/WorldAirport0426.vcd" //God's dead, huh? Well, join the damn club.
  2819. }
  2820. Rule PlayerRemarkairport04_03Biker
  2821. {
  2822. criteria ConceptRemark IsBiker Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire20Percent TimeSinceGroupInCombat10
  2823. ApplyContext "Saidairport04_03:1:0"
  2824. applycontexttoworld
  2825. Response PlayerRemarkairport04_03Biker
  2826. }
  2827.  
  2828. //AUTOGENERATED BLANK FOR PlayerRemarkairport04_03Biker : ChanceToFire20Percent
  2829. Rule AUTOBLANK_PlayerRemarkairport04_03Biker
  2830. {
  2831. criteria ConceptRemark IsBiker Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 TimeSinceGroupInCombat10
  2832. ApplyContext "Saidairport04_03:1:0"
  2833. applycontexttoworld
  2834. Response _PlayerInfoRemarkableBlankBiker
  2835. }
  2836.  
  2837. Response PlayerRemarkairport04_07Biker
  2838. {
  2839. scene "scenes/Biker/WorldAirport0416.vcd" //I hate Ayn Rand.
  2840. scene "scenes/Biker/WorldAirport0421.vcd" //This is the most sober I've ever been in an airport.
  2841. }
  2842. Rule PlayerRemarkairport04_07Biker
  2843. {
  2844. criteria ConceptRemark IsBiker Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ChanceToFire10Percent
  2845. ApplyContext "Saidairport04_07:1:0"
  2846. applycontexttoworld
  2847. Response PlayerRemarkairport04_07Biker
  2848. }
  2849.  
  2850. //AUTOGENERATED BLANK FOR PlayerRemarkairport04_07Biker : ChanceToFire10Percent
  2851. Rule AUTOBLANK_PlayerRemarkairport04_07Biker
  2852. {
  2853. criteria ConceptRemark IsBiker Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  2854. ApplyContext "Saidairport04_07:1:0"
  2855. applycontexttoworld
  2856. Response _PlayerInfoRemarkableBlankBiker
  2857. }
  2858.  
  2859. Response PlayerRemarkairport04_08aBiker
  2860. {
  2861. scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
  2862. scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
  2863. scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
  2864. scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
  2865. }
  2866. Rule PlayerRemarkairport04_08aBiker
  2867. {
  2868. criteria ConceptRemark IsBiker Isairport04_08a IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2869. ApplyContext "Saidairport04_08:1:0"
  2870. applycontexttoworld
  2871. Response PlayerRemarkairport04_08aBiker
  2872. }
  2873.  
  2874. Response PlayerRemarkairport04_08bBiker
  2875. {
  2876. scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
  2877. scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
  2878. scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
  2879. scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
  2880. }
  2881. Rule PlayerRemarkairport04_08bBiker
  2882. {
  2883. criteria ConceptRemark IsBiker Isairport04_08b IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2884. ApplyContext "Saidairport04_08:1:0"
  2885. applycontexttoworld
  2886. Response PlayerRemarkairport04_08bBiker
  2887. }
  2888.  
  2889. Response PlayerRemarkairport04_08cBiker
  2890. {
  2891. scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
  2892. scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
  2893. scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
  2894. scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
  2895. }
  2896. Rule PlayerRemarkairport04_08cBiker
  2897. {
  2898. criteria ConceptRemark IsBiker Isairport04_08c IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2899. ApplyContext "Saidairport04_08:1:0"
  2900. applycontexttoworld
  2901. Response PlayerRemarkairport04_08cBiker
  2902. }
  2903.  
  2904. Response PlayerRemarkairport04_08dBiker
  2905. {
  2906. scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
  2907. scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
  2908. scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
  2909. scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
  2910. }
  2911. Rule PlayerRemarkairport04_08dBiker
  2912. {
  2913. criteria ConceptRemark IsBiker Isairport04_08d IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2914. Response PlayerRemarkairport04_08dBiker
  2915. }
  2916.  
  2917. Response PlayerRemarkairport04_08eBiker
  2918. {
  2919. scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
  2920. scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
  2921. scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
  2922. scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
  2923. }
  2924. Rule PlayerRemarkairport04_08eBiker
  2925. {
  2926. criteria ConceptRemark IsBiker Isairport04_08e IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2927. Response PlayerRemarkairport04_08eBiker
  2928. }
  2929.  
  2930. Response PlayerRemarkairport04_08fBiker
  2931. {
  2932. scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
  2933. scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
  2934. scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
  2935. scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
  2936. }
  2937. Rule PlayerRemarkairport04_08fBiker
  2938. {
  2939. criteria ConceptRemark IsBiker Isairport04_08f IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2940. Response PlayerRemarkairport04_08fBiker
  2941. }
  2942.  
  2943. Response PlayerRemarkairport04_09Biker
  2944. {
  2945. scene "scenes/Biker/WorldAirport0424.vcd" //The sad thing is this is only the second worst time I've ever had in an airport.
  2946. }
  2947. Rule PlayerRemarkairport04_09Biker
  2948. {
  2949. criteria ConceptRemark IsBiker Isairport04_09 IsNotSaidairport04_09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 IsManagerAlive
  2950. ApplyContext "Saidairport04_09:1:0"
  2951. applycontexttoworld
  2952. Response PlayerRemarkairport04_09Biker
  2953. }
  2954.  
  2955. Response PlayerRemarkairport04_vanBiker
  2956. {
  2957. scene "scenes/Biker/WorldAirport0403.vcd" //We can send the van through that pile a' crap.
  2958. scene "scenes/Biker/WorldAirport0404.vcd" //We gotta get through that pile a' junk.
  2959. }
  2960. Rule PlayerRemarkairport04_vanBiker
  2961. {
  2962. criteria ConceptRemark IsBiker Isairport04_van IsNotSaidairport04_van IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidPathClearVan
  2963. ApplyContext "Saidairport04_van:1:0"
  2964. applycontexttoworld
  2965. Response PlayerRemarkairport04_vanBiker
  2966. }
  2967.  
  2968. Response PlayerRemarkcrashcourse01_path01Biker
  2969. {
  2970. scene "scenes/Biker/DLC2PilotComment01.vcd" then TeenGirl crashcourse01_path01zresp foo:0 .05 //Hey, Zoey, here's the pilot. Case you wanna shoot him again.
  2971. }
  2972. Rule PlayerRemarkcrashcourse01_path01Biker
  2973. {
  2974. criteria ConceptRemark IsBiker Iscrashcourse01_path01 IsNotSaidcrashcourse01_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2975. ApplyContext "Saidcrashcourse01_path01:1:0"
  2976. applycontexttoworld
  2977. Response PlayerRemarkcrashcourse01_path01Biker
  2978. }
  2979.  
  2980. Response PlayerRemarkFarm01_path01Biker
  2981. {
  2982. scene "scenes/Biker/WorldFarmHouse0112.vcd" //I hate the woods.
  2983. }
  2984. Rule PlayerRemarkFarm01_path01Biker
  2985. {
  2986. criteria ConceptRemark IsBiker IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  2987. ApplyContext "SaidFarm01_path01:1:0"
  2988. applycontexttoworld
  2989. Response PlayerRemarkFarm01_path01Biker
  2990. }
  2991.  
  2992. Response PlayerRemarkFarm01_path02Biker
  2993. {
  2994. scene "scenes/Biker/FollowMe04.vcd" //This way.
  2995. }
  2996. Rule PlayerRemarkFarm01_path02Biker
  2997. {
  2998. criteria ConceptRemark IsBiker IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  2999. ApplyContext "SaidFarm01_path02:1:0"
  3000. applycontexttoworld
  3001. Response PlayerRemarkFarm01_path02Biker
  3002. }
  3003.  
  3004. Response PlayerRemarkFarm01_path03Biker
  3005. {
  3006. scene "scenes/Biker/WorldFarmHouse0107.vcd" then Manager Farm01_path03a foo:0 0.05 //Nice place.
  3007. }
  3008. Rule PlayerRemarkFarm01_path03Biker
  3009. {
  3010. criteria ConceptRemark IsBiker IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  3011. ApplyContext "SaidFarm01_path03:1:0"
  3012. applycontexttoworld
  3013. Response PlayerRemarkFarm01_path03Biker
  3014. }
  3015.  
  3016. Response PlayerRemarkFarm01_path04Biker
  3017. {
  3018. scene "scenes/Biker/WorldFarmHouse0108.vcd" //There's the tracks. Now we just need to get to 'em.
  3019. }
  3020. Rule PlayerRemarkFarm01_path04Biker
  3021. {
  3022. criteria ConceptRemark IsBiker IsFarm01_path04 IsNotSaidFarm01_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
  3023. ApplyContext "SaidFarm01_path04:1:0,SaidFarm01_TracksBelow:1:0"
  3024. applycontexttoworld
  3025. Response PlayerRemarkFarm01_path04Biker
  3026. }
  3027.  
  3028. Rule PlayerRemarkFarm01_path05Biker
  3029. {
  3030. criteria ConceptRemark IsBiker IsFarm01_path05 IsNotSaidFarm01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
  3031. ApplyContext "SaidFarm01_path05:1:0,SaidFarm01_TracksBelow:1:0"
  3032. applycontexttoworld
  3033. Response PlayerRemarkFarm01_path04Biker
  3034. }
  3035.  
  3036. Rule PlayerRemarkFarm01_path06Biker
  3037. {
  3038. criteria ConceptRemark IsBiker IsFarm01_path06 IsNotSaidFarm01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
  3039. ApplyContext "SaidFarm01_path06:1:0,SaidFarm01_TracksBelow:1:0"
  3040. applycontexttoworld
  3041. Response PlayerRemarkFarm01_path04Biker
  3042. }
  3043.  
  3044. Rule PlayerRemarkFarm01_path07Biker
  3045. {
  3046. criteria ConceptRemark IsBiker IsFarm01_path07 IsNotSaidFarm01_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
  3047. ApplyContext "SaidFarm01_path07:1:0,SaidFarm01_TracksBelow:1:0"
  3048. applycontexttoworld
  3049. Response PlayerRemarkFarm01_path04Biker
  3050. }
  3051.  
  3052. Rule PlayerRemarkFarm01_path08Biker
  3053. {
  3054. criteria ConceptRemark IsBiker IsFarm01_path08 IsNotSaidFarm01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
  3055. ApplyContext "SaidFarm01_path08:1:0,SaidFarm01_TracksBelow:1:0"
  3056. applycontexttoworld
  3057. Response PlayerRemarkFarm01_path04Biker
  3058. }
  3059.  
  3060. Response PlayerRemarkFarm02_path01Biker
  3061. {
  3062. scene "scenes/Biker/WorldFarmHouse0214.vcd" //The tracks should just be downstairs.
  3063. scene "scenes/Biker/WorldHospital0410.vcd" then namvet Farm02_path01a foo:0 0.05 //I hate stairs.
  3064. }
  3065. Rule PlayerRemarkFarm02_path01Biker
  3066. {
  3067. criteria ConceptRemark IsBiker IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3068. ApplyContext "SaidFarm02_path01:1:0"
  3069. applycontexttoworld
  3070. Response PlayerRemarkFarm02_path01Biker
  3071. }
  3072.  
  3073. Response PlayerRemarkFarm02_path02Biker
  3074. {
  3075. scene "scenes/Biker/WorldFarmHouse0318.vcd" //There's the tracks!
  3076. }
  3077. Rule PlayerRemarkFarm02_path02Biker
  3078. {
  3079. criteria ConceptRemark IsBiker IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
  3080. ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0"
  3081. applycontexttoworld
  3082. Response PlayerRemarkFarm02_path02Biker
  3083. }
  3084.  
  3085. Response PlayerRemarkFarm02_path02bBiker
  3086. {
  3087. scene "scenes/Biker/WorldFarmHouse0406.vcd" //The tracks!
  3088. }
  3089. Rule PlayerRemarkFarm02_path02bBiker
  3090. {
  3091. criteria IsBiker ConceptFarm02_path02b IsNotCoughing NotInCombat IsTalk IsTalkBiker
  3092. Response PlayerRemarkFarm02_path02bBiker
  3093. }
  3094.  
  3095. Rule PlayerRemarkFarm02_path03Biker
  3096. {
  3097. criteria ConceptRemark IsBiker IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
  3098. ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0"
  3099. applycontexttoworld
  3100. Response PlayerRemarkFarm02_path02Biker
  3101. }
  3102.  
  3103. Rule PlayerRemarkFarm02_path04Biker
  3104. {
  3105. criteria ConceptRemark IsBiker IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
  3106. ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0"
  3107. applycontexttoworld
  3108. Response PlayerRemarkFarm02_path02Biker
  3109. }
  3110.  
  3111. Rule PlayerRemarkFarm02_path05Biker
  3112. {
  3113. criteria ConceptRemark IsBiker IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
  3114. ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0"
  3115. applycontexttoworld
  3116. Response PlayerRemarkFarm02_path02Biker
  3117. }
  3118.  
  3119. Response PlayerRemarkFarm02_path06Biker
  3120. {
  3121. scene "scenes/Biker/WorldSmallTown0114.vcd" then any RespondAffirmative foo:0 0 //Down here!
  3122. }
  3123. Rule PlayerRemarkFarm02_path06Biker
  3124. {
  3125. criteria ConceptRemark IsBiker IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3126. ApplyContext "SaidFarm02_path06:1:0"
  3127. applycontexttoworld
  3128. Response PlayerRemarkFarm02_path06Biker
  3129. }
  3130.  
  3131. Response PlayerRemarkFarm02_path08Biker
  3132. {
  3133. scene "scenes/Biker/WorldFarmHouse0204.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //This tunnel heads the right way.
  3134. }
  3135. Rule PlayerRemarkFarm02_path08Biker
  3136. {
  3137. criteria ConceptRemark IsBiker IsFarm02_path08 IsNotSaidFarm02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3138. ApplyContext "SaidFarm02_path08:1:0"
  3139. applycontexttoworld
  3140. Response PlayerRemarkFarm02_path08Biker
  3141. }
  3142.  
  3143. Response PlayerRemarkFarm02_path09Biker
  3144. {
  3145. scene "scenes/Biker/GenericDirections03.vcd" then any RespondAffirmative foo:0 0 //Let's get up that ladder!
  3146. }
  3147. Rule PlayerRemarkFarm02_path09Biker
  3148. {
  3149. criteria ConceptRemark IsBiker IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3150. ApplyContext "SaidFarm02_path09:1:0"
  3151. applycontexttoworld
  3152. Response PlayerRemarkFarm02_path09Biker
  3153. }
  3154.  
  3155. Rule PlayerRemarkFarm02_path10Biker
  3156. {
  3157. criteria ConceptRemark IsBiker IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear400
  3158. ApplyContext "SaidFarm02_path10:1:0"
  3159. applycontexttoworld
  3160. Response PlayerRemarkSmalltown03_path14Biker
  3161. }
  3162.  
  3163. Response PlayerRemarkFarm03_path01Biker
  3164. {
  3165. scene "scenes/Biker/WorldFarmHouse0302.vcd" then manager Farm03_path01a foo:0 0 //This better go through.
  3166. }
  3167. Rule PlayerRemarkFarm03_path01Biker
  3168. {
  3169. criteria ConceptRemark IsBiker IsFarm03_path01 IsNotSaidFarm03_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  3170. ApplyContext "SaidFarm03_path01:1:0"
  3171. applycontexttoworld
  3172. Response PlayerRemarkFarm03_path01Biker
  3173. }
  3174.  
  3175. Response PlayerRemarkFarm03_path03aBiker
  3176. {
  3177. scene "scenes/Biker/WorldFarmHouse0109.vcd" //Bet we can get to the tracks from that building.
  3178. }
  3179. Rule PlayerRemarkFarm03_path03aBiker
  3180. {
  3181. criteria ConceptRemark IsBiker IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
  3182. ApplyContext "SaidFarm03_path03:1:0"
  3183. applycontexttoworld
  3184. Response PlayerRemarkFarm03_path03aBiker
  3185. }
  3186.  
  3187. Response PlayerRemarkFarm03_path04Biker
  3188. {
  3189. scene "scenes/Biker/WorldFarmHouse0406.vcd" //The tracks!
  3190. }
  3191. Rule PlayerRemarkFarm03_path04Biker
  3192. {
  3193. criteria ConceptRemark IsBiker IsFarm03_path04 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600
  3194. ApplyContext "SaidFarm03_path04:1:0"
  3195. applycontexttoworld
  3196. Response PlayerRemarkFarm03_path04Biker
  3197. }
  3198.  
  3199. Rule PlayerRemarkFarm03_path05Biker
  3200. {
  3201. criteria ConceptRemark IsBiker IsFarm03_path05 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3202. ApplyContext "SaidFarm03_path05:1:0"
  3203. applycontexttoworld
  3204. Response PlayerRemarkFarm03_path04Biker
  3205. }
  3206.  
  3207. Response PlayerRemarkFarm03_path06Biker
  3208. {
  3209. scene "scenes/Biker/WorldFarmHouse0207.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //Well, goddamnit, the tracks are blocked.
  3210. }
  3211. Rule PlayerRemarkFarm03_path06Biker
  3212. {
  3213. criteria ConceptRemark IsBiker IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  3214. ApplyContext "SaidFarm03_path06:1:0"
  3215. applycontexttoworld
  3216. Response PlayerRemarkFarm03_path06Biker
  3217. }
  3218.  
  3219. Response PlayerRemarkFarm03_path07Biker
  3220. {
  3221. scene "scenes/Biker/ReactionDisgusted03.vcd" //Yech...
  3222. }
  3223. Rule PlayerRemarkFarm03_path07Biker
  3224. {
  3225. criteria ConceptRemark IsBiker IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
  3226. ApplyContext "SaidFarm03_path07:1:0"
  3227. applycontexttoworld
  3228. Response PlayerRemarkFarm03_path07Biker
  3229. }
  3230.  
  3231. Response PlayerRemarkFarm03_path08Biker
  3232. {
  3233. scene "scenes/Biker/WorldFarmHouse0326.vcd" //You know - I bet we could knock that bridge down.
  3234. }
  3235. Rule PlayerRemarkFarm03_path08Biker
  3236. {
  3237. criteria ConceptRemark IsBiker IsFarm03_path08 IsNotSaidFarm03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotFarm03Unhooked
  3238. ApplyContext "SaidFarm03_path08:1:60"
  3239. applycontexttoworld
  3240. Response PlayerRemarkFarm03_path08Biker
  3241. }
  3242.  
  3243. Rule PlayerRemarkFarm03_path09Biker
  3244. {
  3245. criteria ConceptRemark IsBiker IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear400
  3246. ApplyContext "SaidFarm03_path09:1:0"
  3247. applycontexttoworld
  3248. Response PlayerRemarkFarm01_path09Biker
  3249. }
  3250.  
  3251. Response PlayerRemarkFarm03_path10Biker
  3252. {
  3253. scene "scenes/Biker/WorldFarmHouse0314.vcd" then any RespondAffirmative foo:0 0.05 //Up there!
  3254. }
  3255. Rule PlayerRemarkFarm03_path10Biker
  3256. {
  3257. criteria ConceptRemark IsBiker IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkBiker IsSubjectNear300
  3258. ApplyContext "SaidFarm03_path10:1:0"
  3259. applycontexttoworld
  3260. Response PlayerRemarkFarm03_path10Biker
  3261. }
  3262.  
  3263. Response PlayerRemarkFarm04_path01Biker
  3264. {
  3265. scene "scenes/Biker/WorldFarmHouse0403.vcd" //Let's check out the barn.
  3266. }
  3267. Rule PlayerRemarkFarm04_path01Biker
  3268. {
  3269. criteria ConceptRemark IsBiker IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
  3270. ApplyContext "SaidFarm04_path01:1:0"
  3271. applycontexttoworld
  3272. Response PlayerRemarkFarm04_path01Biker
  3273. }
  3274.  
  3275. Response PlayerRemarkFarm04_path01aBiker
  3276. {
  3277. scene "scenes/Biker/WorldFarmHouse0403.vcd" //Let's check out the barn.
  3278. }
  3279. Rule PlayerRemarkFarm04_path01aBiker
  3280. {
  3281. criteria ConceptRemark IsBiker IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3282. ApplyContext "SaidFarm04_path01:1:0"
  3283. applycontexttoworld
  3284. Response PlayerRemarkFarm04_path01aBiker
  3285. }
  3286.  
  3287. Response PlayerRemarkFarm04_path02Biker
  3288. {
  3289. scene "scenes/Biker/Generic26.vcd" //There's the tracks!
  3290. }
  3291. Rule PlayerRemarkFarm04_path02Biker
  3292. {
  3293. criteria ConceptRemark IsBiker IsFarm04_path02 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear800
  3294. ApplyContext "SaidFarm04_path02:1:0"
  3295. applycontexttoworld
  3296. Response PlayerRemarkFarm04_path02Biker
  3297. }
  3298.  
  3299. Rule PlayerRemarkFarm04_path03Biker
  3300. {
  3301. criteria ConceptRemark IsBiker IsFarm04_path03 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
  3302. ApplyContext "SaidFarm04_path03:1:0"
  3303. applycontexttoworld
  3304. Response PlayerRemarkFarm04_path02Biker
  3305. }
  3306.  
  3307. Response PlayerRemarkFarm04_path04Biker
  3308. {
  3309. scene "scenes/Biker/blank.vcd" //
  3310. }
  3311. Rule PlayerRemarkFarm04_path04Biker
  3312. {
  3313. criteria ConceptRemark IsBiker IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkBiker
  3314. ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0"
  3315. applycontexttoworld
  3316. Response PlayerRemarkFarm04_path04Biker
  3317. }
  3318.  
  3319. Rule PlayerRemarkFarm04_path05Biker
  3320. {
  3321. criteria ConceptRemark IsBiker IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkBiker
  3322. ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0"
  3323. applycontexttoworld
  3324. Response PlayerRemarkFarm04_path04Biker
  3325. }
  3326.  
  3327. Response PlayerRemarkFarm04_path06Biker
  3328. {
  3329. scene "scenes/Biker/WorldFarmHouse0412.vcd" //We can get around down here.
  3330. }
  3331. Rule PlayerRemarkFarm04_path06Biker
  3332. {
  3333. criteria ConceptRemark IsBiker IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
  3334. ApplyContext "SaidFarm04_path06:1:0"
  3335. applycontexttoworld
  3336. Response PlayerRemarkFarm04_path06Biker
  3337. }
  3338.  
  3339. Response PlayerRemarkFarm04_path07Biker
  3340. {
  3341. scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs!
  3342. }
  3343. Rule PlayerRemarkFarm04_path07Biker
  3344. {
  3345. criteria ConceptRemark IsBiker IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3346. ApplyContext "SaidFarm04_path07:1:0"
  3347. applycontexttoworld
  3348. Response PlayerRemarkFarm04_path07Biker
  3349. }
  3350.  
  3351. Response PlayerRemarkFarm04_path08Biker
  3352. {
  3353. scene "scenes/Biker/GenericDirections05.vcd" //Through here!
  3354. }
  3355. Rule PlayerRemarkFarm04_path08Biker
  3356. {
  3357. criteria ConceptRemark IsBiker IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3358. ApplyContext "SaidFarm04_path08:1:0"
  3359. applycontexttoworld
  3360. Response PlayerRemarkFarm04_path08Biker
  3361. }
  3362.  
  3363. Response PlayerRemarkFarm04_path09Biker
  3364. {
  3365. scene "scenes/Biker/WorldFarmHouse0416.vcd" then any SafeSpotAheadResponse foo:0 0.05 //Run for the train car!
  3366. }
  3367. Rule PlayerRemarkFarm04_path09Biker
  3368. {
  3369. criteria ConceptRemark IsBiker IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
  3370. ApplyContext "SaidFarm04_path09:1:0"
  3371. applycontexttoworld
  3372. Response PlayerRemarkFarm04_path09Biker
  3373. }
  3374.  
  3375. Response PlayerRemarkFarm04_path10Biker
  3376. {
  3377. scene "scenes/Biker/ViolenceAwe04.vcd" //Whoa.
  3378. scene "scenes/Biker/ViolenceAwe05.vcd" //Holy shit...
  3379. }
  3380. Rule PlayerRemarkFarm04_path10Biker
  3381. {
  3382. criteria ConceptRemark IsBiker IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
  3383. ApplyContext "SaidFarm04_path10:1:0"
  3384. applycontexttoworld
  3385. Response PlayerRemarkFarm04_path10Biker
  3386. }
  3387.  
  3388. Rule PlayerRemarkFarm05_path01Biker
  3389. {
  3390. criteria ConceptRemark IsBiker IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3391. ApplyContext "SaidFarm05_path01:1:0"
  3392. applycontexttoworld
  3393. Response PlayerRemarkFarm03_path06Biker
  3394. }
  3395.  
  3396. Rule PlayerRemarkFarm05_path02Biker
  3397. {
  3398. criteria ConceptRemark IsBiker IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3399. ApplyContext "SaidFarm05_path02:1:0"
  3400. applycontexttoworld
  3401. Response PlayerRemarkFarm02_path09Biker
  3402. }
  3403.  
  3404. Response PlayerRemarkFarm05_path06Biker
  3405. {
  3406. scene "scenes/Biker/WorldFarmHouse0501.vcd" //Get to the farm house!
  3407. }
  3408. Rule PlayerRemarkFarm05_path06Biker
  3409. {
  3410. criteria ConceptRemark IsBiker IsFarm05_path06 IsNotSaidFarm05_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
  3411. ApplyContext "SaidFarm05_path06:1:0"
  3412. applycontexttoworld
  3413. Response PlayerRemarkFarm05_path06Biker
  3414. }
  3415.  
  3416. Response PlayerRemarkFarm05_path07Biker
  3417. {
  3418. scene "scenes/Biker/WorldFarmHouse0526.vcd" then any Farm05_path07b foo:0 0.05 //Goddamn tape loop piece of shit.
  3419. }
  3420. Rule PlayerRemarkFarm05_path07Biker
  3421. {
  3422. criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 FarmPhase1
  3423. ApplyContext "SaidFarm05_path07:1:0"
  3424. applycontexttoworld
  3425. Response PlayerRemarkFarm05_path07Biker
  3426. }
  3427.  
  3428. Response PlayerRemarkFarm05_path07VampiresBiker
  3429. {
  3430. scene "scenes/Biker/WorldFarmHouse0525.vcd" then NamVet FarmVampiresB foo:0 -4.8 //You got to be shittin me. We walk a hundred miles, fight 5 million vampires -
  3431. }
  3432. Rule PlayerRemarkFarm05_path07VampiresBiker
  3433. {
  3434. criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsNamVetNear400 FarmPhase1 ChanceToFire10Percent
  3435. ApplyContext "SaidFarm05_path07:1:0"
  3436. applycontexttoworld
  3437. Response PlayerRemarkFarm05_path07VampiresBiker
  3438. }
  3439.  
  3440. //AUTOGENERATED BLANK FOR PlayerRemarkFarm05_path07VampiresBiker : ChanceToFire10Percent
  3441. Rule AUTOBLANK_PlayerRemarkFarm05_path07VampiresBiker
  3442. {
  3443. criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsNamVetNear400 FarmPhase1
  3444. ApplyContext "SaidFarm05_path07:1:0"
  3445. applycontexttoworld
  3446. Response _PlayerInfoRemarkableBlankBiker
  3447. }
  3448.  
  3449. Response PlayerRemarkFarm05_path07VampirescBiker
  3450. {
  3451. scene "scenes/Biker/WorldFarmHouse0527.vcd" //-whatever. And all they got is a goddamn tape loop? Screw the goddamn army.
  3452. }
  3453. Rule PlayerRemarkFarm05_path07VampirescBiker
  3454. {
  3455. criteria ConceptFarmVampiresc IsBiker
  3456. Response PlayerRemarkFarm05_path07VampirescBiker
  3457. }
  3458.  
  3459. Response PlayerRemarkFarm05_path08Biker
  3460. {
  3461. scene "scenes/Biker/WorldFarmHouse0502.vcd" //An outpost!
  3462. scene "scenes/Biker/WorldFarmHouse0503.vcd" //Yeah, we made it!
  3463. }
  3464. Rule PlayerRemarkFarm05_path08Biker
  3465. {
  3466. criteria ConceptRemark IsBiker IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
  3467. ApplyContext "SaidFarm05_path08:1:0"
  3468. applycontexttoworld
  3469. Response PlayerRemarkFarm05_path08Biker
  3470. }
  3471.  
  3472. Rule PlayerRemarkFarm05_path09Biker
  3473. {
  3474. criteria ConceptRemark IsBiker IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  3475. ApplyContext "SaidFarm05_path09:1:0"
  3476. applycontexttoworld
  3477. Response PlayerRemarkFarm05_path08Biker
  3478. }
  3479.  
  3480. Rule PlayerRemarkFarm05_path10Biker
  3481. {
  3482. criteria ConceptRemark IsBiker IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3483. ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0"
  3484. applycontexttoworld
  3485. Response PlayerRemarkFarm05_path08Biker
  3486. }
  3487.  
  3488. Response PlayerRemarkhospital01_path03Biker
  3489. {
  3490. scene "scenes/Biker/SafeSpotAhead06.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
  3491. scene "scenes/Biker/SafeSpotAhead07.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house!
  3492. scene "scenes/Biker/SafeSpotAhead08.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
  3493. }
  3494. Rule PlayerRemarkhospital01_path03Biker
  3495. {
  3496. criteria ConceptRemark IsBiker Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear
  3497. ApplyContext "Saidhospital01_path03:1:0"
  3498. applycontexttoworld
  3499. Response PlayerRemarkhospital01_path03Biker
  3500. }
  3501.  
  3502. Response PlayerRemarkhospital02_safehouseBiker
  3503. {
  3504. scene "scenes/Biker/SafeSpotAhead06.vcd" //Safe house ahead!
  3505. scene "scenes/Biker/SafeSpotAhead07.vcd" //Safe house!
  3506. scene "scenes/Biker/SafeSpotAhead08.vcd" //Safe house, let's go!
  3507. }
  3508. Rule PlayerRemarkhospital02_safehouseBiker
  3509. {
  3510. criteria ConceptRemark IsBiker Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
  3511. ApplyContext "Saidhospital02_safehouse:1:0"
  3512. applycontexttoworld
  3513. Response PlayerRemarkhospital02_safehouseBiker
  3514. }
  3515.  
  3516. Response PlayerRemarkhospital03_path03Biker
  3517. {
  3518. scene "scenes/Biker/WorldHospital0305.vcd" //Get on the lift!
  3519. }
  3520. Rule PlayerRemarkhospital03_path03Biker
  3521. {
  3522. criteria ConceptRemark IsBiker Ishospital03_path03 IsNotSaidhospital03_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
  3523. ApplyContext "Saidhospital03_path03:1:0"
  3524. applycontexttoworld
  3525. Response PlayerRemarkhospital03_path03Biker
  3526. }
  3527.  
  3528. Response PlayerRemarkhospital03_path04Biker
  3529. {
  3530. scene "scenes/Biker/FollowMe09.vcd" //This way, kids.
  3531. }
  3532. Rule PlayerRemarkhospital03_path04Biker
  3533. {
  3534. criteria ConceptRemark IsBiker Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  3535. ApplyContext "Saidhospital03_path04:1:0"
  3536. applycontexttoworld
  3537. Response PlayerRemarkhospital03_path04Biker
  3538. }
  3539.  
  3540. Response PlayerRemarkhospital03_path07Biker
  3541. {
  3542. scene "scenes/Biker/WorldHospital0308.vcd" //I hate sewers.
  3543. }
  3544. Rule PlayerRemarkhospital03_path07Biker
  3545. {
  3546. criteria ConceptRemark IsBiker Ishospital03_path07 IsNotSaidhospital03_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3547. ApplyContext "Saidhospital03_path07:1:0"
  3548. applycontexttoworld
  3549. Response PlayerRemarkhospital03_path07Biker
  3550. }
  3551.  
  3552. Response PlayerRemarkhospital03_path08Biker
  3553. {
  3554. scene "scenes/Biker/WorldHospital0306.vcd" //Now this is some shit.
  3555. }
  3556. Rule PlayerRemarkhospital03_path08Biker
  3557. {
  3558. criteria ConceptRemark IsBiker Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ChanceToFire50Percent
  3559. ApplyContext "Saidhospital03_path08:1:0"
  3560. Response PlayerRemarkhospital03_path08Biker
  3561. }
  3562.  
  3563. //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08Biker : ChanceToFire50Percent
  3564. Rule AUTOBLANK_PlayerRemarkhospital03_path08Biker
  3565. {
  3566. criteria ConceptRemark IsBiker Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3567. ApplyContext "Saidhospital03_path08:1:0"
  3568. Response _PlayerInfoRemarkableBlankBiker
  3569. }
  3570.  
  3571. Response PlayerRemarkhospital03_path08a2Biker
  3572. {
  3573. scene "scenes/Biker/Generic04.vcd" //Oh hey, that is uncalled for!
  3574. scene "scenes/Biker/TeamKillOnPurpose09.vcd" //Hey! hey!
  3575. }
  3576. Rule PlayerRemarkhospital03_path08a2Biker
  3577. {
  3578. criteria Concepthospital03_path08a2 IsBiker NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3579. Response PlayerRemarkhospital03_path08a2Biker
  3580. }
  3581.  
  3582. Response PlayerRemarkhospital03_path11Biker
  3583. {
  3584. scene "scenes/Biker/WorldHospital0301.vcd" //We've got to get to the hospital.
  3585. scene "scenes/Biker/WorldHospital0302.vcd" //Into the hospital!
  3586. scene "scenes/Biker/WorldHospital0303.vcd" //There's a safe house in the hospital!
  3587. }
  3588. Rule PlayerRemarkhospital03_path11Biker
  3589. {
  3590. criteria ConceptRemark IsBiker Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
  3591. ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90"
  3592. applycontexttoworld
  3593. Response PlayerRemarkhospital03_path11Biker
  3594. }
  3595.  
  3596. Response PlayerRemarkhospital04_path01Biker
  3597. {
  3598. scene "scenes/Biker/WorldHospital0404.vcd" //I hate hospitals. And doctors and lawyers and cops...
  3599. scene "scenes/Biker/WorldHospital0408.vcd" //I hate hospitals.
  3600. }
  3601. Rule PlayerRemarkhospital04_path01Biker
  3602. {
  3603. criteria ConceptRemark IsBiker Ishospital04_path01 IsNotSaidhospital04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3604. ApplyContext "Saidhospital04_path01:1:0"
  3605. applycontexttoworld
  3606. Response PlayerRemarkhospital04_path01Biker
  3607. }
  3608.  
  3609. Response PlayerRemarkhospital04_path02Biker
  3610. {
  3611. scene "scenes/Biker/WorldHospital0410.vcd" //I hate stairs.
  3612. }
  3613. Rule PlayerRemarkhospital04_path02Biker
  3614. {
  3615. criteria ConceptRemark IsBiker Ishospital04_path02 IsNotSaidhospital04_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3616. ApplyContext "Saidhospital04_path02:1:0"
  3617. applycontexttoworld
  3618. Response PlayerRemarkhospital04_path02Biker
  3619. }
  3620.  
  3621. Response PlayerRemarkhospital04_path04Biker
  3622. {
  3623. scene "scenes/Biker/WorldHospital0406.vcd" then Any hospital04_path04a foo:0 0 //Elevator's here!
  3624. scene "scenes/Biker/WorldHospital0407.vcd" then Any hospital04_path04a foo:0 0 //Get on the elevator!
  3625. }
  3626. Rule PlayerRemarkhospital04_path04Biker
  3627. {
  3628. criteria ConceptRemark IsBiker Ishospital04_path04 IsNotSaidhospital04_path04 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000 IsSubjectFar100
  3629. ApplyContext "Saidhospital04_path04:1:0"
  3630. applycontexttoworld
  3631. Response PlayerRemarkhospital04_path04Biker
  3632. }
  3633.  
  3634. Response PlayerRemarkhospital04_path04aBiker
  3635. {
  3636. scene "scenes/Biker/WorldHospital0406.vcd" //Elevator's here!
  3637. scene "scenes/Biker/WorldHospital0407.vcd" //Get on the elevator!
  3638. }
  3639. Rule PlayerRemarkhospital04_path04aBiker
  3640. {
  3641. criteria Concepthospital04_path04a IsBiker IsTalk IsTalkBiker
  3642. Response PlayerRemarkhospital04_path04aBiker
  3643. }
  3644.  
  3645. Response PlayerRemarkhospital05_path01aBiker
  3646. {
  3647. scene "scenes/Biker/WorldHospital0401.vcd" //If he ain't, at least we'll die with a nice view of the city.
  3648. }
  3649. Rule PlayerRemarkhospital05_path01aBiker
  3650. {
  3651. criteria Concepthospital05_path01a IsBiker IsTalk IsTalkBiker
  3652. Response PlayerRemarkhospital05_path01aBiker
  3653. }
  3654.  
  3655. Response PlayerRemarkhospital05_path02Biker
  3656. {
  3657. scene "scenes/Biker/GenericDirections05.vcd" //Through here!
  3658. scene "scenes/Biker/WorldAirport0305.vcd" //Through here!
  3659. }
  3660. Rule PlayerRemarkhospital05_path02Biker
  3661. {
  3662. criteria ConceptRemark IsBiker Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3663. ApplyContext "Saidhospital05_path02:1:0"
  3664. applycontexttoworld
  3665. Response PlayerRemarkhospital05_path02Biker
  3666. }
  3667.  
  3668. Response PlayerRemarkPathClearVanBiker
  3669. {
  3670. scene "scenes/Biker/ArriveGeneric04.vcd" //Let's get out of here. GoGoGO!
  3671. scene "scenes/Biker/MoveOn01.vcd" //Allright, let's go
  3672. scene "scenes/Biker/MoveOn07.vcd" //Time to go, ladies.
  3673. scene "scenes/Biker/MoveOn10.vcd" //Come on, let's go.
  3674. scene "scenes/Biker/PathClear01.vcd" //Path's clear! Let's go!
  3675. scene "scenes/Biker/WorldAirport0309.vcd" //The path is clear!
  3676. }
  3677. Rule PlayerRemarkPathClearVanBiker
  3678. {
  3679. criteria ConceptPathClearVan IsBiker IsNotSaidPathClearVan IsNotCoughing IsTalk IsTalkBiker
  3680. ApplyContext "SaidPathClearVan:1:0"
  3681. applycontexttoworld
  3682. Response PlayerRemarkPathClearVanBiker
  3683. }
  3684.  
  3685. Response PlayerRemarkSmalltown01_path03Biker
  3686. {
  3687. scene "scenes/Biker/GenericDirections03.vcd" //Let's get up that ladder!
  3688. }
  3689. Rule PlayerRemarkSmalltown01_path03Biker
  3690. {
  3691. criteria ConceptRemark IsBiker IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  3692. ApplyContext "SaidSmalltown01_path03:1:0"
  3693. applycontexttoworld
  3694. Response PlayerRemarkSmalltown01_path03Biker
  3695. }
  3696.  
  3697. Response PlayerRemarkSmalltown01_path05Biker
  3698. {
  3699. scene "scenes/Biker/Generic60.vcd" then NamVet DontBeAnAss foo:0 0 //Fan-tastic. A tunnel.
  3700. scene "scenes/Biker/WorldFarmHouse0203.vcd" //Looks like this tunnel heads the right way.
  3701. scene "scenes/Biker/WorldFarmHouse0208.vcd" //Let's try this tunnel.
  3702. }
  3703. Rule PlayerRemarkSmalltown01_path05Biker
  3704. {
  3705. criteria ConceptRemark IsBiker IsSmalltown01_path05 IsNotSaidSmalltown01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3706. ApplyContext "SaidSmalltown01_path05:1:0"
  3707. applycontexttoworld
  3708. Response PlayerRemarkSmalltown01_path05Biker
  3709. }
  3710.  
  3711. Response PlayerRemarkSmalltown01_path06Biker
  3712. {
  3713. scene "scenes/Biker/ReactionApprehensive03.vcd" //I don't like ths one damn bit.
  3714. scene "scenes/Biker/WorldFarmHouse0212.vcd" //I hate tunnels.
  3715. }
  3716. Rule PlayerRemarkSmalltown01_path06Biker
  3717. {
  3718. criteria ConceptRemark IsBiker IsSmalltown01_path06 IsNotSaidSmalltown01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3719. ApplyContext "SaidSmalltown01_path06:1:0"
  3720. applycontexttoworld
  3721. Response PlayerRemarkSmalltown01_path06Biker
  3722. }
  3723.  
  3724. Response PlayerRemarkSmalltown01_path08Biker
  3725. {
  3726. scene "scenes/Biker/GenericDirections05.vcd" //Through here!
  3727. scene "scenes/Biker/WorldAirport0305.vcd" //Through here!
  3728. scene "scenes/Biker/WorldAirport0316.vcd" //Let's go through here.
  3729. }
  3730. Rule PlayerRemarkSmalltown01_path08Biker
  3731. {
  3732. criteria ConceptRemark IsBiker IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3733. ApplyContext "SaidSmalltown01_path08:1:0"
  3734. applycontexttoworld
  3735. Response PlayerRemarkSmalltown01_path08Biker
  3736. }
  3737.  
  3738. Response PlayerRemarkSmalltown01_path09Biker
  3739. {
  3740. scene "scenes/Biker/WorldFarmHouse0315.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
  3741. scene "scenes/Biker/WorldSmallTown0117.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
  3742. }
  3743. Rule PlayerRemarkSmalltown01_path09Biker
  3744. {
  3745. criteria ConceptRemark IsBiker IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1500
  3746. ApplyContext "SaidSmalltown01_path09:1:0"
  3747. applycontexttoworld
  3748. Response PlayerRemarkSmalltown01_path09Biker
  3749. }
  3750.  
  3751. Response PlayerRemarkSmalltown01_path10Biker
  3752. {
  3753. scene "scenes/Biker/Generic16.vcd" //Uh oh. Watch out. There might be *deer* around here.
  3754. }
  3755. Rule PlayerRemarkSmalltown01_path10Biker
  3756. {
  3757. criteria ConceptRemark IsBiker IsSmalltown01_path10 IsNotSaidSmalltown01_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
  3758. ApplyContext "SaidSmalltown01_path10:1:0"
  3759. applycontexttoworld
  3760. Response PlayerRemarkSmalltown01_path10Biker
  3761. }
  3762.  
  3763. Response PlayerRemarksmalltown02_path01aBiker
  3764. {
  3765. scene "scenes/Biker/Generic19.vcd" then manager smalltown02_path01b foo:0 0 //How the hell do you know *that*?
  3766. }
  3767. Rule PlayerRemarksmalltown02_path01aBiker
  3768. {
  3769. criteria ConceptSmallTown02_path01a IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
  3770. Response PlayerRemarksmalltown02_path01aBiker
  3771. }
  3772.  
  3773. Response PlayerRemarksmalltown02_path01cBiker
  3774. {
  3775. scene "scenes/Biker/Generic20.vcd" //Know what? I just realized I don't care. Lead on.
  3776. }
  3777. Rule PlayerRemarksmalltown02_path01cBiker
  3778. {
  3779. criteria ConceptSmallTown02_path01c IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
  3780. Response PlayerRemarksmalltown02_path01cBiker
  3781. }
  3782.  
  3783. Response PlayerRemarksmalltown02_path02Biker
  3784. {
  3785. scene "scenes/Biker/GenericDirections05.vcd" //Through here!
  3786. }
  3787. Rule PlayerRemarksmalltown02_path02Biker
  3788. {
  3789. criteria ConceptRemark IsBiker Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3790. ApplyContext "Saidsmalltown02_path02:1:0"
  3791. applycontexttoworld
  3792. Response PlayerRemarksmalltown02_path02Biker
  3793. }
  3794.  
  3795. Response PlayerRemarksmalltown02_path03Biker
  3796. {
  3797. scene "scenes/Biker/GenericDirections05.vcd" //Through here!
  3798. }
  3799. Rule PlayerRemarksmalltown02_path03Biker
  3800. {
  3801. criteria ConceptRemark IsBiker Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3802. ApplyContext "Saidsmalltown02_path03:1:0"
  3803. applycontexttoworld
  3804. Response PlayerRemarksmalltown02_path03Biker
  3805. }
  3806.  
  3807. Response PlayerRemarksmalltown02_path04Biker
  3808. {
  3809. scene "scenes/Biker/GenericDirections05.vcd" //Through here!
  3810. }
  3811. Rule PlayerRemarksmalltown02_path04Biker
  3812. {
  3813. criteria ConceptRemark IsBiker Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3814. ApplyContext "Saidsmalltown02_path04:1:0"
  3815. applycontexttoworld
  3816. Response PlayerRemarksmalltown02_path04Biker
  3817. }
  3818.  
  3819. Response PlayerRemarksmalltown02_path06Biker
  3820. {
  3821. scene "scenes/Biker/WorldSmallTown0201.vcd" //We gotta activate that bridge.
  3822. }
  3823. Rule PlayerRemarksmalltown02_path06Biker
  3824. {
  3825. criteria ConceptRemark IsBiker Issmalltown02_path06 IsNotSaidsmalltown02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear700
  3826. ApplyContext "Saidsmalltown02_path06:1:0"
  3827. applycontexttoworld
  3828. Response PlayerRemarksmalltown02_path06Biker
  3829. }
  3830.  
  3831. Response PlayerRemarksmalltown02_path07aBiker
  3832. {
  3833. scene "scenes/Biker/Laughter09.vcd" //<Short laugh>
  3834. }
  3835. Rule PlayerRemarksmalltown02_path07aBiker
  3836. {
  3837. criteria Conceptsmalltown02_path07a IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
  3838. Response PlayerRemarksmalltown02_path07aBiker
  3839. }
  3840.  
  3841. Response PlayerRemarksmalltown02_path08Biker
  3842. {
  3843. scene "scenes/Biker/PositiveNoise05.vcd" then manager smalltown02_path08a foo:0 0 //[Improv non-verbal pleasure & interest sounds]
  3844. }
  3845. Rule PlayerRemarksmalltown02_path08Biker
  3846. {
  3847. criteria ConceptRemark IsBiker Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
  3848. ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0"
  3849. applycontexttoworld
  3850. Response PlayerRemarksmalltown02_path08Biker
  3851. }
  3852.  
  3853. Response PlayerRemarkSmalltown02_path09Biker
  3854. {
  3855. scene "scenes/Biker/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
  3856. scene "scenes/Biker/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
  3857. scene "scenes/Biker/WorldFarmHouse0315.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
  3858. }
  3859. Rule PlayerRemarkSmalltown02_path09Biker
  3860. {
  3861. criteria ConceptRemark IsBiker IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
  3862. ApplyContext "SaidSmalltown02_path09:1:0"
  3863. applycontexttoworld
  3864. Response PlayerRemarkSmalltown02_path09Biker
  3865. }
  3866.  
  3867. Response PlayerRemarkSmalltown03_path01Biker
  3868. {
  3869. scene "scenes/Biker/WorldSmallTown0204.vcd" //I hate trainyards.
  3870. }
  3871. Rule PlayerRemarkSmalltown03_path01Biker
  3872. {
  3873. criteria ConceptRemark IsBiker IsSmalltown03_path01 IsNotSaidSmalltown03_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3874. ApplyContext "SaidSmalltown03_path01:1:0"
  3875. applycontexttoworld
  3876. Response PlayerRemarkSmalltown03_path01Biker
  3877. }
  3878.  
  3879. Response PlayerRemarkSmalltown03_path02Biker
  3880. {
  3881. scene "scenes/Biker/WorldSmallTown0204.vcd" //I hate trainyards.
  3882. }
  3883. Rule PlayerRemarkSmalltown03_path02Biker
  3884. {
  3885. criteria ConceptRemark IsBiker IsSmalltown03_path02 IsNotSaidSmalltown03_path01 IsNotSaidSmalltown03_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3886. ApplyContext "SaidSmalltown03_path02:1:0"
  3887. applycontexttoworld
  3888. Response PlayerRemarkSmalltown03_path02Biker
  3889. }
  3890.  
  3891. Response PlayerRemarkSmalltown03_path03Biker
  3892. {
  3893. scene "scenes/Biker/GenericDirections11.vcd" //We gotta get over this thing.
  3894. }
  3895. Rule PlayerRemarkSmalltown03_path03Biker
  3896. {
  3897. criteria ConceptRemark IsBiker IsSmalltown03_path03 IsNotSaidSmalltown03_path03 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3898. ApplyContext "SaidSmalltown03_path03:1:0"
  3899. applycontexttoworld
  3900. Response PlayerRemarkSmalltown03_path03Biker
  3901. }
  3902.  
  3903. Response PlayerRemarkSmalltown03_path04Biker
  3904. {
  3905. scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs!
  3906. }
  3907. Rule PlayerRemarkSmalltown03_path04Biker
  3908. {
  3909. criteria ConceptRemark IsBiker IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3910. ApplyContext "SaidSmalltown03_path04:1:0"
  3911. applycontexttoworld
  3912. Response PlayerRemarkSmalltown03_path04Biker
  3913. }
  3914.  
  3915. Response PlayerRemarkSmalltown03_path05Biker
  3916. {
  3917. scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs!
  3918. }
  3919. Rule PlayerRemarkSmalltown03_path05Biker
  3920. {
  3921. criteria ConceptRemark IsBiker IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  3922. ApplyContext "SaidSmalltown03_path05:1:0"
  3923. applycontexttoworld
  3924. Response PlayerRemarkSmalltown03_path05Biker
  3925. }
  3926.  
  3927. Response PlayerRemarkSmalltown03_path06Biker
  3928. {
  3929. scene "scenes/Biker/blank.vcd" //
  3930. }
  3931. Rule PlayerRemarkSmalltown03_path06Biker
  3932. {
  3933. criteria ConceptRemark IsBiker IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3934. ApplyContext "SaidSmalltown03_path06:1:0"
  3935. applycontexttoworld
  3936. Response PlayerRemarkSmalltown03_path06Biker
  3937. }
  3938.  
  3939. Response PlayerRemarkSmalltown03_path08Biker
  3940. {
  3941. scene "scenes/Biker/WorldSmallTown0302.vcd" //Almost to Riverside.
  3942. scene "scenes/Biker/WorldSmallTown0308.vcd" //Riverside ain't too far from here.
  3943. }
  3944. Rule PlayerRemarkSmalltown03_path08Biker
  3945. {
  3946. criteria ConceptRemark IsBiker IsSmalltown03_path08 IsNotSaidSmalltown03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  3947. ApplyContext "SaidSmalltown03_path08:1:0"
  3948. applycontexttoworld
  3949. Response PlayerRemarkSmalltown03_path08Biker
  3950. }
  3951.  
  3952. Response PlayerRemarkSmalltown03_path10Biker
  3953. {
  3954. scene "scenes/Biker/WorldFarmHouse0316.vcd" //There might be supplies in that house.
  3955. scene "scenes/Biker/WorldFarmHouse0317.vcd" //Let's check this house.
  3956. scene "scenes/Biker/WorldFarmHouse0524.vcd" //That is one creepy ass house.
  3957. }
  3958. Rule PlayerRemarkSmalltown03_path10Biker
  3959. {
  3960. criteria ConceptRemark IsBiker IsSmalltown03_path10 IsNotSaidSmalltown03_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
  3961. ApplyContext "SaidSmalltown03_path10:1:0"
  3962. applycontexttoworld
  3963. Response PlayerRemarkSmalltown03_path10Biker
  3964. }
  3965.  
  3966. Response PlayerRemarkSmalltown03_path11Biker
  3967. {
  3968. scene "scenes/Biker/WorldSmallTown0303.vcd" //The town's pretty quiet...
  3969. }
  3970. Rule PlayerRemarkSmalltown03_path11Biker
  3971. {
  3972. criteria ConceptRemark IsBiker IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
  3973. ApplyContext "SaidSmalltown03_path11:1:0"
  3974. applycontexttoworld
  3975. Response PlayerRemarkSmalltown03_path11Biker
  3976. }
  3977.  
  3978. Response PlayerRemarkSmalltown03_path12Biker
  3979. {
  3980. scene "scenes/Biker/WorldSmallTown0309.vcd" //There's lights on in that church!
  3981. }
  3982. Rule PlayerRemarkSmalltown03_path12Biker
  3983. {
  3984. criteria ConceptRemark IsBiker IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3985. ApplyContext "SaidSmalltown03_path12:1:0"
  3986. applycontexttoworld
  3987. Response PlayerRemarkSmalltown03_path12Biker
  3988. }
  3989.  
  3990. Response PlayerRemarkSmalltown03_path13Biker
  3991. {
  3992. scene "scenes/Biker/WorldSmallTown0309.vcd" //There's lights on in that church!
  3993. }
  3994. Rule PlayerRemarkSmalltown03_path13Biker
  3995. {
  3996. criteria ConceptRemark IsBiker IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  3997. ApplyContext "SaidSmalltown03_path13:1:0"
  3998. applycontexttoworld
  3999. Response PlayerRemarkSmalltown03_path13Biker
  4000. }
  4001.  
  4002. Response PlayerRemarkSmalltown04_path01Biker
  4003. {
  4004. scene "scenes/Biker/blank.vcd" then any RiversideIsDead foo:0 0 //
  4005. }
  4006. Rule PlayerRemarkSmalltown04_path01Biker
  4007. {
  4008. criteria ConceptRemark IsBiker IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkBiker IsSubjectNear200
  4009. ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12"
  4010. applycontexttoworld
  4011. Response PlayerRemarkSmalltown04_path01Biker
  4012. }
  4013.  
  4014. Response PlayerRemarkSmalltown04_path02Biker
  4015. {
  4016. scene "scenes/Biker/blank.vcd" then any RiversideIsDead foo:0 0 //
  4017. }
  4018. Rule PlayerRemarkSmalltown04_path02Biker
  4019. {
  4020. criteria ConceptRemark IsBiker IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkBiker IsSubjectNear200
  4021. ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12"
  4022. applycontexttoworld
  4023. Response PlayerRemarkSmalltown04_path02Biker
  4024. }
  4025.  
  4026. Response PlayerRemarkSmalltown04_path05Biker
  4027. {
  4028. scene "scenes/Biker/FollowMe04.vcd" //This way.
  4029. }
  4030. Rule PlayerRemarkSmalltown04_path05Biker
  4031. {
  4032. criteria ConceptRemark IsBiker IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  4033. ApplyContext "SaidSmalltown04_path05:1:0"
  4034. applycontexttoworld
  4035. Response PlayerRemarkSmalltown04_path05Biker
  4036. }
  4037.  
  4038. Response PlayerRemarkSmalltown04_path05aBiker
  4039. {
  4040. scene "scenes/Biker/Generic07.vcd" //I'm comin' Bill. Keep yer beard on.
  4041. }
  4042. Rule PlayerRemarkSmalltown04_path05aBiker
  4043. {
  4044. criteria ConceptSmalltown04_path05a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
  4045. ApplyContext "SaidSmalltown04_path05:1:0"
  4046. applycontexttoworld
  4047. Response PlayerRemarkSmalltown04_path05aBiker
  4048. }
  4049.  
  4050. Response PlayerRemarkSmalltown04_path10Biker
  4051. {
  4052. scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs!
  4053. scene "scenes/Biker/WorldAirport0202.vcd" //Let's head back up.
  4054. scene "scenes/Biker/WorldFarmHouse0327.vcd" //We need to get up there.
  4055. scene "scenes/Biker/WorldSmallTown0116.vcd" //We can take these stairs!
  4056. }
  4057. Rule PlayerRemarkSmalltown04_path10Biker
  4058. {
  4059. criteria ConceptRemark IsBiker IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  4060. ApplyContext "SaidSmalltown04_path10:1:0"
  4061. applycontexttoworld
  4062. Response PlayerRemarkSmalltown04_path10Biker
  4063. }
  4064.  
  4065. Rule PlayerRemarkSmalltown04_path11Biker
  4066. {
  4067. criteria ConceptRemark IsBiker IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear200
  4068. ApplyContext "SaidSmalltown04_path11:1:0"
  4069. applycontexttoworld
  4070. Response PlayerRemarkSmalltown03_path14Biker
  4071. }
  4072.  
  4073. Response PlayerRemarkSmalltown05_path01Biker
  4074. {
  4075. scene "scenes/Biker/WorldFarmHouse0316.vcd" //There might be supplies in that house.
  4076. scene "scenes/Biker/WorldFarmHouse0317.vcd" //Let's check this house.
  4077. }
  4078. Rule PlayerRemarkSmalltown05_path01Biker
  4079. {
  4080. criteria ConceptRemark IsBiker IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
  4081. ApplyContext "SaidSmalltown05_path01:1:0"
  4082. applycontexttoworld
  4083. Response PlayerRemarkSmalltown05_path01Biker
  4084. }
  4085.  
  4086. Response PlayerRemarkSmalltown05_path02Biker
  4087. {
  4088. scene "scenes/Biker/WorldSmallTown0311.vcd" //I hate small towns.
  4089. }
  4090. Rule PlayerRemarkSmalltown05_path02Biker
  4091. {
  4092. criteria ConceptRemark IsBiker IsSmalltown05_path02 IsNotSaidSmalltown05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
  4093. ApplyContext "SaidSmalltown05_path02:1:0"
  4094. applycontexttoworld
  4095. Response PlayerRemarkSmalltown05_path02Biker
  4096. }
  4097.  
  4098. Response PlayerRemarkSmalltown05_path03Biker
  4099. {
  4100. scene "scenes/Biker/WorldSmallTown0402.vcd" //We can get to the river through here.
  4101. }
  4102. Rule PlayerRemarkSmalltown05_path03Biker
  4103. {
  4104. criteria ConceptRemark IsBiker IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
  4105. ApplyContext "SaidSmalltown05_path03:1:0"
  4106. applycontexttoworld
  4107. Response PlayerRemarkSmalltown05_path03Biker
  4108. }
  4109.  
  4110. Response PlayerRemarkSmalltown05_path03aBiker
  4111. {
  4112. scene "scenes/Biker/WorldSmallTown0509.vcd" //I hate the water.
  4113. }
  4114. Rule PlayerRemarkSmalltown05_path03aBiker
  4115. {
  4116. criteria ConceptSmalltown05_path03a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ChanceToFire50Percent
  4117. ApplyContext "SaidSmalltown05_path03:1:0"
  4118. applycontexttoworld
  4119. Response PlayerRemarkSmalltown05_path03aBiker
  4120. }
  4121.  
  4122. Response PlayerRemarkSmalltown05_path04Biker
  4123. {
  4124. scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans.
  4125. }
  4126. Rule PlayerRemarkSmalltown05_path04Biker
  4127. {
  4128. criteria ConceptRemark IsBiker IsSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire50Percent
  4129. ApplyContext "SaidSmalltown05_path04:1:0"
  4130. applycontexttoworld
  4131. Response PlayerRemarkSmalltown05_path04Biker
  4132. }
  4133.  
  4134. //AUTOGENERATED BLANK FOR PlayerRemarkSmalltown05_path04Biker : ChanceToFire50Percent
  4135. Rule AUTOBLANK_PlayerRemarkSmalltown05_path04Biker
  4136. {
  4137. criteria ConceptRemark IsBiker IsSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  4138. ApplyContext "SaidSmalltown05_path04:1:0"
  4139. applycontexttoworld
  4140. Response _PlayerInfoRemarkableBlankBiker
  4141. }
  4142.  
  4143. Response PlayerRemarkSmalltown05_path05Biker
  4144. {
  4145. scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans.
  4146. }
  4147. Rule PlayerRemarkSmalltown05_path05Biker
  4148. {
  4149. criteria ConceptRemark IsBiker IsSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  4150. ApplyContext "SaidSmalltown05_path05:1:0"
  4151. applycontexttoworld
  4152. Response PlayerRemarkSmalltown05_path05Biker
  4153. }
  4154.  
  4155. Response PlayerRemarkSmalltown05_path06Biker
  4156. {
  4157. scene "scenes/Biker/GenericDirections05.vcd" //Through here!
  4158. }
  4159. Rule PlayerRemarkSmalltown05_path06Biker
  4160. {
  4161. criteria ConceptRemark IsBiker IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
  4162. ApplyContext "SaidSmalltown05_path06:1:0"
  4163. applycontexttoworld
  4164. Response PlayerRemarkSmalltown05_path06Biker
  4165. }
  4166.  
  4167. Response PlayerRemarkThroughHereBiker
  4168. {
  4169. scene "scenes/Biker/GenericDirections05.vcd" //Through here!
  4170. scene "scenes/Biker/WorldFarmHouse0206.vcd" //Through here!
  4171. }
  4172. Rule PlayerRemarkThroughHereBiker
  4173. {
  4174. criteria ConceptRemark IsBiker IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  4175. ApplyContext "SaidThroughHere:1:0"
  4176. applycontexttoworld
  4177. Response PlayerRemarkThroughHereBiker
  4178. }
  4179.  
  4180. Response PlayerRemarkUpThatLadderBiker
  4181. {
  4182. scene "scenes/Biker/GenericDirections03.vcd" //Let's get up that ladder!
  4183. }
  4184. Rule PlayerRemarkUpThatLadderBiker
  4185. {
  4186. criteria ConceptRemark IsBiker IsUpThatLadder IsNotSaidUpThatLadder IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
  4187. ApplyContext "SaidUpThatLadder:1:0"
  4188. applycontexttoworld
  4189. Response PlayerRemarkUpThatLadderBiker
  4190. }
  4191.  
  4192. Response PlayerZoeySuggestsCraneBiker
  4193. {
  4194. scene "scenes/Biker/GenericResponses04.vcd" //Sure, why not?
  4195. scene "scenes/Biker/GenericResponses08.vcd" //That sounds about right.
  4196. scene "scenes/Biker/GenericResponses10.vcd" //Good thinking.
  4197. scene "scenes/Biker/WorldAirport0217.vcd" //Good thinking!
  4198. scene "scenes/Biker/WorldAirport0227.vcd" //Good thinking, Zoey!
  4199. }
  4200. Rule PlayerZoeySuggestsCraneBiker
  4201. {
  4202. criteria ConceptZoeySuggestsCrane IsBiker IsNotSaidZoeySuggestsCrane IsTalk IsTalkBiker IsSubjectNear800
  4203. ApplyContext "SaidZoeySuggestsCrane:1:0"
  4204. applycontexttoworld
  4205. Response PlayerZoeySuggestsCraneBiker
  4206. }
  4207.  
  4208. Response RespondAffirmativeBiker
  4209. {
  4210. scene "scenes/Biker/Yes02.vcd" //Okay.
  4211. scene "scenes/Biker/Yes05.vcd" //Yeah.
  4212. }
  4213. Rule RespondAffirmativeBiker
  4214. {
  4215. criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isBiker IsTalkBiker
  4216. Response RespondAffirmativeBiker
  4217. }
  4218.  
  4219. Response RiversideIsDeadBiker
  4220. {
  4221. scene "scenes/Biker/WorldSmallTown0306.vcd" then any RiversideIsDeadB foo:0 0 //Looks like Riverside couldn't hold it together.
  4222. scene "scenes/Biker/WorldSmallTown0401.vcd" then any RiversideIsDeadPlan TalkBiker:1:2 0 //Riverside's a bust. Let's just get to the river and steal a boat.
  4223. }
  4224. Rule RiversideIsDeadBiker
  4225. {
  4226. criteria ConceptRiversideIsDead IsBiker IsNotCoughing IsTalkBiker
  4227. ApplyContext "SaidSmalltown04_path02:1:0"
  4228. applycontexttoworld
  4229. Response RiversideIsDeadBiker
  4230. }
  4231.  
  4232. Response RiversideIsDeadPlanBiker
  4233. {
  4234. scene "scenes/Biker/GenericResponses10.vcd" //Good thinking.
  4235. }
  4236. Rule RiversideIsDeadPlanBiker
  4237. {
  4238. criteria ConceptRiversideIsDeadPlan IsBiker IsNotCoughing IsTalkBiker
  4239. ApplyContext "SaidSmalltown04_path02:1:0"
  4240. applycontexttoworld
  4241. Response RiversideIsDeadPlanBiker
  4242. }
  4243.  
  4244. Response RiversideIsDeadSpecial1ABiker
  4245. {
  4246. scene "scenes/Biker/WorldAirport0112.vcd" then NamVet RiversideIsDeadSpecial1B foo:0 0 //That's better than my plan.
  4247. }
  4248. Rule RiversideIsDeadSpecial1ABiker
  4249. {
  4250. criteria ConceptRiversideIsDeadSpecial1A IsBiker IsNotCoughing IsTalkBiker
  4251. Response RiversideIsDeadSpecial1ABiker
  4252. }
  4253.  
  4254. Response RiversideIsDeadSpecial1CBiker
  4255. {
  4256. scene "scenes/Biker/WorldAirport0113.vcd" //I didn't have one.
  4257. }
  4258. Rule RiversideIsDeadSpecial1CBiker
  4259. {
  4260. criteria ConceptRiversideIsDeadSpecial1C IsBiker IsNotCoughing IsTalkBiker
  4261. Response RiversideIsDeadSpecial1CBiker
  4262. }
  4263.  
  4264. Response SafeSpotAheadResponse
  4265. {
  4266. scene "scenes/Biker/SafeSpotAheadReaction01.vcd" //Finally!
  4267. scene "scenes/Biker/SafeSpotAheadReaction02.vcd" //A-men to that!
  4268. scene "scenes/Biker/SafeSpotAheadReaction04.vcd" //Well, all right!
  4269. scene "scenes/Biker/SafeSpotAheadReaction05.vcd" //Finally.
  4270. scene "scenes/Biker/SafeSpotAheadReaction07.vcd" //A-frickin'-men.
  4271. }
  4272. Rule SafeSpotAheadResponse
  4273. {
  4274. criteria IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent
  4275. Response SafeSpotAheadResponse
  4276. }
  4277.  
  4278.  
  4279. //--------------------------------------------------------------------------------------------------------------
  4280. // Remarkable voice
  4281. //--------------------------------------------------------------------------------------------------------------
  4282. Response PlayerNearFinaleFarmBiker
  4283. {
  4284. scene "scenes/Biker/blank.vcd" //
  4285. }
  4286. Rule PlayerNearFinaleFarmBiker
  4287. {
  4288. criteria ConceptPlayerNearFinale IsNotCoughing IsBiker IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkBiker IsNotIncapacitated ismap_l4d_farm05_cornfield
  4289. ApplyContext "SaidFinaleAhead:1:30"
  4290. applycontexttoworld
  4291. Response PlayerNearFinaleFarmBiker
  4292. }
  4293.  
  4294.  
  4295. //--------------------------------------------------------------------------------------------------------------
  4296. // Response
  4297. //--------------------------------------------------------------------------------------------------------------
  4298. Response AynRandResponseBiker
  4299. {
  4300. scene "scenes/Biker/WorldAirport0416.vcd" //I hate Ayn Rand.
  4301. }
  4302. Rule AynRandResponseBiker
  4303. {
  4304. criteria ConceptAynRandResponse IsBiker IsTalkBiker IsSubjectNear300
  4305. Response AynRandResponseBiker
  4306. }
  4307.  
  4308.  
  4309. //--------------------------------------------------------------------------------------------------------------
  4310. // Rosetta - Directional
  4311. //--------------------------------------------------------------------------------------------------------------
  4312. Response PlayerCoverMeBiker
  4313. {
  4314. scene "scenes/Biker/CoverMe01.vcd" //Cover me!
  4315. scene "scenes/Biker/CoverMe02.vcd" //Get my back.
  4316. scene "scenes/Biker/CoverMe03.vcd" //Watch my back
  4317. scene "scenes/Biker/CoverMe04.vcd" //Cover me!
  4318. scene "scenes/Biker/CoverMe05.vcd" //Get my back.
  4319. scene "scenes/Biker/CoverMe06.vcd" //Watch my back
  4320. }
  4321. Rule PlayerCoverMeBiker
  4322. {
  4323. criteria ConceptPlayerCoverMe IsNotCoughing IsBiker IsTalk IsTalkBiker
  4324. Response PlayerCoverMeBiker
  4325. }
  4326.  
  4327. Response PlayerFollowMeBiker
  4328. {
  4329. scene "scenes/Biker/FollowMe01.vcd" //Come on, this way.
  4330. scene "scenes/Biker/FollowMe02.vcd" //Follow me!
  4331. scene "scenes/Biker/FollowMe03.vcd" //Follow me.
  4332. scene "scenes/Biker/FollowMe04.vcd" //This way.
  4333. scene "scenes/Biker/FollowMe05.vcd" //This way.
  4334. scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me.
  4335. scene "scenes/Biker/FollowMe07.vcd" //I got the lead.
  4336. scene "scenes/Biker/FollowMe09.vcd" //This way, kids.
  4337. }
  4338. Rule PlayerFollowMeBiker
  4339. {
  4340. criteria ConceptPlayerFollowMe IsNotCoughing IsBiker IsTalk IsTalkBiker
  4341. Response PlayerFollowMeBiker
  4342. }
  4343.  
  4344. Response PlayerHelpBiker
  4345. {
  4346. scene "scenes/Biker/Help01.vcd" //Help!
  4347. scene "scenes/Biker/Help02.vcd" //I need some help over here.
  4348. scene "scenes/Biker/Help03.vcd" //I'm in trouble!
  4349. scene "scenes/Biker/Help05.vcd" //Help me!
  4350. scene "scenes/Biker/Help06.vcd" //Help!
  4351. scene "scenes/Biker/Help07.vcd" //Help me!
  4352. scene "scenes/Biker/Help08.vcd" //I'm in some trouble!
  4353. scene "scenes/Biker/Help09.vcd" //I need some help over here.
  4354. scene "scenes/Biker/Help10.vcd" //Hey! I need some help!
  4355. scene "scenes/Biker/Help11.vcd" //Hey! I need some help!
  4356. scene "scenes/Biker/Help12.vcd" //Help me!
  4357. scene "scenes/Biker/Help13.vcd" //I need a hand over here
  4358. scene "scenes/Biker/Help14.vcd" //I'm in a little trouble over here
  4359. }
  4360. Rule PlayerHelpBiker
  4361. {
  4362. criteria ConceptPlayerHelp IsBiker IsTalk IsTalkBiker
  4363. Response PlayerHelpBiker
  4364. }
  4365.  
  4366. Response PlayerHurryUpBiker
  4367. {
  4368. scene "scenes/Biker/HurryUp01.vcd" //Hurry up!
  4369. scene "scenes/Biker/HurryUp02.vcd" //Hurry up!
  4370. scene "scenes/Biker/HurryUp03.vcd" //Hurry!
  4371. scene "scenes/Biker/HurryUp04.vcd" //MOVE.
  4372. scene "scenes/Biker/HurryUp05.vcd" //Let's go ladies!
  4373. scene "scenes/Biker/HurryUp06.vcd" //Put your rear in gear!
  4374. scene "scenes/Biker/HurryUp08.vcd" //Let's go, let's go!
  4375. scene "scenes/Biker/HurryUp09.vcd" //Come on, let's go!
  4376. }
  4377. Rule PlayerHurryUpBiker
  4378. {
  4379. criteria ConceptPlayerHurryUp IsNotCoughing IsBiker IsTalk IsTalkBiker
  4380. Response PlayerHurryUpBiker
  4381. }
  4382.  
  4383. Response PlayerKillThatLightBiker
  4384. {
  4385. scene "scenes/Biker/KillThatLight01.vcd" //Kill that light!
  4386. scene "scenes/Biker/KillThatLight02.vcd" //Kill that light!
  4387. scene "scenes/Biker/KillThatLight03.vcd" //Kill that light!
  4388. scene "scenes/Biker/KillThatLight04.vcd" //Turn your light off!
  4389. scene "scenes/Biker/KillThatLight05.vcd" //Lights off!
  4390. scene "scenes/Biker/KillThatLight06.vcd" //Flashlights off!
  4391. scene "scenes/Biker/KillThatLight07.vcd" //Kill that light!
  4392. scene "scenes/Biker/KillThatLight08.vcd" //Shut off your flashlight, they'll see us!
  4393. scene "scenes/Biker/KillThatLight09.vcd" //Turn off your light.
  4394. scene "scenes/Biker/KillThatLight10.vcd" //No lights!
  4395. }
  4396. Rule PlayerKillThatLightBiker
  4397. {
  4398. criteria ConceptPlayerKillThatLight IsNotCoughing IsBiker IsTalk IsTalkBiker
  4399. Response PlayerKillThatLightBiker
  4400. }
  4401.  
  4402. Response PlayerLeadOnBiker
  4403. {
  4404. scene "scenes/Biker/LeadOn01.vcd" //I'll follow you.
  4405. scene "scenes/Biker/LeadOn02.vcd" //You go ahead, I'll follow you.
  4406. scene "scenes/Biker/LeadOn03.vcd" //You take the lead.
  4407. scene "scenes/Biker/LeadOn04.vcd" //Go ahead.
  4408. scene "scenes/Biker/LeadOn05.vcd" //Go ahead.
  4409. scene "scenes/Biker/LeadOn06.vcd" //After you.
  4410. scene "scenes/Biker/LeadOn07.vcd" //After you, ladies.
  4411. }
  4412. Rule PlayerLeadOnBiker
  4413. {
  4414. criteria ConceptPlayerLeadOn IsNotCoughing IsBiker IsTalk IsTalkBiker
  4415. Response PlayerLeadOnBiker
  4416. }
  4417.  
  4418. Response PlayerMoveOnBiker
  4419. {
  4420. scene "scenes/Biker/MoveOn01.vcd" //Allright, let's go
  4421. scene "scenes/Biker/MoveOn02.vcd" //Come on, we ain't got all day.
  4422. scene "scenes/Biker/MoveOn03.vcd" //Let's go.
  4423. scene "scenes/Biker/MoveOn04.vcd" //Let's get moving.
  4424. scene "scenes/Biker/MoveOn05.vcd" //Let's move.
  4425. scene "scenes/Biker/MoveOn07.vcd" //Time to go, ladies.
  4426. scene "scenes/Biker/MoveOn08.vcd" //Let's go.
  4427. scene "scenes/Biker/MoveOn09.vcd" //I'm tired of waitin' around here. Come on, let's go.
  4428. scene "scenes/Biker/MoveOn10.vcd" //Come on, let's go.
  4429. scene "scenes/Biker/MoveOn11.vcd" //Come on, let's move.
  4430. scene "scenes/Biker/MoveOn12.vcd" //Come on,come on, let's go.
  4431. }
  4432. Rule PlayerMoveOnBiker
  4433. {
  4434. criteria ConceptPlayerMoveOn IsNotCoughing IsBiker IsTalk IsTalkBiker
  4435. Response PlayerMoveOnBiker
  4436. }
  4437.  
  4438. Response PlayerStayTogetherBiker
  4439. {
  4440. scene "scenes/Biker/StayTogether01.vcd" //Stay close!
  4441. scene "scenes/Biker/StayTogether02.vcd" //We gotta stay together.
  4442. scene "scenes/Biker/StayTogether03.vcd" //Keep together!
  4443. scene "scenes/Biker/StayTogether04.vcd" //Stay together!
  4444. scene "scenes/Biker/StayTogether05.vcd" //Don't split up!
  4445. scene "scenes/Biker/StayTogether06.vcd" //Don't nobody wander off.
  4446. scene "scenes/Biker/StayTogether07.vcd" //Stay close.
  4447. scene "scenes/Biker/StayTogether08.vcd" //Don't get split up!
  4448. scene "scenes/Biker/StayTogether09.vcd" //Stay together!
  4449. scene "scenes/Biker/StayTogether11.vcd" //Don't stray!
  4450. scene "scenes/Biker/StayTogether12.vcd" //Keep together!
  4451. }
  4452. Rule PlayerStayTogetherBiker
  4453. {
  4454. criteria ConceptPlayerStayTogether IsNotCoughing IsBiker IsTalk IsTalkBiker
  4455. Response PlayerStayTogetherBiker
  4456. }
  4457.  
  4458. Response PlayerWatchOutBehindBiker
  4459. {
  4460. scene "scenes/Biker/WatchOutBehind01.vcd" //Behind us!
  4461. scene "scenes/Biker/WatchOutBehind02.vcd" //They're behind us!
  4462. scene "scenes/Biker/WatchOutBehind03.vcd" //Behind us!
  4463. }
  4464. Rule PlayerWatchOutBehindBiker
  4465. {
  4466. criteria ConceptPlayerWatchOutBehind IsNotCoughing IsBiker IsTalk IsTalkBiker
  4467. Response PlayerWatchOutBehindBiker
  4468. }
  4469.  
  4470.  
  4471. //--------------------------------------------------------------------------------------------------------------
  4472. // Rosetta - Manners
  4473. //--------------------------------------------------------------------------------------------------------------
  4474. Response PlayerAskReadyBiker
  4475. {
  4476. scene "scenes/Biker/AskReady01.vcd" //Ready for this?
  4477. scene "scenes/Biker/AskReady02.vcd" //Ready for this?
  4478. scene "scenes/Biker/AskReady03.vcd" //Ready?
  4479. scene "scenes/Biker/AskReady04.vcd" //Ready?
  4480. scene "scenes/Biker/AskReady05.vcd" //Ready for some fun?
  4481. scene "scenes/Biker/AskReady06.vcd" //Everybody ready?
  4482. scene "scenes/Biker/AskReady07.vcd" //You ready to roll?
  4483. scene "scenes/Biker/AskReady08.vcd" //We ready?
  4484. scene "scenes/Biker/AskReady09.vcd" //Everyone ready?
  4485. scene "scenes/Biker/AskReady10.vcd" //You ladies ready for this?
  4486. }
  4487. Rule PlayerAskReadyBiker
  4488. {
  4489. criteria ConceptPlayerAskReady IsNotCoughing IsBiker IsTalk IsTalkBiker
  4490. Response PlayerAskReadyBiker
  4491. }
  4492.  
  4493. Response PlayerImWithYouBiker
  4494. {
  4495. scene "scenes/Biker/ImWithYou01.vcd" //Right behind you!
  4496. scene "scenes/Biker/ImWithYou02.vcd" //I've got your back!
  4497. scene "scenes/Biker/ImWithYou03.vcd" //I've got your back!
  4498. scene "scenes/Biker/ImWithYou04.vcd" //I'm with ya!
  4499. scene "scenes/Biker/ImWithYou05.vcd" //I'm with ya!
  4500. scene "scenes/Biker/ImWithYou06.vcd" //Right behind you!
  4501. scene "scenes/Biker/ImWithYou07.vcd" //I'm with ya!
  4502. scene "scenes/Biker/ImWithYou08.vcd" //I got your back!
  4503. scene "scenes/Biker/ImWithYou09.vcd" //Behind you!
  4504. scene "scenes/Biker/ImWithYou10.vcd" //I'm here!
  4505. }
  4506. Rule PlayerImWithYouBiker
  4507. {
  4508. criteria ConceptPlayerImWithYou IsNotCoughing IsBiker IsTalk IsTalkBiker
  4509. Response PlayerImWithYouBiker
  4510. }
  4511.  
  4512. Response PlayerLaughBiker
  4513. {
  4514. scene "scenes/Biker/Laughter04.vcd" //<Hearty Laugh>
  4515. scene "scenes/Biker/Laughter12.vcd" //<Hearty Laugh>
  4516. scene "scenes/Biker/Laughter13.vcd" //<Hearty Laugh>
  4517. scene "scenes/Biker/Laughter14.vcd" //<Hearty Laugh>
  4518. scene "scenes/Biker/Laughter15.vcd" //<Hearty Laugh>
  4519. }
  4520. Rule PlayerLaughBiker
  4521. {
  4522. criteria ConceptPlayerLaugh IsNotCoughing IsBiker IsTalk IsTalkBiker
  4523. Response PlayerLaughBiker
  4524. }
  4525.  
  4526. Response PlayerLostCallBiker
  4527. {
  4528. scene "scenes/Biker/blank.vcd" //
  4529. }
  4530. Rule PlayerLostCallBiker
  4531. {
  4532. criteria ConceptPlayerLostCall IsNotCoughing IsBiker IsTalk IsTalkBiker
  4533. Response PlayerLostCallBiker
  4534. }
  4535.  
  4536. Response PlayerNiceJobResponseBiker
  4537. {
  4538. scene "scenes/Biker/NiceJob01.vcd" //Nice.
  4539. scene "scenes/Biker/NiceJob02.vcd" //Nice.
  4540. scene "scenes/Biker/NiceJob03.vcd" //Nice job.
  4541. scene "scenes/Biker/NiceJob04.vcd" //Shit, that was all right
  4542. scene "scenes/Biker/NiceJob05.vcd" //Damn, not bad.
  4543. scene "scenes/Biker/NiceJob06.vcd" //Nice job.
  4544. scene "scenes/Biker/NiceJob07.vcd" //Nice.
  4545. scene "scenes/Biker/NiceJob08.vcd" //Nice job.
  4546. scene "scenes/Biker/NiceJob09.vcd" //Nice job.
  4547. scene "scenes/Biker/NiceJob10.vcd" //Nice work.
  4548. scene "scenes/Biker/NiceJob11.vcd" //Well, shit, that was all right
  4549. scene "scenes/Biker/NiceJob12.vcd" //Nice damn job.
  4550. scene "scenes/Biker/NiceJob13.vcd" //Damn, not bad.
  4551. scene "scenes/Biker/NiceJob14.vcd" //Shiiiit.
  4552. scene "scenes/Biker/NiceJob15.vcd" //Hey, nice work.
  4553. scene "scenes/Biker/NiceJob16.vcd" //Well whaddya know. Good job!
  4554. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  4555. scene "scenes/Biker/NiceJob18.vcd" //You suprised me. Nice job.
  4556. scene "scenes/Biker/NiceJob19.vcd" //I knew you had it in ya.
  4557. }
  4558. Rule PlayerNiceJobResponseBiker
  4559. {
  4560. criteria ConceptPlayerNiceJob IsNotCoughing IsBiker IsTalk IsTalkBiker
  4561. Response PlayerNiceJobResponseBiker
  4562. }
  4563.  
  4564. Response PlayerNoBiker
  4565. {
  4566. scene "scenes/Biker/No01.vcd" //No
  4567. scene "scenes/Biker/No02.vcd" //No way.
  4568. scene "scenes/Biker/No03.vcd" //Um, no.
  4569. scene "scenes/Biker/No04.vcd" //No way, jose.
  4570. scene "scenes/Biker/No05.vcd" //Hell no.
  4571. scene "scenes/Biker/No06.vcd" //Hell no.
  4572. scene "scenes/Biker/No07.vcd" //Nope.
  4573. scene "scenes/Biker/No08.vcd" //Nope.
  4574. scene "scenes/Biker/No09.vcd" //No way, jose
  4575. scene "scenes/Biker/No11.vcd" //Negatory.
  4576. scene "scenes/Biker/No12.vcd" //Negatory.
  4577. scene "scenes/Biker/No13.vcd" //Uh, no.
  4578. scene "scenes/Biker/No14.vcd" //No way.
  4579. scene "scenes/Biker/No15.vcd" //No.
  4580. scene "scenes/Biker/No16.vcd" //Nope.
  4581. scene "scenes/Biker/No17.vcd" //No siree bob.
  4582. scene "scenes/Biker/No18.vcd" //Not a chance.
  4583. }
  4584. Rule PlayerNoBiker
  4585. {
  4586. criteria ConceptPlayerNo IsNotCoughing IsBiker IsTalk IsTalkBiker
  4587. Response PlayerNoBiker
  4588. }
  4589.  
  4590. Response PlayerProfanityBiker
  4591. {
  4592. scene "scenes/Biker/NegativeNoise07.vcd" //[Improv non-verbal displeasure & frustration sounds]
  4593. scene "scenes/Biker/NegativeNoise08.vcd" //[Improv non-verbal displeasure & frustration sounds]
  4594. scene "scenes/Biker/ReactionNegative02.vcd" //That's bad.
  4595. scene "scenes/Biker/ReactionNegative03.vcd" //damn
  4596. scene "scenes/Biker/ReactionNegative07.vcd" //Damnit.
  4597. scene "scenes/Biker/ReactionNegative07.vcd" //Damnit.
  4598. scene "scenes/Biker/ReactionNegative08.vcd" //Damnit.
  4599. scene "scenes/Biker/ReactionNegative08.vcd" //Damnit.
  4600. scene "scenes/Biker/ReactionNegative09.vcd" //Ahhhhh.
  4601. scene "scenes/Biker/Swear06.vcd" //Crap.
  4602. scene "scenes/Biker/Swear14.vcd" //Ah hell.
  4603. scene "scenes/Biker/Swear17.vcd" //Dammit.
  4604. scene "scenes/Biker/ViolenceAwe02.vcd" //Jee-zus...
  4605. }
  4606. Rule PlayerProfanityBiker
  4607. {
  4608. criteria ConceptPlayerAnswerLostCall IsNotCoughing IsBiker IsTalk IsTalkBiker
  4609. Response PlayerProfanityBiker
  4610. }
  4611.  
  4612. Response PlayerSorryBiker
  4613. {
  4614. scene "scenes/Biker/Sorry01.vcd" //Sorry.
  4615. scene "scenes/Biker/Sorry02.vcd" //Sorry about that.
  4616. scene "scenes/Biker/Sorry03.vcd" //Sorry about that.
  4617. scene "scenes/Biker/Sorry04.vcd" //Aww, man, sorry.
  4618. scene "scenes/Biker/Sorry05.vcd" //Sorry.
  4619. scene "scenes/Biker/Sorry06.vcd" //Sorry about that.
  4620. scene "scenes/Biker/Sorry07.vcd" //Yeah, guess that was my fault.
  4621. scene "scenes/Biker/Sorry08.vcd" //Yeah, guess that was my fault. Again.
  4622. scene "scenes/Biker/Sorry09.vcd" //Sorry.
  4623. scene "scenes/Biker/Sorry12.vcd" //My bad.
  4624. scene "scenes/Biker/Sorry13.vcd" //Whoopsie.
  4625. scene "scenes/Biker/Sorry14.vcd" //Uh, yeah, sorry.
  4626. scene "scenes/Biker/Sorry15.vcd" //Sorry.
  4627. scene "scenes/Biker/Sorry16.vcd" //oopsy daisy
  4628. scene "scenes/Biker/Sorry17.vcd" //That was my fault.
  4629. scene "scenes/Biker/Sorry18.vcd" //My bad.
  4630. }
  4631. Rule PlayerSorryBiker
  4632. {
  4633. criteria ConceptPlayerSorry IsNotCoughing IsBiker IsTalk IsTalkBiker
  4634. Response PlayerSorryBiker
  4635. }
  4636.  
  4637. Response PlayerThanksBiker
  4638. {
  4639. scene "scenes/Biker/Thanks01.vcd" //I owe you one.
  4640. scene "scenes/Biker/Thanks02.vcd" //Thanks.
  4641. scene "scenes/Biker/Thanks03.vcd" //Thanks.
  4642. scene "scenes/Biker/Thanks04.vcd" //Thanks [noise you make gun clicking your mouth twice]
  4643. scene "scenes/Biker/Thanks05.vcd" //Thanks, man.
  4644. scene "scenes/Biker/Thanks06.vcd" //Hey, thanks man.
  4645. scene "scenes/Biker/Thanks07.vcd" //Yeah, thanks.
  4646. scene "scenes/Biker/Thanks08.vcd" //Thank you.
  4647. scene "scenes/Biker/Thanks09.vcd" //Thanks, I owe ya.
  4648. scene "scenes/Biker/Thanks10.vcd" //Thanks, I owe ya.
  4649. scene "scenes/Biker/Thanks11.vcd" //Thanks, dude.
  4650. scene "scenes/Biker/Thanks12.vcd" //Thanks for that.
  4651. scene "scenes/Biker/Thanks15.vcd" //Thanks.
  4652. }
  4653. Rule PlayerThanksBiker
  4654. {
  4655. criteria ConceptPlayerThanks IsNotCoughing IsBiker IsTalk IsTalkBiker
  4656. Response PlayerThanksBiker
  4657. }
  4658.  
  4659. Response PlayerYesBiker
  4660. {
  4661. scene "scenes/Biker/Yes01.vcd" //Yes.
  4662. scene "scenes/Biker/Yes02.vcd" //Okay.
  4663. scene "scenes/Biker/Yes03.vcd" //Yep.
  4664. scene "scenes/Biker/Yes04.vcd" //Yeah.
  4665. scene "scenes/Biker/Yes05.vcd" //Yeah.
  4666. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  4667. }
  4668. Rule PlayerYesBiker
  4669. {
  4670. criteria ConceptPlayerYes IsNotCoughing IsBiker IsTalk IsTalkBiker
  4671. Response PlayerYesBiker
  4672. }
  4673.  
  4674. Response PlayerYouAreWelcomeBiker
  4675. {
  4676. scene "scenes/Biker/YouAreWelcome02.vcd" //I got your back.
  4677. scene "scenes/Biker/YouAreWelcome04.vcd" //Hey, no problem.
  4678. scene "scenes/Biker/YouAreWelcome05.vcd" //No problem.
  4679. scene "scenes/Biker/YouAreWelcome06.vcd" //Sure.
  4680. scene "scenes/Biker/YouAreWelcome07.vcd" //I told ya I'd take care of ya.
  4681. scene "scenes/Biker/YouAreWelcome08.vcd" //No, thank YOU!
  4682. scene "scenes/Biker/YouAreWelcome09.vcd" //Yer welcome.
  4683. scene "scenes/Biker/YouAreWelcome10.vcd" //Yea, I’m pretty awesome.
  4684. scene "scenes/Biker/YouAreWelcome11.vcd" //No problemo, pal.
  4685. scene "scenes/Biker/YouAreWelcome12.vcd" //It's all good.
  4686. scene "scenes/Biker/YouAreWelcome13.vcd" //Gotcha.
  4687. scene "scenes/Biker/YouAreWelcome14.vcd" //Whatever, whenever, man.
  4688. }
  4689. Rule PlayerYouAreWelcomeBiker
  4690. {
  4691. criteria ConceptPlayerYouAreWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSpeaking
  4692. Response PlayerYouAreWelcomeBiker
  4693. }
  4694.  
  4695. Rule PlayerFriendlyFireInflictorBiker
  4696. {
  4697. criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsBiker IsTalk IsTalkBiker
  4698. Response PlayerSorryBiker
  4699. }
  4700.  
  4701.  
  4702. //--------------------------------------------------------------------------------------------------------------
  4703. // Rosetta - Responses
  4704. //--------------------------------------------------------------------------------------------------------------
  4705. Response PlayerNegativeBiker
  4706. {
  4707. scene "scenes/Biker/Laughter08.vcd" //<Short laugh>
  4708. scene "scenes/Biker/NegativeNoise08.vcd" //[Improv non-verbal displeasure & frustration sounds]
  4709. scene "scenes/Biker/ReactionNegative02.vcd" //That's bad.
  4710. }
  4711. Rule PlayerNegativeBiker
  4712. {
  4713. criteria ConceptPlayerNegative IsNotCoughing IsBiker IsTalk IsTalkBiker
  4714. Response PlayerNegativeBiker
  4715. }
  4716.  
  4717.  
  4718. //--------------------------------------------------------------------------------------------------------------
  4719. // Rosetta - Warning
  4720. //--------------------------------------------------------------------------------------------------------------
  4721. Response PlayerAreaClearBiker
  4722. {
  4723. scene "scenes/Biker/AreaClear01.vcd" //Clear.
  4724. scene "scenes/Biker/AreaClear02.vcd" //It's clear.
  4725. scene "scenes/Biker/AreaClear03.vcd" //Nothin' in here.
  4726. scene "scenes/Biker/AreaClear04.vcd" //Clear, sir.
  4727. scene "scenes/Biker/AreaClear05.vcd" //Clear.
  4728. scene "scenes/Biker/AreaClear06.vcd" //Nothin' in here.
  4729. scene "scenes/Biker/AreaClear07.vcd" //blph... Looks empty.
  4730. scene "scenes/Biker/AreaClear08.vcd" //Looks empty.
  4731. scene "scenes/Biker/AreaClear09.vcd" //I don't see anything here
  4732. scene "scenes/Biker/AreaClear10.vcd" //I got nothin' here.
  4733. }
  4734. Rule PlayerAreaClearBiker
  4735. {
  4736. criteria ConceptPlayerAreaClear IsNotCoughing IsBiker IsTalk IsTalkBiker
  4737. Response PlayerAreaClearBiker
  4738. }
  4739.  
  4740. Response PlayerHeardBoomerBiker
  4741. {
  4742. scene "scenes/Biker/blank.vcd" //
  4743. }
  4744. Rule PlayerHeardBoomerBiker
  4745. {
  4746. criteria ConceptPlayerHeardBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
  4747. Response PlayerHeardBoomerBiker
  4748. }
  4749.  
  4750. Response PlayerHeardHunterBiker
  4751. {
  4752. scene "scenes/Biker/blank.vcd" //
  4753. }
  4754. Rule PlayerHeardHunterBiker
  4755. {
  4756. criteria ConceptPlayerHeardHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
  4757. Response PlayerHeardHunterBiker
  4758. }
  4759.  
  4760. Response PlayerHeardSmokerBiker
  4761. {
  4762. scene "scenes/Biker/blank.vcd" //
  4763. }
  4764. Rule PlayerHeardSmokerBiker
  4765. {
  4766. criteria ConceptPlayerHeardSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
  4767. Response PlayerHeardSmokerBiker
  4768. }
  4769.  
  4770. Response PlayerHeardTankBiker
  4771. {
  4772. scene "scenes/Biker/blank.vcd" //
  4773. }
  4774. Rule PlayerHeardTankBiker
  4775. {
  4776. criteria ConceptPlayerHeardTank IsNotCoughing IsBiker IsTalk IsTalkBiker
  4777. Response PlayerHeardTankBiker
  4778. }
  4779.  
  4780. Response PlayerHeardWitchBiker
  4781. {
  4782. scene "scenes/Biker/blank.vcd" //
  4783. }
  4784. Rule PlayerHeardWitchBiker
  4785. {
  4786. criteria ConceptPlayerHeardWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
  4787. Response PlayerHeardWitchBiker
  4788. }
  4789.  
  4790. Response PlayerHurrahBiker
  4791. {
  4792. scene "scenes/Biker/Hurrah05.vcd" then Any HurrahAlso foo:0 0 //We just might make it out of here after all.
  4793. scene "scenes/Biker/Hurrah06.vcd" //We're gonna be okay.
  4794. scene "scenes/Biker/Hurrah07.vcd" then Any HurrahAlso foo:0 0 //I think we're gonna make it.
  4795. scene "scenes/Biker/Hurrah08.vcd" then Any HurrahAlso foo:0 0 //They can't stop us.
  4796. scene "scenes/Biker/Hurrah09.vcd" then Any HurrahAlso foo:0 0 //Nothing can stop us.
  4797. scene "scenes/Biker/Hurrah10.vcd" then Any HurrahAlso foo:0 0 //We are unstoppable!
  4798. scene "scenes/Biker/Hurrah11.vcd" then Any HurrahAlso foo:0 0 //YEAH!
  4799. scene "scenes/Biker/Hurrah12.vcd" then Any HurrahAlso foo:0 0 //Everybody havin' as much fun as me?
  4800. scene "scenes/Biker/Hurrah13.vcd" then Any HurrahAlso foo:0 0 //Everyone havin' fun?
  4801. scene "scenes/Biker/Hurrah14.vcd" then Any HurrahAlso foo:0 0 //You know all those monsters? I don't think they're gonna make it.
  4802. scene "scenes/Biker/Hurrah15.vcd" then Any HurrahAlso foo:0 0 //We just might make it out of here after all.
  4803. scene "scenes/Biker/Hurrah21.vcd" then Any HurrahAlso foo:0 0 //You guys are all right.
  4804. scene "scenes/Biker/Hurrah22.vcd" //I think we gotta chance
  4805. scene "scenes/Biker/Hurrah23.vcd" then Any HurrahAlso foo:0 0 //lookin good
  4806. scene "scenes/Biker/Hurrah24.vcd" then Any HurrahAlso foo:0 0 //Hey, this is just gettin fun.
  4807. }
  4808. Rule PlayerHurrahBiker
  4809. {
  4810. criteria ConceptPlayerHurrah IsNotCoughing IsBiker IsTalk IsTalkBiker
  4811. Response PlayerHurrahBiker
  4812. }
  4813.  
  4814. Response PlayerWarnCarefulBiker
  4815. {
  4816. scene "scenes/Biker/WarnCareful01.vcd" //Careful...
  4817. scene "scenes/Biker/WarnCareful02.vcd" //Be careful...
  4818. scene "scenes/Biker/WarnCareful03.vcd" //Take it easy...
  4819. scene "scenes/Biker/WarnCareful04.vcd" //Take er easy...
  4820. scene "scenes/Biker/WarnCareful05.vcd" //Watch yourself, now...
  4821. scene "scenes/Biker/WarnCareful06.vcd" //Careful now...
  4822. scene "scenes/Biker/WarnCareful07.vcd" //Watch it...
  4823. scene "scenes/Biker/WarnCareful08.vcd" //Carrrefullll...
  4824. scene "scenes/Biker/WarnCareful09.vcd" //Careful, kids...
  4825. }
  4826. Rule PlayerWarnCarefulBiker
  4827. {
  4828. criteria ConceptPlayerWarnCareful IsNotCoughing IsBiker IsTalk IsTalkBiker
  4829. Response PlayerWarnCarefulBiker
  4830. }
  4831.  
  4832. Response SurvivorSpottedWorldFarBiker
  4833. {
  4834. scene "scenes/Biker/Look01.vcd" //Over there!
  4835. scene "scenes/Biker/Look02.vcd" //Over there!
  4836. scene "scenes/Biker/Look03.vcd" //Look!
  4837. scene "scenes/Biker/Look04.vcd" //Look!
  4838. scene "scenes/Biker/Look05.vcd" //Look!
  4839. }
  4840. Rule SurvivorSpottedWorldFarBiker
  4841. {
  4842. criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  4843. Response SurvivorSpottedWorldFarBiker
  4844. }
  4845.  
  4846.  
  4847. //--------------------------------------------------------------------------------------------------------------
  4848. // Smalltown Intro
  4849. //--------------------------------------------------------------------------------------------------------------
  4850. Response IntroSmalltown3Biker
  4851. {
  4852. scene "scenes/Biker/WorldSmallTown0105.vcd" //Sounds good to me. Let's head to Riverside.
  4853. }
  4854. Rule IntroSmalltown3Biker
  4855. {
  4856. criteria ConceptIntroSmalltown3 IsBiker
  4857. ApplyContext "talk:1:5"
  4858. applycontexttoworld
  4859. Response IntroSmalltown3Biker
  4860. }
  4861.  
  4862.  
  4863. //--------------------------------------------------------------------------------------------------------------
  4864. // Spawn - Join
  4865. //--------------------------------------------------------------------------------------------------------------
  4866. Response SurvivorSpawnBiker
  4867. {
  4868. scene "scenes/Biker/ScenarioJoin01.vcd" //I'm here!
  4869. scene "scenes/Biker/ScenarioJoin02.vcd" //Hey, I'm here!
  4870. scene "scenes/Biker/ScenarioJoin03.vcd" //Hey, I'm here!
  4871. scene "scenes/Biker/ScenarioJoin04.vcd" //Hello!
  4872. }
  4873. Rule SurvivorSpawnBiker
  4874. {
  4875. criteria ConceptPlayerScenarioJoin IsNotCoughing IsBiker IsTalk IsTalkBiker
  4876. Response SurvivorSpawnBiker
  4877. }
  4878.  
  4879. Response SurvivorSpawnLastMainstreetBiker
  4880. {
  4881. scene "scenes/Biker/blank.vcd" //
  4882. }
  4883. Rule SurvivorSpawnLastMainstreetBiker
  4884. {
  4885. criteria ConceptPlayerScenarioJoinLast IsBiker IsSmalltown04
  4886. ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5"
  4887. applycontexttoworld
  4888. Response SurvivorSpawnLastMainstreetBiker
  4889. }
  4890.  
  4891.  
  4892. //--------------------------------------------------------------------------------------------------------------
  4893. // Vocalizer
  4894. //--------------------------------------------------------------------------------------------------------------
  4895. Response PlayerBillPouncedBiker
  4896. {
  4897. scene "scenes/Biker/HunterBillPounced01.vcd" predelay ".5,1" //Hunter's got Bill!
  4898. scene "scenes/Biker/HunterBillPounced02.vcd" predelay ".5,1" //Hunter's on Bill!
  4899. }
  4900. Rule PlayerBillPouncedBiker
  4901. {
  4902. criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsNamVet IsNotSaidBillPounced IsBiker IsTalk IsTalkBiker
  4903. ApplyContext "BillPounced:1:60"
  4904. applycontexttoworld
  4905. Response PlayerBillPouncedBiker
  4906. }
  4907.  
  4908. Response PlayerEatPillsBiker
  4909. {
  4910. scene "scenes/Biker/PainReliefSigh01.vcd" //Ahhh
  4911. scene "scenes/Biker/PainReliefSigh05.vcd" //ohh
  4912. }
  4913. Rule PlayerEatPillsBiker
  4914. {
  4915. criteria ConceptEatPills IsNotCoughing IsBiker IsTalk IsTalkBiker
  4916. Response PlayerEatPillsBiker
  4917. }
  4918.  
  4919. Response PlayerGetInsideCheckPointBiker
  4920. {
  4921. scene "scenes/Biker/StayTogetherInside01.vcd" //Get your asses in here!
  4922. scene "scenes/Biker/StayTogetherInside02.vcd" //Come on ladies, everyone inside!
  4923. scene "scenes/Biker/StayTogetherInside03.vcd" //Get in here!
  4924. scene "scenes/Biker/StayTogetherInside04.vcd" //Everyone inside!
  4925. scene "scenes/Biker/StayTogetherInside05.vcd" //Quit pissin' around and get in here!
  4926. }
  4927. Rule PlayerGetInsideCheckPointBiker
  4928. {
  4929. criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker SomeoneOutsideSafeSpot
  4930. Response PlayerGetInsideCheckPointBiker
  4931. }
  4932.  
  4933. Response PlayerGrenadeBiker
  4934. {
  4935. scene "scenes/Biker/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
  4936. scene "scenes/Biker/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
  4937. scene "scenes/Biker/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
  4938. scene "scenes/Biker/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
  4939. scene "scenes/Biker/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
  4940. scene "scenes/Biker/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
  4941. }
  4942. Rule PlayerGrenadeBiker
  4943. {
  4944. criteria ConceptThrewGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker
  4945. Response PlayerGrenadeBiker
  4946. }
  4947.  
  4948. Response PlayerGrenadeCarefulBiker
  4949. {
  4950. scene "scenes/Biker/WarnCareful02.vcd" //Be careful...
  4951. scene "scenes/Biker/WarnCareful08.vcd" //Carrrefullll...
  4952. }
  4953. Rule PlayerGrenadeCarefulBiker
  4954. {
  4955. criteria ConceptGrenadeCareful IsNotCoughing IsBiker IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkBiker
  4956. Response PlayerGrenadeCarefulBiker
  4957. }
  4958.  
  4959. Response PlayerIncapacitatedInitialBiker
  4960. {
  4961. scene "scenes/Biker/IncapacitatedInitial01.vcd" //I'm down!
  4962. scene "scenes/Biker/IncapacitatedInitial02.vcd" //Damnit, I'm down.
  4963. scene "scenes/Biker/IncapacitatedInitial03.vcd" //Shit, I need some help.
  4964. }
  4965. Rule PlayerIncapacitatedInitialBiker
  4966. {
  4967. criteria ConceptPlayerIncapacitated IsNotCoughing IsBiker IsTalk IsTalkBiker
  4968. ApplyContext "TalkBiker:1:2"
  4969. Response PlayerIncapacitatedInitialBiker
  4970. }
  4971.  
  4972. Response PlayerKillConfirmationBiker
  4973. {
  4974. scene "scenes/Biker/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 0 //Got it!
  4975. scene "scenes/Biker/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 0 //Nailed it!
  4976. scene "scenes/Biker/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 0 //Down!
  4977. scene "scenes/Biker/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 0 //That's mine.
  4978. scene "scenes/Biker/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 0 //Dead!
  4979. scene "scenes/Biker/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 0 //Popped it!
  4980. scene "scenes/Biker/KillConfirmation07.vcd" odds 5 then Any PlayerNiceShot foo:0 0 //Popped a cap in his ass!
  4981. }
  4982. Rule PlayerKillConfirmationBiker
  4983. {
  4984. criteria ConceptKilledZombie IsNotCoughing IsBiker IsTalk IsTalkBiker IsSubjectFar300 ChanceToFire40Percent
  4985. Response PlayerKillConfirmationBiker
  4986. }
  4987.  
  4988. Response PlayerLockTheDoorCheckPointBiker
  4989. {
  4990. scene "scenes/Biker/CloseTheDoor04.vcd" //You born in a barn? Lock the goddamn door.
  4991. scene "scenes/Biker/CloseTheDoor05.vcd" //Lock the door.
  4992. scene "scenes/Biker/CloseTheDoor06.vcd" //Lock the freakin' door.
  4993. scene "scenes/Biker/CloseTheDoor07.vcd" odds 1 //Personally, I'm happy to keep fighting. But YOU ladies might want to lock the door.
  4994. scene "scenes/Biker/CloseTheDoor08.vcd" //Someone gonna lock that door?
  4995. scene "scenes/Biker/CloseTheDoor10.vcd" //Lock the goddman door.
  4996. scene "scenes/Biker/CloseTheDoor11.vcd" //Would you lock that sucker?
  4997. scene "scenes/Biker/CloseTheDoor12.vcd" //Keep 'em out! Lock that door!
  4998. }
  4999. Rule PlayerLockTheDoorCheckPointBiker
  5000. {
  5001. criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker
  5002. Response PlayerLockTheDoorCheckPointBiker
  5003. }
  5004.  
  5005. Response PlayerLouisPouncedBiker
  5006. {
  5007. scene "scenes/Biker/HunterLouisPounced01.vcd" predelay ".5,1" //Hunter's got Louis!
  5008. scene "scenes/Biker/HunterLouisPounced02.vcd" predelay ".5,1" //Hunter on Louis!
  5009. }
  5010. Rule PlayerLouisPouncedBiker
  5011. {
  5012. criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsManager IsNotSaidLouisPounced IsBiker IsTalk IsTalkBiker
  5013. ApplyContext "LouisPounced:1:60"
  5014. applycontexttoworld
  5015. Response PlayerLouisPouncedBiker
  5016. }
  5017.  
  5018. Response PlayerRemarkairport01_burningBiker
  5019. {
  5020. scene "scenes/Biker/WorldAirport0105.vcd" //The whole damn city's on fire.
  5021. scene "scenes/Biker/WorldAirport0115.vcd" //Holy shit, the whole damn city's on fire.
  5022. }
  5023. Rule PlayerRemarkairport01_burningBiker
  5024. {
  5025. criteria ConceptRemark IsBiker Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkBiker
  5026. ApplyContext "Saidairport01_burning:1:0"
  5027. Response PlayerRemarkairport01_burningBiker
  5028. }
  5029.  
  5030. //AUTOGENERATED BLANK FOR PlayerRemarkairport01_burningBiker : ChanceToFire40Percent
  5031. Rule AUTOBLANK_PlayerRemarkairport01_burningBiker
  5032. {
  5033. criteria ConceptRemark IsBiker Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkBiker
  5034. ApplyContext "Saidairport01_burning:1:0"
  5035. Response _PlayerInfoRemarkableBlankBiker
  5036. }
  5037.  
  5038. Response PlayerRemarkfarm01_campingBiker
  5039. {
  5040. scene "scenes/Biker/WorldFarmHouse0101.vcd" //Yer tellin' me people camp for fun?
  5041. }
  5042. Rule PlayerRemarkfarm01_campingBiker
  5043. {
  5044. criteria ConceptRemark IsBiker Isfarm01_camping IsNotSaidfarm01_camping IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkBiker
  5045. ApplyContext "Saidfarm01_camping:1:0"
  5046. Response PlayerRemarkfarm01_campingBiker
  5047. }
  5048.  
  5049. //AUTOGENERATED BLANK FOR PlayerRemarkfarm01_campingBiker : ChanceToFire40Percent
  5050. Rule AUTOBLANK_PlayerRemarkfarm01_campingBiker
  5051. {
  5052. criteria ConceptRemark IsBiker Isfarm01_camping IsNotSaidfarm01_camping IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkBiker
  5053. ApplyContext "Saidfarm01_camping:1:0"
  5054. Response _PlayerInfoRemarkableBlankBiker
  5055. }
  5056.  
  5057. Response PlayerStayTogetherInsideBiker
  5058. {
  5059. scene "scenes/Biker/StayTogetherInside01.vcd" //Get your asses in here!
  5060. scene "scenes/Biker/StayTogetherInside02.vcd" //Come on ladies, everyone inside!
  5061. scene "scenes/Biker/StayTogetherInside03.vcd" //Get in here!
  5062. scene "scenes/Biker/StayTogetherInside04.vcd" //Everyone inside!
  5063. scene "scenes/Biker/StayTogetherInside05.vcd" //Quit pissin' around and get in here!
  5064. }
  5065. Rule PlayerStayTogetherInsideBiker
  5066. {
  5067. criteria ConceptPlayerStayTogether IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker SomeoneOutsideSafeSpot
  5068. Response PlayerStayTogetherInsideBiker
  5069. }
  5070.  
  5071. Response PlayerSuggestHealthBillBiker
  5072. {
  5073. scene "scenes/Biker/PlayerSuggestHealthBill01.vcd" //Old man - use your health kit.
  5074. scene "scenes/Biker/PlayerSuggestHealthBill02.vcd" //Bill, man, heal up
  5075. }
  5076. Rule PlayerSuggestHealthBillBiker
  5077. {
  5078. criteria ConceptPlayerSuggestHealthNamVet IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat
  5079. ApplyContext "SuggestedHealth:1:120"
  5080. applycontexttoworld
  5081. Response PlayerSuggestHealthBillBiker
  5082. }
  5083.  
  5084. Response PlayerSuggestHealthLouisBiker
  5085. {
  5086. scene "scenes/Biker/PlayerSuggestHealth04.vcd" //You should heal up.
  5087. scene "scenes/Biker/PlayerSuggestHealthBill03.vcd" //Bro, heal up.
  5088. scene "scenes/Biker/PlayerSuggestHealthLouis01.vcd" //Hey Louie, use your first aid kit.
  5089. scene "scenes/Biker/PlayerSuggestHealthLouis02.vcd" //Louis, you gotta heal up, man.
  5090. scene "scenes/Biker/PlayerSuggestHealthLouis03.vcd" //Louis, heal fer chrissake.
  5091. }
  5092. Rule PlayerSuggestHealthLouisBiker
  5093. {
  5094. criteria ConceptPlayerSuggestHealthManager IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat
  5095. ApplyContext "SuggestedHealth:1:120"
  5096. applycontexttoworld
  5097. Response PlayerSuggestHealthLouisBiker
  5098. }
  5099.  
  5100. Response PlayerSuggestHealthZoeyBiker
  5101. {
  5102. scene "scenes/Biker/PlayerSuggestHealth05.vcd" //Someone should use their health pack...
  5103. scene "scenes/Biker/PlayerSuggestHealthZoey01.vcd" //Zoey, heal up.
  5104. scene "scenes/Biker/PlayerSuggestHealthZoey02.vcd" //Zoey darlin', heal up.
  5105. scene "scenes/Biker/PlayerSuggestHealthZoey03.vcd" //Zoey, patch yerself up.
  5106. scene "scenes/Biker/PlayerSuggestHealthZoey04.vcd" //Hey Zoey, you oughtta heal.
  5107. }
  5108. Rule PlayerSuggestHealthZoeyBiker
  5109. {
  5110. criteria ConceptPlayerSuggestHealthTeenGirl IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat
  5111. ApplyContext "SuggestedHealth:1:120"
  5112. applycontexttoworld
  5113. Response PlayerSuggestHealthZoeyBiker
  5114. }
  5115.  
  5116. Response PlayerSuggestMeHealthBikerBiker
  5117. {
  5118. scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthBiker foo:0 0 //
  5119. }
  5120. Rule PlayerSuggestMeHealthBikerBiker
  5121. {
  5122. criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsBiker IsNotBeingHealed IsTalk IsTalkBiker
  5123. Response PlayerSuggestMeHealthBikerBiker
  5124. }
  5125.  
  5126. Response PlayerSuggestMeHealthManagerBiker
  5127. {
  5128. scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthManager foo:0 0 //
  5129. }
  5130. Rule PlayerSuggestMeHealthManagerBiker
  5131. {
  5132. criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsManager IsNotBeingHealed IsTalk IsTalkBiker
  5133. Response PlayerSuggestMeHealthManagerBiker
  5134. }
  5135.  
  5136. Response PlayerSuggestMeHealthNamVetBiker
  5137. {
  5138. scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthNamVet foo:0 0 //
  5139. }
  5140. Rule PlayerSuggestMeHealthNamVetBiker
  5141. {
  5142. criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsNamVet IsNotBeingHealed IsTalk IsTalkBiker
  5143. Response PlayerSuggestMeHealthNamVetBiker
  5144. }
  5145.  
  5146. Response PlayerSuggestMeHealthTeenGirlBiker
  5147. {
  5148. scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthTeenGirl foo:0 0 //
  5149. }
  5150. Rule PlayerSuggestMeHealthTeenGirlBiker
  5151. {
  5152. criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsTeenGirl IsNotBeingHealed IsTalk IsTalkBiker
  5153. Response PlayerSuggestMeHealthTeenGirlBiker
  5154. }
  5155.  
  5156. Response PlayerTransitionBiker
  5157. {
  5158. scene "scenes/Biker/Hurrah24.vcd" //Hey, this is just gettin fun.
  5159. scene "scenes/Biker/NiceJob04.vcd" //Shit, that was all right
  5160. scene "scenes/Biker/NiceJob11.vcd" //Well, shit, that was all right
  5161. scene "scenes/Biker/ReactionPositive03.vcd" //Rock-n-roll!
  5162. scene "scenes/Biker/ReactionPositive06.vcd" //Hell yeah!
  5163. scene "scenes/Biker/ReactionPositive08.vcd" //Yeah!
  5164. scene "scenes/Biker/ReactionPositive09.vcd" //Yeah!
  5165. scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah!
  5166. scene "scenes/Biker/ReactionPositive11.vcd" //All right!
  5167. scene "scenes/Biker/Taunt02.vcd" //HELL YEAH!
  5168. }
  5169. Rule PlayerTransitionBiker
  5170. {
  5171. criteria ConceptPlayerTransition IsNotCoughing IsBiker IsNotSaidPlayerTransition IsTalk IsTalkBiker
  5172. ApplyContext "SaidPlayerTransition:1:90"
  5173. applycontexttoworld
  5174. Response PlayerTransitionBiker
  5175. }
  5176.  
  5177. Response PlayerTransitionCloseBiker
  5178. {
  5179. scene "scenes/Biker/PlayerTransitionClose01.vcd" //Any zombie fight you can crawl away from means you won it.
  5180. scene "scenes/Biker/PlayerTransitionClose02.vcd" //Heh heh, well all right!
  5181. scene "scenes/Biker/PlayerTransitionClose03.vcd" //That was close!
  5182. scene "scenes/Biker/PlayerTransitionClose04.vcd" //Thought we were goners (lauging)
  5183. scene "scenes/Biker/PlayerTransitionClose05.vcd" //This shit ain't easy.
  5184. scene "scenes/Biker/PlayerTransitionClose06.vcd" //Killin' vampires looked easier in the brochure, dinnit?
  5185. }
  5186. Rule PlayerTransitionCloseBiker
  5187. {
  5188. criteria ConceptPlayerTransition IsNotCoughing IsBiker IsNotSaidPlayerTransition IsTalk IsTalkBiker IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive
  5189. ApplyContext "SaidPlayerTransition:1:90"
  5190. applycontexttoworld
  5191. Response PlayerTransitionCloseBiker
  5192. }
  5193.  
  5194. Response PlayerWarnHeardBoomerBiker
  5195. {
  5196. scene "scenes/Biker/HeardBoomer01.vcd" //I hear a Boomer out there.
  5197. scene "scenes/Biker/HeardBoomer02.vcd" //Careful, I hear a Boomer.
  5198. scene "scenes/Biker/HeardBoomer03.vcd" //There's a Boomer around here.
  5199. scene "scenes/Biker/HeardBoomer04.vcd" //Watch it, we got a Boomer.
  5200. scene "scenes/Biker/HeardBoomer05.vcd" //Hear that Boomer? I'm gonna kill its ass.
  5201. scene "scenes/Biker/HeardBoomer06.vcd" //I hear a Boomer.
  5202. }
  5203. Rule PlayerWarnHeardBoomerBiker
  5204. {
  5205. criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsBiker IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
  5206. ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30"
  5207. applycontexttoworld
  5208. Response PlayerWarnHeardBoomerBiker
  5209. }
  5210.  
  5211. Response PlayerWarnHeardHunterBiker
  5212. {
  5213. scene "scenes/Biker/HeardHunter01.vcd" //There's a hunter out there.
  5214. scene "scenes/Biker/HeardHunter02.vcd" //Careful, there's a Hunter around here.
  5215. scene "scenes/Biker/HeardHunter03.vcd" //I hear a Hunter.
  5216. scene "scenes/Biker/HeardHunter04.vcd" //Careful, there's a Hunter around here.
  5217. scene "scenes/Biker/HeardHunter05.vcd" //Sounds like a freakin' Hunter.
  5218. scene "scenes/Biker/HeardHunter06.vcd" //Hunter out there.
  5219. scene "scenes/Biker/HeardHunter07.vcd" //There's a Hunter someplace around here.
  5220. scene "scenes/Biker/HeardHunter08.vcd" //I hear a Hunter. COME ON OUT, WUSSY!
  5221. scene "scenes/Biker/HeardHunter09.vcd" //YEAH, YOU BETTER HIDE! Sweathshirt wearin' little wuss.
  5222. }
  5223. Rule PlayerWarnHeardHunterBiker
  5224. {
  5225. criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsBiker IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
  5226. ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30"
  5227. applycontexttoworld
  5228. Response PlayerWarnHeardHunterBiker
  5229. }
  5230.  
  5231. Response PlayerWarnHeardSmokerBiker
  5232. {
  5233. scene "scenes/Biker/HeardSmoker01.vcd" //Man, there's a Smoker around here.
  5234. scene "scenes/Biker/HeardSmoker02.vcd" //Smell that Smoker?
  5235. scene "scenes/Biker/HeardSmoker03.vcd" //Smoker. Hear it?
  5236. scene "scenes/Biker/HeardSmoker04.vcd" //I hear a smoker.
  5237. scene "scenes/Biker/HeardSmoker05.vcd" //Sounds like a Smoker.
  5238. scene "scenes/Biker/HeardSmoker06.vcd" //Smoker. He's gonna have to use that tongue to choke my foot out of his ass.
  5239. scene "scenes/Biker/HeardSmoker07.vcd" //Sounds like a Smoker.
  5240. }
  5241. Rule PlayerWarnHeardSmokerBiker
  5242. {
  5243. criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsBiker IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
  5244. ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30"
  5245. applycontexttoworld
  5246. Response PlayerWarnHeardSmokerBiker
  5247. }
  5248.  
  5249. Response PlayerWarnHeardWitchBiker
  5250. {
  5251. scene "scenes/Biker/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 0 //I hear a Witch.
  5252. scene "scenes/Biker/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 0 //Witch, and she's close!
  5253. scene "scenes/Biker/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 0 //There's a Witch around here.
  5254. scene "scenes/Biker/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 0 //Witch, and she's close!
  5255. scene "scenes/Biker/HeardWitch05.vcd" then Self PlayerKillThatLight foo:0 0 //Hear that Witch? I'm gonna give her something to cry about.
  5256. scene "scenes/Biker/HeardWitch06.vcd" then Self PlayerKillThatLight foo:0 0 //Shhh, I hear a Witch.
  5257. scene "scenes/Biker/HeardWitch07.vcd" then Self PlayerKillThatLight foo:0 0 //There's a Witch around here.
  5258. scene "scenes/Biker/HeardWitch08.vcd" then Self PlayerKillThatLight foo:0 0 //I hear a Witch.
  5259. }
  5260. Rule PlayerWarnHeardWitchBiker
  5261. {
  5262. criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsBiker IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
  5263. ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30"
  5264. applycontexttoworld
  5265. Response PlayerWarnHeardWitchBiker
  5266. }
  5267.  
  5268. Response PlayerWarnMegaMobBiker
  5269. {
  5270. scene "scenes/Biker/Incoming02.vcd" predelay "2.5,3.5" //Holy shit, here they come!
  5271. scene "scenes/Biker/Incoming04.vcd" predelay "2.5,3.5" //Incoming!
  5272. scene "scenes/Biker/Incoming05.vcd" predelay "2.5,3.5" //Get ready ladies!
  5273. scene "scenes/Biker/Incoming06.vcd" predelay "2.5,3.5" //INCOMING!
  5274. scene "scenes/Biker/Incoming07.vcd" predelay "2.5,3.5" //This is gonna be good.
  5275. scene "scenes/Biker/Incoming08.vcd" predelay "2.5,3.5" //Shit, Get ready!
  5276. scene "scenes/Biker/MiniFinaleGetReady01.vcd" predelay "2.5,3.5" //Get ready!
  5277. scene "scenes/Biker/MiniFinaleGetReady02.vcd" predelay "2.5,3.5" //Bring it on!
  5278. scene "scenes/Biker/MiniFinaleGetReady03.vcd" predelay "2.5,3.5" //Here they come!
  5279. scene "scenes/Biker/MiniFinaleGetReady04.vcd" predelay "2.5,3.5" //They're coming!
  5280. scene "scenes/Biker/ReactionNegative04.vcd" predelay "2.5,3.5" //Holy jesus.
  5281. scene "scenes/Biker/ReactionNegative05.vcd" predelay "2.5,3.5" //Shit
  5282. scene "scenes/Biker/ReactionNegative06.vcd" predelay "2.5,3.5" //Ah shit.
  5283. scene "scenes/Biker/ReactionNegative09.vcd" predelay "2.5,3.5" //Ahhhhh.
  5284. scene "scenes/Biker/ReactionNegative10.vcd" predelay "2.5,3.5" //Effin hell.
  5285. scene "scenes/Biker/ViolenceAwe03.vcd" predelay "2.5,3.5" //Holy crap.
  5286. scene "scenes/Biker/ViolenceAwe05.vcd" predelay "2.5,3.5" //Holy shit...
  5287. scene "scenes/Biker/ViolenceAwe07.vcd" predelay "2.5,3.5" //<laugh>Whoa-ho-ho, YEAH!
  5288. }
  5289. Rule PlayerWarnMegaMobBiker
  5290. {
  5291. criteria ConceptPlayerWarnMegaMob IsNotCoughing IsBiker IsNotWarnMegaMob IsTalk IsTalkBiker IsNotSpeaking
  5292. ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30"
  5293. applycontexttoworld
  5294. Response PlayerWarnMegaMobBiker
  5295. }
  5296.  
  5297. Response PlayerWarnWitchAngryBiker
  5298. {
  5299. scene "scenes/Biker/WitchGettingAngry01.vcd" //You got a death wish? Leave that witch alone!
  5300. scene "scenes/Biker/WitchGettingAngry02.vcd" //Stop spookin' the effin witch!
  5301. scene "scenes/Biker/WitchGettingAngry03.vcd" //Oh shit, the witch's gettin' riled up!
  5302. scene "scenes/Biker/WitchGettingAngry04.vcd" //Watch it, that witch is gettin' pissed!
  5303. }
  5304. Rule PlayerWarnWitchAngryBiker
  5305. {
  5306. criteria ConceptWitchGettingAngry IsNotCoughing IsBiker IsNotWarnAngryWitch IsTalk IsTalkBiker
  5307. ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30"
  5308. applycontexttoworld
  5309. Response PlayerWarnWitchAngryBiker
  5310. }
  5311.  
  5312. Response PlayerZoeyPouncedBiker
  5313. {
  5314. scene "scenes/Biker/HunterZoeyPounced01.vcd" predelay ".5,1" //Hunter's got Zoey!
  5315. scene "scenes/Biker/HunterZoeyPounced02.vcd" predelay ".5,1" //Hunter on Zoey!
  5316. scene "scenes/Biker/HunterZoeyPounced03.vcd" predelay ".5,1" //Hey, hunter's got Zoey!
  5317. }
  5318. Rule PlayerZoeyPouncedBiker
  5319. {
  5320. criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsTeenGirl IsNotSaidZoeyPounced IsBiker IsTalk IsTalkBiker
  5321. ApplyContext "ZoeyPounced:1:60"
  5322. applycontexttoworld
  5323. Response PlayerZoeyPouncedBiker
  5324. }
  5325.  
  5326. Response SurvivorCaughtVomitBiker
  5327. {
  5328. scene "scenes/Biker/Generic03.vcd" odds 5 //He puked on me!
  5329. scene "scenes/Biker/ReactionBoomerVomit01.vcd" //
  5330. scene "scenes/Biker/ReactionBoomerVomit02.vcd" //
  5331. scene "scenes/Biker/ReactionBoomerVomit03.vcd" //
  5332. scene "scenes/Biker/ReactionBoomerVomit04.vcd" //
  5333. scene "scenes/Biker/ReactionBoomerVomit05.vcd" //
  5334. }
  5335. Rule SurvivorCaughtVomitBiker
  5336. {
  5337. criteria ConceptPlayerVomitInFace IsNotCoughing IsBiker IsTalk IsTalkBiker
  5338. Response SurvivorCaughtVomitBiker
  5339. }
  5340.  
  5341. Response SurvivorCoughingBiker
  5342. {
  5343. scene "scenes/Biker/Cough01.vcd" //[Coughing from smoke]
  5344. scene "scenes/Biker/Cough02.vcd" //[Coughing from smoke]
  5345. scene "scenes/Biker/Cough03.vcd" //[Coughing from smoke]
  5346. scene "scenes/Biker/Cough04.vcd" //[Coughing from smoke]
  5347. scene "scenes/Biker/Cough05.vcd" //[Coughing from smoke]
  5348. scene "scenes/Biker/Cough06.vcd" //[Coughing from smoke]
  5349. scene "scenes/Biker/Cough07.vcd" //[Coughing from smoke]
  5350. }
  5351. Rule SurvivorCoughingBiker
  5352. {
  5353. criteria ConceptSurvivorCoughing IsCoughing IsBiker IsTalk IsTalkBiker
  5354. Response SurvivorCoughingBiker
  5355. }
  5356.  
  5357. Response SurvivorCoughingDeathBiker
  5358. {
  5359. scene "scenes/Biker/Cough01.vcd" //[Coughing from smoke]
  5360. scene "scenes/Biker/Cough02.vcd" //[Coughing from smoke]
  5361. scene "scenes/Biker/Cough03.vcd" //[Coughing from smoke]
  5362. scene "scenes/Biker/Cough04.vcd" //[Coughing from smoke]
  5363. scene "scenes/Biker/Cough05.vcd" //[Coughing from smoke]
  5364. scene "scenes/Biker/Cough06.vcd" //[Coughing from smoke]
  5365. scene "scenes/Biker/Cough07.vcd" //[Coughing from smoke]
  5366. }
  5367. Rule SurvivorCoughingDeathBiker
  5368. {
  5369. criteria ConceptPlayerDeath IsCoughing IsBiker IsTalk IsTalkBiker
  5370. Response SurvivorCoughingDeathBiker
  5371. }
  5372.  
  5373. Response SurvivorDeathBiker
  5374. {
  5375. scene "scenes/Biker/DeathScream01.vcd" //[Death rattle]
  5376. scene "scenes/Biker/DeathScream02.vcd" //[Death rattle]
  5377. scene "scenes/Biker/DeathScream03.vcd" //[Death rattle]
  5378. scene "scenes/Biker/DeathScream04.vcd" //[Death rattle]
  5379. scene "scenes/Biker/DeathScream05.vcd" //[Death rattle] Mama...
  5380. scene "scenes/Biker/DeathScream06.vcd" //[Short quick death scream]
  5381. scene "scenes/Biker/DeathScream07.vcd" //[Short quick death scream]
  5382. scene "scenes/Biker/DeathScream08.vcd" //[Loud painful death scream]
  5383. scene "scenes/Biker/DeathScream09.vcd" //[Loud painful death scream]
  5384. scene "scenes/Biker/DeathScream10.vcd" //[Short quick death scream]
  5385. }
  5386. Rule SurvivorDeathBiker
  5387. {
  5388. criteria ConceptPlayerDeath IsNotCoughing IsBiker IsTalk IsTalkBiker
  5389. Response SurvivorDeathBiker
  5390. }
  5391.  
  5392. Response SurvivorGrabbedByTongueBiker
  5393. {
  5394. scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
  5395. scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
  5396. scene "scenes/Biker/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
  5397. scene "scenes/Biker/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
  5398. scene "scenes/Biker/GrabbedBySmoker03.vcd" //no, No, NO, NO!!!
  5399. }
  5400. Rule SurvivorGrabbedByTongueBiker
  5401. {
  5402. criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsBiker IsTalk IsTalkBiker
  5403. Response SurvivorGrabbedByTongueBiker
  5404. }
  5405.  
  5406. Response SurvivorNearFinaleBiker
  5407. {
  5408. scene "scenes/Biker/FinaleAhead01.vcd" //We're almost there!
  5409. scene "scenes/Biker/FinaleAhead02.vcd" //We're almost out of here!
  5410. scene "scenes/Biker/FinaleAhead03.vcd" //Now there's a sight for sore eyes. Looks like we're gonna make it, kids.
  5411. scene "scenes/Biker/FinaleAhead04.vcd" //Hey, we're almost outta this shithole. I told you I'd get you here.
  5412. }
  5413. Rule SurvivorNearFinaleBiker
  5414. {
  5415. criteria ConceptPlayerNearFinale IsNotCoughing IsBiker IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkBiker IsNotIncapacitated
  5416. ApplyContext "SaidFinaleAhead:1:30"
  5417. applycontexttoworld
  5418. Response SurvivorNearFinaleBiker
  5419. }
  5420.  
  5421. Response SurvivorTankPoundBiker
  5422. {
  5423. scene "scenes/Biker/TankPound01.vcd" //Get this thing off me!
  5424. scene "scenes/Biker/TankPound02.vcd" //This thing's poundin the hell outta me!
  5425. scene "scenes/Biker/TankPound03.vcd" //This thing's killing me!
  5426. scene "scenes/Biker/TankPound04.vcd" //I gotta Tank on me!
  5427. }
  5428. Rule SurvivorTankPoundBiker
  5429. {
  5430. criteria ConceptPlayerGroundPoundedByTank IsBiker IsTalk IsTalkBiker
  5431. Response SurvivorTankPoundBiker
  5432. }
  5433.  
  5434. Response SurvivorVocalizeBackUpBiker
  5435. {
  5436. scene "scenes/Biker/BackUp01.vcd" //BackBackBack!
  5437. scene "scenes/Biker/BackUp02.vcd" //Back up!
  5438. scene "scenes/Biker/BackUp03.vcd" //Back up!
  5439. scene "scenes/Biker/BackUp04.vcd" //Get the hell back!
  5440. scene "scenes/Biker/BackUp05.vcd" //Back it up!
  5441. }
  5442. Rule SurvivorVocalizeBackUpBiker
  5443. {
  5444. criteria ConceptPlayerBackUp IsBiker IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkBiker
  5445. Response SurvivorVocalizeBackUpBiker
  5446. }
  5447.  
  5448. Response SurvivorVocalizeEmphaticGoBiker
  5449. {
  5450. scene "scenes/Biker/EmphaticGo01.vcd" //GET MOVING!
  5451. scene "scenes/Biker/EmphaticGo02.vcd" //MOVE!
  5452. scene "scenes/Biker/EmphaticGo03.vcd" //Go go go!
  5453. scene "scenes/Biker/EmphaticGo04.vcd" //GO!
  5454. scene "scenes/Biker/EmphaticGo05.vcd" //Get your rear in gear!
  5455. scene "scenes/Biker/EmphaticGo06.vcd" //Get your rear in gear!
  5456. }
  5457. Rule SurvivorVocalizeEmphaticGoBiker
  5458. {
  5459. criteria ConceptPlayerEmphaticGo IsBiker IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkBiker
  5460. Response SurvivorVocalizeEmphaticGoBiker
  5461. }
  5462.  
  5463. Response SurvivorVocalizeFollowMeBiker
  5464. {
  5465. scene "scenes/Biker/FollowMe01.vcd" //Come on, this way.
  5466. scene "scenes/Biker/FollowMe02.vcd" //Follow me!
  5467. scene "scenes/Biker/FollowMe03.vcd" //Follow me.
  5468. scene "scenes/Biker/FollowMe04.vcd" //This way.
  5469. scene "scenes/Biker/FollowMe05.vcd" //This way.
  5470. scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me.
  5471. scene "scenes/Biker/FollowMe07.vcd" //I got the lead.
  5472. scene "scenes/Biker/FollowMe09.vcd" //This way, kids.
  5473. }
  5474. Rule SurvivorVocalizeFollowMeBiker
  5475. {
  5476. criteria ConceptPlayerFollowMe IsNotCoughing IsBiker IsTalk IsTalkBiker
  5477. Response SurvivorVocalizeFollowMeBiker
  5478. }
  5479.  
  5480. Response SurvivorVocalizeGoingToDieBiker
  5481. {
  5482. scene "scenes/Biker/GoingToDie01.vcd" //I don't feel so good.
  5483. scene "scenes/Biker/GoingToDie03.vcd" //Man, I feel like you guys look.
  5484. scene "scenes/Biker/GoingToDie04.vcd" //I've, I've felt better.
  5485. scene "scenes/Biker/GoingToDie05.vcd" //This is turning into one of those days
  5486. scene "scenes/Biker/GoingToDie06.vcd" //I have definitely felt better.
  5487. scene "scenes/Biker/GoingToDie08.vcd" //Even my ass hurts.
  5488. scene "scenes/Biker/GoingToDie09.vcd" //This is startin' to get to me.
  5489. scene "scenes/Biker/GoingToDie11.vcd" //I don't wanna sound like a sissy, but I'm hurt bad.
  5490. scene "scenes/Biker/GoingToDie12.vcd" //I think I'm pretty screwed up.
  5491. scene "scenes/Biker/GoingToDie13.vcd" //I'm hurtin'.
  5492. scene "scenes/Biker/GoingToDie14.vcd" //Damnit, I am messed up.
  5493. scene "scenes/Biker/GoingToDie15.vcd" //Shit, this just hurts.
  5494. scene "scenes/Biker/GoingToDie16.vcd" //Oooh mama, this hurts.
  5495. scene "scenes/Biker/GoingToDie17.vcd" //I feel terrible.
  5496. scene "scenes/Biker/GoingToDie18.vcd" //God, I feel awful.
  5497. scene "scenes/Biker/GoingToDie19.vcd" //I think I'm gonna puke.
  5498. scene "scenes/Biker/GoingToDie20.vcd" odds 2 //I'm feelin' pretty shitty and a little woozy, the woozy is kinda fun
  5499. scene "scenes/Biker/GoingToDie22.vcd" //Shit, I just hurt.
  5500. scene "scenes/Biker/GoingToDie23.vcd" //I feel like shit.
  5501. scene "scenes/Biker/GoingToDie24.vcd" //I ain't doing so good.
  5502. scene "scenes/Biker/GoingToDie25.vcd" //I feel pretty crappy.
  5503. scene "scenes/Biker/GoingToDie26.vcd" odds 2 //I feel like guys look after I've punched them in the face
  5504. scene "scenes/Biker/GoingToDieLight01.vcd" //[loud exhale] Shit... [blows air through pursed lips]
  5505. scene "scenes/Biker/GoingToDieLight04.vcd" //Ah christ this hurts like hell.
  5506. scene "scenes/Biker/GoingToDieLight07.vcd" //Goddammit, this hurts.
  5507. scene "scenes/Biker/GoingToDieLight13.vcd" //Ah man, somethin' don't feel right
  5508. scene "scenes/Biker/GoingToDieLight14.vcd" //This [cough] hurts.
  5509. scene "scenes/Biker/GoingToDieLight15.vcd" //I'm pretty hosed.
  5510. scene "scenes/Biker/GoingToDieLight16.vcd" odds 1 //Killed by vampires. What a goddamn disgrace.
  5511. }
  5512. Rule SurvivorVocalizeGoingToDieBiker
  5513. {
  5514. criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotComplainBlock
  5515. ApplyContext "IsComplain:1:25"
  5516. Response SurvivorVocalizeGoingToDieBiker
  5517. }
  5518.  
  5519. Response SurvivorVocalizeGoingToDie3Biker
  5520. {
  5521. scene "scenes/Biker/GoingToDie02.vcd" //I don't, I don't know if I am going to make it.
  5522. scene "scenes/Biker/GoingToDie07.vcd" //I need to get patched up.
  5523. scene "scenes/Biker/GoingToDie10.vcd" //I ain't gonna make it much further.
  5524. scene "scenes/Biker/GoingToDie21.vcd" //Sheeet, I ain't gonna make it.
  5525. scene "scenes/Biker/GoingToDieLight11.vcd" odds 2 then Manager VampiresBeata foo:0 0 //I ain't gonna let these goddamn vampires beat me.
  5526. }
  5527. Rule SurvivorVocalizeGoingToDie3Biker
  5528. {
  5529. criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsOnThirdStrike IsTalk IsTalkBiker IsNotComplainBlock
  5530. ApplyContext "IsComplain:1:25"
  5531. Response SurvivorVocalizeGoingToDie3Biker
  5532. }
  5533.  
  5534. Response SurvivorVocalizeGoingToDieAloneBiker
  5535. {
  5536. scene "scenes/Biker/NervousHumming01.vcd" //[Not-So-Nervous Humming]
  5537. scene "scenes/Biker/NervousHumming02.vcd" //[Not-So-Nervous Humming]
  5538. scene "scenes/Biker/NervousHumming03.vcd" //[Not-So-Nervous Humming]
  5539. scene "scenes/Biker/NervousHumming04.vcd" //[Not-So-Nervous Humming]
  5540. scene "scenes/Biker/NervousHumming05.vcd" //[Not-So-Nervous Humming]
  5541. scene "scenes/Biker/NervousHumming06.vcd" //[Not-So-Nervous Humming]
  5542. scene "scenes/Biker/NervousHumming07.vcd" //[Not-So-Nervous Humming with lame zombie lyrics]
  5543. }
  5544. Rule SurvivorVocalizeGoingToDieAloneBiker
  5545. {
  5546. criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkBiker
  5547. ApplyContext "SaidNervous:1:0"
  5548. Response SurvivorVocalizeGoingToDieAloneBiker
  5549. }
  5550.  
  5551. Response SurvivorVocalizeLookOutBiker
  5552. {
  5553. scene "scenes/Biker/LookOut01.vcd" //Look out!
  5554. scene "scenes/Biker/LookOut02.vcd" //Look out!
  5555. scene "scenes/Biker/LookOut03.vcd" //Watch out!
  5556. scene "scenes/Biker/LookOut04.vcd" //Watch out!
  5557. scene "scenes/Biker/LookOut05.vcd" //Watch your ass!
  5558. scene "scenes/Biker/LookOut06.vcd" //Heads up!
  5559. }
  5560. Rule SurvivorVocalizeLookOutBiker
  5561. {
  5562. criteria ConceptPlayerLookOut IsNotCoughing IsBiker IsTalk IsTalkBiker
  5563. Response SurvivorVocalizeLookOutBiker
  5564. }
  5565.  
  5566. Response SurvivorVocalizeThisWayBiker
  5567. {
  5568. scene "scenes/Biker/FollowMe01.vcd" //Come on, this way.
  5569. scene "scenes/Biker/FollowMe02.vcd" //Follow me!
  5570. scene "scenes/Biker/FollowMe03.vcd" //Follow me.
  5571. scene "scenes/Biker/FollowMe04.vcd" //This way.
  5572. scene "scenes/Biker/FollowMe05.vcd" //This way.
  5573. scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me.
  5574. scene "scenes/Biker/FollowMe07.vcd" //I got the lead.
  5575. scene "scenes/Biker/FollowMe09.vcd" //This way, kids.
  5576. }
  5577. Rule SurvivorVocalizeThisWayBiker
  5578. {
  5579. criteria ConceptPlayerThisWay IsNotCoughing IsBiker IsTalk IsTalkBiker
  5580. Response SurvivorVocalizeThisWayBiker
  5581. }
  5582.  
  5583. Response SurvivorVocalizeWaitHereBiker
  5584. {
  5585. scene "scenes/Biker/WaitHere01.vcd" //Everyone stop!
  5586. scene "scenes/Biker/WaitHere02.vcd" //Stop for a second!
  5587. scene "scenes/Biker/WaitHere04.vcd" //Hold up a minute!
  5588. scene "scenes/Biker/WaitHere05.vcd" //Hold up!
  5589. scene "scenes/Biker/WaitHere06.vcd" //Everyone stop!
  5590. scene "scenes/Biker/WaitHere07.vcd" //Hold up - I'm tired of runnin from these pussies.
  5591. scene "scenes/Biker/WaitHere08.vcd" //Park your ass for a sec.
  5592. }
  5593. Rule SurvivorVocalizeWaitHereBiker
  5594. {
  5595. criteria ConceptPlayerWaitHere IsNotCoughing IsBiker IsTalk IsTalkBiker
  5596. Response SurvivorVocalizeWaitHereBiker
  5597. }
  5598.  
  5599.  
  5600. //--------------------------------------------------------------------------------------------------------------
  5601. // Vocalizer - Danger
  5602. //--------------------------------------------------------------------------------------------------------------
  5603. Response PlayerLedgeHangEndBiker
  5604. {
  5605. scene "scenes/Biker/LedgeHangEnd01.vcd" //I'M SLIPPING! PULL ME UP!
  5606. scene "scenes/Biker/LedgeHangEnd02.vcd" //GET OVER HERE OR I'M GONNA FALL!
  5607. scene "scenes/Biker/LedgeHangEnd03.vcd" //I CAN'T HOLD ON - I'M GONNA FALL!
  5608. scene "scenes/Biker/LedgeHangEnd04.vcd" //SHIT...I'M GONNA FALL!
  5609. scene "scenes/Biker/LedgeHangEnd05.vcd" //I'M GONNA FALL!
  5610. scene "scenes/Biker/LedgeHangEnd06.vcd" //I CAN'T HOLD ON!
  5611. }
  5612. Rule PlayerLedgeHangEndBiker
  5613. {
  5614. criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsBiker IsTalk IsTalkBiker
  5615. Response PlayerLedgeHangEndBiker
  5616. }
  5617.  
  5618. Response PlayerLedgeHangMiddleBiker
  5619. {
  5620. scene "scenes/Biker/LedgeHangMiddle01.vcd" //Okay, joke's over, get your ass over here and pull me up!
  5621. scene "scenes/Biker/LedgeHangMiddle02.vcd" //Someone pull me up already!
  5622. scene "scenes/Biker/LedgeHangMiddle03.vcd" //I ain't gonna last hanging here much longer.
  5623. scene "scenes/Biker/LedgeHangMiddle04.vcd" //I'm not screwing around, I really need some help over here!
  5624. scene "scenes/Biker/LedgeHangMiddle05.vcd" //For chrissake, pull me up already.
  5625. }
  5626. Rule PlayerLedgeHangMiddleBiker
  5627. {
  5628. criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsBiker IsTalk IsTalkBiker
  5629. Response PlayerLedgeHangMiddleBiker
  5630. }
  5631.  
  5632. Response PlayerLedgeHangStartBiker
  5633. {
  5634. scene "scenes/Biker/LedgeHangStart01.vcd" //Hey, I could use a hand.
  5635. scene "scenes/Biker/LedgeHangStart02.vcd" //Get your ass over here and help me up.
  5636. scene "scenes/Biker/LedgeHangStart03.vcd" //Someone want to help me out here?
  5637. scene "scenes/Biker/LedgeHangStart04.vcd" //Hello. I could use a hand.
  5638. scene "scenes/Biker/LedgeHangStart05.vcd" //Someone wannna give me a hand?
  5639. scene "scenes/Biker/LedgeHangStart06.vcd" //I'm hanging here.
  5640. scene "scenes/Biker/LedgeHangStart07.vcd" //I ain't hangin' here for fun, get over here and help me.
  5641. scene "scenes/Biker/LedgeHangStart08.vcd" //Hey, I really need a hand.
  5642. scene "scenes/Biker/LedgeHangStart09.vcd" //Could use a hand here.
  5643. }
  5644. Rule PlayerLedgeHangStartBiker
  5645. {
  5646. criteria ConceptPlayerLedgeHangStart IsNotCoughing IsBiker IsTalk IsTalkBiker
  5647. Response PlayerLedgeHangStartBiker
  5648. }
  5649.  
  5650.  
  5651. //--------------------------------------------------------------------------------------------------------------
  5652. // Vocalizer - Death
  5653. //--------------------------------------------------------------------------------------------------------------
  5654. Response DoubleDeath2Biker
  5655. {
  5656. scene "scenes/Biker/DoubleDeathResponse02.vcd" predelay ".5,1.25" //Just two of us left. Shit.
  5657. }
  5658. Rule DoubleDeath2Biker
  5659. {
  5660. criteria ConceptDeath2Left IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent
  5661. ApplyContext "SaidSomeoneDiedDouble2:1:10"
  5662. applycontexttoworld
  5663. Response DoubleDeath2Biker
  5664. }
  5665.  
  5666. Response SurvivorDiedBillBiker
  5667. {
  5668. scene "scenes/Biker/NameBill01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
  5669. scene "scenes/Biker/NameBill02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Billllll! (loud)
  5670. }
  5671. Rule SurvivorDiedBillBiker
  5672. {
  5673. criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkBiker
  5674. ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
  5675. applycontexttoworld
  5676. Response SurvivorDiedBillBiker
  5677. }
  5678.  
  5679. Response SurvivorDiedLouisBiker
  5680. {
  5681. scene "scenes/Biker/NameLouis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud)
  5682. scene "scenes/Biker/NameLouis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louissss! (loud)
  5683. }
  5684. Rule SurvivorDiedLouisBiker
  5685. {
  5686. criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkBiker
  5687. ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
  5688. applycontexttoworld
  5689. Response SurvivorDiedLouisBiker
  5690. }
  5691.  
  5692. Response SurvivorDiedZoeyBiker
  5693. {
  5694. scene "scenes/Biker/NameZoey01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoey! (loud)
  5695. scene "scenes/Biker/NameZoey02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoeyyyyy! (loud)
  5696. }
  5697. Rule SurvivorDiedZoeyBiker
  5698. {
  5699. criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkBiker
  5700. ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
  5701. applycontexttoworld
  5702. Response SurvivorDiedZoeyBiker
  5703. }
  5704.  
  5705.  
  5706. //--------------------------------------------------------------------------------------------------------------
  5707. // Vocalizer - Pickups
  5708. //--------------------------------------------------------------------------------------------------------------
  5709. Response PickupAutoShotgunGroovyLouisBiker
  5710. {
  5711. scene "scenes/Biker/Generic63.vcd" then Manager TakeShotgunGroovyLouis foo:0 0 //Groovy.
  5712. }
  5713. Rule PickupAutoShotgunGroovyLouisBiker
  5714. {
  5715. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun ChanceToFire90Percent IsTalk IsTalkBiker IsManagerNear400 NotInCombat ChanceToFire10Percent
  5716. ApplyContext "BikerPickedUpItem:1:30"
  5717. Response PickupAutoShotgunGroovyLouisBiker
  5718. }
  5719.  
  5720. Response PickupAutoShotgunGroovyZoeyBiker
  5721. {
  5722. scene "scenes/Biker/Generic63.vcd" then TeenGirl TakeShotgunGroovyZoey foo:0 0 //Groovy.
  5723. }
  5724. Rule PickupAutoShotgunGroovyZoeyBiker
  5725. {
  5726. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun ChanceToFire90Percent IsTalk IsTalkBiker IsTeenGirlNear400 NotInCombat ChanceToFire10Percent
  5727. ApplyContext "BikerPickedUpItem:1:30"
  5728. Response PickupAutoShotgunGroovyZoeyBiker
  5729. }
  5730.  
  5731. Response SurvivorPickupAutoShotgunBiker
  5732. {
  5733. scene "scenes/Biker/TakeAutoShotgun01.vcd" //Got an auto shotgun.
  5734. scene "scenes/Biker/TakeAutoShotgun02.vcd" //Come to daddy my sweet shotgun.
  5735. scene "scenes/Biker/TakeAutoShotgun03.vcd" //Now this is a shotgun I can love.
  5736. scene "scenes/Biker/TakeAutoShotgun04.vcd" //Those bastards think they're sick now, wait'll they get a taste of this.
  5737. scene "scenes/Biker/TakeAutoShotgun05.vcd" //Got an auto shotgun.
  5738. scene "scenes/Biker/TakeAutoShotgun06.vcd" //Come to daddy my sweet shotgun.
  5739. scene "scenes/Biker/TakeAutoShotgun07.vcd" //Now this is a shotgun I can love.
  5740. scene "scenes/Biker/TakeAutoShotgun08.vcd" //Huh, this shotgun is more my style.
  5741. }
  5742. Rule SurvivorPickupAutoShotgunBiker
  5743. {
  5744. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5745. ApplyContext "BikerPickedUpItem:1:30"
  5746. Response SurvivorPickupAutoShotgunBiker
  5747. }
  5748.  
  5749. Response SurvivorPickupFirstAidKitBiker
  5750. {
  5751. scene "scenes/Biker/TakeFirstAid01.vcd" //Ho oh, some first aid.
  5752. scene "scenes/Biker/TakeFirstAid02.vcd" //Grabbing First Aid.
  5753. scene "scenes/Biker/TakeFirstAid03.vcd" //Grabbing First Aid.
  5754. scene "scenes/Biker/TakeFirstAid04.vcd" //Might need these.
  5755. }
  5756. Rule SurvivorPickupFirstAidKitBiker
  5757. {
  5758. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5759. ApplyContext "BikerPickedUpItem:1:30"
  5760. Response SurvivorPickupFirstAidKitBiker
  5761. }
  5762.  
  5763. Response SurvivorPickupHuntingRifleBiker
  5764. {
  5765. scene "scenes/Biker/TakeSniper01.vcd" //A hunting rifle. Nice.
  5766. scene "scenes/Biker/TakeSniper02.vcd" //Now that is a sweet ass scope.
  5767. }
  5768. Rule SurvivorPickupHuntingRifleBiker
  5769. {
  5770. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5771. ApplyContext "BikerPickedUpItem:1:30"
  5772. Response SurvivorPickupHuntingRifleBiker
  5773. }
  5774.  
  5775. Response SurvivorPickupMolotovBiker
  5776. {
  5777. scene "scenes/Biker/TakeMolotov01.vcd" //Allright, cocktails! [to self]
  5778. scene "scenes/Biker/TakeMolotov02.vcd" //Grabbing a Molotov. [to self]
  5779. scene "scenes/Biker/TakeMolotov03.vcd" //Fire! (to self)
  5780. }
  5781. Rule SurvivorPickupMolotovBiker
  5782. {
  5783. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5784. ApplyContext "BikerPickedUpItem:1:30"
  5785. Response SurvivorPickupMolotovBiker
  5786. }
  5787.  
  5788. Response SurvivorPickupPainPillsBiker
  5789. {
  5790. scene "scenes/Biker/TakePills01.vcd" //Might need these.
  5791. scene "scenes/Biker/TakePills02.vcd" //Grabbing pills
  5792. scene "scenes/Biker/TakePills03.vcd" //Hey, a little pick me up.
  5793. }
  5794. Rule SurvivorPickupPainPillsBiker
  5795. {
  5796. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkBiker
  5797. ApplyContext "BikerPickedUpItem:1:30"
  5798. Response SurvivorPickupPainPillsBiker
  5799. }
  5800.  
  5801. Response SurvivorPickupPipeBombBiker
  5802. {
  5803. scene "scenes/Biker/TakePipeBomb01.vcd" //Ah great, homemade explosives.
  5804. scene "scenes/Biker/TakePipeBomb02.vcd" //Grabbing a pipe bomb.
  5805. scene "scenes/Biker/TakePipeBomb03.vcd" //Grabbing a pipe bomb.
  5806. scene "scenes/Biker/TakePipeBomb04.vcd" //This'll blow some shit up.
  5807. scene "scenes/Biker/TakePipeBomb05.vcd" //This'll blow the crap outta something.
  5808. }
  5809. Rule SurvivorPickupPipeBombBiker
  5810. {
  5811. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5812. ApplyContext "BikerPickedUpItem:1:30"
  5813. Response SurvivorPickupPipeBombBiker
  5814. }
  5815.  
  5816. Response SurvivorPickupPumpShotgunBiker
  5817. {
  5818. scene "scenes/Biker/TakeShotgun01.vcd" //Shotgun! Allright folks, I'm on crowd control.
  5819. scene "scenes/Biker/TakeShotgun02.vcd" //Grabbing a shotgun.
  5820. scene "scenes/Biker/TakeShotgun03.vcd" //Grabbing a shotgun.
  5821. scene "scenes/Biker/TakeShotgun04.vcd" //I'll take this room sweeper.
  5822. }
  5823. Rule SurvivorPickupPumpShotgunBiker
  5824. {
  5825. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5826. ApplyContext "BikerPickedUpItem:1:30"
  5827. Response SurvivorPickupPumpShotgunBiker
  5828. }
  5829.  
  5830. Response SurvivorPickupRifleBiker
  5831. {
  5832. scene "scenes/Biker/TakeAssaultRifle01.vcd" //This oughtta put the fear a' God into 'em.
  5833. scene "scenes/Biker/TakeAssaultRifle02.vcd" //Gonna rack some up with this assault rifle.
  5834. scene "scenes/Biker/TakeAssaultRifle03.vcd" //This assault rifle should help.
  5835. scene "scenes/Biker/TakeAssaultRifle04.vcd" //This assault rifle should help.
  5836. scene "scenes/Biker/TakeAssaultRifle05.vcd" //I'm grabbing this rifle.
  5837. scene "scenes/Biker/TakeAssaultRifle06.vcd" //This oughtta put the fear a' God into 'em.
  5838. scene "scenes/Biker/TakeAssaultRifle07.vcd" //Gonna rack some up with this assault rifle.
  5839. scene "scenes/Biker/TakeAssaultRifle08.vcd" //This assault rifle should help.
  5840. }
  5841. Rule SurvivorPickupRifleBiker
  5842. {
  5843. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5844. ApplyContext "BikerPickedUpItem:1:30"
  5845. Response SurvivorPickupRifleBiker
  5846. }
  5847.  
  5848. Response SurvivorPickupSecondPistolBiker
  5849. {
  5850. scene "scenes/Biker/TakePistol01.vcd" //A little double pistol action.
  5851. scene "scenes/Biker/TakePistol02.vcd" //I'm taking an extra pistol.
  5852. scene "scenes/Biker/TakePistol03.vcd" //Double my fun.
  5853. scene "scenes/Biker/TakePistol04.vcd" //Two pistols. Hell yeah.
  5854. }
  5855. Rule SurvivorPickupSecondPistolBiker
  5856. {
  5857. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5858. ApplyContext "BikerPickedUpItem:1:30"
  5859. Response SurvivorPickupSecondPistolBiker
  5860. }
  5861.  
  5862. Response SurvivorPickupSMGBiker
  5863. {
  5864. scene "scenes/Biker/TakeSubMachineGun01.vcd" //Full auto - right on.
  5865. scene "scenes/Biker/TakeSubMachineGun02.vcd" //Whoah, full auto. Everybody stand back.
  5866. scene "scenes/Biker/TakeSubMachineGun03.vcd" //Grabbing a machinegun
  5867. }
  5868. Rule SurvivorPickupSMGBiker
  5869. {
  5870. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
  5871. ApplyContext "BikerPickedUpItem:1:30"
  5872. Response SurvivorPickupSMGBiker
  5873. }
  5874.  
  5875. Response TakeShotgunGroovyBikerLaugh
  5876. {
  5877. scene "scenes/Biker/Generic64.vcd" //What's so funny? It is groovy.
  5878. }
  5879. Rule TakeShotgunGroovyBikerLaugh
  5880. {
  5881. criteria ConceptTakeShotgunGroovy2BikerLaugh IsBiker IsTalk IsTalkBiker NotInCombat ChanceToFire30Percent
  5882. Response TakeShotgunGroovyBikerLaugh
  5883. }
  5884.  
  5885. Response TakeShotgunGroovyZoey2Biker
  5886. {
  5887. scene "scenes/Biker/GenericResponses09.vcd" //Allright, then, let's do it.
  5888. scene "scenes/Biker/ReactionPositive08.vcd" //Yeah!
  5889. scene "scenes/Biker/SafeSpotAheadReaction07.vcd" //A-frickin'-men.
  5890. }
  5891. Rule TakeShotgunGroovyZoey2Biker
  5892. {
  5893. criteria ConceptTakeShotgunGroovyZoey2Biker IsBiker IsTalk IsTalkBiker NotInCombat
  5894. Response TakeShotgunGroovyZoey2Biker
  5895. }
  5896.  
  5897. Rule SurvivorPickupAutoShotgunAlwaysBiker
  5898. {
  5899. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5900. ApplyContext "BikerPickedUpItem:1:30"
  5901. Response SurvivorPickupAutoShotgunBiker
  5902. }
  5903.  
  5904. Rule SurvivorPickupFirstAidKitAlwaysBiker
  5905. {
  5906. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5907. ApplyContext "BikerPickedUpItem:1:30"
  5908. Response SurvivorPickupFirstAidKitBiker
  5909. }
  5910.  
  5911. Rule SurvivorPickupHuntingRifleAlwaysBiker
  5912. {
  5913. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5914. ApplyContext "BikerPickedUpItem:1:30"
  5915. Response SurvivorPickupHuntingRifleBiker
  5916. }
  5917.  
  5918. Rule SurvivorPickupMolotovAlwaysBiker
  5919. {
  5920. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5921. ApplyContext "BikerPickedUpItem:1:30"
  5922. Response SurvivorPickupMolotovBiker
  5923. }
  5924.  
  5925. Rule SurvivorPickupPainPillsAlwaysBiker
  5926. {
  5927. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkBiker
  5928. ApplyContext "BikerPickedUpItem:1:30"
  5929. Response SurvivorPickupPainPillsBiker
  5930. }
  5931.  
  5932. Rule SurvivorPickupPipeBombAlwaysBiker
  5933. {
  5934. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5935. ApplyContext "BikerPickedUpItem:1:30"
  5936. Response SurvivorPickupPipeBombBiker
  5937. }
  5938.  
  5939. Rule SurvivorPickupPumpShotgunAlwaysBiker
  5940. {
  5941. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5942. ApplyContext "BikerPickedUpItem:1:30"
  5943. Response SurvivorPickupPumpShotgunBiker
  5944. }
  5945.  
  5946. Rule SurvivorPickupRifleAlwaysBiker
  5947. {
  5948. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5949. ApplyContext "BikerPickedUpItem:1:30"
  5950. Response SurvivorPickupRifleBiker
  5951. }
  5952.  
  5953. Rule SurvivorPickupSecondPistolBiker
  5954. {
  5955. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5956. ApplyContext "BikerPickedUpItem:1:30"
  5957. Response SurvivorPickupSecondPistolBiker
  5958. }
  5959.  
  5960. Rule SurvivorPickupSMGAlwaysBiker
  5961. {
  5962. criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
  5963. ApplyContext "BikerPickedUpItem:1:30"
  5964. Response SurvivorPickupSMGBiker
  5965. }
  5966.  
  5967.  
  5968. //--------------------------------------------------------------------------------------------------------------
  5969. // Vocalizer - Rescue
  5970. //--------------------------------------------------------------------------------------------------------------
  5971. Response PlayerGettingRevivedBiker
  5972. {
  5973. scene "scenes/Biker/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm okay.
  5974. scene "scenes/Biker/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 0 //No, no, I'm allright.
  5975. scene "scenes/Biker/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan]
  5976. scene "scenes/Biker/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 0 //Hell if I know.
  5977. scene "scenes/Biker/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 0 //Ah, hey, is this my blood?
  5978. scene "scenes/Biker/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan2]
  5979. scene "scenes/Biker/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll make it.
  5980. scene "scenes/Biker/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll live, I'll live.
  5981. scene "scenes/Biker/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 0 //Uh, how's my face?
  5982. scene "scenes/Biker/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 0 //I've been better.
  5983. scene "scenes/Biker/GettingRevived13.vcd" then From ReviveFriendDownFinal foo:0 0 //Shit. I hope I don't NEED all that blood.
  5984. scene "scenes/Biker/GettingRevived14.vcd" then From ReviveFriendDownFinal foo:0 0 //Good thing I'm indestructible.
  5985. scene "scenes/Biker/GettingRevived15.vcd" then From ReviveFriendDownFinal foo:0 0 //You... should see the other hundred guys.
  5986. scene "scenes/Biker/GettingRevived16.vcd" then From ReviveFriendDownFinal foo:0 0 //You think they'll call us heroes someday?
  5987. }
  5988. Rule PlayerGettingRevivedBiker
  5989. {
  5990. criteria ConceptReviveFriendDown IsNotCoughing IsBiker IsTalk IsTalkBiker
  5991. Response PlayerGettingRevivedBiker
  5992. }
  5993.  
  5994. Response PlayerHealOtherBiker
  5995. {
  5996. scene "scenes/Biker/HealOther01.vcd" //Lemme patch you up.
  5997. scene "scenes/Biker/HealOther02.vcd" //Hold on, lemme patch you up.
  5998. scene "scenes/Biker/HealOther03.vcd" //Stand still, I'm gonna fix ya.
  5999. scene "scenes/Biker/HealOther04.vcd" //Don't move, I'm healin' ya.
  6000. scene "scenes/Biker/HealOther05.vcd" //C'mon. lemme heal ya up.
  6001. scene "scenes/Biker/HealOther06.vcd" //Quit fidgitin' and let me heal ya.
  6002. scene "scenes/Biker/HealOther07.vcd" //Goddamit, quit fussin and let me heal ya.
  6003. }
  6004. Rule PlayerHealOtherBiker
  6005. {
  6006. criteria ConceptPlayerHealingOther IsNotCoughing IsBiker IsTalk IsTalkBiker
  6007. Response PlayerHealOtherBiker
  6008. }
  6009.  
  6010. Response PlayerHealOtherCombatBiker
  6011. {
  6012. scene "scenes/Biker/HealOtherCombat01.vcd" //Hold on! Hold on!
  6013. scene "scenes/Biker/HealOtherCombat02.vcd" //Hold on! I'm gonna patch ya up!
  6014. scene "scenes/Biker/HealOtherCombat03.vcd" //Don't move, I'm healin ya!
  6015. scene "scenes/Biker/HealOtherCombat04.vcd" //Don't go nowhere, I gotta heal ya.
  6016. scene "scenes/Biker/HealOtherCombat05.vcd" //Lemme heal ya!
  6017. scene "scenes/Biker/HealOtherCombat06.vcd" //Hang on. I got ya!
  6018. scene "scenes/Biker/HealOtherCombat07.vcd" //Stand still, I'm healin' ya!
  6019. }
  6020. Rule PlayerHealOtherCombatBiker
  6021. {
  6022. criteria ConceptPlayerHealingOther IsNotCoughing IsBiker IsTalk IsTalkBiker InCombat
  6023. Response PlayerHealOtherCombatBiker
  6024. }
  6025.  
  6026. Response PlayerLedgeSaveBiker
  6027. {
  6028. scene "scenes/Biker/LedgeSave01.vcd" //Come on, don't worry, I gotcha. Up you go.
  6029. scene "scenes/Biker/LedgeSave02.vcd" //You think I was gonna let you just hang around all day? Get your ass up here.
  6030. scene "scenes/Biker/LedgeSave03.vcd" //You think I was gonna let you just hang around all day? Get your ass up here.
  6031. scene "scenes/Biker/LedgeSave04.vcd" //Come on, don't worry, I gotcha. Up you go.
  6032. scene "scenes/Biker/LedgeSave05.vcd" //You ain't gonna fall, I gotcha. Quit blubberin' ya little baby, now get your ass back up here.
  6033. scene "scenes/Biker/LedgeSave06.vcd" //You ain't gonna fall, I gotcha. Get yer ass up here!
  6034. scene "scenes/Biker/LedgeSave07.vcd" //You ain't gonna fall, I gotcha. Quit blubberin and get back up here.
  6035. }
  6036. Rule PlayerLedgeSaveBiker
  6037. {
  6038. criteria ConceptPlayerLedgeSave IsNotCoughing IsBiker IsTalk IsTalkBiker
  6039. Response PlayerLedgeSaveBiker
  6040. }
  6041.  
  6042. Response PlayerReviveFriendBiker
  6043. {
  6044. scene "scenes/Biker/ReviveFriend01.vcd" //Hang on, hang on, I'm here. Relax, I gotcha. Get up. Get up now. We gotta move.
  6045. scene "scenes/Biker/ReviveFriend02.vcd" //Woah, I thought you were hosed for sure, but I think I can get you back on your feet.
  6046. scene "scenes/Biker/ReviveFriend03.vcd" //Come on, lazy - can't have ya laying around all day. We gotta get moving. Let me get you up.
  6047. scene "scenes/Biker/ReviveFriend04.vcd" //You look like shit, but I think I can get you up on your feet enough to keep moving.
  6048. scene "scenes/Biker/ReviveFriend05.vcd" odds 2 //C'mon, let's get you on your feet. You look pretty messed up, but that might help you out a little if you know what I mean.
  6049. scene "scenes/Biker/ReviveFriend06.vcd" //Don't worry, don't worry, we all go down sometime. Lemme get you up.
  6050. scene "scenes/Biker/ReviveFriend07.vcd" //Didn't think you were gettin' back up.
  6051. }
  6052. Rule PlayerReviveFriendBiker
  6053. {
  6054. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker
  6055. ApplyContext "ReviveTalk:1:5,Talk:1:1"
  6056. Response PlayerReviveFriendBiker
  6057. }
  6058.  
  6059. Response PlayerReviveFriendCriticalBiker
  6060. {
  6061. scene "scenes/Biker/ReviveCriticalFriend01.vcd" //I gotcha, I gotcha. Man, you took a real beatin'. We gotta find you some first aid, cuz you go down like this again and it's over.
  6062. scene "scenes/Biker/ReviveCriticalFriend02.vcd" //No worries - I gotcha, I gotcha. Man, you took a real beatin'. We gotta find you some first aid, cuz you go down like this again and it's over.
  6063. scene "scenes/Biker/ReviveCriticalFriend03.vcd" //Okay, okay. Come on. Man, you are on death's door. We gotta get you some first aid, cuz you go down like this again and it's over.
  6064. scene "scenes/Biker/ReviveCriticalFriend04.vcd" //Ah shit, I can't lie, you are messed up bad. We gotta get you some first aid, cuz you go down like this again and it's over.
  6065. scene "scenes/Biker/ReviveCriticalFriend05.vcd" //I can help you up, but you ain't gonna last. We gotta get you some first aid, cuz you go down like this again and it's over.
  6066. scene "scenes/Biker/ReviveCriticalFriend06.vcd" //Okay, let's get you - Oh, man, they really tore you up. We gotta get you some first aid, cuz you go down like this again and it's over.
  6067. scene "scenes/Biker/ReviveCriticalFriend07.vcd" //I can get you up, but oh shit, We gotta get you some first aid, cuz you go down like this again and it's over.
  6068. scene "scenes/Biker/ReviveCriticalFriend08.vcd" //Relax, I gotcha. But, shit, we gotta get you some first aid, cuz you go down like this again and it's over.
  6069. }
  6070. Rule PlayerReviveFriendCriticalBiker
  6071. {
  6072. criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsBiker IsTalk IsTalkBiker
  6073. ApplyContext "ReviveTalk:1:5,Talk:1:1"
  6074. Response PlayerReviveFriendCriticalBiker
  6075. }
  6076.  
  6077. Response PlayerReviveFriendLoudBiker
  6078. {
  6079. scene "scenes/Biker/ReviveFriendLoud01.vcd" //Hold on. I'm gonna get you up!
  6080. scene "scenes/Biker/ReviveFriendLoud10.vcd" //Come on, come on! Get up!
  6081. scene "scenes/Biker/ReviveFriendLoud11.vcd" //Get your ass up, let's go!
  6082. scene "scenes/Biker/ReviveFriendLoud12.vcd" //Come on, come on! Get up!
  6083. }
  6084. Rule PlayerReviveFriendLoudBiker
  6085. {
  6086. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker
  6087. ApplyContext "ReviveTalk:1:5,Talk:1:1"
  6088. Response PlayerReviveFriendLoudBiker
  6089. }
  6090.  
  6091. Response PlayerReviveFriendLoudBillBiker
  6092. {
  6093. scene "scenes/Biker/ReviveFriendLoud02.vcd" //Get the hell up, Bill!
  6094. scene "scenes/Biker/ReviveFriendLoud04.vcd" //C'mon Bill, get up!
  6095. scene "scenes/Biker/ReviveFriendLoud08.vcd" //I ain't gonna carry you, Bill. Get the hell up!
  6096. scene "scenes/Biker/ReviveFriendLoud09.vcd" //Let's go, Bill. Up an' at 'em!
  6097. }
  6098. Rule PlayerReviveFriendLoudBillBiker
  6099. {
  6100. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsNamVet
  6101. ApplyContext "ReviveTalk:1:5"
  6102. Response PlayerReviveFriendLoudBillBiker
  6103. }
  6104.  
  6105. Response PlayerReviveFriendLoudLouisBiker
  6106. {
  6107. scene "scenes/Biker/ReviveFriendLoud05.vcd" //Get up, Louis!
  6108. scene "scenes/Biker/ReviveFriendLoud07.vcd" //Let's go, Louis. Get up!
  6109. }
  6110. Rule PlayerReviveFriendLoudLouisBiker
  6111. {
  6112. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsManager
  6113. ApplyContext "ReviveTalk:1:5"
  6114. Response PlayerReviveFriendLoudLouisBiker
  6115. }
  6116.  
  6117. Response PlayerReviveFriendLoudZoeyBiker
  6118. {
  6119. scene "scenes/Biker/ReviveFriendLoud03.vcd" //Zoey, let's go, get up!
  6120. scene "scenes/Biker/ReviveFriendLoud06.vcd" //C'mon Zoey, get the hell up!
  6121. }
  6122. Rule PlayerReviveFriendLoudZoeyBiker
  6123. {
  6124. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsTeenGirl
  6125. ApplyContext "ReviveTalk:1:5"
  6126. Response PlayerReviveFriendLoudZoeyBiker
  6127. }
  6128.  
  6129. Response PlayerReviveFriendShortBiker
  6130. {
  6131. scene "scenes/Biker/ReviveFriendB01.vcd" //Up and at 'em.
  6132. scene "scenes/Biker/ReviveFriendB02.vcd" //Come on up!
  6133. scene "scenes/Biker/ReviveFriendB03.vcd" //Up ya go.
  6134. scene "scenes/Biker/ReviveFriendB04.vcd" //You'll be okay.
  6135. scene "scenes/Biker/ReviveFriendB05.vcd" //I got ya.
  6136. scene "scenes/Biker/ReviveFriendB06.vcd" //Up we go.
  6137. scene "scenes/Biker/ReviveFriendB07.vcd" //Hell, you're fine.
  6138. scene "scenes/Biker/ReviveFriendB08.vcd" //It don't look bad.
  6139. scene "scenes/Biker/ReviveFriendB09.vcd" //Come on up.
  6140. scene "scenes/Biker/ReviveFriendB10.vcd" //Let's move!
  6141. scene "scenes/Biker/ReviveFriendB11.vcd" //You're fine.
  6142. }
  6143. Rule PlayerReviveFriendShortBiker
  6144. {
  6145. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker IsReviveTalk
  6146. ApplyContext "ReviveTalk:1:5"
  6147. Response PlayerReviveFriendShortBiker
  6148. }
  6149.  
  6150. Rule PlayerLedgeSaveCriticalBiker
  6151. {
  6152. criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsBiker IsTalk IsTalkBiker
  6153. ApplyContext "ReviveTalk:1:5,Talk:1:1"
  6154. Response PlayerReviveFriendCriticalBiker
  6155. }
  6156.  
  6157.  
  6158. //--------------------------------------------------------------------------------------------------------------
  6159. // Vocalizer - ZRescue
  6160. //--------------------------------------------------------------------------------------------------------------
  6161. Rule PlayerReviveFriendLoud2Biker
  6162. {
  6163. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker
  6164. ApplyContext "ReviveTalk:1:5,Talk:1:1"
  6165. Response PlayerReviveFriendLoudBiker
  6166. }
  6167.  
  6168. Rule PlayerReviveFriendLoudBill2Biker
  6169. {
  6170. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalkBiker SubjectIsNamVet ChanceToFire15Percent
  6171. ApplyContext "ReviveTalk:1:5,Talk:1:4"
  6172. Response PlayerReviveFriendLoudBillBiker
  6173. }
  6174.  
  6175. Rule PlayerReviveFriendLoudCritBiker
  6176. {
  6177. criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker IntensityHigh
  6178. ApplyContext "ReviveTalk:1:5,Talk:1:1"
  6179. Response PlayerReviveFriendLoudBiker
  6180. }
  6181.  
  6182. Rule PlayerReviveFriendLoudLouis2Biker
  6183. {
  6184. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker SubjectIsManager ChanceToFire15Percent
  6185. ApplyContext "ReviveTalk:1:5,Talk:1:4"
  6186. Response PlayerReviveFriendLoudLouisBiker
  6187. }
  6188.  
  6189. Rule PlayerReviveFriendLoudZoey2Biker
  6190. {
  6191. criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker SubjectIsTeenGirl ChanceToFire15Percent
  6192. ApplyContext "ReviveTalk:1:5,Talk:1:4"
  6193. Response PlayerReviveFriendLoudZoeyBiker
  6194. }
  6195.  
  6196.  
  6197. //--------------------------------------------------------------------------------------------------------------
  6198. // Vocalizer Convo
  6199. //--------------------------------------------------------------------------------------------------------------
  6200. Response PlayerAirportIntroBiker
  6201. {
  6202. scene "scenes/Biker/WorldAirport0102.vcd" //Working plane means working airport. I say we head there.
  6203. scene "scenes/Biker/WorldAirport0104.vcd" //That plane's headed right for the airport. I say we head there too.
  6204. scene "scenes/Biker/WorldAirport0106.vcd" then TeenGirl IntroAirport01zb foo:0 0 //I sure as hell wouldn't mind flyin' outta here. Let's head to the airport.
  6205. scene "scenes/Biker/WorldAirport0107.vcd" //That plane's headed for the airport and the airport ain't far from here. If nobody's got a better idea, I say we head for the airport too.
  6206. scene "scenes/Biker/WorldAirport0114.vcd" then TeenGirl IntroAirport01zb foo:0 0 //That plane's headed right for the airport. I say we head there too.
  6207. }
  6208. Rule PlayerAirportIntroBiker
  6209. {
  6210. criteria ConceptIntroAirport IsBiker
  6211. ApplyContext "talk:1:10"
  6212. applycontexttoworld
  6213. Response PlayerAirportIntroBiker
  6214. }
  6215.  
  6216. Response PlayerAirportIntrobcBiker
  6217. {
  6218. scene "scenes/Biker/WorldAirport0513.vcd" //I hate planes.
  6219. }
  6220. Rule PlayerAirportIntrobcBiker
  6221. {
  6222. criteria ConceptIntroAirport01bc IsBiker
  6223. ApplyContext "talk:1:3"
  6224. applycontexttoworld
  6225. Response PlayerAirportIntrobcBiker
  6226. }
  6227.  
  6228. Response PlayerAirportIntrofbBiker
  6229. {
  6230. scene "scenes/Biker/WorldAirport0102.vcd" //Working plane means working airport. I say we head there.
  6231. }
  6232. Rule PlayerAirportIntrofbBiker
  6233. {
  6234. criteria ConceptIntroAirport01fb IsBiker
  6235. ApplyContext "talk:1:6"
  6236. applycontexttoworld
  6237. Response PlayerAirportIntrofbBiker
  6238. }
  6239.  
  6240. Response PlayerFarmHouseIntroBiker
  6241. {
  6242. scene "scenes/Biker/WorldFarmHouseIntro01.vcd" then any IntroFarm4 foo:0 0.05 //I heard the military's got a safe zone north of here. We just gotta follow the train tracks.
  6243. scene "scenes/Biker/WorldFarmHouseIntro05.vcd" then any IntroFarm4 foo:0 0.05 //We ain't gonna survive on our own forever. I heard the military's got a safe zone north of here. We just gotta follow the train tracks.
  6244. }
  6245. Rule PlayerFarmHouseIntroBiker
  6246. {
  6247. criteria ConceptIntroFarm IsBiker
  6248. ApplyContext "talk:1:10"
  6249. applycontexttoworld
  6250. Response PlayerFarmHouseIntroBiker
  6251. }
  6252.  
  6253. Response PlayerFarmHouseIntro2Biker
  6254. {
  6255. scene "scenes/Biker/WorldFarmHouseIntro03.vcd" then NamVet IntroFarm3 foo:0 0.05 //Yeah, I heard that, too.
  6256. }
  6257. Rule PlayerFarmHouseIntro2Biker
  6258. {
  6259. criteria ConceptIntroFarm2 IsBiker ChanceToFire70Percent
  6260. ApplyContext "talk:1:3"
  6261. applycontexttoworld
  6262. Response PlayerFarmHouseIntro2Biker
  6263. }
  6264.  
  6265. Response PlayerHospitalIntro02Biker
  6266. {
  6267. scene "scenes/Biker/WorldHospital0201.vcd" //I hate subways.
  6268. }
  6269. Rule PlayerHospitalIntro02Biker
  6270. {
  6271. criteria ConceptIntroHospital02 IsBiker
  6272. ApplyContext "talk:1:5"
  6273. applycontexttoworld
  6274. Response PlayerHospitalIntro02Biker
  6275. }
  6276.  
  6277.  
  6278. //--------------------------------------------------------------------------------------------------------------
  6279. // Vocalizer Heal
  6280. //--------------------------------------------------------------------------------------------------------------
  6281. Response PlayerCoverMeHealBiker
  6282. {
  6283. scene "scenes/Biker/CoverMe01.vcd" predelay ".2,.5" //Cover me!
  6284. scene "scenes/Biker/CoverMe02.vcd" predelay ".2,.5" //Get my back.
  6285. scene "scenes/Biker/CoverMe03.vcd" predelay ".2,.5" //Watch my back
  6286. scene "scenes/Biker/CoverMe04.vcd" predelay ".2,.5" //Cover me!
  6287. scene "scenes/Biker/CoverMe05.vcd" predelay ".2,.5" //Get my back.
  6288. scene "scenes/Biker/CoverMe06.vcd" predelay ".2,.5" //Watch my back
  6289. scene "scenes/Biker/CoverMe08.vcd" predelay ".2,.5"odds 2 //Watch my back! But don't stare at my ass.
  6290. scene "scenes/Biker/CoverMe09.vcd" predelay ".2,.5"odds 5 //Watch my back! But don't stare at my ass.
  6291. scene "scenes/Biker/CoverMe10.vcd" predelay ".2,.5" //Cover my ass.
  6292. scene "scenes/Biker/CoverMe11.vcd" predelay ".2,.5" //Healing, cover me.
  6293. scene "scenes/Biker/CoverMe12.vcd" predelay ".2,.5" //Wait up, I'm healing.
  6294. scene "scenes/Biker/CoverMe13.vcd" predelay ".2,.5" //Hold on, gotta heal.
  6295. scene "scenes/Biker/CoverMe14.vcd" predelay ".2,.5" //I'm healing.
  6296. }
  6297. Rule PlayerCoverMeHealBiker
  6298. {
  6299. criteria ConceptPlayerHealing IsNotCoughing IsBiker IsNotAskedForCoverBiker IsTalk IsTalkBiker IsNotAlone
  6300. ApplyContext "BikerAskForCover:1:30"
  6301. Response PlayerCoverMeHealBiker
  6302. }
  6303.  
  6304.  
  6305. //--------------------------------------------------------------------------------------------------------------
  6306. // Weapon Spotted
  6307. //--------------------------------------------------------------------------------------------------------------
  6308. Response SurvivorSpottedRifleAutoBiker2
  6309. {
  6310. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  6311. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  6312. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  6313. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  6314. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  6315. scene "scenes/Biker/Yes01.vcd" //Yes.
  6316. scene "scenes/Biker/Yes04.vcd" //Yeah.
  6317. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  6318. }
  6319. Rule SurvivorSpottedRifleAutoBiker2
  6320. {
  6321. criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
  6322. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6323. applycontexttoworld
  6324. Response SurvivorSpottedRifleAutoBiker2
  6325. }
  6326.  
  6327. Response SurvivorSpottedShotgunAutoBiker2
  6328. {
  6329. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  6330. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  6331. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  6332. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  6333. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  6334. scene "scenes/Biker/Yes01.vcd" //Yes.
  6335. scene "scenes/Biker/Yes04.vcd" //Yeah.
  6336. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  6337. }
  6338. Rule SurvivorSpottedShotgunAutoBiker2
  6339. {
  6340. criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
  6341. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6342. applycontexttoworld
  6343. Response SurvivorSpottedShotgunAutoBiker2
  6344. }
  6345.  
  6346. Response SurvivorSpottedSMGAutoBiker2
  6347. {
  6348. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  6349. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  6350. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  6351. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  6352. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  6353. scene "scenes/Biker/Yes01.vcd" //Yes.
  6354. scene "scenes/Biker/Yes04.vcd" //Yeah.
  6355. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  6356. }
  6357. Rule SurvivorSpottedSMGAutoBiker2
  6358. {
  6359. criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
  6360. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6361. applycontexttoworld
  6362. Response SurvivorSpottedSMGAutoBiker2
  6363. }
  6364.  
  6365. Response SurvivorSpottedSniperRifleAutoBiker2
  6366. {
  6367. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  6368. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  6369. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  6370. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  6371. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  6372. scene "scenes/Biker/Yes01.vcd" //Yes.
  6373. scene "scenes/Biker/Yes04.vcd" //Yeah.
  6374. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  6375. }
  6376. Rule SurvivorSpottedSniperRifleAutoBiker2
  6377. {
  6378. criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
  6379. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6380. applycontexttoworld
  6381. Response SurvivorSpottedSniperRifleAutoBiker2
  6382. }
  6383.  
  6384. Response SurvivorSpottedWeaponBiker
  6385. {
  6386. scene "scenes/Biker/SpotWeapons02.vcd" //Weapon's over here!
  6387. scene "scenes/Biker/SpotWeapons03.vcd" //Buncha guns over here!
  6388. scene "scenes/Biker/SpotWeapons04.vcd" //Weapon's over here!
  6389. scene "scenes/Biker/SpotWeapons05.vcd" //We got weapons over here.
  6390. }
  6391. Rule SurvivorSpottedWeaponBiker
  6392. {
  6393. criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  6394. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6395. applycontexttoworld
  6396. Response SurvivorSpottedWeaponBiker
  6397. }
  6398.  
  6399. Response SurvivorSpottedWeaponAShotgunAutoBiker2
  6400. {
  6401. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  6402. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  6403. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  6404. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  6405. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  6406. scene "scenes/Biker/Yes01.vcd" //Yes.
  6407. scene "scenes/Biker/Yes04.vcd" //Yeah.
  6408. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  6409. }
  6410. Rule SurvivorSpottedWeaponAShotgunAutoBiker2
  6411. {
  6412. criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
  6413. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6414. applycontexttoworld
  6415. Response SurvivorSpottedWeaponAShotgunAutoBiker2
  6416. }
  6417.  
  6418. Response SurvivorSpottedWeaponPistolAutoBiker
  6419. {
  6420. scene "scenes/Biker/SpotWeapons01.vcd" //Weapons here!
  6421. }
  6422. Rule SurvivorSpottedWeaponPistolAutoBiker
  6423. {
  6424. criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
  6425. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6426. applycontexttoworld
  6427. Response SurvivorSpottedWeaponPistolAutoBiker
  6428. }
  6429.  
  6430. Response SurvivorSpottedWeaponPistolAutoBiker2
  6431. {
  6432. scene "scenes/Biker/NiceJob17.vcd" //Cool.
  6433. scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
  6434. scene "scenes/Biker/ReactionPositive04.vcd" //Cool
  6435. scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
  6436. scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
  6437. scene "scenes/Biker/Yes01.vcd" //Yes.
  6438. scene "scenes/Biker/Yes04.vcd" //Yeah.
  6439. scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
  6440. }
  6441. Rule SurvivorSpottedWeaponPistolAutoBiker2
  6442. {
  6443. criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
  6444. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6445. applycontexttoworld
  6446. Response SurvivorSpottedWeaponPistolAutoBiker2
  6447. }
  6448.  
  6449. Rule SurvivorSpottedRifleBiker
  6450. {
  6451. criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  6452. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6453. applycontexttoworld
  6454. Response SurvivorSpottedWeaponBiker
  6455. }
  6456.  
  6457. Rule SurvivorSpottedRifleAutoBiker
  6458. {
  6459. criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
  6460. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6461. applycontexttoworld
  6462. Response SurvivorSpottedWeaponBiker
  6463. }
  6464.  
  6465. Rule SurvivorSpottedShotgunBiker
  6466. {
  6467. criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  6468. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6469. applycontexttoworld
  6470. Response SurvivorSpottedWeaponBiker
  6471. }
  6472.  
  6473. Rule SurvivorSpottedShotgunAutoBiker
  6474. {
  6475. criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
  6476. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6477. applycontexttoworld
  6478. Response SurvivorSpottedWeaponBiker
  6479. }
  6480.  
  6481. Rule SurvivorSpottedSMGBiker
  6482. {
  6483. criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  6484. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6485. applycontexttoworld
  6486. Response SurvivorSpottedWeaponBiker
  6487. }
  6488.  
  6489. Rule SurvivorSpottedSMGAutoBiker
  6490. {
  6491. criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
  6492. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6493. applycontexttoworld
  6494. Response SurvivorSpottedWeaponBiker
  6495. }
  6496.  
  6497. Rule SurvivorSpottedSniperRifleBiker
  6498. {
  6499. criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  6500. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6501. applycontexttoworld
  6502. Response SurvivorSpottedWeaponBiker
  6503. }
  6504.  
  6505. Rule SurvivorSpottedSniperRifleAutoBiker
  6506. {
  6507. criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
  6508. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6509. applycontexttoworld
  6510. Response SurvivorSpottedWeaponBiker
  6511. }
  6512.  
  6513. Rule SurvivorSpottedWeaponBiker
  6514. {
  6515. criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
  6516. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6517. applycontexttoworld
  6518. Response SurvivorSpottedWeaponBiker
  6519. }
  6520.  
  6521. Rule SurvivorSpottedWeaponAShotgunAutoBiker
  6522. {
  6523. criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
  6524. ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
  6525. applycontexttoworld
  6526. Response SurvivorSpottedWeaponBiker
  6527. }
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