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- //--------------------------------------------------------------------------------------------------------------
- // Biker Response Rule File
- //--------------------------------------------------------------------------------------------------------------
- Criterion "BikerNotPickedUpItem" "BikerPickedUpItem" "!=1" "required" weight 0
- Criterion "IsBikerFriendlyFire" "worldBikerFriendlyFire" "1" "required" weight 0
- Criterion "IsNotBikerFriendlyFire" "worldBikerFriendlyFire" "!=1" "required" weight 0
- Criterion "IsNotAskedForCoverBiker" "BikerAskForCover" "!=1" "required" weight 0
- Criterion "IsNotSaidBattleStationsBiker" "worldSaidBattleStationsBiker" "!=1" "required" weight 0
- Criterion "IsNotSaidfarm01_camping" "Saidfarm01_camping" "!=1" "required" weight 0
- //Auto-generated blank response for padding out InfoRemarkables
- Response _PlayerInfoRemarkableBlankBiker
- {
- scene "scenes/Biker/blank.vcd"
- }
- Response PlayerNiceShotBiker
- {
- scene "scenes/Biker/NiceShot01.vcd" //Nice shot!
- scene "scenes/Biker/NiceShot02.vcd" //Nice shot!
- scene "scenes/Biker/NiceShot03.vcd" //Good shot!
- scene "scenes/Biker/NiceShot04.vcd" //Good shot!
- scene "scenes/Biker/NiceShot07.vcd" //Whoah. Nice shot.
- scene "scenes/Biker/NiceShot08.vcd" //Good shot. [laughing]
- scene "scenes/Biker/NiceShot09.vcd" //Great shot [laughing]
- scene "scenes/Biker/NiceShot10.vcd" //Good one!
- scene "scenes/Biker/WorldAirport05NPC10.vcd" odds 2 //Yeah, yeah, we get it. You're a hero.
- }
- Rule PlayerNiceShotBiker
- {
- criteria ConceptPlayerNiceShot IsNotCoughing IsBiker IssuerClose IsTalk IsTalkBiker ChanceToFire30Percent
- Response PlayerNiceShotBiker
- }
- Response PlayerRemarkFarm05_path09BBiker
- {
- scene "scenes/Biker/WorldFarmHouse0105.vcd" then any Farm05_Path09C foo:0 0.05 //Shit. Never thought I'd go lookin' for the military.
- scene "scenes/Biker/blank.vcd" then any Farm05_Path09C foo:0 0.05 //
- scene "scenes/Biker/blank.vcd" then any Farm05_Path09C foo:0 0.05 //
- }
- Rule PlayerRemarkFarm05_path09BBiker
- {
- criteria ConceptRemark IsBiker IsFarm05_path09 IsNotSaidFarm05_Path09 IsSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- Response PlayerRemarkFarm05_path09BBiker
- }
- Response PlayerRemarkFarm05_path09CBiker
- {
- scene "scenes/Biker/WorldFarmHouse0105.vcd" //Shit. Never thought I'd go lookin' for the military.
- }
- Rule PlayerRemarkFarm05_path09CBiker
- {
- criteria ConceptFarm05_Path09C IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- Response PlayerRemarkFarm05_path09CBiker
- }
- Response ReviveMeINterruptedBiker
- {
- scene "scenes/Biker/ReactionStartled01.vcd" //Whoah!
- scene "scenes/Biker/ReactionStartled02.vcd" //AHHHH!
- scene "scenes/Biker/ReactionStartled03.vcd" //Whoah! Jesus...
- scene "scenes/Biker/ReactionStartled04.vcd" //What the?
- scene "scenes/Biker/Swear01.vcd" //Goddammit.
- scene "scenes/Biker/Swear12.vcd" //Shit.
- scene "scenes/Biker/Swear17.vcd" //Dammit.
- }
- Rule ReviveMeINterruptedBiker
- {
- criteria ConceptReviveMeInterrupted IsBiker
- ApplyContext "ReviveInterrupt:1:2"
- applycontexttoworld
- Response ReviveMeINterruptedBiker
- }
- Response SurvivorMournBillBiker
- {
- scene "scenes/Biker/GriefVet01.vcd" //Bill's gone!
- scene "scenes/Biker/GriefVet02.vcd" //Rest in peace, old man.
- scene "scenes/Biker/GriefVet03.vcd" //Shit, I'm gonna miss the old guy.
- }
- Rule SurvivorMournBillBiker
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
- Response SurvivorMournBillBiker
- }
- Response SurvivorMournLouisBiker
- {
- scene "scenes/Biker/GriefManager01.vcd" //Ahhh. the manager's down for the count.
- scene "scenes/Biker/GriefManager02.vcd" //Ah shit, I was just starting to like that guy.
- scene "scenes/Biker/GriefManager03.vcd" //Damn it, he didn't deserve this.
- scene "scenes/Biker/GriefManager04.vcd" //The manager's down for the count.
- scene "scenes/Biker/GriefManager05.vcd" //Shit, I was just starting to like that guy.
- }
- Rule SurvivorMournLouisBiker
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
- Response SurvivorMournLouisBiker
- }
- Response SurvivorMournZoeyBiker
- {
- scene "scenes/Biker/GriefFemaleGeneric03.vcd" //Ah hell, she's dead.
- scene "scenes/Biker/GriefTeengirl01.vcd" //Ahh Zoey. No.
- scene "scenes/Biker/GriefTeengirl02.vcd" //Ahh damnit, not Zoey.
- }
- Rule SurvivorMournZoeyBiker
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
- Response SurvivorMournZoeyBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // At Top
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerRemarkFarm01_path09Biker
- {
- scene "scenes/Biker/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
- scene "scenes/Biker/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
- }
- Rule PlayerRemarkFarm01_path09Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1500
- ApplyContext "SaidFarm01_path09:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path09Biker
- }
- Response PlayerRemarkSmalltown03_path14Biker
- {
- scene "scenes/Biker/SafeSpotAhead03.vcd" then any SafeSpotAheadResponse foo:0 0 //We're near a safe spot.
- }
- Rule PlayerRemarkSmalltown03_path14Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown03_path14:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path14Biker
- }
- //--------------------------------------------------------------------------------------------------------------
- // AutoResponder
- //--------------------------------------------------------------------------------------------------------------
- Response ThanksGotItemBiker
- {
- scene "scenes/Biker/Thanks02.vcd" //Thanks.
- scene "scenes/Biker/Thanks08.vcd" //Thank you.
- scene "scenes/Biker/Thanks09.vcd" //Thanks, I owe ya.
- scene "scenes/Biker/Thanks11.vcd" //Thanks, dude.
- scene "scenes/Biker/Thanks12.vcd" //Thanks for that.
- }
- Rule ThanksGotItemBiker
- {
- criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsBiker IsTalk IsTalkBiker
- Response ThanksGotItemBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // AwardSpeech
- //--------------------------------------------------------------------------------------------------------------
- Response HealThanksBiker
- {
- scene "scenes/Biker/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks.
- scene "scenes/Biker/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks [noise you make gun clicking your mouth twice]
- scene "scenes/Biker/Thanks05.vcd" predelay ".2,.5" //Thanks, man.
- scene "scenes/Biker/Thanks06.vcd" predelay ".2,.5" //Hey, thanks man.
- scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
- scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
- }
- Rule HealThanksBiker
- {
- criteria ConceptHealedByFriend IsNotCoughing IsBiker IsTalk IsTalkBiker SubjectIsNotBiker
- ApplyContext "TalkBiker:1:2"
- Response HealThanksBiker
- }
- Response ReviveThanksBiker
- {
- scene "scenes/Biker/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks.
- scene "scenes/Biker/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks [noise you make gun clicking your mouth twice]
- scene "scenes/Biker/Thanks05.vcd" predelay ".2,.5" //Thanks, man.
- scene "scenes/Biker/Thanks06.vcd" predelay ".2,.5" //Hey, thanks man.
- scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
- scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
- }
- Rule ReviveThanksBiker
- {
- criteria ConceptRevivedByFriend IsNotCoughing IsBiker
- ApplyContext "TalkBiker:1:2"
- Response ReviveThanksBiker
- }
- Response ReviveThanksBillBiker
- {
- scene "scenes/Biker/Thanks14.vcd" predelay ".2,.5" //Thanks brother.
- scene "scenes/Biker/Thanks16.vcd" predelay ".2,.5" //Thanks, Bill.
- }
- Rule ReviveThanksBillBiker
- {
- criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsNamVet ChanceToFire30Percent
- ApplyContext "TalkBiker:1:2"
- Response ReviveThanksBillBiker
- }
- Response ReviveThanksLouisBiker
- {
- scene "scenes/Biker/Thanks13.vcd" predelay ".2,.5" //Thanks bro.
- scene "scenes/Biker/Thanks18.vcd" predelay ".2,.5" //Thanks, Louis.
- scene "scenes/Biker/Thanks19.vcd" predelay ".2,.5" //Thanks, Louis. I owe you one
- scene "scenes/Biker/ToTheRescueThanks03.vcd" predelay ".2,.5" //Hey, thanks for not forgettin' me.
- scene "scenes/Biker/ToTheRescueThanks05.vcd" predelay ".2,.5" //Hell, I guess that's one I owe YOU.
- }
- Rule ReviveThanksLouisBiker
- {
- criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsManager ChanceToFire30Percent
- ApplyContext "TalkBiker:1:2"
- Response ReviveThanksLouisBiker
- }
- Response ReviveThanksZoeyBiker
- {
- scene "scenes/Biker/Thanks17.vcd" predelay ".2,.5" //Thanks, Zoey.
- scene "scenes/Biker/ToTheRescueThanks04.vcd" predelay ".2,.5" //I owe you one.
- }
- Rule ReviveThanksZoeyBiker
- {
- criteria ConceptRevivedByFriend IsNotCoughing IsBiker SubjectIsTeenGirl ChanceToFire30Percent
- ApplyContext "TalkBiker:1:2"
- Response ReviveThanksZoeyBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Bots
- //--------------------------------------------------------------------------------------------------------------
- Response AutoYouAreWelcomeBiker
- {
- scene "scenes/Biker/YouAreWelcome02.vcd" //I got your back.
- scene "scenes/Biker/YouAreWelcome04.vcd" //Hey, no problem.
- scene "scenes/Biker/YouAreWelcome05.vcd" //No problem.
- scene "scenes/Biker/YouAreWelcome06.vcd" //Sure.
- scene "scenes/Biker/YouAreWelcome07.vcd" //I told ya I'd take care of ya.
- scene "scenes/Biker/YouAreWelcome08.vcd" //No, thank YOU!
- scene "scenes/Biker/YouAreWelcome09.vcd" //Yer welcome.
- scene "scenes/Biker/YouAreWelcome10.vcd" //Yea, I’m pretty awesome.
- scene "scenes/Biker/YouAreWelcome11.vcd" //No problemo, pal.
- scene "scenes/Biker/YouAreWelcome12.vcd" //It's all good.
- scene "scenes/Biker/YouAreWelcome13.vcd" //Gotcha.
- scene "scenes/Biker/YouAreWelcome14.vcd" //Whatever, whenever, man.
- }
- Rule AutoYouAreWelcomeBiker
- {
- criteria ConceptYouWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker TimeSinceGroupInCombat05 IsNotSpeaking
- Response AutoYouAreWelcomeBiker
- }
- Response BotAttentionBattleBiker
- {
- scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it.
- scene "scenes/Biker/AskReady01.vcd" //Ready for this?
- scene "scenes/Biker/AskReady06.vcd" //Everybody ready?
- scene "scenes/Biker/AskReady08.vcd" //We ready?
- }
- Rule BotAttentionBattleBiker
- {
- criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing IsBiker IsNotBotAttention IsTalk IsTalkBiker IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20
- ApplyContext "SaidBotAttention:1:30"
- applycontexttoworld
- Response BotAttentionBattleBiker
- }
- Response BotHurrahAlsoBiker
- {
- scene "scenes/Biker/Hurrah11.vcd" //YEAH!
- scene "scenes/Biker/Hurrah20.vcd" //Hell yeah!
- scene "scenes/Biker/ReactionPositive06.vcd" //Hell yeah!
- scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah!
- scene "scenes/Biker/Taunt02.vcd" //HELL YEAH!
- }
- Rule BotHurrahAlsoBiker
- {
- criteria ConceptHurrahAlso IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidHurrahAlso IsBotIsAvailable
- ApplyContext "SaidHurrahAlso:1:5"
- applycontexttoworld
- Response BotHurrahAlsoBiker
- }
- Response BotPlayer.YourWelcomeBiker
- {
- scene "scenes/Biker/YouAreWelcome02.vcd" predelay "1,3.5" //I got your back.
- scene "scenes/Biker/YouAreWelcome04.vcd" predelay "1,3.5" //Hey, no problem.
- scene "scenes/Biker/YouAreWelcome05.vcd" predelay "1,3.5" //No problem.
- scene "scenes/Biker/YouAreWelcome06.vcd" predelay "1,3.5" //Sure.
- scene "scenes/Biker/YouAreWelcome07.vcd" predelay "1,3.5" //I told ya I'd take care of ya.
- scene "scenes/Biker/YouAreWelcome08.vcd" predelay "1,3.5" //No, thank YOU!
- scene "scenes/Biker/YouAreWelcome09.vcd" predelay "1,3.5" //Yer welcome.
- scene "scenes/Biker/YouAreWelcome10.vcd" predelay "1,3.5" //Yea, I’m pretty awesome.
- scene "scenes/Biker/YouAreWelcome11.vcd" predelay "1,3.5" //No problemo, pal.
- scene "scenes/Biker/YouAreWelcome12.vcd" predelay "1,3.5" //It's all good.
- scene "scenes/Biker/YouAreWelcome13.vcd" predelay "1,3.5" //Gotcha.
- scene "scenes/Biker/YouAreWelcome14.vcd" predelay "1,3.5" //Whatever, whenever, man.
- }
- Rule BotPlayer.YourWelcomeBiker
- {
- criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response BotPlayer.YourWelcomeBiker
- }
- Response BotReassureComingBiker
- {
- scene "scenes/Biker/Yes01.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Biker/Yes02.vcd" predelay "1,3.5" //Okay.
- scene "scenes/Biker/Yes03.vcd" predelay "1,3.5" //Yep.
- scene "scenes/Biker/Yes04.vcd" predelay "1,3.5" //Yeah.
- scene "scenes/Biker/Yes05.vcd" predelay "1,3.5" //Yeah.
- scene "scenes/Biker/Yes06.vcd" predelay "1,3.5" //Roger that good buddy.
- }
- Rule BotReassureComingBiker
- {
- criteria ConceptSurvivorBotReassureComing IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response BotReassureComingBiker
- }
- Response BotReassureNearbyBiker
- {
- scene "scenes/Biker/ImWithYou01.vcd" predelay "1,3.5" //Right behind you!
- scene "scenes/Biker/ImWithYou02.vcd" predelay "1,3.5" //I've got your back!
- scene "scenes/Biker/ImWithYou03.vcd" predelay "1,3.5" //I've got your back!
- scene "scenes/Biker/ImWithYou04.vcd" predelay "1,3.5" //I'm with ya!
- scene "scenes/Biker/ImWithYou05.vcd" predelay "1,3.5" //I'm with ya!
- scene "scenes/Biker/ImWithYou06.vcd" predelay "1,3.5" //Right behind you!
- scene "scenes/Biker/ImWithYou07.vcd" predelay "1,3.5" //I'm with ya!
- scene "scenes/Biker/ImWithYou08.vcd" predelay "1,3.5" //I got your back!
- scene "scenes/Biker/ImWithYou09.vcd" predelay "1,3.5" //Behind you!
- scene "scenes/Biker/ImWithYou10.vcd" predelay "1,3.5" //I'm here!
- }
- Rule BotReassureNearbyBiker
- {
- criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response BotReassureNearbyBiker
- }
- Response BotYesReadyBiker
- {
- scene "scenes/Biker/Yes01.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Biker/Yes02.vcd" predelay "1,3.5" //Okay.
- scene "scenes/Biker/Yes03.vcd" predelay "1,3.5" //Yep.
- scene "scenes/Biker/Yes04.vcd" predelay "1,3.5" //Yeah.
- scene "scenes/Biker/Yes05.vcd" predelay "1,3.5" //Yeah.
- scene "scenes/Biker/Yes06.vcd" predelay "1,3.5" //Roger that good buddy.
- }
- Rule BotYesReadyBiker
- {
- criteria ConceptSurvivorBotYesReady IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response BotYesReadyBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Call For Rescue
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerCallForRescueBiker
- {
- speak "Player.Biker_CallForRescue01" noscene //I could use some help over here! Anyone?
- speak "Player.Biker_CallForRescue02" noscene //Anyone out there? I got myself stuck in here!
- speak "Player.Biker_CallForRescue03" noscene //Get me the hell out of here!
- speak "Player.Biker_CallForRescue04" noscene //Heeeeyyyy! Can anyone here me? I could use a hand.
- speak "Player.Biker_CallForRescue06" noscene //Goddammit, I'm stuck in here! Someone let me out!
- speak "Player.Biker_CallForRescue07" noscene //When you get a chance, can you guys get me outta here?
- speak "Player.Biker_CallForRescue08" noscene //If it ain't too much trouble, I could use a hand out of here!
- speak "Player.Biker_CallForRescue09" noscene //Hey, can anyone hear me? I got my ass stuck in here.
- speak "Player.Biker_CallForRescue10" noscene //Someone want to let me outta here?
- speak "Player.Biker_CallForRescue11" noscene //Ah shit I'm stuck! C'mon! I could use a hand out of here!
- speak "Player.Biker_CallForRescue12" noscene //[Grunting] Shit, I'm stuck in here! Someone give me a hand!
- speak "Player.Biker_CallForRescue13" noscene //Goddamn it! I need to get the hell out of here!
- speak "Player.Biker_LostCall01" noscene //Hello
- speak "Player.Biker_LostCall04" noscene //Is anyone there?
- speak "Player.Biker_LostCall05" noscene odds 2 //Marco!
- speak "Player.Biker_LostCall08" noscene //Hello? Where dija go?
- }
- Rule PlayerCallForRescueBiker
- {
- criteria ConceptCallForRescue IsBiker IsTalk IsTalkBiker
- Response PlayerCallForRescueBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // DLC2 - Crescendo
- //--------------------------------------------------------------------------------------------------------------
- Response crashHowitzerNagBiker
- {
- scene "scenes/Biker/DLC2M1GunNag02.vcd" //Somebody fire the goddamn cannon!
- }
- Rule crashHowitzerNagBiker
- {
- criteria ConceptTalkIdle IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker NotHowitzerFired IsHowitzerNag IsHowitzerSeen NotNagCrashBiker ChanceToFire80Percent NotSurvivalMode
- ApplyContext "NagHowitzer:1:30,NagCrashBiker:1:32"
- applycontexttoworld
- Response crashHowitzerNagBiker
- }
- Response CrashWarnMegaMobBiker
- {
- scene "scenes/Biker/DLC2Incoming01.vcd" then teengirl CrashCourseR14 foo:0 0.05 //Here they come! Zoey, just pretend they're all helicopter pilots!
- }
- Rule CrashWarnMegaMobBiker
- {
- criteria ConceptPlayerWarnMegaMob IsNotCoughing IsBiker IsNotWarnMegaMob IsTalk IsTalkBiker IsNotSpeaking IsCrashCourse IsTeenGirlAlive NotSaidMegaMobPilot NotSurvivalMode
- ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,SaidMegaMobPilot:1:0"
- applycontexttoworld
- Response CrashWarnMegaMobBiker
- }
- Response HowitzerBurnEnd00Biker
- {
- scene "scenes/Biker/DLC2M1GunEnd01.vcd" then self HowitzerBurnEnd01 foo:0 0.1 //Fire's out.
- }
- Rule HowitzerBurnEnd00Biker
- {
- criteria ConceptHowitzerBurnEnd00 IsBiker NotCrash01ThroughBridge NotSurvivalMode
- Response HowitzerBurnEnd00Biker
- }
- Response HowitzerBurnEnd01Biker
- {
- scene "scenes/Biker/DLC2M1GunEnd02.vcd" //Everybody across the bridge!
- }
- Rule HowitzerBurnEnd01Biker
- {
- criteria ConceptHowitzerBurnEnd01 IsBiker NotSurvivalMode
- Response HowitzerBurnEnd01Biker
- }
- //--------------------------------------------------------------------------------------------------------------
- // DLC2 - Finale
- //--------------------------------------------------------------------------------------------------------------
- Response CrashFinaleGenerator2OnSpkBiker
- {
- scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah!
- }
- Rule CrashFinaleGenerator2OnSpkBiker
- {
- criteria ConceptCrashFinaleGenerator2OnSpk IsBiker
- Response CrashFinaleGenerator2OnSpkBiker
- }
- Response CrashFinaleGenerator2SpeakBiker
- {
- scene "scenes/Biker/DLC2M2FinaleButtonPressGen203.vcd" //Goddamn generator. Come ON, let's GO!
- scene "scenes/Biker/DLC2M2FinaleButtonPressGen301.vcd" //Goddamn it. Piece a shit generator...
- scene "scenes/Biker/DLC2M2FinaleButtonPressGen302.vcd" //I'm gettin' so sick of this goddamn generator...
- scene "scenes/Biker/DLC2M2FinaleButtonPressGen303.vcd" //Soon as we get the truck moving, I am going to RUN YOU OVER. Stupid generator.
- }
- Rule CrashFinaleGenerator2SpeakBiker
- {
- criteria ConceptCrashFinaleGenerator2Speak IsBiker
- Response CrashFinaleGenerator2SpeakBiker
- }
- Response CrashFinaleGeneratorBreakSpkBiker
- {
- scene "scenes/Biker/DLC2M2FinaleBreak101.vcd" //POWER'S OUT! We gotta kicktsart the generator!
- scene "scenes/Biker/DLC2M2FinaleBreak102.vcd" //POWER'S OUT!
- }
- Rule CrashFinaleGeneratorBreakSpkBiker
- {
- criteria ConceptCrashFinaleGeneratorBreakSpk IsBiker NotSurvivalMode
- Response CrashFinaleGeneratorBreakSpkBiker
- }
- Response CrashFinaleGeneratorNagBiker
- {
- scene "scenes/Biker/DLC2M2FinaleBreak103.vcd" //We gotta kickstart the generator!
- scene "scenes/Biker/DLC2M2FinaleBreak202.vcd" //Someone needs to restart the generator!
- }
- Rule CrashFinaleGeneratorNagBiker
- {
- criteria ConceptTalkIdle IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker ChanceToFire60Percent IsCrashFinaleGeneratorBroken NotCrashFinaleSaidGeneratorBroken NotNagCrashBiker NotSurvivalMode
- ApplyContext "CrashFinaleSaidGeneratorBroken:1:15,NagCrashBiker:1:25"
- applycontexttoworld
- Response CrashFinaleGeneratorNagBiker
- }
- Response CrashFinaleGeneratorSpeakBiker
- {
- scene "scenes/Biker/DLC2M2FinaleButtonPressGen101.vcd" //Everybody hang on. This'll just take a second.
- scene "scenes/Biker/DLC2M2FinaleButtonPressGen102.vcd" //Get in position, this'll only take a sec.
- }
- Rule CrashFinaleGeneratorSpeakBiker
- {
- criteria ConceptCrashFinaleGeneratorSpeak IsBiker
- Response CrashFinaleGeneratorSpeakBiker
- }
- Response CrashFinaleGenUnPressSpeakBiker
- {
- scene "scenes/Biker/Swear17.vcd" //Dammit.
- }
- Rule CrashFinaleGenUnPressSpeakBiker
- {
- criteria ConceptCrashFinaleGeneratorUnPressSpeak IsBiker
- Response CrashFinaleGenUnPressSpeakBiker
- }
- Response CrashFinaleTruckNagBiker
- {
- scene "scenes/Biker/ArriveTruck01.vcd" //Run to the truck! Go go go!
- scene "scenes/Biker/ArriveTruck02.vcd" //To the truck!
- scene "scenes/Biker/ArriveTruck03.vcd" //Get to the truck!
- }
- Rule CrashFinaleTruckNagBiker
- {
- criteria ConceptTalkIdle IsBiker IsNotCoughing IsCrashFinaleTruckReady NotCrashFinaleTruckNagPaused ChanceToFire60Percent NotNagCrashBiker NotSurvivalMode
- ApplyContext "CrashFinaleTruckNagPaused:1:6,NagCrashBiker:1:11"
- applycontexttoworld
- Response CrashFinaleTruckNagBiker
- }
- Response CrashFinaleTruckReadySpkBiker
- {
- scene "scenes/Biker/DLC2M2FinaleTruckDown01.vcd" //Lift's down! Get in the goddamn truck!
- }
- Rule CrashFinaleTruckReadySpkBiker
- {
- criteria ConceptCrashFinaleTruckReadySpk IsBiker IsNotCoughing NotSurvivalMode
- Response CrashFinaleTruckReadySpkBiker
- }
- Response CrashFinaleTruckResp01Biker
- {
- scene "scenes/Biker/DLC2M2FinaleSetup02.vcd" //That lift won't come down till we power up the generator.
- }
- Rule CrashFinaleTruckResp01Biker
- {
- criteria ConceptCrashFinaleTruckResp01 IsBiker
- Response CrashFinaleTruckResp01Biker
- }
- Response CrashYerKiddingBiker
- {
- scene "scenes/Biker/DLC2GenericResponses03.vcd" //Yer kidding, right?
- }
- Rule CrashYerKiddingBiker
- {
- criteria ConceptCrashYerKidding IsBiker
- Response CrashYerKiddingBiker
- }
- Response PlayerRemarkcrashcourse02_path14Biker
- {
- 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.
- scene "scenes/Biker/DLC2M2Directional05.vcd" then any CrashFinaleTruckResp01 foo:0 0.05 //I got an idea. Let's steal that truck.
- }
- Rule PlayerRemarkcrashcourse02_path14Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_path14 IsNotSaidcrashcourse02_path14 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotCrash02FinaleStarted NotSurvivalMode
- ApplyContext "Saidcrashcourse02_path14:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_path14Biker
- }
- //--------------------------------------------------------------------------------------------------------------
- // DLC2 - Info Remarkable
- //--------------------------------------------------------------------------------------------------------------
- Response CrashCourseR02Biker
- {
- scene "scenes/Biker/DLC2MagazineRack01.vcd" //I hate latest issues.
- }
- Rule CrashCourseR02Biker
- {
- criteria ConceptCrashCourseR02 IsBiker IsTeenGirlNear400
- Response CrashCourseR02Biker
- }
- Response CrashCourseR07Biker
- {
- scene "scenes/Biker/DLC2CanadaHate01.vcd" //Oh my god, I hate Canada so much.
- scene "scenes/Biker/DLC2Riverside04.vcd" //Guess I've been hatin' Riverside all this time for nothin' then.
- }
- Rule CrashCourseR07Biker
- {
- criteria ConceptCrashCourseR07 IsBiker
- Response CrashCourseR07Biker
- }
- Response CrashCourseR08Biker
- {
- scene "scenes/Biker/DLC2Riverside01.vcd" //Ahhhh, I doubt it.
- }
- Rule CrashCourseR08Biker
- {
- criteria ConceptCrashCourseR08 IsBiker
- Response CrashCourseR08Biker
- }
- Response CrashCourseR09Biker
- {
- scene "scenes/Biker/DLC2Alley01.vcd" //Yeah ha ha ha. This the one you wanna die in?
- }
- Rule CrashCourseR09Biker
- {
- criteria ConceptCrashCourseR09 IsBiker
- Response CrashCourseR09Biker
- }
- Response CrashCourseR10Biker
- {
- scene "scenes/Biker/DLC2GasTanks04.vcd" //Nice one.
- }
- Rule CrashCourseR10Biker
- {
- criteria ConceptCrashCourseR10 IsBiker
- Response CrashCourseR10Biker
- }
- Response CrashCourseR13Biker
- {
- scene "scenes/Biker/DLC2Steam03.vcd" //Yeah... steam's alright, I guess.
- }
- Rule CrashCourseR13Biker
- {
- criteria ConceptCrashCourseR13 IsBiker
- Response CrashCourseR13Biker
- }
- Response PlayerRemarkcrashcourse01_path02Biker
- {
- scene "scenes/Biker/DLC2BirdHate01.vcd" then TeenGirl CrashCourseR01 foo:0 0.05 //I hate birds.
- }
- Rule PlayerRemarkcrashcourse01_path02Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path02 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear550 IsTeenGirlNear800
- ApplyContext "Saidcrashcourse01_path02:1:0,Saidcrashcoursebirds:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path02Biker
- }
- Rule PlayerRemarkcrashcourse01_path03Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path03 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear550 IsTeenGirlNear800
- ApplyContext "Saidcrashcourse01_path03:1:0,Saidcrashcoursebirds:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path02Biker
- }
- Response PlayerRemarkcrashcourse01_path05Biker
- {
- scene "scenes/Biker/DLC2M1Directional02.vcd" //Truck's blocking the whole goddamn road...
- }
- Rule PlayerRemarkcrashcourse01_path05Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path05 IsNotSaidcrashcourse01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidcrashcourse01_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path05Biker
- }
- Response PlayerRemarkcrashcourse01_path06Biker
- {
- scene "scenes/Biker/DLC2M1Searching01.vcd" //Might be something in this warehouse.
- scene "scenes/Biker/DLC2M1Searching02.vcd" //Probably some free crap in these buildings.
- }
- Rule PlayerRemarkcrashcourse01_path06Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path06 IsNotSaidcrashcourse01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidcrashcourse01_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path06Biker
- }
- Response PlayerRemarkcrashcourse01_path07Biker
- {
- 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.
- }
- Rule PlayerRemarkcrashcourse01_path07Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path07 IsNotSaidcrashcourse01_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "Saidcrashcourse01_path07:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path07Biker
- }
- Response PlayerRemarkcrashcourse01_path08Biker
- {
- scene "scenes/Biker/DLC2M1Directional10.vcd" //Sayyy. An alley!
- }
- Rule PlayerRemarkcrashcourse01_path08Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path08 IsNotSaidcrashcourse01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNotSaidcrashcoursealley
- ApplyContext "Saidcrashcourse01_path08:1:0,Saidcrashcoursealley:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path08Biker
- }
- Rule PlayerRemarkcrashcourse01_path09Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path09 IsNotSaidcrashcourse01_path09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNotSaidcrashcoursealley
- ApplyContext "Saidcrashcourse01_path09:1:0,Saidcrashcoursealley:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path08Biker
- }
- Response PlayerRemarkcrashcourse01_path11Biker
- {
- scene "scenes/Biker/DLC2ArmyTruck01.vcd" //Huh. The army. Fat lotta help they've been to US.
- scene "scenes/Biker/DLC2ArmyTruck02.vcd" //Huh. The army. They're about as much help as the cops.
- }
- Rule PlayerRemarkcrashcourse01_path11Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path11 IsNotSaidcrashcourse01_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidcrashcourse01_path11:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path11Biker
- }
- Response PlayerRemarkcrashcourse01_path12Biker
- {
- scene "scenes/Biker/DLC2TrainWreck01.vcd" then TeenGirl CrashCourseR03 foo:0 0.05 //Whoa. Zoey must have shot the train conductor!
- }
- Rule PlayerRemarkcrashcourse01_path12Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path12 IsNotSaidcrashcourse01_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsTeenGirlNear400 NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path12:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path12Biker
- }
- Response PlayerRemarkcrashcourse01_path13Biker
- {
- scene "scenes/Biker/DLC2M1Goal02.vcd" //Let's follow that bridge. Might be a way outta this dump.
- }
- Rule PlayerRemarkcrashcourse01_path13Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path13 IsNotSaidcrashcourse01_path13 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path13:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path13Biker
- }
- Response PlayerRemarkcrashcourse01_path14Biker
- {
- scene "scenes/Biker/DLC2M1Directional07.vcd" //We can get back up over here!
- }
- Rule PlayerRemarkcrashcourse01_path14Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path14 IsNotSaidcrashcourse01_path14 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path14:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path14Biker
- }
- Rule PlayerRemarkcrashcourse01_path15Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path15 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 IsTeenGirlNear800 NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path15:1:0,Saidcrashcoursebirds:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path02Biker
- }
- Rule PlayerRemarkcrashcourse01_path16Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path16 IsNotSaidcrashcoursebirds IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100 IsTeenGirlNear800 NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path16:1:0,Saidcrashcoursebirds:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path02Biker
- }
- Response PlayerRemarkcrashcourse01_path17Biker
- {
- scene "scenes/Biker/DLC2M1GunNag01.vcd" //We need to shoot that barricade down.
- }
- Rule PlayerRemarkcrashcourse01_path17Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path17 IsNotSaidcrashcourse01_path17 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotHowitzerFired NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path17:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path17Biker
- }
- Response PlayerRemarkcrashcourse01_path18Biker
- {
- scene "scenes/Biker/DLC2M1GunNag01.vcd" //We need to shoot that barricade down.
- }
- Rule PlayerRemarkcrashcourse01_path18Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path18 IsNotSaidcrashcourse01_path18 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotHowitzerFired NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path18:1:0,HowitzerSeen:1:0,NagHowitzer:1:30"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path18Biker
- }
- Response PlayerRemarkcrashcourse01_path19Biker
- {
- scene "scenes/Biker/DLC2ForLease02.vcd" then Manager CrashCourseR04 foo:0 0.05 //'For...lease.'
- }
- Rule PlayerRemarkcrashcourse01_path19Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path19 IsNotSaidcrashcourse01_path19 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsManagerNear500 NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path19:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path19Biker
- }
- Response PlayerRemarkcrashcourse01_path20Biker
- {
- scene "scenes/Biker/DLC2M1Goal03.vcd" //Riverside! Ain't that where the army's holed up?
- scene "scenes/Biker/DLC2Riverside03.vcd" then any CrashCourseR06 foo:0 0.05 //Riverside? Aww, I hate Canada.
- }
- Rule PlayerRemarkcrashcourse01_path20Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path20 IsNotSaidcrashcourse01_path20 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "Saidcrashcourse01_path20:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path20Biker
- }
- Response PlayerRemarkcrashcourse01_path21Biker
- {
- 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.
- }
- Rule PlayerRemarkcrashcourse01_path21Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path21 IsNotSaidcrashcourse01_path21 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 IsNamVetAlive NotSurvivalMode
- ApplyContext "Saidcrashcourse01_path21:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path21Biker
- }
- Response PlayerRemarkcrashcourse01_path24Biker
- {
- scene "scenes/Biker/DLC2M1Directional09.vcd" //The safehouse is down there!
- }
- Rule PlayerRemarkcrashcourse01_path24Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path24 IsNotSaidcrashcourse01_path24 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidCrash01SafeHouse
- ApplyContext "Saidcrashcourse01_path24:1:0,SaidCrash01Safehouse:1:250"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path24Biker
- }
- Response PlayerRemarkcrashcourse01_path25Biker
- {
- scene "scenes/Biker/SafeSpotAhead08.vcd" //Safe house, let's go!
- }
- Rule PlayerRemarkcrashcourse01_path25Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path25 IsNotSaidcrashcourse01_path25 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 NotSaidCrash01SafeHouse
- ApplyContext "Saidcrashcourse01_path25:1:0,SaidCrash01SafeHouse:1:250"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path25Biker
- }
- Response PlayerRemarkcrashcourse02_path05Biker
- {
- scene "scenes/Biker/DLC2Container01.vcd" //Through this container!
- }
- Rule PlayerRemarkcrashcourse02_path05Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_path05 IsNotSaidcrashcourse02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "Saidcrashcourse02_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_path05Biker
- }
- Response PlayerRemarkcrashcourse02_path06Biker
- {
- scene "scenes/Biker/DLC2GasTanks01.vcd" then TeenGirl CrashCourseR10 foo:0 0.05 //Hey, Zoey, look! We're 'passing gas'... [chuckles]
- }
- Rule PlayerRemarkcrashcourse02_path06Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_path06 IsNotSaidcrashcourse02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "Saidcrashcourse02_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_path06Biker
- }
- Response PlayerRemarkcrashcourse02_path07Biker
- {
- scene "scenes/Biker/DLC2BulletinBoard01.vcd" then TeenGirl CrashCourseR11 foo:0 0.05 //This sign says 'I hate Mondays'! Man, tell me about it.
- }
- Rule PlayerRemarkcrashcourse02_path07Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_path07 IsNotSaidcrashcourse02_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
- ApplyContext "Saidcrashcourse02_path07:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_path07Biker
- }
- Response PlayerRemarkcrashcourse02_path08Biker
- {
- scene "scenes/Biker/DLC2Steam02.vcd" then teengirl CrashCourseR12 foo:0 0 //Hey, watch out for that goddamn steam pipe.
- }
- Rule PlayerRemarkcrashcourse02_path08Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_path08 IsNotSaidcrashcourse02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsTeenGirlNear500
- ApplyContext "Saidcrashcourse02_path08:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_path08Biker
- }
- Response PlayerRemarkcrashcourse02_path10Biker
- {
- scene "scenes/Biker/DLC2M2Directional03.vcd" //Over that truck!
- }
- Rule PlayerRemarkcrashcourse02_path10Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_path10 IsNotSaidcrashcourse02_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
- ApplyContext "Saidcrashcourse02_path10:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_path10Biker
- }
- Response PlayerRemarkcrashcourse02_path11Biker
- {
- scene "scenes/Biker/DLC2Recycling01.vcd" //Thanks for saving the planet, recyclers. Mission accomplished.
- scene "scenes/Biker/DLC2Recycling02.vcd" odds 4 //Copper... aluminum... brass... those guys recycle everything!
- }
- Rule PlayerRemarkcrashcourse02_path11Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_path11 IsNotSaidcrashcourse02_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 NotSurvivalMode
- ApplyContext "Saidcrashcourse02_path11:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_path11Biker
- }
- Response PlayerRemarkcrashcourse02_path12Biker
- {
- scene "scenes/Biker/DLC2M2Directional01.vcd" //Through the truck yard!
- }
- Rule PlayerRemarkcrashcourse02_path12Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_path12 IsNotSaidcrashcourse02_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidcrashcourse02_path12:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_path12Biker
- }
- //--------------------------------------------------------------------------------------------------------------
- // DLC2 - Intro
- //--------------------------------------------------------------------------------------------------------------
- Response IntroCrashR02Biker
- {
- scene "scenes/Biker/DLC2Intro18.vcd" //I guess I DID tell ya.
- }
- Rule IntroCrashR02Biker
- {
- criteria ConceptIntroCrashR02 IsBiker
- Response IntroCrashR02Biker
- }
- Response IntroCrashR04Biker
- {
- scene "scenes/Biker/DLC2Intro08.vcd" //Alright. I'll give ya that.
- }
- Rule IntroCrashR04Biker
- {
- criteria ConceptIntroCrashR04 IsBiker
- Response IntroCrashR04Biker
- }
- Response IntroCrashR06Biker
- {
- 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.
- }
- Rule IntroCrashR06Biker
- {
- criteria ConceptIntroCrashR06 IsBiker
- Response IntroCrashR06Biker
- }
- Response IntroCrashR08Biker
- {
- scene "scenes/Biker/DLC2Intro21.vcd" //Whoah. Musta hit my head in the crash. I'm okay now. I hate helicopters.
- }
- Rule IntroCrashR08Biker
- {
- criteria ConceptIntroCrashR08 IsBiker
- Response IntroCrashR08Biker
- }
- Response IntroCrashR10Biker
- {
- scene "scenes/Biker/DLC2Intro30.vcd" //Let's just hike the hell out of here.
- scene "scenes/Biker/DLC2Intro31.vcd" //Looks like we're walking again.
- scene "scenes/Biker/DLC2M1Goal01.vcd" //I already hate this place. Let's get outta here.
- }
- Rule IntroCrashR10Biker
- {
- criteria ConceptIntroCrashR10 IsBiker
- Response IntroCrashR10Biker
- }
- Response IntroCrashR12Biker
- {
- scene "scenes/Biker/DLC2Intro16.vcd" //Yeah! Stupid helicopter.
- }
- Rule IntroCrashR12Biker
- {
- criteria ConceptIntroCrashR12 IsBiker
- Response IntroCrashR12Biker
- }
- Response IntroCrashR14Biker
- {
- scene "scenes/Biker/DLC2Intro14.vcd" //Terrific. Looks like we're walkin, then.
- }
- Rule IntroCrashR14Biker
- {
- criteria ConceptIntroCrashR14 IsBiker
- Response IntroCrashR14Biker
- }
- Response IntroCrashR16Biker
- {
- scene "scenes/Biker/DLC2Intro11.vcd" then any IntroCrashR10 foo:0 0.05 //That's what I thought...
- }
- Rule IntroCrashR16Biker
- {
- criteria ConceptIntroCrashR16 IsBiker
- Response IntroCrashR16Biker
- }
- Response IntroCrashR18Biker
- {
- scene "scenes/Biker/DLC2Intro06.vcd" //'Cause it's money in the bank. Remind me to explain gambling to you sometime.
- }
- Rule IntroCrashR18Biker
- {
- criteria ConceptIntroCrashR18 IsBiker
- Response IntroCrashR18Biker
- }
- Response IntroCrashR20Biker
- {
- scene "scenes/Biker/DLC2Intro02.vcd" //[pouty] Well, I guess NOW we'll never know, will we?
- }
- Rule IntroCrashR20Biker
- {
- criteria ConceptIntroCrashR20 IsBiker
- Response IntroCrashR20Biker
- }
- Response IntroCrashR21Biker
- {
- scene "scenes/Biker/DLC2Intro22.vcd" then Manager IntroCrashR22 foo:0 0.05 //I hate walking.
- }
- Rule IntroCrashR21Biker
- {
- criteria ConceptIntroCrashR21 IsBiker
- Response IntroCrashR21Biker
- }
- Response IntroCrashR23Biker
- {
- scene "scenes/Biker/DLC2Intro23.vcd" //And it turns out I was right about that.
- }
- Rule IntroCrashR23Biker
- {
- criteria ConceptIntroCrashR23 IsBiker
- Response IntroCrashR23Biker
- }
- Response IntroCrashR26Biker
- {
- scene "scenes/Biker/DLC2Intro27.vcd" //[grumbling under breath]...Don't see what's wrong with vests...
- }
- Rule IntroCrashR26Biker
- {
- criteria ConceptIntroCrashR26 IsBiker
- Response IntroCrashR26Biker
- }
- Response IntroCrashR27Biker
- {
- 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.
- }
- Rule IntroCrashR27Biker
- {
- criteria ConceptIntroCrashR27 IsBiker
- Response IntroCrashR27Biker
- }
- Response IntroCrashR29Biker
- {
- scene "scenes/Biker/DLC2Intro04.vcd" then Manager IntroCrashR30 foo:0 0.05 //[confused] Wait, WHAT happened?
- }
- Rule IntroCrashR29Biker
- {
- criteria ConceptIntroCrashR29 IsBiker
- Response IntroCrashR29Biker
- }
- Response IntroCrashR31Biker
- {
- scene "scenes/Biker/DLC2Intro03.vcd" then any IntroCrashR10 foo:0 0.05 //Or, in this case, a vampire.
- }
- Rule IntroCrashR31Biker
- {
- criteria ConceptIntroCrashR31 IsBiker
- Response IntroCrashR31Biker
- }
- Response PlayerCrashCourseIntroBiker
- {
- scene "scenes/Biker/DLC2Intro01.vcd" then TeenGirl IntroCrashR19 foo:0 0.05 //I still can't believe you shot the pilot!
- 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.
- 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?
- 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?
- scene "scenes/Biker/DLC2Intro10.vcd" then any IntroCrashR15 foo:0 0.05 //Is that how helicopters are supposed to land?
- 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?
- 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...
- scene "scenes/Biker/DLC2Intro17.vcd" then TeenGirl IntroCrashR01 foo:0 0.05 //I ever tell you how I feel about helicopters?
- scene "scenes/Biker/DLC2Intro19.vcd" then any IntroCrashR09 foo:0 0.05 //Guys. Everyone. I wanna say something: I. hate. helicopters.
- scene "scenes/Biker/DLC2Intro20.vcd" then TeenGirl IntroCrashR07 foo:0 0.05 //[sincere] Wow! I love helicopters! I love 'em so much.
- scene "scenes/Biker/DLC2Intro24.vcd" then any IntroCrashR05 foo:0 0.05 //Alright, nobody panic. I have a plan.
- 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.
- scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR33 foo:0 0.05 //
- scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR34 foo:0 0.05 //
- scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashR35 foo:0 0.05 //
- scene "scenes/Biker/blank.vcd" then Manager IntroCrashR36 foo:0 0.05 //
- scene "scenes/Biker/blank.vcd" then TeenGirl IntroCrashWalking foo:0 0.05 //
- }
- Rule PlayerCrashCourseIntroBiker
- {
- criteria ConceptIntroCrash IsBiker IsCrashCourse IsBiker IsBiker
- ApplyContext "talk:1:20"
- applycontexttoworld
- Response PlayerCrashCourseIntroBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // DLC2 - Lots Intro
- //--------------------------------------------------------------------------------------------------------------
- Response CrashCourseI01Biker
- {
- scene "scenes/Biker/WorldAirport0111.vcd" //It's worth a try.
- }
- Rule CrashCourseI01Biker
- {
- criteria ConceptCrashCourseI01 IsBiker
- Response CrashCourseI01Biker
- }
- Response PlayerRemarkcrashcourse02_introBiker
- {
- scene "scenes/Biker/DLC2M2Saferoom01.vcd" then any CrashCourseI01 foo:0 0.05 //Looks like we should check out that truck depot.
- }
- Rule PlayerRemarkcrashcourse02_introBiker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_intro IsNotSaidcrashcourse02_intro IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 IsCrash02IntroReady NotCrash02IntroPaused
- ApplyContext "Saidcrashcourse02_intro:1:0,SaidCreshendoStartNear:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_introBiker
- }
- Response PlayerRemarkcrashcourse02_startaBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerRemarkcrashcourse02_startaBiker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_starta NotCrash02IntroReady IsSubjectNear400
- ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_startaBiker
- }
- Rule PlayerRemarkcrashcourse02_startbBiker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_startb NotCrash02IntroReady IsSubjectNear400
- ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_startaBiker
- }
- Rule PlayerRemarkcrashcourse02_startcBiker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_startc NotCrash02IntroReady IsSubjectNear400
- ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_startaBiker
- }
- Rule PlayerRemarkcrashcourse02_startdBiker
- {
- criteria ConceptRemark IsBiker Iscrashcourse02_startd NotCrash02IntroReady IsSubjectNear400
- ApplyContext "Crash02IntroReady:1:0,Crash02IntroPaused:1:7,SaidFinaleAhead:1:0,SaidCreshendoStartNear:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse02_startaBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Farm Intro
- //--------------------------------------------------------------------------------------------------------------
- Response IntroFarm4Biker
- {
- scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it.
- }
- Rule IntroFarm4Biker
- {
- criteria ConceptIntroFarm4 IsBiker
- ApplyContext "talk:1:4"
- applycontexttoworld
- Response IntroFarm4Biker
- }
- //--------------------------------------------------------------------------------------------------------------
- // FaultSpeech
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorBoomerBlunderBiker
- {
- scene "scenes/Biker/Sorry02.vcd" predelay "1,2" //Sorry about that.
- scene "scenes/Biker/Sorry10.vcd" predelay "1,2" //Sorry, man, shit happens.
- scene "scenes/Biker/Sorry14.vcd" predelay "1,2" //Uh, yeah, sorry.
- }
- Rule SurvivorBoomerBlunderBiker
- {
- criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsBiker IsHealthy IsTalk IsTalkBiker
- Response SurvivorBoomerBlunderBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Finale Speech
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorFinaleTriggeredBoatBiker
- {
- scene "scenes/Biker/RadioUsedBoat01.vcd" predelay ".5,1" //We got a boat coming!
- }
- Rule SurvivorFinaleTriggeredBoatBiker
- {
- criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
- ApplyContext "SaidRadioTriggered:1:30"
- applycontexttoworld
- Response SurvivorFinaleTriggeredBoatBiker
- }
- Response SurvivorFinaleTriggeredFarmBiker
- {
- scene "scenes/Biker/RadioUsedGeneric02.vcd" predelay ".5,1" //Help'll be here soon! You ladies ready for some fun until they show up?
- scene "scenes/Biker/RadioUsedTruck01.vcd" predelay ".5,1" //A truck should be here soon - we just gotta hold out until it shows.
- }
- Rule SurvivorFinaleTriggeredFarmBiker
- {
- criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
- ApplyContext "SaidRadioTriggered:1:30"
- applycontexttoworld
- Response SurvivorFinaleTriggeredFarmBiker
- }
- Response SurvivorFinaleTriggeredRooftopBiker
- {
- scene "scenes/Biker/RadioUsedChopper01.vcd" predelay ".5,1" //Chopper's on its way!
- scene "scenes/Biker/RadioUsedGeneric03.vcd" predelay ".5,1" //We got some help comin'. Let's get ready!
- scene "scenes/Biker/RadioUsedGeneric05.vcd" predelay ".5,1" //Help's on its way. Let's have some fun while we wait.
- scene "scenes/Biker/RadioUsedGeneric08.vcd" predelay ".5,1" //Help is on the way!
- }
- Rule SurvivorFinaleTriggeredRooftopBiker
- {
- criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
- ApplyContext "SaidRadioTriggered:1:30"
- applycontexttoworld
- Response SurvivorFinaleTriggeredRooftopBiker
- }
- Response SurvivorFinalVehicleBoatBiker
- {
- scene "scenes/Biker/ArriveBoat01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the boat!
- scene "scenes/Biker/ArriveBoat02.vcd" then any EmphaticArriveRun foo:0 0 //Everyone to the boat!
- scene "scenes/Biker/ArriveBoat03.vcd" then any EmphaticArriveRun foo:0 0 //Get your asses on that boat!
- }
- Rule SurvivorFinalVehicleBoatBiker
- {
- criteria ConceptGetToVehicle IsBiker ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived
- ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3"
- applycontexttoworld
- Response SurvivorFinalVehicleBoatBiker
- }
- Response SurvivorFinalVehicleFarmBiker
- {
- scene "scenes/Biker/ArriveTruck01.vcd" then any EmphaticArriveRun foo:0 0 //Run to the truck! Go go go!
- scene "scenes/Biker/ArriveTruck02.vcd" then any EmphaticArriveRun foo:0 0 //To the truck!
- scene "scenes/Biker/ArriveTruck03.vcd" then any EmphaticArriveRun foo:0 0 //Get to the truck!
- }
- Rule SurvivorFinalVehicleFarmBiker
- {
- criteria ConceptGetToVehicle IsBiker ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived
- ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
- applycontexttoworld
- Response SurvivorFinalVehicleFarmBiker
- }
- Response SurvivorFinalVehicleFarmSpottedBiker
- {
- scene "scenes/Biker/ArriveTruckInitial01.vcd" then any EmphaticArriveRunFarm foo:0 0 //C'mon, that's the last truck outta this shithole. LET'S GO!
- scene "scenes/Biker/ArriveTruckInitial02.vcd" then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go!
- }
- Rule SurvivorFinalVehicleFarmSpottedBiker
- {
- criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted
- ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
- applycontexttoworld
- Response SurvivorFinalVehicleFarmSpottedBiker
- }
- Response SurvivorFinalVehicleRooftopBiker
- {
- scene "scenes/Biker/ArriveChopper01.vcd" then any EmphaticArriveRun foo:0 0 //Everybody to the chopper!
- scene "scenes/Biker/ArriveChopper02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the chopper!
- }
- Rule SurvivorFinalVehicleRooftopBiker
- {
- criteria ConceptGetToVehicle IsBiker ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived
- ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5"
- applycontexttoworld
- Response SurvivorFinalVehicleRooftopBiker
- }
- Response SurvivorFinalVehicleRunwayBiker
- {
- scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
- scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
- scene "scenes/Biker/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane!
- scene "scenes/Biker/ArrivePlane02.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane!
- scene "scenes/Biker/ArrivePlaneInitial01.vcd" odds 5 then any EmphaticArriveRun foo:0 0 //This is the last flight out of here! Let's go
- }
- Rule SurvivorFinalVehicleRunwayBiker
- {
- criteria ConceptGetToVehicle IsBiker isrunway IsNotSaidFinalVehicleArrived
- ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
- applycontexttoworld
- Response SurvivorFinalVehicleRunwayBiker
- }
- Response SurvivorFinalVehicleSpottedBoatBiker
- {
- scene "scenes/Biker/ArriveBoatInitial01.vcd" then any EmphaticArriveRun foo:0 0 //Our boat's here, all aboard!
- scene "scenes/Biker/ArriveBoatInitial02.vcd" then any EmphaticArriveRun foo:0 0 //Our boat's here! Let's go!
- }
- Rule SurvivorFinalVehicleSpottedBoatBiker
- {
- criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted
- ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
- applycontexttoworld
- Response SurvivorFinalVehicleSpottedBoatBiker
- }
- Response SurvivorFinalVehicleSpottedRooftopBiker
- {
- scene "scenes/Biker/ArriveChopperInitial01.vcd" then any EmphaticArriveRun foo:0 0 //The chopper's here! Let's go!
- scene "scenes/Biker/ArriveChopperInitial02.vcd" then any EmphaticArriveRun foo:0 0 //The chopper's here! About time, too...
- }
- Rule SurvivorFinalVehicleSpottedRooftopBiker
- {
- criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted
- ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
- applycontexttoworld
- Response SurvivorFinalVehicleSpottedRooftopBiker
- }
- Response SurvivorFinalVehicleSpottedRunwayBiker
- {
- scene "scenes/Biker/ArrivePlane01.vcd" then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
- scene "scenes/Biker/ArrivePlaneInitial01.vcd" then any EmphaticArriveRun foo:0 0 //This is the last flight out of here! Let's go
- }
- Rule SurvivorFinalVehicleSpottedRunwayBiker
- {
- criteria ConceptFinalVehicleSpotted IsBiker ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted
- ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
- applycontexttoworld
- Response SurvivorFinalVehicleSpottedRunwayBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // General Responses
- //--------------------------------------------------------------------------------------------------------------
- Response ResponseLoudDispleasureSwearBiker
- {
- scene "scenes/Biker/Swear01.vcd" predelay "0.1,0.7" //Goddammit.
- scene "scenes/Biker/Swear02.vcd" predelay "0.1,0.7" //Shit.
- scene "scenes/Biker/Swear03.vcd" predelay "0.1,0.7" //Ah shit.
- scene "scenes/Biker/Swear04.vcd" predelay "0.1,0.7" //Ah hell.
- scene "scenes/Biker/Swear08.vcd" predelay "0.1,0.7" //Ah bullshit.
- scene "scenes/Biker/Swear09.vcd" predelay "0.1,0.7" //Dammit.
- scene "scenes/Biker/Swear10.vcd" predelay "0.1,0.7" //Bullshit.
- }
- Rule ResponseLoudDispleasureSwearBiker
- {
- criteria ConceptPanicEvent IsBiker IsNotCoughing IsTalk IsTalkBiker ChanceToFire60Percent
- Response ResponseLoudDispleasureSwearBiker
- }
- Response ResponseSoftDispleasureSwearBiker
- {
- scene "scenes/Biker/NegativeNoise06.vcd" //[Improv non-verbal displeasure & frustration sounds]
- scene "scenes/Biker/ReactionApprehensive03.vcd" //I don't like ths one damn bit.
- scene "scenes/Biker/ReactionNegative05.vcd" //Shit
- scene "scenes/Biker/ReactionNegative09.vcd" //Ahhhhh.
- scene "scenes/Biker/Swear12.vcd" //Shit.
- scene "scenes/Biker/Swear14.vcd" //Ah hell.
- scene "scenes/Biker/Swear15.vcd" //Son of a bitch.
- scene "scenes/Biker/Swear16.vcd" //Ah bullshit.
- scene "scenes/Biker/Swear17.vcd" //Dammit.
- scene "scenes/Biker/Swear19.vcd" //Ah bullshit.
- }
- Rule ResponseSoftDispleasureSwearBiker
- {
- criteria ConceptResponseSoftDispleasureSwear IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IssuerMediumClose
- Response ResponseSoftDispleasureSwearBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Item Spotted
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorAskBillForHealthBiker
- {
- scene "scenes/Biker/PlayerSuggestHealthSpecific05.vcd" odds 5 //Bill, could I borrow your med kit? I just wanna look at it.
- scene "scenes/Biker/PlayerSuggestHealthSpecific07.vcd" //Bill, you got a med kit I could have?
- scene "scenes/Biker/PlayerSuggestHealthSpecific11.vcd" odds 5 //Old man, you forget you have a health pack, or you saving that for me?
- }
- Rule SurvivorAskBillForHealthBiker
- {
- criteria ConceptAskForHealth2 IsBiker SubjectIsNamVet IsSubjectNear400
- Response SurvivorAskBillForHealthBiker
- }
- Response SurvivorAskForHealthBiker
- {
- scene "scenes/Biker/blank.vcd" then Subject AskForHealth foo:0 0 //
- }
- Rule SurvivorAskForHealthBiker
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto IsSubjectNear400 NoHasPainPills NoHasFirstAidKit IsNotHealthyHalf NotInCombat IsNotSaidAskForHealth
- ApplyContext "SaidAskForHealth:1:10"
- applycontexttoworld
- Response SurvivorAskForHealthBiker
- }
- Response SurvivorAskLouisForHealthBiker
- {
- scene "scenes/Biker/PlayerSuggestHealthSpecific06.vcd" //Louis, you got a med kit I could have?
- scene "scenes/Biker/PlayerSuggestHealthSpecific08.vcd" //Louis, don't bogard that med kit, man. I'm hurt.
- scene "scenes/Biker/PlayerSuggestHealthSpecific10.vcd" odds 5 //Louis, while I hate to break that ensemble and all, can I have your health pack?
- scene "scenes/Biker/PlayerSuggestHealthSpecific12.vcd" //Louis, gimme your health pack.
- }
- Rule SurvivorAskLouisForHealthBiker
- {
- criteria ConceptAskForHealth2 IsBiker SubjectIsManager IsSubjectNear400
- Response SurvivorAskLouisForHealthBiker
- }
- Response SurvivorAskZoeyForHealthBiker
- {
- scene "scenes/Biker/PlayerSuggestHealthSpecific04.vcd" //Zoey, you got a health kit for me?
- scene "scenes/Biker/PlayerSuggestHealthSpecific09.vcd" //Hey little lady, if you ain't gonna use that health kit I could use it.
- }
- Rule SurvivorAskZoeyForHealthBiker
- {
- criteria ConceptAskForHealth2 IsBiker SubjectIsTeenGirl IsSubjectNear400
- Response SurvivorAskZoeyForHealthBiker
- }
- Response SurvivorFrancisHealthHereBiker
- {
- scene "scenes/Biker/blank.vcd" then From AskForHealth2 foo:0 0 //
- }
- Rule SurvivorFrancisHealthHereBiker
- {
- criteria ConceptAskForHealth IsNotCoughing IsBiker IsTalk IsTalkBiker YesHasFirstAidKit IsHealthyHalf
- Response SurvivorFrancisHealthHereBiker
- }
- Response SurvivorSpottedAmmoBiker
- {
- scene "scenes/Biker/SpotAmmo01.vcd" //Ammo here!
- }
- Rule SurvivorSpottedAmmoBiker
- {
- criteria ConceptPlayerSpotAmmo IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedAmmoBiker
- }
- Response SurvivorSpottedBillCloseBiker
- {
- scene "scenes/Biker/NameBill03.vcd" //Bill (quiet)
- }
- Rule SurvivorSpottedBillCloseBiker
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400
- Response SurvivorSpottedBillCloseBiker
- }
- Response SurvivorSpottedBillClose2Biker
- {
- scene "scenes/Biker/NameBill03.vcd" //Bill (quiet)
- }
- Rule SurvivorSpottedBillClose2Biker
- {
- criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetNear400
- Response SurvivorSpottedBillClose2Biker
- }
- Response SurvivorSpottedBillFarBiker
- {
- scene "scenes/Biker/NameBill01.vcd" //Bill! (loud)
- }
- Rule SurvivorSpottedBillFarBiker
- {
- criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetFar400
- Response SurvivorSpottedBillFarBiker
- }
- Response SurvivorSpottedGrenadeBiker
- {
- scene "scenes/Biker/SpotGrenades03.vcd" //There's a pipebomb here.
- scene "scenes/Biker/SpotGrenades05.vcd" //There's a pipe bomb here.
- scene "scenes/Biker/SpotGrenades06.vcd" //Pipe bombs!
- }
- Rule SurvivorSpottedGrenadeBiker
- {
- criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedGrenadeBiker
- }
- Response SurvivorSpottedGrenadeAutoBiker
- {
- scene "scenes/Biker/SpotGrenades03.vcd" //There's a pipebomb here.
- scene "scenes/Biker/SpotGrenades05.vcd" //There's a pipe bomb here.
- scene "scenes/Biker/SpotGrenades06.vcd" //Pipe bombs!
- }
- Rule SurvivorSpottedGrenadeAutoBiker
- {
- criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot
- ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedGrenadeAutoBiker
- }
- Response SurvivorSpottedGrenadeAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedGrenadeAutoBiker2
- {
- criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot
- ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedGrenadeAutoBiker2
- }
- Response SurvivorSpottedHealthBiker
- {
- scene "scenes/Biker/SpotFirstAid01.vcd" //First Aid Kit here!
- scene "scenes/Biker/SpotFirstAid02.vcd" //First Aid kit here!
- scene "scenes/Biker/SpotFirstAid03.vcd" //First Aid here!
- scene "scenes/Biker/SpotFirstAid04.vcd" //First aid kits over here.
- scene "scenes/Biker/SpotFirstAid05.vcd" //There's a first aid kit here.
- scene "scenes/Biker/SpotFirstAid06.vcd" //First aid kits over here.
- scene "scenes/Biker/SpotFirstAid07.vcd" //First aid kit over here.
- }
- Rule SurvivorSpottedHealthBiker
- {
- criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedHealthBiker
- }
- Response SurvivorSpottedHealthAutoBiker
- {
- scene "scenes/Biker/SpotFirstAid01.vcd" //First Aid Kit here!
- scene "scenes/Biker/SpotFirstAid02.vcd" //First Aid kit here!
- scene "scenes/Biker/SpotFirstAid03.vcd" //First Aid here!
- scene "scenes/Biker/SpotFirstAid04.vcd" //First aid kits over here.
- scene "scenes/Biker/SpotFirstAid05.vcd" //There's a first aid kit here.
- scene "scenes/Biker/SpotFirstAid06.vcd" //First aid kits over here.
- scene "scenes/Biker/SpotFirstAid07.vcd" //First aid kit over here.
- }
- Rule SurvivorSpottedHealthAutoBiker
- {
- criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot
- ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedHealthAutoBiker
- }
- Response SurvivorSpottedHealthAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedHealthAutoBiker2
- {
- criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot
- ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedHealthAutoBiker2
- }
- Response SurvivorSpottedLouisCloseBiker
- {
- scene "scenes/Biker/NameLouis03.vcd" //Louis (quiet)
- }
- Rule SurvivorSpottedLouisCloseBiker
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerNear400
- Response SurvivorSpottedLouisCloseBiker
- }
- Response SurvivorSpottedLouisClose2Biker
- {
- scene "scenes/Biker/NameLouis03.vcd" //Louis (quiet)
- }
- Rule SurvivorSpottedLouisClose2Biker
- {
- criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerNear400
- Response SurvivorSpottedLouisClose2Biker
- }
- Response SurvivorSpottedLouisFarBiker
- {
- scene "scenes/Biker/NameLouis01.vcd" //Louis! (loud)
- scene "scenes/Biker/NameLouis02.vcd" //Louissss! (loud)
- }
- Rule SurvivorSpottedLouisFarBiker
- {
- criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerFar400
- Response SurvivorSpottedLouisFarBiker
- }
- Response SurvivorSpottedMolotovBiker
- {
- scene "scenes/Biker/SpotGrenades02.vcd" //Molotov's over here.
- scene "scenes/Biker/SpotGrenades04.vcd" //Molotov's over here.
- scene "scenes/Biker/SpotGrenades07.vcd" //Molotovs!
- }
- Rule SurvivorSpottedMolotovBiker
- {
- criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedMolotovBiker
- }
- Response SurvivorSpottedMolotovAutoBiker
- {
- scene "scenes/Biker/SpotGrenades02.vcd" //Molotov's over here.
- scene "scenes/Biker/SpotGrenades04.vcd" //Molotov's over here.
- scene "scenes/Biker/SpotGrenades07.vcd" //Molotovs!
- }
- Rule SurvivorSpottedMolotovAutoBiker
- {
- criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot
- ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedMolotovAutoBiker
- }
- Response SurvivorSpottedMolotovAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedMolotovAutoBiker2
- {
- criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot
- ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedMolotovAutoBiker2
- }
- Response SurvivorSpottedPillsBiker
- {
- scene "scenes/Biker/SpotPills01.vcd" //Pills here!
- }
- Rule SurvivorSpottedPillsBiker
- {
- criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedPillsBiker
- }
- Response SurvivorSpottedPillsAutoBiker
- {
- scene "scenes/Biker/SpotPills01.vcd" //Pills here!
- }
- Rule SurvivorSpottedPillsAutoBiker
- {
- criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot
- ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedPillsAutoBiker
- }
- Response SurvivorSpottedPillsAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedPillsAutoBiker2
- {
- criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot
- ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedPillsAutoBiker2
- }
- Response SurvivorSpottedWorldCloseBiker
- {
- scene "scenes/Biker/LookHere01.vcd" //Check this out.
- scene "scenes/Biker/LookHere02.vcd" //Look at this.
- scene "scenes/Biker/LookHere03.vcd" //Look at this.
- scene "scenes/Biker/LookHere04.vcd" //Well, hell, look at this.
- scene "scenes/Biker/LookHere05.vcd" //Look here.
- scene "scenes/Biker/LookHere06.vcd" //Somebody better check this out.
- scene "scenes/Biker/LookHere07.vcd" //What the hell is this?
- }
- Rule SurvivorSpottedWorldCloseBiker
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- Response SurvivorSpottedWorldCloseBiker
- }
- Response SurvivorSpottedZoeyCloseBiker
- {
- scene "scenes/Biker/NameZoey03.vcd" //Zoey (quite)
- }
- Rule SurvivorSpottedZoeyCloseBiker
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400
- Response SurvivorSpottedZoeyCloseBiker
- }
- Response SurvivorSpottedZoeyClose2Biker
- {
- scene "scenes/Biker/NameZoey03.vcd" //Zoey (quite)
- }
- Rule SurvivorSpottedZoeyClose2Biker
- {
- criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlNear400
- Response SurvivorSpottedZoeyClose2Biker
- }
- Response SurvivorSpottedZoeyFarBiker
- {
- scene "scenes/Biker/NameZoey01.vcd" //Zoey! (loud)
- scene "scenes/Biker/NameZoey02.vcd" //Zoeyyyyy! (loud)
- }
- Rule SurvivorSpottedZoeyFarBiker
- {
- criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl IsTeenGirlFar400
- Response SurvivorSpottedZoeyFarBiker
- }
- Rule SurvivorSpottedAmmoAutoBiker
- {
- criteria ConceptPlayerSpotAmmo IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot
- ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedAmmoBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Item Spotted Creshendo
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorMovingToBattleStationBiker
- {
- scene "scenes/Biker/AnswerReady01.vcd" //Ready.
- scene "scenes/Biker/AnswerReady03.vcd" //Yeah, let's do it.
- scene "scenes/Biker/GenericResponses09.vcd" //Allright, then, let's do it.
- scene "scenes/Biker/GenericResponses13.vcd" //I say we just do it.
- }
- Rule SurvivorMovingToBattleStationBiker
- {
- criteria ConceptBotMovingToBattleStation IsNotCoughing IsBiker IsTalk IsTalkBiker IsSaidCreshendoStartNear IsNotSaidBattleStationsBiker
- ApplyContext "SaidBattleStationsBiker:1:30"
- applycontexttoworld
- Response SurvivorMovingToBattleStationBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Monster Spotted
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorSpottedBoomerBiker
- {
- scene "scenes/Biker/WarnBoomer01.vcd" //BOOMER!
- scene "scenes/Biker/WarnBoomer02.vcd" //BOOMER!
- scene "scenes/Biker/WarnBoomer03.vcd" //BOOMER!
- }
- Rule SurvivorSpottedBoomerBiker
- {
- criteria ConceptPlayerWarnBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedBoomerBiker
- }
- Response SurvivorSpottedHunterBiker
- {
- scene "scenes/Biker/WarnHunter01.vcd" //HUNTER!
- scene "scenes/Biker/WarnHunter02.vcd" //HUNTER!
- scene "scenes/Biker/WarnHunter03.vcd" //HUNTER!
- }
- Rule SurvivorSpottedHunterBiker
- {
- criteria ConceptPlayerWarnHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedHunterBiker
- }
- Response SurvivorSpottedInfectedBiker
- {
- scene "scenes/Biker/Incoming01.vcd" //Here they come!
- scene "scenes/Biker/Incoming02.vcd" //Holy shit, here they come!
- scene "scenes/Biker/Incoming03.vcd" //They're coming!
- scene "scenes/Biker/Incoming04.vcd" //Incoming!
- scene "scenes/Biker/Incoming05.vcd" //Get ready ladies!
- scene "scenes/Biker/Incoming06.vcd" //INCOMING!
- scene "scenes/Biker/Incoming07.vcd" //This is gonna be good.
- scene "scenes/Biker/Incoming08.vcd" //Shit, Get ready!
- }
- Rule SurvivorSpottedInfectedBiker
- {
- criteria ConceptPlayerIncoming IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorSpottedInfectedBiker
- }
- Response SurvivorSpottedSmokerBiker
- {
- scene "scenes/Biker/WarnSmoker01.vcd" //SMOKER!
- scene "scenes/Biker/WarnSmoker02.vcd" //SMOKER!
- scene "scenes/Biker/WarnSmoker03.vcd" //SMOKER!
- }
- Rule SurvivorSpottedSmokerBiker
- {
- criteria ConceptPlayerWarnSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSmokerBiker
- }
- Response SurvivorSpottedTankBiker
- {
- scene "scenes/Biker/WarnTank01.vcd" //TANK!
- scene "scenes/Biker/WarnTank02.vcd" //TANK!
- scene "scenes/Biker/WarnTank03.vcd" //TANK!
- }
- Rule SurvivorSpottedTankBiker
- {
- criteria ConceptPlayerWarnTank IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedTankBiker
- }
- Response SurvivorSpottedWitchBiker
- {
- scene "scenes/Biker/WarnWitch01.vcd" //WITCH!
- scene "scenes/Biker/WarnWitch02.vcd" //WITCH!
- scene "scenes/Biker/WarnWitch03.vcd" //WITCH!
- }
- Rule SurvivorSpottedWitchBiker
- {
- criteria ConceptPlayerWarnWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedWitchBiker
- }
- Rule SurvivorAlsoSpottedBoomerBiker
- {
- criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedBoomerBiker
- }
- Rule SurvivorAlsoSpottedHunterBiker
- {
- criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedHunterBiker
- }
- Rule SurvivorAlsoSpottedSmokerBiker
- {
- criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSmokerBiker
- }
- Rule SurvivorAlsoSpottedTankBiker
- {
- criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedTankBiker
- }
- Rule SurvivorAlsoSpottedWitchBiker
- {
- criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedWitchBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Not Rosetta - Responses
- //--------------------------------------------------------------------------------------------------------------
- Response EmphaticArriveRunBiker
- {
- scene "scenes/Biker/EmphaticRun01.vcd" //RUN!
- scene "scenes/Biker/EmphaticRun02.vcd" //RUN!
- scene "scenes/Biker/EmphaticRun03.vcd" //HOLY SHIT! Run!
- scene "scenes/Biker/EmphaticRun04.vcd" //LET'S BEAT IT!
- scene "scenes/Biker/EmphaticRun05.vcd" //RUN!
- scene "scenes/Biker/EmphaticRun06.vcd" //SHIT! Run!
- scene "scenes/Biker/EmphaticRun09.vcd" //Get the lead out!
- scene "scenes/Biker/EmphaticRun10.vcd" //Haul Ass!
- }
- Rule EmphaticArriveRunBiker
- {
- criteria ConceptEmphaticArriveRun IsNotCoughing IsBiker IsTalkBiker
- Response EmphaticArriveRunBiker
- }
- Response PlayerAlertGiveItemBiker
- {
- scene "scenes/Biker/AlertGiveItem01.vcd" //Here, take this.
- scene "scenes/Biker/AlertGiveItem02.vcd" //I got something for you.
- scene "scenes/Biker/AlertGiveItem03.vcd" //Take this.
- scene "scenes/Biker/AlertGiveItem04.vcd" //Merry Christmas.
- scene "scenes/Biker/AlertGiveItem05.vcd" //Share the wealth, brother.
- scene "scenes/Biker/AlertGiveItem06.vcd" //Hold up I got something for you.
- scene "scenes/Biker/AlertGiveItem07.vcd" //Take it. Hell, I don't need it.
- }
- Rule PlayerAlertGiveItemBiker
- {
- criteria ConceptPlayerAlertGiveItem IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerAlertGiveItemBiker
- }
- Response PlayerFriendlyFireBiker
- {
- scene "scenes/Biker/FriendlyFire01.vcd" //That hurt.
- scene "scenes/Biker/FriendlyFire02.vcd" //Dammit! Will you knock it off!
- scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off!
- scene "scenes/Biker/FriendlyFire04.vcd" //Do I look like a target?
- scene "scenes/Biker/FriendlyFire05.vcd" odds 1 //You know I would appreciate it, IF YOU'D STOP SHOOTING ME.
- scene "scenes/Biker/FriendlyFire06.vcd" //Watch where the hell you're shooting.
- scene "scenes/Biker/FriendlyFire07.vcd" //Watch where you're shooting!
- scene "scenes/Biker/FriendlyFire08.vcd" //Stop. Shooting. Me.
- scene "scenes/Biker/FriendlyFire09.vcd" //Hey! Stop. Shooting. Me.
- scene "scenes/Biker/FriendlyFire10.vcd" //Watch where you're shooting!
- scene "scenes/Biker/FriendlyFire11.vcd" //Don't shoot me!
- scene "scenes/Biker/FriendlyFire12.vcd" //Watch where you point that thing
- scene "scenes/Biker/FriendlyFire13.vcd" //Dammit! Watch where you're shooting!
- scene "scenes/Biker/FriendlyFire14.vcd" //Don't shoot me!
- scene "scenes/Biker/FriendlyFire15.vcd" odds 1 //Monsters all over the damn place, and you gotta shoot me.
- scene "scenes/Biker/FriendlyFire16.vcd" //Quit freaking shooting me!
- scene "scenes/Biker/FriendlyFire18.vcd" odds 1 //Shoot me again, I'm gonna kick your ass.
- scene "scenes/Biker/FriendlyFire19.vcd" odds 1 //Do that again, and you're gonna be firing that thing outta your ass.
- }
- Rule PlayerFriendlyFireBiker
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker
- ApplyContext "BikerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireBiker
- }
- Response PlayerFriendlyFire2Biker
- {
- scene "scenes/Biker/TeamKillAccident01.vcd" //Be careful!
- scene "scenes/Biker/TeamKillAccident02.vcd" //That was not cool.
- scene "scenes/Biker/TeamKillAccident03.vcd" //That was not cool.
- scene "scenes/Biker/TeamKillAccident04.vcd" //Pull yer head outta yer ass.
- scene "scenes/Biker/TeamKillAccident05.vcd" //Careful!
- scene "scenes/Biker/TeamKillAccident06.vcd" //Hey! Careful!
- }
- Rule PlayerFriendlyFire2Biker
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsBikerFriendlyFire IsTalk IsTalkBiker
- ApplyContext "BikerFriendlyFire:1:3"
- applycontexttoworld
- Response PlayerFriendlyFire2Biker
- }
- Response PlayerFriendlyFireFromBillBiker
- {
- scene "scenes/Biker/Biker_FriendlyFireBill01.vcd" odds 5 //AH! You havin' some kinda flashback Old Man?
- scene "scenes/Biker/Biker_FriendlyFireBill02.vcd" //God DAMMIT, Bill.
- scene "scenes/Biker/Biker_FriendlyFireBill03.vcd" //Bill, quit shootin' me.
- scene "scenes/Biker/Biker_FriendlyFireBill04.vcd" //Watch yer fire, Old Man.
- scene "scenes/Biker/Biker_FriendlyFireBill05.vcd" odds 2 //Nice Shot, Bill.That was my ass.
- }
- Rule PlayerFriendlyFireFromBillBiker
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsNamVet ChanceToFire30Percent
- ApplyContext "BikerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromBillBiker
- }
- Response PlayerFriendlyFireFromLouisBiker
- {
- scene "scenes/Biker/Biker_FriendlyFireLouis03.vcd" //OW! Louis!
- scene "scenes/Biker/Biker_FriendlyFireLouis04.vcd" odds 5 //GODDAMN IT LOUIS! Stop shootin' me.
- scene "scenes/Biker/Biker_FriendlyFireLouis06.vcd" odds 5 //LOU-IS STOP SHOOTING ME (Snarled)
- scene "scenes/Biker/FriendlyFire01.vcd" //That hurt.
- scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off!
- scene "scenes/Biker/NameLouis01.vcd" //Louis! (loud)
- scene "scenes/Biker/NameLouis02.vcd" //Louissss! (loud)
- scene "scenes/Biker/Swear02.vcd" //Shit.
- scene "scenes/Biker/Swear12.vcd" //Shit.
- scene "scenes/Biker/Swear18.vcd" //Bullshit.
- }
- Rule PlayerFriendlyFireFromLouisBiker
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsManager ChanceToFire30Percent
- ApplyContext "BikerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromLouisBiker
- }
- Response PlayerFriendlyFireFromZoeyBiker
- {
- scene "scenes/Biker/Biker_FriendlyFireZoey02.vcd" //Knock it off, Zoey.
- scene "scenes/Biker/Biker_FriendlyFireZoey05.vcd" odds 5 //Zoey! Stop shooting me.
- }
- Rule PlayerFriendlyFireFromZoeyBiker
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsTeenGirl ChanceToFire30Percent
- ApplyContext "BikerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromZoeyBiker
- }
- Response PlayerFriendlyFireNoBulletBiker
- {
- scene "scenes/Biker/FriendlyFire01.vcd" //That hurt.
- scene "scenes/Biker/FriendlyFire02.vcd" //Dammit! Will you knock it off!
- scene "scenes/Biker/FriendlyFire03.vcd" //Will you knock it off!
- }
- Rule PlayerFriendlyFireNoBulletBiker
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkBiker
- ApplyContext "BikerFriendlyFire:1:10"
- Response PlayerFriendlyFireNoBulletBiker
- }
- Response PlayerToTheRescueBiker
- {
- scene "scenes/Biker/ToTheRescue01.vcd" predelay "0.75,1.5" //Hang on, I'm on my way!
- scene "scenes/Biker/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm coming!
- scene "scenes/Biker/ToTheRescue03.vcd" predelay "0.75,1.5" //Hang in there buddy, I'm comin.
- scene "scenes/Biker/ToTheRescue04.vcd" predelay "0.75,1.5" //I'm coming for ya!
- scene "scenes/Biker/ToTheRescue05.vcd" predelay "0.75,1.5" //Hang on I'm coming!
- scene "scenes/Biker/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang in there, I'm comin!
- scene "scenes/Biker/ToTheRescue07.vcd" predelay "0.75,1.5" //Hang on, hang on, I'm comin!
- scene "scenes/Biker/ToTheRescue08.vcd" predelay "0.75,1.5" //I heard ya, I'm comin'!
- }
- Rule PlayerToTheRescueBiker
- {
- criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600
- ApplyContext "SaidRescueComing:1:20"
- applycontexttoworld
- Response PlayerToTheRescueBiker
- }
- Response SurvivorTauntResponseBiker
- {
- scene "scenes/Biker/Hurrah01.vcd" //All right.
- scene "scenes/Biker/Hurrah02.vcd" //Aw riiiight.
- scene "scenes/Biker/Hurrah03.vcd" //Awesome.
- scene "scenes/Biker/Hurrah04.vcd" //Awesome.
- scene "scenes/Biker/Hurrah16.vcd" //Awesome.
- scene "scenes/Biker/Hurrah17.vcd" //Aw riiiight.
- scene "scenes/Biker/Hurrah18.vcd" //Aw riiiight.
- scene "scenes/Biker/Hurrah19.vcd" //Goddamn right!
- scene "scenes/Biker/Hurrah20.vcd" //Hell yeah!
- scene "scenes/Biker/Taunt01.vcd" //That's right!
- scene "scenes/Biker/Taunt02.vcd" //HELL YEAH!
- scene "scenes/Biker/Taunt03.vcd" //OH YEAH!
- scene "scenes/Biker/Taunt04.vcd" //Oh yeah!
- scene "scenes/Biker/Taunt05.vcd" //[Loud, evil laugh]
- scene "scenes/Biker/Taunt06.vcd" //[Loud, evil laugh]
- scene "scenes/Biker/Taunt07.vcd" //[Loud, evil laugh]
- scene "scenes/Biker/Taunt08.vcd" //YEAH! YEAH!
- scene "scenes/Biker/Taunt09.vcd" //Damn straight!
- scene "scenes/Biker/Taunt10.vcd" //HELL YEAH!
- }
- Rule SurvivorTauntResponseBiker
- {
- criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorTauntResponseBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Not Rosetta - ZResponses
- //--------------------------------------------------------------------------------------------------------------
- Rule EmphaticArriveRunFarmBiker
- {
- criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsBiker IsTalkBiker
- Response EmphaticArriveRunBiker
- }
- Response EmphaticArriveRunFarm2Biker
- {
- scene "scenes/Biker/WorldFarmHouse0523.vcd" //I forgive you, Army. I love you guys!
- scene "scenes/Biker/WorldFarmHouse0528.vcd" //I LOVE the goddamn army!
- }
- Rule EmphaticArriveRunFarm2Biker
- {
- criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsBiker IsTalkBiker ChanceToFire50Percent
- Response EmphaticArriveRunFarm2Biker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Player File
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerChokeResponseBiker
- {
- scene "scenes/Biker/Choke01.vcd" //[Choking]
- scene "scenes/Biker/Choke02.vcd" //[Choking]
- scene "scenes/Biker/Choke03.vcd" //[Choking]
- scene "scenes/Biker/Choke04.vcd" //[Choking]
- scene "scenes/Biker/Choke05.vcd" //[Choking]
- scene "scenes/Biker/Choke06.vcd" //[Choking]
- scene "scenes/Biker/Choke07.vcd" //[Choking]
- scene "scenes/Biker/Choke08.vcd" //[Choking]
- scene "scenes/Biker/Choke09.vcd" //[Choking]
- scene "scenes/Biker/Help01.vcd" //Help!
- scene "scenes/Biker/Help05.vcd" //Help me!
- scene "scenes/Biker/Help06.vcd" //Help!
- scene "scenes/Biker/Help07.vcd" //Help me!
- scene "scenes/Biker/Help12.vcd" //Help me!
- }
- Rule PlayerChokeResponseBiker
- {
- criteria ConceptPlayerChoke IsSurvivor IsBiker IsTalk IsTalkBiker
- Response PlayerChokeResponseBiker
- }
- Response PlayerTonguePullStartResponseBiker
- {
- scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Biker/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Biker/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Biker/GrabbedBySmoker03.vcd" //no, No, NO, NO!!!
- }
- Rule PlayerTonguePullStartResponseBiker
- {
- criteria ConceptPlayerTonguePullStart IsSurvivor IsBiker IsTalk IsTalkBiker
- Response PlayerTonguePullStartResponseBiker
- }
- Response SurvivorCriticalHurtBiker
- {
- scene "scenes/Biker/HurtCritical01.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical02.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical03.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical04.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical05.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical06.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical07.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical08.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical09.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical10.vcd" //[Pain noise - loud major pain]
- scene "scenes/Biker/HurtCritical11.vcd" //[Pain noise - loud major pain]
- }
- Rule SurvivorCriticalHurtBiker
- {
- criteria IsSurvivor InPain IsCriticalPain IsBiker IsTalk IsTalkBiker
- Response SurvivorCriticalHurtBiker
- }
- Response SurvivorIncapacitatedHurtBiker
- {
- scene "scenes/Biker/IncapacitatedInjury01.vcd" //[Ahhhh - terrified yell]
- scene "scenes/Biker/IncapacitatedInjury02.vcd" //[Ahhhh - terrified yell]
- scene "scenes/Biker/IncapacitatedInjury03.vcd" //[Ahhhh - terrified yell]
- scene "scenes/Biker/IncapacitatedInjury04.vcd" //[Ahhhh - terrified yell]
- scene "scenes/Biker/IncapacitatedInjury05.vcd" //[Ahhhh - terrified yell]
- scene "scenes/Biker/IncapacitatedInjury06.vcd" //[Ahhhh - terrified yell]
- }
- Rule SurvivorIncapacitatedHurtBiker
- {
- criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsBiker IsTalk IsTalkBiker
- Response SurvivorIncapacitatedHurtBiker
- }
- Response SurvivorMajorHurtBiker
- {
- scene "scenes/Biker/HurtMajor01.vcd" //[Pain noise - ahh]
- scene "scenes/Biker/HurtMajor02.vcd" //[Pain noise - huh]
- scene "scenes/Biker/HurtMajor03.vcd" //[Pain noise - oy]
- scene "scenes/Biker/HurtMajor04.vcd" //[Pain noise - ugh]
- scene "scenes/Biker/HurtMajor05.vcd" //[Pain noise - ugh]
- scene "scenes/Biker/HurtMajor06.vcd" //[Pain noise - ugh]
- scene "scenes/Biker/HurtMajor07.vcd" //[Pain noise - ugh]
- scene "scenes/Biker/HurtMajor08.vcd" //[Pain noise - ugh]
- scene "scenes/Biker/HurtMajor09.vcd" //[Pain noise - ugh]
- scene "scenes/Biker/HurtMajor10.vcd" //[Pain noise - ugh]
- scene "scenes/Biker/HurtMajor11.vcd" //[Pain noise - ugh]
- }
- Rule SurvivorMajorHurtBiker
- {
- criteria IsSurvivor InPain IsMajorPain IsBiker IsTalk IsTalkBiker
- Response SurvivorMajorHurtBiker
- }
- Response SurvivorMinorHurtBiker
- {
- scene "scenes/Biker/HurtMinor01.vcd" //[Pain noise - short minor pain]
- scene "scenes/Biker/HurtMinor02.vcd" //[Pain noise - short minor pain]
- scene "scenes/Biker/HurtMinor03.vcd" //[Pain noise - short minor pain]
- scene "scenes/Biker/HurtMinor04.vcd" //[Pain noise - short minor pain]
- scene "scenes/Biker/HurtMinor05.vcd" //[Pain noise - short minor pain]
- scene "scenes/Biker/HurtMinor06.vcd" //[Pain noise - short minor pain]
- scene "scenes/Biker/HurtMinor07.vcd" //[Pain noise - short minor pain]
- scene "scenes/Biker/HurtMinor08.vcd" //[Pain noise - short minor pain]
- }
- Rule SurvivorMinorHurtBiker
- {
- criteria IsSurvivor InPain IsMinorPain IsBiker IsTalk IsTalkBiker
- Response SurvivorMinorHurtBiker
- }
- Response SurvivorReloadingBiker
- {
- scene "scenes/Biker/Reloading01.vcd" //Reloading!
- scene "scenes/Biker/Reloading02.vcd" //Reloading!
- scene "scenes/Biker/Reloading03.vcd" //Reloading!
- }
- Rule SurvivorReloadingBiker
- {
- criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsBiker IsNotIncapacitated IsTalk IsTalkBiker RecentGroupInCombat10
- Response SurvivorReloadingBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Player Help Incapped
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerHelpIncappedBiker
- {
- scene "scenes/Biker/Help01.vcd" then any FriendNeedsHelp foo:0 0 //Help!
- scene "scenes/Biker/Help02.vcd" then any FriendNeedsHelp foo:0 0 //I need some help over here.
- scene "scenes/Biker/Help03.vcd" then any FriendNeedsHelp foo:0 0 //I'm in trouble!
- scene "scenes/Biker/Help05.vcd" then any FriendNeedsHelp foo:0 0 //Help me!
- scene "scenes/Biker/Help06.vcd" then any FriendNeedsHelp foo:0 0 //Help!
- scene "scenes/Biker/Help07.vcd" then any FriendNeedsHelp foo:0 0 //Help me!
- scene "scenes/Biker/Help08.vcd" then any FriendNeedsHelp foo:0 0 //I'm in some trouble!
- scene "scenes/Biker/Help12.vcd" then any FriendNeedsHelp foo:0 0 //Help me!
- }
- Rule PlayerHelpIncappedBiker
- {
- criteria ConceptPlayerHelp IsBiker IsTalk IsTalkBiker IsIncapacitated NotCalledForHelpRecently
- ApplyContext "CalledForHelp:1:20"
- Response PlayerHelpIncappedBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // PlayerIncappedResponse
- //--------------------------------------------------------------------------------------------------------------
- Response HelpResponseBillBiker
- {
- scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind?
- scene "scenes/Biker/InsideSafeRoom06.vcd" //That old man wouldn't leave one of US out there.
- scene "scenes/Biker/InsideSafeRoom10.vcd" //Ahh shit, I just can't sit here and wait for them to die.
- scene "scenes/Biker/InsideSafeRoom19.vcd" //We just leavin' Bill out there?
- }
- Rule HelpResponseBillBiker
- {
- criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea NotAloneInSafeSpot
- Response HelpResponseBillBiker
- }
- Response HelpResponseLouisBiker
- {
- scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind?
- scene "scenes/Biker/InsideSafeRoom10.vcd" //Ahh shit, I just can't sit here and wait for them to die.
- scene "scenes/Biker/InsideSafeRoom18.vcd" //We should maybe go get Louis. I'm just sayin'...
- scene "scenes/Biker/InsideSafeRoom21.vcd" //We just leavin' Louis out there?
- }
- Rule HelpResponseLouisBiker
- {
- criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot
- Response HelpResponseLouisBiker
- }
- Response HelpResponseLouisBBiker
- {
- scene "scenes/Biker/InsideSafeRoom21.vcd" then Biker NeedsHelpResponseLouisB2 foo:0 0.05 //We just leavin' Louis out there?
- }
- Rule HelpResponseLouisBBiker
- {
- criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot ChanceToFire10Percent
- Response HelpResponseLouisBBiker
- }
- Response HelpResponseLouisB2Biker
- {
- scene "scenes/Biker/InsideSafeRoom22.vcd" //I mean, I'm cool with that if everyone else is.
- }
- Rule HelpResponseLouisB2Biker
- {
- criteria ConceptNeedsHelpResponseLouisB2 IsBiker IsTalk IsTalkBiker
- Response HelpResponseLouisB2Biker
- }
- Response HelpResponseZoeyBiker
- {
- scene "scenes/Biker/InsideSafeRoom02.vcd" //Are we just gonna leave someone behind?
- scene "scenes/Biker/InsideSafeRoom05.vcd" //We can't leave Zoey out there.
- }
- Rule HelpResponseZoeyBiker
- {
- criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsTeenGirl IsNotInStartArea NotAloneInSafeSpot
- Response HelpResponseZoeyBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Remarkable Vocalize
- //--------------------------------------------------------------------------------------------------------------
- Response PlayeGoingToDie3VampirebBiker
- {
- scene "scenes/Biker/Generic33.vcd" //Call these freaks whatever you want.
- }
- Rule PlayeGoingToDie3VampirebBiker
- {
- criteria ConceptVampiresBeatb IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 TimeSinceGroupInCombat10
- Response PlayeGoingToDie3VampirebBiker
- }
- Response PlayerAirport02CraneStartedBiker
- {
- scene "scenes/Biker/GenericResponses11.vcd" //Ah shit, here we go again.
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerAirport02CraneStartedBiker
- {
- criteria Conceptairport02_creshendoCrane IsBiker
- ApplyContext "Airport02CraneStarted:1:0"
- applycontexttoworld
- Response PlayerAirport02CraneStartedBiker
- }
- Response PlayerAirport02DumpsterDownBiker
- {
- scene "scenes/Biker/WorldAirport0209.vcd" //It's down! Let's move!
- scene "scenes/Biker/WorldAirport0210.vcd" //Our dumpster has arrived! Let's go!
- scene "scenes/Biker/WorldAirport0231.vcd" //Our dumpster has arrived! Let's go, girls!
- }
- Rule PlayerAirport02DumpsterDownBiker
- {
- criteria Conceptairport02_creshendo03 IsBiker IsTalk IsTalkBiker
- Response PlayerAirport02DumpsterDownBiker
- }
- Response Playerairport03_barrieraBiker
- {
- 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.
- 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.
- }
- Rule Playerairport03_barrieraBiker
- {
- criteria Conceptairport03_barriera IsBiker IsNotSaidairport03_barriera IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidairport03_barrier
- ApplyContext "Saidairport03_barriera:1:0"
- applycontexttoworld
- Response Playerairport03_barrieraBiker
- }
- Response PlayerAirport03FirePathClearaBiker
- {
- scene "scenes/Biker/ArriveGeneric01.vcd" then all Airport03FirePathCleara foo:0 0 //Lets get out of here. Go go go!
- }
- Rule PlayerAirport03FirePathClearaBiker
- {
- criteria ConceptAirport03FirePathCleara IsBiker IsNotCoughing IsTalk IsTalkBiker ChanceToFire10Percent RecentGroupInCombat2
- ApplyContext "SaidAirport03FirePathClear:1:0"
- applycontexttoworld
- Response PlayerAirport03FirePathClearaBiker
- }
- Response PlayerAirport03FirePathClearXBiker
- {
- scene "scenes/Biker/WorldAirport0309.vcd" then all Airport03FirePathCleara foo:0 0 //The path is clear!
- scene "scenes/Biker/WorldAirport0310.vcd" then all Airport03FirePathCleara foo:0 0 //We burned a path!
- }
- Rule PlayerAirport03FirePathClearXBiker
- {
- criteria ConceptAirport03FirePathClearX IsBiker IsNotCoughing IsTalk IsTalkBiker IsNotSaidAirport03FirePathClear
- ApplyContext "SaidAirport03FirePathClear:1:0"
- applycontexttoworld
- Response PlayerAirport03FirePathClearXBiker
- }
- Response PlayerAirport03FireStartedXBiker
- {
- scene "scenes/Biker/SwearCoupDeGrace01.vcd" odds 5 //Burn you son of a bitch.
- scene "scenes/Biker/WorldAirport0322.vcd" odds 5 //Heh heh, hot shot.
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerAirport03FireStartedXBiker
- {
- criteria ConceptAirport03FireStartedX IsBiker IsNotCoughing IsTalk IsTalkBiker
- ApplyContext "SaidAirport03FireStarted:1:0"
- applycontexttoworld
- Response PlayerAirport03FireStartedXBiker
- }
- Response Playerairport04_05aBiker
- {
- scene "scenes/Biker/Laughter07.vcd" //<Short laugh>
- scene "scenes/Biker/ReactionPositive01.vcd" //[laugh]
- }
- Rule Playerairport04_05aBiker
- {
- criteria Conceptairport04_05a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- Response Playerairport04_05aBiker
- }
- Response Playerairport04_08aBiker
- {
- scene "scenes/Biker/WorldAirport0410.vcd" //Bill? I was the one that said that.
- }
- Rule Playerairport04_08aBiker
- {
- criteria Conceptairport04_08a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- Response Playerairport04_08aBiker
- }
- Response Playerairport04_08bBiker
- {
- scene "scenes/Biker/GenericResponses08.vcd" //That sounds about right.
- scene "scenes/Biker/ViolenceAwe05.vcd" //Holy shit...
- }
- Rule Playerairport04_08bBiker
- {
- criteria Conceptairport04_08b IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- Response Playerairport04_08bBiker
- }
- Response Playerairport04_08cBiker
- {
- scene "scenes/Biker/WorldAirport0419.vcd" //We need to get out to the runway.
- scene "scenes/Biker/WorldAirport0420.vcd" //We gotta get to the runway.
- }
- Rule Playerairport04_08cBiker
- {
- criteria Conceptairport04_08c IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- Response Playerairport04_08cBiker
- }
- Response Playerairport04_vanaBiker
- {
- scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans.
- }
- Rule Playerairport04_vanaBiker
- {
- criteria Conceptairport04_vana IsBiker IsTalk IsTalkBiker IsSubjectNear500
- Response Playerairport04_vanaBiker
- }
- Response PlayerRemarkairport02_creshendo01aBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerRemarkairport02_creshendo01aBiker
- {
- criteria ConceptRemark IsBiker Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkBiker
- ApplyContext "Saidairport02_creshendo01a:1:30"
- applycontexttoworld
- Response PlayerRemarkairport02_creshendo01aBiker
- }
- Response PlayerRemarkairport02_creshendo01bBiker
- {
- scene "scenes/Biker/WorldAirport0205.vcd" then Any FrancisSuggestsCrane foo:0 0 //The crane'll lower that dumpster, then we can jump across.
- scene "scenes/Biker/WorldAirport0206.vcd" then Any FrancisSuggestsCrane foo:0 0 //We can get across on that dumpster.
- scene "scenes/Biker/WorldAirport0207.vcd" then Any FrancisSuggestsCrane foo:0 0 //Somebody wanna lower that dumpster so we can get across?
- scene "scenes/Biker/WorldAirport0208.vcd" then Any FrancisSuggestsCrane foo:0 0 //Somebody start the crane.
- scene "scenes/Biker/WorldAirport0229.vcd" //Don't everybody start the crane at once.
- }
- Rule PlayerRemarkairport02_creshendo01bBiker
- {
- criteria ConceptRemark IsBiker Isairport02_creshendo01b IsNotSaidairport02_creshendo01a NotInCombat IsTalk IsTalkBiker IsSubjectNear1000 IsNotAirport02CraneStarted
- ApplyContext "Saidairport02_creshendo01b:1:0"
- applycontexttoworld
- Response PlayerRemarkairport02_creshendo01bBiker
- }
- Response PlayerRemarkairport02_path01Biker
- {
- scene "scenes/Biker/WorldAirport0201.vcd" //We can get back to the rooftops.
- scene "scenes/Biker/WorldAirport0202.vcd" //Let's head back up.
- scene "scenes/Biker/WorldAirport0203.vcd" //We oughtta get back on the rooftops.
- }
- Rule PlayerRemarkairport02_path01Biker
- {
- criteria ConceptRemark IsBiker Isairport02_path01 IsNotSaidairport02_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1500
- ApplyContext "Saidairport02_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkairport02_path01Biker
- }
- Response PlayerRemarkairport02_path02Biker
- {
- scene "scenes/Biker/WorldSmallTown0511.vcd" //I hate lawyers
- 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?
- }
- Rule PlayerRemarkairport02_path02Biker
- {
- criteria ConceptRemark IsBiker Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire10Percent
- ApplyContext "Saidairport02_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkairport02_path02Biker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkairport02_path02Biker : ChanceToFire10Percent
- Rule AUTOBLANK_PlayerRemarkairport02_path02Biker
- {
- criteria ConceptRemark IsBiker Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidairport02_path02:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkairport02_path03Biker
- {
- scene "scenes/Biker/WorldAirport0320.vcd" odds 10 //Hey suit, this look familiar? tch tck?
- }
- Rule PlayerRemarkairport02_path03Biker
- {
- criteria ConceptRemark IsBiker Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ChanceToFire20Percent IsManagerAlive
- ApplyContext "Saidairport02_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkairport02_path03Biker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkairport02_path03Biker : ChanceToFire20Percent
- Rule AUTOBLANK_PlayerRemarkairport02_path03Biker
- {
- criteria ConceptRemark IsBiker Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 IsManagerAlive
- ApplyContext "Saidairport02_path03:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkairport02_path04Biker
- {
- scene "scenes/Biker/WorldAirport0215.vcd" //Down the stairs!
- scene "scenes/Biker/WorldAirport0216.vcd" //Let's head down the stairs.
- scene "scenes/Biker/WorldAirport0224.vcd" //Looks like we take the stairs.
- scene "scenes/Biker/WorldAirport0224.vcd" //Looks like we take the stairs.
- }
- Rule PlayerRemarkairport02_path04Biker
- {
- criteria ConceptRemark IsBiker Isairport02_path04 IsNotSaidairport02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidairport02_path04:1:0"
- applycontexttoworld
- Response PlayerRemarkairport02_path04Biker
- }
- Response PlayerRemarkairport02_path05Biker
- {
- scene "scenes/Biker/WorldAirport0223.vcd" //Safe house in that storage place!
- }
- Rule PlayerRemarkairport02_path05Biker
- {
- criteria ConceptRemark IsBiker Isairport02_path05 IsNotSaidairport02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker
- ApplyContext "Saidairport02_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkairport02_path05Biker
- }
- Response PlayerRemarkairport02_path06Biker
- {
- scene "scenes/Biker/WorldAirport0221.vcd" //We're getting close the airport!
- scene "scenes/Biker/WorldAirport0222.vcd" //We're almost to the airport!
- }
- Rule PlayerRemarkairport02_path06Biker
- {
- criteria ConceptRemark IsBiker Isairport02_path06 IsNotSaidairport02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "Saidairport02_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkairport02_path06Biker
- }
- Response PlayerRemarkairport03_01Biker
- {
- scene "scenes/Biker/WorldAirport0311.vcd" //This better not be the plane we saw.
- scene "scenes/Biker/WorldAirport0315.vcd" //What idiot bombed the airport?
- scene "scenes/Biker/WorldAirport0317.vcd" //Ah shit, that half a plane ain't real encouraging.
- }
- Rule PlayerRemarkairport03_01Biker
- {
- criteria ConceptRemark IsBiker Isairport03_01 IsNotSaidairport03_01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "Saidairport03_01:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_01Biker
- }
- Response PlayerRemarkairport03_02aBiker
- {
- scene "scenes/Biker/WorldAirport0303.vcd" //THE AIRPORT!
- scene "scenes/Biker/WorldAirport0304.vcd" //HELL YES, IT'S THE AIRPORT!
- scene "scenes/Biker/WorldAirport0306.vcd" //What the hell happened to the airport?
- scene "scenes/Biker/WorldAirport0319.vcd" //THE AIRPORT! Told ya I'd get us here.
- scene "scenes/Biker/WorldAirport0321.vcd" //What friggin' idiot bombed the airport?
- }
- Rule PlayerRemarkairport03_02aBiker
- {
- criteria ConceptRemark IsBiker Isairport03_02a IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkBiker
- ApplyContext "Saidairport03_02:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_02aBiker
- }
- Response PlayerRemarkairport03_02bBiker
- {
- scene "scenes/Biker/WorldAirport0303.vcd" //THE AIRPORT!
- scene "scenes/Biker/WorldAirport0304.vcd" //HELL YES, IT'S THE AIRPORT!
- scene "scenes/Biker/WorldAirport0306.vcd" //What the hell happened to the airport?
- scene "scenes/Biker/WorldAirport0319.vcd" //THE AIRPORT! Told ya I'd get us here.
- scene "scenes/Biker/WorldAirport0321.vcd" //What friggin' idiot bombed the airport?
- }
- Rule PlayerRemarkairport03_02bBiker
- {
- criteria ConceptRemark IsBiker Isairport03_02b IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkBiker
- ApplyContext "Saidairport03_02:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_02bBiker
- }
- Response PlayerRemarkairport03_03aBiker
- {
- scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked!
- }
- Rule PlayerRemarkairport03_03aBiker
- {
- criteria ConceptRemark IsBiker Isairport03_03a IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidairport03_03:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_03aBiker
- }
- Response PlayerRemarkairport03_03bBiker
- {
- scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked!
- }
- Rule PlayerRemarkairport03_03bBiker
- {
- criteria ConceptRemark IsBiker Isairport03_03b IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidairport03_03:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_03bBiker
- }
- Response PlayerRemarkairport03_03cBiker
- {
- scene "scenes/Biker/WorldAirport0308.vcd" //The doors are all blocked!
- }
- Rule PlayerRemarkairport03_03cBiker
- {
- criteria ConceptRemark IsBiker Isairport03_03c IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidairport03_03:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_03cBiker
- }
- Response PlayerRemarkairport03_04Biker
- {
- scene "scenes/Biker/WorldAirport0312.vcd" //We can get inside over the skybridge.
- scene "scenes/Biker/WorldAirport0313.vcd" //There's the skybridge!
- }
- Rule PlayerRemarkairport03_04Biker
- {
- criteria ConceptRemark IsBiker Isairport03_04 IsNotSaidairport03_04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1500
- ApplyContext "Saidairport03_04:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_04Biker
- }
- Response PlayerRemarkairport03_05Biker
- {
- scene "scenes/Biker/WorldAirport0323.vcd" //Never a cop when you need one.
- }
- Rule PlayerRemarkairport03_05Biker
- {
- criteria ConceptRemark IsBiker Isairport03_05 IsNotSaidairport03_05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ChanceToFire20Percent
- ApplyContext "Saidairport03_05:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_05Biker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkairport03_05Biker : ChanceToFire20Percent
- Rule AUTOBLANK_PlayerRemarkairport03_05Biker
- {
- criteria ConceptRemark IsBiker Isairport03_05 IsNotSaidairport03_05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "Saidairport03_05:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkairport03_06Biker
- {
- scene "scenes/Biker/WorldAirport0316.vcd" //Let's go through here.
- }
- Rule PlayerRemarkairport03_06Biker
- {
- criteria ConceptRemark IsBiker Isairport03_06 IsNotSaidairport03_06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
- ApplyContext "Saidairport03_06:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_06Biker
- }
- Response PlayerRemarkairport03_07Biker
- {
- scene "scenes/Biker/WorldAirport0314.vcd" //There's a safe house across the skybridge!
- }
- Rule PlayerRemarkairport03_07Biker
- {
- criteria ConceptRemark IsBiker Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsNotSaidSafeSpotAhead
- ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90"
- applycontexttoworld
- Response PlayerRemarkairport03_07Biker
- }
- Response PlayerRemarkairport03_barrierBiker
- {
- scene "scenes/Biker/WorldAirport0301.vcd" then Any airport03_barriera foo:0 0 //Let's burn down this barricade.
- scene "scenes/Biker/WorldAirport0318.vcd" then Any airport03_barriera foo:0 0 //Let's burn this pile a' crap.
- }
- Rule PlayerRemarkairport03_barrierBiker
- {
- criteria ConceptRemark IsBiker Isairport03_barrier IsNotSaidairport03_barrier IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidAirport03FireStarted IsNotSaidAirport03FirePathClear
- ApplyContext "Saidairport03_barrier:1:0"
- applycontexttoworld
- Response PlayerRemarkairport03_barrierBiker
- }
- Response PlayerRemarkairport04_01Biker
- {
- scene "scenes/Biker/WorldAirport0402.vcd" //Let's go through the offices!
- }
- Rule PlayerRemarkairport04_01Biker
- {
- criteria ConceptRemark IsBiker Isairport04_01 IsNotSaidairport04_01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
- ApplyContext "Saidairport04_01:1:0"
- applycontexttoworld
- Response PlayerRemarkairport04_01Biker
- }
- Response PlayerRemarkairport04_03Biker
- {
- scene "scenes/Biker/WorldAirport0426.vcd" //God's dead, huh? Well, join the damn club.
- }
- Rule PlayerRemarkairport04_03Biker
- {
- criteria ConceptRemark IsBiker Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire20Percent TimeSinceGroupInCombat10
- ApplyContext "Saidairport04_03:1:0"
- applycontexttoworld
- Response PlayerRemarkairport04_03Biker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkairport04_03Biker : ChanceToFire20Percent
- Rule AUTOBLANK_PlayerRemarkairport04_03Biker
- {
- criteria ConceptRemark IsBiker Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 TimeSinceGroupInCombat10
- ApplyContext "Saidairport04_03:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkairport04_07Biker
- {
- scene "scenes/Biker/WorldAirport0416.vcd" //I hate Ayn Rand.
- scene "scenes/Biker/WorldAirport0421.vcd" //This is the most sober I've ever been in an airport.
- }
- Rule PlayerRemarkairport04_07Biker
- {
- criteria ConceptRemark IsBiker Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ChanceToFire10Percent
- ApplyContext "Saidairport04_07:1:0"
- applycontexttoworld
- Response PlayerRemarkairport04_07Biker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkairport04_07Biker : ChanceToFire10Percent
- Rule AUTOBLANK_PlayerRemarkairport04_07Biker
- {
- criteria ConceptRemark IsBiker Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "Saidairport04_07:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkairport04_08aBiker
- {
- scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
- scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
- scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
- scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
- }
- Rule PlayerRemarkairport04_08aBiker
- {
- criteria ConceptRemark IsBiker Isairport04_08a IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidairport04_08:1:0"
- applycontexttoworld
- Response PlayerRemarkairport04_08aBiker
- }
- Response PlayerRemarkairport04_08bBiker
- {
- scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
- scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
- scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
- scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
- }
- Rule PlayerRemarkairport04_08bBiker
- {
- criteria ConceptRemark IsBiker Isairport04_08b IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidairport04_08:1:0"
- applycontexttoworld
- Response PlayerRemarkairport04_08bBiker
- }
- Response PlayerRemarkairport04_08cBiker
- {
- scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
- scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
- scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
- scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
- }
- Rule PlayerRemarkairport04_08cBiker
- {
- criteria ConceptRemark IsBiker Isairport04_08c IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidairport04_08:1:0"
- applycontexttoworld
- Response PlayerRemarkairport04_08cBiker
- }
- Response PlayerRemarkairport04_08dBiker
- {
- scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
- scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
- scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
- scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
- }
- Rule PlayerRemarkairport04_08dBiker
- {
- criteria ConceptRemark IsBiker Isairport04_08d IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- Response PlayerRemarkairport04_08dBiker
- }
- Response PlayerRemarkairport04_08eBiker
- {
- scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
- scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
- scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
- scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
- }
- Rule PlayerRemarkairport04_08eBiker
- {
- criteria ConceptRemark IsBiker Isairport04_08e IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- Response PlayerRemarkairport04_08eBiker
- }
- Response PlayerRemarkairport04_08fBiker
- {
- scene "scenes/Biker/WorldAirport0412.vcd" //There's the plane we saw!
- scene "scenes/Biker/WorldAirport0413.vcd" then Any airport04_08d foo:0 0 //Let's get down to that plane!
- scene "scenes/Biker/WorldAirport0414.vcd" //There's the plane! How the hell do to it?
- scene "scenes/Biker/WorldAirport0423.vcd" //There's the plane!
- }
- Rule PlayerRemarkairport04_08fBiker
- {
- criteria ConceptRemark IsBiker Isairport04_08f IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- Response PlayerRemarkairport04_08fBiker
- }
- Response PlayerRemarkairport04_09Biker
- {
- scene "scenes/Biker/WorldAirport0424.vcd" //The sad thing is this is only the second worst time I've ever had in an airport.
- }
- Rule PlayerRemarkairport04_09Biker
- {
- criteria ConceptRemark IsBiker Isairport04_09 IsNotSaidairport04_09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 IsManagerAlive
- ApplyContext "Saidairport04_09:1:0"
- applycontexttoworld
- Response PlayerRemarkairport04_09Biker
- }
- Response PlayerRemarkairport04_vanBiker
- {
- scene "scenes/Biker/WorldAirport0403.vcd" //We can send the van through that pile a' crap.
- scene "scenes/Biker/WorldAirport0404.vcd" //We gotta get through that pile a' junk.
- }
- Rule PlayerRemarkairport04_vanBiker
- {
- criteria ConceptRemark IsBiker Isairport04_van IsNotSaidairport04_van IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidPathClearVan
- ApplyContext "Saidairport04_van:1:0"
- applycontexttoworld
- Response PlayerRemarkairport04_vanBiker
- }
- Response PlayerRemarkcrashcourse01_path01Biker
- {
- scene "scenes/Biker/DLC2PilotComment01.vcd" then TeenGirl crashcourse01_path01zresp foo:0 .05 //Hey, Zoey, here's the pilot. Case you wanna shoot him again.
- }
- Rule PlayerRemarkcrashcourse01_path01Biker
- {
- criteria ConceptRemark IsBiker Iscrashcourse01_path01 IsNotSaidcrashcourse01_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidcrashcourse01_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkcrashcourse01_path01Biker
- }
- Response PlayerRemarkFarm01_path01Biker
- {
- scene "scenes/Biker/WorldFarmHouse0112.vcd" //I hate the woods.
- }
- Rule PlayerRemarkFarm01_path01Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm01_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path01Biker
- }
- Response PlayerRemarkFarm01_path02Biker
- {
- scene "scenes/Biker/FollowMe04.vcd" //This way.
- }
- Rule PlayerRemarkFarm01_path02Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidFarm01_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path02Biker
- }
- Response PlayerRemarkFarm01_path03Biker
- {
- scene "scenes/Biker/WorldFarmHouse0107.vcd" then Manager Farm01_path03a foo:0 0.05 //Nice place.
- }
- Rule PlayerRemarkFarm01_path03Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidFarm01_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path03Biker
- }
- Response PlayerRemarkFarm01_path04Biker
- {
- scene "scenes/Biker/WorldFarmHouse0108.vcd" //There's the tracks. Now we just need to get to 'em.
- }
- Rule PlayerRemarkFarm01_path04Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path04 IsNotSaidFarm01_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
- ApplyContext "SaidFarm01_path04:1:0,SaidFarm01_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path04Biker
- }
- Rule PlayerRemarkFarm01_path05Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path05 IsNotSaidFarm01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
- ApplyContext "SaidFarm01_path05:1:0,SaidFarm01_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path04Biker
- }
- Rule PlayerRemarkFarm01_path06Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path06 IsNotSaidFarm01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
- ApplyContext "SaidFarm01_path06:1:0,SaidFarm01_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path04Biker
- }
- Rule PlayerRemarkFarm01_path07Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path07 IsNotSaidFarm01_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
- ApplyContext "SaidFarm01_path07:1:0,SaidFarm01_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path04Biker
- }
- Rule PlayerRemarkFarm01_path08Biker
- {
- criteria ConceptRemark IsBiker IsFarm01_path08 IsNotSaidFarm01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
- ApplyContext "SaidFarm01_path08:1:0,SaidFarm01_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path04Biker
- }
- Response PlayerRemarkFarm02_path01Biker
- {
- scene "scenes/Biker/WorldFarmHouse0214.vcd" //The tracks should just be downstairs.
- scene "scenes/Biker/WorldHospital0410.vcd" then namvet Farm02_path01a foo:0 0.05 //I hate stairs.
- }
- Rule PlayerRemarkFarm02_path01Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm02_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path01Biker
- }
- Response PlayerRemarkFarm02_path02Biker
- {
- scene "scenes/Biker/WorldFarmHouse0318.vcd" //There's the tracks!
- }
- Rule PlayerRemarkFarm02_path02Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
- ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path02Biker
- }
- Response PlayerRemarkFarm02_path02bBiker
- {
- scene "scenes/Biker/WorldFarmHouse0406.vcd" //The tracks!
- }
- Rule PlayerRemarkFarm02_path02bBiker
- {
- criteria IsBiker ConceptFarm02_path02b IsNotCoughing NotInCombat IsTalk IsTalkBiker
- Response PlayerRemarkFarm02_path02bBiker
- }
- Rule PlayerRemarkFarm02_path03Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
- ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path02Biker
- }
- Rule PlayerRemarkFarm02_path04Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
- ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path02Biker
- }
- Rule PlayerRemarkFarm02_path05Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
- ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path02Biker
- }
- Response PlayerRemarkFarm02_path06Biker
- {
- scene "scenes/Biker/WorldSmallTown0114.vcd" then any RespondAffirmative foo:0 0 //Down here!
- }
- Rule PlayerRemarkFarm02_path06Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm02_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path06Biker
- }
- Response PlayerRemarkFarm02_path08Biker
- {
- scene "scenes/Biker/WorldFarmHouse0204.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //This tunnel heads the right way.
- }
- Rule PlayerRemarkFarm02_path08Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path08 IsNotSaidFarm02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidFarm02_path08:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path08Biker
- }
- Response PlayerRemarkFarm02_path09Biker
- {
- scene "scenes/Biker/GenericDirections03.vcd" then any RespondAffirmative foo:0 0 //Let's get up that ladder!
- }
- Rule PlayerRemarkFarm02_path09Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm02_path09:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path09Biker
- }
- Rule PlayerRemarkFarm02_path10Biker
- {
- criteria ConceptRemark IsBiker IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidFarm02_path10:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path14Biker
- }
- Response PlayerRemarkFarm03_path01Biker
- {
- scene "scenes/Biker/WorldFarmHouse0302.vcd" then manager Farm03_path01a foo:0 0 //This better go through.
- }
- Rule PlayerRemarkFarm03_path01Biker
- {
- criteria ConceptRemark IsBiker IsFarm03_path01 IsNotSaidFarm03_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidFarm03_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm03_path01Biker
- }
- Response PlayerRemarkFarm03_path03aBiker
- {
- scene "scenes/Biker/WorldFarmHouse0109.vcd" //Bet we can get to the tracks from that building.
- }
- Rule PlayerRemarkFarm03_path03aBiker
- {
- criteria ConceptRemark IsBiker IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
- ApplyContext "SaidFarm03_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm03_path03aBiker
- }
- Response PlayerRemarkFarm03_path04Biker
- {
- scene "scenes/Biker/WorldFarmHouse0406.vcd" //The tracks!
- }
- Rule PlayerRemarkFarm03_path04Biker
- {
- criteria ConceptRemark IsBiker IsFarm03_path04 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600
- ApplyContext "SaidFarm03_path04:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm03_path04Biker
- }
- Rule PlayerRemarkFarm03_path05Biker
- {
- criteria ConceptRemark IsBiker IsFarm03_path05 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm03_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm03_path04Biker
- }
- Response PlayerRemarkFarm03_path06Biker
- {
- scene "scenes/Biker/WorldFarmHouse0207.vcd" then any ResponseSoftDispleasureSwear foo:0 0.05 //Well, goddamnit, the tracks are blocked.
- }
- Rule PlayerRemarkFarm03_path06Biker
- {
- criteria ConceptRemark IsBiker IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidFarm03_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm03_path06Biker
- }
- Response PlayerRemarkFarm03_path07Biker
- {
- scene "scenes/Biker/ReactionDisgusted03.vcd" //Yech...
- }
- Rule PlayerRemarkFarm03_path07Biker
- {
- criteria ConceptRemark IsBiker IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
- ApplyContext "SaidFarm03_path07:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm03_path07Biker
- }
- Response PlayerRemarkFarm03_path08Biker
- {
- scene "scenes/Biker/WorldFarmHouse0326.vcd" //You know - I bet we could knock that bridge down.
- }
- Rule PlayerRemarkFarm03_path08Biker
- {
- criteria ConceptRemark IsBiker IsFarm03_path08 IsNotSaidFarm03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotFarm03Unhooked
- ApplyContext "SaidFarm03_path08:1:60"
- applycontexttoworld
- Response PlayerRemarkFarm03_path08Biker
- }
- Rule PlayerRemarkFarm03_path09Biker
- {
- criteria ConceptRemark IsBiker IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidFarm03_path09:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm01_path09Biker
- }
- Response PlayerRemarkFarm03_path10Biker
- {
- scene "scenes/Biker/WorldFarmHouse0314.vcd" then any RespondAffirmative foo:0 0.05 //Up there!
- }
- Rule PlayerRemarkFarm03_path10Biker
- {
- criteria ConceptRemark IsBiker IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidFarm03_path10:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm03_path10Biker
- }
- Response PlayerRemarkFarm04_path01Biker
- {
- scene "scenes/Biker/WorldFarmHouse0403.vcd" //Let's check out the barn.
- }
- Rule PlayerRemarkFarm04_path01Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
- ApplyContext "SaidFarm04_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path01Biker
- }
- Response PlayerRemarkFarm04_path01aBiker
- {
- scene "scenes/Biker/WorldFarmHouse0403.vcd" //Let's check out the barn.
- }
- Rule PlayerRemarkFarm04_path01aBiker
- {
- criteria ConceptRemark IsBiker IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm04_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path01aBiker
- }
- Response PlayerRemarkFarm04_path02Biker
- {
- scene "scenes/Biker/Generic26.vcd" //There's the tracks!
- }
- Rule PlayerRemarkFarm04_path02Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path02 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear800
- ApplyContext "SaidFarm04_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path02Biker
- }
- Rule PlayerRemarkFarm04_path03Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path03 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
- ApplyContext "SaidFarm04_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path02Biker
- }
- Response PlayerRemarkFarm04_path04Biker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerRemarkFarm04_path04Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkBiker
- ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path04Biker
- }
- Rule PlayerRemarkFarm04_path05Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkBiker
- ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path04Biker
- }
- Response PlayerRemarkFarm04_path06Biker
- {
- scene "scenes/Biker/WorldFarmHouse0412.vcd" //We can get around down here.
- }
- Rule PlayerRemarkFarm04_path06Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
- ApplyContext "SaidFarm04_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path06Biker
- }
- Response PlayerRemarkFarm04_path07Biker
- {
- scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs!
- }
- Rule PlayerRemarkFarm04_path07Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm04_path07:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path07Biker
- }
- Response PlayerRemarkFarm04_path08Biker
- {
- scene "scenes/Biker/GenericDirections05.vcd" //Through here!
- }
- Rule PlayerRemarkFarm04_path08Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm04_path08:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path08Biker
- }
- Response PlayerRemarkFarm04_path09Biker
- {
- scene "scenes/Biker/WorldFarmHouse0416.vcd" then any SafeSpotAheadResponse foo:0 0.05 //Run for the train car!
- }
- Rule PlayerRemarkFarm04_path09Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
- ApplyContext "SaidFarm04_path09:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path09Biker
- }
- Response PlayerRemarkFarm04_path10Biker
- {
- scene "scenes/Biker/ViolenceAwe04.vcd" //Whoa.
- scene "scenes/Biker/ViolenceAwe05.vcd" //Holy shit...
- }
- Rule PlayerRemarkFarm04_path10Biker
- {
- criteria ConceptRemark IsBiker IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
- ApplyContext "SaidFarm04_path10:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm04_path10Biker
- }
- Rule PlayerRemarkFarm05_path01Biker
- {
- criteria ConceptRemark IsBiker IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm05_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm03_path06Biker
- }
- Rule PlayerRemarkFarm05_path02Biker
- {
- criteria ConceptRemark IsBiker IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidFarm05_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm02_path09Biker
- }
- Response PlayerRemarkFarm05_path06Biker
- {
- scene "scenes/Biker/WorldFarmHouse0501.vcd" //Get to the farm house!
- }
- Rule PlayerRemarkFarm05_path06Biker
- {
- criteria ConceptRemark IsBiker IsFarm05_path06 IsNotSaidFarm05_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
- ApplyContext "SaidFarm05_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm05_path06Biker
- }
- Response PlayerRemarkFarm05_path07Biker
- {
- scene "scenes/Biker/WorldFarmHouse0526.vcd" then any Farm05_path07b foo:0 0.05 //Goddamn tape loop piece of shit.
- }
- Rule PlayerRemarkFarm05_path07Biker
- {
- criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 FarmPhase1
- ApplyContext "SaidFarm05_path07:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm05_path07Biker
- }
- Response PlayerRemarkFarm05_path07VampiresBiker
- {
- 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 -
- }
- Rule PlayerRemarkFarm05_path07VampiresBiker
- {
- criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsNamVetNear400 FarmPhase1 ChanceToFire10Percent
- ApplyContext "SaidFarm05_path07:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm05_path07VampiresBiker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkFarm05_path07VampiresBiker : ChanceToFire10Percent
- Rule AUTOBLANK_PlayerRemarkFarm05_path07VampiresBiker
- {
- criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsNamVetNear400 FarmPhase1
- ApplyContext "SaidFarm05_path07:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkFarm05_path07VampirescBiker
- {
- scene "scenes/Biker/WorldFarmHouse0527.vcd" //-whatever. And all they got is a goddamn tape loop? Screw the goddamn army.
- }
- Rule PlayerRemarkFarm05_path07VampirescBiker
- {
- criteria ConceptFarmVampiresc IsBiker
- Response PlayerRemarkFarm05_path07VampirescBiker
- }
- Response PlayerRemarkFarm05_path08Biker
- {
- scene "scenes/Biker/WorldFarmHouse0502.vcd" //An outpost!
- scene "scenes/Biker/WorldFarmHouse0503.vcd" //Yeah, we made it!
- }
- Rule PlayerRemarkFarm05_path08Biker
- {
- criteria ConceptRemark IsBiker IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
- ApplyContext "SaidFarm05_path08:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm05_path08Biker
- }
- Rule PlayerRemarkFarm05_path09Biker
- {
- criteria ConceptRemark IsBiker IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidFarm05_path09:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm05_path08Biker
- }
- Rule PlayerRemarkFarm05_path10Biker
- {
- criteria ConceptRemark IsBiker IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0"
- applycontexttoworld
- Response PlayerRemarkFarm05_path08Biker
- }
- Response PlayerRemarkhospital01_path03Biker
- {
- scene "scenes/Biker/SafeSpotAhead06.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
- scene "scenes/Biker/SafeSpotAhead07.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house!
- scene "scenes/Biker/SafeSpotAhead08.vcd" then Any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
- }
- Rule PlayerRemarkhospital01_path03Biker
- {
- criteria ConceptRemark IsBiker Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear
- ApplyContext "Saidhospital01_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital01_path03Biker
- }
- Response PlayerRemarkhospital02_safehouseBiker
- {
- scene "scenes/Biker/SafeSpotAhead06.vcd" //Safe house ahead!
- scene "scenes/Biker/SafeSpotAhead07.vcd" //Safe house!
- scene "scenes/Biker/SafeSpotAhead08.vcd" //Safe house, let's go!
- }
- Rule PlayerRemarkhospital02_safehouseBiker
- {
- criteria ConceptRemark IsBiker Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
- ApplyContext "Saidhospital02_safehouse:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital02_safehouseBiker
- }
- Response PlayerRemarkhospital03_path03Biker
- {
- scene "scenes/Biker/WorldHospital0305.vcd" //Get on the lift!
- }
- Rule PlayerRemarkhospital03_path03Biker
- {
- criteria ConceptRemark IsBiker Ishospital03_path03 IsNotSaidhospital03_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
- ApplyContext "Saidhospital03_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital03_path03Biker
- }
- Response PlayerRemarkhospital03_path04Biker
- {
- scene "scenes/Biker/FollowMe09.vcd" //This way, kids.
- }
- Rule PlayerRemarkhospital03_path04Biker
- {
- criteria ConceptRemark IsBiker Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "Saidhospital03_path04:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital03_path04Biker
- }
- Response PlayerRemarkhospital03_path07Biker
- {
- scene "scenes/Biker/WorldHospital0308.vcd" //I hate sewers.
- }
- Rule PlayerRemarkhospital03_path07Biker
- {
- criteria ConceptRemark IsBiker Ishospital03_path07 IsNotSaidhospital03_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidhospital03_path07:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital03_path07Biker
- }
- Response PlayerRemarkhospital03_path08Biker
- {
- scene "scenes/Biker/WorldHospital0306.vcd" //Now this is some shit.
- }
- Rule PlayerRemarkhospital03_path08Biker
- {
- criteria ConceptRemark IsBiker Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ChanceToFire50Percent
- ApplyContext "Saidhospital03_path08:1:0"
- Response PlayerRemarkhospital03_path08Biker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08Biker : ChanceToFire50Percent
- Rule AUTOBLANK_PlayerRemarkhospital03_path08Biker
- {
- criteria ConceptRemark IsBiker Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "Saidhospital03_path08:1:0"
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkhospital03_path08a2Biker
- {
- scene "scenes/Biker/Generic04.vcd" //Oh hey, that is uncalled for!
- scene "scenes/Biker/TeamKillOnPurpose09.vcd" //Hey! hey!
- }
- Rule PlayerRemarkhospital03_path08a2Biker
- {
- criteria Concepthospital03_path08a2 IsBiker NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- Response PlayerRemarkhospital03_path08a2Biker
- }
- Response PlayerRemarkhospital03_path11Biker
- {
- scene "scenes/Biker/WorldHospital0301.vcd" //We've got to get to the hospital.
- scene "scenes/Biker/WorldHospital0302.vcd" //Into the hospital!
- scene "scenes/Biker/WorldHospital0303.vcd" //There's a safe house in the hospital!
- }
- Rule PlayerRemarkhospital03_path11Biker
- {
- criteria ConceptRemark IsBiker Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
- ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90"
- applycontexttoworld
- Response PlayerRemarkhospital03_path11Biker
- }
- Response PlayerRemarkhospital04_path01Biker
- {
- scene "scenes/Biker/WorldHospital0404.vcd" //I hate hospitals. And doctors and lawyers and cops...
- scene "scenes/Biker/WorldHospital0408.vcd" //I hate hospitals.
- }
- Rule PlayerRemarkhospital04_path01Biker
- {
- criteria ConceptRemark IsBiker Ishospital04_path01 IsNotSaidhospital04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidhospital04_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital04_path01Biker
- }
- Response PlayerRemarkhospital04_path02Biker
- {
- scene "scenes/Biker/WorldHospital0410.vcd" //I hate stairs.
- }
- Rule PlayerRemarkhospital04_path02Biker
- {
- criteria ConceptRemark IsBiker Ishospital04_path02 IsNotSaidhospital04_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidhospital04_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital04_path02Biker
- }
- Response PlayerRemarkhospital04_path04Biker
- {
- scene "scenes/Biker/WorldHospital0406.vcd" then Any hospital04_path04a foo:0 0 //Elevator's here!
- scene "scenes/Biker/WorldHospital0407.vcd" then Any hospital04_path04a foo:0 0 //Get on the elevator!
- }
- Rule PlayerRemarkhospital04_path04Biker
- {
- criteria ConceptRemark IsBiker Ishospital04_path04 IsNotSaidhospital04_path04 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000 IsSubjectFar100
- ApplyContext "Saidhospital04_path04:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital04_path04Biker
- }
- Response PlayerRemarkhospital04_path04aBiker
- {
- scene "scenes/Biker/WorldHospital0406.vcd" //Elevator's here!
- scene "scenes/Biker/WorldHospital0407.vcd" //Get on the elevator!
- }
- Rule PlayerRemarkhospital04_path04aBiker
- {
- criteria Concepthospital04_path04a IsBiker IsTalk IsTalkBiker
- Response PlayerRemarkhospital04_path04aBiker
- }
- Response PlayerRemarkhospital05_path01aBiker
- {
- scene "scenes/Biker/WorldHospital0401.vcd" //If he ain't, at least we'll die with a nice view of the city.
- }
- Rule PlayerRemarkhospital05_path01aBiker
- {
- criteria Concepthospital05_path01a IsBiker IsTalk IsTalkBiker
- Response PlayerRemarkhospital05_path01aBiker
- }
- Response PlayerRemarkhospital05_path02Biker
- {
- scene "scenes/Biker/GenericDirections05.vcd" //Through here!
- scene "scenes/Biker/WorldAirport0305.vcd" //Through here!
- }
- Rule PlayerRemarkhospital05_path02Biker
- {
- criteria ConceptRemark IsBiker Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "Saidhospital05_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkhospital05_path02Biker
- }
- Response PlayerRemarkPathClearVanBiker
- {
- scene "scenes/Biker/ArriveGeneric04.vcd" //Let's get out of here. GoGoGO!
- scene "scenes/Biker/MoveOn01.vcd" //Allright, let's go
- scene "scenes/Biker/MoveOn07.vcd" //Time to go, ladies.
- scene "scenes/Biker/MoveOn10.vcd" //Come on, let's go.
- scene "scenes/Biker/PathClear01.vcd" //Path's clear! Let's go!
- scene "scenes/Biker/WorldAirport0309.vcd" //The path is clear!
- }
- Rule PlayerRemarkPathClearVanBiker
- {
- criteria ConceptPathClearVan IsBiker IsNotSaidPathClearVan IsNotCoughing IsTalk IsTalkBiker
- ApplyContext "SaidPathClearVan:1:0"
- applycontexttoworld
- Response PlayerRemarkPathClearVanBiker
- }
- Response PlayerRemarkSmalltown01_path03Biker
- {
- scene "scenes/Biker/GenericDirections03.vcd" //Let's get up that ladder!
- }
- Rule PlayerRemarkSmalltown01_path03Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidSmalltown01_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown01_path03Biker
- }
- Response PlayerRemarkSmalltown01_path05Biker
- {
- scene "scenes/Biker/Generic60.vcd" then NamVet DontBeAnAss foo:0 0 //Fan-tastic. A tunnel.
- scene "scenes/Biker/WorldFarmHouse0203.vcd" //Looks like this tunnel heads the right way.
- scene "scenes/Biker/WorldFarmHouse0208.vcd" //Let's try this tunnel.
- }
- Rule PlayerRemarkSmalltown01_path05Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown01_path05 IsNotSaidSmalltown01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidSmalltown01_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown01_path05Biker
- }
- Response PlayerRemarkSmalltown01_path06Biker
- {
- scene "scenes/Biker/ReactionApprehensive03.vcd" //I don't like ths one damn bit.
- scene "scenes/Biker/WorldFarmHouse0212.vcd" //I hate tunnels.
- }
- Rule PlayerRemarkSmalltown01_path06Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown01_path06 IsNotSaidSmalltown01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown01_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown01_path06Biker
- }
- Response PlayerRemarkSmalltown01_path08Biker
- {
- scene "scenes/Biker/GenericDirections05.vcd" //Through here!
- scene "scenes/Biker/WorldAirport0305.vcd" //Through here!
- scene "scenes/Biker/WorldAirport0316.vcd" //Let's go through here.
- }
- Rule PlayerRemarkSmalltown01_path08Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown01_path08:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown01_path08Biker
- }
- Response PlayerRemarkSmalltown01_path09Biker
- {
- scene "scenes/Biker/WorldFarmHouse0315.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
- scene "scenes/Biker/WorldSmallTown0117.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
- }
- Rule PlayerRemarkSmalltown01_path09Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1500
- ApplyContext "SaidSmalltown01_path09:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown01_path09Biker
- }
- Response PlayerRemarkSmalltown01_path10Biker
- {
- scene "scenes/Biker/Generic16.vcd" //Uh oh. Watch out. There might be *deer* around here.
- }
- Rule PlayerRemarkSmalltown01_path10Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown01_path10 IsNotSaidSmalltown01_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
- ApplyContext "SaidSmalltown01_path10:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown01_path10Biker
- }
- Response PlayerRemarksmalltown02_path01aBiker
- {
- scene "scenes/Biker/Generic19.vcd" then manager smalltown02_path01b foo:0 0 //How the hell do you know *that*?
- }
- Rule PlayerRemarksmalltown02_path01aBiker
- {
- criteria ConceptSmallTown02_path01a IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
- Response PlayerRemarksmalltown02_path01aBiker
- }
- Response PlayerRemarksmalltown02_path01cBiker
- {
- scene "scenes/Biker/Generic20.vcd" //Know what? I just realized I don't care. Lead on.
- }
- Rule PlayerRemarksmalltown02_path01cBiker
- {
- criteria ConceptSmallTown02_path01c IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
- Response PlayerRemarksmalltown02_path01cBiker
- }
- Response PlayerRemarksmalltown02_path02Biker
- {
- scene "scenes/Biker/GenericDirections05.vcd" //Through here!
- }
- Rule PlayerRemarksmalltown02_path02Biker
- {
- criteria ConceptRemark IsBiker Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidsmalltown02_path02:1:0"
- applycontexttoworld
- Response PlayerRemarksmalltown02_path02Biker
- }
- Response PlayerRemarksmalltown02_path03Biker
- {
- scene "scenes/Biker/GenericDirections05.vcd" //Through here!
- }
- Rule PlayerRemarksmalltown02_path03Biker
- {
- criteria ConceptRemark IsBiker Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidsmalltown02_path03:1:0"
- applycontexttoworld
- Response PlayerRemarksmalltown02_path03Biker
- }
- Response PlayerRemarksmalltown02_path04Biker
- {
- scene "scenes/Biker/GenericDirections05.vcd" //Through here!
- }
- Rule PlayerRemarksmalltown02_path04Biker
- {
- criteria ConceptRemark IsBiker Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "Saidsmalltown02_path04:1:0"
- applycontexttoworld
- Response PlayerRemarksmalltown02_path04Biker
- }
- Response PlayerRemarksmalltown02_path06Biker
- {
- scene "scenes/Biker/WorldSmallTown0201.vcd" //We gotta activate that bridge.
- }
- Rule PlayerRemarksmalltown02_path06Biker
- {
- criteria ConceptRemark IsBiker Issmalltown02_path06 IsNotSaidsmalltown02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear700
- ApplyContext "Saidsmalltown02_path06:1:0"
- applycontexttoworld
- Response PlayerRemarksmalltown02_path06Biker
- }
- Response PlayerRemarksmalltown02_path07aBiker
- {
- scene "scenes/Biker/Laughter09.vcd" //<Short laugh>
- }
- Rule PlayerRemarksmalltown02_path07aBiker
- {
- criteria Conceptsmalltown02_path07a IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
- Response PlayerRemarksmalltown02_path07aBiker
- }
- Response PlayerRemarksmalltown02_path08Biker
- {
- scene "scenes/Biker/PositiveNoise05.vcd" then manager smalltown02_path08a foo:0 0 //[Improv non-verbal pleasure & interest sounds]
- }
- Rule PlayerRemarksmalltown02_path08Biker
- {
- criteria ConceptRemark IsBiker Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
- ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0"
- applycontexttoworld
- Response PlayerRemarksmalltown02_path08Biker
- }
- Response PlayerRemarkSmalltown02_path09Biker
- {
- scene "scenes/Biker/SafeSpotAhead06.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
- scene "scenes/Biker/SafeSpotAhead08.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
- scene "scenes/Biker/WorldFarmHouse0315.vcd" then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
- }
- Rule PlayerRemarkSmalltown02_path09Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
- ApplyContext "SaidSmalltown02_path09:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown02_path09Biker
- }
- Response PlayerRemarkSmalltown03_path01Biker
- {
- scene "scenes/Biker/WorldSmallTown0204.vcd" //I hate trainyards.
- }
- Rule PlayerRemarkSmalltown03_path01Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path01 IsNotSaidSmalltown03_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown03_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path01Biker
- }
- Response PlayerRemarkSmalltown03_path02Biker
- {
- scene "scenes/Biker/WorldSmallTown0204.vcd" //I hate trainyards.
- }
- Rule PlayerRemarkSmalltown03_path02Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path02 IsNotSaidSmalltown03_path01 IsNotSaidSmalltown03_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown03_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path02Biker
- }
- Response PlayerRemarkSmalltown03_path03Biker
- {
- scene "scenes/Biker/GenericDirections11.vcd" //We gotta get over this thing.
- }
- Rule PlayerRemarkSmalltown03_path03Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path03 IsNotSaidSmalltown03_path03 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown03_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path03Biker
- }
- Response PlayerRemarkSmalltown03_path04Biker
- {
- scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs!
- }
- Rule PlayerRemarkSmalltown03_path04Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown03_path04:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path04Biker
- }
- Response PlayerRemarkSmalltown03_path05Biker
- {
- scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs!
- }
- Rule PlayerRemarkSmalltown03_path05Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown03_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path05Biker
- }
- Response PlayerRemarkSmalltown03_path06Biker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerRemarkSmalltown03_path06Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidSmalltown03_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path06Biker
- }
- Response PlayerRemarkSmalltown03_path08Biker
- {
- scene "scenes/Biker/WorldSmallTown0302.vcd" //Almost to Riverside.
- scene "scenes/Biker/WorldSmallTown0308.vcd" //Riverside ain't too far from here.
- }
- Rule PlayerRemarkSmalltown03_path08Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path08 IsNotSaidSmalltown03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidSmalltown03_path08:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path08Biker
- }
- Response PlayerRemarkSmalltown03_path10Biker
- {
- scene "scenes/Biker/WorldFarmHouse0316.vcd" //There might be supplies in that house.
- scene "scenes/Biker/WorldFarmHouse0317.vcd" //Let's check this house.
- scene "scenes/Biker/WorldFarmHouse0524.vcd" //That is one creepy ass house.
- }
- Rule PlayerRemarkSmalltown03_path10Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path10 IsNotSaidSmalltown03_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
- ApplyContext "SaidSmalltown03_path10:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path10Biker
- }
- Response PlayerRemarkSmalltown03_path11Biker
- {
- scene "scenes/Biker/WorldSmallTown0303.vcd" //The town's pretty quiet...
- }
- Rule PlayerRemarkSmalltown03_path11Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
- ApplyContext "SaidSmalltown03_path11:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path11Biker
- }
- Response PlayerRemarkSmalltown03_path12Biker
- {
- scene "scenes/Biker/WorldSmallTown0309.vcd" //There's lights on in that church!
- }
- Rule PlayerRemarkSmalltown03_path12Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidSmalltown03_path12:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path12Biker
- }
- Response PlayerRemarkSmalltown03_path13Biker
- {
- scene "scenes/Biker/WorldSmallTown0309.vcd" //There's lights on in that church!
- }
- Rule PlayerRemarkSmalltown03_path13Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidSmalltown03_path13:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path13Biker
- }
- Response PlayerRemarkSmalltown04_path01Biker
- {
- scene "scenes/Biker/blank.vcd" then any RiversideIsDead foo:0 0 //
- }
- Rule PlayerRemarkSmalltown04_path01Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12"
- applycontexttoworld
- Response PlayerRemarkSmalltown04_path01Biker
- }
- Response PlayerRemarkSmalltown04_path02Biker
- {
- scene "scenes/Biker/blank.vcd" then any RiversideIsDead foo:0 0 //
- }
- Rule PlayerRemarkSmalltown04_path02Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12"
- applycontexttoworld
- Response PlayerRemarkSmalltown04_path02Biker
- }
- Response PlayerRemarkSmalltown04_path05Biker
- {
- scene "scenes/Biker/FollowMe04.vcd" //This way.
- }
- Rule PlayerRemarkSmalltown04_path05Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidSmalltown04_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown04_path05Biker
- }
- Response PlayerRemarkSmalltown04_path05aBiker
- {
- scene "scenes/Biker/Generic07.vcd" //I'm comin' Bill. Keep yer beard on.
- }
- Rule PlayerRemarkSmalltown04_path05aBiker
- {
- criteria ConceptSmalltown04_path05a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
- ApplyContext "SaidSmalltown04_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown04_path05aBiker
- }
- Response PlayerRemarkSmalltown04_path10Biker
- {
- scene "scenes/Biker/GenericDirections01.vcd" //Up the stairs!
- scene "scenes/Biker/WorldAirport0202.vcd" //Let's head back up.
- scene "scenes/Biker/WorldFarmHouse0327.vcd" //We need to get up there.
- scene "scenes/Biker/WorldSmallTown0116.vcd" //We can take these stairs!
- }
- Rule PlayerRemarkSmalltown04_path10Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidSmalltown04_path10:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown04_path10Biker
- }
- Rule PlayerRemarkSmalltown04_path11Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown04_path11:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown03_path14Biker
- }
- Response PlayerRemarkSmalltown05_path01Biker
- {
- scene "scenes/Biker/WorldFarmHouse0316.vcd" //There might be supplies in that house.
- scene "scenes/Biker/WorldFarmHouse0317.vcd" //Let's check this house.
- }
- Rule PlayerRemarkSmalltown05_path01Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
- ApplyContext "SaidSmalltown05_path01:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown05_path01Biker
- }
- Response PlayerRemarkSmalltown05_path02Biker
- {
- scene "scenes/Biker/WorldSmallTown0311.vcd" //I hate small towns.
- }
- Rule PlayerRemarkSmalltown05_path02Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown05_path02 IsNotSaidSmalltown05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
- ApplyContext "SaidSmalltown05_path02:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown05_path02Biker
- }
- Response PlayerRemarkSmalltown05_path03Biker
- {
- scene "scenes/Biker/WorldSmallTown0402.vcd" //We can get to the river through here.
- }
- Rule PlayerRemarkSmalltown05_path03Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
- ApplyContext "SaidSmalltown05_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown05_path03Biker
- }
- Response PlayerRemarkSmalltown05_path03aBiker
- {
- scene "scenes/Biker/WorldSmallTown0509.vcd" //I hate the water.
- }
- Rule PlayerRemarkSmalltown05_path03aBiker
- {
- criteria ConceptSmalltown05_path03a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ChanceToFire50Percent
- ApplyContext "SaidSmalltown05_path03:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown05_path03aBiker
- }
- Response PlayerRemarkSmalltown05_path04Biker
- {
- scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans.
- }
- Rule PlayerRemarkSmalltown05_path04Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire50Percent
- ApplyContext "SaidSmalltown05_path04:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown05_path04Biker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkSmalltown05_path04Biker : ChanceToFire50Percent
- Rule AUTOBLANK_PlayerRemarkSmalltown05_path04Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown05_path04:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkSmalltown05_path05Biker
- {
- scene "scenes/Biker/WorldAirport0425.vcd" //I hate vans.
- }
- Rule PlayerRemarkSmalltown05_path05Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown05_path05:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown05_path05Biker
- }
- Response PlayerRemarkSmalltown05_path06Biker
- {
- scene "scenes/Biker/GenericDirections05.vcd" //Through here!
- }
- Rule PlayerRemarkSmalltown05_path06Biker
- {
- criteria ConceptRemark IsBiker IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
- ApplyContext "SaidSmalltown05_path06:1:0"
- applycontexttoworld
- Response PlayerRemarkSmalltown05_path06Biker
- }
- Response PlayerRemarkThroughHereBiker
- {
- scene "scenes/Biker/GenericDirections05.vcd" //Through here!
- scene "scenes/Biker/WorldFarmHouse0206.vcd" //Through here!
- }
- Rule PlayerRemarkThroughHereBiker
- {
- criteria ConceptRemark IsBiker IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidThroughHere:1:0"
- applycontexttoworld
- Response PlayerRemarkThroughHereBiker
- }
- Response PlayerRemarkUpThatLadderBiker
- {
- scene "scenes/Biker/GenericDirections03.vcd" //Let's get up that ladder!
- }
- Rule PlayerRemarkUpThatLadderBiker
- {
- criteria ConceptRemark IsBiker IsUpThatLadder IsNotSaidUpThatLadder IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
- ApplyContext "SaidUpThatLadder:1:0"
- applycontexttoworld
- Response PlayerRemarkUpThatLadderBiker
- }
- Response PlayerZoeySuggestsCraneBiker
- {
- scene "scenes/Biker/GenericResponses04.vcd" //Sure, why not?
- scene "scenes/Biker/GenericResponses08.vcd" //That sounds about right.
- scene "scenes/Biker/GenericResponses10.vcd" //Good thinking.
- scene "scenes/Biker/WorldAirport0217.vcd" //Good thinking!
- scene "scenes/Biker/WorldAirport0227.vcd" //Good thinking, Zoey!
- }
- Rule PlayerZoeySuggestsCraneBiker
- {
- criteria ConceptZoeySuggestsCrane IsBiker IsNotSaidZoeySuggestsCrane IsTalk IsTalkBiker IsSubjectNear800
- ApplyContext "SaidZoeySuggestsCrane:1:0"
- applycontexttoworld
- Response PlayerZoeySuggestsCraneBiker
- }
- Response RespondAffirmativeBiker
- {
- scene "scenes/Biker/Yes02.vcd" //Okay.
- scene "scenes/Biker/Yes05.vcd" //Yeah.
- }
- Rule RespondAffirmativeBiker
- {
- criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isBiker IsTalkBiker
- Response RespondAffirmativeBiker
- }
- Response RiversideIsDeadBiker
- {
- scene "scenes/Biker/WorldSmallTown0306.vcd" then any RiversideIsDeadB foo:0 0 //Looks like Riverside couldn't hold it together.
- 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.
- }
- Rule RiversideIsDeadBiker
- {
- criteria ConceptRiversideIsDead IsBiker IsNotCoughing IsTalkBiker
- ApplyContext "SaidSmalltown04_path02:1:0"
- applycontexttoworld
- Response RiversideIsDeadBiker
- }
- Response RiversideIsDeadPlanBiker
- {
- scene "scenes/Biker/GenericResponses10.vcd" //Good thinking.
- }
- Rule RiversideIsDeadPlanBiker
- {
- criteria ConceptRiversideIsDeadPlan IsBiker IsNotCoughing IsTalkBiker
- ApplyContext "SaidSmalltown04_path02:1:0"
- applycontexttoworld
- Response RiversideIsDeadPlanBiker
- }
- Response RiversideIsDeadSpecial1ABiker
- {
- scene "scenes/Biker/WorldAirport0112.vcd" then NamVet RiversideIsDeadSpecial1B foo:0 0 //That's better than my plan.
- }
- Rule RiversideIsDeadSpecial1ABiker
- {
- criteria ConceptRiversideIsDeadSpecial1A IsBiker IsNotCoughing IsTalkBiker
- Response RiversideIsDeadSpecial1ABiker
- }
- Response RiversideIsDeadSpecial1CBiker
- {
- scene "scenes/Biker/WorldAirport0113.vcd" //I didn't have one.
- }
- Rule RiversideIsDeadSpecial1CBiker
- {
- criteria ConceptRiversideIsDeadSpecial1C IsBiker IsNotCoughing IsTalkBiker
- Response RiversideIsDeadSpecial1CBiker
- }
- Response SafeSpotAheadResponse
- {
- scene "scenes/Biker/SafeSpotAheadReaction01.vcd" //Finally!
- scene "scenes/Biker/SafeSpotAheadReaction02.vcd" //A-men to that!
- scene "scenes/Biker/SafeSpotAheadReaction04.vcd" //Well, all right!
- scene "scenes/Biker/SafeSpotAheadReaction05.vcd" //Finally.
- scene "scenes/Biker/SafeSpotAheadReaction07.vcd" //A-frickin'-men.
- }
- Rule SafeSpotAheadResponse
- {
- criteria IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent
- Response SafeSpotAheadResponse
- }
- //--------------------------------------------------------------------------------------------------------------
- // Remarkable voice
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerNearFinaleFarmBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerNearFinaleFarmBiker
- {
- criteria ConceptPlayerNearFinale IsNotCoughing IsBiker IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkBiker IsNotIncapacitated ismap_l4d_farm05_cornfield
- ApplyContext "SaidFinaleAhead:1:30"
- applycontexttoworld
- Response PlayerNearFinaleFarmBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Response
- //--------------------------------------------------------------------------------------------------------------
- Response AynRandResponseBiker
- {
- scene "scenes/Biker/WorldAirport0416.vcd" //I hate Ayn Rand.
- }
- Rule AynRandResponseBiker
- {
- criteria ConceptAynRandResponse IsBiker IsTalkBiker IsSubjectNear300
- Response AynRandResponseBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Rosetta - Directional
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerCoverMeBiker
- {
- scene "scenes/Biker/CoverMe01.vcd" //Cover me!
- scene "scenes/Biker/CoverMe02.vcd" //Get my back.
- scene "scenes/Biker/CoverMe03.vcd" //Watch my back
- scene "scenes/Biker/CoverMe04.vcd" //Cover me!
- scene "scenes/Biker/CoverMe05.vcd" //Get my back.
- scene "scenes/Biker/CoverMe06.vcd" //Watch my back
- }
- Rule PlayerCoverMeBiker
- {
- criteria ConceptPlayerCoverMe IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerCoverMeBiker
- }
- Response PlayerFollowMeBiker
- {
- scene "scenes/Biker/FollowMe01.vcd" //Come on, this way.
- scene "scenes/Biker/FollowMe02.vcd" //Follow me!
- scene "scenes/Biker/FollowMe03.vcd" //Follow me.
- scene "scenes/Biker/FollowMe04.vcd" //This way.
- scene "scenes/Biker/FollowMe05.vcd" //This way.
- scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me.
- scene "scenes/Biker/FollowMe07.vcd" //I got the lead.
- scene "scenes/Biker/FollowMe09.vcd" //This way, kids.
- }
- Rule PlayerFollowMeBiker
- {
- criteria ConceptPlayerFollowMe IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerFollowMeBiker
- }
- Response PlayerHelpBiker
- {
- scene "scenes/Biker/Help01.vcd" //Help!
- scene "scenes/Biker/Help02.vcd" //I need some help over here.
- scene "scenes/Biker/Help03.vcd" //I'm in trouble!
- scene "scenes/Biker/Help05.vcd" //Help me!
- scene "scenes/Biker/Help06.vcd" //Help!
- scene "scenes/Biker/Help07.vcd" //Help me!
- scene "scenes/Biker/Help08.vcd" //I'm in some trouble!
- scene "scenes/Biker/Help09.vcd" //I need some help over here.
- scene "scenes/Biker/Help10.vcd" //Hey! I need some help!
- scene "scenes/Biker/Help11.vcd" //Hey! I need some help!
- scene "scenes/Biker/Help12.vcd" //Help me!
- scene "scenes/Biker/Help13.vcd" //I need a hand over here
- scene "scenes/Biker/Help14.vcd" //I'm in a little trouble over here
- }
- Rule PlayerHelpBiker
- {
- criteria ConceptPlayerHelp IsBiker IsTalk IsTalkBiker
- Response PlayerHelpBiker
- }
- Response PlayerHurryUpBiker
- {
- scene "scenes/Biker/HurryUp01.vcd" //Hurry up!
- scene "scenes/Biker/HurryUp02.vcd" //Hurry up!
- scene "scenes/Biker/HurryUp03.vcd" //Hurry!
- scene "scenes/Biker/HurryUp04.vcd" //MOVE.
- scene "scenes/Biker/HurryUp05.vcd" //Let's go ladies!
- scene "scenes/Biker/HurryUp06.vcd" //Put your rear in gear!
- scene "scenes/Biker/HurryUp08.vcd" //Let's go, let's go!
- scene "scenes/Biker/HurryUp09.vcd" //Come on, let's go!
- }
- Rule PlayerHurryUpBiker
- {
- criteria ConceptPlayerHurryUp IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerHurryUpBiker
- }
- Response PlayerKillThatLightBiker
- {
- scene "scenes/Biker/KillThatLight01.vcd" //Kill that light!
- scene "scenes/Biker/KillThatLight02.vcd" //Kill that light!
- scene "scenes/Biker/KillThatLight03.vcd" //Kill that light!
- scene "scenes/Biker/KillThatLight04.vcd" //Turn your light off!
- scene "scenes/Biker/KillThatLight05.vcd" //Lights off!
- scene "scenes/Biker/KillThatLight06.vcd" //Flashlights off!
- scene "scenes/Biker/KillThatLight07.vcd" //Kill that light!
- scene "scenes/Biker/KillThatLight08.vcd" //Shut off your flashlight, they'll see us!
- scene "scenes/Biker/KillThatLight09.vcd" //Turn off your light.
- scene "scenes/Biker/KillThatLight10.vcd" //No lights!
- }
- Rule PlayerKillThatLightBiker
- {
- criteria ConceptPlayerKillThatLight IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerKillThatLightBiker
- }
- Response PlayerLeadOnBiker
- {
- scene "scenes/Biker/LeadOn01.vcd" //I'll follow you.
- scene "scenes/Biker/LeadOn02.vcd" //You go ahead, I'll follow you.
- scene "scenes/Biker/LeadOn03.vcd" //You take the lead.
- scene "scenes/Biker/LeadOn04.vcd" //Go ahead.
- scene "scenes/Biker/LeadOn05.vcd" //Go ahead.
- scene "scenes/Biker/LeadOn06.vcd" //After you.
- scene "scenes/Biker/LeadOn07.vcd" //After you, ladies.
- }
- Rule PlayerLeadOnBiker
- {
- criteria ConceptPlayerLeadOn IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerLeadOnBiker
- }
- Response PlayerMoveOnBiker
- {
- scene "scenes/Biker/MoveOn01.vcd" //Allright, let's go
- scene "scenes/Biker/MoveOn02.vcd" //Come on, we ain't got all day.
- scene "scenes/Biker/MoveOn03.vcd" //Let's go.
- scene "scenes/Biker/MoveOn04.vcd" //Let's get moving.
- scene "scenes/Biker/MoveOn05.vcd" //Let's move.
- scene "scenes/Biker/MoveOn07.vcd" //Time to go, ladies.
- scene "scenes/Biker/MoveOn08.vcd" //Let's go.
- scene "scenes/Biker/MoveOn09.vcd" //I'm tired of waitin' around here. Come on, let's go.
- scene "scenes/Biker/MoveOn10.vcd" //Come on, let's go.
- scene "scenes/Biker/MoveOn11.vcd" //Come on, let's move.
- scene "scenes/Biker/MoveOn12.vcd" //Come on,come on, let's go.
- }
- Rule PlayerMoveOnBiker
- {
- criteria ConceptPlayerMoveOn IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerMoveOnBiker
- }
- Response PlayerStayTogetherBiker
- {
- scene "scenes/Biker/StayTogether01.vcd" //Stay close!
- scene "scenes/Biker/StayTogether02.vcd" //We gotta stay together.
- scene "scenes/Biker/StayTogether03.vcd" //Keep together!
- scene "scenes/Biker/StayTogether04.vcd" //Stay together!
- scene "scenes/Biker/StayTogether05.vcd" //Don't split up!
- scene "scenes/Biker/StayTogether06.vcd" //Don't nobody wander off.
- scene "scenes/Biker/StayTogether07.vcd" //Stay close.
- scene "scenes/Biker/StayTogether08.vcd" //Don't get split up!
- scene "scenes/Biker/StayTogether09.vcd" //Stay together!
- scene "scenes/Biker/StayTogether11.vcd" //Don't stray!
- scene "scenes/Biker/StayTogether12.vcd" //Keep together!
- }
- Rule PlayerStayTogetherBiker
- {
- criteria ConceptPlayerStayTogether IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerStayTogetherBiker
- }
- Response PlayerWatchOutBehindBiker
- {
- scene "scenes/Biker/WatchOutBehind01.vcd" //Behind us!
- scene "scenes/Biker/WatchOutBehind02.vcd" //They're behind us!
- scene "scenes/Biker/WatchOutBehind03.vcd" //Behind us!
- }
- Rule PlayerWatchOutBehindBiker
- {
- criteria ConceptPlayerWatchOutBehind IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerWatchOutBehindBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Rosetta - Manners
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerAskReadyBiker
- {
- scene "scenes/Biker/AskReady01.vcd" //Ready for this?
- scene "scenes/Biker/AskReady02.vcd" //Ready for this?
- scene "scenes/Biker/AskReady03.vcd" //Ready?
- scene "scenes/Biker/AskReady04.vcd" //Ready?
- scene "scenes/Biker/AskReady05.vcd" //Ready for some fun?
- scene "scenes/Biker/AskReady06.vcd" //Everybody ready?
- scene "scenes/Biker/AskReady07.vcd" //You ready to roll?
- scene "scenes/Biker/AskReady08.vcd" //We ready?
- scene "scenes/Biker/AskReady09.vcd" //Everyone ready?
- scene "scenes/Biker/AskReady10.vcd" //You ladies ready for this?
- }
- Rule PlayerAskReadyBiker
- {
- criteria ConceptPlayerAskReady IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerAskReadyBiker
- }
- Response PlayerImWithYouBiker
- {
- scene "scenes/Biker/ImWithYou01.vcd" //Right behind you!
- scene "scenes/Biker/ImWithYou02.vcd" //I've got your back!
- scene "scenes/Biker/ImWithYou03.vcd" //I've got your back!
- scene "scenes/Biker/ImWithYou04.vcd" //I'm with ya!
- scene "scenes/Biker/ImWithYou05.vcd" //I'm with ya!
- scene "scenes/Biker/ImWithYou06.vcd" //Right behind you!
- scene "scenes/Biker/ImWithYou07.vcd" //I'm with ya!
- scene "scenes/Biker/ImWithYou08.vcd" //I got your back!
- scene "scenes/Biker/ImWithYou09.vcd" //Behind you!
- scene "scenes/Biker/ImWithYou10.vcd" //I'm here!
- }
- Rule PlayerImWithYouBiker
- {
- criteria ConceptPlayerImWithYou IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerImWithYouBiker
- }
- Response PlayerLaughBiker
- {
- scene "scenes/Biker/Laughter04.vcd" //<Hearty Laugh>
- scene "scenes/Biker/Laughter12.vcd" //<Hearty Laugh>
- scene "scenes/Biker/Laughter13.vcd" //<Hearty Laugh>
- scene "scenes/Biker/Laughter14.vcd" //<Hearty Laugh>
- scene "scenes/Biker/Laughter15.vcd" //<Hearty Laugh>
- }
- Rule PlayerLaughBiker
- {
- criteria ConceptPlayerLaugh IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerLaughBiker
- }
- Response PlayerLostCallBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerLostCallBiker
- {
- criteria ConceptPlayerLostCall IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerLostCallBiker
- }
- Response PlayerNiceJobResponseBiker
- {
- scene "scenes/Biker/NiceJob01.vcd" //Nice.
- scene "scenes/Biker/NiceJob02.vcd" //Nice.
- scene "scenes/Biker/NiceJob03.vcd" //Nice job.
- scene "scenes/Biker/NiceJob04.vcd" //Shit, that was all right
- scene "scenes/Biker/NiceJob05.vcd" //Damn, not bad.
- scene "scenes/Biker/NiceJob06.vcd" //Nice job.
- scene "scenes/Biker/NiceJob07.vcd" //Nice.
- scene "scenes/Biker/NiceJob08.vcd" //Nice job.
- scene "scenes/Biker/NiceJob09.vcd" //Nice job.
- scene "scenes/Biker/NiceJob10.vcd" //Nice work.
- scene "scenes/Biker/NiceJob11.vcd" //Well, shit, that was all right
- scene "scenes/Biker/NiceJob12.vcd" //Nice damn job.
- scene "scenes/Biker/NiceJob13.vcd" //Damn, not bad.
- scene "scenes/Biker/NiceJob14.vcd" //Shiiiit.
- scene "scenes/Biker/NiceJob15.vcd" //Hey, nice work.
- scene "scenes/Biker/NiceJob16.vcd" //Well whaddya know. Good job!
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/NiceJob18.vcd" //You suprised me. Nice job.
- scene "scenes/Biker/NiceJob19.vcd" //I knew you had it in ya.
- }
- Rule PlayerNiceJobResponseBiker
- {
- criteria ConceptPlayerNiceJob IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerNiceJobResponseBiker
- }
- Response PlayerNoBiker
- {
- scene "scenes/Biker/No01.vcd" //No
- scene "scenes/Biker/No02.vcd" //No way.
- scene "scenes/Biker/No03.vcd" //Um, no.
- scene "scenes/Biker/No04.vcd" //No way, jose.
- scene "scenes/Biker/No05.vcd" //Hell no.
- scene "scenes/Biker/No06.vcd" //Hell no.
- scene "scenes/Biker/No07.vcd" //Nope.
- scene "scenes/Biker/No08.vcd" //Nope.
- scene "scenes/Biker/No09.vcd" //No way, jose
- scene "scenes/Biker/No11.vcd" //Negatory.
- scene "scenes/Biker/No12.vcd" //Negatory.
- scene "scenes/Biker/No13.vcd" //Uh, no.
- scene "scenes/Biker/No14.vcd" //No way.
- scene "scenes/Biker/No15.vcd" //No.
- scene "scenes/Biker/No16.vcd" //Nope.
- scene "scenes/Biker/No17.vcd" //No siree bob.
- scene "scenes/Biker/No18.vcd" //Not a chance.
- }
- Rule PlayerNoBiker
- {
- criteria ConceptPlayerNo IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerNoBiker
- }
- Response PlayerProfanityBiker
- {
- scene "scenes/Biker/NegativeNoise07.vcd" //[Improv non-verbal displeasure & frustration sounds]
- scene "scenes/Biker/NegativeNoise08.vcd" //[Improv non-verbal displeasure & frustration sounds]
- scene "scenes/Biker/ReactionNegative02.vcd" //That's bad.
- scene "scenes/Biker/ReactionNegative03.vcd" //damn
- scene "scenes/Biker/ReactionNegative07.vcd" //Damnit.
- scene "scenes/Biker/ReactionNegative07.vcd" //Damnit.
- scene "scenes/Biker/ReactionNegative08.vcd" //Damnit.
- scene "scenes/Biker/ReactionNegative08.vcd" //Damnit.
- scene "scenes/Biker/ReactionNegative09.vcd" //Ahhhhh.
- scene "scenes/Biker/Swear06.vcd" //Crap.
- scene "scenes/Biker/Swear14.vcd" //Ah hell.
- scene "scenes/Biker/Swear17.vcd" //Dammit.
- scene "scenes/Biker/ViolenceAwe02.vcd" //Jee-zus...
- }
- Rule PlayerProfanityBiker
- {
- criteria ConceptPlayerAnswerLostCall IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerProfanityBiker
- }
- Response PlayerSorryBiker
- {
- scene "scenes/Biker/Sorry01.vcd" //Sorry.
- scene "scenes/Biker/Sorry02.vcd" //Sorry about that.
- scene "scenes/Biker/Sorry03.vcd" //Sorry about that.
- scene "scenes/Biker/Sorry04.vcd" //Aww, man, sorry.
- scene "scenes/Biker/Sorry05.vcd" //Sorry.
- scene "scenes/Biker/Sorry06.vcd" //Sorry about that.
- scene "scenes/Biker/Sorry07.vcd" //Yeah, guess that was my fault.
- scene "scenes/Biker/Sorry08.vcd" //Yeah, guess that was my fault. Again.
- scene "scenes/Biker/Sorry09.vcd" //Sorry.
- scene "scenes/Biker/Sorry12.vcd" //My bad.
- scene "scenes/Biker/Sorry13.vcd" //Whoopsie.
- scene "scenes/Biker/Sorry14.vcd" //Uh, yeah, sorry.
- scene "scenes/Biker/Sorry15.vcd" //Sorry.
- scene "scenes/Biker/Sorry16.vcd" //oopsy daisy
- scene "scenes/Biker/Sorry17.vcd" //That was my fault.
- scene "scenes/Biker/Sorry18.vcd" //My bad.
- }
- Rule PlayerSorryBiker
- {
- criteria ConceptPlayerSorry IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerSorryBiker
- }
- Response PlayerThanksBiker
- {
- scene "scenes/Biker/Thanks01.vcd" //I owe you one.
- scene "scenes/Biker/Thanks02.vcd" //Thanks.
- scene "scenes/Biker/Thanks03.vcd" //Thanks.
- scene "scenes/Biker/Thanks04.vcd" //Thanks [noise you make gun clicking your mouth twice]
- scene "scenes/Biker/Thanks05.vcd" //Thanks, man.
- scene "scenes/Biker/Thanks06.vcd" //Hey, thanks man.
- scene "scenes/Biker/Thanks07.vcd" //Yeah, thanks.
- scene "scenes/Biker/Thanks08.vcd" //Thank you.
- scene "scenes/Biker/Thanks09.vcd" //Thanks, I owe ya.
- scene "scenes/Biker/Thanks10.vcd" //Thanks, I owe ya.
- scene "scenes/Biker/Thanks11.vcd" //Thanks, dude.
- scene "scenes/Biker/Thanks12.vcd" //Thanks for that.
- scene "scenes/Biker/Thanks15.vcd" //Thanks.
- }
- Rule PlayerThanksBiker
- {
- criteria ConceptPlayerThanks IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerThanksBiker
- }
- Response PlayerYesBiker
- {
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes02.vcd" //Okay.
- scene "scenes/Biker/Yes03.vcd" //Yep.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes05.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule PlayerYesBiker
- {
- criteria ConceptPlayerYes IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerYesBiker
- }
- Response PlayerYouAreWelcomeBiker
- {
- scene "scenes/Biker/YouAreWelcome02.vcd" //I got your back.
- scene "scenes/Biker/YouAreWelcome04.vcd" //Hey, no problem.
- scene "scenes/Biker/YouAreWelcome05.vcd" //No problem.
- scene "scenes/Biker/YouAreWelcome06.vcd" //Sure.
- scene "scenes/Biker/YouAreWelcome07.vcd" //I told ya I'd take care of ya.
- scene "scenes/Biker/YouAreWelcome08.vcd" //No, thank YOU!
- scene "scenes/Biker/YouAreWelcome09.vcd" //Yer welcome.
- scene "scenes/Biker/YouAreWelcome10.vcd" //Yea, I’m pretty awesome.
- scene "scenes/Biker/YouAreWelcome11.vcd" //No problemo, pal.
- scene "scenes/Biker/YouAreWelcome12.vcd" //It's all good.
- scene "scenes/Biker/YouAreWelcome13.vcd" //Gotcha.
- scene "scenes/Biker/YouAreWelcome14.vcd" //Whatever, whenever, man.
- }
- Rule PlayerYouAreWelcomeBiker
- {
- criteria ConceptPlayerYouAreWelcome IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSpeaking
- Response PlayerYouAreWelcomeBiker
- }
- Rule PlayerFriendlyFireInflictorBiker
- {
- criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsBiker IsTalk IsTalkBiker
- Response PlayerSorryBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Rosetta - Responses
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerNegativeBiker
- {
- scene "scenes/Biker/Laughter08.vcd" //<Short laugh>
- scene "scenes/Biker/NegativeNoise08.vcd" //[Improv non-verbal displeasure & frustration sounds]
- scene "scenes/Biker/ReactionNegative02.vcd" //That's bad.
- }
- Rule PlayerNegativeBiker
- {
- criteria ConceptPlayerNegative IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerNegativeBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Rosetta - Warning
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerAreaClearBiker
- {
- scene "scenes/Biker/AreaClear01.vcd" //Clear.
- scene "scenes/Biker/AreaClear02.vcd" //It's clear.
- scene "scenes/Biker/AreaClear03.vcd" //Nothin' in here.
- scene "scenes/Biker/AreaClear04.vcd" //Clear, sir.
- scene "scenes/Biker/AreaClear05.vcd" //Clear.
- scene "scenes/Biker/AreaClear06.vcd" //Nothin' in here.
- scene "scenes/Biker/AreaClear07.vcd" //blph... Looks empty.
- scene "scenes/Biker/AreaClear08.vcd" //Looks empty.
- scene "scenes/Biker/AreaClear09.vcd" //I don't see anything here
- scene "scenes/Biker/AreaClear10.vcd" //I got nothin' here.
- }
- Rule PlayerAreaClearBiker
- {
- criteria ConceptPlayerAreaClear IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerAreaClearBiker
- }
- Response PlayerHeardBoomerBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerHeardBoomerBiker
- {
- criteria ConceptPlayerHeardBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerHeardBoomerBiker
- }
- Response PlayerHeardHunterBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerHeardHunterBiker
- {
- criteria ConceptPlayerHeardHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerHeardHunterBiker
- }
- Response PlayerHeardSmokerBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerHeardSmokerBiker
- {
- criteria ConceptPlayerHeardSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerHeardSmokerBiker
- }
- Response PlayerHeardTankBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerHeardTankBiker
- {
- criteria ConceptPlayerHeardTank IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerHeardTankBiker
- }
- Response PlayerHeardWitchBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule PlayerHeardWitchBiker
- {
- criteria ConceptPlayerHeardWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerHeardWitchBiker
- }
- Response PlayerHurrahBiker
- {
- scene "scenes/Biker/Hurrah05.vcd" then Any HurrahAlso foo:0 0 //We just might make it out of here after all.
- scene "scenes/Biker/Hurrah06.vcd" //We're gonna be okay.
- scene "scenes/Biker/Hurrah07.vcd" then Any HurrahAlso foo:0 0 //I think we're gonna make it.
- scene "scenes/Biker/Hurrah08.vcd" then Any HurrahAlso foo:0 0 //They can't stop us.
- scene "scenes/Biker/Hurrah09.vcd" then Any HurrahAlso foo:0 0 //Nothing can stop us.
- scene "scenes/Biker/Hurrah10.vcd" then Any HurrahAlso foo:0 0 //We are unstoppable!
- scene "scenes/Biker/Hurrah11.vcd" then Any HurrahAlso foo:0 0 //YEAH!
- scene "scenes/Biker/Hurrah12.vcd" then Any HurrahAlso foo:0 0 //Everybody havin' as much fun as me?
- scene "scenes/Biker/Hurrah13.vcd" then Any HurrahAlso foo:0 0 //Everyone havin' fun?
- 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.
- scene "scenes/Biker/Hurrah15.vcd" then Any HurrahAlso foo:0 0 //We just might make it out of here after all.
- scene "scenes/Biker/Hurrah21.vcd" then Any HurrahAlso foo:0 0 //You guys are all right.
- scene "scenes/Biker/Hurrah22.vcd" //I think we gotta chance
- scene "scenes/Biker/Hurrah23.vcd" then Any HurrahAlso foo:0 0 //lookin good
- scene "scenes/Biker/Hurrah24.vcd" then Any HurrahAlso foo:0 0 //Hey, this is just gettin fun.
- }
- Rule PlayerHurrahBiker
- {
- criteria ConceptPlayerHurrah IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerHurrahBiker
- }
- Response PlayerWarnCarefulBiker
- {
- scene "scenes/Biker/WarnCareful01.vcd" //Careful...
- scene "scenes/Biker/WarnCareful02.vcd" //Be careful...
- scene "scenes/Biker/WarnCareful03.vcd" //Take it easy...
- scene "scenes/Biker/WarnCareful04.vcd" //Take er easy...
- scene "scenes/Biker/WarnCareful05.vcd" //Watch yourself, now...
- scene "scenes/Biker/WarnCareful06.vcd" //Careful now...
- scene "scenes/Biker/WarnCareful07.vcd" //Watch it...
- scene "scenes/Biker/WarnCareful08.vcd" //Carrrefullll...
- scene "scenes/Biker/WarnCareful09.vcd" //Careful, kids...
- }
- Rule PlayerWarnCarefulBiker
- {
- criteria ConceptPlayerWarnCareful IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerWarnCarefulBiker
- }
- Response SurvivorSpottedWorldFarBiker
- {
- scene "scenes/Biker/Look01.vcd" //Over there!
- scene "scenes/Biker/Look02.vcd" //Over there!
- scene "scenes/Biker/Look03.vcd" //Look!
- scene "scenes/Biker/Look04.vcd" //Look!
- scene "scenes/Biker/Look05.vcd" //Look!
- }
- Rule SurvivorSpottedWorldFarBiker
- {
- criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- Response SurvivorSpottedWorldFarBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Smalltown Intro
- //--------------------------------------------------------------------------------------------------------------
- Response IntroSmalltown3Biker
- {
- scene "scenes/Biker/WorldSmallTown0105.vcd" //Sounds good to me. Let's head to Riverside.
- }
- Rule IntroSmalltown3Biker
- {
- criteria ConceptIntroSmalltown3 IsBiker
- ApplyContext "talk:1:5"
- applycontexttoworld
- Response IntroSmalltown3Biker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Spawn - Join
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorSpawnBiker
- {
- scene "scenes/Biker/ScenarioJoin01.vcd" //I'm here!
- scene "scenes/Biker/ScenarioJoin02.vcd" //Hey, I'm here!
- scene "scenes/Biker/ScenarioJoin03.vcd" //Hey, I'm here!
- scene "scenes/Biker/ScenarioJoin04.vcd" //Hello!
- }
- Rule SurvivorSpawnBiker
- {
- criteria ConceptPlayerScenarioJoin IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorSpawnBiker
- }
- Response SurvivorSpawnLastMainstreetBiker
- {
- scene "scenes/Biker/blank.vcd" //
- }
- Rule SurvivorSpawnLastMainstreetBiker
- {
- criteria ConceptPlayerScenarioJoinLast IsBiker IsSmalltown04
- ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5"
- applycontexttoworld
- Response SurvivorSpawnLastMainstreetBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerBillPouncedBiker
- {
- scene "scenes/Biker/HunterBillPounced01.vcd" predelay ".5,1" //Hunter's got Bill!
- scene "scenes/Biker/HunterBillPounced02.vcd" predelay ".5,1" //Hunter's on Bill!
- }
- Rule PlayerBillPouncedBiker
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsNamVet IsNotSaidBillPounced IsBiker IsTalk IsTalkBiker
- ApplyContext "BillPounced:1:60"
- applycontexttoworld
- Response PlayerBillPouncedBiker
- }
- Response PlayerEatPillsBiker
- {
- scene "scenes/Biker/PainReliefSigh01.vcd" //Ahhh
- scene "scenes/Biker/PainReliefSigh05.vcd" //ohh
- }
- Rule PlayerEatPillsBiker
- {
- criteria ConceptEatPills IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerEatPillsBiker
- }
- Response PlayerGetInsideCheckPointBiker
- {
- scene "scenes/Biker/StayTogetherInside01.vcd" //Get your asses in here!
- scene "scenes/Biker/StayTogetherInside02.vcd" //Come on ladies, everyone inside!
- scene "scenes/Biker/StayTogetherInside03.vcd" //Get in here!
- scene "scenes/Biker/StayTogetherInside04.vcd" //Everyone inside!
- scene "scenes/Biker/StayTogetherInside05.vcd" //Quit pissin' around and get in here!
- }
- Rule PlayerGetInsideCheckPointBiker
- {
- criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker SomeoneOutsideSafeSpot
- Response PlayerGetInsideCheckPointBiker
- }
- Response PlayerGrenadeBiker
- {
- scene "scenes/Biker/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
- scene "scenes/Biker/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
- scene "scenes/Biker/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
- scene "scenes/Biker/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
- scene "scenes/Biker/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
- scene "scenes/Biker/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
- }
- Rule PlayerGrenadeBiker
- {
- criteria ConceptThrewGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerGrenadeBiker
- }
- Response PlayerGrenadeCarefulBiker
- {
- scene "scenes/Biker/WarnCareful02.vcd" //Be careful...
- scene "scenes/Biker/WarnCareful08.vcd" //Carrrefullll...
- }
- Rule PlayerGrenadeCarefulBiker
- {
- criteria ConceptGrenadeCareful IsNotCoughing IsBiker IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkBiker
- Response PlayerGrenadeCarefulBiker
- }
- Response PlayerIncapacitatedInitialBiker
- {
- scene "scenes/Biker/IncapacitatedInitial01.vcd" //I'm down!
- scene "scenes/Biker/IncapacitatedInitial02.vcd" //Damnit, I'm down.
- scene "scenes/Biker/IncapacitatedInitial03.vcd" //Shit, I need some help.
- }
- Rule PlayerIncapacitatedInitialBiker
- {
- criteria ConceptPlayerIncapacitated IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "TalkBiker:1:2"
- Response PlayerIncapacitatedInitialBiker
- }
- Response PlayerKillConfirmationBiker
- {
- scene "scenes/Biker/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 0 //Got it!
- scene "scenes/Biker/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 0 //Nailed it!
- scene "scenes/Biker/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 0 //Down!
- scene "scenes/Biker/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 0 //That's mine.
- scene "scenes/Biker/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 0 //Dead!
- scene "scenes/Biker/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 0 //Popped it!
- scene "scenes/Biker/KillConfirmation07.vcd" odds 5 then Any PlayerNiceShot foo:0 0 //Popped a cap in his ass!
- }
- Rule PlayerKillConfirmationBiker
- {
- criteria ConceptKilledZombie IsNotCoughing IsBiker IsTalk IsTalkBiker IsSubjectFar300 ChanceToFire40Percent
- Response PlayerKillConfirmationBiker
- }
- Response PlayerLockTheDoorCheckPointBiker
- {
- scene "scenes/Biker/CloseTheDoor04.vcd" //You born in a barn? Lock the goddamn door.
- scene "scenes/Biker/CloseTheDoor05.vcd" //Lock the door.
- scene "scenes/Biker/CloseTheDoor06.vcd" //Lock the freakin' door.
- scene "scenes/Biker/CloseTheDoor07.vcd" odds 1 //Personally, I'm happy to keep fighting. But YOU ladies might want to lock the door.
- scene "scenes/Biker/CloseTheDoor08.vcd" //Someone gonna lock that door?
- scene "scenes/Biker/CloseTheDoor10.vcd" //Lock the goddman door.
- scene "scenes/Biker/CloseTheDoor11.vcd" //Would you lock that sucker?
- scene "scenes/Biker/CloseTheDoor12.vcd" //Keep 'em out! Lock that door!
- }
- Rule PlayerLockTheDoorCheckPointBiker
- {
- criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker
- Response PlayerLockTheDoorCheckPointBiker
- }
- Response PlayerLouisPouncedBiker
- {
- scene "scenes/Biker/HunterLouisPounced01.vcd" predelay ".5,1" //Hunter's got Louis!
- scene "scenes/Biker/HunterLouisPounced02.vcd" predelay ".5,1" //Hunter on Louis!
- }
- Rule PlayerLouisPouncedBiker
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsManager IsNotSaidLouisPounced IsBiker IsTalk IsTalkBiker
- ApplyContext "LouisPounced:1:60"
- applycontexttoworld
- Response PlayerLouisPouncedBiker
- }
- Response PlayerRemarkairport01_burningBiker
- {
- scene "scenes/Biker/WorldAirport0105.vcd" //The whole damn city's on fire.
- scene "scenes/Biker/WorldAirport0115.vcd" //Holy shit, the whole damn city's on fire.
- }
- Rule PlayerRemarkairport01_burningBiker
- {
- criteria ConceptRemark IsBiker Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkBiker
- ApplyContext "Saidairport01_burning:1:0"
- Response PlayerRemarkairport01_burningBiker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkairport01_burningBiker : ChanceToFire40Percent
- Rule AUTOBLANK_PlayerRemarkairport01_burningBiker
- {
- criteria ConceptRemark IsBiker Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkBiker
- ApplyContext "Saidairport01_burning:1:0"
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerRemarkfarm01_campingBiker
- {
- scene "scenes/Biker/WorldFarmHouse0101.vcd" //Yer tellin' me people camp for fun?
- }
- Rule PlayerRemarkfarm01_campingBiker
- {
- criteria ConceptRemark IsBiker Isfarm01_camping IsNotSaidfarm01_camping IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkBiker
- ApplyContext "Saidfarm01_camping:1:0"
- Response PlayerRemarkfarm01_campingBiker
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkfarm01_campingBiker : ChanceToFire40Percent
- Rule AUTOBLANK_PlayerRemarkfarm01_campingBiker
- {
- criteria ConceptRemark IsBiker Isfarm01_camping IsNotSaidfarm01_camping IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkBiker
- ApplyContext "Saidfarm01_camping:1:0"
- Response _PlayerInfoRemarkableBlankBiker
- }
- Response PlayerStayTogetherInsideBiker
- {
- scene "scenes/Biker/StayTogetherInside01.vcd" //Get your asses in here!
- scene "scenes/Biker/StayTogetherInside02.vcd" //Come on ladies, everyone inside!
- scene "scenes/Biker/StayTogetherInside03.vcd" //Get in here!
- scene "scenes/Biker/StayTogetherInside04.vcd" //Everyone inside!
- scene "scenes/Biker/StayTogetherInside05.vcd" //Quit pissin' around and get in here!
- }
- Rule PlayerStayTogetherInsideBiker
- {
- criteria ConceptPlayerStayTogether IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker SomeoneOutsideSafeSpot
- Response PlayerStayTogetherInsideBiker
- }
- Response PlayerSuggestHealthBillBiker
- {
- scene "scenes/Biker/PlayerSuggestHealthBill01.vcd" //Old man - use your health kit.
- scene "scenes/Biker/PlayerSuggestHealthBill02.vcd" //Bill, man, heal up
- }
- Rule PlayerSuggestHealthBillBiker
- {
- criteria ConceptPlayerSuggestHealthNamVet IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthBillBiker
- }
- Response PlayerSuggestHealthLouisBiker
- {
- scene "scenes/Biker/PlayerSuggestHealth04.vcd" //You should heal up.
- scene "scenes/Biker/PlayerSuggestHealthBill03.vcd" //Bro, heal up.
- scene "scenes/Biker/PlayerSuggestHealthLouis01.vcd" //Hey Louie, use your first aid kit.
- scene "scenes/Biker/PlayerSuggestHealthLouis02.vcd" //Louis, you gotta heal up, man.
- scene "scenes/Biker/PlayerSuggestHealthLouis03.vcd" //Louis, heal fer chrissake.
- }
- Rule PlayerSuggestHealthLouisBiker
- {
- criteria ConceptPlayerSuggestHealthManager IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthLouisBiker
- }
- Response PlayerSuggestHealthZoeyBiker
- {
- scene "scenes/Biker/PlayerSuggestHealth05.vcd" //Someone should use their health pack...
- scene "scenes/Biker/PlayerSuggestHealthZoey01.vcd" //Zoey, heal up.
- scene "scenes/Biker/PlayerSuggestHealthZoey02.vcd" //Zoey darlin', heal up.
- scene "scenes/Biker/PlayerSuggestHealthZoey03.vcd" //Zoey, patch yerself up.
- scene "scenes/Biker/PlayerSuggestHealthZoey04.vcd" //Hey Zoey, you oughtta heal.
- }
- Rule PlayerSuggestHealthZoeyBiker
- {
- criteria ConceptPlayerSuggestHealthTeenGirl IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker NotInCombat
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthZoeyBiker
- }
- Response PlayerSuggestMeHealthBikerBiker
- {
- scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthBiker foo:0 0 //
- }
- Rule PlayerSuggestMeHealthBikerBiker
- {
- criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsBiker IsNotBeingHealed IsTalk IsTalkBiker
- Response PlayerSuggestMeHealthBikerBiker
- }
- Response PlayerSuggestMeHealthManagerBiker
- {
- scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthManager foo:0 0 //
- }
- Rule PlayerSuggestMeHealthManagerBiker
- {
- criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsManager IsNotBeingHealed IsTalk IsTalkBiker
- Response PlayerSuggestMeHealthManagerBiker
- }
- Response PlayerSuggestMeHealthNamVetBiker
- {
- scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthNamVet foo:0 0 //
- }
- Rule PlayerSuggestMeHealthNamVetBiker
- {
- criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsNamVet IsNotBeingHealed IsTalk IsTalkBiker
- Response PlayerSuggestMeHealthNamVetBiker
- }
- Response PlayerSuggestMeHealthTeenGirlBiker
- {
- scene "scenes/Biker/blank.vcd" then Any PlayerSuggestHealthTeenGirl foo:0 0 //
- }
- Rule PlayerSuggestMeHealthTeenGirlBiker
- {
- criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsTeenGirl IsNotBeingHealed IsTalk IsTalkBiker
- Response PlayerSuggestMeHealthTeenGirlBiker
- }
- Response PlayerTransitionBiker
- {
- scene "scenes/Biker/Hurrah24.vcd" //Hey, this is just gettin fun.
- scene "scenes/Biker/NiceJob04.vcd" //Shit, that was all right
- scene "scenes/Biker/NiceJob11.vcd" //Well, shit, that was all right
- scene "scenes/Biker/ReactionPositive03.vcd" //Rock-n-roll!
- scene "scenes/Biker/ReactionPositive06.vcd" //Hell yeah!
- scene "scenes/Biker/ReactionPositive08.vcd" //Yeah!
- scene "scenes/Biker/ReactionPositive09.vcd" //Yeah!
- scene "scenes/Biker/ReactionPositive10.vcd" //Hell yeah!
- scene "scenes/Biker/ReactionPositive11.vcd" //All right!
- scene "scenes/Biker/Taunt02.vcd" //HELL YEAH!
- }
- Rule PlayerTransitionBiker
- {
- criteria ConceptPlayerTransition IsNotCoughing IsBiker IsNotSaidPlayerTransition IsTalk IsTalkBiker
- ApplyContext "SaidPlayerTransition:1:90"
- applycontexttoworld
- Response PlayerTransitionBiker
- }
- Response PlayerTransitionCloseBiker
- {
- scene "scenes/Biker/PlayerTransitionClose01.vcd" //Any zombie fight you can crawl away from means you won it.
- scene "scenes/Biker/PlayerTransitionClose02.vcd" //Heh heh, well all right!
- scene "scenes/Biker/PlayerTransitionClose03.vcd" //That was close!
- scene "scenes/Biker/PlayerTransitionClose04.vcd" //Thought we were goners (lauging)
- scene "scenes/Biker/PlayerTransitionClose05.vcd" //This shit ain't easy.
- scene "scenes/Biker/PlayerTransitionClose06.vcd" //Killin' vampires looked easier in the brochure, dinnit?
- }
- Rule PlayerTransitionCloseBiker
- {
- criteria ConceptPlayerTransition IsNotCoughing IsBiker IsNotSaidPlayerTransition IsTalk IsTalkBiker IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive
- ApplyContext "SaidPlayerTransition:1:90"
- applycontexttoworld
- Response PlayerTransitionCloseBiker
- }
- Response PlayerWarnHeardBoomerBiker
- {
- scene "scenes/Biker/HeardBoomer01.vcd" //I hear a Boomer out there.
- scene "scenes/Biker/HeardBoomer02.vcd" //Careful, I hear a Boomer.
- scene "scenes/Biker/HeardBoomer03.vcd" //There's a Boomer around here.
- scene "scenes/Biker/HeardBoomer04.vcd" //Watch it, we got a Boomer.
- scene "scenes/Biker/HeardBoomer05.vcd" //Hear that Boomer? I'm gonna kill its ass.
- scene "scenes/Biker/HeardBoomer06.vcd" //I hear a Boomer.
- }
- Rule PlayerWarnHeardBoomerBiker
- {
- criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsBiker IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
- ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardBoomerBiker
- }
- Response PlayerWarnHeardHunterBiker
- {
- scene "scenes/Biker/HeardHunter01.vcd" //There's a hunter out there.
- scene "scenes/Biker/HeardHunter02.vcd" //Careful, there's a Hunter around here.
- scene "scenes/Biker/HeardHunter03.vcd" //I hear a Hunter.
- scene "scenes/Biker/HeardHunter04.vcd" //Careful, there's a Hunter around here.
- scene "scenes/Biker/HeardHunter05.vcd" //Sounds like a freakin' Hunter.
- scene "scenes/Biker/HeardHunter06.vcd" //Hunter out there.
- scene "scenes/Biker/HeardHunter07.vcd" //There's a Hunter someplace around here.
- scene "scenes/Biker/HeardHunter08.vcd" //I hear a Hunter. COME ON OUT, WUSSY!
- scene "scenes/Biker/HeardHunter09.vcd" //YEAH, YOU BETTER HIDE! Sweathshirt wearin' little wuss.
- }
- Rule PlayerWarnHeardHunterBiker
- {
- criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsBiker IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
- ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardHunterBiker
- }
- Response PlayerWarnHeardSmokerBiker
- {
- scene "scenes/Biker/HeardSmoker01.vcd" //Man, there's a Smoker around here.
- scene "scenes/Biker/HeardSmoker02.vcd" //Smell that Smoker?
- scene "scenes/Biker/HeardSmoker03.vcd" //Smoker. Hear it?
- scene "scenes/Biker/HeardSmoker04.vcd" //I hear a smoker.
- scene "scenes/Biker/HeardSmoker05.vcd" //Sounds like a Smoker.
- scene "scenes/Biker/HeardSmoker06.vcd" //Smoker. He's gonna have to use that tongue to choke my foot out of his ass.
- scene "scenes/Biker/HeardSmoker07.vcd" //Sounds like a Smoker.
- }
- Rule PlayerWarnHeardSmokerBiker
- {
- criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsBiker IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
- ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardSmokerBiker
- }
- Response PlayerWarnHeardWitchBiker
- {
- scene "scenes/Biker/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 0 //I hear a Witch.
- scene "scenes/Biker/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 0 //Witch, and she's close!
- scene "scenes/Biker/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 0 //There's a Witch around here.
- scene "scenes/Biker/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 0 //Witch, and she's close!
- scene "scenes/Biker/HeardWitch05.vcd" then Self PlayerKillThatLight foo:0 0 //Hear that Witch? I'm gonna give her something to cry about.
- scene "scenes/Biker/HeardWitch06.vcd" then Self PlayerKillThatLight foo:0 0 //Shhh, I hear a Witch.
- scene "scenes/Biker/HeardWitch07.vcd" then Self PlayerKillThatLight foo:0 0 //There's a Witch around here.
- scene "scenes/Biker/HeardWitch08.vcd" then Self PlayerKillThatLight foo:0 0 //I hear a Witch.
- }
- Rule PlayerWarnHeardWitchBiker
- {
- criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsBiker IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
- ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardWitchBiker
- }
- Response PlayerWarnMegaMobBiker
- {
- scene "scenes/Biker/Incoming02.vcd" predelay "2.5,3.5" //Holy shit, here they come!
- scene "scenes/Biker/Incoming04.vcd" predelay "2.5,3.5" //Incoming!
- scene "scenes/Biker/Incoming05.vcd" predelay "2.5,3.5" //Get ready ladies!
- scene "scenes/Biker/Incoming06.vcd" predelay "2.5,3.5" //INCOMING!
- scene "scenes/Biker/Incoming07.vcd" predelay "2.5,3.5" //This is gonna be good.
- scene "scenes/Biker/Incoming08.vcd" predelay "2.5,3.5" //Shit, Get ready!
- scene "scenes/Biker/MiniFinaleGetReady01.vcd" predelay "2.5,3.5" //Get ready!
- scene "scenes/Biker/MiniFinaleGetReady02.vcd" predelay "2.5,3.5" //Bring it on!
- scene "scenes/Biker/MiniFinaleGetReady03.vcd" predelay "2.5,3.5" //Here they come!
- scene "scenes/Biker/MiniFinaleGetReady04.vcd" predelay "2.5,3.5" //They're coming!
- scene "scenes/Biker/ReactionNegative04.vcd" predelay "2.5,3.5" //Holy jesus.
- scene "scenes/Biker/ReactionNegative05.vcd" predelay "2.5,3.5" //Shit
- scene "scenes/Biker/ReactionNegative06.vcd" predelay "2.5,3.5" //Ah shit.
- scene "scenes/Biker/ReactionNegative09.vcd" predelay "2.5,3.5" //Ahhhhh.
- scene "scenes/Biker/ReactionNegative10.vcd" predelay "2.5,3.5" //Effin hell.
- scene "scenes/Biker/ViolenceAwe03.vcd" predelay "2.5,3.5" //Holy crap.
- scene "scenes/Biker/ViolenceAwe05.vcd" predelay "2.5,3.5" //Holy shit...
- scene "scenes/Biker/ViolenceAwe07.vcd" predelay "2.5,3.5" //<laugh>Whoa-ho-ho, YEAH!
- }
- Rule PlayerWarnMegaMobBiker
- {
- criteria ConceptPlayerWarnMegaMob IsNotCoughing IsBiker IsNotWarnMegaMob IsTalk IsTalkBiker IsNotSpeaking
- ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnMegaMobBiker
- }
- Response PlayerWarnWitchAngryBiker
- {
- scene "scenes/Biker/WitchGettingAngry01.vcd" //You got a death wish? Leave that witch alone!
- scene "scenes/Biker/WitchGettingAngry02.vcd" //Stop spookin' the effin witch!
- scene "scenes/Biker/WitchGettingAngry03.vcd" //Oh shit, the witch's gettin' riled up!
- scene "scenes/Biker/WitchGettingAngry04.vcd" //Watch it, that witch is gettin' pissed!
- }
- Rule PlayerWarnWitchAngryBiker
- {
- criteria ConceptWitchGettingAngry IsNotCoughing IsBiker IsNotWarnAngryWitch IsTalk IsTalkBiker
- ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnWitchAngryBiker
- }
- Response PlayerZoeyPouncedBiker
- {
- scene "scenes/Biker/HunterZoeyPounced01.vcd" predelay ".5,1" //Hunter's got Zoey!
- scene "scenes/Biker/HunterZoeyPounced02.vcd" predelay ".5,1" //Hunter on Zoey!
- scene "scenes/Biker/HunterZoeyPounced03.vcd" predelay ".5,1" //Hey, hunter's got Zoey!
- }
- Rule PlayerZoeyPouncedBiker
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsTeenGirl IsNotSaidZoeyPounced IsBiker IsTalk IsTalkBiker
- ApplyContext "ZoeyPounced:1:60"
- applycontexttoworld
- Response PlayerZoeyPouncedBiker
- }
- Response SurvivorCaughtVomitBiker
- {
- scene "scenes/Biker/Generic03.vcd" odds 5 //He puked on me!
- scene "scenes/Biker/ReactionBoomerVomit01.vcd" //
- scene "scenes/Biker/ReactionBoomerVomit02.vcd" //
- scene "scenes/Biker/ReactionBoomerVomit03.vcd" //
- scene "scenes/Biker/ReactionBoomerVomit04.vcd" //
- scene "scenes/Biker/ReactionBoomerVomit05.vcd" //
- }
- Rule SurvivorCaughtVomitBiker
- {
- criteria ConceptPlayerVomitInFace IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorCaughtVomitBiker
- }
- Response SurvivorCoughingBiker
- {
- scene "scenes/Biker/Cough01.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough02.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough03.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough04.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough05.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough06.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough07.vcd" //[Coughing from smoke]
- }
- Rule SurvivorCoughingBiker
- {
- criteria ConceptSurvivorCoughing IsCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorCoughingBiker
- }
- Response SurvivorCoughingDeathBiker
- {
- scene "scenes/Biker/Cough01.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough02.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough03.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough04.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough05.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough06.vcd" //[Coughing from smoke]
- scene "scenes/Biker/Cough07.vcd" //[Coughing from smoke]
- }
- Rule SurvivorCoughingDeathBiker
- {
- criteria ConceptPlayerDeath IsCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorCoughingDeathBiker
- }
- Response SurvivorDeathBiker
- {
- scene "scenes/Biker/DeathScream01.vcd" //[Death rattle]
- scene "scenes/Biker/DeathScream02.vcd" //[Death rattle]
- scene "scenes/Biker/DeathScream03.vcd" //[Death rattle]
- scene "scenes/Biker/DeathScream04.vcd" //[Death rattle]
- scene "scenes/Biker/DeathScream05.vcd" //[Death rattle] Mama...
- scene "scenes/Biker/DeathScream06.vcd" //[Short quick death scream]
- scene "scenes/Biker/DeathScream07.vcd" //[Short quick death scream]
- scene "scenes/Biker/DeathScream08.vcd" //[Loud painful death scream]
- scene "scenes/Biker/DeathScream09.vcd" //[Loud painful death scream]
- scene "scenes/Biker/DeathScream10.vcd" //[Short quick death scream]
- }
- Rule SurvivorDeathBiker
- {
- criteria ConceptPlayerDeath IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorDeathBiker
- }
- Response SurvivorGrabbedByTongueBiker
- {
- scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Biker/GrabbedBySmoker01a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Biker/GrabbedBySmoker02a.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Biker/GrabbedBySmoker02b.vcd" //no, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Biker/GrabbedBySmoker03.vcd" //no, No, NO, NO!!!
- }
- Rule SurvivorGrabbedByTongueBiker
- {
- criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorGrabbedByTongueBiker
- }
- Response SurvivorNearFinaleBiker
- {
- scene "scenes/Biker/FinaleAhead01.vcd" //We're almost there!
- scene "scenes/Biker/FinaleAhead02.vcd" //We're almost out of here!
- scene "scenes/Biker/FinaleAhead03.vcd" //Now there's a sight for sore eyes. Looks like we're gonna make it, kids.
- scene "scenes/Biker/FinaleAhead04.vcd" //Hey, we're almost outta this shithole. I told you I'd get you here.
- }
- Rule SurvivorNearFinaleBiker
- {
- criteria ConceptPlayerNearFinale IsNotCoughing IsBiker IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkBiker IsNotIncapacitated
- ApplyContext "SaidFinaleAhead:1:30"
- applycontexttoworld
- Response SurvivorNearFinaleBiker
- }
- Response SurvivorTankPoundBiker
- {
- scene "scenes/Biker/TankPound01.vcd" //Get this thing off me!
- scene "scenes/Biker/TankPound02.vcd" //This thing's poundin the hell outta me!
- scene "scenes/Biker/TankPound03.vcd" //This thing's killing me!
- scene "scenes/Biker/TankPound04.vcd" //I gotta Tank on me!
- }
- Rule SurvivorTankPoundBiker
- {
- criteria ConceptPlayerGroundPoundedByTank IsBiker IsTalk IsTalkBiker
- Response SurvivorTankPoundBiker
- }
- Response SurvivorVocalizeBackUpBiker
- {
- scene "scenes/Biker/BackUp01.vcd" //BackBackBack!
- scene "scenes/Biker/BackUp02.vcd" //Back up!
- scene "scenes/Biker/BackUp03.vcd" //Back up!
- scene "scenes/Biker/BackUp04.vcd" //Get the hell back!
- scene "scenes/Biker/BackUp05.vcd" //Back it up!
- }
- Rule SurvivorVocalizeBackUpBiker
- {
- criteria ConceptPlayerBackUp IsBiker IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkBiker
- Response SurvivorVocalizeBackUpBiker
- }
- Response SurvivorVocalizeEmphaticGoBiker
- {
- scene "scenes/Biker/EmphaticGo01.vcd" //GET MOVING!
- scene "scenes/Biker/EmphaticGo02.vcd" //MOVE!
- scene "scenes/Biker/EmphaticGo03.vcd" //Go go go!
- scene "scenes/Biker/EmphaticGo04.vcd" //GO!
- scene "scenes/Biker/EmphaticGo05.vcd" //Get your rear in gear!
- scene "scenes/Biker/EmphaticGo06.vcd" //Get your rear in gear!
- }
- Rule SurvivorVocalizeEmphaticGoBiker
- {
- criteria ConceptPlayerEmphaticGo IsBiker IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkBiker
- Response SurvivorVocalizeEmphaticGoBiker
- }
- Response SurvivorVocalizeFollowMeBiker
- {
- scene "scenes/Biker/FollowMe01.vcd" //Come on, this way.
- scene "scenes/Biker/FollowMe02.vcd" //Follow me!
- scene "scenes/Biker/FollowMe03.vcd" //Follow me.
- scene "scenes/Biker/FollowMe04.vcd" //This way.
- scene "scenes/Biker/FollowMe05.vcd" //This way.
- scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me.
- scene "scenes/Biker/FollowMe07.vcd" //I got the lead.
- scene "scenes/Biker/FollowMe09.vcd" //This way, kids.
- }
- Rule SurvivorVocalizeFollowMeBiker
- {
- criteria ConceptPlayerFollowMe IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorVocalizeFollowMeBiker
- }
- Response SurvivorVocalizeGoingToDieBiker
- {
- scene "scenes/Biker/GoingToDie01.vcd" //I don't feel so good.
- scene "scenes/Biker/GoingToDie03.vcd" //Man, I feel like you guys look.
- scene "scenes/Biker/GoingToDie04.vcd" //I've, I've felt better.
- scene "scenes/Biker/GoingToDie05.vcd" //This is turning into one of those days
- scene "scenes/Biker/GoingToDie06.vcd" //I have definitely felt better.
- scene "scenes/Biker/GoingToDie08.vcd" //Even my ass hurts.
- scene "scenes/Biker/GoingToDie09.vcd" //This is startin' to get to me.
- scene "scenes/Biker/GoingToDie11.vcd" //I don't wanna sound like a sissy, but I'm hurt bad.
- scene "scenes/Biker/GoingToDie12.vcd" //I think I'm pretty screwed up.
- scene "scenes/Biker/GoingToDie13.vcd" //I'm hurtin'.
- scene "scenes/Biker/GoingToDie14.vcd" //Damnit, I am messed up.
- scene "scenes/Biker/GoingToDie15.vcd" //Shit, this just hurts.
- scene "scenes/Biker/GoingToDie16.vcd" //Oooh mama, this hurts.
- scene "scenes/Biker/GoingToDie17.vcd" //I feel terrible.
- scene "scenes/Biker/GoingToDie18.vcd" //God, I feel awful.
- scene "scenes/Biker/GoingToDie19.vcd" //I think I'm gonna puke.
- scene "scenes/Biker/GoingToDie20.vcd" odds 2 //I'm feelin' pretty shitty and a little woozy, the woozy is kinda fun
- scene "scenes/Biker/GoingToDie22.vcd" //Shit, I just hurt.
- scene "scenes/Biker/GoingToDie23.vcd" //I feel like shit.
- scene "scenes/Biker/GoingToDie24.vcd" //I ain't doing so good.
- scene "scenes/Biker/GoingToDie25.vcd" //I feel pretty crappy.
- scene "scenes/Biker/GoingToDie26.vcd" odds 2 //I feel like guys look after I've punched them in the face
- scene "scenes/Biker/GoingToDieLight01.vcd" //[loud exhale] Shit... [blows air through pursed lips]
- scene "scenes/Biker/GoingToDieLight04.vcd" //Ah christ this hurts like hell.
- scene "scenes/Biker/GoingToDieLight07.vcd" //Goddammit, this hurts.
- scene "scenes/Biker/GoingToDieLight13.vcd" //Ah man, somethin' don't feel right
- scene "scenes/Biker/GoingToDieLight14.vcd" //This [cough] hurts.
- scene "scenes/Biker/GoingToDieLight15.vcd" //I'm pretty hosed.
- scene "scenes/Biker/GoingToDieLight16.vcd" odds 1 //Killed by vampires. What a goddamn disgrace.
- }
- Rule SurvivorVocalizeGoingToDieBiker
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotComplainBlock
- ApplyContext "IsComplain:1:25"
- Response SurvivorVocalizeGoingToDieBiker
- }
- Response SurvivorVocalizeGoingToDie3Biker
- {
- scene "scenes/Biker/GoingToDie02.vcd" //I don't, I don't know if I am going to make it.
- scene "scenes/Biker/GoingToDie07.vcd" //I need to get patched up.
- scene "scenes/Biker/GoingToDie10.vcd" //I ain't gonna make it much further.
- scene "scenes/Biker/GoingToDie21.vcd" //Sheeet, I ain't gonna make it.
- scene "scenes/Biker/GoingToDieLight11.vcd" odds 2 then Manager VampiresBeata foo:0 0 //I ain't gonna let these goddamn vampires beat me.
- }
- Rule SurvivorVocalizeGoingToDie3Biker
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsOnThirdStrike IsTalk IsTalkBiker IsNotComplainBlock
- ApplyContext "IsComplain:1:25"
- Response SurvivorVocalizeGoingToDie3Biker
- }
- Response SurvivorVocalizeGoingToDieAloneBiker
- {
- scene "scenes/Biker/NervousHumming01.vcd" //[Not-So-Nervous Humming]
- scene "scenes/Biker/NervousHumming02.vcd" //[Not-So-Nervous Humming]
- scene "scenes/Biker/NervousHumming03.vcd" //[Not-So-Nervous Humming]
- scene "scenes/Biker/NervousHumming04.vcd" //[Not-So-Nervous Humming]
- scene "scenes/Biker/NervousHumming05.vcd" //[Not-So-Nervous Humming]
- scene "scenes/Biker/NervousHumming06.vcd" //[Not-So-Nervous Humming]
- scene "scenes/Biker/NervousHumming07.vcd" //[Not-So-Nervous Humming with lame zombie lyrics]
- }
- Rule SurvivorVocalizeGoingToDieAloneBiker
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkBiker
- ApplyContext "SaidNervous:1:0"
- Response SurvivorVocalizeGoingToDieAloneBiker
- }
- Response SurvivorVocalizeLookOutBiker
- {
- scene "scenes/Biker/LookOut01.vcd" //Look out!
- scene "scenes/Biker/LookOut02.vcd" //Look out!
- scene "scenes/Biker/LookOut03.vcd" //Watch out!
- scene "scenes/Biker/LookOut04.vcd" //Watch out!
- scene "scenes/Biker/LookOut05.vcd" //Watch your ass!
- scene "scenes/Biker/LookOut06.vcd" //Heads up!
- }
- Rule SurvivorVocalizeLookOutBiker
- {
- criteria ConceptPlayerLookOut IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorVocalizeLookOutBiker
- }
- Response SurvivorVocalizeThisWayBiker
- {
- scene "scenes/Biker/FollowMe01.vcd" //Come on, this way.
- scene "scenes/Biker/FollowMe02.vcd" //Follow me!
- scene "scenes/Biker/FollowMe03.vcd" //Follow me.
- scene "scenes/Biker/FollowMe04.vcd" //This way.
- scene "scenes/Biker/FollowMe05.vcd" //This way.
- scene "scenes/Biker/FollowMe06.vcd" //I got the lead - follow me.
- scene "scenes/Biker/FollowMe07.vcd" //I got the lead.
- scene "scenes/Biker/FollowMe09.vcd" //This way, kids.
- }
- Rule SurvivorVocalizeThisWayBiker
- {
- criteria ConceptPlayerThisWay IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorVocalizeThisWayBiker
- }
- Response SurvivorVocalizeWaitHereBiker
- {
- scene "scenes/Biker/WaitHere01.vcd" //Everyone stop!
- scene "scenes/Biker/WaitHere02.vcd" //Stop for a second!
- scene "scenes/Biker/WaitHere04.vcd" //Hold up a minute!
- scene "scenes/Biker/WaitHere05.vcd" //Hold up!
- scene "scenes/Biker/WaitHere06.vcd" //Everyone stop!
- scene "scenes/Biker/WaitHere07.vcd" //Hold up - I'm tired of runnin from these pussies.
- scene "scenes/Biker/WaitHere08.vcd" //Park your ass for a sec.
- }
- Rule SurvivorVocalizeWaitHereBiker
- {
- criteria ConceptPlayerWaitHere IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response SurvivorVocalizeWaitHereBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer - Danger
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerLedgeHangEndBiker
- {
- scene "scenes/Biker/LedgeHangEnd01.vcd" //I'M SLIPPING! PULL ME UP!
- scene "scenes/Biker/LedgeHangEnd02.vcd" //GET OVER HERE OR I'M GONNA FALL!
- scene "scenes/Biker/LedgeHangEnd03.vcd" //I CAN'T HOLD ON - I'M GONNA FALL!
- scene "scenes/Biker/LedgeHangEnd04.vcd" //SHIT...I'M GONNA FALL!
- scene "scenes/Biker/LedgeHangEnd05.vcd" //I'M GONNA FALL!
- scene "scenes/Biker/LedgeHangEnd06.vcd" //I CAN'T HOLD ON!
- }
- Rule PlayerLedgeHangEndBiker
- {
- criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerLedgeHangEndBiker
- }
- Response PlayerLedgeHangMiddleBiker
- {
- scene "scenes/Biker/LedgeHangMiddle01.vcd" //Okay, joke's over, get your ass over here and pull me up!
- scene "scenes/Biker/LedgeHangMiddle02.vcd" //Someone pull me up already!
- scene "scenes/Biker/LedgeHangMiddle03.vcd" //I ain't gonna last hanging here much longer.
- scene "scenes/Biker/LedgeHangMiddle04.vcd" //I'm not screwing around, I really need some help over here!
- scene "scenes/Biker/LedgeHangMiddle05.vcd" //For chrissake, pull me up already.
- }
- Rule PlayerLedgeHangMiddleBiker
- {
- criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerLedgeHangMiddleBiker
- }
- Response PlayerLedgeHangStartBiker
- {
- scene "scenes/Biker/LedgeHangStart01.vcd" //Hey, I could use a hand.
- scene "scenes/Biker/LedgeHangStart02.vcd" //Get your ass over here and help me up.
- scene "scenes/Biker/LedgeHangStart03.vcd" //Someone want to help me out here?
- scene "scenes/Biker/LedgeHangStart04.vcd" //Hello. I could use a hand.
- scene "scenes/Biker/LedgeHangStart05.vcd" //Someone wannna give me a hand?
- scene "scenes/Biker/LedgeHangStart06.vcd" //I'm hanging here.
- scene "scenes/Biker/LedgeHangStart07.vcd" //I ain't hangin' here for fun, get over here and help me.
- scene "scenes/Biker/LedgeHangStart08.vcd" //Hey, I really need a hand.
- scene "scenes/Biker/LedgeHangStart09.vcd" //Could use a hand here.
- }
- Rule PlayerLedgeHangStartBiker
- {
- criteria ConceptPlayerLedgeHangStart IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerLedgeHangStartBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer - Death
- //--------------------------------------------------------------------------------------------------------------
- Response DoubleDeath2Biker
- {
- scene "scenes/Biker/DoubleDeathResponse02.vcd" predelay ".5,1.25" //Just two of us left. Shit.
- }
- Rule DoubleDeath2Biker
- {
- criteria ConceptDeath2Left IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent
- ApplyContext "SaidSomeoneDiedDouble2:1:10"
- applycontexttoworld
- Response DoubleDeath2Biker
- }
- Response SurvivorDiedBillBiker
- {
- scene "scenes/Biker/NameBill01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
- scene "scenes/Biker/NameBill02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Billllll! (loud)
- }
- Rule SurvivorDiedBillBiker
- {
- criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkBiker
- ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
- applycontexttoworld
- Response SurvivorDiedBillBiker
- }
- Response SurvivorDiedLouisBiker
- {
- scene "scenes/Biker/NameLouis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud)
- scene "scenes/Biker/NameLouis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louissss! (loud)
- }
- Rule SurvivorDiedLouisBiker
- {
- criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkBiker
- ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
- applycontexttoworld
- Response SurvivorDiedLouisBiker
- }
- Response SurvivorDiedZoeyBiker
- {
- scene "scenes/Biker/NameZoey01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoey! (loud)
- scene "scenes/Biker/NameZoey02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoeyyyyy! (loud)
- }
- Rule SurvivorDiedZoeyBiker
- {
- criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkBiker
- ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
- applycontexttoworld
- Response SurvivorDiedZoeyBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer - Pickups
- //--------------------------------------------------------------------------------------------------------------
- Response PickupAutoShotgunGroovyLouisBiker
- {
- scene "scenes/Biker/Generic63.vcd" then Manager TakeShotgunGroovyLouis foo:0 0 //Groovy.
- }
- Rule PickupAutoShotgunGroovyLouisBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun ChanceToFire90Percent IsTalk IsTalkBiker IsManagerNear400 NotInCombat ChanceToFire10Percent
- ApplyContext "BikerPickedUpItem:1:30"
- Response PickupAutoShotgunGroovyLouisBiker
- }
- Response PickupAutoShotgunGroovyZoeyBiker
- {
- scene "scenes/Biker/Generic63.vcd" then TeenGirl TakeShotgunGroovyZoey foo:0 0 //Groovy.
- }
- Rule PickupAutoShotgunGroovyZoeyBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun ChanceToFire90Percent IsTalk IsTalkBiker IsTeenGirlNear400 NotInCombat ChanceToFire10Percent
- ApplyContext "BikerPickedUpItem:1:30"
- Response PickupAutoShotgunGroovyZoeyBiker
- }
- Response SurvivorPickupAutoShotgunBiker
- {
- scene "scenes/Biker/TakeAutoShotgun01.vcd" //Got an auto shotgun.
- scene "scenes/Biker/TakeAutoShotgun02.vcd" //Come to daddy my sweet shotgun.
- scene "scenes/Biker/TakeAutoShotgun03.vcd" //Now this is a shotgun I can love.
- scene "scenes/Biker/TakeAutoShotgun04.vcd" //Those bastards think they're sick now, wait'll they get a taste of this.
- scene "scenes/Biker/TakeAutoShotgun05.vcd" //Got an auto shotgun.
- scene "scenes/Biker/TakeAutoShotgun06.vcd" //Come to daddy my sweet shotgun.
- scene "scenes/Biker/TakeAutoShotgun07.vcd" //Now this is a shotgun I can love.
- scene "scenes/Biker/TakeAutoShotgun08.vcd" //Huh, this shotgun is more my style.
- }
- Rule SurvivorPickupAutoShotgunBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupAutoShotgunBiker
- }
- Response SurvivorPickupFirstAidKitBiker
- {
- scene "scenes/Biker/TakeFirstAid01.vcd" //Ho oh, some first aid.
- scene "scenes/Biker/TakeFirstAid02.vcd" //Grabbing First Aid.
- scene "scenes/Biker/TakeFirstAid03.vcd" //Grabbing First Aid.
- scene "scenes/Biker/TakeFirstAid04.vcd" //Might need these.
- }
- Rule SurvivorPickupFirstAidKitBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupFirstAidKitBiker
- }
- Response SurvivorPickupHuntingRifleBiker
- {
- scene "scenes/Biker/TakeSniper01.vcd" //A hunting rifle. Nice.
- scene "scenes/Biker/TakeSniper02.vcd" //Now that is a sweet ass scope.
- }
- Rule SurvivorPickupHuntingRifleBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupHuntingRifleBiker
- }
- Response SurvivorPickupMolotovBiker
- {
- scene "scenes/Biker/TakeMolotov01.vcd" //Allright, cocktails! [to self]
- scene "scenes/Biker/TakeMolotov02.vcd" //Grabbing a Molotov. [to self]
- scene "scenes/Biker/TakeMolotov03.vcd" //Fire! (to self)
- }
- Rule SurvivorPickupMolotovBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupMolotovBiker
- }
- Response SurvivorPickupPainPillsBiker
- {
- scene "scenes/Biker/TakePills01.vcd" //Might need these.
- scene "scenes/Biker/TakePills02.vcd" //Grabbing pills
- scene "scenes/Biker/TakePills03.vcd" //Hey, a little pick me up.
- }
- Rule SurvivorPickupPainPillsBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupPainPillsBiker
- }
- Response SurvivorPickupPipeBombBiker
- {
- scene "scenes/Biker/TakePipeBomb01.vcd" //Ah great, homemade explosives.
- scene "scenes/Biker/TakePipeBomb02.vcd" //Grabbing a pipe bomb.
- scene "scenes/Biker/TakePipeBomb03.vcd" //Grabbing a pipe bomb.
- scene "scenes/Biker/TakePipeBomb04.vcd" //This'll blow some shit up.
- scene "scenes/Biker/TakePipeBomb05.vcd" //This'll blow the crap outta something.
- }
- Rule SurvivorPickupPipeBombBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupPipeBombBiker
- }
- Response SurvivorPickupPumpShotgunBiker
- {
- scene "scenes/Biker/TakeShotgun01.vcd" //Shotgun! Allright folks, I'm on crowd control.
- scene "scenes/Biker/TakeShotgun02.vcd" //Grabbing a shotgun.
- scene "scenes/Biker/TakeShotgun03.vcd" //Grabbing a shotgun.
- scene "scenes/Biker/TakeShotgun04.vcd" //I'll take this room sweeper.
- }
- Rule SurvivorPickupPumpShotgunBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupPumpShotgunBiker
- }
- Response SurvivorPickupRifleBiker
- {
- scene "scenes/Biker/TakeAssaultRifle01.vcd" //This oughtta put the fear a' God into 'em.
- scene "scenes/Biker/TakeAssaultRifle02.vcd" //Gonna rack some up with this assault rifle.
- scene "scenes/Biker/TakeAssaultRifle03.vcd" //This assault rifle should help.
- scene "scenes/Biker/TakeAssaultRifle04.vcd" //This assault rifle should help.
- scene "scenes/Biker/TakeAssaultRifle05.vcd" //I'm grabbing this rifle.
- scene "scenes/Biker/TakeAssaultRifle06.vcd" //This oughtta put the fear a' God into 'em.
- scene "scenes/Biker/TakeAssaultRifle07.vcd" //Gonna rack some up with this assault rifle.
- scene "scenes/Biker/TakeAssaultRifle08.vcd" //This assault rifle should help.
- }
- Rule SurvivorPickupRifleBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupRifleBiker
- }
- Response SurvivorPickupSecondPistolBiker
- {
- scene "scenes/Biker/TakePistol01.vcd" //A little double pistol action.
- scene "scenes/Biker/TakePistol02.vcd" //I'm taking an extra pistol.
- scene "scenes/Biker/TakePistol03.vcd" //Double my fun.
- scene "scenes/Biker/TakePistol04.vcd" //Two pistols. Hell yeah.
- }
- Rule SurvivorPickupSecondPistolBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupSecondPistolBiker
- }
- Response SurvivorPickupSMGBiker
- {
- scene "scenes/Biker/TakeSubMachineGun01.vcd" //Full auto - right on.
- scene "scenes/Biker/TakeSubMachineGun02.vcd" //Whoah, full auto. Everybody stand back.
- scene "scenes/Biker/TakeSubMachineGun03.vcd" //Grabbing a machinegun
- }
- Rule SurvivorPickupSMGBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupSMGBiker
- }
- Response TakeShotgunGroovyBikerLaugh
- {
- scene "scenes/Biker/Generic64.vcd" //What's so funny? It is groovy.
- }
- Rule TakeShotgunGroovyBikerLaugh
- {
- criteria ConceptTakeShotgunGroovy2BikerLaugh IsBiker IsTalk IsTalkBiker NotInCombat ChanceToFire30Percent
- Response TakeShotgunGroovyBikerLaugh
- }
- Response TakeShotgunGroovyZoey2Biker
- {
- scene "scenes/Biker/GenericResponses09.vcd" //Allright, then, let's do it.
- scene "scenes/Biker/ReactionPositive08.vcd" //Yeah!
- scene "scenes/Biker/SafeSpotAheadReaction07.vcd" //A-frickin'-men.
- }
- Rule TakeShotgunGroovyZoey2Biker
- {
- criteria ConceptTakeShotgunGroovyZoey2Biker IsBiker IsTalk IsTalkBiker NotInCombat
- Response TakeShotgunGroovyZoey2Biker
- }
- Rule SurvivorPickupAutoShotgunAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupAutoShotgunBiker
- }
- Rule SurvivorPickupFirstAidKitAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupFirstAidKitBiker
- }
- Rule SurvivorPickupHuntingRifleAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupHuntingRifleBiker
- }
- Rule SurvivorPickupMolotovAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupMolotovBiker
- }
- Rule SurvivorPickupPainPillsAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupPainPillsBiker
- }
- Rule SurvivorPickupPipeBombAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupPipeBombBiker
- }
- Rule SurvivorPickupPumpShotgunAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupPumpShotgunBiker
- }
- Rule SurvivorPickupRifleAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupRifleBiker
- }
- Rule SurvivorPickupSecondPistolBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupSecondPistolBiker
- }
- Rule SurvivorPickupSMGAlwaysBiker
- {
- criteria ConceptPlayerPickup AutoIsNotScavenge AutoIsNotSurvival IsNotCoughing IsBiker IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
- ApplyContext "BikerPickedUpItem:1:30"
- Response SurvivorPickupSMGBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer - Rescue
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerGettingRevivedBiker
- {
- scene "scenes/Biker/GettingRevived01.vcd" then From ReviveFriendDownFinal foo:0 0 //I'm okay.
- scene "scenes/Biker/GettingRevived02.vcd" then From ReviveFriendDownFinal foo:0 0 //No, no, I'm allright.
- scene "scenes/Biker/GettingRevived03.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan]
- scene "scenes/Biker/GettingRevived04.vcd" then From ReviveFriendDownFinal foo:0 0 //Hell if I know.
- scene "scenes/Biker/GettingRevived05.vcd" then From ReviveFriendDownFinal foo:0 0 //Ah, hey, is this my blood?
- scene "scenes/Biker/GettingRevived06.vcd" then From ReviveFriendDownFinal foo:0 0 //[groan2]
- scene "scenes/Biker/GettingRevived07.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll make it.
- scene "scenes/Biker/GettingRevived08.vcd" then From ReviveFriendDownFinal foo:0 0 //I'll live, I'll live.
- scene "scenes/Biker/GettingRevived09.vcd" then From ReviveFriendDownFinal foo:0 0 //Uh, how's my face?
- scene "scenes/Biker/GettingRevived10.vcd" then From ReviveFriendDownFinal foo:0 0 //I've been better.
- scene "scenes/Biker/GettingRevived13.vcd" then From ReviveFriendDownFinal foo:0 0 //Shit. I hope I don't NEED all that blood.
- scene "scenes/Biker/GettingRevived14.vcd" then From ReviveFriendDownFinal foo:0 0 //Good thing I'm indestructible.
- scene "scenes/Biker/GettingRevived15.vcd" then From ReviveFriendDownFinal foo:0 0 //You... should see the other hundred guys.
- scene "scenes/Biker/GettingRevived16.vcd" then From ReviveFriendDownFinal foo:0 0 //You think they'll call us heroes someday?
- }
- Rule PlayerGettingRevivedBiker
- {
- criteria ConceptReviveFriendDown IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerGettingRevivedBiker
- }
- Response PlayerHealOtherBiker
- {
- scene "scenes/Biker/HealOther01.vcd" //Lemme patch you up.
- scene "scenes/Biker/HealOther02.vcd" //Hold on, lemme patch you up.
- scene "scenes/Biker/HealOther03.vcd" //Stand still, I'm gonna fix ya.
- scene "scenes/Biker/HealOther04.vcd" //Don't move, I'm healin' ya.
- scene "scenes/Biker/HealOther05.vcd" //C'mon. lemme heal ya up.
- scene "scenes/Biker/HealOther06.vcd" //Quit fidgitin' and let me heal ya.
- scene "scenes/Biker/HealOther07.vcd" //Goddamit, quit fussin and let me heal ya.
- }
- Rule PlayerHealOtherBiker
- {
- criteria ConceptPlayerHealingOther IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerHealOtherBiker
- }
- Response PlayerHealOtherCombatBiker
- {
- scene "scenes/Biker/HealOtherCombat01.vcd" //Hold on! Hold on!
- scene "scenes/Biker/HealOtherCombat02.vcd" //Hold on! I'm gonna patch ya up!
- scene "scenes/Biker/HealOtherCombat03.vcd" //Don't move, I'm healin ya!
- scene "scenes/Biker/HealOtherCombat04.vcd" //Don't go nowhere, I gotta heal ya.
- scene "scenes/Biker/HealOtherCombat05.vcd" //Lemme heal ya!
- scene "scenes/Biker/HealOtherCombat06.vcd" //Hang on. I got ya!
- scene "scenes/Biker/HealOtherCombat07.vcd" //Stand still, I'm healin' ya!
- }
- Rule PlayerHealOtherCombatBiker
- {
- criteria ConceptPlayerHealingOther IsNotCoughing IsBiker IsTalk IsTalkBiker InCombat
- Response PlayerHealOtherCombatBiker
- }
- Response PlayerLedgeSaveBiker
- {
- scene "scenes/Biker/LedgeSave01.vcd" //Come on, don't worry, I gotcha. Up you go.
- scene "scenes/Biker/LedgeSave02.vcd" //You think I was gonna let you just hang around all day? Get your ass up here.
- scene "scenes/Biker/LedgeSave03.vcd" //You think I was gonna let you just hang around all day? Get your ass up here.
- scene "scenes/Biker/LedgeSave04.vcd" //Come on, don't worry, I gotcha. Up you go.
- scene "scenes/Biker/LedgeSave05.vcd" //You ain't gonna fall, I gotcha. Quit blubberin' ya little baby, now get your ass back up here.
- scene "scenes/Biker/LedgeSave06.vcd" //You ain't gonna fall, I gotcha. Get yer ass up here!
- scene "scenes/Biker/LedgeSave07.vcd" //You ain't gonna fall, I gotcha. Quit blubberin and get back up here.
- }
- Rule PlayerLedgeSaveBiker
- {
- criteria ConceptPlayerLedgeSave IsNotCoughing IsBiker IsTalk IsTalkBiker
- Response PlayerLedgeSaveBiker
- }
- Response PlayerReviveFriendBiker
- {
- scene "scenes/Biker/ReviveFriend01.vcd" //Hang on, hang on, I'm here. Relax, I gotcha. Get up. Get up now. We gotta move.
- scene "scenes/Biker/ReviveFriend02.vcd" //Woah, I thought you were hosed for sure, but I think I can get you back on your feet.
- 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.
- scene "scenes/Biker/ReviveFriend04.vcd" //You look like shit, but I think I can get you up on your feet enough to keep moving.
- 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.
- scene "scenes/Biker/ReviveFriend06.vcd" //Don't worry, don't worry, we all go down sometime. Lemme get you up.
- scene "scenes/Biker/ReviveFriend07.vcd" //Didn't think you were gettin' back up.
- }
- Rule PlayerReviveFriendBiker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "ReviveTalk:1:5,Talk:1:1"
- Response PlayerReviveFriendBiker
- }
- Response PlayerReviveFriendCriticalBiker
- {
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- }
- Rule PlayerReviveFriendCriticalBiker
- {
- criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "ReviveTalk:1:5,Talk:1:1"
- Response PlayerReviveFriendCriticalBiker
- }
- Response PlayerReviveFriendLoudBiker
- {
- scene "scenes/Biker/ReviveFriendLoud01.vcd" //Hold on. I'm gonna get you up!
- scene "scenes/Biker/ReviveFriendLoud10.vcd" //Come on, come on! Get up!
- scene "scenes/Biker/ReviveFriendLoud11.vcd" //Get your ass up, let's go!
- scene "scenes/Biker/ReviveFriendLoud12.vcd" //Come on, come on! Get up!
- }
- Rule PlayerReviveFriendLoudBiker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker
- ApplyContext "ReviveTalk:1:5,Talk:1:1"
- Response PlayerReviveFriendLoudBiker
- }
- Response PlayerReviveFriendLoudBillBiker
- {
- scene "scenes/Biker/ReviveFriendLoud02.vcd" //Get the hell up, Bill!
- scene "scenes/Biker/ReviveFriendLoud04.vcd" //C'mon Bill, get up!
- scene "scenes/Biker/ReviveFriendLoud08.vcd" //I ain't gonna carry you, Bill. Get the hell up!
- scene "scenes/Biker/ReviveFriendLoud09.vcd" //Let's go, Bill. Up an' at 'em!
- }
- Rule PlayerReviveFriendLoudBillBiker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsNamVet
- ApplyContext "ReviveTalk:1:5"
- Response PlayerReviveFriendLoudBillBiker
- }
- Response PlayerReviveFriendLoudLouisBiker
- {
- scene "scenes/Biker/ReviveFriendLoud05.vcd" //Get up, Louis!
- scene "scenes/Biker/ReviveFriendLoud07.vcd" //Let's go, Louis. Get up!
- }
- Rule PlayerReviveFriendLoudLouisBiker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsManager
- ApplyContext "ReviveTalk:1:5"
- Response PlayerReviveFriendLoudLouisBiker
- }
- Response PlayerReviveFriendLoudZoeyBiker
- {
- scene "scenes/Biker/ReviveFriendLoud03.vcd" //Zoey, let's go, get up!
- scene "scenes/Biker/ReviveFriendLoud06.vcd" //C'mon Zoey, get the hell up!
- }
- Rule PlayerReviveFriendLoudZoeyBiker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsTeenGirl
- ApplyContext "ReviveTalk:1:5"
- Response PlayerReviveFriendLoudZoeyBiker
- }
- Response PlayerReviveFriendShortBiker
- {
- scene "scenes/Biker/ReviveFriendB01.vcd" //Up and at 'em.
- scene "scenes/Biker/ReviveFriendB02.vcd" //Come on up!
- scene "scenes/Biker/ReviveFriendB03.vcd" //Up ya go.
- scene "scenes/Biker/ReviveFriendB04.vcd" //You'll be okay.
- scene "scenes/Biker/ReviveFriendB05.vcd" //I got ya.
- scene "scenes/Biker/ReviveFriendB06.vcd" //Up we go.
- scene "scenes/Biker/ReviveFriendB07.vcd" //Hell, you're fine.
- scene "scenes/Biker/ReviveFriendB08.vcd" //It don't look bad.
- scene "scenes/Biker/ReviveFriendB09.vcd" //Come on up.
- scene "scenes/Biker/ReviveFriendB10.vcd" //Let's move!
- scene "scenes/Biker/ReviveFriendB11.vcd" //You're fine.
- }
- Rule PlayerReviveFriendShortBiker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker IsReviveTalk
- ApplyContext "ReviveTalk:1:5"
- Response PlayerReviveFriendShortBiker
- }
- Rule PlayerLedgeSaveCriticalBiker
- {
- criteria ConceptPlayerLedgeSaveCritical IsNotCoughing IsBiker IsTalk IsTalkBiker
- ApplyContext "ReviveTalk:1:5,Talk:1:1"
- Response PlayerReviveFriendCriticalBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer - ZRescue
- //--------------------------------------------------------------------------------------------------------------
- Rule PlayerReviveFriendLoud2Biker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker
- ApplyContext "ReviveTalk:1:5,Talk:1:1"
- Response PlayerReviveFriendLoudBiker
- }
- Rule PlayerReviveFriendLoudBill2Biker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalkBiker SubjectIsNamVet ChanceToFire15Percent
- ApplyContext "ReviveTalk:1:5,Talk:1:4"
- Response PlayerReviveFriendLoudBillBiker
- }
- Rule PlayerReviveFriendLoudCritBiker
- {
- criteria ConceptPlayerReviveFriendCritical IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker IntensityHigh
- ApplyContext "ReviveTalk:1:5,Talk:1:1"
- Response PlayerReviveFriendLoudBiker
- }
- Rule PlayerReviveFriendLoudLouis2Biker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker SubjectIsManager ChanceToFire15Percent
- ApplyContext "ReviveTalk:1:5,Talk:1:4"
- Response PlayerReviveFriendLoudLouisBiker
- }
- Rule PlayerReviveFriendLoudZoey2Biker
- {
- criteria ConceptPlayerReviveFriend IsNotCoughing IsBiker IntensityHigh IsTalk IsTalkBiker SubjectIsTeenGirl ChanceToFire15Percent
- ApplyContext "ReviveTalk:1:5,Talk:1:4"
- Response PlayerReviveFriendLoudZoeyBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer Convo
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerAirportIntroBiker
- {
- scene "scenes/Biker/WorldAirport0102.vcd" //Working plane means working airport. I say we head there.
- scene "scenes/Biker/WorldAirport0104.vcd" //That plane's headed right for the airport. I say we head there too.
- 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.
- 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.
- 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.
- }
- Rule PlayerAirportIntroBiker
- {
- criteria ConceptIntroAirport IsBiker
- ApplyContext "talk:1:10"
- applycontexttoworld
- Response PlayerAirportIntroBiker
- }
- Response PlayerAirportIntrobcBiker
- {
- scene "scenes/Biker/WorldAirport0513.vcd" //I hate planes.
- }
- Rule PlayerAirportIntrobcBiker
- {
- criteria ConceptIntroAirport01bc IsBiker
- ApplyContext "talk:1:3"
- applycontexttoworld
- Response PlayerAirportIntrobcBiker
- }
- Response PlayerAirportIntrofbBiker
- {
- scene "scenes/Biker/WorldAirport0102.vcd" //Working plane means working airport. I say we head there.
- }
- Rule PlayerAirportIntrofbBiker
- {
- criteria ConceptIntroAirport01fb IsBiker
- ApplyContext "talk:1:6"
- applycontexttoworld
- Response PlayerAirportIntrofbBiker
- }
- Response PlayerFarmHouseIntroBiker
- {
- 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.
- 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.
- }
- Rule PlayerFarmHouseIntroBiker
- {
- criteria ConceptIntroFarm IsBiker
- ApplyContext "talk:1:10"
- applycontexttoworld
- Response PlayerFarmHouseIntroBiker
- }
- Response PlayerFarmHouseIntro2Biker
- {
- scene "scenes/Biker/WorldFarmHouseIntro03.vcd" then NamVet IntroFarm3 foo:0 0.05 //Yeah, I heard that, too.
- }
- Rule PlayerFarmHouseIntro2Biker
- {
- criteria ConceptIntroFarm2 IsBiker ChanceToFire70Percent
- ApplyContext "talk:1:3"
- applycontexttoworld
- Response PlayerFarmHouseIntro2Biker
- }
- Response PlayerHospitalIntro02Biker
- {
- scene "scenes/Biker/WorldHospital0201.vcd" //I hate subways.
- }
- Rule PlayerHospitalIntro02Biker
- {
- criteria ConceptIntroHospital02 IsBiker
- ApplyContext "talk:1:5"
- applycontexttoworld
- Response PlayerHospitalIntro02Biker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer Heal
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerCoverMeHealBiker
- {
- scene "scenes/Biker/CoverMe01.vcd" predelay ".2,.5" //Cover me!
- scene "scenes/Biker/CoverMe02.vcd" predelay ".2,.5" //Get my back.
- scene "scenes/Biker/CoverMe03.vcd" predelay ".2,.5" //Watch my back
- scene "scenes/Biker/CoverMe04.vcd" predelay ".2,.5" //Cover me!
- scene "scenes/Biker/CoverMe05.vcd" predelay ".2,.5" //Get my back.
- scene "scenes/Biker/CoverMe06.vcd" predelay ".2,.5" //Watch my back
- scene "scenes/Biker/CoverMe08.vcd" predelay ".2,.5"odds 2 //Watch my back! But don't stare at my ass.
- scene "scenes/Biker/CoverMe09.vcd" predelay ".2,.5"odds 5 //Watch my back! But don't stare at my ass.
- scene "scenes/Biker/CoverMe10.vcd" predelay ".2,.5" //Cover my ass.
- scene "scenes/Biker/CoverMe11.vcd" predelay ".2,.5" //Healing, cover me.
- scene "scenes/Biker/CoverMe12.vcd" predelay ".2,.5" //Wait up, I'm healing.
- scene "scenes/Biker/CoverMe13.vcd" predelay ".2,.5" //Hold on, gotta heal.
- scene "scenes/Biker/CoverMe14.vcd" predelay ".2,.5" //I'm healing.
- }
- Rule PlayerCoverMeHealBiker
- {
- criteria ConceptPlayerHealing IsNotCoughing IsBiker IsNotAskedForCoverBiker IsTalk IsTalkBiker IsNotAlone
- ApplyContext "BikerAskForCover:1:30"
- Response PlayerCoverMeHealBiker
- }
- //--------------------------------------------------------------------------------------------------------------
- // Weapon Spotted
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorSpottedRifleAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedRifleAutoBiker2
- {
- criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedRifleAutoBiker2
- }
- Response SurvivorSpottedShotgunAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedShotgunAutoBiker2
- {
- criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedShotgunAutoBiker2
- }
- Response SurvivorSpottedSMGAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedSMGAutoBiker2
- {
- criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedSMGAutoBiker2
- }
- Response SurvivorSpottedSniperRifleAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedSniperRifleAutoBiker2
- {
- criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedSniperRifleAutoBiker2
- }
- Response SurvivorSpottedWeaponBiker
- {
- scene "scenes/Biker/SpotWeapons02.vcd" //Weapon's over here!
- scene "scenes/Biker/SpotWeapons03.vcd" //Buncha guns over here!
- scene "scenes/Biker/SpotWeapons04.vcd" //Weapon's over here!
- scene "scenes/Biker/SpotWeapons05.vcd" //We got weapons over here.
- }
- Rule SurvivorSpottedWeaponBiker
- {
- criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Response SurvivorSpottedWeaponAShotgunAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedWeaponAShotgunAutoBiker2
- {
- criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponAShotgunAutoBiker2
- }
- Response SurvivorSpottedWeaponPistolAutoBiker
- {
- scene "scenes/Biker/SpotWeapons01.vcd" //Weapons here!
- }
- Rule SurvivorSpottedWeaponPistolAutoBiker
- {
- criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponPistolAutoBiker
- }
- Response SurvivorSpottedWeaponPistolAutoBiker2
- {
- scene "scenes/Biker/NiceJob17.vcd" //Cool.
- scene "scenes/Biker/PositiveNoise02.vcd" //[Improv non-verbal pleasure & interest sounds]
- scene "scenes/Biker/ReactionPositive04.vcd" //Cool
- scene "scenes/Biker/SafeSpotAheadReaction03.vcd" //Cool.
- scene "scenes/Biker/WorldSmallTown0203.vcd" //Cool.
- scene "scenes/Biker/Yes01.vcd" //Yes.
- scene "scenes/Biker/Yes04.vcd" //Yeah.
- scene "scenes/Biker/Yes06.vcd" //Roger that good buddy.
- }
- Rule SurvivorSpottedWeaponPistolAutoBiker2
- {
- criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponPistolAutoBiker2
- }
- Rule SurvivorSpottedRifleBiker
- {
- criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedRifleAutoBiker
- {
- criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedShotgunBiker
- {
- criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedShotgunAutoBiker
- {
- criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedSMGBiker
- {
- criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedSMGAutoBiker
- {
- criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedSniperRifleBiker
- {
- criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedSniperRifleAutoBiker
- {
- criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedWeaponBiker
- {
- criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
- Rule SurvivorSpottedWeaponAShotgunAutoBiker
- {
- criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
- ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedWeaponBiker
- }
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