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- //--------------------------------------------------------------------------------------------------------------
- // Gambler Response Rule File
- //--------------------------------------------------------------------------------------------------------------
- Criterion "GamblerNotPickedUpItem" "GamblerPickedUpItem" "!=1" "required" weight 0
- Criterion "GamblerNotSaidGrabbingCan" "SaidGrabbingCan" "!=1" "required" weight 0
- Criterion "IsGamblerFriendlyFire" "worldGamblerFriendlyFire" "1" "required" weight 0
- Criterion "IsNotGamblerFriendlyFire" "worldGamblerFriendlyFire" "!=1" "required" weight 0
- Criterion "IsNotAskedForCoverGambler" "GamblerAskForCover" "!=1" "required" weight 0
- Criterion "IsNotSaidGamblerWitchChasing" "SaidGamblerWitchChasing" "!=1" "required" weight 0
- Criterion "IsNotSaidAlertGiveItemStopGambler" "SaidAlertGiveItemStopGambler" "!=1" "required" weight 0
- Criterion "IsNotSaidAlertGiveItemStopFirstAidGambler" "SaidAlertGiveItemStopFirstAidGambler" "!=1" "required" weight 0
- Criterion "IsNotSaidBeenJockeyedGambler" "SaidBeenJockeyedGambler" "!=1" "required" weight 0
- Criterion "IsSaidGamblerWitchAttacking" "SaidGamblerWitchAttacking" "1" "required" weight 0
- //Auto-generated blank response for padding out InfoRemarkables
- Response _PlayerInfoRemarkableBlankGambler
- {
- speak "Gambler_Blank" noscene //Blank
- }
- Response C1M1InSmokeGambler
- {
- scene "scenes/Gambler/Cough01.vcd" then any C1M1Cough foo:0 -1.560 //[Coughing from smoke]
- scene "scenes/Gambler/Cough02.vcd" then any C1M1Cough foo:0 -2.621 //[Coughing from smoke]
- scene "scenes/Gambler/Cough04.vcd" then any C1M1Cough foo:0 -1.145 //[Coughing from smoke]
- }
- Rule C1M1InSmokeGambler
- {
- criteria ConceptTalkIdle IsGambler IsSaidC1M1InSmoke ismap_c1m1_hotel AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- Response C1M1InSmokeGambler
- }
- Response C1M3AlarmOffGambler
- {
- scene "scenes/Gambler/WorldC1M3B23.vcd" then any C1M3AlarmOffa foo:0 .5 //Got it!
- scene "scenes/Gambler/WorldC1M3B24.vcd" then any C1M3AlarmOffa foo:0 -0.839 //Alarm off!
- }
- Rule C1M3AlarmOffGambler
- {
- criteria ConceptC1M3AlarmOff2 IsNotSaidC1M3AlarmOff AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC1M3AlarmOff:1:0"
- applycontexttoworld
- Response C1M3AlarmOffGambler
- }
- Response C1M3BrokeWindowGambler
- {
- scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM!
- scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm!
- scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm!
- }
- Rule C1M3BrokeWindowGambler
- {
- criteria ConceptC1M3BrokeWindow2 IsNotSaidC1M3BrokeWindow AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC1M3BrokeWindow:1:0"
- applycontexttoworld
- Response C1M3BrokeWindowGambler
- }
- Response C1M3DoorAlarmGambler
- {
- scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM!
- scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm!
- scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm!
- }
- Rule C1M3DoorAlarmGambler
- {
- criteria ConceptC1M3DoorAlarm2 IsNotSaidC1M3DoorAlarm AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC1M3DoorAlarm:1:0"
- applycontexttoworld
- Response C1M3DoorAlarmGambler
- }
- Response C1M3SafeRoomGambler
- {
- scene "scenes/Gambler/Blank.vcd" then any C1M3SafeRoom2 foo:0 3 //Blank
- }
- Rule C1M3SafeRoomGambler
- {
- criteria ConceptTalkIdle Joined2 IsGambler IsNotSaidC1M3SafeRoom2 ismap_c1m3_mall IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3SafeRoom2:1:0"
- applycontexttoworld
- Response C1M3SafeRoomGambler
- }
- Response C1M4SafeRoomGambler
- {
- scene "scenes/Gambler/Blank.vcd" then any C1M4SafeRoom2 foo:0 3 //Blank
- }
- Rule C1M4SafeRoomGambler
- {
- criteria ConceptTalkIdle Joined2 IsGambler IsNotSaidC1M4SafeRoom2 ismap_c1m4_atrium IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M4SafeRoom2:1:0"
- applycontexttoworld
- Response C1M4SafeRoomGambler
- }
- // Autogenerated criteria for linked source group C4M3_002
- criterion "IsNotSrcGrp_C4M3_002" "worldSrcGrp_C4M3_002" "<1" required
- Response C4M3Saferoom001Gambler
- {
- scene "scenes/Gambler/WorldC4M3B01.vcd" then any _c4m3_startsafe02 foo:0 0.01 //Okay, everybody gassed up and good to go?
- }
- Rule C4M3Saferoom001Gambler
- {
- criteria ConceptTalkIdle IsGambler ChanceToFire80Percent NotInCombat IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_002 _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart IsNotSpeakingWeight0
- ApplyContext "Talk:1:2.133,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_002:1:0"
- applycontexttoworld
- Response C4M3Saferoom001Gambler
- }
- Response PlayerNiceShotGambler
- {
- scene "scenes/Gambler/NiceShot01.vcd" //Nice shot.
- scene "scenes/Gambler/NiceShot02.vcd" //Nice shot.
- scene "scenes/Gambler/NiceShot03.vcd" //How'dja do that?
- scene "scenes/Gambler/NiceShot04.vcd" //Nice shot.
- scene "scenes/Gambler/NiceShot05.vcd" //Good shooting.
- scene "scenes/Gambler/NiceShot06.vcd" //Nice shooting.
- scene "scenes/Gambler/NiceShot07.vcd" //Nice shot!
- scene "scenes/Gambler/NiceShot08.vcd" //Nice shot Ace.
- scene "scenes/Gambler/NiceShot09.vcd" //Impressive.
- }
- Rule PlayerNiceShotGambler
- {
- criteria ConceptPlayerNiceShot IsNotCoughing IsGambler IssuerClose IsTalk IsTalkGambler ChanceToFire30Percent IsWorldTalkGambler
- Response PlayerNiceShotGambler
- }
- Response PlayerNiceShotCoachGambler
- {
- scene "scenes/Gambler/NiceShotCoach01.vcd" //All right Coach.
- scene "scenes/Gambler/NiceShotCoach02.vcd" //All right Coach.
- }
- Rule PlayerNiceShotCoachGambler
- {
- criteria ConceptPlayerNiceShot IsNotCoughing IsGambler IssuerClose IsTalk IsTalkGambler ChanceToFire10Percent IsWorldTalkGambler SubjectIsCoach
- Response PlayerNiceShotCoachGambler
- }
- Response PlayerNiceShotMechanicGambler
- {
- scene "scenes/Gambler/NiceShotMechanic01.vcd" //You're getting the hang of this Ellis.
- scene "scenes/Gambler/NiceShotMechanic02.vcd" //You're getting the hang of this Ellis.
- }
- Rule PlayerNiceShotMechanicGambler
- {
- criteria ConceptPlayerNiceShot IsNotCoughing IsGambler IssuerClose IsTalk IsTalkGambler ChanceToFire10Percent IsWorldTalkGambler SubjectIsMechanic
- Response PlayerNiceShotMechanicGambler
- }
- Response PlayerNiceShotProducerGambler
- {
- scene "scenes/Gambler/NiceShotProducer01.vcd" //Damn, Rochelle...
- scene "scenes/Gambler/NiceShotProducer02.vcd" //Rochelle... damn!
- scene "scenes/Gambler/NiceShotProducer03.vcd" //Damn, Rochelle. Nice.
- }
- Rule PlayerNiceShotProducerGambler
- {
- criteria ConceptPlayerNiceShot IsNotCoughing IsGambler IssuerClose IsTalk IsTalkGambler ChanceToFire10Percent IsWorldTalkGambler SubjectIsProducer
- Response PlayerNiceShotProducerGambler
- }
- Response SurvivorMournCoachGambler
- {
- scene "scenes/Gambler/SurvivorMournCoach01.vcd" //Ahh Coach.
- scene "scenes/Gambler/SurvivorMournCoach02.vcd" //Later Coach.
- scene "scenes/Gambler/SurvivorMournCoach03.vcd" //Shit Coach, I'll miss you.
- }
- Rule SurvivorMournCoachGambler
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated HasNotDefibrillator IsWorldTalkGambler
- Response SurvivorMournCoachGambler
- }
- Response SurvivorMournCoachC1Gambler
- {
- scene "scenes/Gambler/SurvivorMournCoachC101.vcd" //I am going to miss you big guy.
- scene "scenes/Gambler/SurvivorMournCoachC102.vcd" //Goddamn it coach, what'd you leave me with?
- scene "scenes/Gambler/SurvivorMournCoachC103.vcd" //Goddamn it coach, what'd you leave me with?
- }
- Rule SurvivorMournCoachC1Gambler
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel
- Response SurvivorMournCoachC1Gambler
- }
- Response SurvivorMournMechanicGambler
- {
- scene "scenes/Gambler/SurvivorMournEllis01.vcd" //Ellis.
- scene "scenes/Gambler/SurvivorMournEllis02.vcd" //Ahh Ellis.
- scene "scenes/Gambler/SurvivorMournEllis03.vcd" //Ellis, I am surprised you lasted as long as you did.
- }
- Rule SurvivorMournMechanicGambler
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated HasNotDefibrillator IsWorldTalkGambler
- Response SurvivorMournMechanicGambler
- }
- Response SurvivorMournMechanicC1Gambler
- {
- scene "scenes/Gambler/SurvivorMournMechanicC101.vcd" //He was annoying but he could shoot a gun.
- scene "scenes/Gambler/SurvivorMournMechanicC102.vcd" //No time for mourning, let's go.
- scene "scenes/Gambler/SurvivorMournMechanicC103.vcd" //He was annoying but he could shoot a gun.
- }
- Rule SurvivorMournMechanicC1Gambler
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel
- Response SurvivorMournMechanicC1Gambler
- }
- Response SurvivorMournProducerGambler
- {
- scene "scenes/Gambler/SurvivorMournRochelle01.vcd" //Rochelle.
- scene "scenes/Gambler/SurvivorMournRochelle02.vcd" //Ahh shit Rochelle.
- scene "scenes/Gambler/SurvivorMournRochelle03.vcd" //Goodnight Rochelle.
- scene "scenes/Gambler/SurvivorMournRochelle04.vcd" //There goes repopulating the earth.
- }
- Rule SurvivorMournProducerGambler
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated HasNotDefibrillator IsWorldTalkGambler
- Response SurvivorMournProducerGambler
- }
- Response SurvivorMournProducerC1Gambler
- {
- scene "scenes/Gambler/SurvivorMournProducerC101.vcd" //I can think of two other people I would have rather seen go first.
- scene "scenes/Gambler/SurvivorMournProducerC102.vcd" //Guys, what are we going to do now?
- }
- Rule SurvivorMournProducerC1Gambler
- {
- criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsGambler IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkGambler IsNotIncapacitated IsCampaignl4d2_1 HasNotDefibrillator IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel
- Response SurvivorMournProducerC1Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // AutoConvo
- //--------------------------------------------------------------------------------------------------------------
- Response _C1M1_ElevatorHello01Gambler
- {
- scene "scenes/Gambler/WorldC1M1B52.vcd" then coach _C1M1_ElevatorHello01a foo:0 -2.673 //Nick, name's Nick. You all did good. What's your names?
- scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler _C1M1_ElevatorHello01b foo:0 -0.647 //Name's Nick.
- }
- Rule _C1M1_ElevatorHello01Gambler
- {
- criteria Concept_C1M1_ElevatorHello01 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsEveryoneAlive
- ApplyContext "Talk:1:2.773"
- applycontexttoworld
- Response _C1M1_ElevatorHello01Gambler
- }
- Response C1M1_ElevatorHello01_02CMGambler
- {
- scene "scenes/Gambler/WorldC1M1B56.vcd" then gambler C1M1_ElevatorHello01_03CM2 foo:0 -0.647 //Name's Nick.
- }
- Rule C1M1_ElevatorHello01_02CMGambler
- {
- criteria Concept_C1M1_ElevatorHello01 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsWithTwo IsCoachNotAlive IsMechanicNotAlive
- ApplyContext "Talk:1:0.747"
- applycontexttoworld
- Response C1M1_ElevatorHello01_02CMGambler
- }
- Response C1M1_ElevatorHello01_02PMGambler
- {
- scene "scenes/Gambler/WorldC1M1B60.vcd" then gambler C1M1_ElevatorHello01_03b1 foo:0 -1.859 //There's blood on me, but it ain't mine.
- }
- Rule C1M1_ElevatorHello01_02PMGambler
- {
- criteria Concept_C1M1_ElevatorHello01 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsWithTwo IsProducerNotAlive IsMechanicNotAlive
- ApplyContext "Talk:1:1.959"
- applycontexttoworld
- Response C1M1_ElevatorHello01_02PMGambler
- }
- Response C1M1_ElevatorHello01_03PGambler
- {
- scene "scenes/Gambler/WorldC1M1B60.vcd" then gambler C1M1_ElevatorHello01_03a1 foo:0 -1.859 //There's blood on me, but it ain't mine.
- }
- Rule C1M1_ElevatorHello01_03PGambler
- {
- criteria Concept_C1M1_ElevatorHello01 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsWithOnlyThree IsProducerNotAlive
- ApplyContext "Talk:1:1.959"
- applycontexttoworld
- Response C1M1_ElevatorHello01_03PGambler
- }
- Response Playerc1m1_enter_elevatorGambler
- {
- scene "scenes/Gambler/WorldC1M1B36.vcd" //This elevator's still working!
- scene "scenes/Gambler/WorldC1M1B37.vcd" //Technically... you're not supposed to use an elevator in a fire. But that might not apply during a zombie apocalypse.
- scene "scenes/Gambler/WorldC1M1B38.vcd" //Everybody get in the elevator!
- }
- Rule Playerc1m1_enter_elevatorGambler
- {
- criteria Conceptc1m1_enter_elevator IsGambler IsTalk IsTalkGambler IsNotSaidc1m1_enter_elevator AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler
- ApplyContext "Saidc1m1_enter_elevator:1:0"
- applycontexttoworld
- Response Playerc1m1_enter_elevatorGambler
- }
- Response PlayerC1M2AlarmDoor2Gambler
- {
- scene "scenes/Gambler/EmphaticGo04.vcd" predelay ".1,2" //Go go go!
- scene "scenes/Gambler/EmphaticGo05.vcd" predelay ".1,2" //Let's go. Let's go.
- scene "scenes/Gambler/WorldC1M2B21.vcd" predelay ".1,2" //Get ready, this is going to set off the alarm
- scene "scenes/Gambler/WorldC1M2B24.vcd" predelay ".1,2" //Get the cola!
- scene "scenes/Gambler/WorldC1M2B25.vcd" predelay ".1,2" //Grab the cola!
- scene "scenes/Gambler/WorldC1M2B26.vcd" predelay ".1,2" //Somebody grab the Cola!
- }
- Rule PlayerC1M2AlarmDoor2Gambler
- {
- criteria ConceptC1M2AlarmDoor2 IsGambler IsTalk IsTalkGambler IsGamblerActor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC1M2InsideGunShop:1:0"
- applycontexttoworld
- Response PlayerC1M2AlarmDoor2Gambler
- }
- Response PlayerC1M2GrabbingCola2Gambler
- {
- scene "scenes/Gambler/WorldC1M2B27.vcd" //I got his Cola, let's go!
- scene "scenes/Gambler/WorldC1M2B28.vcd" //We got it, let's go!
- scene "scenes/Gambler/WorldC1M2B29.vcd" //Got the cola!
- }
- Rule PlayerC1M2GrabbingCola2Gambler
- {
- criteria ConceptPlayerPickup IsGambler IsTalk IsTalkGambler IsNotSaidC1M2GrabbingCola2 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsPickedUpColaBottles ismap_c1m2_streets
- ApplyContext "SaidC1M2GrabbingCola2:1:5,Talk:1:1.699,_auto_SaidC1M2GrabbedCola:1:0"
- applycontexttoworld
- Response PlayerC1M2GrabbingCola2Gambler
- }
- Response PlayerC1M2GunRoomDoorResponseGambler
- {
- scene "scenes/Gambler/WorldC1M2B16.vcd" then orator C1M2GunRoomDoorResponse1 foo:0 -7.877 //So let me get this straight: we get you your shit and you'll help us get to the mall? Right? Okay. You screw us and I will kill you with your own gun.
- scene "scenes/Gambler/WorldC1M2B17.vcd" then orator C1M2GunRoomDoorResponse1 foo:0 -4.759 //Thank you for the guns, honestly, we all appreciate it. But you better not be screwing with us.
- scene "scenes/Gambler/WorldC1M2B19.vcd" //Sure, why not.
- scene "scenes/Gambler/WorldC1M2B20.vcd" then orator C1M2GunRoomDoorResponse2 foo:0 -4.349 //Sir, for the use of this gun, I am willing to go get you your cola.
- }
- Rule PlayerC1M2GunRoomDoorResponseGambler
- {
- criteria ConceptC1M2GunRoomDoorResponse IsGambler IsNotSaidC1M2GunRoomDoorResponse AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC1M2GunRoomDoorResponse:1:0"
- applycontexttoworld
- Response PlayerC1M2GunRoomDoorResponseGambler
- }
- Response PlayerC1M2InsideGunShop2Gambler
- {
- scene "scenes/Gambler/WorldC1M2B14.vcd" //Candy store for adults.
- scene "scenes/Gambler/WorldC1M2B15.vcd" //Let's grab some guns, we got shit to shoot.
- }
- Rule PlayerC1M2InsideGunShop2Gambler
- {
- criteria ConceptC1M2InsideGunShop2 IsGambler IsTalk IsTalkGambler IsNotSaidC1M2InsideGunShop IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC1M2InsideGunShop:1:0"
- applycontexttoworld
- Response PlayerC1M2InsideGunShop2Gambler
- }
- Response PlayerC3M1CallFerry2Gambler
- {
- scene "scenes/Gambler/AskReady02.vcd" then any C3M1FerryInTransit foo:0 25 //We ready?
- scene "scenes/Gambler/AskReadyC103.vcd" then any C3M1FerryInTransit foo:0 25 //If you aren't ready, I don't want to hear it.
- scene "scenes/Gambler/World409.vcd" then any C3M1FerryInTransit foo:0 25 //I'm hitting it, get ready!
- scene "scenes/Gambler/WorldC3M1B11.vcd" then any C3M1FerryInTransit foo:0 25 //I'm calling over the ferry.
- scene "scenes/Gambler/WorldC3M1B12.vcd" then any C3M1FerryInTransit foo:0 25 //Get ready, I'm calling the ferry.
- }
- Rule PlayerC3M1CallFerry2Gambler
- {
- criteria ConceptC3M1CallFerry2 IsGambler IsTalk IsTalkGambler IsNotSaidC3M1CallFerry2 IsGamblerActor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC3M1CallFerry2:1:0"
- applycontexttoworld
- Response PlayerC3M1CallFerry2Gambler
- }
- Response PlayerC3M1FerryLanded2Gambler
- {
- scene "scenes/Gambler/WorldC3M101.vcd" then any C3M1FerryLanded2 foo:0 4 //Get on the boat!
- scene "scenes/Gambler/WorldC3M102.vcd" then any C3M1FerryLanded2 foo:0 4 //Get on the boat!
- scene "scenes/Gambler/WorldC3M103.vcd" then any C3M1FerryLanded2 foo:0 4 //Get to the boat!
- }
- Rule PlayerC3M1FerryLanded2Gambler
- {
- criteria ConceptC3M1FerryLanded2 IsGambler IsTalk IsTalkGambler IsNotSaidC3M1FerryLaunched2 IsNotSaidC3M1FerryLanded2 IsNotSaidWorldC3M1FerryCrossing IsNotIncapacitated IsNotAlone IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC3M1FerryLanded2:1:2"
- applycontexttoworld
- Response PlayerC3M1FerryLanded2Gambler
- }
- Response PlayerC3M1FerryLaunched2aGambler
- {
- scene "scenes/Gambler/Blank.vcd" //Blank
- }
- Rule PlayerC3M1FerryLaunched2aGambler
- {
- criteria ConceptC3M1FerryLaunched2 IsGambler IsTalk IsTalkGambler IsNotSaidC3M1FerryLaunched2 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC3M1FerryLaunched2:1:0"
- applycontexttoworld
- Response PlayerC3M1FerryLaunched2aGambler
- }
- Response PlayerC3M2ComingHomeGambler
- {
- scene "scenes/Gambler/LostCall01.vcd" then any C3M2ComingHome foo:0 1 //Helloooo?
- scene "scenes/Gambler/LostCall02.vcd" then any C3M2ComingHome foo:0 1 //Heyyy ooooo!
- scene "scenes/Gambler/LostCall05.vcd" then any C3M2ComingHome foo:0 1 //Helloooo?
- scene "scenes/Gambler/WorldC2M133.vcd" then any C3M2ComingHome foo:0 1 //Lights are on, where's the people?
- scene "scenes/Gambler/WorldC3M2B19.vcd" then any C3M2ComingHome foo:0 -0.591 //Hello!
- scene "scenes/Gambler/WorldC3M2B22.vcd" then any C3M2ComingHome foo:0 -0.675 //HELLO!!!
- scene "scenes/Gambler/WorldC3M2B23.vcd" then any C3M2ComingHome foo:0 -0.716 //HELLO!!!
- scene "scenes/Gambler/WorldC3M2B24.vcd" then any C3M2ComingHome foo:0 -1.434 //HEY! HELLO!!!
- }
- Rule PlayerC3M2ComingHomeGambler
- {
- criteria ConceptC3M2ComingHome IsGambler IsTalk IsTalkGambler IsNotSaidC3M2Village2 IsSaidC3M2Village1 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival Under4C3M2YelledHello
- ApplyContext "SaidC3M2ComingHome:1:0,C3M2YelledHello++,Talk:1:2.589"
- applycontexttoworld
- Response PlayerC3M2ComingHomeGambler
- }
- Response PlayerC3M2OpenDoor2Gambler
- {
- scene "scenes/Gambler/Incoming08.vcd" //Get ready!
- scene "scenes/Gambler/WorldC2M463.vcd" //You guys ready to rock?
- }
- Rule PlayerC3M2OpenDoor2Gambler
- {
- criteria ConceptC3M2OpenDoor2 IsGambler IsTalk IsTalkGambler IsNotSaidC3M2OpenDoor2 IsGamblerActor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC3M2OpenDoor:21:0,Talk:1:1.492"
- applycontexttoworld
- Response PlayerC3M2OpenDoor2Gambler
- }
- Response PlayerC3M2PlaneDoorOpenGambler
- {
- scene "scenes/Gambler/WorldC3M2B16.vcd" //I'm opening the door.
- scene "scenes/Gambler/WorldC3M2B17.vcd" //Get ready, I'm opening the door.
- }
- Rule PlayerC3M2PlaneDoorOpenGambler
- {
- criteria ConceptC3M2PlaneDoorOpen IsGambler IsTalk IsTalkGambler IsNotSaidC3M2PlaneDoorOpen IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC3M2PlaneDoorOpen:1:0,Talk:1:1.513"
- applycontexttoworld
- Response PlayerC3M2PlaneDoorOpenGambler
- }
- Response Playerc5m4floatendGambler
- {
- scene "scenes/Gambler/World308.vcd" //Our rides here.
- }
- Rule Playerc5m4floatendGambler
- {
- criteria Conceptc5m4floatend2 IsGambler IsTalk IsTalkGambler IsNotSaidc5m4floatend2 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Saidc5m4floatend2:1:0"
- applycontexttoworld
- Response Playerc5m4floatendGambler
- }
- Response Playerc5m4floatstart2Gambler
- {
- scene "scenes/Gambler/World409.vcd" //I'm hitting it, get ready!
- scene "scenes/Gambler/WorldC2M223.vcd" //I'm hitting it.
- }
- Rule Playerc5m4floatstart2Gambler
- {
- criteria Conceptc5m4floatstart2 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Saidc5m4floatstart2:1:0,_auto_TractorStarted:1:0,_auto_InMiniFinale:1:0"
- applycontexttoworld
- Response Playerc5m4floatstart2Gambler
- }
- Response PlayerintroC1M1Gambler
- {
- scene "scenes/Gambler/blank.vcd" then any _introc1m1 foo:0 2 //
- }
- Rule PlayerintroC1M1Gambler
- {
- criteria ConceptintroFarm IsGambler IsTalk IsTalkGambler IsNotSaidintroFarm ismap_c1m1_hotel IsWorldTalkGambler
- ApplyContext "SaidintroFarm:1:0,_auto_TurnOffJoinLast:1:0"
- applycontexttoworld
- Response PlayerintroC1M1Gambler
- }
- Response PlayerPlayerUsingColaBottlesGambler
- {
- scene "scenes/Gambler/Blank.vcd" then orator whitakerputcola foo:0 0 //Blank
- }
- Rule PlayerPlayerUsingColaBottlesGambler
- {
- criteria ConceptPlayerUsingColaBottles IsGambler IsTalk IsTalkGambler IsNotSaidPlayerUsingColaBottles IsWorldTalkGambler
- ApplyContext "SaidPlayerUsingColaBottles:1:20,WhoPutCola:Gambler:35"
- applycontexttoworld
- Response PlayerPlayerUsingColaBottlesGambler
- }
- Response PlayerRelaxedSighGambler
- {
- scene "scenes/Gambler/PainRelieftFirstAid01.vcd" //Woah yeah.
- scene "scenes/Gambler/PainRelieftFirstAid02.vcd" //Okay.
- scene "scenes/Gambler/PainRelieftFirstAid03.vcd" //Ahhh.
- scene "scenes/Gambler/PainRelieftFirstAid04.vcd" //Better.
- scene "scenes/Gambler/PainRelieftFirstAid05.vcd" //That worked.
- scene "scenes/Gambler/PainRelieftFirstAid06.vcd" //Alright, now I'm back.
- scene "scenes/Gambler/PainRelieftFirstAid07.vcd" //Ahh, better.
- }
- Rule PlayerRelaxedSighGambler
- {
- criteria ConceptRelaxedSigh IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerRelaxedSighGambler
- }
- Response PlayerStayTogetherInsideReponseGambler
- {
- scene "scenes/Gambler/GoingToDie20.vcd" //Can you see I'm limping here?
- scene "scenes/Gambler/GoingToDie22.vcd" //I'm going as fast as I can.
- }
- Rule PlayerStayTogetherInsideReponseGambler
- {
- criteria ConceptStayTogetherInsideReponse IsGambler IsTalk IsTalkGambler IsNotSaidStayTogetherInsideReponse IsNotHealthySlow IsNotInSafeSpot IsWorldTalkGambler
- ApplyContext "SaidStayTogetherInsideReponse:1:20"
- applycontexttoworld
- Response PlayerStayTogetherInsideReponseGambler
- }
- Response PlayerUseAdrenalineGambler
- {
- scene "scenes/Gambler/Adrenaline03.vcd" predelay "1.2" //[shaking self awake]
- scene "scenes/Gambler/PainRelieftPills01.vcd" predelay "1.2" //Bbbbrrrrrrr
- }
- Rule PlayerUseAdrenalineGambler
- {
- criteria ConceptUseAdrenaline IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerUseAdrenalineGambler
- }
- Response PlayerWorldC3M1FerryCrossingC01Gambler
- {
- scene "scenes/Gambler/WorldC3M113.vcd" then producer WorldC3M1FerryCrossingC02 foo:0 -2.763 //What, alive infected or alive and not zombies?
- }
- Rule PlayerWorldC3M1FerryCrossingC01Gambler
- {
- criteria ConceptWorldC3M1FerryCrossingC01 IsGambler IsNotSaidWorldC3M1FerryCrossingC01 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidWorldC3M1FerryCrossingC01:1:0,Talk:1:2.863"
- applycontexttoworld
- Response PlayerWorldC3M1FerryCrossingC01Gambler
- }
- Response PlayerWorldC3M1FerryCrossingC03Gambler
- {
- scene "scenes/Gambler/WorldC3M114.vcd" then producer WorldC3M1FerryCrossingC04 foo:0 -0.946 //100 to 1.
- }
- Rule PlayerWorldC3M1FerryCrossingC03Gambler
- {
- criteria ConceptWorldC3M1FerryCrossingC03 IsGambler IsNotSaidWorldC3M1FerryCrossingC03 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidWorldC3M1FerryCrossingC03:1:0,Talk:1:1.046"
- applycontexttoworld
- Response PlayerWorldC3M1FerryCrossingC03Gambler
- }
- Response PlayerWorldC3M1FerryCrossingD03Gambler
- {
- scene "scenes/Gambler/WorldC3M117.vcd" //You forgot one thing, from the way we shoot? Each other.
- }
- Rule PlayerWorldC3M1FerryCrossingD03Gambler
- {
- criteria ConceptWorldC3M1FerryCrossingD03 IsGambler IsNotSaidWorldC3M1FerryCrossingD03 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidWorldC3M1FerryCrossingD03:1:0,Talk:1:4.086"
- applycontexttoworld
- Response PlayerWorldC3M1FerryCrossingD03Gambler
- }
- Response PlayerWorldC3M1FerryCrossingE03Gambler
- {
- scene "scenes/Gambler/WorldC3M116.vcd" //Jesus christ Ellis, like the goddamn zombies aren't bad enough.
- }
- Rule PlayerWorldC3M1FerryCrossingE03Gambler
- {
- criteria ConceptWorldC3M1FerryCrossingE03 IsGambler IsNotSaidWorldC3M1FerryCrossingE03 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidWorldC3M1FerryCrossingE03:1:0,Talk:1:3.779"
- applycontexttoworld
- Response PlayerWorldC3M1FerryCrossingE03Gambler
- }
- Response PlayerWorldC3M1FerryCrossingG02Gambler
- {
- scene "scenes/Gambler/WorldC3M110.vcd" then coach WorldC3M1FerryCrossingG03 foo:0 -2.315 //Wow, Coach, that was uplifting. (sarcastically)
- scene "scenes/Gambler/WorldC3M111.vcd" //Well Coach, that was uplifting. Everybody else motivated now? (sarcastically)
- scene "scenes/Gambler/WorldC3M112.vcd" then coach WorldC3M1FerryCrossingG03 foo:0 -1.408 //Thanks, Coach, that was uplifting. (sarcastically)
- }
- Rule PlayerWorldC3M1FerryCrossingG02Gambler
- {
- criteria ConceptWorldC3M1FerryCrossingG02 IsGambler IsNotSaidWorldC3M1FerryCrossingG02 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidWorldC3M1FerryCrossingG02:1:0,Talk:1:3.218"
- applycontexttoworld
- Response PlayerWorldC3M1FerryCrossingG02Gambler
- }
- Response PlayerWorldC3M1FerryCrossingG04Gambler
- {
- scene "scenes/Gambler/WorldC3M107.vcd" //Yes,
- }
- Rule PlayerWorldC3M1FerryCrossingG04Gambler
- {
- criteria ConceptWorldC3M1FerryCrossingG04 IsGambler IsNotSaidWorldC3M1FerryCrossingG04 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidWorldC3M1FerryCrossingG04:1:0,Talk:1:0.722"
- applycontexttoworld
- Response PlayerWorldC3M1FerryCrossingG04Gambler
- }
- Response PlayerWorldC3M1FerryCrossingI01Gambler
- {
- scene "scenes/Gambler/WorldC3M105.vcd" then mechanic WorldC3M1FerryCrossingI02 foo:0 -1.929 //What you? Really?
- scene "scenes/Gambler/WorldC3M106.vcd" then mechanic WorldC3M1FerryCrossingI02 foo:0 -0.532 //Pffft.
- }
- Rule PlayerWorldC3M1FerryCrossingI01Gambler
- {
- criteria ConceptWorldC3M1FerryCrossingI01 IsGambler IsNotSaidWorldC3M1FerryCrossingI01 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidWorldC3M1FerryCrossingI01:1:0,Talk:1:2.029"
- applycontexttoworld
- Response PlayerWorldC3M1FerryCrossingI01Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // AutoResponder
- //--------------------------------------------------------------------------------------------------------------
- Response ThanksGotItemGambler
- {
- scene "scenes/Gambler/Thanks01.vcd" //Thanks.
- scene "scenes/Gambler/Thanks03.vcd" //Thanks!
- scene "scenes/Gambler/Thanks05.vcd" //I owe you one.
- }
- Rule ThanksGotItemGambler
- {
- criteria IsAwardConcept IsSharingSubject IsNotCoughing SubjectIsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response ThanksGotItemGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // AwardSpeech
- //--------------------------------------------------------------------------------------------------------------
- Response ReviveThanksGambler
- {
- scene "scenes/Gambler/Thanks01.vcd" predelay ".2,.5" //Thanks.
- scene "scenes/Gambler/Thanks03.vcd" predelay ".2,.5" //Thanks!
- scene "scenes/Gambler/Thanks05.vcd" predelay ".2,.5" //I owe you one.
- }
- Rule ReviveThanksGambler
- {
- criteria ConceptRevivedByFriend IsNotCoughing IsGambler
- ApplyContext "TalkGambler:1:2"
- Response ReviveThanksGambler
- }
- Response ReviveThanksCoachGambler
- {
- scene "scenes/Gambler/Thanks04.vcd" predelay ".2,.5" //Thanks, man, I owe you.
- scene "scenes/Gambler/Thanks05.vcd" predelay ".2,.5" //I owe you one.
- scene "scenes/Gambler/ThanksCoach01.vcd" predelay ".2,.5" //Thanks bro.
- }
- Rule ReviveThanksCoachGambler
- {
- criteria ConceptRevivedByFriend IsNotCoughing IsGambler SubjectIsCoach ChanceToFire30Percent
- ApplyContext "TalkGambler:1:2"
- Response ReviveThanksCoachGambler
- }
- Response ReviveThanksMechanicGambler
- {
- scene "scenes/Gambler/Thanks03.vcd" predelay ".2,.5" //Thanks!
- scene "scenes/Gambler/Thanks04.vcd" predelay ".2,.5" //Thanks, man, I owe you.
- scene "scenes/Gambler/ThanksEllis01.vcd" predelay ".2,.5" //Thanks killer.
- }
- Rule ReviveThanksMechanicGambler
- {
- criteria ConceptRevivedByFriend IsNotCoughing IsGambler SubjectIsMechanic ChanceToFire30Percent
- ApplyContext "TalkGambler:1:2"
- Response ReviveThanksMechanicGambler
- }
- Response ReviveThanksProducerGambler
- {
- scene "scenes/Gambler/Thanks03.vcd" predelay ".2,.5" //Thanks!
- scene "scenes/Gambler/Thanks05.vcd" predelay ".2,.5" //I owe you one.
- scene "scenes/Gambler/ThanksRochelle01.vcd" predelay ".2,.5" //Thanks Ro.
- }
- Rule ReviveThanksProducerGambler
- {
- criteria ConceptRevivedByFriend IsNotCoughing IsGambler SubjectIsProducer ChanceToFire30Percent
- ApplyContext "TalkGambler:1:2"
- Response ReviveThanksProducerGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Bots
- //--------------------------------------------------------------------------------------------------------------
- Response AutoYouAreWelcomeGambler
- {
- scene "scenes/Gambler/YouAreWelcome01.vcd" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome02.vcd" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome03.vcd" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome04.vcd" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome05.vcd" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome06.vcd" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome07.vcd" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome08.vcd" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome09.vcd" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome10.vcd" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome11.vcd" //Anytime.
- scene "scenes/Gambler/YouAreWelcome12.vcd" //Anytime.
- scene "scenes/Gambler/YouAreWelcome13.vcd" //Anytime.
- scene "scenes/Gambler/YouAreWelcome14.vcd" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome15.vcd" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome16.vcd" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome17.vcd" //Sure thing.
- }
- Rule AutoYouAreWelcomeGambler
- {
- criteria ConceptYouWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler TimeSinceGroupInCombat05 IsNotSpeaking IsWorldTalkGambler
- Response AutoYouAreWelcomeGambler
- }
- Response AutoYouAreWelcomeC1Gambler
- {
- scene "scenes/Gambler/YouAreWelcomeC101.vcd" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC102.vcd" //Um yeah.
- scene "scenes/Gambler/YouAreWelcomeC103.vcd" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC105.vcd" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC106.vcd" //Um yeah.
- scene "scenes/Gambler/YouAreWelcomeC107.vcd" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC108.vcd" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC109.vcd" //Um yeah.
- }
- Rule AutoYouAreWelcomeC1Gambler
- {
- criteria ConceptYouWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler TimeSinceGroupInCombat05 IsNotSpeaking IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel
- Response AutoYouAreWelcomeC1Gambler
- }
- Response BotPlayer.YourWelcomeGambler
- {
- scene "scenes/Gambler/YouAreWelcome01.vcd" predelay "1,3.5" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome02.vcd" predelay "1,3.5" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome03.vcd" predelay "1,3.5" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome04.vcd" predelay "1,3.5" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome05.vcd" predelay "1,3.5" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome06.vcd" predelay "1,3.5" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome07.vcd" predelay "1,3.5" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome08.vcd" predelay "1,3.5" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome09.vcd" predelay "1,3.5" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome10.vcd" predelay "1,3.5" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome11.vcd" predelay "1,3.5" //Anytime.
- scene "scenes/Gambler/YouAreWelcome12.vcd" predelay "1,3.5" //Anytime.
- scene "scenes/Gambler/YouAreWelcome13.vcd" predelay "1,3.5" //Anytime.
- scene "scenes/Gambler/YouAreWelcome14.vcd" predelay "1,3.5" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome15.vcd" predelay "1,3.5" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome16.vcd" predelay "1,3.5" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome17.vcd" predelay "1,3.5" //Sure thing.
- }
- Rule BotPlayer.YourWelcomeGambler
- {
- criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response BotPlayer.YourWelcomeGambler
- }
- Response BotPlayer.YourWelcomeC1Gambler
- {
- scene "scenes/Gambler/YouAreWelcomeC101.vcd" predelay "1,3.5" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC102.vcd" predelay "1,3.5" //Um yeah.
- scene "scenes/Gambler/YouAreWelcomeC103.vcd" predelay "1,3.5" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC104.vcd" predelay "1,3.5" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC105.vcd" predelay "1,3.5" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC106.vcd" predelay "1,3.5" //Um yeah.
- scene "scenes/Gambler/YouAreWelcomeC107.vcd" predelay "1,3.5" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC108.vcd" predelay "1,3.5" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC109.vcd" predelay "1,3.5" //Um yeah.
- }
- Rule BotPlayer.YourWelcomeC1Gambler
- {
- criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel
- Response BotPlayer.YourWelcomeC1Gambler
- }
- Response BotReassureComingGambler
- {
- scene "scenes/Gambler/Yes01.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Gambler/Yes02.vcd" predelay "1,3.5" //Yep.
- scene "scenes/Gambler/Yes03.vcd" predelay "1,3.5" //Yeah.
- scene "scenes/Gambler/Yes04.vcd" predelay "1,3.5" //Yeppers.
- scene "scenes/Gambler/Yes05.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Gambler/Yes06.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Gambler/Yes07.vcd" predelay "1,3.5" //Yeah.
- scene "scenes/Gambler/Yes08.vcd" predelay "1,3.5" //Yessss.
- scene "scenes/Gambler/Yes09.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Gambler/Yes10.vcd" predelay "1,3.5" //Yessss.
- scene "scenes/Gambler/Yes12.vcd" predelay "1,3.5" //Yeah, yeah, yeah, yeah.
- }
- Rule BotReassureComingGambler
- {
- criteria ConceptSurvivorBotReassureComing IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response BotReassureComingGambler
- }
- Response BotReassureNearbyGambler
- {
- scene "scenes/Gambler/ImWithYou01.vcd" predelay "1,3.5" //I'm here.
- scene "scenes/Gambler/ImWithYou02.vcd" predelay "1,3.5" //Why not? I follow you.
- scene "scenes/Gambler/ImWithYou03.vcd" predelay "1,3.5" //I'm with you.
- scene "scenes/Gambler/ImWithYou04.vcd" predelay "1,3.5" //Sure thing, let's go.
- scene "scenes/Gambler/ImWithYou05.vcd" predelay "1,3.5" //Sure, let's go.
- }
- Rule BotReassureNearbyGambler
- {
- criteria ConceptSurvivorBotReassureNearby IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response BotReassureNearbyGambler
- }
- Response BotYesReadyGambler
- {
- scene "scenes/Gambler/Yes01.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Gambler/Yes02.vcd" predelay "1,3.5" //Yep.
- scene "scenes/Gambler/Yes03.vcd" predelay "1,3.5" //Yeah.
- scene "scenes/Gambler/Yes04.vcd" predelay "1,3.5" //Yeppers.
- scene "scenes/Gambler/Yes05.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Gambler/Yes06.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Gambler/Yes07.vcd" predelay "1,3.5" //Yeah.
- scene "scenes/Gambler/Yes08.vcd" predelay "1,3.5" //Yessss.
- scene "scenes/Gambler/Yes09.vcd" predelay "1,3.5" //Yes.
- scene "scenes/Gambler/Yes10.vcd" predelay "1,3.5" //Yessss.
- scene "scenes/Gambler/Yes12.vcd" predelay "1,3.5" //Yeah, yeah, yeah, yeah.
- }
- Rule BotYesReadyGambler
- {
- criteria ConceptSurvivorBotYesReady IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response BotYesReadyGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C1M2
- //--------------------------------------------------------------------------------------------------------------
- Response C1M2LeavingSafeRoomGambler
- {
- scene "scenes/Gambler/MoveOn04.vcd" //What are we waiting for? Let's go.
- scene "scenes/Gambler/ReviveFriendB14.vcd" //Let's go kill some zombies.
- }
- Rule C1M2LeavingSafeRoomGambler
- {
- criteria ConceptSurvivorLeavingInitialCheckpoint IsGambler IsNotSaidC1M2LeavingSafeRoom ismap_c1m2_streets _auto_NotTellingStory
- ApplyContext "SaidC1M2LeavingSafeRoom:1:0,Talk:1:2.989"
- applycontexttoworld
- Response C1M2LeavingSafeRoomGambler
- }
- Response C1M2SafeRoomGambler
- {
- scene "scenes/Gambler/Blank.vcd" then any C1M2SafeRoom2 foo:0 3 //Blank
- }
- Rule C1M2SafeRoomGambler
- {
- criteria ConceptTalkIdle Joined2 IsGambler IsNotSaidC1M2SafeRoom2 ismap_c1m2_streets IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M2SafeRoom2:1:0"
- applycontexttoworld
- Response C1M2SafeRoomGambler
- }
- Response C1M2SafeRoomb1Gambler
- {
- scene "scenes/Gambler/WorldC1M1B103.vcd" then coach C1M2SafeRoomb2 foo:0 -1.777 //I guess living here's finally paying off.
- }
- Rule C1M2SafeRoomb1Gambler
- {
- criteria ConceptC1M2SafeRoomb1 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:1.877"
- applycontexttoworld
- Response C1M2SafeRoomb1Gambler
- }
- Response C1M2SafeRoomb3Gambler
- {
- scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever.
- }
- Rule C1M2SafeRoomb3Gambler
- {
- criteria ConceptC1M2SafeRoomb3 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:0.749"
- applycontexttoworld
- Response C1M2SafeRoomb3Gambler
- }
- Response C1M2SafeRoomd1Gambler
- {
- scene "scenes/Gambler/WorldC1M1B34.vcd" then producer C1M2SafeRoomd2 foo:0 -1.030 //Now we're talking.
- scene "scenes/Gambler/WorldC1M2B01.vcd" then oroducer C1M2SafeRoomd2a foo:0 -1.060 //Sounds good to me.
- scene "scenes/Gambler/WorldC1M2B02.vcd" //A gun store sounds like a fine to stop.
- }
- Rule C1M2SafeRoomd1Gambler
- {
- criteria ConceptC1M2SafeRoomd1 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:2.185"
- applycontexttoworld
- Response C1M2SafeRoomd1Gambler
- }
- Response C1M2TankerAttackGambler
- {
- scene "scenes/Gambler/WorldC1M2B30.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //Barrier's down! Let's get out of here.
- scene "scenes/Gambler/WorldC1M2B31.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //There goes the tanker. Let's get out of here.
- scene "scenes/Gambler/WorldC1M2B32.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //That's one way to open a path.
- scene "scenes/Gambler/WorldC1M2B33.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //I gotta respect that!
- scene "scenes/Gambler/WorldC1M2B34.vcd" then orator C1M2GoodLuckGettingToTheMall foo:0 3 //That is how you clear a path.
- }
- Rule C1M2TankerAttackGambler
- {
- criteria ConceptC1M2TankerAttack2 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- Response C1M2TankerAttackGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C1M4
- //--------------------------------------------------------------------------------------------------------------
- Response c1m4escapeGambler
- {
- scene "scenes/Gambler/WorldC1M4B38.vcd" //HELL YEAH! Next stop: New Orleans...
- scene "scenes/Gambler/WorldC1M4B42.vcd" //Time to go!
- }
- Rule c1m4escapeGambler
- {
- criteria Conceptc1m4escape IsGambler IsNotSaidc1m4escape AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3,Saidc1m4escape:1:0"
- Response c1m4escapeGambler
- }
- Response C1M4GasPourGambler
- {
- scene "scenes/Gambler/WorldC1M4B09.vcd" //Come onnnn, come onnnnnn...
- scene "scenes/Gambler/WorldC1M4B10.vcd" //Come onnnn, come onnnnnn...
- scene "scenes/Gambler/WorldC1M4B11.vcd" //Come on...
- scene "scenes/Gambler/WorldC1M4B12.vcd" //Get in the tank, you stupid goddamn gas, get in the tank.
- scene "scenes/Gambler/WorldC1M4B13.vcd" //Piece of shit gas, GET IN THE CAR!
- scene "scenes/Gambler/WorldC1M4B14.vcd" //Got another can in the tank!
- scene "scenes/Gambler/WorldC1M4B15.vcd" //One more for the gas tank!
- scene "scenes/Gambler/WorldC1M4B16.vcd" //How big is the tank in this thing?
- scene "scenes/Gambler/WorldC1M4B17.vcd" //Hurry up, hurrrry upppp...
- scene "scenes/Gambler/WorldC1M4B18.vcd" //Come comeoncomeoncomeoncomeon. Come on!
- scene "scenes/Gambler/WorldC1M4B19.vcd" //Get! In! The! Tank!
- }
- Rule C1M4GasPourGambler
- {
- criteria ConceptPlayerPourStarted IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge ismap_c1m4_atrium _auto_NotNoGasPourLine
- ApplyContext "TalkGambler:1:2"
- Response C1M4GasPourGambler
- }
- Response C1M4PlayerGetToRescueVehicleGambler
- {
- scene "scenes/Gambler/EmphaticGo05.vcd" //Let's go. Let's go.
- scene "scenes/Gambler/WorldC1M4B20.vcd" //Get in there!
- scene "scenes/Gambler/WorldC1M4B37.vcd" //Would you get to the goddamn car?
- }
- Rule C1M4PlayerGetToRescueVehicleGambler
- {
- criteria ConceptGetToVehicle IsGambler IsNotSaidPlayerGetToRescueVehicle ismap_c1m4_atrium IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidPlayerGetToRescueVehicle:1:0"
- applycontexttoworld
- Response C1M4PlayerGetToRescueVehicleGambler
- }
- Response c1m4startelevatorGambler
- {
- scene "scenes/Gambler/WorldC1M4B02.vcd" then mechanic _c1m4startelevator2a foo:0 -2.415 //CEDA's not gonna save us, any ideas?
- }
- Rule c1m4startelevatorGambler
- {
- criteria Conceptc1m4startelevator IsGambler AutoIsNotScavenge AutoIsNotSurvival
- Response c1m4startelevatorGambler
- }
- Response FinaleStartC1M4Gambler
- {
- scene "scenes/Gambler/WorldC1M4B07.vcd" //Let's get some GAS!
- }
- Rule FinaleStartC1M4Gambler
- {
- criteria ConceptFinaleTriggered IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m4_atrium IsNotScavenge IsNotSaidFinaleStartC1M4
- ApplyContext "Talk:1:3,SaidFinaleStartC1M4:1:0,_auto_NoLostCall:1:0"
- applycontexttoworld
- Response FinaleStartC1M4Gambler
- }
- Response GasPourDoneC1M4Gambler
- {
- scene "scenes/Gambler/WorldC1M4B34.vcd" //She's all filled up, let's go, get to the car!
- scene "scenes/Gambler/WorldC1M4B35.vcd" //Thank YOU, Jimmy Gibbs, Jr.
- scene "scenes/Gambler/WorldC1M4B36.vcd" //Get to the car!
- scene "scenes/Gambler/WorldC1M4B39.vcd" //Everyone to the car!
- scene "scenes/Gambler/WorldC1M4B40.vcd" //I'm not waiting long, get to the car!
- scene "scenes/Gambler/WorldC1M4B41.vcd" //Time to leave people!
- scene "scenes/Gambler/WorldC1M4B43.vcd" //Let's go people, let's go!
- }
- Rule GasPourDoneC1M4Gambler
- {
- criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge ismap_c1m4_atrium ScoreDoneSC
- Response GasPourDoneC1M4Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C2General
- //--------------------------------------------------------------------------------------------------------------
- Response C2M2CarouselIdleGambler
- {
- scene "scenes/Gambler/WorldC2M2B18.vcd" //SHIT, that's loud! Somebody shut it down!
- scene "scenes/Gambler/WorldC2M2B19.vcd" //Goddamn, that's loud! Somebody shut it down!
- }
- Rule C2M2CarouselIdleGambler
- {
- criteria ConceptTalkIdle IsGambler ChanceToFire30Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_IsCarouselOn _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_NotSawTunnelOfLove IsNotSpeakingWeight0
- ApplyContext "_auto_TimerLockA:1:13,_auto_TimerLockGambler:1:20"
- applycontexttoworld
- Response C2M2CarouselIdleGambler
- }
- Response C2M2TunnelIdleGambler
- {
- scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running.
- scene "scenes/Gambler/WorldC2M226.vcd" //Run into the tunnel of love!
- scene "scenes/Gambler/WorldC2M228.vcd" //Go go go. Cut in line.
- }
- Rule C2M2TunnelIdleGambler
- {
- criteria ConceptTalkIdle IsGambler ChanceToFire50Percent IsNotIncapacitated ismap_c2m2 IsNotInSafeSpot AutoIsNotScavenge AutoIsNotSurvival _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_IsSawTunnelOfLove IsNotSpeakingWeight0
- ApplyContext "_auto_TimerLockA:1:8,_auto_TimerLockGambler:1:12"
- applycontexttoworld
- Response C2M2TunnelIdleGambler
- }
- // Autogenerated criteria for linked source group C2M2_SAFE002
- criterion "IsNotSrcGrp_C2M2_SAFE002" "worldSrcGrp_C2M2_SAFE002" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // C2M3
- //--------------------------------------------------------------------------------------------------------------
- Response c2m3_DownHoleGambler
- {
- speak "Gambler_Blank" noscene //Blank
- }
- Rule c2m3_DownHoleGambler
- {
- criteria Conceptc2m3downhole IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "_auto_DownHole:1:0"
- applycontexttoworld
- Response c2m3_DownHoleGambler
- }
- Response c2m3CoasterEndGambler
- {
- scene "scenes/Gambler/WorldC2M3B22.vcd" //Alarm's off!
- }
- Rule c2m3CoasterEndGambler
- {
- criteria Conceptc2m3CoasterEnd IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "_auto_CoasterOff:0:0,_auto_CoasterOver:1:0"
- applycontexttoworld
- Response c2m3CoasterEndGambler
- }
- Response C2M3CoasterStartGambler
- {
- scene "scenes/Gambler/MiscDirectional35.vcd" then mechanic _c2m3_howcool foo:0 1.0 //I hit it!
- }
- Rule C2M3CoasterStartGambler
- {
- criteria Conceptc2m3CoasterStart IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "WarnMegaMob:1:30,_auto_CoasterStarted:1:0"
- applycontexttoworld
- Response C2M3CoasterStartGambler
- }
- Response c2m3SeeChopperGambler
- {
- scene "scenes/Gambler/Look02.vcd" then any C2M3Chopper001 foo:0 0.01 //Look!
- }
- Rule c2m3SeeChopperGambler
- {
- criteria Conceptc2m3SeeChopper IsGambler IsTalk AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "_auto_OutOfTunnel:1:0"
- applycontexttoworld
- Response c2m3SeeChopperGambler
- }
- // Autogenerated criteria for linked source group C2M3_SPOT01
- criterion "IsNotSrcGrp_C2M3_SPOT01" "worldSrcGrp_C2M3_SPOT01" "<1" required
- // Autogenerated criteria for linked source group C2M3_SPOT02
- criterion "IsNotSrcGrp_C2M3_SPOT02" "worldSrcGrp_C2M3_SPOT02" "<1" required
- // Autogenerated criteria for linked source group C2M3_007
- criterion "IsNotSrcGrp_C2M3_007" "worldSrcGrp_C2M3_007" "<1" required
- Response PlayerRemarkc2m3_saferoomaGambler
- {
- scene "scenes/Gambler/Blank.vcd" //Blank
- }
- Rule PlayerRemarkc2m3_saferoomaGambler
- {
- criteria ConceptTalkIdle IsGambler IsInStartArea Ismap_c2m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_007 IsNotSpeakingWeight0
- ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M3_007:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_saferoomaGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C2M4
- //--------------------------------------------------------------------------------------------------------------
- Response C2M4_saferoom01Gambler
- {
- scene "scenes/Gambler/WorldC3M107.vcd" then any C2M4_saferoom02 foo:0 0.01 //Yes,
- scene "scenes/Gambler/WorldC3M109.vcd" then any C2M4_saferoom02 foo:0 0.01 //Yes Ellis, I remember.
- }
- Rule C2M4_saferoom01Gambler
- {
- criteria ConceptC2M4_saferoom01 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoomQuiet _auto_IsSafeRoomStart
- ApplyContext "Talk:1:1.758"
- applycontexttoworld
- Response C2M4_saferoom01Gambler
- }
- // Autogenerated criteria for linked source group C2M4_700
- criterion "IsNotSrcGrp_C2M4_700" "worldSrcGrp_C2M4_700" "<1" required
- Response c2m4_saferoominitGambler
- {
- scene "scenes/Gambler/blank.vcd" //Blank
- }
- Rule c2m4_saferoominitGambler
- {
- criteria ConceptTalkIdle IsGambler IsInStartArea ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_700 IsNotSpeakingWeight0
- ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M4_700:1:0"
- applycontexttoworld
- Response c2m4_saferoominitGambler
- }
- Response C2M4ButtonPressedGambler
- {
- scene "scenes/Gambler/MiscDirectional35.vcd" //I hit it!
- }
- Rule C2M4ButtonPressedGambler
- {
- criteria ConceptC2M4ButtonPressed IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "_auto_ButtonPressed:1:0"
- applycontexttoworld
- Response C2M4ButtonPressedGambler
- }
- Response C2M4Chopper001Gambler
- {
- scene "scenes/Gambler/WorldC2M4B04.vcd" //We need something big to signal the 'copter.
- }
- Rule C2M4Chopper001Gambler
- {
- criteria ConceptC2M4Chopper001 IsGambler IsTalk NotInCombat IsSubjectDistNear400 IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival
- Response C2M4Chopper001Gambler
- }
- // Autogenerated criteria for linked source group C2M4_008
- criterion "IsNotSrcGrp_C2M4_008" "worldSrcGrp_C2M4_008" "<1" required
- Response C2M4GateIdle2Gambler
- {
- norepeat
- scene "scenes/Gambler/MiscDirectional32.vcd" //Press the button!
- }
- Rule C2M4GateIdle2Gambler
- {
- criteria ConceptTalkIdle IsGambler IsNotIncapacitated ismap_c2m4 NotInCombat TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsNearGateNag _auto_IsNearGate _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_NotButtonPressed IsNotSpeakingWeight0
- ApplyContext "Talk:1:0.886,_auto_TimerLockA:1:20,_auto_TimerLockGambler:1:23"
- applycontexttoworld
- Response C2M4GateIdle2Gambler
- }
- // Autogenerated criteria for linked source group C2M4_009
- criterion "IsNotSrcGrp_C2M4_009" "worldSrcGrp_C2M4_009" "<1" required
- Response C2M4GateOpenIdleGambler
- {
- scene "scenes/Gambler/WorldC2M478.vcd" then any _C2M4_GateOpen001 foo:0 0.01 //Gate's open!
- }
- Rule C2M4GateOpenIdleGambler
- {
- criteria ConceptTalkIdle IsGambler IsNotIncapacitated ismap_c2m4 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_009 _auto_IsGateOpen _auto_NotTimerLockA IsNotSpeakingWeight0
- ApplyContext "Talk:1:0.887,SrcGrp_C2M4_009:1:0"
- applycontexttoworld
- Response C2M4GateOpenIdleGambler
- }
- // Autogenerated criteria for linked source group C2M4_SAFE001
- criterion "IsNotSrcGrp_C2M4_SAFE001" "worldSrcGrp_C2M4_SAFE001" "<1" required
- Response c2m4SeeChopperGambler
- {
- scene "scenes/Gambler/WorldC2M4B04.vcd" //We need something big to signal the 'copter.
- }
- Rule c2m4SeeChopperGambler
- {
- criteria Conceptc2m4SeeChopper IsGambler IsTalk NotInCombat IsNotCoughing AutoIsNotScavenge AutoIsNotSurvival
- Response c2m4SeeChopperGambler
- }
- // Autogenerated criteria for linked source group C2M4_910
- criterion "IsNotSrcGrp_C2M4_910" "worldSrcGrp_C2M4_910" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // C2M5
- //--------------------------------------------------------------------------------------------------------------
- Response C2M5_Button2YellGambler
- {
- scene "scenes/Gambler/WorldC2M463.vcd" //You guys ready to rock?
- scene "scenes/Gambler/WorldC2M5B21.vcd" //I'm gonna regret this, but turn it up!
- }
- Rule C2M5_Button2YellGambler
- {
- criteria ConceptC2M5_Button2Yell IsGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeaking
- Response C2M5_Button2YellGambler
- }
- Response C2M5_ChoppercomingGambler
- {
- scene "scenes/Gambler/WorldC2M5B38.vcd" then any C2M5_PlanWorked foo:0 0.01 //There's the copter!
- scene "scenes/Gambler/WorldC2M5B39.vcd" then any C2M5_PlanWorked foo:0 0.01 //This worked! The copter is here!
- }
- Rule C2M5_ChoppercomingGambler
- {
- criteria ConceptC2M5_Choppercoming IsGambler IsNotIncapacitated AutoIsNotScavenge AutoIsNotSurvival
- Response C2M5_ChoppercomingGambler
- }
- Response c2m5_intro004Gambler
- {
- scene "scenes/Gambler/WorldC2M5B04.vcd" //Unless someone has a better idea, let's rock.
- }
- Rule c2m5_intro004Gambler
- {
- criteria Conceptc2m5_intro004 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3.089"
- applycontexttoworld
- Response c2m5_intro004Gambler
- }
- Response c2m5_intro008Gambler
- {
- scene "scenes/Gambler/WorldC2M450.vcd" odds 2 //Okay, we'll set off the pyrotechnics, but I'm telling you right now. I AM NOT GOING TO AIR GUITAR.
- }
- Rule c2m5_intro008Gambler
- {
- criteria Conceptc2m5_intro008 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:5.949"
- applycontexttoworld
- Response c2m5_intro008Gambler
- }
- Response c2m5_intro011Gambler
- {
- scene "scenes/Gambler/WorldC2M5B02.vcd" then any c2m5_intro012 foo:0 0.1 //Coach, that is the stupidest idea I have ever agreed with.
- }
- Rule c2m5_intro011Gambler
- {
- criteria Conceptc2m5_intro011 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3.581"
- applycontexttoworld
- Response c2m5_intro011Gambler
- }
- Response c2m5_intro015Gambler
- {
- scene "scenes/Gambler/WorldC2M5B02.vcd" then any c2m5_intro016 foo:0 0.1 //Coach, that is the stupidest idea I have ever agreed with.
- }
- Rule c2m5_intro015Gambler
- {
- criteria Conceptc2m5_intro015 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3.581"
- applycontexttoworld
- Response c2m5_intro015Gambler
- }
- Response c2m5_intro020Gambler
- {
- scene "scenes/Gambler/WorldC2M5B04.vcd" //Unless someone has a better idea, let's rock.
- }
- Rule c2m5_intro020Gambler
- {
- criteria Conceptc2m5_intro020 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3.089"
- applycontexttoworld
- Response c2m5_intro020Gambler
- }
- Response c2m5_intro026Gambler
- {
- scene "scenes/Gambler/WorldC2M4B04.vcd" then any c2m5_intro013 foo:0 0.1 //We need something big to signal the 'copter.
- }
- Rule c2m5_intro026Gambler
- {
- criteria Conceptc2m5_intro026 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:2.140"
- applycontexttoworld
- Response c2m5_intro026Gambler
- }
- Response C2M5_PlanWorkedGambler
- {
- scene "scenes/Gambler/WorldC2M5B42.vcd" //Holy shit, this worked!
- scene "scenes/Gambler/WorldC2M5B43.vcd" //Coach, you're a genius this worked!
- scene "scenes/Gambler/WorldC2M5B44.vcd" //It worked! I love you Coach!
- }
- Rule C2M5_PlanWorkedGambler
- {
- criteria ConceptC2M5_PlanWorked IsGambler IsNotIncapacitated NotInCombat AutoIsNotScavenge AutoIsNotSurvival
- Response C2M5_PlanWorkedGambler
- }
- // Autogenerated criteria for linked source group C2M5_001
- criterion "IsNotSrcGrp_C2M5_001" "worldSrcGrp_C2M5_001" "<1" required
- Response c2m5_saferoominitGambler
- {
- scene "scenes/Gambler/blank.vcd" //Blank
- }
- Rule c2m5_saferoominitGambler
- {
- criteria ConceptTalkIdle IsGambler IsInStartArea Ismap_c2m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_001 _auto_NotSafeRoomStart IsNotSpeakingWeight0
- ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M5_001:1:0"
- applycontexttoworld
- Response c2m5_saferoominitGambler
- }
- // Autogenerated criteria for linked source group C2M5_101
- criterion "IsNotSrcGrp_C2M5_101" "worldSrcGrp_C2M5_101" "<1" required
- Response C2M5Button1Gambler
- {
- scene "scenes/Gambler/WorldC2M5B18.vcd" //Lights!
- }
- Rule C2M5Button1Gambler
- {
- criteria ConceptC2M5Button1 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M5_101
- ApplyContext "_auto_Button1:1:0,_auto_NoSpotting:1:0,_auto_NoLostCall:1:0,SrcGrp_C2M5_101:1:0"
- applycontexttoworld
- Response C2M5Button1Gambler
- }
- Response C2M5ChopperNagGambler
- {
- scene "scenes/Gambler/WorldC2M5B48.vcd" //The pilot's landed, let's go!
- scene "scenes/Gambler/WorldC2M5B49.vcd" //Get on the helicopter!
- scene "scenes/Gambler/WorldC2M5B50.vcd" //Everyone to the copter!
- scene "scenes/Gambler/WorldC2M5B52.vcd" //Copter's landed, let's go!
- scene "scenes/Gambler/WorldC2M5B53.vcd" //Let's go, let's go to the copter!
- }
- Rule C2M5ChopperNagGambler
- {
- criteria ConceptTalkIdle IsGambler Ismap_c2m5 IsNotIncapacitated IsTalk AutoIsNotScavenge AutoIsNotSurvival _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockGambler IsNotSpeakingWeight0
- ApplyContext "_auto_TimerLockA:1:5,_auto_TimerLockGambler:1:10"
- applycontexttoworld
- Response C2M5ChopperNagGambler
- }
- // Autogenerated criteria for linked source group C2M5_100
- criterion "IsNotSrcGrp_C2M5_100" "worldSrcGrp_C2M5_100" "<1" required
- Response C2M5InArenaNagGambler
- {
- norepeat
- scene "scenes/Gambler/WorldC2M461.vcd" //Hit the lights.
- scene "scenes/Gambler/WorldC2M468.vcd" //Someone needs to hit the lights!
- scene "scenes/Gambler/WorldC2M470.vcd" //We have to hit the lights!
- scene "scenes/Gambler/WorldC2M5B16.vcd" //Hit the lights!
- scene "scenes/Gambler/WorldC2M5B26.vcd" //Turn on the lights!
- }
- Rule C2M5InArenaNagGambler
- {
- criteria ConceptTalkIdle IsGambler ChanceToFire80Percent NotInCombat Ismap_c2m5 IsTalk IsTalkGambler IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton1 _auto_NotTimerLockA _auto_NotTimerLockGambler _auto_IsC2M5InArena IsNotSpeakingWeight0
- ApplyContext "_auto_TimerLockA:1:30,_auto_TimerLockGambler:1:34,_auto_NoSpotting:1:0"
- applycontexttoworld
- Response C2M5InArenaNagGambler
- }
- // Autogenerated criteria for linked source group C2M5_SAFE001
- criterion "IsNotSrcGrp_C2M5_SAFE001" "worldSrcGrp_C2M5_SAFE001" "<1" required
- // Autogenerated criteria for linked source group C2M5_THANK
- criterion "IsNotSrcGrp_C2M5_THANK" "worldSrcGrp_C2M5_THANK" "<1" required
- Response C2M5WeAreRocking##Name##
- {
- scene "scenes/Gambler/Hurrah01.vcd" //We are walking through the valley of the shadow of death and kicking ass.
- scene "scenes/Gambler/Hurrah08.vcd" //We're makin' it look EASY!
- scene "scenes/Gambler/Hurrah09.vcd" //And THAT is how you do that!
- scene "scenes/Gambler/Hurrah10.vcd" //We're the four riders of the goddamn apocalypse!
- }
- Rule C2M5WeAreRocking##Name##
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler IntensityOver75 _auto_IsC2M5InArena _auto_NotC2M5WeAreRocking
- ApplyContext "_auto_C2M5WeAreRocking:1:1.10"
- applycontexttoworld
- Response C2M5WeAreRocking##Name##
- }
- //--------------------------------------------------------------------------------------------------------------
- // C3
- //--------------------------------------------------------------------------------------------------------------
- Response C3GoingToDieGambler
- {
- norepeat
- scene "scenes/Gambler/WorldC3MGoingToDie01.vcd" //I am not dying in this swamp.
- scene "scenes/Gambler/WorldC3MGoingToDie02.vcd" //I am not going to be gator food.
- }
- Rule C3GoingToDieGambler
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock ChanceToFire30Percent IsWorldTalkGambler ismapc3m2_swamp
- ApplyContext "IsComplain:1:25"
- forceweight 200
- Response C3GoingToDieGambler
- }
- // Autogenerated criteria for linked source group C2M3_SAFE001
- criterion "IsNotSrcGrp_C2M3_SAFE001" "worldSrcGrp_C2M3_SAFE001" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // C3M1
- //--------------------------------------------------------------------------------------------------------------
- Response C3M1FerryEnd2Gambler
- {
- scene "scenes/Gambler/MoveOn02.vcd" //Let's roll!
- scene "scenes/Gambler/MoveOn04.vcd" //What are we waiting for? Let's go.
- }
- Rule C3M1FerryEnd2Gambler
- {
- criteria ConceptC3M1FerryEnd2 IsGambler IsNotSaidC3M1FerryEnd AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC3M1FerryEnd:1:0"
- applycontexttoworld
- Response C3M1FerryEnd2Gambler
- }
- // Autogenerated criteria for linked source group C3M2_900
- criterion "IsNotSrcGrp_C3M2_900" "worldSrcGrp_C3M2_900" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // C3M2
- //--------------------------------------------------------------------------------------------------------------
- Response C3M2DisgustGambler
- {
- scene "scenes/Gambler/ReactionNegative24.vcd" //Is this some kind of sick joke?
- scene "scenes/Gambler/WorldC3M3B13.vcd" //This is just really unsanitary.
- }
- Rule C3M2DisgustGambler
- {
- criteria Conceptc3m2disgust IsGambler NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C3M2_900
- ApplyContext "Talk:1:2.028,SrcGrp_C3M2_900:1:0"
- applycontexttoworld
- Response C3M2DisgustGambler
- }
- Response C3M2SafeRoomGambler
- {
- scene "scenes/Gambler/WorldC3M1B17.vcd" then producer C3M2SafeRoom2d foo:0 -2.978 //Shit. This swamp is going to ruin my white suit.
- scene "scenes/Gambler/WorldC3M2B03.vcd" then gambler C3M2SafeRoomb2 foo:0 .01 //These swamps don't agree with me.
- scene "scenes/Gambler/WorldC3M2B05.vcd" //I am not dying in this goddamn swamp.
- }
- Rule C3M2SafeRoomGambler
- {
- criteria ConceptTalkIdle Joined3 IsGambler IsNotSaidC3M2SafeRoom ismapc3m2_swamp IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC3M2SafeRoom IsNotSpeakingWeight0
- ApplyContext "SaidC3M2SafeRoom:1:0,Talk:1:3.088"
- applycontexttoworld
- Response C3M2SafeRoomGambler
- }
- Response C3M2SafeRoom3dGambler
- {
- scene "scenes/Gambler/WorldC3M1B18.vcd" //Brains come out. Swamp water doesn't. Don't ask me how I know that.
- }
- Rule C3M2SafeRoom3dGambler
- {
- criteria ConceptC3M2SafeRoom3d IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3.629"
- applycontexttoworld
- Response C3M2SafeRoom3dGambler
- }
- Response C3M2SafeRoomb2Gambler
- {
- scene "scenes/Gambler/WorldC3M2B01.vcd" then mechanic C3M2SafeRoomb3 foo:0 .01 //This swamp is just a cesspool for disease.
- scene "scenes/Gambler/WorldC3M2B02.vcd" //I can feel my feet growing fungus.
- }
- Rule C3M2SafeRoomb2Gambler
- {
- criteria ConceptC3M2SafeRoomb2 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:2.455"
- applycontexttoworld
- Response C3M2SafeRoomb2Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C3M3
- //--------------------------------------------------------------------------------------------------------------
- Response C3M3SafeRoom2Gambler
- {
- scene "scenes/Gambler/WorldC3M3B01.vcd" then mechanic C3M3SafeRoom2d2 foo:0 .05 //The swamp people didn't make it.
- scene "scenes/Gambler/WorldC3M3B02.vcd" then producer C3M3SafeRoom2e2 foo:0 .05 //This is ugly.
- }
- Rule C3M3SafeRoom2Gambler
- {
- criteria ConceptTalkIdle Joined3 IsGambler Ismapc3m3_shantytown IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC3M3SafeRoom IsNotSaidC3M3SafeRoom IsNotSpeakingWeight0
- ApplyContext "SaidC3M3SafeRoom:1:0,Talk:1:1.402"
- applycontexttoworld
- Response C3M3SafeRoom2Gambler
- }
- Response InfoRemC3M3LowerGateaGambler
- {
- scene "scenes/Gambler/WorldC3M3B08.vcd" //Lower the plank.
- scene "scenes/Gambler/WorldC3M3B09.vcd" //Lower the bridge.
- }
- Rule InfoRemC3M3LowerGateaGambler
- {
- criteria ConceptInfoRemC3M3LowerGatea IsGambler IsNotSaidC3M3BridgeButton IntensityUnder25 AutoIsNotScavenge AutoIsNotSurvival
- Response InfoRemC3M3LowerGateaGambler
- }
- Response InfoRemC3M3Unsanitarya2Gambler
- {
- scene "scenes/Gambler/WorldC2M433.vcd" //What?
- }
- Rule InfoRemC3M3Unsanitarya2Gambler
- {
- criteria ConceptInfoRemC3M3Unsanitarya2 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- Response InfoRemC3M3Unsanitarya2Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C3M4
- //--------------------------------------------------------------------------------------------------------------
- Response C3M4BoatNagsGambler
- {
- scene "scenes/Gambler/WorldC3M101.vcd" //Get on the boat!
- scene "scenes/Gambler/WorldC3M102.vcd" //Get on the boat!
- scene "scenes/Gambler/WorldC3M103.vcd" //Get to the boat!
- scene "scenes/Gambler/WorldC3M4B23.vcd" //Everyone to the boat!
- scene "scenes/Gambler/WorldC3M4B24.vcd" //Get to the boat!
- scene "scenes/Gambler/WorldC3M4B25.vcd" //To the boat!
- scene "scenes/Gambler/WorldC4M4B22.vcd" //GET TO THE BOAT!
- scene "scenes/Gambler/WorldC4M4B23.vcd" //GET TO THE BOAT!
- }
- Rule C3M4BoatNagsGambler
- {
- criteria ConceptTalkIdle IsGambler IsTalk ismapc3m4_plantation IsNotIncapacitated ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateExploded _auto_NotTimerLockA IsNotSpeakingWeight0
- ApplyContext "Talk:1:1.066,_auto_TimerLockA:1:6"
- applycontexttoworld
- Response C3M4BoatNagsGambler
- }
- Response C3M4Button1Gambler
- {
- scene "scenes/Gambler/WorldC5M5B08.vcd" then orator C3M4Button101 foo:0 0.3 //Um, hello?
- }
- Rule C3M4Button1Gambler
- {
- criteria ConceptC3M4Button1 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:1.497,_auto_Button1:1:0,_auto_Button1Gambler:1:0,_auto_NoLostCall:1:0"
- applycontexttoworld
- Response C3M4Button1Gambler
- }
- Response C3M4Button201Gambler
- {
- scene "scenes/Gambler/WorldC3M4B02.vcd" then orator C3M4Button202 foo:0 0.01 //We're at a big old house with gate.
- scene "scenes/Gambler/WorldC3M4B05.vcd" then orator C3M4Button202 foo:0 0.01 //At a plantation with a big gate.
- scene "scenes/Gambler/WorldC3M4B07.vcd" then orator C3M4Button202 foo:0 0.01 //I'm standing by a big gate, in front of a big house.
- }
- Rule C3M4Button201Gambler
- {
- criteria ConceptC3M4Button201 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3.424"
- applycontexttoworld
- Response C3M4Button201Gambler
- }
- Response C3M4GateBlow01Gambler
- {
- scene "scenes/Gambler/WorldC2M478.vcd" then orator C3M4GateBlow02 foo:0 0.01 //Gate's open!
- scene "scenes/Gambler/WorldC3M4B22.vcd" then orator C3M4GateBlow02 foo:0 0.01 //Our Cajun buddy blew open the gate, let's go!
- scene "scenes/Gambler/WorldC3M4B27.vcd" then orator C3M4GateBlow02 foo:0 0.01 //That's one way to open that gate.
- }
- Rule C3M4GateBlow01Gambler
- {
- criteria ConceptC3M4GateBlow01 IsGambler IsTalk AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "_auto_GateExploded:1:0"
- applycontexttoworld
- Response C3M4GateBlow01Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C4
- //--------------------------------------------------------------------------------------------------------------
- Response C4GoingToDieGambler
- {
- norepeat
- scene "scenes/Gambler/WorldC4MGoingToDie01.vcd" //Never get out of the boat. Never get out of the boat. Never get out of the boat.
- scene "scenes/Gambler/WorldC4MGoingToDie02.vcd" //I cannot believe I am looking forward to getting back on that boat.
- scene "scenes/Gambler/WorldC4MGoingToDie03.vcd" //Some milk run this turned out to be.
- scene "scenes/Gambler/WorldC4MGoingToDie04.vcd" //Should have just kept floating down the damn river.
- scene "scenes/Gambler/WorldC4MGoingToDie05.vcd" //What in the hell were we thinking stopping here?
- }
- Rule C4GoingToDieGambler
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock ChanceToFire30Percent IsWorldTalkGambler IsCampaign4
- ApplyContext "IsComplain:1:25"
- forceweight 200
- Response C4GoingToDieGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C4General
- //--------------------------------------------------------------------------------------------------------------
- Response C4StormBlindIdleGambler
- {
- scene "scenes/Gambler/MiscDirectional66.vcd" //I can't see a damn thing...
- }
- Rule C4StormBlindIdleGambler
- {
- criteria ConceptTalkIdle IsGambler ChanceToFire30Percent IsNotIncapacitated _auto_NotTimerLockA _auto_IsTimerA _auto_NotC4GamblerInCover IsNotSpeakingWeight0
- ApplyContext "_auto_TimerA:0:0"
- applycontexttoworld
- Response C4StormBlindIdleGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C4M1
- //--------------------------------------------------------------------------------------------------------------
- Response _c4m1Intro20Gambler
- {
- scene "scenes/Gambler/WorldC4M1B07.vcd" //The gas station's right across the street. Let's just get the gas and then we'll figure out how to signal Virgil.
- }
- Rule _c4m1Intro20Gambler
- {
- criteria Concept_c4m1Intro20 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:5.114"
- applycontexttoworld
- Response _c4m1Intro20Gambler
- }
- Response _c4m1Intro23Gambler
- {
- scene "scenes/Gambler/WorldC4M1B02.vcd" //What gun bag?
- }
- Rule _c4m1Intro23Gambler
- {
- criteria Concept_c4m1Intro23 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:1.184"
- applycontexttoworld
- Response _c4m1Intro23Gambler
- }
- // Autogenerated criteria for linked source group C4M2_006
- criterion "IsNotSrcGrp_C4M2_006" "worldSrcGrp_C4M2_006" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // C4M2
- //--------------------------------------------------------------------------------------------------------------
- Response C4M2IdleWitchville01Gambler
- {
- scene "scenes/Gambler/WorldC4M2B09.vcd" then any _c4m2_Witchville05 foo:0 0.01 //Jesus. Welcome to witchville...
- }
- Rule C4M2IdleWitchville01Gambler
- {
- criteria ConceptPlayerWarnHearZombie IsWitchClass IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler IsGamblerInWitchville ChanceToFire50Percent NotSaidLotsOfWitches IsNotSrcGrp_C4M2_006
- ApplyContext "SaidWitchWarn:1:20,WarnHeardWitch:1:300,SaidLotsOfWitches:1:90,SrcGrp_C4M2_006:1:0"
- applycontexttoworld
- Response C4M2IdleWitchville01Gambler
- }
- // Autogenerated criteria for linked source group C4M2_008
- criterion "IsNotSrcGrp_C4M2_008" "worldSrcGrp_C4M2_008" "<1" required
- // Autogenerated criteria for linked source group C4M2_007
- criterion "IsNotSrcGrp_C4M2_007" "worldSrcGrp_C4M2_007" "<1" required
- Response C4M2IdleWitchville03Gambler
- {
- scene "scenes/Gambler/WorldC4M209.vcd" //I have never seen so many witches.
- scene "scenes/Gambler/WorldC4M210.vcd" //What the hell is with all the witches?
- scene "scenes/Gambler/WorldC4M2B13.vcd" //Man, that's a LOT of witches.
- }
- Rule C4M2IdleWitchville03Gambler
- {
- criteria ConceptPlayerWarnHearZombie IsWitchClass IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler InCombat IsWorldTalkGambler IsGamblerInWitchville ChanceToFire50Percent NotSaidLotsOfWitches IsNotSrcGrp_C4M2_007
- ApplyContext "SaidWitchWarn:1:20,WarnHeardWitch:1:300,SaidLotsOfWitches:1:90,SrcGrp_C4M2_007:1:0"
- applycontexttoworld
- Response C4M2IdleWitchville03Gambler
- }
- Response C4M2PushedButtonGambler
- {
- scene "scenes/Gambler/MiscDirectional35.vcd" //I hit it!
- }
- Rule C4M2PushedButtonGambler
- {
- criteria Conceptc4m2_elevator_top_button IsGambler AutoIsNotScavenge AutoIsNotSurvival
- Response C4M2PushedButtonGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C4M5
- //--------------------------------------------------------------------------------------------------------------
- Response C4M5BoatNagsGambler
- {
- scene "scenes/Gambler/WorldC4M442.vcd" //Everyone to the boat!
- scene "scenes/Gambler/WorldC4M4B22.vcd" //GET TO THE BOAT!
- scene "scenes/Gambler/WorldC4M4B23.vcd" //GET TO THE BOAT!
- }
- Rule C4M5BoatNagsGambler
- {
- criteria ConceptTalkIdle IsGambler ChanceToFire50Percent Isc4m5 AutoIsNotScavenge AutoIsNotSurvival _auto_IsBoatArrived _auto_NotBoatSurvivorNagGate IsNotSpeakingWeight0
- ApplyContext "_auto_BoatSurvivorNagGate:1:7"
- applycontexttoworld
- Response C4M5BoatNagsGambler
- }
- // Autogenerated criteria for linked source group C4M5_001
- criterion "IsNotSrcGrp_C4M5_001" "worldSrcGrp_C4M5_001" "<1" required
- Response PlayerRemarkc4m5_saferoomaGambler
- {
- speak "Gambler_Blank" noscene //Blank
- }
- Rule PlayerRemarkc4m5_saferoomaGambler
- {
- criteria ConceptTalkIdle IsGambler IsInStartArea Isc4m5 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M5_001 IsNotSpeakingWeight0
- ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M5_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m5_saferoomaGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C5
- //--------------------------------------------------------------------------------------------------------------
- Response C5GoingToDieGambler
- {
- norepeat
- scene "scenes/Gambler/WorldC5MGoingToDie01.vcd" //I am not going to die in this city.
- scene "scenes/Gambler/WorldC5MGoingToDie02.vcd" //I have not come this far to die now.
- }
- Rule C5GoingToDieGambler
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock ChanceToFire30Percent IsWorldTalkGambler IsCampaign5
- ApplyContext "IsComplain:1:25"
- forceweight 200
- Response C5GoingToDieGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C5M1
- //--------------------------------------------------------------------------------------------------------------
- Response C5M1_intro006Gambler
- {
- scene "scenes/Gambler/WorldC5M1B03.vcd" //You mean that blurry line on the horizon? Let's not get ahead of ourselves here.
- }
- Rule C5M1_intro006Gambler
- {
- criteria ConceptC5M1_intro006 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3.733"
- applycontexttoworld
- Response C5M1_intro006Gambler
- }
- Response C5M1_intro007Gambler
- {
- scene "scenes/Gambler/WorldC5M1B04.vcd" //Yeah, well, seeing the bridge and getting to it are two different things.
- }
- Rule C5M1_intro007Gambler
- {
- criteria ConceptC5M1_intro007 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:3.291"
- applycontexttoworld
- Response C5M1_intro007Gambler
- }
- // Autogenerated criteria for linked source group C5M1_FLYBY01
- criterion "IsNotSrcGrp_C5M1_FLYBY01" "worldSrcGrp_C5M1_FLYBY01" "<1" required
- Response C5M1Flyby02Gambler
- {
- scene "scenes/Gambler/WorldC5M1B05.vcd" then any C5M1Flyby03 foo:0 0.01 //I wonder if that's good news...
- scene "scenes/Gambler/WorldC5M1B06.vcd" //I got a bad feeling about that...
- scene "scenes/Gambler/WorldC5M1B08.vcd" //You don't evacuate people in fighter jets...
- }
- Rule C5M1Flyby02Gambler
- {
- criteria ConceptC5M1Flyby02 IsGambler IsNotCoughing NotInCombat IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival
- Response C5M1Flyby02Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C5M2
- //--------------------------------------------------------------------------------------------------------------
- Response C5M2AlarmNagGambler
- {
- scene "scenes/Gambler/WorldC5M2B12.vcd" //RUN!
- scene "scenes/Gambler/WorldC5M2B13.vcd" //KEEP RUNNING!
- scene "scenes/Gambler/WorldC5M2B14.vcd" //GO!
- scene "scenes/Gambler/WorldC5M2B15.vcd" //JUST RUN!
- scene "scenes/Gambler/WorldC5M2B16.vcd" //MOVE MOVE!
- scene "scenes/Gambler/WorldC5M2B17.vcd" //WE GOTTA TURN OFF THE ALARM!
- }
- Rule C5M2AlarmNagGambler
- {
- criteria ConceptTalkIdle IsGambler IsMapc5m2_park AutoIsNotScavenge AutoIsNotSurvival ChanceToFire80Percent _auto_IsAlarmOn _auto_NotAlarmOff _auto_NotDoorOpen _auto_NotTimerLockA _auto_NotTimerLockGambler IsNotSpeakingWeight0
- ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockGambler:1:13"
- applycontexttoworld
- Response C5M2AlarmNagGambler
- }
- Response C5M2Freeway01Gambler
- {
- scene "scenes/Gambler/WorldC5M2B04.vcd" //Let's follow it.
- }
- Rule C5M2Freeway01Gambler
- {
- criteria ConceptC5M2Freeway01 IsGambler IsNotCoughing NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival
- Response C5M2Freeway01Gambler
- }
- Response C5M2Horse001Gambler
- {
- scene "scenes/Gambler/WorldC5M2B02.vcd" //Nice observation, Ellis.
- }
- Rule C5M2Horse001Gambler
- {
- criteria ConceptC5M2Horse001 IsGambler IsSubjectNear300 IsNotCoughing NotInCombat IsTalk IsNotScavenge TimeSinceGroupInCombat02 AutoIsNotSurvival
- Response C5M2Horse001Gambler
- }
- Response PlayerRemarkc5m2busstationGambler
- {
- scene "scenes/Gambler/WorldC5M2B18.vcd" //Through this bus station!
- }
- Rule PlayerRemarkc5m2busstationGambler
- {
- criteria ConceptRemark IsGambler Isc5m2busstation IsNotSaidc5m2busstation IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_IsDoorOpen IsNotSpeakingWeight0
- ApplyContext "Saidc5m2busstation:1:0,Talk:1:1.250"
- applycontexttoworld
- Response PlayerRemarkc5m2busstationGambler
- }
- Response PlayerRemarkc5m2freewayGambler
- {
- scene "scenes/Gambler/WorldC5M2B03.vcd" then any C5M2Freeway01 foo:0 0.1 //That freeway looks like it heads to the bridge.
- }
- Rule PlayerRemarkc5m2freewayGambler
- {
- criteria ConceptRemark IsGambler Isc5m2freeway IsNotSaidc5m2freeway IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m2freeway:1:0,Talk:1:2.216"
- applycontexttoworld
- Response PlayerRemarkc5m2freewayGambler
- }
- Response PlayerRemarkc5m2parkGambler
- {
- scene "scenes/Gambler/WorldC5M2B01.vcd" //We can cut through this park!
- }
- Rule PlayerRemarkc5m2parkGambler
- {
- criteria ConceptRemark IsGambler Isc5m2park IsNotSaidc5m2park IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m2park:1:0,Talk:1:1.354"
- applycontexttoworld
- Response PlayerRemarkc5m2parkGambler
- }
- Response PlayerRemarkWorldC502Horse2Gambler
- {
- scene "scenes/Gambler/World119.vcd" then Mechanic WorldC502Horse3 foo:0 -1.828 //You ever eat horse? Tasty. (Ellis - wish we had horses. )
- }
- Rule PlayerRemarkWorldC502Horse2Gambler
- {
- criteria ConceptWorldC502Horse2 IsGambler IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsNotScavenge TimeSinceGroupInCombat02
- Response PlayerRemarkWorldC502Horse2Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C5M3
- //--------------------------------------------------------------------------------------------------------------
- Response C5M3AlarmFieldNagsGambler
- {
- norepeat
- scene "scenes/Gambler/WorldC5M3B16.vcd" then self C5M3AlarmFieldNags01 foo:0 0.1 //Do you still smell sewer?
- scene "scenes/Gambler/WorldC5M3B20.vcd" //Careful. Carefuuulll.
- }
- Rule C5M3AlarmFieldNagsGambler
- {
- criteria ConceptTalkIdle IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk _auto_IsInAlarmField _auto_NotTimerLockA _auto_NotAlarmFieldOn IsNotSpeakingWeight0
- ApplyContext "Talk:1:2.073,_auto_TimerLockA:1:12"
- applycontexttoworld
- forceweight 200
- Response C5M3AlarmFieldNagsGambler
- }
- Response C5M3AlarmFieldNags01Gambler
- {
- scene "scenes/Gambler/WorldC5M3B17.vcd" //Because I still smell it.
- }
- Rule C5M3AlarmFieldNags01Gambler
- {
- criteria ConceptC5M3AlarmFieldNags01 IsGambler NotInCombat AutoIsNotScavenge AutoIsNotSurvival _auto_IsInAlarmField _auto_NotAlarmFieldOn
- Response C5M3AlarmFieldNags01Gambler
- }
- Response C5M3AlarmFieldNags02Gambler
- {
- scene "scenes/Gambler/World421.vcd" then mechanic C5M3AlarmFieldNags03 foo:0 0.1 //Your mom's car. (Hey nick, what kind of car did you drive?)
- }
- Rule C5M3AlarmFieldNags02Gambler
- {
- criteria ConceptC5M3AlarmFieldNags02 IsGambler NotInCombat AutoIsNotScavenge AutoIsNotSurvival
- Response C5M3AlarmFieldNags02Gambler
- }
- // Autogenerated criteria for linked source group C5M3_NAG01
- criterion "IsNotSrcGrp_C5M3_NAG01" "worldSrcGrp_C5M3_NAG01" "<1" required
- Response C5M3Bodies02Gambler
- {
- scene "scenes/Gambler/WorldC5M2B06.vcd" then any C5M3Bodies03 foo:0 0.1 //Somebody? Christ, Coach, you know who did this.
- }
- Rule C5M3Bodies02Gambler
- {
- criteria ConceptC5M3Bodies02 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsSubjectDistNear500 NotInCombat
- ApplyContext "Talk:1:2.833"
- applycontexttoworld
- Response C5M3Bodies02Gambler
- }
- Response C5M3Bodies04Gambler
- {
- scene "scenes/Gambler/WorldC5M2B09.vcd" //[contemplative, to self] Not good.
- }
- Rule C5M3Bodies04Gambler
- {
- criteria ConceptC5M3Bodies04 IsGambler AutoIsNotScavenge AutoIsNotSurvival IsSubjectDistNear500 NotInCombat
- ApplyContext "Talk:1:0.919"
- applycontexttoworld
- Response C5M3Bodies04Gambler
- }
- Response C5M3FirstInAlarmGambler
- {
- scene "scenes/Gambler/World214.vcd" //Ooohhhhh ho ho ho... watch where you shoot!
- scene "scenes/Gambler/WorldC5M3B18.vcd" //You have GOT to be kidding me.
- scene "scenes/Gambler/WorldC5M3B19.vcd" //Christ, there's car alarms everywhere.
- }
- Rule C5M3FirstInAlarmGambler
- {
- criteria ConceptC5M3FirstInAlarmField IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Saidremark_caralarm:1:0,Talk:1:3.440"
- applycontexttoworld
- Response C5M3FirstInAlarmGambler
- }
- Response C5M3Freeway01Gambler
- {
- scene "scenes/Gambler/WorldC5M3B02.vcd" //The bridge can't be far now.
- }
- Rule C5M3Freeway01Gambler
- {
- criteria ConceptC5M3Freeway01 IsGambler IsNotCoughing NotInCombat IsTalk IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival
- Response C5M3Freeway01Gambler
- }
- // Autogenerated criteria for linked source group C5M3_NAG03
- criterion "IsNotSrcGrp_C5M3_NAG03" "worldSrcGrp_C5M3_NAG03" "<1" required
- Response C5M3GraveNagsGambler
- {
- norepeat
- scene "scenes/Gambler/World226.vcd" //The city of the dead (to self)
- scene "scenes/Gambler/blank.vcd" //
- }
- Rule C5M3GraveNagsGambler
- {
- criteria ConceptTalkIdle IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery NotInCombat IsNotCoughing IsTalk ChanceToFire10Percent IsNotAlone TimeSinceGroupInCombat02 IsGamblerAlive IsNotSrcGrp_C5M3_NAG03 _auto_IsOffHighway IsNotSpeakingWeight0
- ApplyContext "Talk:1:1.278,SrcGrp_C5M3_NAG03:1:0"
- applycontexttoworld
- Response C5M3GraveNagsGambler
- }
- Response C5M3GraveNags02Gambler
- {
- scene "scenes/Gambler/EllisInterrupt03.vcd" //Uh huh.
- }
- Rule C5M3GraveNags02Gambler
- {
- criteria ConceptC5M3GraveNags02 IsGambler NotInCombat IsNotCoughing IsNotAlone TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival
- Response C5M3GraveNags02Gambler
- }
- Response C5M3Jets2Gambler
- {
- scene "scenes/Gambler/WorldC5M3B24.vcd" //OH COME ON!
- }
- Rule C5M3Jets2Gambler
- {
- criteria Conceptc5m3Jets2 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:1.369"
- applycontexttoworld
- Response C5M3Jets2Gambler
- }
- Response C5M3manhole01Gambler
- {
- scene "scenes/Gambler/WorldC5M3B10.vcd" //Oh Christ, not the sewer.
- scene "scenes/Gambler/WorldC5M3B14.vcd" //I am NOT climbing into... Ah screw it. Let's go.
- }
- Rule C5M3manhole01Gambler
- {
- criteria ConceptC5M3manhole01 IsGambler IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival
- Response C5M3manhole01Gambler
- }
- Response C5M3OnBridgeGambler
- {
- scene "scenes/Gambler/Hurrah04.vcd" //What do ya know, we're going to make it.
- scene "scenes/Gambler/WorldC5M3B23.vcd" //That's it! We're really here! We're on the bridge! We're here! We're here!
- }
- Rule C5M3OnBridgeGambler
- {
- criteria Conceptc5m3OnBridge IsGambler IsNotCoughing NotInCombat AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:4.077,_auto_OnBridgeGambler:1:0,_auto_AlarmFieldOn:1:0"
- applycontexttoworld
- Response C5M3OnBridgeGambler
- }
- Response C5M3SeeGraveyard01Gambler
- {
- scene "scenes/Gambler/WorldC5M3B25.vcd" odds 10 then coach C5M3SeeGraveyard02 foo:0 0.01 //You sure we shouldn't just panic? I mean, I think panic was invented for just this sort of situation.
- }
- Rule C5M3SeeGraveyard01Gambler
- {
- criteria ConceptC5M3SeeGraveyard01 IsGambler NotInCombat AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:4.608"
- applycontexttoworld
- Response C5M3SeeGraveyard01Gambler
- }
- Response C5M3SeeGraveyard05Gambler
- {
- scene "scenes/Gambler/WorldC5M3B27.vcd" then mechanic C5M3SeeGraveyard06 foo:0 0.01 //Ellis, you're carrying like 10 different guns.
- }
- Rule C5M3SeeGraveyard05Gambler
- {
- criteria ConceptC5M3SeeGraveyard05 IsGambler IsMechanicNear400 NotInCombat AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:2.141"
- applycontexttoworld
- Response C5M3SeeGraveyard05Gambler
- }
- Response C5M3SewerIn01Gambler
- {
- scene "scenes/Gambler/WorldC5M3B11.vcd" //[to self] Tell me about it...
- }
- Rule C5M3SewerIn01Gambler
- {
- criteria ConceptC5M3SewerIn01 IsGambler NotInCombat IsSubjectDistNear400 AutoIsNotScavenge AutoIsNotSurvival
- Response C5M3SewerIn01Gambler
- }
- Response C5M3ShootCarGambler
- {
- scene "scenes/Gambler/ReactionNegative04.vcd" //God damn it.
- scene "scenes/Gambler/ReactionNegative05.vcd" //Bullshit!
- scene "scenes/Gambler/ReactionNegative09.vcd" //Son of a bitch.
- scene "scenes/Gambler/ReactionNegative10.vcd" //Son of a bitch.
- }
- Rule C5M3ShootCarGambler
- {
- criteria ConceptPanicEvent IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsGambler _auto_IsInAlarmField _auto_NotAlarmFieldOn
- ApplyContext "_auto_AlarmFieldOn:1:0,_auto_TimerLockA:1:1.5"
- applycontexttoworld
- Response C5M3ShootCarGambler
- }
- // Autogenerated criteria for linked source group C5M3_CAR01
- criterion "IsNotSrcGrp_C5M3_CAR01" "worldSrcGrp_C5M3_CAR01" "<1" required
- Response C5M3ShootCar2Gambler
- {
- scene "scenes/Gambler/WorldC5M3B21.vcd" //HOW MANY OF THESE CARS ARE YOU GONNA SHOOT?
- }
- Rule C5M3ShootCar2Gambler
- {
- criteria ConceptPanicEvent IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsNotGambler IsNotSrcGrp_C5M3_CAR01 _auto_IsInAlarmField _auto_IsAlarmFieldOn _auto_NotTimerLockA
- ApplyContext "_auto_SecondCarGambler:1:8,SrcGrp_C5M3_CAR01:1:0"
- applycontexttoworld
- Response C5M3ShootCar2Gambler
- }
- // Autogenerated criteria for linked source group C5M3_CAR02
- criterion "IsNotSrcGrp_C5M3_CAR02" "worldSrcGrp_C5M3_CAR02" "<1" required
- Response C5M3ShootCar3Gambler
- {
- scene "scenes/Gambler/WorldC5M3B22.vcd" //YOU WANNA START SHOOTING CARS, LET'S SHOOT CARS!
- }
- Rule C5M3ShootCar3Gambler
- {
- criteria ConceptPanicEvent IsGambler AutoIsNotScavenge AutoIsNotSurvival IsMapc5m3_cemetery SubjectIsGambler IsNotSpeaking IsNotSrcGrp_C5M3_CAR02 _auto_IsInAlarmField _auto_IsAlarmFieldOn _auto_IsSecondCarGambler
- ApplyContext "Talk:1:2.879,_auto_SecondCarGambler:1:0,SrcGrp_C5M3_CAR02:1:0"
- applycontexttoworld
- Response C5M3ShootCar3Gambler
- }
- Response C5M3Sniper01Gambler
- {
- scene "scenes/Gambler/WorldC5M3B09.vcd" //Jesus, it was open season on everything out here.
- }
- Rule C5M3Sniper01Gambler
- {
- criteria ConceptC5M3Sniper01 IsGambler IsNotCoughing NotInCombat IsSubjectDistNear200 AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:2.733"
- applycontexttoworld
- Response C5M3Sniper01Gambler
- }
- Response PlayerRemarkc5m3bodiesGambler
- {
- scene "scenes/Gambler/World117.vcd" then any WorldC502NotZombies2 foo:0 0.1 //These bodies are not infected.
- scene "scenes/Gambler/WorldC5M2B08.vcd" then any C5M3Bodies01 foo:0 0.01 //Jesus. These are people! They were shooting people. I told you I had a bad feeling about this.
- }
- Rule PlayerRemarkc5m3bodiesGambler
- {
- criteria ConceptRemark IsGambler IsMapc5m2_park Isc5m3bodies IsNotSaidc5m3bodies IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsInStartArea ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0
- ApplyContext "Saidc5m3bodies:1:0,Talk:1:5.916,_auto_SafeRoom:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3bodiesGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc5m3bodiesGambler : ChanceToFire50Percent
- Rule AUTOBLANK_PlayerRemarkc5m3bodiesGambler
- {
- criteria ConceptRemark IsGambler IsMapc5m2_park Isc5m3bodies IsNotSaidc5m3bodies IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc5m3bodies:1:0,Talk:1:5.916,_auto_SafeRoom:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkc5m3crashedheliGambler
- {
- scene "scenes/Gambler/World204.vcd" //Zombies didn't take down this helicopter.
- }
- Rule PlayerRemarkc5m3crashedheliGambler
- {
- criteria ConceptRemark IsGambler Isc5m3crashedheli IsNotSaidc5m3crashedheli IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3crashedheli:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3crashedheliGambler
- }
- Response PlayerRemarkc5m3freewayGambler
- {
- scene "scenes/Gambler/WorldC5M3B01.vcd" then any C5M3Freeway01 foo:0 -1.564 //We gotta keep following the freeway.
- scene "scenes/Gambler/WorldC5M3B01.vcd" then self C5M3Freeway01 foo:0 -1.564 //We gotta keep following the freeway.
- }
- Rule PlayerRemarkc5m3freewayGambler
- {
- criteria ConceptRemark IsGambler Isc5m3freeway IsNotSaidc5m3freeway IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea IsNotSpeakingWeight0
- ApplyContext "Saidc5m3freeway:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3freewayGambler
- }
- Response PlayerRemarkc5m3insewerGambler
- {
- scene "scenes/Gambler/blank.vcd" //Blank
- }
- Rule PlayerRemarkc5m3insewerGambler
- {
- criteria ConceptRemark IsGambler Isc5m3insewer IsNotSaidc5m3insewer IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear250 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3insewer:1:0,_auto_InSewer:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3insewerGambler
- }
- Response PlayerRemarkc5m3manholeGambler
- {
- scene "scenes/Gambler/WorldC5M3B10.vcd" then any C5M3manhole01 foo:0 0.1 //Oh Christ, not the sewer.
- }
- Rule PlayerRemarkc5m3manholeGambler
- {
- criteria ConceptRemark IsGambler Isc5m3manhole IsNotSaidc5m3manhole IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_NotInSewer IsNotSpeakingWeight0
- ApplyContext "Saidc5m3manhole:1:0,Talk:1:1.881"
- applycontexttoworld
- forceweight 100
- Response PlayerRemarkc5m3manholeGambler
- }
- Response PlayerRemarkc5m3offhighwayGambler
- {
- scene "scenes/Gambler/blank.vcd" //
- }
- Rule PlayerRemarkc5m3offhighwayGambler
- {
- criteria ConceptRemark IsGambler Isc5m3offhighway IsNotSaidc5m3offhighway IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3offhighway:1:0,_auto_OffHighway:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3offhighwayGambler
- }
- Response PlayerRemarkc5m3safezoneGambler
- {
- scene "scenes/Gambler/WorldC5M3B05.vcd" //[sarcastic] If that was their idea of safety, I can't wait to see what's out here.
- }
- Rule PlayerRemarkc5m3safezoneGambler
- {
- criteria ConceptRemark IsGambler Isc5m3safezone IsNotSaidc5m3safezone IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsInStartArea ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0
- ApplyContext "Saidc5m3safezone:1:0,Talk:1:4.258,_auto_SafeRoom:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3safezoneGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc5m3safezoneGambler : ChanceToFire50Percent
- Rule AUTOBLANK_PlayerRemarkc5m3safezoneGambler
- {
- criteria ConceptRemark IsGambler Isc5m3safezone IsNotSaidc5m3safezone IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSafeRoom IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc5m3safezone:1:0,Talk:1:4.258,_auto_SafeRoom:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkc5m3seegraveyardGambler
- {
- scene "scenes/Gambler/WorldC5M3B26.vcd" //They're blowing this bridge to cover a retreat. If we wanna go with 'em, we better hurry.
- }
- Rule PlayerRemarkc5m3seegraveyardGambler
- {
- criteria ConceptRemark IsGambler Isc5m3seegraveyard IsNotSaidc5m3seegraveyard IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotAlone _auto_IsBridgeBomb _auto_NotTimerLockA _auto_NotOffHighway IsNotSpeakingWeight0
- ApplyContext "Saidc5m3seegraveyard:1:0,Talk:1:4.342"
- applycontexttoworld
- Response PlayerRemarkc5m3seegraveyardGambler
- }
- Response PlayerRemarkc5m3seesaferoomGambler
- {
- scene "scenes/Gambler/SafeSpotAhead01.vcd" //Safe house!
- scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead!
- scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house!
- }
- Rule PlayerRemarkc5m3seesaferoomGambler
- {
- criteria ConceptRemark IsGambler Isc5m3seesaferoom IsNotSaidc5m3seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3seesaferoom:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3seesaferoomGambler
- }
- Response PlayerRemarkc5m3sewercommentGambler
- {
- scene "scenes/Gambler/WorldC5M3B12.vcd" //[reacting terrible smell] Oh my god, the stink's inside my head.
- }
- Rule PlayerRemarkc5m3sewercommentGambler
- {
- criteria ConceptRemark IsGambler Isc5m3sewercomment IsNotSaidc5m3sewercomment IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsGamblerAlive ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3sewercomment:1:0,Talk:1:2.353"
- applycontexttoworld
- Response PlayerRemarkc5m3sewercommentGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc5m3sewercommentGambler : ChanceToFire50Percent
- Rule AUTOBLANK_PlayerRemarkc5m3sewercommentGambler
- {
- criteria ConceptRemark IsGambler Isc5m3sewercomment IsNotSaidc5m3sewercomment IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsGamblerAlive AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc5m3sewercomment:1:0,Talk:1:2.353"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkc5m3sniperGambler
- {
- scene "scenes/Gambler/WorldC5M3B07.vcd" //What the hell was this guy doing?
- scene "scenes/Gambler/WorldC5M3B08.vcd" then coach C5M3Sniper01 foo:0 0.1 //Does this guy's scorecard mean what I think it means?
- scene "scenes/Gambler/WorldC5M3B09.vcd" //Jesus, it was open season on everything out here.
- }
- Rule PlayerRemarkc5m3sniperGambler
- {
- criteria ConceptRemark IsGambler Isc5m3sniper IsNotSaidc5m3sniper IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3sniper:1:0,Talk:1:2.833"
- applycontexttoworld
- Response PlayerRemarkc5m3sniperGambler
- }
- Response PlayerRemarkc5m3upladderGambler
- {
- scene "scenes/Gambler/World213.vcd" //Up the ladder!
- scene "scenes/Gambler/WorldC2M422.vcd" //Climb the ladder.
- }
- Rule PlayerRemarkc5m3upladderGambler
- {
- criteria ConceptRemark IsGambler Isc5m3upladder IsNotSaidc5m3upladder IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3upladder:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3upladderGambler
- }
- Response PlayerRemarkc5m3upstepsGambler
- {
- scene "scenes/Gambler/WorldC2M115.vcd" //Let's try upstairs.
- }
- Rule PlayerRemarkc5m3upstepsGambler
- {
- criteria ConceptRemark IsGambler Isc5m3upsteps IsNotSaidc5m3upsteps IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3upsteps:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3upstepsGambler
- }
- Response PlayerRemarkc5m3wargrafittiGambler
- {
- scene "scenes/Gambler/WorldC5M3B03.vcd" //What the hell was going on here?
- }
- Rule PlayerRemarkc5m3wargrafittiGambler
- {
- criteria ConceptRemark IsGambler Isc5m3wargrafitti IsNotSaidc5m3wargrafitti IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m3wargrafitti:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m3wargrafittiGambler
- }
- // Autogenerated criteria for linked source group C5M4BOMB_100
- criterion "IsNotSrcGrp_C5M4BOMB_100" "worldSrcGrp_C5M4BOMB_100" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // C5M4
- //--------------------------------------------------------------------------------------------------------------
- Response C5M4BombInt01Gambler
- {
- scene "scenes/Gambler/WorldC5M4B06.vcd" then any C5M4BombInt01A foo:0 0.01 //SHIT!
- }
- Rule C5M4BombInt01Gambler
- {
- criteria ConceptC5M4BombInt01 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:0.841,_auto_Bomb1:1:0"
- applycontexttoworld
- Response C5M4BombInt01Gambler
- }
- Response C5M4BombInt01AGambler
- {
- scene "scenes/Gambler/WorldC5M4B01.vcd" //I guess they ran outta bridges to bomb...
- scene "scenes/Gambler/WorldC5M4B09.vcd" //Well, it's official: They're trying to kill US now.
- }
- Rule C5M4BombInt01AGambler
- {
- criteria ConceptC5M4BombInt01A IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:2.853"
- applycontexttoworld
- Response C5M4BombInt01AGambler
- }
- Response C5M4BombInt02Gambler
- {
- norepeat
- scene "scenes/Gambler/WorldC5M4B05.vcd" //Christ, those guys are such assholes.
- }
- Rule C5M4BombInt02Gambler
- {
- criteria ConceptC5M4BombInt02 IsGambler NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea
- ApplyContext "Talk:1:2.002,_auto_Bomb2:1:0"
- applycontexttoworld
- Response C5M4BombInt02Gambler
- }
- Response C5M4BombInt03Gambler
- {
- norepeat
- scene "scenes/Gambler/World220.vcd" //WHAT THE HELL ARE THEY DOING? (reaction to bombing)
- scene "scenes/Gambler/WorldC5M4B03.vcd" //STOP BOMBING US!
- scene "scenes/Gambler/WorldC5M4B03.vcd" //STOP BOMBING US!
- }
- Rule C5M4BombInt03Gambler
- {
- criteria ConceptC5M4BombInt03 IsGambler NotInCombat IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInStartArea
- ApplyContext "Talk:1:1.654,_auto_Bomb3:1:0"
- applycontexttoworld
- Response C5M4BombInt03Gambler
- }
- Response c5m4floatendGambler
- {
- scene "scenes/Gambler/World308.vcd" //Our rides here.
- }
- Rule c5m4floatendGambler
- {
- criteria Conceptc5m4floatend AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "_auto_InMiniFinale:0:0"
- applycontexttoworld
- Response c5m4floatendGambler
- }
- Response C5M4MadeIt01Gambler
- {
- scene "scenes/Gambler/WorldC5M4B08.vcd" //Holy shit, I think we actually made it.
- }
- Rule C5M4MadeIt01Gambler
- {
- criteria ConceptC5M4MadeIt01 IsGambler IsNotCoughing NotInCombat IsTalk IsSubjectDistNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_NotMadeIt
- ApplyContext "_auto_MadeIt:1:0"
- applycontexttoworld
- Response C5M4MadeIt01Gambler
- }
- Response PlayerRemarkc5m4inminifinaleGambler
- {
- scene "scenes/Gambler/blank.vcd" //
- }
- Rule PlayerRemarkc5m4inminifinaleGambler
- {
- criteria ConceptRemark IsGambler Isc5m4inminifinale IsNotSaidc5m4inminifinale IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m4inminifinale:1:0,_auto_InMiniFinale:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m4inminifinaleGambler
- }
- Response PlayerRemarkc5m4pooltableGambler
- {
- scene "scenes/Gambler/World303.vcd" //God I love pool.
- }
- Rule PlayerRemarkc5m4pooltableGambler
- {
- criteria ConceptRemark IsGambler Isc5m4pooltable IsNotSaidc5m4pooltable IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 ChanceToFire20Percent TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m4pooltable:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m4pooltableGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc5m4pooltableGambler : ChanceToFire20Percent
- Rule AUTOBLANK_PlayerRemarkc5m4pooltableGambler
- {
- criteria ConceptRemark IsGambler Isc5m4pooltable IsNotSaidc5m4pooltable IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc5m4pooltable:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkc5m4seebridgeGambler
- {
- scene "scenes/Gambler/World312.vcd" then any C5M4MadeIt01 foo:0 0.01 //The BRIDGE!
- }
- Rule PlayerRemarkc5m4seebridgeGambler
- {
- criteria ConceptRemark IsGambler Isc5m4seebridge IsNotSaidc5m4seebridge IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m4seebridge:1:0,_auto_SawBridge:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m4seebridgeGambler
- }
- Response PlayerRemarkc5m4seesaferoomGambler
- {
- scene "scenes/Gambler/WorldC5M4B12.vcd" then any C5M4MadeIt01 foo:0 0.01 //There's a safe room in the bridge!
- }
- Rule PlayerRemarkc5m4seesaferoomGambler
- {
- criteria ConceptRemark IsGambler Isc5m4seesaferoom IsNotSaidc5m4seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m4seesaferoom:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m4seesaferoomGambler
- }
- Response PlayerRemarkc5m4tractornagGambler
- {
- scene "scenes/Gambler/World305.vcd" //Someone start the tractor.
- scene "scenes/Gambler/World307.vcd" //We can use that float to get across.
- }
- Rule PlayerRemarkc5m4tractornagGambler
- {
- criteria ConceptRemark IsGambler Isc5m4tractornag IsNotSaidc5m4tractornag IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival _auto_NotTractorStarted IsNotSpeakingWeight0
- ApplyContext "Saidc5m4tractornag:1:0"
- applycontexttoworld
- Response PlayerRemarkc5m4tractornagGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C5M4Ellis
- //--------------------------------------------------------------------------------------------------------------
- Response EllisStoryInterruptGambler
- {
- scene "scenes/Gambler/EllisInterrupt08.vcd" then mechanic EllisStoryReac01 foo:0 0.01 //Ellis. Is now the best time?
- }
- Rule EllisStoryInterruptGambler
- {
- criteria ConceptSurvivorLeavingInitialCheckpoint IsGambler _auto_IsTellingStory _auto_NotDidInterrupt
- ApplyContext "Talk:1:2.434,_auto_DidInterrupt:1:0,_auto_TellingStory:0:0"
- applycontexttoworld
- forceweight 1
- Response EllisStoryInterruptGambler
- }
- Response EllisStoryInterrupt2Gambler
- {
- scene "scenes/Gambler/EllisInterrupt08.vcd" then mechanic EllisStoryReac01 foo:0 0.01 //Ellis. Is now the best time?
- }
- Rule EllisStoryInterrupt2Gambler
- {
- criteria ConceptEllisInterrupt IsGambler _auto_IsTellingStory _auto_NotDidInterrupt
- ApplyContext "Talk:1:2.434,_auto_DidInterrupt:1:0,_auto_TellingStory:0:0,_auto_FullStory:1:0"
- applycontexttoworld
- forceweight 1
- Response EllisStoryInterrupt2Gambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // C5M5
- //--------------------------------------------------------------------------------------------------------------
- Response C5M5_Button2Gambler
- {
- scene "scenes/Gambler/WorldC5M507.vcd" odds 10 //Well, let's cross the brige and finally get out of this hell.
- scene "scenes/Gambler/WorldC5M509.vcd" //You heard the man. Let's get across this goddamn bridge.
- }
- Rule C5M5_Button2Gambler
- {
- criteria ConceptC5M5_Button2 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- Response C5M5_Button2Gambler
- }
- Response C5M5_saferoom001Gambler
- {
- scene "scenes/Gambler/WorldC5M5B05.vcd" then coach C5M5_saferoom005 foo:0 0.1 //Or they're gonna line us up against a wall and shoot us.
- }
- Rule C5M5_saferoom001Gambler
- {
- criteria ConceptC5M5_saferoom001 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2
- Response C5M5_saferoom001Gambler
- }
- Response C5M5_saferoom003Gambler
- {
- scene "scenes/Gambler/WorldC5M5B04.vcd" //[chuckles] Okay, allright, let's go.
- }
- Rule C5M5_saferoom003Gambler
- {
- criteria ConceptC5M5_saferoom003 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2
- Response C5M5_saferoom003Gambler
- }
- Response C5M5_saferoom004Gambler
- {
- scene "scenes/Gambler/WorldC5M5B03.vcd" //[chuckles] Allright, let's go.
- }
- Rule C5M5_saferoom004Gambler
- {
- criteria ConceptC5M5_saferoom004 IsGambler IsInStartArea AutoIsNotScavenge AutoIsNotSurvival _auto_NotSoldierChatter _auto_NotButton2
- Response C5M5_saferoom004Gambler
- }
- Response C5M5_SurvivorConv01Gambler
- {
- scene "scenes/Gambler/WorldC5M5B16.vcd" then orator C5M5_Soldier1Conv03 foo:0 0.01 //My name's Nick. There's four of us on the... on the west end of the bridge.
- }
- Rule C5M5_SurvivorConv01Gambler
- {
- criteria ConceptC5M5_SurvivorConv01 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2
- Response C5M5_SurvivorConv01Gambler
- }
- Response C5M5_SurvivorConv02Gambler
- {
- scene "scenes/Gambler/WorldC5M5B09.vcd" then orator C5M5_Soldier1Conv04 foo:0 0.01 //We are NOT infected.
- }
- Rule C5M5_SurvivorConv02Gambler
- {
- criteria ConceptC5M5_SurvivorConv02 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2
- Response C5M5_SurvivorConv02Gambler
- }
- Response C5M5_SurvivorConv03Gambler
- {
- scene "scenes/Gambler/WorldC5M5B10.vcd" then orator C5M5_Soldier1Conv05 foo:0 0.01 //Yeah, you could say that.
- }
- Rule C5M5_SurvivorConv03Gambler
- {
- criteria ConceptC5M5_SurvivorConv03 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2
- Response C5M5_SurvivorConv03Gambler
- }
- Response C5M5_SurvivorConv04Gambler
- {
- scene "scenes/Gambler/WorldC5M508.vcd" //Sure, give us a few minutes.
- }
- Rule C5M5_SurvivorConv04Gambler
- {
- criteria ConceptC5M5_SurvivorConv04 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2
- Response C5M5_SurvivorConv04Gambler
- }
- Response C5M5_SurvivorConv05Gambler
- {
- scene "scenes/Gambler/WorldC5M508.vcd" //Sure, give us a few minutes.
- scene "scenes/Gambler/WorldC5M5B12.vcd" //Roger that. Here we come.
- scene "scenes/Gambler/WorldC5M5B12.vcd" //Roger that. Here we come.
- }
- Rule C5M5_SurvivorConv05Gambler
- {
- criteria ConceptC5M5_SurvivorConv05 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsTalkingGambler _auto_NotButton2
- Response C5M5_SurvivorConv05Gambler
- }
- Response C5M5Button1Gambler
- {
- scene "scenes/Gambler/WorldC5M5B08.vcd" then orator C5M5_Soldier1Conv01 foo:0 0.01 //Um, hello?
- }
- Rule C5M5Button1Gambler
- {
- criteria ConceptC5M5Button1 IsGambler AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2
- ApplyContext "Talk:1:0,_auto_SoldierChatter:0:0,_auto_TalkingGambler:1:0,_auto_Button1:1:0,_auto_NoLostCall:1:0"
- applycontexttoworld
- Response C5M5Button1Gambler
- }
- // Autogenerated criteria for linked source group C5M5_002
- criterion "IsNotSrcGrp_C5M5_002" "worldSrcGrp_C5M5_002" "<1" required
- Response C5M5HearSoldiersGambler
- {
- scene "scenes/Gambler/WorldC5M5B06.vcd" //Hey, those are soldiers. Let's let 'em know we're here.
- }
- Rule C5M5HearSoldiersGambler
- {
- criteria ConceptTalkIdle IsGambler IsMapc5m5_bridge AutoIsNotScavenge AutoIsNotSurvival IsTalk IsNotSrcGrp_C5M5_002 _auto_IsSoldierChatter _auto_NotButton1 IsNotSpeakingWeight0
- ApplyContext "_auto_RadioNag:1:0,_auto_TimerLockA:1:10,_auto_TimerLockGambler:1:15,SrcGrp_C5M5_002:1:0"
- applycontexttoworld
- Response C5M5HearSoldiersGambler
- }
- Response C5M5HearSoldiersNagGambler
- {
- norepeat
- scene "scenes/Gambler/WorldC5M5B07.vcd" //Is somebody gonna pick up the radio?
- }
- Rule C5M5HearSoldiersNagGambler
- {
- criteria ConceptTalkIdle IsGambler IsMapc5m5_bridge ChanceToFire90Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsSoldierChatter _auto_NotButton1 _auto_IsRadioNag _auto_NotTimerLockA _auto_NotTimerLockGambler IsNotSpeakingWeight0
- ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockGambler:1:15"
- applycontexttoworld
- Response C5M5HearSoldiersNagGambler
- }
- // Autogenerated criteria for linked source group C5M5_001
- criterion "IsNotSrcGrp_C5M5_001" "worldSrcGrp_C5M5_001" "<1" required
- Response C5M5LeaveSafeGambler
- {
- scene "scenes/Gambler/Blank.vcd" then orator C5M5_Soldier1 foo:0 0.01 //Blank
- }
- Rule C5M5LeaveSafeGambler
- {
- criteria ConceptSurvivorLeavingInitialCheckpoint IsGambler IsMapc5m5_bridge IsNotSrcGrp_C5M5_001
- ApplyContext "Talk:0:0,_auto_SoldierChatter:1:0,SrcGrp_C5M5_001:1:0"
- applycontexttoworld
- Response C5M5LeaveSafeGambler
- }
- // Autogenerated criteria for linked source group C5M5_600
- criterion "IsNotSrcGrp_C5M5_600" "worldSrcGrp_C5M5_600" "<1" required
- Response C5M5RescueStartGambler
- {
- scene "scenes/Gambler/WorldC2M5B38.vcd" then orator C5M5StartHeliNag foo:0 0.01 //There's the copter!
- scene "scenes/Gambler/WorldC5M5B14.vcd" then orator C5M5StartHeliNag foo:0 0.01 //THERE'S THE COPTER!
- }
- Rule C5M5RescueStartGambler
- {
- criteria ConceptGetToVehicle IsGambler IsMapc5m5_bridge IsNotSrcGrp_C5M5_600 _auto_NotGetToHeli
- ApplyContext "_auto_GetToHeli:1:0,_auto_TimerGateA:1:5,SrcGrp_C5M5_600:1:0"
- applycontexttoworld
- Response C5M5RescueStartGambler
- }
- Response C5M5RunToHeliGambler
- {
- scene "scenes/Gambler/World425.vcd" //Get to the chopper!
- scene "scenes/Gambler/WorldC2M5B49.vcd" //Get on the helicopter!
- scene "scenes/Gambler/WorldC2M5B50.vcd" //Everyone to the copter!
- scene "scenes/Gambler/WorldC2M5B53.vcd" //Let's go, let's go to the copter!
- scene "scenes/Gambler/WorldC5M5B15.vcd" //GET TO THE COPTER!
- }
- Rule C5M5RunToHeliGambler
- {
- criteria ConceptTalkIdle IsGambler IsTalk IsMapc5m5_bridge ChanceToFire80Percent IsNotAlone AutoIsNotScavenge AutoIsNotSurvival _auto_IsGetToHeli _auto_NotTimerGateA _auto_NotTimerGateGambler IsNotSpeakingWeight0
- ApplyContext "_auto_TimerGateA:1:6,_auto_TimerGateGambler:1:8"
- applycontexttoworld
- Response C5M5RunToHeliGambler
- }
- // Autogenerated criteria for linked source group C5M5_004
- criterion "IsNotSrcGrp_C5M5_004" "worldSrcGrp_C5M5_004" "<1" required
- Response C5M5SafeRoomIdleGambler
- {
- scene "scenes/Gambler/WorldC5M5B01.vcd" then any C5M5_saferoom002 foo:0 0.1 //Before we run across this bridge right toward the people who've been dropping bombs on us, anyone wanna talk about a plan b?
- }
- Rule C5M5SafeRoomIdleGambler
- {
- criteria ConceptTalkIdle IsGambler IsMapc5m5_bridge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C5M5_004 _auto_IsSafeRoomStart _auto_NotSoldierChatter _auto_NotButton2 _auto_NotSafeRoomQuiet IsNotSpeakingWeight0
- ApplyContext "Talk:1:0,SrcGrp_C5M5_004:1:0"
- applycontexttoworld
- Response C5M5SafeRoomIdleGambler
- }
- // Autogenerated criteria for linked source group C5M5_003
- criterion "IsNotSrcGrp_C5M5_003" "worldSrcGrp_C5M5_003" "<1" required
- Response C5M5SafeRoomStartGambler
- {
- scene "scenes/Gambler/Blank.vcd" //Blank
- }
- Rule C5M5SafeRoomStartGambler
- {
- criteria ConceptTalkIdle IsGambler IsMapc5m5_bridge IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C5M5_003 _auto_NotSafeRoomStart _auto_NotSoldierChatter _auto_NotButton2 IsNotSpeakingWeight0
- ApplyContext "Talk:1:0,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C5M5_003:1:0"
- applycontexttoworld
- Response C5M5SafeRoomStartGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Call For Rescue
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerCallForRescueGambler
- {
- speak "Gambler_CallForRescue01" noscene //Goddamn it, I'm stuck in here. Get me out!
- speak "Gambler_CallForRescue02" noscene //Someone want to come get me out of here?
- speak "Gambler_CallForRescue03" noscene //I'm no use to anyone in here, get me out of here!
- speak "Gambler_CallForRescue04" noscene //You guys out there? Come get me!
- speak "Gambler_CallForRescue05" noscene //I need someone's help for just five seconds!
- speak "Gambler_CallForRescue06" noscene //Can one of you people come get me, please?
- speak "Gambler_CallForRescue07" noscene //I am trapped in a room!
- speak "Gambler_CallForRescue08" noscene //I cannot get out of here by myself!
- speak "Gambler_CallForRescue09" noscene //Come on guys, get me out of here.
- speak "Gambler_CallForRescue10" noscene //You know I'm going to be a big help. Just get me out of here!
- speak "Gambler_CallForRescue11" noscene //Alright, who's available to get me out of here?
- speak "Gambler_CallForRescue12" noscene //Just this once I need some help.
- }
- Rule PlayerCallForRescueGambler
- {
- criteria ConceptCallForRescue IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerCallForRescueGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Counter
- //--------------------------------------------------------------------------------------------------------------
- Response ScenarioJoinLastGambler
- {
- scene "scenes/Gambler/blank.vcd" //Blank
- }
- Rule ScenarioJoinLastGambler
- {
- criteria ConceptTalkIdle IsGambler IsInStartArea JoinedLess5 IsNotSpeakingWeight0 _auto_NotSafeRoomStart _auto_NotTurnOffJoinLast
- ApplyContext "JoinLast:++1"
- applycontexttoworld
- forceweight 1
- Response ScenarioJoinLastGambler
- }
- // Autogenerated criteria for linked source group ELLISSTORYINIT
- criterion "IsNotSrcGrp_ELLISSTORYINIT" "worldSrcGrp_ELLISSTORYINIT" "<1" required
- // Autogenerated criteria for linked source group ELLISSTORY
- criterion "IsNotSrcGrp_ELLISSTORY" "worldSrcGrp_ELLISSTORY" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // Item Spotted
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorSpotFirstWeaponsGambler
- {
- scene "scenes/Gambler/WorldC1M1B126.vcd" then any _SpotStuffResponse foo:0 0.01 //Grab something, I got a feeling this isn't going to be easy.
- scene "scenes/Gambler/WorldC1M1B128.vcd" then any _SpotStuffResponse foo:0 0.01 //We better arm ourselves. I hope you three know how to fight. You don't look it.
- scene "scenes/Gambler/WorldC1M1B129.vcd" then any _SpotStuffResponse foo:0 0.01 //If the world's going to hell, I'm taking a weapon.
- scene "scenes/Gambler/WorldC1M1B130.vcd" then any _SpotStuffResponse foo:0 0.01 //Everybody grab a weapon. I get the feeling we're gonna need 'em.
- }
- Rule SurvivorSpotFirstWeaponsGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m1_hotel IsNotSaidFirstWeapon IsWorldTalkGambler
- ApplyContext "SaidFirstWeapon:1:0"
- applycontexttoworld
- Response SurvivorSpotFirstWeaponsGambler
- }
- Response SurvivorSpottedAdrenalineGambler
- {
- scene "scenes/Gambler/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here!
- }
- Rule SurvivorSpottedAdrenalineGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsAdrenaline IsWorldTalkGambler
- ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedAdrenalineGambler
- }
- Response SurvivorSpottedAdrenalineAutoGambler
- {
- scene "scenes/Gambler/Adrenaline01.vcd" then any _SpotStuffResponse foo:0 0.01 //Adrenaline shot here!
- }
- Rule SurvivorSpottedAdrenalineAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAdrenaline IsNotSaidSpot IsAdrenaline IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotAdrenaline:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedAdrenalineAutoGambler
- }
- Response SurvivorSpottedAmmoGambler
- {
- scene "scenes/Gambler/SpotAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here!
- scene "scenes/Gambler/SpotAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here!
- scene "scenes/Gambler/SpotAmmo03.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo!
- scene "scenes/Gambler/SpotAmmo04.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo here!
- scene "scenes/Gambler/SpotAmmo05.vcd" then any _SpotStuffResponse foo:0 0.01 //Ammo!
- }
- Rule SurvivorSpottedAmmoGambler
- {
- criteria ConceptPlayerSpotAmmo IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler
- ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedAmmoGambler
- }
- Response SurvivorSpottedCoachCloseGambler
- {
- scene "scenes/Gambler/NameCoach05.vcd" //Coach.
- scene "scenes/Gambler/NameCoach11.vcd" //Coach.
- scene "scenes/Gambler/NameCoach12.vcd" //Coach.
- }
- Rule SurvivorSpottedCoachCloseGambler
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkGambler
- Response SurvivorSpottedCoachCloseGambler
- }
- Response SurvivorSpottedCoachClose2Gambler
- {
- scene "scenes/Gambler/NameCoach05.vcd" //Coach.
- scene "scenes/Gambler/NameCoach11.vcd" //Coach.
- scene "scenes/Gambler/NameCoach12.vcd" //Coach.
- }
- Rule SurvivorSpottedCoachClose2Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkGambler
- Response SurvivorSpottedCoachClose2Gambler
- }
- Response SurvivorSpottedCoachClose2C1Gambler
- {
- scene "scenes/Gambler/NameCoach02.vcd" //Coach!
- scene "scenes/Gambler/NameCoach03.vcd" //Coach!
- scene "scenes/Gambler/NameCoach04.vcd" //Coach.
- }
- Rule SurvivorSpottedCoachClose2C1Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedCoachClose2C1Gambler
- }
- Response SurvivorSpottedCoachCloseC1Gambler
- {
- scene "scenes/Gambler/NameCoach02.vcd" //Coach!
- scene "scenes/Gambler/NameCoach03.vcd" //Coach!
- scene "scenes/Gambler/NameCoach04.vcd" //Coach.
- }
- Rule SurvivorSpottedCoachCloseC1Gambler
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedCoachCloseC1Gambler
- }
- Response SurvivorSpottedCoachFarGambler
- {
- scene "scenes/Gambler/NameCoach01.vcd" //Coach!
- scene "scenes/Gambler/NameCoach02.vcd" //Coach!
- scene "scenes/Gambler/NameCoach06.vcd" //Coach!
- }
- Rule SurvivorSpottedCoachFarGambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachFar400 IsWorldTalkGambler
- Response SurvivorSpottedCoachFarGambler
- }
- Response SurvivorSpottedCoachFarC1Gambler
- {
- scene "scenes/Gambler/NameCoach01.vcd" //Coach!
- scene "scenes/Gambler/NameCoach06.vcd" //Coach!
- scene "scenes/Gambler/NameCoach07.vcd" //Coach!
- }
- Rule SurvivorSpottedCoachFarC1Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsCoach IsCoachFar400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedCoachFarC1Gambler
- }
- Response SurvivorSpottedDefibrillatorGambler
- {
- scene "scenes/Gambler/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here.
- scene "scenes/Gambler/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defibrillator here.
- scene "scenes/Gambler/Defibrillator04.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here.
- }
- Rule SurvivorSpottedDefibrillatorGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsDefibrillator IsWorldTalkGambler
- ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedDefibrillatorGambler
- }
- Response SurvivorSpottedDefibrillatorAutoGambler
- {
- scene "scenes/Gambler/Defibrillator01.vcd" then any _SpotStuffResponse foo:0 0.01 //Chest paddles here.
- scene "scenes/Gambler/Defibrillator02.vcd" then any _SpotStuffResponse foo:0 0.01 //Defibrillator here.
- scene "scenes/Gambler/Defibrillator04.vcd" then any _SpotStuffResponse foo:0 0.01 //Defib unit here.
- }
- Rule SurvivorSpottedDefibrillatorAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidDefibrillator IsNotSaidSpot IsDefibrillator IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotDefibrillator:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedDefibrillatorAutoGambler
- }
- Response SurvivorSpottedGrenadeGambler
- {
- scene "scenes/Gambler/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a pipebomb here.
- scene "scenes/Gambler/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb.
- scene "scenes/Gambler/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bombs!
- scene "scenes/Gambler/SpotGrenades05.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipebomb here.
- }
- Rule SurvivorSpottedGrenadeGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsPipeBomb IsWorldTalkGambler
- ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedGrenadeGambler
- }
- Response SurvivorSpottedGrenadeAutoGambler
- {
- scene "scenes/Gambler/SpotGrenades01.vcd" then any _SpotStuffResponse foo:0 0.01 //There's a pipebomb here.
- scene "scenes/Gambler/SpotGrenades02.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bomb.
- scene "scenes/Gambler/SpotGrenades03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipe bombs!
- scene "scenes/Gambler/SpotGrenades05.vcd" then any _SpotStuffResponse foo:0 0.01 //Pipebomb here.
- }
- Rule SurvivorSpottedGrenadeAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot IsPipeBomb IsWorldTalkGambler YesHasGrenade _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedGrenadeAutoGambler
- }
- Response SurvivorSpottedGrenadeLauncherGambler
- {
- scene "scenes/Gambler/GrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher here.
- scene "scenes/Gambler/GrenadeLauncher04.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a grenade launcher.
- }
- Rule SurvivorSpottedGrenadeLauncherGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto Isgrenade_launcher IsWorldTalkGambler
- ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedGrenadeLauncherGambler
- }
- Response SurvivorSpottedGrenadeLauncherAutoGambler
- {
- scene "scenes/Gambler/GrenadeLauncher01.vcd" then any _SpotStuffResponse foo:0 0.01 //Grenade launcher here.
- scene "scenes/Gambler/GrenadeLauncher04.vcd" then any _SpotStuffResponse foo:0 0.01 //Got a grenade launcher.
- }
- Rule SurvivorSpottedGrenadeLauncherAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotgrenade_launcher IsNotSaidSpot Isgrenade_launcher IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotgrenade_launcher:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedGrenadeLauncherAutoGambler
- }
- Response SurvivorSpottedHealthGambler
- {
- scene "scenes/Gambler/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here!
- scene "scenes/Gambler/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here!
- scene "scenes/Gambler/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid!
- }
- Rule SurvivorSpottedHealthGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsFirstAidKit IsWorldTalkGambler
- ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedHealthGambler
- }
- Response SurvivorSpottedHealthAutoGambler
- {
- scene "scenes/Gambler/SpotFirstAid01.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid Kit here!
- scene "scenes/Gambler/SpotFirstAid02.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid here!
- scene "scenes/Gambler/SpotFirstAid03.vcd" then any _SpotStuffResponse foo:0 0.01 //First Aid!
- }
- Rule SurvivorSpottedHealthAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot IsFirstAidKit IsWorldTalkGambler YesHasFirstAidKit _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedHealthAutoGambler
- }
- Response SurvivorSpottedMechanicCloseGambler
- {
- scene "scenes/Gambler/NameEllis02.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis03.vcd" //Ellis!
- scene "scenes/Gambler/NameEllis05.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis06.vcd" //Ellis!
- scene "scenes/Gambler/NameEllis08.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis11.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis12.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis24.vcd" //Overalls.
- }
- Rule SurvivorSpottedMechanicCloseGambler
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkGambler
- Response SurvivorSpottedMechanicCloseGambler
- }
- Response SurvivorSpottedMechanicClose2Gambler
- {
- scene "scenes/Gambler/NameEllis02.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis03.vcd" //Ellis!
- scene "scenes/Gambler/NameEllis05.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis06.vcd" //Ellis!
- scene "scenes/Gambler/NameEllis08.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis11.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis12.vcd" //Ellis.
- scene "scenes/Gambler/NameEllis24.vcd" //Overalls.
- }
- Rule SurvivorSpottedMechanicClose2Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkGambler
- Response SurvivorSpottedMechanicClose2Gambler
- }
- Response SurvivorSpottedMechanicClose2C1Gambler
- {
- scene "scenes/Gambler/NameMechanicC104.vcd" //Dude.
- scene "scenes/Gambler/NameMechanicC106.vcd" //hey kid.
- scene "scenes/Gambler/NameMechanicC107.vcd" //Kid.
- scene "scenes/Gambler/NameMechanicC108.vcd" //Kid.
- scene "scenes/Gambler/NameMechanicC109.vcd" //Kid.
- scene "scenes/Gambler/NameMechanicC110.vcd" //Kid.
- scene "scenes/Gambler/NameMechanicC111.vcd" //Kid.
- }
- Rule SurvivorSpottedMechanicClose2C1Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedMechanicClose2C1Gambler
- }
- Response SurvivorSpottedMechanicCloseC1Gambler
- {
- scene "scenes/Gambler/NameMechanicC104.vcd" //Dude.
- scene "scenes/Gambler/NameMechanicC106.vcd" //hey kid.
- scene "scenes/Gambler/NameMechanicC107.vcd" //Kid.
- scene "scenes/Gambler/NameMechanicC108.vcd" //Kid.
- scene "scenes/Gambler/NameMechanicC109.vcd" //Kid.
- scene "scenes/Gambler/NameMechanicC110.vcd" //Kid.
- scene "scenes/Gambler/NameMechanicC111.vcd" //Kid.
- }
- Rule SurvivorSpottedMechanicCloseC1Gambler
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedMechanicCloseC1Gambler
- }
- Response SurvivorSpottedMechanicFarGambler
- {
- scene "scenes/Gambler/NameEllis04.vcd" //Ellis!
- }
- Rule SurvivorSpottedMechanicFarGambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicFar400 IsWorldTalkGambler
- Response SurvivorSpottedMechanicFarGambler
- }
- Response SurvivorSpottedMechanicFarC1Gambler
- {
- scene "scenes/Gambler/NameMechanicC101.vcd" //Dude.
- scene "scenes/Gambler/NameMechanicC102.vcd" //Dude.
- scene "scenes/Gambler/NameMechanicC103.vcd" //Dude.
- scene "scenes/Gambler/NameMechanicC105.vcd" //Kid.
- }
- Rule SurvivorSpottedMechanicFarC1Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsMechanic IsMechanicFar400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedMechanicFarC1Gambler
- }
- Response SurvivorSpottedMolotovGambler
- {
- scene "scenes/Gambler/SpotGrenades06.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov!
- scene "scenes/Gambler/SpotGrenades07.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov here.
- scene "scenes/Gambler/SpotGrenades08.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotovs!
- }
- Rule SurvivorSpottedMolotovGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsMolotov IsWorldTalkGambler
- ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedMolotovGambler
- }
- Response SurvivorSpottedMolotovAutoGambler
- {
- scene "scenes/Gambler/SpotGrenades06.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov!
- scene "scenes/Gambler/SpotGrenades07.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotov here.
- scene "scenes/Gambler/SpotGrenades08.vcd" then any _SpotStuffResponse foo:0 0.01 //Molotovs!
- }
- Rule SurvivorSpottedMolotovAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot IsMolotov IsWorldTalkGambler YesHasMolotov _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedMolotovAutoGambler
- }
- Response SurvivorSpottedPillsGambler
- {
- scene "scenes/Gambler/SpotPills01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here!
- scene "scenes/Gambler/SpotPills03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here!
- scene "scenes/Gambler/SpotPills04.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here!
- }
- Rule SurvivorSpottedPillsGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsPainPills IsWorldTalkGambler
- ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedPillsGambler
- }
- Response SurvivorSpottedPillsAutoGambler
- {
- scene "scenes/Gambler/SpotPills01.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here!
- scene "scenes/Gambler/SpotPills03.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here!
- scene "scenes/Gambler/SpotPills04.vcd" then any _SpotStuffResponse foo:0 0.01 //Pills here!
- }
- Rule SurvivorSpottedPillsAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills IsWorldTalkGambler YesHasPainPills _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedPillsAutoGambler
- }
- Response SurvivorSpottedPillsAutoHasPillsGambler
- {
- scene "scenes/Gambler/SpotPills02.vcd" //We got pills here!
- scene "scenes/Gambler/SpotPills05.vcd" //We got pills here!
- }
- Rule SurvivorSpottedPillsAutoHasPillsGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot YesHasPainPills IsNotAlone IsNotSaidSpotPills IsNotSaidSpot IsPainPills ChanceToFire40Percent IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedPillsAutoHasPillsGambler
- }
- Response SurvivorSpottedProducerCloseGambler
- {
- scene "scenes/Gambler/NameRochelle08.vcd" //Ro.
- scene "scenes/Gambler/NameRochelle09.vcd" //Rochelle.
- scene "scenes/Gambler/NameRochelle10.vcd" //Rochelle.
- }
- Rule SurvivorSpottedProducerCloseGambler
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkGambler
- Response SurvivorSpottedProducerCloseGambler
- }
- Response SurvivorSpottedProducerClose2Gambler
- {
- scene "scenes/Gambler/NameRochelle08.vcd" //Ro.
- scene "scenes/Gambler/NameRochelle09.vcd" //Rochelle.
- scene "scenes/Gambler/NameRochelle10.vcd" //Rochelle.
- }
- Rule SurvivorSpottedProducerClose2Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkGambler
- Response SurvivorSpottedProducerClose2Gambler
- }
- Response SurvivorSpottedProducerClose2C1Gambler
- {
- scene "scenes/Gambler/NameProducerC102.vcd" //Hey sweetheart.
- scene "scenes/Gambler/NameProducerC103.vcd" //Hey sweetie.
- scene "scenes/Gambler/NameProducerC104.vcd" //Hey honey.
- scene "scenes/Gambler/NameProducerC105.vcd" //Hey honey.
- scene "scenes/Gambler/NameProducerC107.vcd" //Hey sweetie.
- scene "scenes/Gambler/NameProducerC109.vcd" //Sweetheart.
- scene "scenes/Gambler/NameProducerC110.vcd" //Hey you.
- scene "scenes/Gambler/NameProducerC112.vcd" //Hey you.
- scene "scenes/Gambler/NameProducerC113.vcd" //Sweetie.
- scene "scenes/Gambler/NameProducerC114.vcd" //Hey honey.
- }
- Rule SurvivorSpottedProducerClose2C1Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedProducerClose2C1Gambler
- }
- Response SurvivorSpottedProducerCloseC1Gambler
- {
- scene "scenes/Gambler/NameProducerC102.vcd" //Hey sweetheart.
- scene "scenes/Gambler/NameProducerC103.vcd" //Hey sweetie.
- scene "scenes/Gambler/NameProducerC104.vcd" //Hey honey.
- scene "scenes/Gambler/NameProducerC105.vcd" //Hey honey.
- scene "scenes/Gambler/NameProducerC107.vcd" //Hey sweetie.
- scene "scenes/Gambler/NameProducerC109.vcd" //Sweetheart.
- scene "scenes/Gambler/NameProducerC110.vcd" //Hey you.
- scene "scenes/Gambler/NameProducerC112.vcd" //Hey you.
- scene "scenes/Gambler/NameProducerC113.vcd" //Sweetie.
- scene "scenes/Gambler/NameProducerC114.vcd" //Hey honey.
- }
- Rule SurvivorSpottedProducerCloseC1Gambler
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerNear400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedProducerCloseC1Gambler
- }
- Response SurvivorSpottedProducerFarGambler
- {
- scene "scenes/Gambler/NameRochelle01.vcd" //Rochelle!
- scene "scenes/Gambler/NameRochelle05.vcd" //Ro!
- scene "scenes/Gambler/NameRochelle12.vcd" //Rochelle!
- }
- Rule SurvivorSpottedProducerFarGambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerFar400 IsWorldTalkGambler
- Response SurvivorSpottedProducerFarGambler
- }
- Response SurvivorSpottedProducerFarC1Gambler
- {
- scene "scenes/Gambler/NameProducerC101.vcd" //Hey you.
- scene "scenes/Gambler/NameProducerC108.vcd" //Sweetie.
- scene "scenes/Gambler/NameProducerC111.vcd" //Hey sweetie.
- }
- Rule SurvivorSpottedProducerFarC1Gambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto SubjectIsProducer IsProducerFar400 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response SurvivorSpottedProducerFarC1Gambler
- }
- Response SurvivorSpottedUpPack_ExplosiveGambler
- {
- scene "scenes/Gambler/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here!
- scene "scenes/Gambler/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here!
- }
- Rule SurvivorSpottedUpPack_ExplosiveGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsUpgradePack_Explosive IsWorldTalkGambler
- ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedUpPack_ExplosiveGambler
- }
- Response SurvivorSpottedUpPack_ExplosiveAutoGambler
- {
- scene "scenes/Gambler/ExplosiveAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Explosive rounds here!
- scene "scenes/Gambler/ExplosiveAmmo02.vcd" then any _SpotStuffResponse foo:0 0.01 //Frag rounds here!
- }
- Rule SurvivorSpottedUpPack_ExplosiveAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Explosive IsNotSaidSpot IsUpgradePack_Explosive IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotUpgradePack_Explosive:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedUpPack_ExplosiveAutoGambler
- }
- Response SurvivorSpottedUpPack_IncendiaryGambler
- {
- scene "scenes/Gambler/IncendAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here!
- }
- Rule SurvivorSpottedUpPack_IncendiaryGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsUpgradePack_Incendiary IsWorldTalkGambler
- ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedUpPack_IncendiaryGambler
- }
- Response SurvivorSpottedUpPack_IncendiAutoGambler
- {
- scene "scenes/Gambler/IncendAmmo01.vcd" then any _SpotStuffResponse foo:0 0.01 //Fire bullets here!
- }
- Rule SurvivorSpottedUpPack_IncendiAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotAlone IsNotSaidSpotUpgradePack_Incendiary IsNotSaidSpot IsUpgradePack_Incendiary IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotUpgradePack_Incendiary:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedUpPack_IncendiAutoGambler
- }
- Response SurvivorSpottedVomitJarGambler
- {
- scene "scenes/Gambler/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here!
- scene "scenes/Gambler/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Is that a bottle of puke?
- }
- Rule SurvivorSpottedVomitJarGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsVomitJar IsWorldTalkGambler
- ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedVomitJarGambler
- }
- Response SurvivorSpottedVomitJarAutoGambler
- {
- scene "scenes/Gambler/BoomerJar01.vcd" then any _SpotStuffResponse foo:0 0.01 //Boomer bile here!
- scene "scenes/Gambler/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Is that a bottle of puke?
- }
- Rule SurvivorSpottedVomitJarAutoGambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedVomitJarAutoGambler
- }
- Response SurvivorSpottedVomitJarAutoC1Gambler
- {
- scene "scenes/Gambler/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Is that a bottle of puke?
- scene "scenes/Gambler/BoomerJar03.vcd" then any _SpotStuffResponse foo:0 0.01 //That can't be a bottle of puke, is it?
- }
- Rule SurvivorSpottedVomitJarAutoC1Gambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotVomitJar IsNotSaidSpot IsVomitJar IsWorldTalkGambler ismap_c1m1_hotelC1 _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotVomitJar:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedVomitJarAutoC1Gambler
- }
- Response SurvivorSpottedVomitJarC1Gambler
- {
- scene "scenes/Gambler/BoomerJar02.vcd" then any _SpotStuffResponse foo:0 0.01 //Is that a bottle of puke?
- scene "scenes/Gambler/BoomerJar03.vcd" then any _SpotStuffResponse foo:0 0.01 //That can't be a bottle of puke, is it?
- }
- Rule SurvivorSpottedVomitJarC1Gambler
- {
- criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsVomitJar IsWorldTalkGambler ismap_c1m1_hotelC1
- ApplyContext "SaidSpoVomitJar:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedVomitJarC1Gambler
- }
- Response SurvivorSpottedWorldCloseGambler
- {
- scene "scenes/Gambler/LookHere01.vcd" //Check it out.
- scene "scenes/Gambler/LookHere02.vcd" //Look here.
- scene "scenes/Gambler/LookHere03.vcd" //Look at this.
- scene "scenes/Gambler/LookHere04.vcd" //Check it out.
- scene "scenes/Gambler/LookHere05.vcd" //Look here.
- scene "scenes/Gambler/LookHere06.vcd" //Look at this.
- }
- Rule SurvivorSpottedWorldCloseGambler
- {
- criteria ConceptPlayerLookHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler
- Response SurvivorSpottedWorldCloseGambler
- }
- Rule SurvivorSpottedAmmoAutoGambler
- {
- criteria ConceptPlayerSpotAmmo IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot IsWorldTalkGambler _auto_NotNoSpotting IsNotSpeakingWeight0
- ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
- applycontexttoworld
- Response SurvivorSpottedAmmoGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // MapIntro
- //--------------------------------------------------------------------------------------------------------------
- Response C4M1IntroGambler
- {
- scene "scenes/Gambler/blank.vcd" then orator _c4m1Intro01 foo:0 0.01 //
- }
- Rule C4M1IntroGambler
- {
- criteria ConceptIntroC4M1 IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Saidremark_caralarm:1:400,_auto_TurnOffJoinLast:1:0"
- applycontexttoworld
- Response C4M1IntroGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Monster Spotted
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorSpottedArmoredGambler
- {
- norepeat
- scene "scenes/Gambler/SeeArmored01.vcd" //Those zombies are wearing armor?
- scene "scenes/Gambler/SeeArmored02.vcd" //Those zombies are wearing armor!
- scene "scenes/Gambler/SeeArmored03.vcd" //Shoot the armored zombies in the back!
- }
- Rule SurvivorSpottedArmoredGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeArmored IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidArmoredWarn IsNotSpeakingWeight0
- ApplyContext "SaidArmoredWarn:1:20"
- applycontexttoworld
- Response SurvivorSpottedArmoredGambler
- }
- Response SurvivorSpottedBoomerGambler
- {
- scene "scenes/Gambler/WarnBoomer01.vcd" //BOOMER!
- scene "scenes/Gambler/WarnBoomer02.vcd" //WE GOT A BOOMER!
- scene "scenes/Gambler/WarnBoomer03.vcd" //BOOMER!
- scene "scenes/Gambler/WarnBoomer04.vcd" //BOOMER!
- scene "scenes/Gambler/WarnBoomer05.vcd" //BOOMER!
- scene "scenes/Gambler/WarnBoomer06.vcd" //WE GOT A BOOMER!
- }
- Rule SurvivorSpottedBoomerGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedBoomerGambler
- }
- Response SurvivorSpottedBoomerC1Gambler
- {
- scene "scenes/Gambler/WarnBoomerC101.vcd" //Fat guy!
- scene "scenes/Gambler/WarnBoomerC102.vcd" //Goiter man!
- scene "scenes/Gambler/WarnBoomerC103.vcd" //Aunt bee.
- scene "scenes/Gambler/WarnBoomerC104.vcd" //Fatty!
- scene "scenes/Gambler/WarnBoomerC105.vcd" //Fat guy!
- }
- Rule SurvivorSpottedBoomerC1Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0
- ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedBoomerC1Gambler
- }
- Response SurvivorSpottedCedaGambler
- {
- norepeat
- scene "scenes/Gambler/SeeHazmat01.vcd" //Hazmat guys!
- scene "scenes/Gambler/SeeHazmat02.vcd" //Guess those suits don't stop bites.
- scene "scenes/Gambler/SeeHazmat03.vcd" //Are those guys fireproof?
- }
- Rule SurvivorSpottedCedaGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeCeda IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidCedaWarn IsNotSpeakingWeight0
- ApplyContext "SaidCedaWarn:1:20"
- applycontexttoworld
- Response SurvivorSpottedCedaGambler
- }
- Response SurvivorSpottedChargerGambler
- {
- scene "scenes/Gambler/WarnCharger01.vcd" //CHARGER!
- scene "scenes/Gambler/WarnCharger02.vcd" //WE GOT A CHARGER!
- scene "scenes/Gambler/WarnCharger03.vcd" //CHARGER!
- scene "scenes/Gambler/WarnCharger04.vcd" //CHARGER!
- }
- Rule SurvivorSpottedChargerGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedChargerGambler
- }
- Response SurvivorSpottedChargerAlsoGambler
- {
- scene "scenes/Gambler/WarnCharger01.vcd" //CHARGER!
- scene "scenes/Gambler/WarnCharger02.vcd" //WE GOT A CHARGER!
- scene "scenes/Gambler/WarnCharger03.vcd" //CHARGER!
- scene "scenes/Gambler/WarnCharger04.vcd" //CHARGER!
- }
- Rule SurvivorSpottedChargerAlsoGambler
- {
- criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedChargerAlsoGambler
- }
- Response SurvivorSpottedChargerAlsoC1Gambler
- {
- scene "scenes/Gambler/WarnChargerC101.vcd" //One Arm!
- scene "scenes/Gambler/WarnChargerC102.vcd" //Overalls!
- scene "scenes/Gambler/WarnChargerC103.vcd" //Hillbilly!
- }
- Rule SurvivorSpottedChargerAlsoC1Gambler
- {
- criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeCharger IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedChargerAlsoC1Gambler
- }
- Response SurvivorSpottedChargerC1Gambler
- {
- scene "scenes/Gambler/WarnChargerC101.vcd" //One Arm!
- scene "scenes/Gambler/WarnChargerC102.vcd" //Overalls!
- scene "scenes/Gambler/WarnChargerC103.vcd" //Hillbilly!
- }
- Rule SurvivorSpottedChargerC1Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeCharger IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0
- ApplyContext "SaidChargerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedChargerC1Gambler
- }
- Response SurvivorSpottedClownGambler
- {
- scene "scenes/Gambler/SeeClowns01.vcd" //That squeaking is driving the zombies crazy!
- scene "scenes/Gambler/SeeClowns02.vcd" //Kill the clown!
- scene "scenes/Gambler/SeeClowns03.vcd" //Kill the clown, he's attracting more zombies!
- scene "scenes/Gambler/SeeClowns04.vcd" //Kill every clown you see!
- scene "scenes/Gambler/SeeClowns05.vcd" //Shoot the clown!
- }
- Rule SurvivorSpottedClownGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeClown IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidClownWarn IsNotSpeakingWeight0
- ApplyContext "SaidClownWarn:1:20,SawClowns:++1"
- applycontexttoworld
- Response SurvivorSpottedClownGambler
- }
- Response SurvivorSpottedHunterGambler
- {
- scene "scenes/Gambler/WarnHunter01.vcd" //WE GOT A HUNTER!
- scene "scenes/Gambler/WarnHunter02.vcd" //HUNTER!
- scene "scenes/Gambler/WarnHunter03.vcd" //HUNTER!
- scene "scenes/Gambler/WarnHunter04.vcd" //HUNTER!
- scene "scenes/Gambler/WarnHunter05.vcd" //WE GOT A HUNTER!
- }
- Rule SurvivorSpottedHunterGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedHunterGambler
- }
- Response SurvivorSpottedHunterC1Gambler
- {
- scene "scenes/Gambler/WarnHunterC101.vcd" //Jumper!
- scene "scenes/Gambler/WarnHunterC102.vcd" //Leaper!
- scene "scenes/Gambler/WarnHunterC103.vcd" //Scrawny little bitch I'm gonna kill.
- }
- Rule SurvivorSpottedHunterC1Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeHunter IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0
- ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedHunterC1Gambler
- }
- Response SurvivorSpottedInfectedGambler
- {
- scene "scenes/Gambler/Incoming01.vcd" //This is why we've got guns!
- scene "scenes/Gambler/Incoming02.vcd" //It's about to get serious!
- scene "scenes/Gambler/Incoming03.vcd" //We got inbound!
- scene "scenes/Gambler/Incoming04.vcd" //They're coming!
- scene "scenes/Gambler/Incoming05.vcd" //Here they come!
- scene "scenes/Gambler/Incoming06.vcd" //God damn, it's gettin' good.
- scene "scenes/Gambler/Incoming07.vcd" //They're coming!
- scene "scenes/Gambler/Incoming08.vcd" //Get ready!
- }
- Rule SurvivorSpottedInfectedGambler
- {
- criteria ConceptPlayerIncoming IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorSpottedInfectedGambler
- }
- Response SurvivorSpottedJimmyGambler
- {
- scene "scenes/Gambler/ReactionNegative07.vcd" //Holy Shit!
- scene "scenes/Gambler/WorldC2M1B03.vcd" //God DAMN you, Jimmy Gibbs, Jr.
- }
- Rule SurvivorSpottedJimmyGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeJimmy IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidJimmyWarn IsNotSpeakingWeight0
- ApplyContext "SaidJimmyWarn:1:3"
- applycontexttoworld
- Response SurvivorSpottedJimmyGambler
- }
- Response SurvivorSpottedJockeyGambler
- {
- scene "scenes/Gambler/WarnJockey01.vcd" //Jockey!
- scene "scenes/Gambler/WarnJockey02.vcd" //Jockey!
- scene "scenes/Gambler/WarnJockey03.vcd" //Jockey!
- }
- Rule SurvivorSpottedJockeyGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedJockeyGambler
- }
- Response SurvivorSpottedJockeyAlsoGambler
- {
- scene "scenes/Gambler/WarnJockey01.vcd" //Jockey!
- scene "scenes/Gambler/WarnJockey02.vcd" //Jockey!
- scene "scenes/Gambler/WarnJockey03.vcd" //Jockey!
- }
- Rule SurvivorSpottedJockeyAlsoGambler
- {
- criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedJockeyAlsoGambler
- }
- Response SurvivorSpottedJockeyAlsoC1Gambler
- {
- scene "scenes/Gambler/WarnJockeyC101.vcd" //Little guy!
- scene "scenes/Gambler/WarnJockeyC102.vcd" //Little freak!
- scene "scenes/Gambler/WarnJockeyC103.vcd" //Little guy!
- }
- Rule SurvivorSpottedJockeyAlsoC1Gambler
- {
- criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeJockey IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedJockeyAlsoC1Gambler
- }
- Response SurvivorSpottedJockeyC1Gambler
- {
- scene "scenes/Gambler/WarnJockeyC101.vcd" //Little guy!
- scene "scenes/Gambler/WarnJockeyC102.vcd" //Little freak!
- scene "scenes/Gambler/WarnJockeyC103.vcd" //Little guy!
- }
- Rule SurvivorSpottedJockeyC1Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeJockey IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0
- ApplyContext "SaidJockeyWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedJockeyC1Gambler
- }
- Response SurvivorSpottedMudmenGambler
- {
- norepeat
- scene "scenes/Gambler/SeeMudmen01.vcd" //Mudders!
- scene "scenes/Gambler/SeeMudmen02.vcd" //Mudders!
- scene "scenes/Gambler/SeeMudmen03.vcd" //Watch out, Mudmen!
- scene "scenes/Gambler/SeeMudmen04.vcd" //Mudders!
- }
- Rule SurvivorSpottedMudmenGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidMudmenWarn IsNotSpeakingWeight0
- ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1"
- applycontexttoworld
- Response SurvivorSpottedMudmenGambler
- }
- Response SurvivorSpottedMudmen2Gambler
- {
- scene "scenes/Gambler/WorldC3M201.vcd" //Screw these goddamn mud people.
- }
- Rule SurvivorSpottedMudmen2Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeMudmen IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidMudmenWarn SawManyMudMen IntensityUnder50 IsNotSpeakingWeight0
- ApplyContext "SaidMudmenWarn:1:20,SawMudMen:++1"
- applycontexttoworld
- Response SurvivorSpottedMudmen2Gambler
- }
- Response SurvivorSpottedSmokerGambler
- {
- scene "scenes/Gambler/WarnSmoker01.vcd" //WE GOT A SMOKER!
- scene "scenes/Gambler/WarnSmoker02.vcd" //SMOKER!
- scene "scenes/Gambler/WarnSmoker03.vcd" //SMOKER!
- scene "scenes/Gambler/WarnSmoker04.vcd" //SMOKER!
- }
- Rule SurvivorSpottedSmokerGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSmokerGambler
- }
- Response SurvivorSpottedSmokerC1Gambler
- {
- scene "scenes/Gambler/WarnSmokerC101.vcd" //TONGUE!
- scene "scenes/Gambler/WarnSmokerC102.vcd" //The smoking thing!
- }
- Rule SurvivorSpottedSmokerC1Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0
- ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSmokerC1Gambler
- }
- Response SurvivorSpottedSpitterGambler
- {
- scene "scenes/Gambler/WarnSpitter01.vcd" //Spitter
- scene "scenes/Gambler/WarnSpitter02.vcd" //Spitter
- scene "scenes/Gambler/WarnSpitter03.vcd" //We got a spitter
- }
- Rule SurvivorSpottedSpitterGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSpitterGambler
- }
- Response SurvivorSpottedSpitterAlsoGambler
- {
- scene "scenes/Gambler/WarnSpitter01.vcd" //Spitter
- scene "scenes/Gambler/WarnSpitter02.vcd" //Spitter
- scene "scenes/Gambler/WarnSpitter03.vcd" //We got a spitter
- }
- Rule SurvivorSpottedSpitterAlsoGambler
- {
- criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSpitterAlsoGambler
- }
- Response SurvivorSpottedSpitterAlsoC1Gambler
- {
- scene "scenes/Gambler/WarnSpitterC101.vcd" //Green thing!
- scene "scenes/Gambler/WarnSpitterC102.vcd" //Neck!
- }
- Rule SurvivorSpottedSpitterAlsoC1Gambler
- {
- criteria ConceptPlayerAlsoWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSpitterAlsoC1Gambler
- }
- Response SurvivorSpottedSpitterC1Gambler
- {
- scene "scenes/Gambler/WarnSpitterC101.vcd" //Green thing!
- scene "scenes/Gambler/WarnSpitterC102.vcd" //Neck!
- }
- Rule SurvivorSpottedSpitterC1Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeSpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0
- ApplyContext "SaidSpitterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSpitterC1Gambler
- }
- Response SurvivorSpottedTankGambler
- {
- scene "scenes/Gambler/HeardHulk01.vcd" //Tank! Tank!
- scene "scenes/Gambler/HeardHulk02.vcd" //Tank inbound!
- scene "scenes/Gambler/HeardHulk03.vcd" //Man up! We got a Tank!
- scene "scenes/Gambler/HeardHulk04.vcd" //Get ready, we got a TANK!
- scene "scenes/Gambler/HeardHulk05.vcd" //Hold steady, TANK!
- scene "scenes/Gambler/HeardHulk06.vcd" //Get ready, TANK!
- scene "scenes/Gambler/WarnTank01.vcd" //WE GOT A TANK!
- scene "scenes/Gambler/WarnTank02.vcd" //TANK!
- scene "scenes/Gambler/WarnTank03.vcd" //TANK!
- scene "scenes/Gambler/WarnTank04.vcd" //TANK!
- }
- Rule SurvivorSpottedTankGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60"
- applycontexttoworld
- Response SurvivorSpottedTankGambler
- }
- Response SurvivorSpottedTankC1Gambler
- {
- scene "scenes/Gambler/WarnTankC101.vcd" //We have a problem!
- scene "scenes/Gambler/WarnTankC102.vcd" //HOLY SHIT! BIG FREAKING ZOMBIE!
- scene "scenes/Gambler/WarnTankC103.vcd" //We have a problem!
- scene "scenes/Gambler/WarnTankC104.vcd" //HOLY SHIT! BIG FREAKING ZOMBIE!
- }
- Rule SurvivorSpottedTankC1Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m2_streetsC1 IsNotSpeakingWeight0
- ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60"
- applycontexttoworld
- Response SurvivorSpottedTankC1Gambler
- }
- Response SurvivorSpottedWitchGambler
- {
- scene "scenes/Gambler/WarnWitch01.vcd" //We got a witch.
- scene "scenes/Gambler/WarnWitch02.vcd" //Witch.
- scene "scenes/Gambler/WarnWitch03.vcd" //Witch.
- scene "scenes/Gambler/WarnWitch04.vcd" //Witch.
- }
- Rule SurvivorSpottedWitchGambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedWitchGambler
- }
- Response SurvivorSpottedWitchC1Gambler
- {
- scene "scenes/Gambler/Blank.vcd" //Blank
- }
- Rule SurvivorSpottedWitchC1Gambler
- {
- criteria ConceptPlayerWarnSpecial IsSpecialTypeWitch IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2 IsNotSpeakingWeight0
- ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedWitchC1Gambler
- }
- Rule SurvivorAlsoSpottedBoomerGambler
- {
- criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedBoomerGambler
- }
- Rule SurvivorAlsoSpottedBoomerC1Gambler
- {
- criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedBoomerGambler
- }
- Rule SurvivorAlsoSpottedHunterGambler
- {
- criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedHunterGambler
- }
- Rule SurvivorAlsoSpottedHunterC1Gambler
- {
- criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedHunterGambler
- }
- Rule SurvivorAlsoSpottedSmokerGambler
- {
- criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSmokerGambler
- }
- Rule SurvivorAlsoSpottedSmokerC1Gambler
- {
- criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedSmokerGambler
- }
- Rule SurvivorAlsoSpottedTankGambler
- {
- criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60"
- applycontexttoworld
- Response SurvivorSpottedTankGambler
- }
- Rule SurvivorAlsoSpottedTankC1Gambler
- {
- criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m2_streetsC1
- ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60"
- applycontexttoworld
- Response SurvivorSpottedTankGambler
- }
- Rule SurvivorAlsoSpottedWitchGambler
- {
- criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedWitchGambler
- }
- Rule SurvivorAlsoSpottedWitchC1Gambler
- {
- criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response SurvivorSpottedWitchGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Not Rosetta - Responses
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerAlertGiveItemGambler
- {
- scene "scenes/Gambler/AlertGiveItem01.vcd" odds 5 //It is more blessed to give than to receive.
- scene "scenes/Gambler/AlertGiveItem02.vcd" //Have this.
- scene "scenes/Gambler/AlertGiveItem03.vcd" //Just take this.
- scene "scenes/Gambler/AlertGiveItem04.vcd" //This is for you.
- scene "scenes/Gambler/AlertGiveItem05.vcd" //Here, I don't need this.
- scene "scenes/Gambler/AlertGiveItem06.vcd" //Take it, just take it.
- }
- Rule PlayerAlertGiveItemGambler
- {
- criteria ConceptPlayerAlertGiveItem IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerAlertGiveItemGambler
- }
- Response PlayerAlertGiveItemC1Gambler
- {
- scene "scenes/Gambler/AlertGiveItemC101.vcd" //Hey you, take this.
- scene "scenes/Gambler/AlertGiveItemC102.vcd" //What's your name, here you go.
- }
- Rule PlayerAlertGiveItemC1Gambler
- {
- criteria ConceptPlayerAlertGiveItem IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotelC1 NoKnowNames
- Response PlayerAlertGiveItemC1Gambler
- }
- Response PlayerAlertGiveItemCombatGambler
- {
- scene "scenes/Gambler/AlertGiveItemCombat01.vcd" //Take this.
- scene "scenes/Gambler/AlertGiveItemCombat02.vcd" //Grab this.
- scene "scenes/Gambler/AlertGiveItemCombat03.vcd" //Take it.
- }
- Rule PlayerAlertGiveItemCombatGambler
- {
- criteria ConceptPlayerAlertGiveItem IsNotCoughing IsGambler IsTalk IsTalkGambler InCombat IsWorldTalkGambler
- Response PlayerAlertGiveItemCombatGambler
- }
- Response PlayerFriendlyFireGambler
- {
- scene "scenes/Gambler/FriendlyFire02.vcd" odds 5 //I don't want to hear any excuses, just stop shooting me.
- scene "scenes/Gambler/FriendlyFire03.vcd" //STOP SHOOTING ME!
- scene "scenes/Gambler/FriendlyFire04.vcd" //Can you stop shooting me?
- scene "scenes/Gambler/FriendlyFire05.vcd" odds 5 //You know, ot's not all right that you are SHOOTING ME!
- scene "scenes/Gambler/FriendlyFire06.vcd" //DAMN! You suck at shooting.
- scene "scenes/Gambler/FriendlyFire07.vcd" //Stop shooting me.
- scene "scenes/Gambler/FriendlyFire08.vcd" odds 5 //Well thank you for ventilating my suit.
- scene "scenes/Gambler/FriendlyFire09.vcd" //You. Are. Shooting. Me.
- scene "scenes/Gambler/FriendlyFire10.vcd" //You do realize you are shooting me right?
- scene "scenes/Gambler/FriendlyFire11.vcd" //Shoot me again. Shoot me again, I dare you.
- scene "scenes/Gambler/FriendlyFire12.vcd" //You want to watch where you're shooting?
- scene "scenes/Gambler/FriendlyFire13.vcd" odds 5 //Stop! Shooting me doesn't get us anywhere.
- scene "scenes/Gambler/FriendlyFire14.vcd" //Let's not mess this up by shooting each other, okay?
- scene "scenes/Gambler/FriendlyFire15.vcd" //Can we not shoot each other?
- scene "scenes/Gambler/FriendlyFire16.vcd" //Question: Can we not shoot each other?
- scene "scenes/Gambler/FriendlyFire17.vcd" //You're shooting me again.
- scene "scenes/Gambler/FriendlyFire18.vcd" //You shoot me again, and I will drop you.
- scene "scenes/Gambler/FriendlyFire19.vcd" //Shoot me again, I'll drop you.
- scene "scenes/Gambler/FriendlyFire21.vcd" odds 5 //Are you really going to shoot a guy in a $3000 suit? Come on!
- scene "scenes/Gambler/FriendlyFire22.vcd" //Stop shooting me.
- scene "scenes/Gambler/FriendlyFire23.vcd" //Do not shoot me.
- scene "scenes/Gambler/FriendlyFire24.vcd" //Stop shooting each other.
- scene "scenes/Gambler/FriendlyFire25.vcd" //Can we stop shooting each other?
- scene "scenes/Gambler/FriendlyFire26.vcd" //Can we stop shooting each other?
- scene "scenes/Gambler/FriendlyFire27.vcd" //Don't shoot each other.
- scene "scenes/Gambler/FriendlyFire28.vcd" //Can we not shoot each other?
- scene "scenes/Gambler/FriendlyFire29.vcd" //Can we not shoot each other, please?
- scene "scenes/Gambler/FriendlyFire30.vcd" //You are shooting - ME!
- scene "scenes/Gambler/FriendlyFire31.vcd" odds 10 //Unless you want to be picking your teeth up off the floor, stop shooting me!
- }
- Rule PlayerFriendlyFireGambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireGambler
- }
- Response PlayerFriendlyFire2Gambler
- {
- scene "scenes/Gambler/TeamKillAccident01.vcd" //Don't you think we should be killing the zombies instead?
- scene "scenes/Gambler/TeamKillAccident02.vcd" //What in the hell kind of strategy is that?
- scene "scenes/Gambler/TeamKillAccident03.vcd" //What?!!? This is hard enough without you helping the freaks!
- }
- Rule PlayerFriendlyFire2Gambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsGamblerFriendlyFire IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerFriendlyFire:1:3"
- applycontexttoworld
- Response PlayerFriendlyFire2Gambler
- }
- Response PlayerFriendlyFireC1Gambler
- {
- scene "scenes/Gambler/FriendlyFireC101.vcd" //I don't know who started this shit, but lets just stop the friendly right now, 'kay?
- scene "scenes/Gambler/FriendlyFireC103.vcd" //Never shoot me again.
- scene "scenes/Gambler/FriendlyFireC104.vcd" //You do not want to be shooting me!
- scene "scenes/Gambler/FriendlyFireC105.vcd" //Why would you think shooting me is a good idea?
- scene "scenes/Gambler/FriendlyFireC106.vcd" //Let's try shooting zombies instead of people, okay?
- }
- Rule PlayerFriendlyFireC1Gambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotelC1 NoKnowNames
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireC1Gambler
- }
- Response PlayerFriendlyFireFromCoachC1Gambler
- {
- scene "scenes/Gambler/FriendlyFireC1Coach01.vcd" //Coach! Don't shoot me.
- scene "scenes/Gambler/FriendlyFireC1Coach02.vcd" //Coach! Come on.
- }
- Rule PlayerFriendlyFireFromCoachC1Gambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler SubjectIsCoach ChanceToFire50Percent IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromCoachC1Gambler
- }
- Response PlayerFriendlyFireFromCoachNBGambler
- {
- scene "scenes/Gambler/FriendlyFireC1Coach02.vcd" //Coach! Come on.
- scene "scenes/Gambler/NameCoach02.vcd" //Coach!
- scene "scenes/Gambler/NameCoach09.vcd" //Coach.
- }
- Rule PlayerFriendlyFireFromCoachNBGambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler SubjectIsCoach ChanceToFire50Percent IsWorldTalkGambler isNotmap_c1m1_hotel
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromCoachNBGambler
- }
- Response PlayerFriendlyFireFromMechanicGambler
- {
- scene "scenes/Gambler/FriendlyFireEllis01.vcd" //Hey sport, watch where you're shooting!
- scene "scenes/Gambler/FriendlyFireMechanic01.vcd" //Ellis, come on man.
- scene "scenes/Gambler/FriendlyFireMechanic02.vcd" //Y'all wanna stop shootin me?
- }
- Rule PlayerFriendlyFireFromMechanicGambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler SubjectIsMechanic ChanceToFire30Percent IsWorldTalkGambler isNotmap_c1m1_hotel
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromMechanicGambler
- }
- Response PlayerFriendlyFireFromMechanicNBGambler
- {
- scene "scenes/Gambler/FriendlyFireMechanic01.vcd" //Ellis, come on man.
- scene "scenes/Gambler/NameEllis07.vcd" //Ellis!
- scene "scenes/Gambler/ReactionNegative33.vcd" //Dumbshit.
- scene "scenes/Gambler/WorldC3M116.vcd" //Jesus christ Ellis, like the goddamn zombies aren't bad enough.
- }
- Rule PlayerFriendlyFireFromMechanicNBGambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler SubjectIsMechanic ChanceToFire50Percent IsWorldTalkGambler isNotmap_c1m1_hotel
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromMechanicNBGambler
- }
- Response PlayerFriendlyFireFromProducerGambler
- {
- scene "scenes/Gambler/FriendlyFireFemale01.vcd" //Sweetheart? Don't shoot me.
- }
- Rule PlayerFriendlyFireFromProducerGambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler SubjectIsProducer ChanceToFire30Percent IsWorldTalkGambler isNotmap_c1m1_hotel
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromProducerGambler
- }
- Response PlayerFriendlyFireFromProducerC1Gambler
- {
- scene "scenes/Gambler/FriendlyFireC1Producer01.vcd" //ROCHELLE!
- scene "scenes/Gambler/FriendlyFireC1Producer02.vcd" //Ro! Just... just stop okay?
- scene "scenes/Gambler/FriendlyFireC1Producer03.vcd" //ROCHELLE!
- }
- Rule PlayerFriendlyFireFromProducerC1Gambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsDamageTypeBullet IsTalk IsTalkGambler SubjectIsProducer ChanceToFire50Percent IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromProducerC1Gambler
- }
- Response PlayerFriendlyFireFromProducerNBGambler
- {
- scene "scenes/Gambler/FriendlyFireC1Producer01.vcd" //ROCHELLE!
- scene "scenes/Gambler/NameRochelle12.vcd" //Rochelle!
- }
- Rule PlayerFriendlyFireFromProducerNBGambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler SubjectIsProducer ChanceToFire50Percent IsWorldTalkGambler isNotmap_c1m1_hotel
- ApplyContext "GamblerFriendlyFire:1:10"
- applycontexttoworld
- Response PlayerFriendlyFireFromProducerNBGambler
- }
- Response PlayerFriendlyFireNoBulletGambler
- {
- scene "scenes/Gambler/Defibrillator08.vcd" //Come ON!
- scene "scenes/Gambler/FriendlyFire01.vcd" //Do that again and I'll bury you alive.
- scene "scenes/Gambler/FriendlyFireC102.vcd" //I don't know who started this shit, 'kay? But lets just stop the friendly right now,.
- scene "scenes/Gambler/World219.vcd" //WHAT THE - (reaction to bombing)
- scene "scenes/Gambler/WorldC5M3B24.vcd" //OH COME ON!
- }
- Rule PlayerFriendlyFireNoBulletGambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerFriendlyFire:1:10"
- Response PlayerFriendlyFireNoBulletGambler
- }
- Response PlayerFriendlyFireNoBulletC1Gambler
- {
- scene "scenes/Gambler/Defibrillator08.vcd" //Come ON!
- scene "scenes/Gambler/FriendlyFireC101.vcd" //I don't know who started this shit, but lets just stop the friendly right now, 'kay?
- scene "scenes/Gambler/World219.vcd" //WHAT THE - (reaction to bombing)
- }
- Rule PlayerFriendlyFireNoBulletC1Gambler
- {
- criteria ConceptPlayerFriendlyFire IsNotCoughing IsGambler IsNotGamblerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkGambler IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- ApplyContext "GamblerFriendlyFire:1:10"
- Response PlayerFriendlyFireNoBulletC1Gambler
- }
- Response PlayerToTheRescueGambler
- {
- scene "scenes/Gambler/ToTheRescue01.vcd" predelay "0.75,1.5" //Relax, Relax I'm coming!
- scene "scenes/Gambler/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm on my way!
- scene "scenes/Gambler/ToTheRescue03.vcd" predelay "0.75,1.5" //Hold on, coming!
- scene "scenes/Gambler/ToTheRescue04.vcd" predelay "0.75,1.5" //I'm on the way!
- }
- Rule PlayerToTheRescueGambler
- {
- criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsGambler IsTalk IsTalkGambler NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600 IsWorldTalkGambler
- ApplyContext "SaidRescueComing:1:20"
- applycontexttoworld
- Response PlayerToTheRescueGambler
- }
- Response PlayerToTheRescueRosGambler
- {
- scene "scenes/Gambler/ToTheRescue01.vcd" predelay "0.75,1.5" //Relax, Relax I'm coming!
- scene "scenes/Gambler/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm on my way!
- scene "scenes/Gambler/ToTheRescue03.vcd" predelay "0.75,1.5" //Hold on, coming!
- scene "scenes/Gambler/ToTheRescue04.vcd" predelay "0.75,1.5" //I'm on the way!
- }
- Rule PlayerToTheRescueRosGambler
- {
- criteria ConceptPlayerToTheRescue IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidRescueComing:1:20"
- applycontexttoworld
- Response PlayerToTheRescueRosGambler
- }
- Response SurvivorTauntResponseGambler
- {
- scene "scenes/Gambler/Taunt01.vcd" //Suck on that
- scene "scenes/Gambler/Taunt02.vcd" //Stick that where the sun don't shine!
- scene "scenes/Gambler/Taunt03.vcd" //Take that you mealy-mouthed bastards.
- scene "scenes/Gambler/Taunt04.vcd" //Stick it up your ass!
- scene "scenes/Gambler/Taunt05.vcd" //Stick that up your ass!
- scene "scenes/Gambler/Taunt06.vcd" //We are wiping the floor with you.
- scene "scenes/Gambler/Taunt07.vcd" //You don't stand a chance.
- scene "scenes/Gambler/Taunt08.vcd" //Give up now!
- scene "scenes/Gambler/Taunt09.vcd" //Candyasses!
- }
- Rule SurvivorTauntResponseGambler
- {
- criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorTauntResponseGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Orator
- //--------------------------------------------------------------------------------------------------------------
- Response ShotMannequinGambler2
- {
- scene "scenes/Gambler/Laughter06.vcd" //<Short laugh>
- scene "scenes/Gambler/Laughter15.vcd" //<Short laugh>
- scene "scenes/Gambler/Laughter16.vcd" //<Short laugh>
- }
- Rule ShotMannequinGambler2
- {
- criteria ConceptShotMannequin2 IsGambler IsShotMannGambler IsNotSaidShotMannequinGambler2
- ApplyContext "SaidShotMannequinGambler2:1:0,ShotMannGambler:0:0"
- applycontexttoworld
- Response ShotMannequinGambler2
- }
- // Autogenerated criteria for linked source group C4M1_003
- criterion "IsNotSrcGrp_C4M1_003" "worldSrcGrp_C4M1_003" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // Player File
- //--------------------------------------------------------------------------------------------------------------
- Response C4M1IdleComment01Gambler
- {
- scene "scenes/Gambler/WorldC4M1B22.vcd" //Look for landmarks. It might be dark on our way back.
- }
- Rule C4M1IdleComment01Gambler
- {
- criteria ConceptTalkIdle ChanceToFire40Percent IsSurvivor ismap_c4m1_milltown_a IsSaidc4m1_nogas IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_003 _auto_NotNoGasGate
- ApplyContext "Talk:1:2.788,SrcGrp_C4M1_003:1:0"
- applycontexttoworld
- Response C4M1IdleComment01Gambler
- }
- Response C4M2IdleCommentCane01Gambler
- {
- scene "scenes/Gambler/WorldC4M2B29.vcd" then any _c4m2_caneyell01 foo:0 0.01 //KEEP MOVING! JUST HEAD FOR THE SIGN!
- scene "scenes/Gambler/WorldC4M2B30.vcd" then any _c4m2_caneyell01 foo:0 0.01 //HEAD FOR THE SIGN!
- }
- Rule C4M2IdleCommentCane01Gambler
- {
- criteria ConceptTalkIdle ChanceToFire60Percent IsSurvivor ismap_c4m2_sugarmill_a IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival _auto_IsGamblerInCane _auto_NotCaneYellGated _auto_NotLastSurvivorTalkedGambler
- ApplyContext "_auto_CaneYellGated:1:10,_auto_LastSurvivorTalkedGambler:1:15"
- applycontexttoworld
- Response C4M2IdleCommentCane01Gambler
- }
- Response PlayerChokeResponseGambler
- {
- scene "scenes/Gambler/Choke01.vcd" //Smoker 's got me!
- scene "scenes/Gambler/Choke02.vcd" //[Choking]
- scene "scenes/Gambler/Choke03.vcd" //Smoker's GOT ME!!!
- scene "scenes/Gambler/Choke04.vcd" //Shoot the tongue! Shoot the tongue!
- scene "scenes/Gambler/Choke05.vcd" //[Choking]
- scene "scenes/Gambler/Choke06.vcd" //[Choking]
- scene "scenes/Gambler/Choke07.vcd" //[Choking]
- }
- Rule PlayerChokeResponseGambler
- {
- criteria ConceptPlayerChoke IsSurvivor IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerChokeResponseGambler
- }
- Response PlayerReloadingC502RunGambler
- {
- scene "scenes/Gambler/World123.vcd" //To the tower.
- scene "scenes/Gambler/World125.vcd" //Somebody's got to turn off the alarm!
- }
- Rule PlayerReloadingC502RunGambler
- {
- criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler IsNotSaidWorldC502AlarmStopped IsSaidWorldC502AlarmButton2 ChanceToFire50Percent IsWorldTalkGambler
- Response PlayerReloadingC502RunGambler
- }
- Response PlayerReloadingTankGambler
- {
- scene "scenes/Gambler/BattleCryTank01.vcd" //Kill the tank!
- scene "scenes/Gambler/BattleCryTank02.vcd" //Shoot the tank!
- scene "scenes/Gambler/BattleCryTank03.vcd" //Shoot the damn tank!
- scene "scenes/Gambler/BattleCryTank04.vcd" //Shoot it! Shoot it!
- scene "scenes/Gambler/BattleCryTank05.vcd" //Everyone shoot the tank!
- scene "scenes/Gambler/BattleCryTank06.vcd" //You, SHOOT THE TANK!
- scene "scenes/Gambler/BattleCryTank07.vcd" //KEEP SHOOTING!
- }
- Rule PlayerReloadingTankGambler
- {
- criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkGambler isNotmap_c1m2_streets
- ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20"
- applycontexttoworld
- Response PlayerReloadingTankGambler
- }
- Response PlayerReloadingTankC1Gambler
- {
- scene "scenes/Gambler/HeardTanklC101.vcd" //I hope that's not bullet proof.
- scene "scenes/Gambler/HeardTanklC102.vcd" //We are screwed.
- scene "scenes/Gambler/HeardTanklC103.vcd" //Maybe if we don't move it won't see us.
- scene "scenes/Gambler/HeardTanklC104.vcd" //Okay, that's reason to panic.
- scene "scenes/Gambler/HeardTanklC105.vcd" //What in the hell sign of the apocalypse is that?
- scene "scenes/Gambler/HeardTanklC106.vcd" //I hope that's not bullet proof.
- scene "scenes/Gambler/HeardTanklC107.vcd" //What in the hell sign of the apocalypse is that?
- scene "scenes/Gambler/HeardTanklC108.vcd" //Okay, that's reason to panic.
- scene "scenes/Gambler/HeardTanklC109.vcd" //Maybe if we don't move it won't see us.
- scene "scenes/Gambler/HeardTanklC110.vcd" //We are screwed.
- }
- Rule PlayerReloadingTankC1Gambler
- {
- criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler ChanceToFire70Percent IsZombiePresentTank IsSaidTankWarn2 IsWorldTalkGambler ismap_c1m2_streets
- ApplyContext "SaidReloadingTank:1:10,SaidTankWarn2:1:20"
- applycontexttoworld
- Response PlayerReloadingTankC1Gambler
- }
- Response PlayerTonguePullStartResponseGambler
- {
- scene "scenes/Gambler/GrabbedBySmoker01.vcd" //no, No, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Gambler/GrabbedBySmoker01a.vcd" //No, No!
- scene "scenes/Gambler/GrabbedBySmoker01b.vcd" //NOOOOOOO!!!!!!!!!
- scene "scenes/Gambler/GrabbedBySmoker02.vcd" //SMOKER'S GOT ME!!
- scene "scenes/Gambler/GrabbedBySmoker02a.vcd" //...GOT ME!!
- scene "scenes/Gambler/GrabbedBySmoker03.vcd" //SMOKER'S GOT ME!!
- scene "scenes/Gambler/GrabbedBySmoker04.vcd" //no, No, No, NO, NO!!!!!!!!
- scene "scenes/Gambler/GrabbedBySmoker04a.vcd" //NO, NO, NO!!
- scene "scenes/Gambler/GrabbedBySmoker05.vcd" //no, No, No, NO!!!!!!!!
- scene "scenes/Gambler/GrabbedBySmoker05a.vcd" //NO!
- scene "scenes/Gambler/GrabbedBySmoker05b.vcd" //NO, NO!
- scene "scenes/Gambler/GrabbedBySmoker05c.vcd" //NO!!!!!!!!
- }
- Rule PlayerTonguePullStartResponseGambler
- {
- criteria ConceptPlayerTonguePullStart IsSurvivor IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerTonguePullStartResponseGambler
- }
- Response PlayerTonguePullStartResponseC1Gambler
- {
- scene "scenes/Gambler/GrabbedBySmokerC101.vcd" //What the hell?
- scene "scenes/Gambler/GrabbedBySmokerC102.vcd" //Something's got me?!?!
- scene "scenes/Gambler/GrabbedBySmokerC103.vcd" //What's this shit?
- scene "scenes/Gambler/GrabbedBySmokerC104.vcd" //What the? Ahh gross shit.
- scene "scenes/Gambler/GrabbedBySmokerC105.vcd" //Freaking tongue!?!?
- }
- Rule PlayerTonguePullStartResponseC1Gambler
- {
- criteria ConceptPlayerTonguePullStart IsSurvivor IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler C1M1orC1M2
- Response PlayerTonguePullStartResponseC1Gambler
- }
- Response PlayerWitchChasingGambler
- {
- scene "scenes/Gambler/WitchChasing01.vcd" //AhhhI pissed the witch off!
- scene "scenes/Gambler/WitchChasing02.vcd" //This bitch is chasing me!
- scene "scenes/Gambler/WitchChasing03.vcd" //Witch coming! Witch coming!
- scene "scenes/Gambler/WitchChasing04.vcd" //Shoot the witch! Shoot the witch! Shoot the witch!
- scene "scenes/Gambler/WitchChasing05.vcd" //Shoot the witch! Shoot the witch! Shoot the witch! What are you doing? Shoot her!
- scene "scenes/Gambler/WitchChasing06.vcd" //AhhhI pissed the witch off!
- }
- Rule PlayerWitchChasingGambler
- {
- criteria ConceptPlayerExertionMinor IsGambler IsWitchPresent SubjectIsNotWitch IsNotSaidGamblerWitchChasing IsSaidGamblerWitchAttacking isNotmap_c4m2_sugarmill_a
- ApplyContext "SaidGamblerWitchChasing:1:5,TalkGambler:1:2"
- Response PlayerWitchChasingGambler
- }
- Response PlayerWitchStartAttackGambler
- {
- scene "scenes/Gambler/DoubleDeathResponse03.vcd" //Ahhh SHIT!
- scene "scenes/Gambler/GrabbedBySmoker05c.vcd" //NO!!!!!!!!
- scene "scenes/Gambler/ReactionNegative03.vcd" //Shit!
- scene "scenes/Gambler/ReactionNegative04.vcd" //God damn it.
- scene "scenes/Gambler/ReactionNegative07.vcd" //Holy Shit!
- scene "scenes/Gambler/ReactionNegative15.vcd" //Shit!
- scene "scenes/Gambler/ReactionNegative30.vcd" //Bitch.
- }
- Rule PlayerWitchStartAttackGambler
- {
- criteria ConceptWitchStartAttack IsGambler Iswitch_aggro_onGambler
- ApplyContext "SaidGamblerWitchAttacking:1:15,TalkGambler:1:2"
- Response PlayerWitchStartAttackGambler
- }
- Response SurvivorCriticalHurtGambler
- {
- scene "scenes/Gambler/HurtCritical01.vcd" //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtCritical02.vcd" //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtCritical03.vcd" //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtCritical04.vcd" //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtCritical05.vcd" //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtCritical06.vcd" //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtCritical07.vcd" //[pain noise - loud major pain]
- }
- Rule SurvivorCriticalHurtGambler
- {
- criteria IsSurvivor InPain IsCriticalPain IsGambler IsTalk IsTalkGambler SubjectIsNotJockey IsWorldTalkGambler
- Response SurvivorCriticalHurtGambler
- }
- Response SurvivorIncapacitatedHurtGambler
- {
- scene "scenes/Gambler/IncapacitatedInjury01.vcd" //AHHHHH [terrified yell]
- scene "scenes/Gambler/IncapacitatedInjury02.vcd" //AHHHHH [terrified yell]
- scene "scenes/Gambler/IncapacitatedInjury03.vcd" //AHHHHH [terrified yell]
- scene "scenes/Gambler/IncapacitatedInjury04.vcd" //AHHHHH [terrified yell]
- scene "scenes/Gambler/IncapacitatedInjury05.vcd" //AHHHHH [terrified yell]
- }
- Rule SurvivorIncapacitatedHurtGambler
- {
- criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorIncapacitatedHurtGambler
- }
- Response SurvivorJockeyHurtMajorGambler
- {
- scene "scenes/Gambler/GrabbedByJockey01.vcd" then all commentjockey foo:0 -1.387 //Jockey's got me. (disgusted)
- scene "scenes/Gambler/GrabbedByJockey02.vcd" then all commentjockey foo:0 -1.768 //Shoot this thing on my back!
- scene "scenes/Gambler/GrabbedByJockey03.vcd" then all commentjockey foo:0 -1.633 //Kill this jockey on me!
- scene "scenes/Gambler/GrabbedByJockey04.vcd" then all commentjockey foo:0 -1.084 //Jockey on me!
- scene "scenes/Gambler/GrabbedByJockey05.vcd" then all commentjockey foo:0 -1.363 //Jockey! Jockey!
- scene "scenes/Gambler/GrabbedByJockey06.vcd" then all commentjockey foo:0 -1.967 //Shoot this thing off my back!
- scene "scenes/Gambler/HurtCritical07.vcd" then all commentjockey foo:0 -0.746 //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtMajor03.vcd" then all commentjockey foo:0 -0.820 //[pain noise - oy]
- scene "scenes/Gambler/HurtMajor05.vcd" then all commentjockey foo:0 -0.576 //[pain noise - ugh]
- scene "scenes/Gambler/ScreamWhilePounced04.vcd" then all commentjockey foo:0 -0.557 //GET IT OFF!
- scene "scenes/Gambler/ScreamWhilePounced06.vcd" then all commentjockey foo:0 -1.042 //GET IT OFF ME!
- }
- Rule SurvivorJockeyHurtMajorGambler
- {
- criteria IsSurvivor InPain IsMajorPain IsGambler IsTalk IsTalkGambler SubjectIsJockey IsNotSaidBeenJockeyedGambler IsWorldTalkGambler IsBeingJockeyed
- ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4"
- applycontexttoworld
- Response SurvivorJockeyHurtMajorGambler
- }
- Response SurvivorJockeyHurtMajorC1Gambler
- {
- scene "scenes/Gambler/GrabbedByJockey02.vcd" //Shoot this thing on my back!
- scene "scenes/Gambler/GrabbedByJockey06.vcd" //Shoot this thing off my back!
- }
- Rule SurvivorJockeyHurtMajorC1Gambler
- {
- criteria IsSurvivor InPain IsMajorPain IsGambler IsTalk IsTalkGambler SubjectIsJockey IsNotSaidBeenJockeyedGambler IsWorldTalkGambler C1M1orC1M2 IsBeingJockeyed
- ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4"
- applycontexttoworld
- Response SurvivorJockeyHurtMajorC1Gambler
- }
- Response SurvivorJockeyHurtMinorGambler
- {
- scene "scenes/Gambler/GrabbedByJockey01.vcd" then all commentjockey foo:0 -1.387 //Jockey's got me. (disgusted)
- scene "scenes/Gambler/GrabbedByJockey02.vcd" then all commentjockey foo:0 -1.768 //Shoot this thing on my back!
- scene "scenes/Gambler/GrabbedByJockey03.vcd" then all commentjockey foo:0 -1.633 //Kill this jockey on me!
- scene "scenes/Gambler/GrabbedByJockey04.vcd" then all commentjockey foo:0 -1.084 //Jockey on me!
- scene "scenes/Gambler/GrabbedByJockey05.vcd" then all commentjockey foo:0 -1.363 //Jockey! Jockey!
- scene "scenes/Gambler/GrabbedByJockey06.vcd" then all commentjockey foo:0 -1.967 //Shoot this thing off my back!
- scene "scenes/Gambler/HurtCritical07.vcd" then all commentjockey foo:0 -0.746 //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtMajor03.vcd" then all commentjockey foo:0 -0.820 //[pain noise - oy]
- scene "scenes/Gambler/HurtMajor05.vcd" then all commentjockey foo:0 -0.576 //[pain noise - ugh]
- scene "scenes/Gambler/ScreamWhilePounced04.vcd" then all commentjockey foo:0 -0.557 //GET IT OFF!
- scene "scenes/Gambler/ScreamWhilePounced06.vcd" then all commentjockey foo:0 -1.042 //GET IT OFF ME!
- }
- Rule SurvivorJockeyHurtMinorGambler
- {
- criteria IsSurvivor InPain IsMinorPain IsGambler IsTalk IsTalkGambler SubjectIsJockey IsNotSaidBeenJockeyedGambler IsWorldTalkGambler IsBeingJockeyed
- ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4"
- applycontexttoworld
- Response SurvivorJockeyHurtMinorGambler
- }
- Response SurvivorJockeyHurtMinorC1Gambler
- {
- scene "scenes/Gambler/GrabbedByJockey02.vcd" //Shoot this thing on my back!
- scene "scenes/Gambler/GrabbedByJockey06.vcd" //Shoot this thing off my back!
- }
- Rule SurvivorJockeyHurtMinorC1Gambler
- {
- criteria IsSurvivor InPain IsMinorPain IsGambler IsTalk IsTalkGambler SubjectIsJockey IsNotSaidBeenJockeyedGambler IsWorldTalkGambler C1M1orC1M2 IsBeingJockeyed
- ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4"
- applycontexttoworld
- Response SurvivorJockeyHurtMinorC1Gambler
- }
- Response SurvivorMajorHurtGambler
- {
- scene "scenes/Gambler/HurtMajor01.vcd" //[pain noise - huh]
- scene "scenes/Gambler/HurtMajor02.vcd" //[pain noise - ahh]
- scene "scenes/Gambler/HurtMajor03.vcd" //[pain noise - oy]
- scene "scenes/Gambler/HurtMajor04.vcd" //[pain noise - ugh]
- scene "scenes/Gambler/HurtMajor05.vcd" //[pain noise - ugh]
- scene "scenes/Gambler/HurtMajor06.vcd" //[pain noise - ugh]
- scene "scenes/Gambler/HurtMajor07.vcd" //[pain noise - ugh]
- scene "scenes/Gambler/HurtMajor08.vcd" //[pain noise - ugh]
- scene "scenes/Gambler/HurtMajor09.vcd" //[pain noise - ugh]
- scene "scenes/Gambler/HurtMajor10.vcd" //[pain noise - ugh]
- scene "scenes/Gambler/HurtMajor11.vcd" //[pain noise - ugh]
- }
- Rule SurvivorMajorHurtGambler
- {
- criteria IsSurvivor InPain IsMajorPain IsGambler IsTalk IsTalkGambler SubjectIsNotJockey IsWorldTalkGambler
- Response SurvivorMajorHurtGambler
- }
- Response SurvivorMinorHurtGambler
- {
- scene "scenes/Gambler/HurtMinor01.vcd" //[pain noise - short minor pain]
- scene "scenes/Gambler/HurtMinor02.vcd" //[pain noise - short minor pain]
- scene "scenes/Gambler/HurtMinor03.vcd" //[pain noise - short minor pain]
- scene "scenes/Gambler/HurtMinor04.vcd" //[pain noise - short minor pain]
- scene "scenes/Gambler/HurtMinor05.vcd" //[pain noise - short minor pain]
- scene "scenes/Gambler/HurtMinor06.vcd" //[pain noise - short minor pain]
- scene "scenes/Gambler/HurtMinor07.vcd" //[pain noise - short minor pain]
- scene "scenes/Gambler/HurtMinor08.vcd" //[pain noise - short minor pain]
- scene "scenes/Gambler/HurtMinor09.vcd" //[pain noise - short minor pain]
- }
- Rule SurvivorMinorHurtGambler
- {
- criteria IsSurvivor InPain IsMinorPain IsGambler IsTalk IsTalkGambler SubjectIsNotJockey IsWorldTalkGambler
- Response SurvivorMinorHurtGambler
- }
- Response SurvivorReloadingGambler
- {
- scene "scenes/Gambler/Reloading01.vcd" //Reloading!
- scene "scenes/Gambler/Reloading02.vcd" //Reloading!
- scene "scenes/Gambler/Reloading03.vcd" //Reloading!
- scene "scenes/Gambler/Reloading04.vcd" //Reloading!
- scene "scenes/Gambler/Reloading05.vcd" //Reloading!
- scene "scenes/Gambler/Reloading06.vcd" //Reloading!
- scene "scenes/Gambler/Reloading07.vcd" //Reloading!
- }
- Rule SurvivorReloadingGambler
- {
- criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkGambler
- Response SurvivorReloadingGambler
- }
- Response SurvivorReloadingIntenseGambler
- {
- scene "scenes/Gambler/ReloadIntense01.vcd" //Reloading!
- scene "scenes/Gambler/ReloadIntense02.vcd" //Reloading here!
- scene "scenes/Gambler/ReloadIntense03.vcd" //Gotta reload!
- scene "scenes/Gambler/ReloadIntense04.vcd" //Reloading!
- scene "scenes/Gambler/ReloadIntense05.vcd" //Reloading!
- }
- Rule SurvivorReloadingIntenseGambler
- {
- criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsGambler IsNotIncapacitated IsTalk IsTalkGambler RecentGroupInCombat10 HasNotgrenadelauncher IsWorldTalkGambler Intensity100
- Response SurvivorReloadingIntenseGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Player Help Incapped
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerHelpIncappedGambler
- {
- scene "scenes/Gambler/Help01.vcd" then any FriendNeedsHelp foo:0 -1.223 //I need some help.
- scene "scenes/Gambler/Help02.vcd" then any FriendNeedsHelp foo:0 -2.629 //I can't do this on my own, gimme some help!
- scene "scenes/Gambler/Help03.vcd" then any FriendNeedsHelp foo:0 -1.921 //Somebody want to lend me a hand, here?
- scene "scenes/Gambler/Help04.vcd" then any FriendNeedsHelp foo:0 -0.418 //Help!
- scene "scenes/Gambler/Help05.vcd" then any FriendNeedsHelp foo:0 -1.154 //Hey, over here!
- }
- Rule PlayerHelpIncappedGambler
- {
- criteria ConceptPlayerHelp IsGambler IsTalk IsTalkGambler IsIncapacitated NotCalledForHelpRecently IsWorldTalkGambler
- ApplyContext "CalledForHelp:1:20"
- Response PlayerHelpIncappedGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // PlayerIncappedResponse
- //--------------------------------------------------------------------------------------------------------------
- Response HelpResponseGamblerGambler
- {
- scene "scenes/Gambler/Blank.vcd" //Blank
- }
- Rule HelpResponseGamblerGambler
- {
- criteria ConceptFriendNeedsHelp IsGambler IsTalk IsTalkGambler IsNotIncapacitated IsInSafeSpot FromIsGambler IsNotInStartArea NotAloneInSafeSpot IsWorldTalkGambler
- Response HelpResponseGamblerGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Remarkable Vocalize
- //--------------------------------------------------------------------------------------------------------------
- Response C2M1DoneFallingGambler
- {
- scene "scenes/Gambler/HurtMinor05.vcd" then self _C2M1_Fall05 foo:0 0.1 //[pain noise - short minor pain]
- scene "scenes/Gambler/WorldC5M2B07.vcd" then coach _C2M1_Fall04 foo:0 0.01 //[pissed, to self] Christ.
- }
- Rule C2M1DoneFallingGambler
- {
- criteria ConceptC2M1DoneFalling IsGambler NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsNotCoughing ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival _auto_IsGamblerWavWindow
- ApplyContext "Talk:1:0.987"
- applycontexttoworld
- Response C2M1DoneFallingGambler
- }
- Response C2M1FallingGambler
- {
- scene "scenes/Gambler/WorldC2M127.vcd" then self EndOfWavWindow5 foo:0 0.01 //Woah shit.
- }
- Rule C2M1FallingGambler
- {
- criteria ConceptC2M1Falling IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:1.270"
- applycontexttoworld
- Response C2M1FallingGambler
- }
- Response C2M2CarouselOffGambler
- {
- scene "scenes/Gambler/WorldC2M2B20.vcd" //Okay, it's off!
- }
- Rule C2M2CarouselOffGambler
- {
- criteria Conceptc2m2CarouselEnd IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "Talk:1:1.079,_auto_CarouselOn:0:0,_auto_CarouselOver:1:0"
- applycontexttoworld
- Response C2M2CarouselOffGambler
- }
- Response C2M2CarouselOnGambler
- {
- scene "scenes/Gambler/WorldC2M220.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //What hell, I'm hitting it.
- scene "scenes/Gambler/WorldC2M223.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //I'm hitting it.
- scene "scenes/Gambler/WorldC2M224.vcd" then any _C2M2_CaroStart03 foo:0 2.0 //Get ready to run, I'm hitting it.
- }
- Rule C2M2CarouselOnGambler
- {
- criteria Conceptc2m2CarouselStart IsGambler AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "_auto_CarouselOn:1:0,_auto_TimerLockA:1:6,_auto_ThroughCarousel:1:0"
- applycontexttoworld
- Response C2M2CarouselOnGambler
- }
- Response C3M3BridgeButtonGambler
- {
- scene "scenes/Gambler/WorldC3M3B10.vcd" //I'm lowering the bridge.
- scene "scenes/Gambler/WorldC3M3B11.vcd" //Get ready! Lowering the bridge!
- }
- Rule C3M3BridgeButtonGambler
- {
- criteria ConceptC3M3BridgeButton IsNotSaidC3M3BridgeButton IsGambler IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival
- ApplyContext "SaidC3M3BridgeButton:1:30"
- applycontexttoworld
- Response C3M3BridgeButtonGambler
- }
- Response EndOfWavWindow5Gambler
- {
- speak "Gambler_Blank" noscene //Blank
- }
- Rule EndOfWavWindow5Gambler
- {
- criteria ConceptEndOfWavWindow5 IsGambler
- ApplyContext "_auto_GamblerWavWindow:1:4"
- applycontexttoworld
- Response EndOfWavWindow5Gambler
- }
- Response PlayerChainSawUsedGambler
- {
- scene "scenes/Gambler/BattleCry01.vcd" //YEEEAAAAH!
- scene "scenes/Gambler/BattleCry02.vcd" //DIE! DIE!
- scene "scenes/Gambler/BattleCry03.vcd" //SUCK ON THIS!
- scene "scenes/Gambler/BattleCry04.vcd" //YEAH! DIE!
- }
- Rule PlayerChainSawUsedGambler
- {
- criteria ConceptChainsawUsed IsNotSaidChainSawUsed IsGambler IsTalk IsTalkGambler Intensity100 IsWorldTalkGambler
- ApplyContext "SaidChainSawUsed:1:90"
- applycontexttoworld
- Response PlayerChainSawUsedGambler
- }
- Response PlayerRemarkC1M1AroundFireGambler
- {
- scene "scenes/Gambler/WorldC1M1B16.vcd" then any C1M1Cough foo:0 -2.868 //Shit! This place is burnin' up FAST.
- }
- Rule PlayerRemarkC1M1AroundFireGambler
- {
- criteria ConceptRemark IsGambler IsC1M1AroundFire IsNotSaidC1M1AroundFire IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M1AroundFire:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M1AroundFireGambler
- }
- Response PlayerRemarkC1M1OverTableGambler
- {
- scene "scenes/Gambler/FollowMe02.vcd" then any C1M1Cough foo:0 -0.480 //Over here.
- scene "scenes/Gambler/FollowMe08.vcd" then any C1M1Cough foo:0 -0.702 //Come on, this way!
- scene "scenes/Gambler/FollowMe09.vcd" then any C1M1Cough foo:0 -0.831 //Okay this way!
- scene "scenes/Gambler/FollowMe11.vcd" then any C1M1Cough foo:0 -0.623 //Over here.
- scene "scenes/Gambler/MiscDirectional06.vcd" then any C1M1Cough foo:0 -0.780 //C'mon, this way!
- }
- Rule PlayerRemarkC1M1OverTableGambler
- {
- criteria ConceptRemark IsGambler IsC1M1OverTable IsNotSaidC1M1OverTable IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M1OverTable:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M1OverTableGambler
- }
- Response PlayerRemarkC1M1SearchRoomsGambler
- {
- scene "scenes/Gambler/WorldC1M1B35.vcd" then any C1M1Cough foo:0 -2.192 //Search these rooms. Might be something we can use.
- }
- Rule PlayerRemarkC1M1SearchRoomsGambler
- {
- criteria ConceptRemark IsGambler IsC1M1SearchRooms IsNotSaidC1M1SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M1SearchRooms:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M1SearchRoomsGambler
- }
- Response PlayerRemarkC1M1ThroughThisDoorGambler
- {
- scene "scenes/Gambler/MiscDirectional13.vcd" then any C1M1Cough foo:0 -0.819 //Through this door!
- }
- Rule PlayerRemarkC1M1ThroughThisDoorGambler
- {
- criteria ConceptRemark IsGambler IsC1M1ThroughThisDoor IsNotSaidC1M1ThroughThisDoor IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M1ThroughThisDoor:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M1ThroughThisDoorGambler
- }
- Response PlayerRemarkC1M3AlarmDoorsGambler
- {
- scene "scenes/Gambler/WorldC1M3B15.vcd" //I got a sinking feeling this alarm's gonna get us some attention...
- scene "scenes/Gambler/WorldC1M3B16.vcd" //I got a sick feeling this alarm's gonna get us some attention...
- }
- Rule PlayerRemarkC1M3AlarmDoorsGambler
- {
- criteria ConceptRemark IsGambler IsC1M3AlarmDoors IsNotSaidC1M3AlarmDoors IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3AlarmDoors:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3AlarmDoorsGambler
- }
- Response PlayerRemarkC1M3CarefulWindowsGambler
- {
- scene "scenes/Gambler/WarnCareful02.vcd" //Let's be careful.
- scene "scenes/Gambler/WorldC1M3B15.vcd" //I got a sinking feeling this alarm's gonna get us some attention...
- }
- Rule PlayerRemarkC1M3CarefulWindowsGambler
- {
- criteria ConceptRemark IsGambler IsC1M3CarefulWindows IsNotSaidC1M3CarefulWindows IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3CarefulWindows:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3CarefulWindowsGambler
- }
- Response PlayerRemarkC1M3CEDAGone1Gambler
- {
- scene "scenes/Gambler/WorldC1M3B28.vcd" //Jesus. I knew it. There's nothing here!
- scene "scenes/Gambler/WorldC1M3B31.vcd" //No one's alive in here.
- }
- Rule PlayerRemarkC1M3CEDAGone1Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3CEDAGone1 IsNotSaidC1M3CEDAGone1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3CEDAGone1:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3CEDAGone1Gambler
- }
- Response PlayerRemarkC1M3CEDAGone2Gambler
- {
- scene "scenes/Gambler/WorldC1M3B29.vcd" //Okay, so the evac station's abandoned, annnnd we're at the center of a zombie-filled building. But on the bright side? We're all probably gonna die.
- scene "scenes/Gambler/WorldC1M3B30.vcd" //CEDA leaving me twice in one day, lesson learned.
- }
- Rule PlayerRemarkC1M3CEDAGone2Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3CEDAGone2 IsNotSaidC1M3CEDAGone2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3CEDAGone2:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3CEDAGone2Gambler
- }
- Response PlayerRemarkC1M3DiscoPantsGambler
- {
- scene "scenes/Gambler/WorldC1M3B08.vcd" //Disco Pants and Haircuts? Man, lots of space in this mall.
- }
- Rule PlayerRemarkC1M3DiscoPantsGambler
- {
- criteria ConceptRemark IsGambler IsC1M3DiscoPants IsNotSaidC1M3DiscoPants IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3DiscoPants:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3DiscoPantsGambler
- }
- Response PlayerRemarkC1M3DownHereGambler
- {
- scene "scenes/Gambler/MiscDirectional05.vcd" //Down here!
- scene "scenes/Gambler/MiscDirectional29.vcd" //We can get down here!
- scene "scenes/Gambler/WorldC2M320.vcd" //Down here.
- scene "scenes/Gambler/WorldMisc06.vcd" //Down here.
- }
- Rule PlayerRemarkC1M3DownHereGambler
- {
- criteria ConceptRemark IsGambler IsC1M3DownHere IsNotSaidC1M3DownHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3DownHere:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3DownHereGambler
- }
- Response PlayerRemarkC1M3DownHere2Gambler
- {
- scene "scenes/Gambler/MiscDirectional05.vcd" //Down here!
- scene "scenes/Gambler/MiscDirectional29.vcd" //We can get down here!
- scene "scenes/Gambler/WorldC2M320.vcd" //Down here.
- scene "scenes/Gambler/WorldMisc06.vcd" //Down here.
- }
- Rule PlayerRemarkC1M3DownHere2Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3DownHere2 IsNotSaidC1M3DownHere2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3DownHere2:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3DownHere2Gambler
- }
- Response PlayerRemarkC1M3DownTheEscalator1Gambler
- {
- scene "scenes/Gambler/WorldC1M3B07.vcd" //Down that escalator!
- }
- Rule PlayerRemarkC1M3DownTheEscalator1Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3DownTheEscalator1 IsNotSaidC1M3DownTheEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3DownTheEscalator1:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3DownTheEscalator1Gambler
- }
- Response PlayerRemarkC1M3OverHereGambler
- {
- scene "scenes/Gambler/MiscDirectional13.vcd" //Through this door!
- scene "scenes/Gambler/MiscDirectional37.vcd" //Over this door!
- scene "scenes/Gambler/WorldC1M2B06.vcd" //Through the door!
- }
- Rule PlayerRemarkC1M3OverHereGambler
- {
- criteria ConceptRemark IsGambler IsC1M3OverHere IsNotSaidC1M3OverHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3OverHere:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3OverHereGambler
- }
- Response PlayerRemarkC1M3SearchRoomsGambler
- {
- scene "scenes/Gambler/WorldC1M1B35.vcd" then any C1M1Cough foo:0 -2.192 //Search these rooms. Might be something we can use.
- }
- Rule PlayerRemarkC1M3SearchRoomsGambler
- {
- criteria ConceptRemark IsGambler IsC1M3SearchRooms IsNotSaidC1M3SearchRooms IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3SearchRooms:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3SearchRoomsGambler
- }
- Response PlayerRemarkC1M3ThisWayGambler
- {
- scene "scenes/Gambler/FollowMe05.vcd" //Come on, this way!
- scene "scenes/Gambler/FollowMe10.vcd" //This way!
- scene "scenes/Gambler/WorldC1M3B09.vcd" //Evac's this way!
- scene "scenes/Gambler/WorldC1M3B35.vcd" //Looks like people headed this way!
- }
- Rule PlayerRemarkC1M3ThisWayGambler
- {
- criteria ConceptRemark IsGambler IsC1M3ThisWay IsNotSaidC1M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3ThisWay:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3ThisWayGambler
- }
- Response PlayerRemarkC1M3ThroughHereGambler
- {
- scene "scenes/Gambler/MiscDirectional01.vcd" //Through here!
- scene "scenes/Gambler/MiscDirectional20.vcd" //Through this gate!
- scene "scenes/Gambler/WorldMisc02.vcd" //Through here.
- scene "scenes/Gambler/WorldMisc08.vcd" //Through here.
- }
- Rule PlayerRemarkC1M3ThroughHereGambler
- {
- criteria ConceptRemark IsGambler IsC1M3ThroughHere IsNotSaidC1M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3ThroughHere:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3ThroughHereGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm1Gambler
- {
- scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up!
- scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving!
- scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm?
- }
- Rule PlayerRemarkC1M3TurnOffAlarm1Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm1 IsNotSaidC1M3TurnOffAlarm1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm1:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm1Gambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm1aGambler
- {
- scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up!
- scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving!
- scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm?
- }
- Rule PlayerRemarkC1M3TurnOffAlarm1aGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm1a IsNotSaidC1M3TurnOffAlarm1a IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm1a:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm1aGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm1bGambler
- {
- scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up!
- scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving!
- scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm?
- }
- Rule PlayerRemarkC1M3TurnOffAlarm1bGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm1b IsNotSaidC1M3TurnOffAlarm1b IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm1b:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm1bGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm1cGambler
- {
- scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up!
- scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving!
- scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm?
- }
- Rule PlayerRemarkC1M3TurnOffAlarm1cGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm1c IsNotSaidC1M3TurnOffAlarm1c IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm1c:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm1cGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm2Gambler
- {
- scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM!
- scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm!
- scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm!
- scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running.
- scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO!
- }
- Rule PlayerRemarkC1M3TurnOffAlarm2Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2 IsNotSaidC1M3TurnOffAlarm2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm2:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm2Gambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm2aGambler
- {
- scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM!
- scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm!
- scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm!
- scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running.
- scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO!
- }
- Rule PlayerRemarkC1M3TurnOffAlarm2aGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2a IsNotSaidC1M3TurnOffAlarm2a IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm2a:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm2aGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm2bGambler
- {
- scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM!
- scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm!
- scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm!
- scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running.
- scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO!
- }
- Rule PlayerRemarkC1M3TurnOffAlarm2bGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2b IsNotSaidC1M3TurnOffAlarm2b IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm2b:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm2bGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm2cGambler
- {
- scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM!
- scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm!
- scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm!
- scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running.
- scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO!
- }
- Rule PlayerRemarkC1M3TurnOffAlarm2cGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2c IsNotSaidC1M3TurnOffAlarm2c IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm2c:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm2cGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm2dGambler
- {
- scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM!
- scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm!
- scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm!
- scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running.
- scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO!
- }
- Rule PlayerRemarkC1M3TurnOffAlarm2dGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm2d IsNotSaidC1M3TurnOffAlarm2d IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm2d:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm2dGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm3Gambler
- {
- scene "scenes/Gambler/WorldC1M3B19.vcd" //Turn off THAT ALARM!
- scene "scenes/Gambler/WorldC1M3B20.vcd" //We gotta turn off this alarm!
- scene "scenes/Gambler/WorldC1M3B21.vcd" //We need to turn of this alarm!
- }
- Rule PlayerRemarkC1M3TurnOffAlarm3Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm3 IsNotSaidC1M3TurnOffAlarm3 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm3:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm3Gambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm3aGambler
- {
- scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up!
- scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving!
- scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm?
- }
- Rule PlayerRemarkC1M3TurnOffAlarm3aGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm3a IsNotSaidC1M3TurnOffAlarm3a IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm3a:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm3aGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm3bGambler
- {
- scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up!
- scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving!
- scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm?
- }
- Rule PlayerRemarkC1M3TurnOffAlarm3bGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm3b IsNotSaidC1M3TurnOffAlarm3b IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm3b:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm3bGambler
- }
- Response PlayerRemarkC1M3TurnOffAlarm3cGambler
- {
- scene "scenes/Gambler/WorldC1M3B17.vcd" //Keep going up!
- scene "scenes/Gambler/WorldC1M3B18.vcd" //Up! Up! Keep moving!
- scene "scenes/Gambler/WorldC1M3B22.vcd" //Is there some way to turn off this alarm?
- }
- Rule PlayerRemarkC1M3TurnOffAlarm3cGambler
- {
- criteria ConceptRemark IsGambler IsC1M3TurnOffAlarm3c IsNotSaidC1M3TurnOffAlarm3c IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC1M3AlarmOff IsNotSpeakingWeight0
- ApplyContext "SaidC1M3TurnOffAlarm3c:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3TurnOffAlarm3cGambler
- }
- Response PlayerRemarkC1M3UpEscalator1Gambler
- {
- scene "scenes/Gambler/WorldC1M3B04.vcd" //Up this escalator!
- }
- Rule PlayerRemarkC1M3UpEscalator1Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3UpEscalator1 IsNotSaidC1M3UpEscalator1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3UpEscalator1:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3UpEscalator1Gambler
- }
- Response PlayerRemarkC1M3UpEscalator2Gambler
- {
- scene "scenes/Gambler/WorldC1M3B04.vcd" //Up this escalator!
- }
- Rule PlayerRemarkC1M3UpEscalator2Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3UpEscalator2 IsNotSaidC1M3UpEscalator2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3UpEscalator2:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3UpEscalator2Gambler
- }
- Response PlayerRemarkC1M3UpEscalator3Gambler
- {
- scene "scenes/Gambler/WorldC1M3B04.vcd" //Up this escalator!
- }
- Rule PlayerRemarkC1M3UpEscalator3Gambler
- {
- criteria ConceptRemark IsGambler IsC1M3UpEscalator3 IsNotSaidC1M3UpEscalator3 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC1M3UpEscalator3:1:0"
- applycontexttoworld
- Response PlayerRemarkC1M3UpEscalator3Gambler
- }
- // Autogenerated criteria for linked source group C2M1_001
- criterion "IsNotSrcGrp_C2M1_001" "worldSrcGrp_C2M1_001" "<1" required
- Response PlayerRemarkc2m1_carwreckage1Gambler
- {
- scene "scenes/Gambler/WorldC2M105.vcd" //This is just a mess.
- }
- Rule PlayerRemarkc2m1_carwreckage1Gambler
- {
- criteria ConceptRemark IsGambler Isc2m1_carwreckage1 IsNotSaidc2m1_carwreckage1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_001 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_carwreckage1:1:0,Talk:1:1.543,SrcGrp_C2M1_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_carwreckage1Gambler
- }
- Rule PlayerRemarkc2m1_carwreckage2Gambler
- {
- criteria ConceptRemark IsGambler Isc2m1_carwreckage2 IsNotSaidc2m1_carwreckage2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_001 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_carwreckage2:1:0,Talk:1:1.543,SrcGrp_C2M1_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_carwreckage1Gambler
- }
- // Autogenerated criteria for linked source group C2M1_004
- criterion "IsNotSrcGrp_C2M1_004" "worldSrcGrp_C2M1_004" "<1" required
- Response PlayerRemarkc2m1_checkroomsaGambler
- {
- scene "scenes/Gambler/WorldC2M114.vcd" //Search the rooms.
- scene "scenes/Gambler/WorldC2M1B14.vcd" //We better search these rooms.
- }
- Rule PlayerRemarkc2m1_checkroomsaGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_checkroomsa IsNotSaidc2m1_checkroomsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_checkroomsa:1:0,Talk:1:1.430,SrcGrp_C2M1_004:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_checkroomsaGambler
- }
- Rule PlayerRemarkc2m1_checkroomsbGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_checkroomsb IsNotSaidc2m1_checkroomsb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_checkroomsb:1:0,Talk:1:1.430,SrcGrp_C2M1_004:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_checkroomsaGambler
- }
- Rule PlayerRemarkc2m1_checkroomscGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_checkroomsc IsNotSaidc2m1_checkroomsc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_checkroomsc:1:0,Talk:1:1.430,SrcGrp_C2M1_004:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_checkroomsaGambler
- }
- Rule PlayerRemarkc2m1_checkroomsdGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_checkroomsd IsNotSaidc2m1_checkroomsd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_004 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_checkroomsd:1:0,Talk:1:1.430,SrcGrp_C2M1_004:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_checkroomsaGambler
- }
- // Autogenerated criteria for linked source group C2M1_005
- criterion "IsNotSrcGrp_C2M1_005" "worldSrcGrp_C2M1_005" "<1" required
- Response PlayerRemarkc2m1_cliffaGambler
- {
- scene "scenes/Gambler/WorldC2M125.vcd" //Careful heading down there hill.
- scene "scenes/Gambler/WorldC2M1B16.vcd" //Careful, this gully looks pretty steep.
- }
- Rule PlayerRemarkc2m1_cliffaGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_cliffa IsNotSaidc2m1_cliffa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_cliffa:1:0,Talk:1:1.763,SrcGrp_C2M1_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_cliffaGambler
- }
- Rule PlayerRemarkc2m1_cliffbGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_cliffb IsNotSaidc2m1_cliffb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_cliffb:1:0,Talk:1:1.763,SrcGrp_C2M1_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_cliffaGambler
- }
- Rule PlayerRemarkc2m1_cliffcGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_cliffc IsNotSaidc2m1_cliffc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_cliffc:1:0,Talk:1:1.763,SrcGrp_C2M1_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_cliffaGambler
- }
- Rule PlayerRemarkc2m1_cliffdGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_cliffd IsNotSaidc2m1_cliffd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_005 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_cliffd:1:0,Talk:1:1.763,SrcGrp_C2M1_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_cliffaGambler
- }
- Response PlayerRemarkc2m1_downstairsGambler
- {
- scene "scenes/Gambler/WorldC2M320.vcd" //Down here.
- }
- Rule PlayerRemarkc2m1_downstairsGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_downstairs IsNotSaidc2m1_downstairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_downstairs:1:0,Talk:1:0.797"
- applycontexttoworld
- Response PlayerRemarkc2m1_downstairsGambler
- }
- Response PlayerRemarkc2m1_followriverGambler
- {
- scene "scenes/Gambler/WorldC2M130.vcd" //Down the river.
- }
- Rule PlayerRemarkc2m1_followriverGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_followriver IsNotSaidc2m1_followriver IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_followriver:1:0,Talk:1:0.822"
- applycontexttoworld
- Response PlayerRemarkc2m1_followriverGambler
- }
- Response PlayerRemarkc2m1_motelsignGambler
- {
- scene "scenes/Gambler/WorldC2M109.vcd" //There's a motel up there.
- }
- Rule PlayerRemarkc2m1_motelsignGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_motelsign IsNotSaidc2m1_motelsign IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1500 ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_motelsign:1:0,Talk:1:1.428"
- applycontexttoworld
- Response PlayerRemarkc2m1_motelsignGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m1_motelsignGambler : ChanceToFire20Percent
- Rule AUTOBLANK_PlayerRemarkc2m1_motelsignGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_motelsign IsNotSaidc2m1_motelsign IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_motelsign:1:0,Talk:1:1.428"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- // Autogenerated criteria for linked source group C2M1_002
- criterion "IsNotSrcGrp_C2M1_002" "worldSrcGrp_C2M1_002" "<1" required
- Response PlayerRemarkc2m1_offrampaGambler
- {
- scene "scenes/Gambler/WorldC2M107.vcd" //Down the off ramp.
- scene "scenes/Gambler/WorldC2M1B08.vcd" //Down this off ramp!
- }
- Rule PlayerRemarkc2m1_offrampaGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_offrampa IsNotSaidc2m1_offrampa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_offrampa:1:0,Talk:1:1.119,SrcGrp_C2M1_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_offrampaGambler
- }
- Rule PlayerRemarkc2m1_offrampbGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_offrampb IsNotSaidc2m1_offrampb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_offrampb:1:0,Talk:1:1.119,SrcGrp_C2M1_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_offrampaGambler
- }
- Rule PlayerRemarkc2m1_offrampcGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_offrampc IsNotSaidc2m1_offrampc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_offrampc:1:0,Talk:1:1.119,SrcGrp_C2M1_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_offrampaGambler
- }
- Rule PlayerRemarkc2m1_offrampdGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_offrampd IsNotSaidc2m1_offrampd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_002 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_offrampd:1:0,Talk:1:1.119,SrcGrp_C2M1_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_offrampaGambler
- }
- // Autogenerated criteria for linked source group C2M1_006
- criterion "IsNotSrcGrp_C2M1_006" "worldSrcGrp_C2M1_006" "<1" required
- Response PlayerRemarkc2m1_parkaGambler
- {
- scene "scenes/Gambler/WorldC2M1B17.vcd" //Whispering Oaks! We made it.
- }
- Rule PlayerRemarkc2m1_parkaGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_parka IsNotSaidc2m1_parka IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_parka:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_parkaGambler
- }
- Rule PlayerRemarkc2m1_parkbGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_parkb IsNotSaidc2m1_parkb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_parkb:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_parkaGambler
- }
- Rule PlayerRemarkc2m1_parkcGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_parkc IsNotSaidc2m1_parkc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_parkc:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_parkaGambler
- }
- Rule PlayerRemarkc2m1_parkdGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_parkd IsNotSaidc2m1_parkd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_parkd:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_parkaGambler
- }
- Rule PlayerRemarkc2m1_parkfGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_parkf IsNotSaidc2m1_parkf IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_006 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_parkf:1:0,Talk:1:2.050,SrcGrp_C2M1_006:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_parkaGambler
- }
- Response PlayerRemarkc2m1_poolGambler
- {
- scene "scenes/Gambler/WorldC2M1B13.vcd" //[Whistles] those people SUCKED at high diving.
- }
- Rule PlayerRemarkc2m1_poolGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_pool IsNotSaidc2m1_pool IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_pool:1:0,Talk:1:3.037"
- applycontexttoworld
- Response PlayerRemarkc2m1_poolGambler
- }
- Response PlayerRemarkc2m1_saferoomGambler
- {
- scene "scenes/Gambler/WorldC2M135.vcd" //Safe house in the trailer.
- }
- Rule PlayerRemarkc2m1_saferoomGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_saferoom IsNotSaidc2m1_saferoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_saferoom:1:0,Talk:1:1.723"
- applycontexttoworld
- Response PlayerRemarkc2m1_saferoomGambler
- }
- Response PlayerRemarkc2m1_searchlightsaGambler
- {
- scene "scenes/Gambler/WorldC2M1B07.vcd" then any _c2m1_searchlights01 foo:0 0.01 //Searchlights over there. Could be a way out.
- }
- Rule PlayerRemarkc2m1_searchlightsaGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_searchlightsa IsNotSaidc2m1_searchlightsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_searchlightsa:1:0,Talk:1:2.216"
- applycontexttoworld
- Response PlayerRemarkc2m1_searchlightsaGambler
- }
- Response PlayerRemarkc2m1_throughhereGambler
- {
- scene "scenes/Gambler/WorldC2M118.vcd" //In here.
- }
- Rule PlayerRemarkc2m1_throughhereGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_throughhere IsNotSaidc2m1_throughhere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_throughhere:1:0,Talk:1:0.691"
- applycontexttoworld
- Response PlayerRemarkc2m1_throughhereGambler
- }
- // Autogenerated criteria for linked source group C2M1_007
- criterion "IsNotSrcGrp_C2M1_007" "worldSrcGrp_C2M1_007" "<1" required
- Response PlayerRemarkc2m1_throughmotelaGambler
- {
- scene "scenes/Gambler/WorldC2M1B11.vcd" //Highway's blocked! Let's cut through this motel!
- }
- Rule PlayerRemarkc2m1_throughmotelaGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_throughmotela IsNotSaidc2m1_throughmotela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_throughmotela:1:0,Talk:1:2.201,SrcGrp_C2M1_007:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_throughmotelaGambler
- }
- Rule PlayerRemarkc2m1_throughmotelbGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_throughmotelb IsNotSaidc2m1_throughmotelb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_throughmotelb:1:0,Talk:1:2.201,SrcGrp_C2M1_007:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_throughmotelaGambler
- }
- Rule PlayerRemarkc2m1_throughmotelcGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_throughmotelc IsNotSaidc2m1_throughmotelc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_007 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_throughmotelc:1:0,Talk:1:2.201,SrcGrp_C2M1_007:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_throughmotelaGambler
- }
- Response PlayerRemarkc2m1_throughwindowGambler
- {
- scene "scenes/Gambler/MiscDirectional07.vcd" //Through this window!
- }
- Rule PlayerRemarkc2m1_throughwindowGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_throughwindow IsNotSaidc2m1_throughwindow IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_throughwindow:1:0,Talk:1:1.021"
- applycontexttoworld
- Response PlayerRemarkc2m1_throughwindowGambler
- }
- Response PlayerRemarkc2m1_uphillGambler
- {
- scene "scenes/Gambler/WorldC2M131.vcd" //We can get up the hill over here.
- }
- Rule PlayerRemarkc2m1_uphillGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_uphill IsNotSaidc2m1_uphill IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_uphill:1:0,Talk:1:1.859"
- applycontexttoworld
- Response PlayerRemarkc2m1_uphillGambler
- }
- // Autogenerated criteria for linked source group C2M1_003
- criterion "IsNotSrcGrp_C2M1_003" "worldSrcGrp_C2M1_003" "<1" required
- Response PlayerRemarkc2m1_upstairsaGambler
- {
- scene "scenes/Gambler/WorldC2M115.vcd" //Let's try upstairs.
- }
- Rule PlayerRemarkc2m1_upstairsaGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_upstairsa IsNotSaidc2m1_upstairsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_upstairsa:1:0,Talk:1:1.220,SrcGrp_C2M1_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_upstairsaGambler
- }
- Rule PlayerRemarkc2m1_upstairsbGambler
- {
- criteria ConceptRemark IsGambler Isc2m1_upstairsb IsNotSaidc2m1_upstairsb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M1_003 IsNotSpeakingWeight0
- ApplyContext "Saidc2m1_upstairsb:1:0,Talk:1:1.220,SrcGrp_C2M1_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m1_upstairsaGambler
- }
- // Autogenerated criteria for linked source group C2M2_FOOD_005
- criterion "IsNotSrcGrp_C2M2_FOOD_005" "worldSrcGrp_C2M2_FOOD_005" "<1" required
- // Autogenerated criteria for linked source group C2M2_FOOD_006
- criterion "IsNotSrcGrp_C2M2_FOOD_006" "worldSrcGrp_C2M2_FOOD_006" "<1" required
- // Autogenerated criteria for linked source group C2M2_FOOD_008
- criterion "IsNotSrcGrp_C2M2_FOOD_008" "worldSrcGrp_C2M2_FOOD_008" "<1" required
- Response PlayerRemarkc2m2_carouselaGambler
- {
- scene "scenes/Gambler/WorldC2M2B15.vcd" //Nice fencing. Looks like a federal carousel penitentiary.
- scene "scenes/Gambler/WorldC2M2B16.vcd" //A fenced-in carousel? Is this where they took child prisoners on day trips?
- }
- Rule PlayerRemarkc2m2_carouselaGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carousela IsNotSaidc2m2_carousela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carousela:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_carouselaGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m2_carouselaGambler : ChanceToFire60Percent
- Rule AUTOBLANK_PlayerRemarkc2m2_carouselaGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carousela IsNotSaidc2m2_carousela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carousela:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Rule PlayerRemarkc2m2_carouselbGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carouselb IsNotSaidc2m2_carouselb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carouselb:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_carouselaGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m2_carouselbGambler : ChanceToFire60Percent
- Rule AUTOBLANK_PlayerRemarkc2m2_carouselbGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carouselb IsNotSaidc2m2_carouselb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carouselb:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkc2m2_carouselbuttonGambler
- {
- scene "scenes/Gambler/WorldC2M218.vcd" then self _C2M2_CaroButton01 foo:0 0.1 //We need to turn on the power to open this door.
- }
- Rule PlayerRemarkc2m2_carouselbuttonGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carouselbutton IsNotSaidc2m2_carouselbutton IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carouselbutton:1:0,Talk:1:2.416"
- applycontexttoworld
- Response PlayerRemarkc2m2_carouselbuttonGambler
- }
- Rule PlayerRemarkc2m2_carouselcGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carouselc IsNotSaidc2m2_carouselc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carouselc:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_carouselaGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m2_carouselcGambler : ChanceToFire60Percent
- Rule AUTOBLANK_PlayerRemarkc2m2_carouselcGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carouselc IsNotSaidc2m2_carouselc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carouselc:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Rule PlayerRemarkc2m2_carouseldGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carouseld IsNotSaidc2m2_carouseld IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 ChanceToFire60Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carouseld:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_carouselaGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m2_carouseldGambler : ChanceToFire60Percent
- Rule AUTOBLANK_PlayerRemarkc2m2_carouseldGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_carouseld IsNotSaidc2m2_carouseld IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_FOOD_008 _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_carouseld:1:0,Talk:1:4.850,SrcGrp_C2M2_FOOD_008:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- // Autogenerated criteria for linked source group C2M2_FOOD_002
- criterion "IsNotSrcGrp_C2M2_FOOD_002" "worldSrcGrp_C2M2_FOOD_002" "<1" required
- Response PlayerRemarkc2m2_entrancesignGambler
- {
- scene "scenes/Gambler/WorldC2M202.vcd" //Looks abandoned.
- scene "scenes/Gambler/WorldC2M205.vcd" //As far as Evac Centers go, this is not the worst place to hole up.
- }
- Rule PlayerRemarkc2m2_entrancesignGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_entrancesign IsNotSaidc2m2_entrancesign IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_entrancesign:1:0,Talk:1:3.821"
- applycontexttoworld
- Response PlayerRemarkc2m2_entrancesignGambler
- }
- // Autogenerated criteria for linked source group C2M2_FOOD_007
- criterion "IsNotSrcGrp_C2M2_FOOD_007" "worldSrcGrp_C2M2_FOOD_007" "<1" required
- Response PlayerRemarkc2m2_lilpeanutaGambler
- {
- scene "scenes/Gambler/WorldC2M2B14.vcd" then mechanic _C2M2_Peanut01 foo:0 0.01 //I do not like that little peanut man.
- }
- Rule PlayerRemarkc2m2_lilpeanutaGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_lilpeanuta IsNotSaidc2m2_lilpeanuta IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_lilpeanuta:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_lilpeanutaGambler
- }
- // Autogenerated criteria for linked source group C2M2_FOOD_001
- criterion "IsNotSrcGrp_C2M2_FOOD_001" "worldSrcGrp_C2M2_FOOD_001" "<1" required
- // Autogenerated criteria for linked source group C2M2_FOOD_003
- criterion "IsNotSrcGrp_C2M2_FOOD_003" "worldSrcGrp_C2M2_FOOD_003" "<1" required
- // Autogenerated criteria for linked source group C2M2_910
- criterion "IsNotSrcGrp_C2M2_910" "worldSrcGrp_C2M2_910" "<1" required
- Response PlayerRemarkc2m2_saferoomaGambler
- {
- speak "Gambler_Blank" noscene //Blank
- }
- Rule PlayerRemarkc2m2_saferoomaGambler
- {
- criteria ConceptTalkIdle IsGambler IsInStartArea Ismap_c2m2 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_910 IsNotSpeakingWeight0
- ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C2M2_910:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_saferoomaGambler
- }
- // Autogenerated criteria for linked source group C2M2_FOOD_004
- criterion "IsNotSrcGrp_C2M2_FOOD_004" "worldSrcGrp_C2M2_FOOD_004" "<1" required
- Response PlayerRemarkc2m2_thistall2Gambler
- {
- scene "scenes/Gambler/WorldC2M2B09.vcd" then mechanic _C2M2_ThisTall02 foo:0 0.01 //You gotta be this tall to get in here, Ellis. Sorry, buddy. You'll be missed.
- }
- Rule PlayerRemarkc2m2_thistall2Gambler
- {
- criteria ConceptRemark IsGambler Isc2m2_thistall IsNotSaidc2m2_thistall IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsMechanicNear400Weight0 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCarouselOn _auto_NotCarouselOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_thistall:1:0,Talk:1:3.942"
- applycontexttoworld
- Response PlayerRemarkc2m2_thistall2Gambler
- }
- // Autogenerated criteria for linked source group C2M2_SLIDE
- criterion "IsNotSrcGrp_C2M2_SLIDE" "worldSrcGrp_C2M2_SLIDE" "<1" required
- Response PlayerRemarkc2m2_topofslideaGambler
- {
- scene "scenes/Gambler/HurryUp03.vcd" then mechanic _C2M2_Slide01 foo:0 0.01 //Hurry it up.
- }
- Rule PlayerRemarkc2m2_topofslideaGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_topofslidea IsNotSaidc2m2_topofslidea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_topofslidea:1:0,SrcGrp_C2M2_SLIDE:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_topofslideaGambler
- }
- Rule PlayerRemarkc2m2_topofslidebGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_topofslideb IsNotSaidc2m2_topofslideb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_topofslideb:1:0,SrcGrp_C2M2_SLIDE:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_topofslideaGambler
- }
- Rule PlayerRemarkc2m2_topofslidecGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_topofslidec IsNotSaidc2m2_topofslidec IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_topofslidec:1:0,SrcGrp_C2M2_SLIDE:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_topofslideaGambler
- }
- Rule PlayerRemarkc2m2_topofslidedGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_topofslided IsNotSaidc2m2_topofslided IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M2_SLIDE IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_topofslided:1:0,SrcGrp_C2M2_SLIDE:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_topofslideaGambler
- }
- Response PlayerRemarkc2m2_tunnelofloveGambler
- {
- scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead!
- }
- Rule PlayerRemarkc2m2_tunnelofloveGambler
- {
- criteria ConceptRemark IsGambler Isc2m2_tunneloflove IsNotSaidc2m2_tunneloflove IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival _auto_IsThroughCarousel IsNotSpeakingWeight0
- ApplyContext "Saidc2m2_tunneloflove:1:0,_auto_SawTunnelOfLove:1:0,_auto_TimerLockA:1:5,_auto_TimerLockGambler:0:0"
- applycontexttoworld
- Response PlayerRemarkc2m2_tunnelofloveGambler
- }
- // Autogenerated criteria for linked source group C2M2_BATHROOM
- criterion "IsNotSrcGrp_C2M2_BATHROOM" "worldSrcGrp_C2M2_BATHROOM" "<1" required
- // Autogenerated criteria for linked source group C2M3_001
- criterion "IsNotSrcGrp_C2M3_001" "worldSrcGrp_C2M3_001" "<1" required
- Response PlayerRemarkc2m3_aroundblockaGambler
- {
- scene "scenes/Gambler/WorldC2M322.vcd" //Hmm... okay, we're further down the path.
- scene "scenes/Gambler/WorldC2M323.vcd" //That got us around the block.
- }
- Rule PlayerRemarkc2m3_aroundblockaGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_aroundblocka IsNotSaidc2m3_aroundblocka IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_001 IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_aroundblocka:1:0,SrcGrp_C2M3_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_aroundblockaGambler
- }
- Rule PlayerRemarkc2m3_aroundblockbGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_aroundblockb IsNotSaidc2m3_aroundblockb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_001 IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_aroundblockb:1:0,SrcGrp_C2M3_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_aroundblockaGambler
- }
- Rule PlayerRemarkc2m3_aroundblockcGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_aroundblockc IsNotSaidc2m3_aroundblockc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_001 IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_aroundblockc:1:0,SrcGrp_C2M3_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_aroundblockaGambler
- }
- Response PlayerRemarkc2m3_cementriveraGambler
- {
- scene "scenes/Gambler/WorldC2M307.vcd" then mechanic _c2m3_cement01 foo:0 0.1 //You could almost call this a cement river, Ellis
- }
- Rule PlayerRemarkc2m3_cementriveraGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_cementrivera IsNotSaidc2m3_cementrivera IsNotCoughing NotInCombat IsTalk IsSubjectNear200 ChanceToFire80Percent IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_cementrivera:1:0,_auto_CementRiver:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_cementriveraGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_cementriveraGambler : ChanceToFire80Percent
- Rule AUTOBLANK_PlayerRemarkc2m3_cementriveraGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_cementrivera IsNotSaidc2m3_cementrivera IsNotCoughing NotInCombat IsTalk IsSubjectNear200 IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_cementrivera:1:0,_auto_CementRiver:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Rule PlayerRemarkc2m3_cementriverbGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_cementriverb IsNotSaidc2m3_cementriverb IsNotCoughing NotInCombat IsTalk IsSubjectNear200 ChanceToFire80Percent IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_cementriverb:1:0,_auto_CementRiver:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_cementriveraGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_cementriverbGambler : ChanceToFire80Percent
- Rule AUTOBLANK_PlayerRemarkc2m3_cementriverbGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_cementriverb IsNotSaidc2m3_cementriverb IsNotCoughing NotInCombat IsTalk IsSubjectNear200 IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_cementriverb:1:0,_auto_CementRiver:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Rule PlayerRemarkc2m3_cementrivercGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_cementriverc IsNotSaidc2m3_cementriverc IsNotCoughing NotInCombat IsTalk IsSubjectNear200 ChanceToFire80Percent IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_cementriverc:1:0,_auto_CementRiver:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_cementriveraGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_cementrivercGambler : ChanceToFire80Percent
- Rule AUTOBLANK_PlayerRemarkc2m3_cementrivercGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_cementriverc IsNotSaidc2m3_cementriverc IsNotCoughing NotInCombat IsTalk IsSubjectNear200 IsMechanicNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotCementRiver IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_cementriverc:1:0,_auto_CementRiver:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- // Autogenerated criteria for linked source group C2M3_005
- criterion "IsNotSrcGrp_C2M3_005" "worldSrcGrp_C2M3_005" "<1" required
- Response PlayerRemarkc2m3_coasteroffaGambler
- {
- norepeat
- scene "scenes/Gambler/WorldC2M344.vcd" //Hit the alarm to stop them!
- scene "scenes/Gambler/WorldC2M345.vcd" //Shut down the coaster!
- scene "scenes/Gambler/WorldC2M346.vcd" //We have to shut down the coaster!
- scene "scenes/Gambler/WorldC2M3B18.vcd" //We gotta get that alarm off!
- scene "scenes/Gambler/WorldC2M3B19.vcd" //Somebody turn off that alarm!
- }
- Rule PlayerRemarkc2m3_coasteroffaGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_coasteroffa IsNotSaidc2m3_coasteroffa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_coasteroffa:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_coasteroffaGambler
- }
- Rule PlayerRemarkc2m3_coasteroffbGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_coasteroffb IsNotSaidc2m3_coasteroffb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_coasteroffb:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_coasteroffaGambler
- }
- Rule PlayerRemarkc2m3_coasteroffcGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_coasteroffc IsNotSaidc2m3_coasteroffc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_005 _auto_NotCoasterOff _auto_NotCoasterOver IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_coasteroffc:1:0,_auto_CoasterOff:1:0,SrcGrp_C2M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_coasteroffaGambler
- }
- Response PlayerRemarkc2m3_freshairGambler
- {
- scene "scenes/Gambler/WorldC2M325.vcd" then any _c2m3_freshair01 foo:0 0.1 //I can feel a breeze, fresh air!
- }
- Rule PlayerRemarkc2m3_freshairGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_freshair IsNotSaidc2m3_freshair IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 ChanceToFire90Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_freshair:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_freshairGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_freshairGambler : ChanceToFire90Percent
- Rule AUTOBLANK_PlayerRemarkc2m3_freshairGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_freshair IsNotSaidc2m3_freshair IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_freshair:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkc2m3_holeGambler
- {
- scene "scenes/Gambler/WorldC2M316.vcd" then any _c2m3_hole01 foo:0 0.1 //Down the hole.
- scene "scenes/Gambler/WorldC2M317.vcd" then any _c2m3_hole01 foo:0 0.1 //Down the hole.
- }
- Rule PlayerRemarkc2m3_holeGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_hole IsNotSaidc2m3_hole IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_hole:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_holeGambler
- }
- Response PlayerRemarkc2m3_longesttunnelaGambler
- {
- scene "scenes/Gambler/WorldC2M3B13.vcd" //This is the LONGEST tunnel of love I've ever seen.
- }
- Rule PlayerRemarkc2m3_longesttunnelaGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_longesttunnela IsNotSaidc2m3_longesttunnela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 TimeSinceGroupInCombat04 ChanceToFire80Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotLongestTunnel IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_longesttunnela:1:0,_auto_LongestTunnel:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_longesttunnelaGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc2m3_longesttunnelaGambler : ChanceToFire80Percent
- Rule AUTOBLANK_PlayerRemarkc2m3_longesttunnelaGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_longesttunnela IsNotSaidc2m3_longesttunnela IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 TimeSinceGroupInCombat04 AutoIsNotScavenge AutoIsNotSurvival _auto_NotLongestTunnel IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_longesttunnela:1:0,_auto_LongestTunnel:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkc2m3_overfenceGambler
- {
- scene "scenes/Gambler/MiscDirectional22.vcd" //Over this fence!
- }
- Rule PlayerRemarkc2m3_overfenceGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_overfence IsNotSaidc2m3_overfence IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_overfence:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_overfenceGambler
- }
- // Autogenerated criteria for linked source group C2M3_003
- criterion "IsNotSrcGrp_C2M3_003" "worldSrcGrp_C2M3_003" "<1" required
- Response PlayerRemarkc2m3_rubbleaGambler
- {
- scene "scenes/Gambler/WorldC2M333.vcd" then any _c2m3_coaster01 foo:0 0.1 //Okay, the only way over is to get on the coaster's track.
- scene "scenes/Gambler/WorldC2M334.vcd" then any _c2m3_coaster08 foo:0 0.01 //We're gonna have to run the coaster.
- }
- Rule PlayerRemarkc2m3_rubbleaGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubblea IsNotSaidc2m3_rubblea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubblea:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Rule PlayerRemarkc2m3_rubblebGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubbleb IsNotSaidc2m3_rubbleb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubbleb:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Rule PlayerRemarkc2m3_rubblecGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubblec IsNotSaidc2m3_rubblec IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubblec:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Rule PlayerRemarkc2m3_rubbledGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubbled IsNotSaidc2m3_rubbled IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubbled:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Rule PlayerRemarkc2m3_rubbleeGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubblee IsNotSaidc2m3_rubblee IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubblee:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Rule PlayerRemarkc2m3_rubblefGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubblef IsNotSaidc2m3_rubblef IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubblef:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Rule PlayerRemarkc2m3_rubblegGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubbleg IsNotSaidc2m3_rubbleg IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubbleg:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Rule PlayerRemarkc2m3_rubblehGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubbleh IsNotSaidc2m3_rubbleh IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubbleh:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Rule PlayerRemarkc2m3_rubbleiGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_rubblei IsNotSaidc2m3_rubblei IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M3_003 _auto_IsTeamNearCoaster _auto_NotCoasterStarted IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_rubblei:1:0,Talk:1:3.307,_auto_TimerLockA:1:12,_auto_CoasterExpo:1:0,SrcGrp_C2M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_rubbleaGambler
- }
- Response PlayerRemarkc2m3_saferoomendaGambler
- {
- scene "scenes/Gambler/SafeSpotAhead02.vcd" //We got a safe house!
- scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house!
- }
- Rule PlayerRemarkc2m3_saferoomendaGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_saferoomenda IsNotSaidc2m3_saferoomenda IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival _auto_IsOkSafehouse IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_saferoomenda:1:0,_auto_CoasterOff:0:0,_auto_CoasterOver:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_saferoomendaGambler
- }
- // Autogenerated criteria for linked source group C2M3_002
- criterion "IsNotSrcGrp_C2M3_002" "worldSrcGrp_C2M3_002" "<1" required
- Response PlayerRemarkc2m3_swanroomaGambler
- {
- scene "scenes/Gambler/WorldC2M313.vcd" //Let's try the maintenance room.
- scene "scenes/Gambler/WorldC2M3B08.vcd" //Into the swan maintenance room of love!
- }
- Rule PlayerRemarkc2m3_swanroomaGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_swanrooma IsNotSaidc2m3_swanrooma IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_swanmaintenancerooma:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_swanroomaGambler
- }
- Response PlayerRemarkc2m3_tracks01Gambler
- {
- norepeat
- scene "scenes/Gambler/WorldC2M331.vcd" //I hate roller coasters.
- scene "scenes/Gambler/WorldC2M335.vcd" //Stay on the track.
- scene "scenes/Gambler/WorldC2M336.vcd" //Make sure to call out if you get pulled.
- scene "scenes/Gambler/WorldC2M337.vcd" //Stay on the track people!
- scene "scenes/Gambler/WorldC2M339.vcd" //Run on the track!
- scene "scenes/Gambler/WorldC2M340.vcd" //Thank god this doesn't do a loop.
- scene "scenes/Gambler/WorldC2M342.vcd" //We need to keep going down the track!
- scene "scenes/Gambler/WorldC2M3B14.vcd" //You got your wish, Ellis. We're on a ride.
- scene "scenes/Gambler/WorldC2M3B20.vcd" //Just follow the tracks, everybody!
- scene "scenes/Gambler/WorldC2M3B21.vcd" //Everybody, just follow the tracks!
- scene "scenes/Gambler/WorldC2M3B23.vcd" //These infected do NOT respect lines.
- }
- Rule PlayerRemarkc2m3_tracks01Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_tracks01 IsNotSaidc2m3_tracks01 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_tracks01:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_tracks01Gambler
- }
- Rule PlayerRemarkc2m3_tracks02Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_tracks02 IsNotSaidc2m3_tracks02 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_tracks02:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_tracks01Gambler
- }
- Rule PlayerRemarkc2m3_tracks03Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_tracks03 IsNotSaidc2m3_tracks03 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_tracks03:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_tracks01Gambler
- }
- Rule PlayerRemarkc2m3_tracks04Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_tracks04 IsNotSaidc2m3_tracks04 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_tracks04:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_tracks01Gambler
- }
- Rule PlayerRemarkc2m3_tracks05Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_tracks05 IsNotSaidc2m3_tracks05 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_tracks05:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_tracks01Gambler
- }
- Rule PlayerRemarkc2m3_tracks06Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_tracks06 IsNotSaidc2m3_tracks06 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_tracks06:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_tracks01Gambler
- }
- Rule PlayerRemarkc2m3_tracks07Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_tracks07 IsNotSaidc2m3_tracks07 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_tracks07:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_tracks01Gambler
- }
- Rule PlayerRemarkc2m3_tracks08Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_tracks08 IsNotSaidc2m3_tracks08 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival _auto_IsTracksOK IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_tracks08:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_tracks01Gambler
- }
- Response PlayerRemarkc2m3_ventaGambler
- {
- scene "scenes/Gambler/WorldC2M315.vcd" //This isn't very romantic.
- }
- Rule PlayerRemarkc2m3_ventaGambler
- {
- criteria ConceptRemark IsGambler Isc2m3_venta IsNotSaidc2m3_venta IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_venta:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_ventaGambler
- }
- Response PlayerRemarkc2m3_wayblocked1Gambler
- {
- scene "scenes/Gambler/WorldC2M312.vcd" //This way is blocked.
- }
- Rule PlayerRemarkc2m3_wayblocked1Gambler
- {
- criteria ConceptRemark IsGambler Isc2m3_wayblocked1 IsNotSaidc2m3_wayblocked1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m3_wayblocked1:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m3_wayblocked1Gambler
- }
- Response PlayerRemarkc2m4_barnentryGambler
- {
- scene "scenes/Gambler/WorldC4M205.vcd" //Through this building.
- }
- Rule PlayerRemarkc2m4_barnentryGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_barnentry IsNotSaidc2m4_barnentry IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_barnentry:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_barnentryGambler
- }
- // Autogenerated criteria for linked source group C2M4_001
- criterion "IsNotSrcGrp_C2M4_001" "worldSrcGrp_C2M4_001" "<1" required
- Response PlayerRemarkc2m4_bumpercarsaGambler
- {
- scene "scenes/Gambler/WorldC2M347.vcd" //Through the bumper cars!
- scene "scenes/Gambler/WorldC2M348.vcd" //Keep going through the bumper cars.
- }
- Rule PlayerRemarkc2m4_bumpercarsaGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_bumpercarsa IsNotSaidc2m4_bumpercarsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_bumpercarsa:1:0,SrcGrp_C2M4_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_bumpercarsaGambler
- }
- Rule PlayerRemarkc2m4_bumpercarsbGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_bumpercarsb IsNotSaidc2m4_bumpercarsb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_bumpercarsb:1:0,SrcGrp_C2M4_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_bumpercarsaGambler
- }
- Rule PlayerRemarkc2m4_bumpercarscGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_bumpercarsc IsNotSaidc2m4_bumpercarsc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_001 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_bumpercarsc:1:0,SrcGrp_C2M4_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_bumpercarsaGambler
- }
- // Autogenerated criteria for linked source group C2M4_006
- criterion "IsNotSrcGrp_C2M4_006" "worldSrcGrp_C2M4_006" "<1" required
- // Autogenerated criteria for linked source group C2M4_005
- criterion "IsNotSrcGrp_C2M4_005" "worldSrcGrp_C2M4_005" "<1" required
- Response PlayerRemarkc2m4_onroofaGambler
- {
- scene "scenes/Gambler/WorldC2M416.vcd" //Careful on these roofs.
- }
- Rule PlayerRemarkc2m4_onroofaGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_onroofa IsNotSaidc2m4_onroofa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_005 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_onroofa:1:0,SrcGrp_C2M4_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_onroofaGambler
- }
- Rule PlayerRemarkc2m4_onroofbGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_onroofb IsNotSaidc2m4_onroofb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_005 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_onroofb:1:0,SrcGrp_C2M4_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_onroofaGambler
- }
- Response PlayerRemarkc2m4_pendoorGambler
- {
- scene "scenes/Gambler/MiscDirectional13.vcd" //Through this door!
- }
- Rule PlayerRemarkc2m4_pendoorGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_pendoor IsNotSaidc2m4_pendoor IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_pendoor:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_pendoorGambler
- }
- // Autogenerated criteria for linked source group C2M4_002
- criterion "IsNotSrcGrp_C2M4_002" "worldSrcGrp_C2M4_002" "<1" required
- Response PlayerRemarkc2m4_pens1Gambler
- {
- scene "scenes/Gambler/NickOcd04.vcd" then any C2M4PenSmell001 foo:0 0.1 //Ugh. What's that SMELL?
- scene "scenes/Gambler/WorldC2M408.vcd" odds 5 //Looks like the H in 4H stands for hell.
- }
- Rule PlayerRemarkc2m4_pens1Gambler
- {
- criteria ConceptRemark IsGambler Isc2m4_pens1 IsNotSaidc2m4_pens1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_002 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_pens1:1:0,SrcGrp_C2M4_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_pens1Gambler
- }
- Rule PlayerRemarkc2m4_pens2Gambler
- {
- criteria ConceptRemark IsGambler Isc2m4_pens2 IsNotSaidc2m4_pens2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_002 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_pens2:1:0,SrcGrp_C2M4_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_pens1Gambler
- }
- Response PlayerRemarkc2m4_seesaferoomGambler
- {
- scene "scenes/Gambler/WorldC1M3B36.vcd" //There's a saferoom up ahead!
- }
- Rule PlayerRemarkc2m4_seesaferoomGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_seesaferoom IsNotSaidc2m4_seesaferoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateOpen IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_seesaferoom:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_seesaferoomGambler
- }
- // Autogenerated criteria for linked source group C2M4_004
- criterion "IsNotSrcGrp_C2M4_004" "worldSrcGrp_C2M4_004" "<1" required
- // Autogenerated criteria for linked source group C2M4_003
- criterion "IsNotSrcGrp_C2M4_003" "worldSrcGrp_C2M4_003" "<1" required
- Response PlayerRemarkc2m4_upbarnaGambler
- {
- scene "scenes/Gambler/WorldC4M406.vcd" //Across the rooftops.
- }
- Rule PlayerRemarkc2m4_upbarnaGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_upbarna IsNotSaidc2m4_upbarna IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_upbarna:1:0,SrcGrp_C2M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_upbarnaGambler
- }
- Rule PlayerRemarkc2m4_upbarnbGambler
- {
- criteria ConceptRemark IsGambler Isc2m4_upbarnb IsNotSaidc2m4_upbarnb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C2M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc2m4_upbarnb:1:0,SrcGrp_C2M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m4_upbarnaGambler
- }
- Response PlayerRemarkc2m5_button2Gambler
- {
- scene "scenes/Gambler/WorldC2M5B08.vcd" then any C2M5_lipsync001 foo:0 0.01 //Sorry to break it to you Coach, but your heroes lip-sync. There's a tape back here labeled finale.
- scene "scenes/Gambler/WorldC2M5B10.vcd" //This looks all setup for the finale.
- scene "scenes/Gambler/WorldC2M5B11.vcd" //When I hit this tape, it's gonna blare some old people's rock music and start the finale. Get ready.
- scene "scenes/Gambler/WorldC2M5B12.vcd" //Coach, when I start this finale, you aren't gonna start dancing are you? Ahh Screw it, I'm hitting it.
- scene "scenes/Gambler/WorldC2M5B13.vcd" //If you have taste, cover your ears. I'm starting the finale.
- scene "scenes/Gambler/WorldC2M5B14.vcd" //Get ready, I'm gonna start the finale.
- scene "scenes/Gambler/WorldC2M5B15.vcd" //Everyone ready, I'm gonna hit this and start the finale.
- }
- Rule PlayerRemarkc2m5_button2Gambler
- {
- criteria ConceptRemark IsGambler Isc2m5_button2 IsNotSaidc2m5_button2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear75 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsButton1 _auto_NotButton2 IsNotSpeakingWeight0
- ApplyContext "Saidc2m5_button2:1:0"
- applycontexttoworld
- Response PlayerRemarkc2m5_button2Gambler
- }
- Response PlayerRemarkC3M2PlaneCrashGambler
- {
- scene "scenes/Gambler/WorldC3M2B06.vcd" //I guess walking isn't so bad (seeing downed plane)
- }
- Rule PlayerRemarkC3M2PlaneCrashGambler
- {
- criteria ConceptRemark IsGambler IsC3M2PlaneCrash IsNotSaidC3M2PlaneCrash IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidC3M2OpenDoor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M2PlaneCrash:1:0,Talk:1:1.538"
- applycontexttoworld
- Response PlayerRemarkC3M2PlaneCrashGambler
- }
- Response PlayerRemarkC3M2PlaneDoorNagGambler
- {
- scene "scenes/Gambler/WorldC3M2B08.vcd" //I think it's a safe bet to say an alarm will sound when we open this door.
- scene "scenes/Gambler/WorldC3M2B11.vcd" //The emergency exit is the only way.
- scene "scenes/Gambler/WorldC3M2B12.vcd" //I think it's a safe bet to say an alarm will sound when we open this door.
- scene "scenes/Gambler/WorldC3M2B15.vcd" //The emergency exit is the only way.
- }
- Rule PlayerRemarkC3M2PlaneDoorNagGambler
- {
- criteria ConceptRemark IsGambler IsC3M2PlaneDoorNag IsNotSaidC3M2PlaneDoorNag IsNotCoughing IsTalk IsTalkGambler IsSubjectNear500 IsNotSaidC3M2OpenDoor IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M2PlaneDoorNag:1:0,SaidC3M2PlaneDoorNagShort:1:8,Talk:1:3.340"
- applycontexttoworld
- Response PlayerRemarkC3M2PlaneDoorNagGambler
- }
- Response PlayerRemarkC3M2PlaneDoorNagaGambler
- {
- scene "scenes/Gambler/WorldC3M2B07.vcd" //We can get through this door.
- scene "scenes/Gambler/WorldC3M2B09.vcd" //We have to open this door.
- scene "scenes/Gambler/WorldC3M2B10.vcd" //Someone open the door.
- scene "scenes/Gambler/WorldC3M2B13.vcd" //We have to open this door.
- scene "scenes/Gambler/WorldC3M2B14.vcd" //Someone open the door.
- }
- Rule PlayerRemarkC3M2PlaneDoorNagaGambler
- {
- criteria ConceptRemark IsGambler IsC3M2PlaneDoorNaga IsNotSaidC3M2PlaneDoorNaga IsNotCoughing IsTalk IsTalkGambler IsSubjectNear400 IsSaidC3M2PlaneDoorNag IsNotSaidC3M2OpenDoor IsNotSaidC3M2PlaneDoorNagShort AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidC3M2PlaneDoorNaga:1:0,Talk:1:1.377"
- applycontexttoworld
- Response PlayerRemarkC3M2PlaneDoorNagaGambler
- }
- Response PlayerRemarkC3M2RoadGambler
- {
- scene "scenes/Gambler/WorldC3M2B04.vcd" //Dry land up ahead.
- }
- Rule PlayerRemarkC3M2RoadGambler
- {
- criteria ConceptRemark IsGambler IsC3M2Road IsNotSaidC3M2Road IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M2Road:1:0,Talk:1:1.106"
- applycontexttoworld
- Response PlayerRemarkC3M2RoadGambler
- }
- Response PlayerRemarkC3M2SickOfSwampGambler
- {
- scene "scenes/Gambler/WorldC3M203.vcd" //This mud is not doing my suit any favors.
- }
- Rule PlayerRemarkC3M2SickOfSwampGambler
- {
- criteria ConceptRemark IsGambler IsC3M2SickOfSwamp IsNotSaidC3M2SickOfSwamp IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M2SickOfSwamp:1:0,Talk:1:2.246"
- applycontexttoworld
- Response PlayerRemarkC3M2SickOfSwampGambler
- }
- Response PlayerRemarkC3M2Village1Gambler
- {
- scene "scenes/Gambler/WorldC3M2B18.vcd" then any C3M2ComingHome foo:0 -0.566 //Hello!
- scene "scenes/Gambler/WorldC3M2B20.vcd" then any C3M2ComingHome foo:0 -2.016 //Holy shit, maybe the swamp people made it!
- scene "scenes/Gambler/WorldC3M2B25.vcd" then any C3M2ComingHome foo:0 -0.849 //ANYBODY HOME?
- }
- Rule PlayerRemarkC3M2Village1Gambler
- {
- criteria ConceptRemark IsGambler IsC3M2Village1 IsNotSaidC3M2Village1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear800 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M2Village1:1:0,Talk:1:2.116"
- applycontexttoworld
- Response PlayerRemarkC3M2Village1Gambler
- }
- Response PlayerRemarkC3M2Village2Gambler
- {
- scene "scenes/Gambler/SafeSpotAhead01.vcd" //Safe house!
- scene "scenes/Gambler/SafeSpotAhead02.vcd" //We got a safe house!
- scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead!
- scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house!
- }
- Rule PlayerRemarkC3M2Village2Gambler
- {
- criteria ConceptRemark IsGambler IsC3M2Village2 IsNotSaidC3M2Village2 IsNotCoughing IsTalk IsTalkGambler IsSubjectNear400 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M2Village2:1:0,Talk:1:1.388"
- applycontexttoworld
- Response PlayerRemarkC3M2Village2Gambler
- }
- Response PlayerRemarkC3M3BodiesGambler
- {
- scene "scenes/Gambler/WorldC3M3B04.vcd" //That's a shit ton of bodies.
- }
- Rule PlayerRemarkC3M3BodiesGambler
- {
- criteria ConceptRemark IsGambler IsC3M3Bodies IsNotSaidC3M3Bodies IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M3Bodies:1:0"
- applycontexttoworld
- Response PlayerRemarkC3M3BodiesGambler
- }
- Response PlayerRemarkC3M3LowerGateGambler
- {
- scene "scenes/Gambler/WorldC3M3B06.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //We need to lower this plank.
- scene "scenes/Gambler/WorldC3M3B07.vcd" then any InfoRemC3M3LowerGatea foo:0 10 //The only way is over this plank.
- }
- Rule PlayerRemarkC3M3LowerGateGambler
- {
- criteria ConceptRemark IsGambler IsC3M3LowerGate IsNotSaidC3M3BridgeButton IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M3LowerGate:1:0"
- applycontexttoworld
- Response PlayerRemarkC3M3LowerGateGambler
- }
- Response PlayerRemarkC3M3MoreShacksGambler
- {
- scene "scenes/Gambler/WorldC3M3B12.vcd" //Did people really live in these shacks?
- }
- Rule PlayerRemarkC3M3MoreShacksGambler
- {
- criteria ConceptRemark IsGambler IsC3M3MoreShacks IsNotSaidC3M3MoreShacks IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 ChanceToFire10Percent IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M3MoreShacks:1:0"
- applycontexttoworld
- Response PlayerRemarkC3M3MoreShacksGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkC3M3MoreShacksGambler : ChanceToFire10Percent
- Rule AUTOBLANK_PlayerRemarkC3M3MoreShacksGambler
- {
- criteria ConceptRemark IsGambler IsC3M3MoreShacks IsNotSaidC3M3MoreShacks IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "SaidC3M3MoreShacks:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkC3M3ThisWayGambler
- {
- scene "scenes/Gambler/FollowMe08.vcd" //Come on, this way!
- scene "scenes/Gambler/MiscDirectional06.vcd" //C'mon, this way!
- }
- Rule PlayerRemarkC3M3ThisWayGambler
- {
- criteria ConceptRemark IsGambler IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 ChanceToFire50Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M3ThisWay:1:0"
- applycontexttoworld
- Response PlayerRemarkC3M3ThisWayGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkC3M3ThisWayGambler : ChanceToFire50Percent
- Rule AUTOBLANK_PlayerRemarkC3M3ThisWayGambler
- {
- criteria ConceptRemark IsGambler IsC3M3ThisWay IsNotSaidC3M3ThisWay IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "SaidC3M3ThisWay:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkC3M3ThroughHereGambler
- {
- scene "scenes/Gambler/WorldC2M210.vcd" //Back here.
- scene "scenes/Gambler/WorldC2M217.vcd" //Through here.
- scene "scenes/Gambler/WorldC3M3B05.vcd" //Looks like some of them headed to the river.
- scene "scenes/Gambler/WorldC4M128.vcd" //Through this house.
- scene "scenes/Gambler/WorldMisc02.vcd" //Through here.
- scene "scenes/Gambler/WorldMisc08.vcd" //Through here.
- }
- Rule PlayerRemarkC3M3ThroughHereGambler
- {
- criteria ConceptRemark IsGambler IsC3M3ThroughHere IsNotSaidC3M3ThroughHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M3ThroughHere:1:0"
- applycontexttoworld
- Response PlayerRemarkC3M3ThroughHereGambler
- }
- Response PlayerRemarkC3M3ThroughThisHouseGambler
- {
- scene "scenes/Gambler/MiscDirectional01.vcd" //Through here!
- scene "scenes/Gambler/MiscDirectional11.vcd" //Let's go through here!
- scene "scenes/Gambler/WorldC2M217.vcd" //Through here.
- scene "scenes/Gambler/WorldC4M326.vcd" //We gotta to go back through here!
- }
- Rule PlayerRemarkC3M3ThroughThisHouseGambler
- {
- criteria ConceptRemark IsGambler IsC3M3ThroughThisHouse IsNotSaidC3M3ThroughThisHouse IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M3ThroughThisHouse:1:0"
- applycontexttoworld
- Response PlayerRemarkC3M3ThroughThisHouseGambler
- }
- Response PlayerRemarkC3M3UnsanitaryGambler
- {
- scene "scenes/Gambler/NickOcd01.vcd" //You know how many germs are on that thing?
- scene "scenes/Gambler/NickOcd02.vcd" then mechanic InfoRemC3M3Unsanitarya1 foo:0 -4.349 //Ugh. It's like rotten eggs here. Does nobody else SMELL that?
- scene "scenes/Gambler/WorldC3M3B13.vcd" //This is just really unsanitary.
- scene "scenes/Gambler/WorldC3M3B14.vcd" //Where did anyone who lived here wash their hands?
- }
- Rule PlayerRemarkC3M3UnsanitaryGambler
- {
- criteria ConceptRemark IsGambler IsC3M3Unsanitary IsNotSaidC3M3Unsanitary IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M3Unsanitary:1:0"
- applycontexttoworld
- Response PlayerRemarkC3M3UnsanitaryGambler
- }
- Response PlayerRemarkC3M3UpHereGambler
- {
- scene "scenes/Gambler/WorldC4M314.vcd" //Up here!
- scene "scenes/Gambler/WorldMisc01.vcd" //Up here.
- }
- Rule PlayerRemarkC3M3UpHereGambler
- {
- criteria ConceptRemark IsGambler IsC3M3UpHere IsNotSaidC3M3UpHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear100 IsNotSaidC3M3BridgeButton AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidC3M3UpHere:1:0"
- applycontexttoworld
- Response PlayerRemarkC3M3UpHereGambler
- }
- Response PlayerRemarkc3m4downroadGambler
- {
- scene "scenes/Gambler/WorldC4M133.vcd" //Let's go down this street.
- }
- Rule PlayerRemarkc3m4downroadGambler
- {
- criteria ConceptRemark IsGambler Isc3m4downroad IsNotSaidc3m4downroad IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc3m4downroad:1:0"
- applycontexttoworld
- Response PlayerRemarkc3m4downroadGambler
- }
- Response PlayerRemarkc3m4scaffoldGambler
- {
- scene "scenes/Gambler/WorldC2M427.vcd" //We can climb this scaffolding.
- }
- Rule PlayerRemarkc3m4scaffoldGambler
- {
- criteria ConceptRemark IsGambler Isc3m4scaffold IsNotSaidc3m4scaffold IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc3m4scaffold:1:0"
- applycontexttoworld
- Response PlayerRemarkc3m4scaffoldGambler
- }
- // Autogenerated criteria for linked source group C4M1_002
- criterion "IsNotSrcGrp_C4M1_002" "worldSrcGrp_C4M1_002" "<1" required
- Response PlayerRemarkc4m1_boataGambler
- {
- scene "scenes/Gambler/WorldC4M1B23.vcd" odds 10 //What, does everybody around here have a boat?
- scene "scenes/Gambler/WorldC4M1B24.vcd" //If this rain keeps up, we can sail this thing right to Virgil.
- }
- Rule PlayerRemarkc4m1_boataGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_boata IsNotSaidc4m1_boata IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_002 IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_boata:1:0,SrcGrp_C4M1_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m1_boataGambler
- }
- Rule PlayerRemarkc4m1_boatbGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_boatb IsNotSaidc4m1_boatb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M1_002 IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_boatb:1:0,SrcGrp_C4M1_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m1_boataGambler
- }
- Response PlayerRemarkc4m1_carcrashGambler
- {
- scene "scenes/Gambler/WorldC4M1B28.vcd" then any c4m1_wreck01 foo:0 0.01 //Now THAT is a nasty wreck.
- }
- Rule PlayerRemarkc4m1_carcrashGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_carcrash:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m1_carcrashGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkc4m1_carcrashGambler : ChanceToFire20Percent
- Rule AUTOBLANK_PlayerRemarkc4m1_carcrashGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_carcrash IsNotSaidc4m1_carcrash IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_carcrash:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkc4m1_garagesaleGambler
- {
- scene "scenes/Gambler/WorldC4M1B27.vcd" //Let's cut through the garage sale.
- }
- Rule PlayerRemarkc4m1_garagesaleGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_garagesale IsNotSaidc4m1_garagesale IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear400 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_garagesale:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m1_garagesaleGambler
- }
- Response PlayerRemarkc4m1_nogasGambler
- {
- scene "scenes/Gambler/WorldC4M120.vcd" then any c4m1_nogas01 foo:0 0.01 //Out of gas.
- scene "scenes/Gambler/WorldC4M1B12.vcd" then any c4m1_nogas01 foo:0 0.01 //No gas. Terrific. This is just great.
- }
- Rule PlayerRemarkc4m1_nogasGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_nogas IsNotSaidc4m1_nogas IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_nogas:1:0,Talk:1:2.493,_auto_NoGasGate:1:25"
- applycontexttoworld
- Response PlayerRemarkc4m1_nogasGambler
- }
- Response PlayerRemarkc4m1_nogasToldGambler
- {
- scene "scenes/Gambler/WorldC4M1B13.vcd" then any c4m1_nogas10 foo:0 0.01 //No gas. See? What'd I say?
- }
- Rule PlayerRemarkc4m1_nogasToldGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_nogas IsNotSaidc4m1_nogas IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler Isc4m1IToldYouSo AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_nogas:1:0,Talk:1:1.531"
- applycontexttoworld
- Response PlayerRemarkc4m1_nogasToldGambler
- }
- Response PlayerRemarkc4m1_playgroundfarGambler
- {
- scene "scenes/Gambler/WorldC4M1B26.vcd" //Through that playground!
- }
- Rule PlayerRemarkc4m1_playgroundfarGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear1000 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_playground:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m1_playgroundfarGambler
- }
- Response PlayerRemarkc4m1_playgroundnearGambler
- {
- scene "scenes/Gambler/WorldC4M1B25.vcd" //Through this playground!
- }
- Rule PlayerRemarkc4m1_playgroundnearGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_playground:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m1_playgroundnearGambler
- }
- Response PlayerRemarkc4m1_saferoomcloseGambler
- {
- scene "scenes/Gambler/MiscDirectional44.vcd" //There's a safe room up there!
- }
- Rule PlayerRemarkc4m1_saferoomcloseGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_saferoomclose IsNotSaidc4m1_saferoomclose IsNotCoughing IsTalk IsTalkGambler IsSubjectNear800 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_saferoomclose:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m1_saferoomcloseGambler
- }
- Response PlayerRemarkc4m1_throughhereAGambler
- {
- scene "scenes/Gambler/MiscDirectional11.vcd" //Let's go through here!
- }
- Rule PlayerRemarkc4m1_throughhereAGambler
- {
- criteria ConceptRemark IsGambler Isc4m1_throughhereA IsNotSaidc4m1_throughhereA IsNotCoughing IsTalk IsTalkGambler IsSubjectNear400 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m1_throughhereA:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m1_throughhereAGambler
- }
- // Autogenerated criteria for linked source group C4M2_101
- criterion "IsNotSrcGrp_C4M2_101" "worldSrcGrp_C4M2_101" "<1" required
- Response PlayerRemarkc4m2_gasinsidesignaGambler
- {
- scene "scenes/Gambler/WorldC4M2B33.vcd" then any _c4m2_gasinside01 foo:0 0.01 //Looks like the gas is inside.
- }
- Rule PlayerRemarkc4m2_gasinsidesignaGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_gasinsidesigna IsNotSaidc4m2_gasinsidesigna IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_gasinsidesigna:1:0,SrcGrp_C4M2_101:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_gasinsidesignaGambler
- }
- Rule PlayerRemarkc4m2_gasinsidesignbGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_gasinsidesignb IsNotSaidc4m2_gasinsidesignb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_gasinsidesignb:1:0,SrcGrp_C4M2_101:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_gasinsidesignaGambler
- }
- Rule PlayerRemarkc4m2_gasinsidesigncGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_gasinsidesignc IsNotSaidc4m2_gasinsidesignc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear350 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_101 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_gasinsidesignc:1:0,SrcGrp_C4M2_101:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_gasinsidesignaGambler
- }
- Response PlayerRemarkc4m2_millentranceGambler
- {
- scene "scenes/Gambler/WorldC2M118.vcd" //In here.
- }
- Rule PlayerRemarkc4m2_millentranceGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_millentrance IsNotSaidc4m2_millentrance IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_millentrance:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_millentranceGambler
- }
- Response PlayerRemarkc4m2_millentranceexitGambler
- {
- scene "scenes/Gambler/MiscDirectional03.vcd" //This way!
- scene "scenes/Gambler/MiscDirectional06.vcd" //C'mon, this way!
- }
- Rule PlayerRemarkc4m2_millentranceexitGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_millentranceexit IsNotSaidc4m2_millentranceexit IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_millentranceexit:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_millentranceexitGambler
- }
- // Autogenerated criteria for linked source group C4M2_001
- criterion "IsNotSrcGrp_C4M2_001" "worldSrcGrp_C4M2_001" "<1" required
- Response PlayerRemarkc4m2_seegasstationaGambler
- {
- scene "scenes/Gambler/WorldC4M2B18.vcd" then self _c4m2_seestation01 foo:0 0.01 //There's the gas station!
- }
- Rule PlayerRemarkc4m2_seegasstationaGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_seegasstationa IsNotSaidc4m2_seegasstationa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_seegasstationa:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_seegasstationaGambler
- }
- Rule PlayerRemarkc4m2_seegasstationbGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_seegasstationb IsNotSaidc4m2_seegasstationb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_seegasstationb:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_seegasstationaGambler
- }
- Rule PlayerRemarkc4m2_seegasstationcGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_seegasstationc IsNotSaidc4m2_seegasstationc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_seegasstationc:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_seegasstationaGambler
- }
- Rule PlayerRemarkc4m2_seegasstationdGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_seegasstationd IsNotSaidc4m2_seegasstationd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_seegasstationd:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_seegasstationaGambler
- }
- Rule PlayerRemarkc4m2_seegasstationeGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_seegasstatione IsNotSaidc4m2_seegasstatione IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_001 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_seegasstatione:1:0,Talk:1:3,Saidc4m2_seegasstation:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_seegasstationaGambler
- }
- // Autogenerated criteria for linked source group C4M2_102
- criterion "IsNotSrcGrp_C4M2_102" "worldSrcGrp_C4M2_102" "<1" required
- Response PlayerRemarkc4m2_seesaferoomaGambler
- {
- scene "scenes/Gambler/WorldC4M2B36.vcd" //There's gas in the safe room!
- }
- Rule PlayerRemarkc4m2_seesaferoomaGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_seesaferooma IsNotSaidc4m2_seesaferooma IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_seesaferooma:1:0,SrcGrp_C4M2_102:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_seesaferoomaGambler
- }
- Rule PlayerRemarkc4m2_seesaferoombGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_seesaferoomb IsNotSaidc4m2_seesaferoomb IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_102 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_seesaferoomb:1:0,SrcGrp_C4M2_102:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_seesaferoomaGambler
- }
- // Autogenerated criteria for linked source group C4M2_003
- criterion "IsNotSrcGrp_C4M2_003" "worldSrcGrp_C4M2_003" "<1" required
- Response PlayerRemarkc4m2_streetblockedaGambler
- {
- scene "scenes/Gambler/WorldC4M2B01.vcd" then any _c4m2_streetblocked01 foo:0 0.01 //The road's blocked.
- }
- Rule PlayerRemarkc4m2_streetblockedaGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_streetblockeda IsNotSaidc4m2_streetblockeda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_streetblockeda:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_streetblockedaGambler
- }
- Rule PlayerRemarkc4m2_streetblockedbGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_streetblockedb IsNotSaidc4m2_streetblockedb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_streetblockedb:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_streetblockedaGambler
- }
- Rule PlayerRemarkc4m2_streetblockedcGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_streetblockedc IsNotSaidc4m2_streetblockedc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_streetblockedc:1:0,c4m2_PastStart:1:0,_auto_InsideMill:1:0,SrcGrp_C4M2_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_streetblockedaGambler
- }
- Response PlayerRemarkc4m2_uprampGambler
- {
- scene "scenes/Gambler/WorldC4M2B16.vcd" //Up that ramp!
- }
- Rule PlayerRemarkc4m2_uprampGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_upramp IsNotSaidc4m2_upramp IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_upramp:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_uprampGambler
- }
- Response PlayerRemarkc4m2_upthestairsGambler
- {
- scene "scenes/Gambler/WorldMisc01.vcd" //Up here.
- }
- Rule PlayerRemarkc4m2_upthestairsGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_upthestairs IsNotSaidc4m2_upthestairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_upthestairs:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_upthestairsGambler
- }
- // Autogenerated criteria for linked source group C4M2_002
- criterion "IsNotSrcGrp_C4M2_002" "worldSrcGrp_C4M2_002" "<1" required
- Response PlayerRemarkc4m2_useelevatoraGambler
- {
- scene "scenes/Gambler/WorldC4M2B22.vcd" //We can take that elevator down to the field.
- }
- Rule PlayerRemarkc4m2_useelevatoraGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_useelevatora IsNotSaidc4m2_useelevatora IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_useelevatora:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_useelevatoraGambler
- }
- Rule PlayerRemarkc4m2_useelevatorbGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_useelevatorb IsNotSaidc4m2_useelevatorb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_useelevatorb:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_useelevatoraGambler
- }
- Rule PlayerRemarkc4m2_useelevatorcGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_useelevatorc IsNotSaidc4m2_useelevatorc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsSaidc4m2_seegasstation AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_002 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_useelevatorc:1:0,_auto_InsideMill:0:0,SrcGrp_C4M2_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_useelevatoraGambler
- }
- // Autogenerated criteria for linked source group C4M2_004
- criterion "IsNotSrcGrp_C4M2_004" "worldSrcGrp_C4M2_004" "<1" required
- Response PlayerRemarkc4m2_waterpoolaGambler
- {
- scene "scenes/Gambler/WorldC4M2B05.vcd" then any _c4m2_waterpool02 foo:0 0.01 //The water's starting to pool. Shit.
- scene "scenes/Gambler/WorldC4M2B06.vcd" then any _c4m2_waterpool02 foo:0 0.01 //Ah shit, this place is already starting to flood.
- scene "scenes/Gambler/WorldC4M2B08.vcd" then any _c4m2_waterpool02 foo:0 0.01 //It's already starting to flood.
- }
- Rule PlayerRemarkc4m2_waterpoolaGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_waterpoola IsNotSaidc4m2_waterpoola IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_waterpoola:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_waterpoolaGambler
- }
- Rule PlayerRemarkc4m2_waterpoolbGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_waterpoolb IsNotSaidc4m2_waterpoolb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_waterpoolb:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_waterpoolaGambler
- }
- Rule PlayerRemarkc4m2_waterpoolcGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_waterpoolc IsNotSaidc4m2_waterpoolc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_004 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_waterpoolc:1:0,c4m2_PastPuddle:1:0,SrcGrp_C4M2_004:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_waterpoolaGambler
- }
- // Autogenerated criteria for linked source group C4M2_100
- criterion "IsNotSrcGrp_C4M2_100" "worldSrcGrp_C4M2_100" "<1" required
- Response PlayerRemarkc4m2_weatheraGambler
- {
- scene "scenes/Gambler/WorldC4M2B03.vcd" //This rain doesn't look like it's gonna let up.
- scene "scenes/Gambler/WorldC4M2B04.vcd" //Christ, I hope this rain doesn't get any worse.
- scene "scenes/Gambler/WorldC4M2B07.vcd" //The sky looks bad.
- }
- Rule PlayerRemarkc4m2_weatheraGambler
- {
- criteria ConceptRemark IsGambler Isc4m2_weathera IsNotSaidc4m2_weathera IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M2_100 IsNotSpeakingWeight0
- ApplyContext "Saidc4m2_weathera:1:0,SrcGrp_C4M2_100:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_weatheraGambler
- }
- // Autogenerated criteria for linked source group C4M3_005
- criterion "IsNotSrcGrp_C4M3_005" "worldSrcGrp_C4M3_005" "<1" required
- Response PlayerRemarkc4m3_caneaGambler
- {
- scene "scenes/Gambler/MiscDirectional45.vcd" //Back through the field!
- scene "scenes/Gambler/WorldC4M303.vcd" //Back through the canefield.
- }
- Rule PlayerRemarkc4m3_caneaGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_canea IsNotSaidc4m3_canea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_canea:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Rule PlayerRemarkc4m3_canebGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_caneb IsNotSaidc4m3_caneb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_caneb:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Rule PlayerRemarkc4m3_canecGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_canec IsNotSaidc4m3_canec IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_canec:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Rule PlayerRemarkc4m3_canedGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_caned IsNotSaidc4m3_caned IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_caned:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Rule PlayerRemarkc4m3_caneeGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_canee IsNotSaidc4m3_canee IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_canee:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Rule PlayerRemarkc4m3_canefGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_canef IsNotSaidc4m3_canef IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_canef:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Rule PlayerRemarkc4m3_canegGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_caneg IsNotSaidc4m3_caneg IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_caneg:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Rule PlayerRemarkc4m3_canehGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_caneh IsNotSaidc4m3_caneh IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_caneh:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Rule PlayerRemarkc4m3_caneiGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_canei IsNotSaidc4m3_canei IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_005 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_canei:1:0,SrcGrp_C4M3_005:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_caneaGambler
- }
- Response PlayerRemarkc4m3_crosshere1Gambler
- {
- scene "scenes/Gambler/MiscDirectional25.vcd" //We can cross here!
- scene "scenes/Gambler/MiscDirectional53.vcd" //We can get across the water here!
- }
- Rule PlayerRemarkc4m3_crosshere1Gambler
- {
- criteria ConceptRemark IsGambler Isc4m3_crosshere1 IsNotSaidc4m3_crosshere1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_crosshere1:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_crosshere1Gambler
- }
- Rule PlayerRemarkc4m3_crosshere2Gambler
- {
- criteria ConceptRemark IsGambler Isc4m3_crosshere2 IsNotSaidc4m3_crosshere2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_crosshere2:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_crosshere1Gambler
- }
- Response PlayerRemarkc4m3_downhere1Gambler
- {
- scene "scenes/Gambler/MiscDirectional05.vcd" //Down here!
- scene "scenes/Gambler/WorldC2M321.vcd" //Down here.
- scene "scenes/Gambler/WorldMisc06.vcd" //Down here.
- }
- Rule PlayerRemarkc4m3_downhere1Gambler
- {
- criteria ConceptRemark IsGambler Isc4m3_downhere1 IsNotSaidc4m3_downhere1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_downhere1:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_downhere1Gambler
- }
- Rule PlayerRemarkc4m3_downhere2Gambler
- {
- criteria ConceptRemark IsGambler Isc4m3_downhere2 IsNotSaidc4m3_downhere2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_downhere2:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_downhere1Gambler
- }
- Response PlayerRemarkc4m3_downstairsaGambler
- {
- scene "scenes/Gambler/MiscDirectional50.vcd" //Everyone back down the stairs!
- }
- Rule PlayerRemarkc4m3_downstairsaGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_downstairsa IsNotSaidc4m3_downstairsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_downstairsa:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_downstairsaGambler
- }
- Response PlayerRemarkc4m3_ducatelsignGambler
- {
- scene "scenes/Gambler/MiscDirectional68.vcd" //There's the Ducatel sign! We're almost outta here!
- }
- Rule PlayerRemarkc4m3_ducatelsignGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_ducatelsign IsNotSaidc4m3_ducatelsign IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_ducatelsign:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_ducatelsignGambler
- }
- // Autogenerated criteria for linked source group C4M3_010
- criterion "IsNotSrcGrp_C4M3_010" "worldSrcGrp_C4M3_010" "<1" required
- Response PlayerRemarkc4m3_elevatoraGambler
- {
- scene "scenes/Gambler/MiscDirectional47.vcd" //We can take the elevator back up!
- }
- Rule PlayerRemarkc4m3_elevatoraGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_elevatora IsNotSaidc4m3_elevatora IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_elevatora:1:0,SrcGrp_C4M3_010:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_elevatoraGambler
- }
- Rule PlayerRemarkc4m3_elevatorbGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_elevatorb IsNotSaidc4m3_elevatorb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_elevatorb:1:0,SrcGrp_C4M3_010:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_elevatoraGambler
- }
- Rule PlayerRemarkc4m3_elevatorcGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_elevatorc IsNotSaidc4m3_elevatorc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_010 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_elevatorc:1:0,SrcGrp_C4M3_010:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_elevatoraGambler
- }
- // Autogenerated criteria for linked source group C4M3_051
- criterion "IsNotSrcGrp_C4M3_051" "worldSrcGrp_C4M3_051" "<1" required
- Response PlayerRemarkc4m3_floodedaGambler
- {
- scene "scenes/Gambler/MiscDirectional61.vcd" then coach _C4M3_FLOODED01 foo:0 0.2 //It's a lake down there.
- }
- Rule PlayerRemarkc4m3_floodedaGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_floodeda IsNotSaidc4m3_floodeda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_floodeda:1:0,SrcGrp_C4M3_051:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_floodedaGambler
- }
- // Autogenerated criteria for linked source group C4M3_053
- criterion "IsNotSrcGrp_C4M3_053" "worldSrcGrp_C4M3_053" "<1" required
- Rule PlayerRemarkc4m3_floodeddGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_floodedd IsNotSaidc4m3_floodedd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_floodedd:1:0,SrcGrp_C4M3_051:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_floodedaGambler
- }
- Rule PlayerRemarkc4m3_floodedeGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_floodede IsNotSaidc4m3_floodede IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_floodede:1:0,SrcGrp_C4M3_051:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_floodedaGambler
- }
- Rule PlayerRemarkc4m3_floodedfGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_floodedf IsNotSaidc4m3_floodedf IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_051 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_floodedf:1:0,SrcGrp_C4M3_051:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_floodedaGambler
- }
- // Autogenerated criteria for linked source group C4M3_050
- criterion "IsNotSrcGrp_C4M3_050" "worldSrcGrp_C4M3_050" "<1" required
- Response PlayerRemarkc4m3_overtankaGambler
- {
- scene "scenes/Gambler/MiscDirectional52.vcd" //We can cross over that tank!
- }
- Rule PlayerRemarkc4m3_overtankaGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_overtanka IsNotSaidc4m3_overtanka IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_overtanka:1:0,SrcGrp_C4M3_050:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_overtankaGambler
- }
- Rule PlayerRemarkc4m3_overtankbGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_overtankb IsNotSaidc4m3_overtankb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_050 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_overtankb:1:0,SrcGrp_C4M3_050:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_overtankaGambler
- }
- // Autogenerated criteria for linked source group C4M3_003
- criterion "IsNotSrcGrp_C4M3_003" "worldSrcGrp_C4M3_003" "<1" required
- Response PlayerRemarkc4m3_rainaGambler
- {
- scene "scenes/Gambler/WorldC4M304.vcd" then any _c4m3_rain01 foo:0 0.02 //Shit, it's really coming down.
- scene "scenes/Gambler/WorldC4M3B08.vcd" then any _c4m3_rain01 foo:0 0.02 //Ohhh shit, the storm has arrived.
- scene "scenes/Gambler/WorldC4M3B09.vcd" then any _c4m3_rain01 foo:0 0.02 //It's pissing down.
- }
- Rule PlayerRemarkc4m3_rainaGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_raina IsNotSaidc4m3_raina IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_raina:1:0,SrcGrp_C4M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_rainaGambler
- }
- Rule PlayerRemarkc4m3_rainbGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_rainb IsNotSaidc4m3_rainb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_rainb:1:0,SrcGrp_C4M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_rainaGambler
- }
- Rule PlayerRemarkc4m3_raincGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_rainc IsNotSaidc4m3_rainc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_rainc:1:0,SrcGrp_C4M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_rainaGambler
- }
- Rule PlayerRemarkc4m3_raindGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_raind IsNotSaidc4m3_raind IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_raind:1:0,SrcGrp_C4M3_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_rainaGambler
- }
- // Autogenerated criteria for linked source group C4M3_052
- criterion "IsNotSrcGrp_C4M3_052" "worldSrcGrp_C4M3_052" "<1" required
- Response PlayerRemarkc4m3_safehousedownaGambler
- {
- scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house!
- }
- Rule PlayerRemarkc4m3_safehousedownaGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_safehousedowna IsNotSaidc4m3_safehousedowna IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_safehousedowna:1:0,SrcGrp_C4M3_052:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_safehousedownaGambler
- }
- Rule PlayerRemarkc4m3_safehousedownbGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_safehousedownb IsNotSaidc4m3_safehousedownb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_safehousedownb:1:0,SrcGrp_C4M3_052:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_safehousedownaGambler
- }
- Rule PlayerRemarkc4m3_safehousedowncGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_safehousedownc IsNotSaidc4m3_safehousedownc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_052 IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_safehousedownc:1:0,SrcGrp_C4M3_052:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_safehousedownaGambler
- }
- // Autogenerated criteria for linked source group C4M3_001
- criterion "IsNotSrcGrp_C4M3_001" "worldSrcGrp_C4M3_001" "<1" required
- Response PlayerRemarkc4m3_startsaferoomaGambler
- {
- scene "scenes/Gambler/Blank.vcd" //Blank
- }
- Rule PlayerRemarkc4m3_startsaferoomaGambler
- {
- criteria ConceptTalkIdle IsGambler IsInStartArea Isc4m3 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M3_001 IsNotSpeakingWeight0
- ApplyContext "Talk:1:10,_auto_SafeRoomStart:1:300,_auto_SafeRoomQuiet:1:5,SrcGrp_C4M3_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_startsaferoomaGambler
- }
- Rule PlayerRemarkc4m3_thiswayaGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_thiswaya IsNotSaidc4m3_thiswaya IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_thiswaya:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m2_millentranceexitGambler
- }
- Response PlayerRemarkc4m3_uppipesGambler
- {
- scene "scenes/Gambler/MiscDirectional49.vcd" //Up this pipe!
- }
- Rule PlayerRemarkc4m3_uppipesGambler
- {
- criteria ConceptRemark IsGambler Isc4m3_uppipes IsNotSaidc4m3_uppipes IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m3_uppipes:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m3_uppipesGambler
- }
- Response PlayerRemarkc4m4_floodedaGambler
- {
- scene "scenes/Gambler/WorldC4M402.vcd" then any _C4M4_FLOODED01 foo:0 0.5 //Goddamn town's flooded.
- }
- Rule PlayerRemarkc4m4_floodedaGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_floodeda IsNotSaidc4m4_floodeda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_floodeda:1:0,Talk:1:1.986"
- applycontexttoworld
- Response PlayerRemarkc4m4_floodedaGambler
- }
- // Autogenerated criteria for linked source group C4M4_002
- criterion "IsNotSrcGrp_C4M4_002" "worldSrcGrp_C4M4_002" "<1" required
- Response PlayerRemarkc4m4_garagesaleaGambler
- {
- scene "scenes/Gambler/WorldC4M4B07.vcd" //The yard sale! We're going the right way!
- }
- Rule PlayerRemarkc4m4_garagesaleaGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_garagesalea IsNotSaidc4m4_garagesalea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_garagesalea:1:0,SrcGrp_C4M4_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_garagesaleaGambler
- }
- Rule PlayerRemarkc4m4_garagesalebGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_garagesaleb IsNotSaidc4m4_garagesaleb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear100 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_002 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_garagesaleb:1:0,SrcGrp_C4M4_002:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_garagesaleaGambler
- }
- // Autogenerated criteria for linked source group C4M4_003
- criterion "IsNotSrcGrp_C4M4_003" "worldSrcGrp_C4M4_003" "<1" required
- Response PlayerRemarkc4m4_pastplaygroundaGambler
- {
- speak "Gambler_Blank" noscene //Blank
- }
- Rule PlayerRemarkc4m4_pastplaygroundaGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_pastplaygrounda IsNotSaidc4m4_pastplaygrounda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_pastplaygrounda:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_pastplaygroundaGambler
- }
- Rule PlayerRemarkc4m4_pastplaygroundbGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_pastplaygroundb IsNotSaidc4m4_pastplaygroundb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_pastplaygroundb:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_pastplaygroundaGambler
- }
- Rule PlayerRemarkc4m4_pastplaygroundcGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_pastplaygroundc IsNotSaidc4m4_pastplaygroundc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_pastplaygroundc:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_pastplaygroundaGambler
- }
- Rule PlayerRemarkc4m4_pastplaygrounddGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_pastplaygroundd IsNotSaidc4m4_pastplaygroundd IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_pastplaygroundd:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_pastplaygroundaGambler
- }
- Rule PlayerRemarkc4m4_pastplaygroundeGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_pastplaygrounde IsNotSaidc4m4_pastplaygrounde IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_pastplaygrounde:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_pastplaygroundaGambler
- }
- Rule PlayerRemarkc4m4_pastplaygroundfGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_pastplaygroundf IsNotSaidc4m4_pastplaygroundf IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_pastplaygroundf:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_pastplaygroundaGambler
- }
- Rule PlayerRemarkc4m4_pastplaygroundgGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_pastplaygroundg IsNotSaidc4m4_pastplaygroundg IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_003 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_pastplaygroundg:1:0,_auto_LockA:1:0,SrcGrp_C4M4_003:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_pastplaygroundaGambler
- }
- Response PlayerRemarkc4m4_playgroundaGambler
- {
- scene "scenes/Gambler/WorldC4M4B08.vcd" //The playground! We're almost there!
- }
- Rule PlayerRemarkc4m4_playgroundaGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_playgrounda IsNotSaidc4m4_playgrounda IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival _auto_NotLockA IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_playgrounda:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_playgroundaGambler
- }
- Response PlayerRemarkc4m4_porchlightaGambler
- {
- scene "scenes/Gambler/WorldC4M4B05.vcd" //I remember that porch light.
- }
- Rule PlayerRemarkc4m4_porchlightaGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_porchlighta IsNotSaidc4m4_porchlighta IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_porchlighta:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_porchlightaGambler
- }
- Response PlayerRemarkc4m4_safehouseaGambler
- {
- scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead!
- scene "scenes/Gambler/SafeSpotAhead04.vcd" //There's the safe house!
- }
- Rule PlayerRemarkc4m4_safehouseaGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_safehousea IsNotSaidc4m4_safehousea IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_safehousea:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_safehouseaGambler
- }
- // Autogenerated criteria for linked source group C4M4_001
- criterion "IsNotSrcGrp_C4M4_001" "worldSrcGrp_C4M4_001" "<1" required
- Response PlayerRemarkc4m4_useroofsaGambler
- {
- scene "scenes/Gambler/MiscDirectional62.vcd" //Get to higher ground!
- scene "scenes/Gambler/WorldC4M405.vcd" //We can use the rooftops.
- scene "scenes/Gambler/WorldC4M4B04.vcd" //We can get across the roofs.
- }
- Rule PlayerRemarkc4m4_useroofsaGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_useroofsa IsNotSaidc4m4_useroofsa IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_useroofsa:1:0,SrcGrp_C4M4_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_useroofsaGambler
- }
- Rule PlayerRemarkc4m4_useroofsbGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_useroofsb IsNotSaidc4m4_useroofsb IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_useroofsb:1:0,SrcGrp_C4M4_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_useroofsaGambler
- }
- Rule PlayerRemarkc4m4_useroofscGambler
- {
- criteria ConceptRemark IsGambler Isc4m4_useroofsc IsNotSaidc4m4_useroofsc IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSrcGrp_C4M4_001 IsNotSpeakingWeight0
- ApplyContext "Saidc4m4_useroofsc:1:0,SrcGrp_C4M4_001:1:0"
- applycontexttoworld
- Response PlayerRemarkc4m4_useroofsaGambler
- }
- Rule PlayerRemarkc5m2peopleGambler
- {
- criteria ConceptRemark IsGambler Isc5m2people IsNotSaidc5m2people IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 TimeSinceGroupInCombat02 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidc5m2people:1:0,Talk:1:5.916"
- applycontexttoworld
- Response PlayerRemarkc5m3bodiesGambler
- }
- Response PlayerRemarkpathc2m1_abandonedcarsGambler
- {
- scene "scenes/Gambler/WorldC2M1B04.vcd" then Coach _C2M1abandoned01 foo:0 0.02 //These abandoned cars go on for MILES.
- }
- Rule PlayerRemarkpathc2m1_abandonedcarsGambler
- {
- criteria ConceptRemark IsGambler Ispathc2m1_abandonedcars IsNotSaidpathc2m1_abandonedcars IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 ChanceToFire60Percent IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidpathc2m1_abandonedcars:1:0"
- applycontexttoworld
- Response PlayerRemarkpathc2m1_abandonedcarsGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkpathc2m1_abandonedcarsGambler : ChanceToFire60Percent
- Rule AUTOBLANK_PlayerRemarkpathc2m1_abandonedcarsGambler
- {
- criteria ConceptRemark IsGambler Ispathc2m1_abandonedcars IsNotSaidpathc2m1_abandonedcars IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "Saidpathc2m1_abandonedcars:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkpathc2m1_billboardGambler
- {
- scene "scenes/Gambler/LookHere04.vcd" then Coach _C2M1Billboard foo:0 0.01 //Check it out.
- }
- Rule PlayerRemarkpathc2m1_billboardGambler
- {
- criteria ConceptRemark IsGambler Ispathc2m1_billboard IsNotSaidpathc2m1_billboard IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear1000 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidpathc2m1_billboard:1:0,Talk:1:8"
- applycontexttoworld
- Response PlayerRemarkpathc2m1_billboardGambler
- }
- Response PlayerRemarkremark_caralarmGambler
- {
- scene "scenes/Gambler/World112.vcd" //Don't shoot that car!
- }
- Rule PlayerRemarkremark_caralarmGambler
- {
- criteria ConceptRemark IsGambler Isremark_caralarm IsNotSaidremark_caralarm IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear700 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "Saidremark_caralarm:1:0"
- applycontexttoworld
- Response PlayerRemarkremark_caralarmGambler
- }
- Response PlayerRemarkWorldC1M1AlmostThereGambler
- {
- scene "scenes/Gambler/WorldC1M4B26.vcd" //Almost there!
- }
- Rule PlayerRemarkWorldC1M1AlmostThereGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M1AlmostThere IsNotSaidWorldC1M1AlmostThere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M1AlmostThere:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M1AlmostThereGambler
- }
- Response PlayerRemarkWorldC1M1CedaMapsGambler
- {
- scene "scenes/Gambler/WorldC1M1B143.vcd" //If that map's right, New Orleans might be the last place in America that can get us out alive.
- scene "scenes/Gambler/WorldC1M1B146.vcd" //According to this map, the only place left standing is New Orleans.
- scene "scenes/Gambler/WorldC1M1B147.vcd" //Jesus, the whole country has fallen.
- scene "scenes/Gambler/WorldC1M1B148.vcd" //This map is not good news.
- scene "scenes/Gambler/WorldC1M1B149.vcd" //According to this map, there aren't a whole lot of options.
- }
- Rule PlayerRemarkWorldC1M1CedaMapsGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M1CedaMaps IsNotSaidWorldC1M1CedaMaps IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M1CedaMaps:1:0,Talk:1:4.334"
- applycontexttoworld
- Response PlayerRemarkWorldC1M1CedaMapsGambler
- }
- Response PlayerRemarkWorldC1M1DownHereGambler
- {
- scene "scenes/Gambler/MiscDirectional05.vcd" //Down here!
- scene "scenes/Gambler/WorldMisc08.vcd" //Through here.
- }
- Rule PlayerRemarkWorldC1M1DownHereGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M1DownHere IsNotSaidWorldC1M1DownHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M1DownHere:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M1DownHereGambler
- }
- Response PlayerRemarkWorldC1M1ElevatorBrokenGambler
- {
- scene "scenes/Gambler/WorldC1M1B17.vcd" //Damn it! Elevator's out.
- }
- Rule PlayerRemarkWorldC1M1ElevatorBrokenGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M1ElevatorBroken IsNotSaidWorldC1M1ElevatorBroken IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M1ElevatorBroken:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M1ElevatorBrokenGambler
- }
- Response PlayerRemarkWorldC1M1FireRoomGambler
- {
- scene "scenes/Gambler/WorldC1M1B137.vcd" //Well, this is unexpected.
- }
- Rule PlayerRemarkWorldC1M1FireRoomGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M1FireRoom IsNotSaidWorldC1M1FireRoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M1FireRoom:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M1FireRoomGambler
- }
- Response PlayerRemarkWorldC1M1FireSpreadingGambler
- {
- scene "scenes/Gambler/WorldC1M1B14.vcd" //Alright, I'm not walking through THAT. Let's find another way.
- scene "scenes/Gambler/WorldC1M1B15.vcd" //Let's find another way. This suit's flammable.
- scene "scenes/Gambler/WorldC1M1B16.vcd" //Shit! This place is burnin' up FAST.
- }
- Rule PlayerRemarkWorldC1M1FireSpreadingGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M1FireSpreading IsNotSaidWorldC1M1FireSpreading IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M1FireSpreading:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M1FireSpreadingGambler
- }
- Response PlayerRemarkWorldC1M1FirstGambler
- {
- scene "scenes/Gambler/WorldC1M1B134.vcd" predelay ".5,1" //Holy shit, it's zombies.
- scene "scenes/Gambler/WorldC1M1B138.vcd" predelay ".5,1" //These... don't look like people.
- scene "scenes/Gambler/WorldC1M1B139.vcd" predelay ".5,1" //Jesus Christ! What are these things?
- scene "scenes/Gambler/WorldC1M1B140.vcd" predelay ".5,1" //I don't know about you, but I'm killing these things.
- }
- Rule PlayerRemarkWorldC1M1FirstGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M1First IsNotSaidWorldC1M1First IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M1First:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M1FirstGambler
- }
- Response PlayerRemarkWorldC1M1LedgeGambler
- {
- scene "scenes/Gambler/WorldC1M1B21.vcd" //Get out to the ledge!
- scene "scenes/Gambler/WorldC1M1B22.vcd" //Out here! Let's try the ledge!
- scene "scenes/Gambler/WorldC1M1B23.vcd" //We can use this ledge to get around the fire.
- }
- Rule PlayerRemarkWorldC1M1LedgeGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M1Ledge IsNotSaidWorldC1M1Ledge IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsWorldTalkGambler IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M1Ledge:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M1LedgeGambler
- }
- Response PlayerRemarkWorldC1M2CloseGambler
- {
- scene "scenes/Gambler/WorldC1M2B03.vcd" //Mall must be close...
- }
- Rule PlayerRemarkWorldC1M2CloseGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M2Close IsNotSaidWorldC1M2Close IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M2Close:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M2CloseGambler
- }
- Response PlayerRemarkWorldC1M2DownStairsGambler
- {
- scene "scenes/Gambler/WorldC2M320.vcd" //Down here.
- scene "scenes/Gambler/WorldMisc06.vcd" //Down here.
- }
- Rule PlayerRemarkWorldC1M2DownStairsGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M2DownStairs IsNotSaidWorldC1M2DownStairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 TimeSinceGroupInCombat05 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M2DownStairs:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M2DownStairsGambler
- }
- Response PlayerRemarkWorldC1M2DumpsterGambler
- {
- scene "scenes/Gambler/WorldC1M2B08.vcd" //Over this dumpster!
- }
- Rule PlayerRemarkWorldC1M2DumpsterGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M2Dumpster IsNotSaidWorldC1M2Dumpster IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M2Dumpster:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M2DumpsterGambler
- }
- Response PlayerRemarkWorldC1M2InHereGambler
- {
- scene "scenes/Gambler/MiscDirectional04.vcd" //In here!
- scene "scenes/Gambler/WorldC1M2B06.vcd" //Through the door!
- scene "scenes/Gambler/WorldC2M118.vcd" //In here.
- scene "scenes/Gambler/WorldC4M208.vcd" //In here!
- }
- Rule PlayerRemarkWorldC1M2InHereGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M2InHere IsNotSaidWorldC1M2InHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M2InHere:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M2InHereGambler
- }
- Response PlayerRemarkWorldC1M2JumpTruckGambler
- {
- scene "scenes/Gambler/WorldC1M2B07.vcd" //Jump onto the truck!
- }
- Rule PlayerRemarkWorldC1M2JumpTruckGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M2JumpTruck IsNotSaidWorldC1M2JumpTruck IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M2JumpTruck:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M2JumpTruckGambler
- }
- Response PlayerRemarkWorldC1M2MadeItGambler
- {
- scene "scenes/Gambler/WorldC1M2B36.vcd" //Well, we made it. Let's hope there's still somebody here.
- scene "scenes/Gambler/WorldC1M2B37.vcd" //Okay we made it. Let's hope there's still somebody here.
- scene "scenes/Gambler/WorldC1M2B38.vcd" //Okay, we made it to the mall. BARELY.
- }
- Rule PlayerRemarkWorldC1M2MadeItGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M2MadeIt IsNotSaidWorldC1M2MadeIt IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear900 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M2MadeIt:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M2MadeItGambler
- }
- Response PlayerRemarkWorldC1M2UpStairsGambler
- {
- scene "scenes/Gambler/MiscDirectional06.vcd" //C'mon, this way!
- scene "scenes/Gambler/WorldC2M115.vcd" //Let's try upstairs.
- }
- Rule PlayerRemarkWorldC1M2UpStairsGambler
- {
- criteria ConceptRemark IsGambler IsWorldC1M2UpStairs IsNotSaidWorldC1M2UpStairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC1M2UpStairs:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC1M2UpStairsGambler
- }
- Response PlayerRemarkWorldC3M1FerryNagGambler
- {
- scene "scenes/Gambler/WorldC3M1B09.vcd" //We gotta get that boat over here.
- scene "scenes/Gambler/WorldC3M1B10.vcd" //We need to call that boat over here.
- }
- Rule PlayerRemarkWorldC3M1FerryNagGambler
- {
- criteria ConceptRemark IsGambler IsWorldC3M1FerryNag IsNotSaidWorldC3M1FerryNag IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidC3M1CallFerry2 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC3M1FerryNag:1:0,SaidWorldC3M1FerryNagNext:1:9"
- applycontexttoworld
- Response PlayerRemarkWorldC3M1FerryNagGambler
- }
- Response PlayerRemarkWorldC502AlarmButtonGambler
- {
- scene "scenes/Gambler/World121.vcd" then any WorldC502AlarmButtonRun foo:0 -1.940 //Annnd... Let's go! Let's go!
- scene "scenes/Gambler/World122.vcd" then any WorldC502AlarmButtonRun foo:0 -2.434 //Annnd... Let's go! Let's go! Let's go!
- scene "scenes/Gambler/World124.vcd" then any WorldC502AlarmButtonRun foo:0 -0.983 //Run to the tower.
- scene "scenes/Gambler/World126.vcd" then any WorldC502AlarmButtonRun foo:0 -1.250 //Turn off the alarm!
- }
- Rule PlayerRemarkWorldC502AlarmButtonGambler
- {
- criteria ConceptWorldC502AlarmButton IsGambler IsNotSaidWorldC502AlarmButton IsNotCoughing IsNotScavenge
- ApplyContext "SaidWorldC502AlarmButton:1:0,SaidWorldC502AlarmButton2:1:60"
- applycontexttoworld
- Response PlayerRemarkWorldC502AlarmButtonGambler
- }
- Response PlayerRemarkWorldC502AlarmStoppedGambler
- {
- scene "scenes/Gambler/World129.vcd" then orator C5M2_BusDoors01 foo:0 18.5 //Alarm is off!
- }
- Rule PlayerRemarkWorldC502AlarmStoppedGambler
- {
- criteria ConceptWorldC502AlarmStopped IsGambler IsNotSaidWorldC502AlarmStopped IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidWorldC502AlarmStopped:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC502AlarmStoppedGambler
- }
- Response PlayerRemarkWorldC502AlleyGambler
- {
- scene "scenes/Gambler/World133.vcd" //There's the freeway.
- scene "scenes/Gambler/WorldMisc07.vcd" //Down the alley!
- scene "scenes/Gambler/WorldMisc08.vcd" //Through here.
- }
- Rule PlayerRemarkWorldC502AlleyGambler
- {
- criteria ConceptRemark IsGambler IsWorldC502Alley IsNotSaidWorldC502Alley IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC52Alley:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC502AlleyGambler
- }
- Response PlayerRemarkWorldC502BusStory2Gambler
- {
- scene "scenes/Gambler/World132.vcd" then Mechanic WorldC502BusStory2b foo:0 -2.429 //Ellis! ELLIS! We don't have time for that right now! (ellis telling story about riding on buses)
- }
- Rule PlayerRemarkWorldC502BusStory2Gambler
- {
- criteria ConceptWorldC502BusStory2 IsGambler IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerRemarkWorldC502BusStory2Gambler
- }
- Response PlayerRemarkWorldC502NotZombies3Gambler
- {
- scene "scenes/Gambler/World107.vcd" then any WorldC502NotZombies3b foo:0 -1.678 //Looks like the Military took over.
- }
- Rule PlayerRemarkWorldC502NotZombies3Gambler
- {
- criteria ConceptWorldC502NotZombies3 IsGambler IsNotCoughing IsNotScavenge NotInCombat IsSubjectDistNear500
- ApplyContext "Talk:1:1.778"
- Response PlayerRemarkWorldC502NotZombies3Gambler
- }
- Response PlayerRemarkWorldC502Run1Gambler
- {
- scene "scenes/Gambler/World123.vcd" //To the tower.
- scene "scenes/Gambler/World125.vcd" //Somebody's got to turn off the alarm!
- }
- Rule PlayerRemarkWorldC502Run1Gambler
- {
- criteria ConceptWorldC502AlarmButtonRun IsGambler IsNotCoughing
- Response PlayerRemarkWorldC502Run1Gambler
- }
- Response PlayerRemarkWorldC502SmellGambler
- {
- scene "scenes/Gambler/World113.vcd" //From the looks of this park. I'm glad we didn't arrive early.
- }
- Rule PlayerRemarkWorldC502SmellGambler
- {
- criteria ConceptRemark IsGambler IsWorldC502Smell IsNotSaidWorldC502Smell IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidSmell ChanceToFire50Percent IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC502Smell:1:0,SaidSmell:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC502SmellGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkWorldC502SmellGambler : ChanceToFire50Percent
- Rule AUTOBLANK_PlayerRemarkWorldC502SmellGambler
- {
- criteria ConceptRemark IsGambler IsWorldC502Smell IsNotSaidWorldC502Smell IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidSmell IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "SaidWorldC502Smell:1:0,SaidSmell:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkWorldC502SmellBathGambler
- {
- scene "scenes/Gambler/WorldMisc09.vcd" //It reeks like piss.
- scene "scenes/Gambler/WorldMisc11.vcd" then Mechanic WorldC502SmellBath2 foo:0 -2.074 //It reeks like piss.
- }
- Rule PlayerRemarkWorldC502SmellBathGambler
- {
- criteria ConceptRemark IsGambler IsWorldC502Smell IsNotSaidWorldC502SmellBath IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidSmell ChanceToFire50Percent IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC502SmellBath:1:0,SaidSmell:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC502SmellBathGambler
- }
- //AUTOGENERATED BLANK FOR PlayerRemarkWorldC502SmellBathGambler : ChanceToFire50Percent
- Rule AUTOBLANK_PlayerRemarkWorldC502SmellBathGambler
- {
- criteria ConceptRemark IsGambler IsWorldC502Smell IsNotSaidWorldC502SmellBath IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotSaidSmell IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0 IsNotSpeakingWeight0
- ApplyContext "SaidWorldC502SmellBath:1:0,SaidSmell:1:0"
- applycontexttoworld
- Response _PlayerInfoRemarkableBlankGambler
- }
- Response PlayerRemarkWorldC502SmellBath3Gambler
- {
- scene "scenes/Gambler/WorldMisc10.vcd" //God damn you are messed up.
- scene "scenes/Gambler/WorldMisc12.vcd" //You are messed up.
- }
- Rule PlayerRemarkWorldC502SmellBath3Gambler
- {
- criteria ConceptWorldC502SmellBath3 IsGambler IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsNotScavenge
- Response PlayerRemarkWorldC502SmellBath3Gambler
- }
- Response PlayerRemarkWorldC502SpotSafeHouseGambler
- {
- scene "scenes/Gambler/SafeSpotAhead01.vcd" //Safe house!
- scene "scenes/Gambler/SafeSpotAhead02.vcd" //We got a safe house!
- scene "scenes/Gambler/SafeSpotAhead03.vcd" //Safe house ahead!
- }
- Rule PlayerRemarkWorldC502SpotSafeHouseGambler
- {
- criteria ConceptRemark IsGambler IsWorldC502SpotSafeHouse IsNotSaidWorldC502SpotSafeHouse IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldC502SpotSafeHouse:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldC502SpotSafeHouseGambler
- }
- Response PlayerRemarkWorldDoNotShootCarC501Gambler
- {
- scene "scenes/Gambler/World112.vcd" //Don't shoot that car!
- }
- Rule PlayerRemarkWorldDoNotShootCarC501Gambler
- {
- criteria ConceptRemark IsGambler IsWorldDoNotShootCarC501 IsNotSaidWorldDoNotShootCarC501 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear600 IsNotShotCar0501 IsWorldTalkGambler IsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldDoNotShootCarC501:1:0"
- applycontexttoworld
- Response PlayerRemarkWorldDoNotShootCarC501Gambler
- }
- Response PlayerRemarkWorldSignRestricted2Gambler
- {
- scene "scenes/Gambler/WorldSigns01.vcd" //Restricted area my ass (restricted area)
- }
- Rule PlayerRemarkWorldSignRestricted2Gambler
- {
- criteria ConceptWorldSignRestrictedArea2 IsGambler IsNotSaidWorldSignRestrictedArea2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler
- ApplyContext "SaidWorldSignRestrictedArea2:1:0,Talk:1:1.993"
- applycontexttoworld
- Response PlayerRemarkWorldSignRestricted2Gambler
- }
- Response PlayerWorldSignC5AlarmWillSoundGambler
- {
- scene "scenes/Gambler/World116.vcd" then any WorldSignC5AlarmWillSound3 foo:0 -3.412 //As soon as that door opens, get ready to run for the tower.
- }
- Rule PlayerWorldSignC5AlarmWillSoundGambler
- {
- criteria ConceptRemark IsGambler IsWorldSignC5AlarmWillSound IsNotSaidWorldSignC5AlarmWillSound IsNotCoughing IsTalk IsTalkGambler IsSubjectNear200 IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
- ApplyContext "SaidWorldSignC5AlarmWillSound:1:0"
- applycontexttoworld
- Response PlayerWorldSignC5AlarmWillSoundGambler
- }
- Response PlayerWorldSignC5AlarmWillSound3bGambler
- {
- scene "scenes/Gambler/World115.vcd" then mechanic WorldSignC5AlarmWillSound3d foo:0 -3.261 //We run to the tower and turn off the alarm. (exasperated to Ellis)
- }
- Rule PlayerWorldSignC5AlarmWillSound3bGambler
- {
- criteria ConceptWorldSignC5AlarmWillSound3b IsGambler IsNotCoughing NotInCombat IsNotSaidWorldC502AlarmButton
- ApplyContext "Talk:1:2"
- applycontexttoworld
- Response PlayerWorldSignC5AlarmWillSound3bGambler
- }
- Response PlayerWorldSignC5AlarmWillSound3cGambler
- {
- scene "scenes/Gambler/World120.vcd" //Yeah and of course, stay together (Ellis - but we should stick together right?)
- }
- Rule PlayerWorldSignC5AlarmWillSound3cGambler
- {
- criteria ConceptWorldSignC5AlarmWillSound3c IsGambler IsNotCoughing NotInCombat IsNotSaidWorldC502AlarmButton
- ApplyContext "Talk:1:2"
- applycontexttoworld
- Response PlayerWorldSignC5AlarmWillSound3cGambler
- }
- Response RespondAffirmativeGambler
- {
- scene "scenes/Gambler/Yes01.vcd" //Yes.
- scene "scenes/Gambler/Yes04.vcd" //Yeppers.
- scene "scenes/Gambler/Yes05.vcd" //Yes.
- scene "scenes/Gambler/Yes08.vcd" //Yessss.
- scene "scenes/Gambler/Yes09.vcd" //Yes.
- }
- Rule RespondAffirmativeGambler
- {
- criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isGambler IsTalkGambler IsWorldTalkGambler
- Response RespondAffirmativeGambler
- }
- // Autogenerated criteria for linked source group C4M1_001
- criterion "IsNotSrcGrp_C4M1_001" "worldSrcGrp_C4M1_001" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // Rosetta - Directional
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerFollowMeGambler
- {
- scene "scenes/Gambler/FollowMe01.vcd" //This way!
- scene "scenes/Gambler/FollowMe02.vcd" //Over here.
- scene "scenes/Gambler/FollowMe03.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe04.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe05.vcd" //Come on, this way!
- scene "scenes/Gambler/FollowMe06.vcd" //Keep up.
- scene "scenes/Gambler/FollowMe07.vcd" //Keep up.
- scene "scenes/Gambler/FollowMe08.vcd" //Come on, this way!
- scene "scenes/Gambler/FollowMe09.vcd" //Okay this way!
- scene "scenes/Gambler/FollowMe10.vcd" //This way!
- scene "scenes/Gambler/FollowMe11.vcd" //Over here.
- scene "scenes/Gambler/FollowMe12.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe13.vcd" //Keep up.
- }
- Rule PlayerFollowMeGambler
- {
- criteria ConceptPlayerFollowMe IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerFollowMeGambler
- }
- Response PlayerHelpGambler
- {
- scene "scenes/Gambler/Help02.vcd" //I can't do this on my own, gimme some help!
- scene "scenes/Gambler/Help03.vcd" //Somebody want to lend me a hand, here?
- scene "scenes/Gambler/Help04.vcd" //Help!
- scene "scenes/Gambler/Help05.vcd" //Hey, over here!
- }
- Rule PlayerHelpGambler
- {
- criteria ConceptPlayerHelp IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerHelpGambler
- }
- Response PlayerHurryUpGambler
- {
- scene "scenes/Gambler/HurryUp01.vcd" //Come on I'm in a hurry,
- scene "scenes/Gambler/HurryUp02.vcd" //Come on I'm in a hurry,
- scene "scenes/Gambler/HurryUp03.vcd" //Hurry it up.
- scene "scenes/Gambler/HurryUp04.vcd" //Lets go, Lets go!
- scene "scenes/Gambler/HurryUp05.vcd" //Move, move, move.
- }
- Rule PlayerHurryUpGambler
- {
- criteria ConceptPlayerHurryUp IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerHurryUpGambler
- }
- Response PlayerKillThatLightGambler
- {
- scene "scenes/Gambler/KillThatLight01.vcd" //Lights off.
- scene "scenes/Gambler/KillThatLight02.vcd" //Everybody, lights off.
- scene "scenes/Gambler/KillThatLight03.vcd" //Kill your light.
- }
- Rule PlayerKillThatLightGambler
- {
- criteria ConceptPlayerKillThatLight IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerKillThatLightGambler
- }
- Response PlayerLeadOnGambler
- {
- scene "scenes/Gambler/LeadOn01.vcd" //Lead on.
- scene "scenes/Gambler/LeadOn02.vcd" //Lead on, McDuff.
- scene "scenes/Gambler/LeadOn03.vcd" //Lead on, smart guy.
- scene "scenes/Gambler/LeadOn04.vcd" //Lead on.
- scene "scenes/Gambler/LeadOn05.vcd" //I'm right behind you.
- scene "scenes/Gambler/LeadOn06.vcd" //Right behind you.
- scene "scenes/Gambler/LeadOn07.vcd" //Yeah, you go first.
- scene "scenes/Gambler/LeadOn08.vcd" //Lead on.
- scene "scenes/Gambler/LeadOn09.vcd" //Right behind you.
- }
- Rule PlayerLeadOnGambler
- {
- criteria ConceptPlayerLeadOn IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerLeadOnGambler
- }
- Response PlayerMoveOnGambler
- {
- scene "scenes/Gambler/MoveOn01.vcd" //Look at ya. What are we waiting for? Let's go.
- scene "scenes/Gambler/MoveOn02.vcd" //Let's roll!
- scene "scenes/Gambler/MoveOn03.vcd" //Time to move.
- scene "scenes/Gambler/MoveOn04.vcd" //What are we waiting for? Let's go.
- scene "scenes/Gambler/MoveOn05.vcd" //Let's go.
- }
- Rule PlayerMoveOnGambler
- {
- criteria ConceptPlayerMoveOn IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerMoveOnGambler
- }
- Response PlayerStayTogetherGambler
- {
- scene "scenes/Gambler/StayTogether01.vcd" //Stay close!
- scene "scenes/Gambler/StayTogether02.vcd" //Stay together people.
- scene "scenes/Gambler/StayTogether03.vcd" //Keep close.
- }
- Rule PlayerStayTogetherGambler
- {
- criteria ConceptPlayerStayTogether IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerStayTogetherGambler
- }
- Response PlayerWatchOutBehindGambler
- {
- scene "scenes/Gambler/WatchOutBehind01.vcd" //They're behind us!
- scene "scenes/Gambler/WatchOutBehind02.vcd" //Behind us!
- scene "scenes/Gambler/WatchOutBehind03.vcd" //Behind!
- scene "scenes/Gambler/WatchOutBehind04.vcd" //Behind us!
- }
- Rule PlayerWatchOutBehindGambler
- {
- criteria ConceptPlayerWatchOutBehind IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerWatchOutBehindGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Rosetta - Manners
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerAskReadyGambler
- {
- scene "scenes/Gambler/AskReady01.vcd" //Okay, we ready?
- scene "scenes/Gambler/AskReady02.vcd" //We ready?
- scene "scenes/Gambler/AskReady03.vcd" //Ready?
- scene "scenes/Gambler/AskReady04.vcd" //Everyone ready?
- scene "scenes/Gambler/AskReady05.vcd" //We ready?
- scene "scenes/Gambler/AskReady06.vcd" //We ready?
- scene "scenes/Gambler/AskReady07.vcd" //We ready?
- scene "scenes/Gambler/AskReady08.vcd" //Ready?
- scene "scenes/Gambler/AskReady09.vcd" //Everyone ready?
- scene "scenes/Gambler/AskReady10.vcd" //We ready?
- }
- Rule PlayerAskReadyGambler
- {
- criteria ConceptPlayerAskReady IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerAskReadyGambler
- }
- Response PlayerAskReadyC1Gambler
- {
- scene "scenes/Gambler/AskReadyC101.vcd" //Are you guys ready?
- scene "scenes/Gambler/AskReadyC102.vcd" //Do you think you can handle this?
- scene "scenes/Gambler/AskReadyC103.vcd" //If you aren't ready, I don't want to hear it.
- }
- Rule PlayerAskReadyC1Gambler
- {
- criteria ConceptPlayerAskReady IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- Response PlayerAskReadyC1Gambler
- }
- Response PlayerImWithYouGambler
- {
- scene "scenes/Gambler/ImWithYou01.vcd" //I'm here.
- scene "scenes/Gambler/ImWithYou02.vcd" //Why not? I follow you.
- scene "scenes/Gambler/ImWithYou03.vcd" //I'm with you.
- scene "scenes/Gambler/ImWithYou04.vcd" //Sure thing, let's go.
- scene "scenes/Gambler/ImWithYou05.vcd" //Sure, let's go.
- }
- Rule PlayerImWithYouGambler
- {
- criteria ConceptPlayerImWithYou IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerImWithYouGambler
- }
- Response PlayerLaughGambler
- {
- scene "scenes/Gambler/Laughter01.vcd" //<Hearty Laugh>
- scene "scenes/Gambler/Laughter03.vcd" //<Hearty Laugh>
- scene "scenes/Gambler/Laughter17.vcd" //<Short laugh>
- }
- Rule PlayerLaughGambler
- {
- criteria ConceptPlayerLaugh IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerLaughGambler
- }
- Response PlayerLostCallGambler
- {
- scene "scenes/Gambler/LostCall01.vcd" //Helloooo?
- scene "scenes/Gambler/LostCall02.vcd" //Heyyy ooooo!
- scene "scenes/Gambler/LostCall03.vcd" //Anybody hear me?
- scene "scenes/Gambler/LostCall04.vcd" //Can you guys hear me?
- scene "scenes/Gambler/LostCall05.vcd" //Helloooo?
- }
- Rule PlayerLostCallGambler
- {
- criteria ConceptPlayerLostCall IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerLostCallGambler
- }
- Response PlayerNiceJobResponseGambler
- {
- scene "scenes/Gambler/NiceJob01.vcd" //Well all right!
- scene "scenes/Gambler/NiceJob02.vcd" //Well all right!
- scene "scenes/Gambler/NiceJob03.vcd" //Nice job!
- scene "scenes/Gambler/NiceJob04.vcd" //Nice job!
- scene "scenes/Gambler/NiceJob05.vcd" //That was surprisingly good.
- scene "scenes/Gambler/NiceJob06.vcd" //Nice.
- scene "scenes/Gambler/NiceJob07.vcd" //Nice.
- scene "scenes/Gambler/NiceJob08.vcd" //Nice.
- scene "scenes/Gambler/NiceJob09.vcd" //That's what I like to see.
- scene "scenes/Gambler/NiceJob10.vcd" //Wow. Nice.
- }
- Rule PlayerNiceJobResponseGambler
- {
- criteria ConceptPlayerNiceJob IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerNiceJobResponseGambler
- }
- Response PlayerNoGambler
- {
- scene "scenes/Gambler/No01.vcd" //No.
- scene "scenes/Gambler/No02.vcd" //Nope.
- scene "scenes/Gambler/No03.vcd" //No.
- scene "scenes/Gambler/No04.vcd" //No sir-ee Bob.
- scene "scenes/Gambler/No05.vcd" //Nope.
- scene "scenes/Gambler/No06.vcd" //Uh uh.
- scene "scenes/Gambler/No07.vcd" //No.
- scene "scenes/Gambler/No08.vcd" //Nope.
- scene "scenes/Gambler/No09.vcd" //Yeah, no.
- scene "scenes/Gambler/No10.vcd" //NO!
- scene "scenes/Gambler/No11.vcd" //NO!
- scene "scenes/Gambler/No12.vcd" //NO!
- }
- Rule PlayerNoGambler
- {
- criteria ConceptPlayerNo IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerNoGambler
- }
- Response PlayerProfanityGambler
- {
- scene "scenes/Gambler/ReactionNegative01.vcd" //This is all going to hell!
- scene "scenes/Gambler/ReactionNegative01.vcd" //This is all going to hell!
- scene "scenes/Gambler/ReactionNegative02.vcd" //Damn...
- scene "scenes/Gambler/ReactionNegative03.vcd" //Shit!
- scene "scenes/Gambler/ReactionNegative04.vcd" //God damn it.
- scene "scenes/Gambler/ReactionNegative05.vcd" //Bullshit!
- scene "scenes/Gambler/ReactionNegative05.vcd" //Bullshit!
- scene "scenes/Gambler/ReactionNegative06.vcd" //Bastards!
- scene "scenes/Gambler/ReactionNegative07.vcd" //Holy Shit!
- scene "scenes/Gambler/ReactionNegative08.vcd" //Ah, tits!
- scene "scenes/Gambler/ReactionNegative09.vcd" //Son of a bitch.
- scene "scenes/Gambler/ReactionNegative10.vcd" //Son of a bitch.
- scene "scenes/Gambler/ReactionNegative11.vcd" //Oh bullshit!
- scene "scenes/Gambler/ReactionNegative12.vcd" //My ass.
- scene "scenes/Gambler/ReactionNegative13.vcd" //This is all going to hell!
- scene "scenes/Gambler/ReactionNegative14.vcd" //Damn...
- scene "scenes/Gambler/ReactionNegative15.vcd" //Shit!
- scene "scenes/Gambler/ReactionNegative15.vcd" //Shit!
- scene "scenes/Gambler/ReactionNegative16.vcd" //God damn it.
- scene "scenes/Gambler/ReactionNegative17.vcd" //Bullshit!
- scene "scenes/Gambler/ReactionNegative18.vcd" //Bastards!
- scene "scenes/Gambler/ReactionNegative19.vcd" //Shit!
- scene "scenes/Gambler/ReactionNegative20.vcd" //Tits!
- scene "scenes/Gambler/ReactionNegative21.vcd" //Son of a bitch.
- scene "scenes/Gambler/ReactionNegative22.vcd" //Oh bullshit!
- scene "scenes/Gambler/ReactionNegative23.vcd" //My ass.
- scene "scenes/Gambler/ReactionNegative24.vcd" //Is this some kind of sick joke?
- scene "scenes/Gambler/ReactionNegative25.vcd" //Is this some kind of sick joke?
- scene "scenes/Gambler/ReactionNegative25.vcd" //Is this some kind of sick joke?
- scene "scenes/Gambler/ReactionNegative26.vcd" //I call foul.
- scene "scenes/Gambler/ReactionNegative27.vcd" //Kiss my ass.
- scene "scenes/Gambler/ReactionNegative28.vcd" //Ass.
- scene "scenes/Gambler/ReactionNegative29.vcd" //Asshat.
- scene "scenes/Gambler/ReactionNegative30.vcd" //Bitch.
- scene "scenes/Gambler/ReactionNegative31.vcd" //Asshole.
- scene "scenes/Gambler/ReactionNegative32.vcd" //Assclown.
- scene "scenes/Gambler/ReactionNegative33.vcd" //Dumbshit.
- scene "scenes/Gambler/ReactionNegative34.vcd" //Screw this.
- scene "scenes/Gambler/ReactionNegative35.vcd" //Kiss my ass.
- scene "scenes/Gambler/ReactionNegative36.vcd" //Kiss my ass.
- scene "scenes/Gambler/ReactionNegative37.vcd" //What an assclown.
- scene "scenes/Gambler/ReactionNegative38.vcd" //Dumbshit.
- }
- Rule PlayerProfanityGambler
- {
- criteria ConceptPlayerAnswerLostCall IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerProfanityGambler
- }
- Response PlayerSorryGambler
- {
- scene "scenes/Gambler/Sorry03.vcd" //Forgive me, okay?.
- scene "scenes/Gambler/Sorry04.vcd" //Well sorry.
- scene "scenes/Gambler/Sorry06.vcd" //I'm sorry, okay?
- scene "scenes/Gambler/Sorry07.vcd" //Can you forgive me?
- }
- Rule PlayerSorryGambler
- {
- criteria ConceptPlayerSorry IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerSorryGambler
- }
- Response PlayerThanksGambler
- {
- scene "scenes/Gambler/Thanks01.vcd" //Thanks.
- scene "scenes/Gambler/Thanks03.vcd" //Thanks!
- scene "scenes/Gambler/Thanks05.vcd" //I owe you one.
- }
- Rule PlayerThanksGambler
- {
- criteria ConceptPlayerThanks IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerThanksGambler
- }
- Response PlayerYellRunGambler
- {
- scene "scenes/Gambler/YellRun01.vcd" //Run
- scene "scenes/Gambler/YellRun02.vcd" //Screw it, run!
- scene "scenes/Gambler/YellRun03.vcd" //Run! Just run!
- scene "scenes/Gambler/YellRun04.vcd" //Go! Run! GO!
- }
- Rule PlayerYellRunGambler
- {
- criteria ConceptPlayerYellRun IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerYellRunGambler
- }
- Response PlayerYesGambler
- {
- scene "scenes/Gambler/Yes01.vcd" //Yes.
- scene "scenes/Gambler/Yes02.vcd" //Yep.
- scene "scenes/Gambler/Yes03.vcd" //Yeah.
- scene "scenes/Gambler/Yes04.vcd" //Yeppers.
- scene "scenes/Gambler/Yes05.vcd" //Yes.
- scene "scenes/Gambler/Yes06.vcd" //Yes.
- scene "scenes/Gambler/Yes07.vcd" //Yeah.
- scene "scenes/Gambler/Yes08.vcd" //Yessss.
- scene "scenes/Gambler/Yes09.vcd" //Yes.
- scene "scenes/Gambler/Yes10.vcd" //Yessss.
- scene "scenes/Gambler/Yes12.vcd" //Yeah, yeah, yeah, yeah.
- }
- Rule PlayerYesGambler
- {
- criteria ConceptPlayerYes IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerYesGambler
- }
- Response PlayerYouAreWelcomeGambler
- {
- scene "scenes/Gambler/YouAreWelcome01.vcd" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome02.vcd" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome03.vcd" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome04.vcd" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome05.vcd" //You're welcome.
- scene "scenes/Gambler/YouAreWelcome06.vcd" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome07.vcd" //Don't worry about it.
- scene "scenes/Gambler/YouAreWelcome08.vcd" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome09.vcd" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome10.vcd" //That's what I'm here for.
- scene "scenes/Gambler/YouAreWelcome11.vcd" //Anytime.
- scene "scenes/Gambler/YouAreWelcome12.vcd" //Anytime.
- scene "scenes/Gambler/YouAreWelcome13.vcd" //Anytime.
- scene "scenes/Gambler/YouAreWelcome14.vcd" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome15.vcd" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome16.vcd" //Sure thing.
- scene "scenes/Gambler/YouAreWelcome17.vcd" //Sure thing.
- }
- Rule PlayerYouAreWelcomeGambler
- {
- criteria ConceptPlayerYouAreWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSpeaking IsWorldTalkGambler
- Response PlayerYouAreWelcomeGambler
- }
- Response PlayerYouAreWelcomeC1Gambler
- {
- scene "scenes/Gambler/YouAreWelcomeC101.vcd" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC102.vcd" //Um yeah.
- scene "scenes/Gambler/YouAreWelcomeC103.vcd" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC105.vcd" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC106.vcd" //Um yeah.
- scene "scenes/Gambler/YouAreWelcomeC107.vcd" //Sure.
- scene "scenes/Gambler/YouAreWelcomeC108.vcd" //Whatever.
- scene "scenes/Gambler/YouAreWelcomeC109.vcd" //Um yeah.
- }
- Rule PlayerYouAreWelcomeC1Gambler
- {
- criteria ConceptPlayerYouAreWelcome IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSpeaking IsCampaignl4d2_1 IsWorldTalkGambler NoKnowNames ismap_c1m1_hotel
- Response PlayerYouAreWelcomeC1Gambler
- }
- Rule PlayerFriendlyFireInflictorGambler
- {
- criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerSorryGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Rosetta - Responses
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerNegativeGambler
- {
- scene "scenes/Gambler/ReactionNegative01.vcd" //This is all going to hell!
- scene "scenes/Gambler/ReactionNegative02.vcd" //Damn...
- scene "scenes/Gambler/ReactionNegative04.vcd" //God damn it.
- scene "scenes/Gambler/ReactionNegative08.vcd" //Ah, tits!
- scene "scenes/Gambler/ReactionNegative34.vcd" //Screw this.
- }
- Rule PlayerNegativeGambler
- {
- criteria ConceptPlayerNegative IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerNegativeGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Rosetta - Warning
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerHeardBoomerGambler
- {
- scene "scenes/Gambler/HeardBoomer01.vcd" //Keep a lookout. I hear a boomer.
- scene "scenes/Gambler/HeardBoomer02.vcd" //I hear a boomer.
- scene "scenes/Gambler/HeardBoomer03.vcd" //You hear that boomer?
- scene "scenes/Gambler/HeardBoomer04.vcd" //You hear that boomer?
- scene "scenes/Gambler/HeardBoomer05.vcd" //You hear that boomer? Don't let him spew on you.
- scene "scenes/Gambler/HeardBoomer06.vcd" //Boomer around. Don't shoot him if he's near me! OKAY?
- }
- Rule PlayerHeardBoomerGambler
- {
- criteria ConceptPlayerHeardBoomer IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerHeardBoomerGambler
- }
- Response PlayerHeardHunterGambler
- {
- scene "scenes/Gambler/HeardHunter01.vcd" //You hear that hunter?
- scene "scenes/Gambler/HeardHunter02.vcd" //Pay attention, hunter's around.
- scene "scenes/Gambler/HeardHunter03.vcd" //I hear a hunter.
- }
- Rule PlayerHeardHunterGambler
- {
- criteria ConceptPlayerHeardHunter IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerHeardHunterGambler
- }
- Response PlayerHeardSmokerGambler
- {
- scene "scenes/Gambler/HeardSmoker01.vcd" //There's a Smoker around here.
- scene "scenes/Gambler/HeardSmoker02.vcd" //Smoker's around.
- scene "scenes/Gambler/HeardSmoker03.vcd" //I hear a smoker.
- scene "scenes/Gambler/HeardSmoker04.vcd" //There's a Smoker around here.
- }
- Rule PlayerHeardSmokerGambler
- {
- criteria ConceptPlayerHeardSmoker IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerHeardSmokerGambler
- }
- Response PlayerHeardTankGambler
- {
- scene "scenes/Gambler/HeardHulk01.vcd" //Tank! Tank!
- scene "scenes/Gambler/HeardHulk02.vcd" //Tank inbound!
- scene "scenes/Gambler/HeardHulk03.vcd" //Man up! We got a Tank!
- scene "scenes/Gambler/HeardHulk04.vcd" //Get ready, we got a TANK!
- scene "scenes/Gambler/HeardHulk05.vcd" //Hold steady, TANK!
- scene "scenes/Gambler/HeardHulk06.vcd" //Get ready, TANK!
- }
- Rule PlayerHeardTankGambler
- {
- criteria ConceptPlayerHeardTank IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler isNotmap_c1m2_streets
- Response PlayerHeardTankGambler
- }
- Response PlayerHurrahGambler
- {
- scene "scenes/Gambler/Hurrah01.vcd" //We are walking through the valley of the shadow of death and kicking ass.
- scene "scenes/Gambler/Hurrah02.vcd" //It may not be pretty, but we're doing this.
- scene "scenes/Gambler/Hurrah03.vcd" //You guys aren't so damn bad.
- scene "scenes/Gambler/Hurrah04.vcd" //What do ya know, we're going to make it.
- scene "scenes/Gambler/Hurrah05.vcd" //You guys are pretty good.
- scene "scenes/Gambler/Hurrah06.vcd" //Aces!
- }
- Rule PlayerHurrahGambler
- {
- criteria ConceptPlayerHurrah IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerHurrahGambler
- }
- Response PlayerWarnCarefulGambler
- {
- scene "scenes/Gambler/WarnCareful01.vcd" //Everybody be careful.
- scene "scenes/Gambler/WarnCareful02.vcd" //Let's be careful.
- scene "scenes/Gambler/WarnCareful03.vcd" //Try and be careful.
- }
- Rule PlayerWarnCarefulGambler
- {
- criteria ConceptPlayerWarnCareful IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerWarnCarefulGambler
- }
- Response SurvivorSpottedWorldFarGambler
- {
- scene "scenes/Gambler/Look01.vcd" //Over there!
- scene "scenes/Gambler/Look02.vcd" //Look!
- scene "scenes/Gambler/Look03.vcd" //Over there!
- scene "scenes/Gambler/Look04.vcd" //Look!
- scene "scenes/Gambler/Look05.vcd" //Over there!
- scene "scenes/Gambler/Look06.vcd" //Look!
- scene "scenes/Gambler/Look07.vcd" //Look!
- }
- Rule SurvivorSpottedWorldFarGambler
- {
- criteria ConceptPlayerLook IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsWorldTalkGambler
- Response SurvivorSpottedWorldFarGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Scavenge
- //--------------------------------------------------------------------------------------------------------------
- Response GasPour10MoreSCGambler
- {
- print " " then self GasPour10More foo:0 0.01 //Blank
- }
- Rule GasPour10MoreSCGambler
- {
- criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score10MoreSC
- ApplyContext "_auto_GasCountOK:1:4"
- applycontexttoworld
- Response GasPour10MoreSCGambler
- }
- Response GasPour10MoreWaitGambler
- {
- print " " then self GasPour10More foo:0 0.1 //Blank
- }
- Rule GasPour10MoreWaitGambler
- {
- criteria ConceptGasPour10More IsGambler IsSpeaking _auto_IsGasCountOK
- Response GasPour10MoreWaitGambler
- }
- Response GasPour1MoreSCGambler
- {
- print " " then self GasPour1More foo:0 0.01 //Blank
- }
- Rule GasPour1MoreSCGambler
- {
- criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score1MoreSC
- ApplyContext "_auto_GasCountOK:1:4,_auto_NoGasPourLine:1:0"
- applycontexttoworld
- Response GasPour1MoreSCGambler
- }
- Response GasPour1MoreWaitGambler
- {
- print " " then self GasPour1More foo:0 0.1 //Blank
- }
- Rule GasPour1MoreWaitGambler
- {
- criteria ConceptGasPour1More IsGambler IsSpeaking _auto_IsGasCountOK
- Response GasPour1MoreWaitGambler
- }
- Response GasPour2MoreSCGambler
- {
- print " " then self GasPour2More foo:0 0.01 //Blank
- }
- Rule GasPour2MoreSCGambler
- {
- criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score2MoreSC
- ApplyContext "_auto_GasCountOK:1:4"
- applycontexttoworld
- Response GasPour2MoreSCGambler
- }
- Response GasPour2MoreWaitGambler
- {
- print " " then self GasPour2More foo:0 0.1 //Blank
- }
- Rule GasPour2MoreWaitGambler
- {
- criteria ConceptGasPour2More IsGambler IsSpeaking _auto_IsGasCountOK
- Response GasPour2MoreWaitGambler
- }
- Response GasPour3MoreSCGambler
- {
- print " " then self GasPour3More foo:0 0.01 //Blank
- }
- Rule GasPour3MoreSCGambler
- {
- criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score3MoreSC
- ApplyContext "_auto_GasCountOK:1:4"
- applycontexttoworld
- Response GasPour3MoreSCGambler
- }
- Response GasPour3MoreWaitGambler
- {
- print " " then self GasPour3More foo:0 0.1 //Blank
- }
- Rule GasPour3MoreWaitGambler
- {
- criteria ConceptGasPour3More IsGambler IsSpeaking _auto_IsGasCountOK
- Response GasPour3MoreWaitGambler
- }
- Response GasPour5MoreSCGambler
- {
- print " " then self GasPour5More foo:0 0.01 //Blank
- }
- Rule GasPour5MoreSCGambler
- {
- criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Score5MoreSC
- ApplyContext "_auto_GasCountOK:1:4"
- applycontexttoworld
- Response GasPour5MoreSCGambler
- }
- Response GasPour5MoreWaitGambler
- {
- print " " then self GasPour5More foo:0 0.1 //Blank
- }
- Rule GasPour5MoreWaitGambler
- {
- criteria ConceptGasPour5More IsGambler IsSpeaking _auto_IsGasCountOK
- Response GasPour5MoreWaitGambler
- }
- Response GasPourDoneSCGambler
- {
- scene "scenes/Gambler/BattleCry03.vcd" //SUCK ON THIS!
- scene "scenes/Gambler/Hurrah08.vcd" //We're makin' it look EASY!
- scene "scenes/Gambler/Taunt01.vcd" //Suck on that
- scene "scenes/Gambler/Taunt02.vcd" //Stick that where the sun don't shine!
- scene "scenes/Gambler/Taunt05.vcd" //Stick that up your ass!
- scene "scenes/Gambler/Taunt06.vcd" //We are wiping the floor with you.
- }
- Rule GasPourDoneSCGambler
- {
- criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsScavenge ScoreDoneSC
- ApplyContext "Talk:1:3"
- Response GasPourDoneSCGambler
- }
- Response GasPourSCGambler
- {
- scene "scenes/Gambler/WorldC1M4B08.vcd" //Fill 'er up!
- scene "scenes/Gambler/WorldC1M4B09.vcd" //Come onnnn, come onnnnnn...
- scene "scenes/Gambler/WorldC1M4B10.vcd" //Come onnnn, come onnnnnn...
- scene "scenes/Gambler/WorldC1M4B11.vcd" //Come on...
- scene "scenes/Gambler/WorldC1M4B12.vcd" //Get in the tank, you stupid goddamn gas, get in the tank.
- scene "scenes/Gambler/WorldC1M4B14.vcd" //Got another can in the tank!
- scene "scenes/Gambler/WorldC1M4B15.vcd" //One more for the gas tank!
- scene "scenes/Gambler/WorldC1M4B17.vcd" //Hurry up, hurrrry upppp...
- scene "scenes/Gambler/WorldC1M4B18.vcd" //Come comeoncomeoncomeoncomeon. Come on!
- scene "scenes/Gambler/WorldC1M4B19.vcd" //Get! In! The! Tank!
- }
- Rule GasPourSCGambler
- {
- criteria ConceptPlayerPourStarted IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsScavenge ChanceToFire50Percent _auto_NotNoGasPourLine
- ApplyContext "TalkGambler:1:2"
- Response GasPourSCGambler
- }
- Response GrabbingGasSCGambler
- {
- scene "scenes/Gambler/KillConfirmation03.vcd" //Got it!
- scene "scenes/Gambler/World131.vcd" //I got it!
- }
- Rule GrabbingGasSCGambler
- {
- criteria ConceptPlayerEquippedScavengeItem IsGambler IsTalk IsTalkGambler IsWorldTalkGambler GamblerNotSaidGrabbingCan
- ApplyContext "SaidGrabbingCan:1:5"
- Response GrabbingGasSCGambler
- }
- Response ScavengeStartGambler
- {
- scene "scenes/Gambler/WorldC1M4B07.vcd" //Let's get some GAS!
- }
- Rule ScavengeStartGambler
- {
- criteria ConceptSurvivorLeavingCheckpoint IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsScavenge IsNotSaidStartScavenge
- ApplyContext "SaidStartScavenge:1:4"
- applycontexttoworld
- Response ScavengeStartGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalize
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerCommentJockeyGambler
- {
- scene "scenes/Gambler/GrabbedByJockeyR02.vcd" //Ten bucks says he takes him to the right.
- }
- Rule PlayerCommentJockeyGambler
- {
- criteria ConceptCommentJockey IsGambler IssuerCloseEnough IsNotIncapacitated IntensityUnder50 IsNotSaidCommentJockey
- ApplyContext "SaidCommentJockey:1:0"
- applycontexttoworld
- Response PlayerCommentJockeyGambler
- }
- // Autogenerated criteria for linked source group C4M2_104
- criterion "IsNotSrcGrp_C4M2_104" "worldSrcGrp_C4M2_104" "<1" required
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer
- //--------------------------------------------------------------------------------------------------------------
- Response C4M2LockTheDoorCheckPointGambler
- {
- scene "scenes/Gambler/WorldC4M2B38.vcd" //Close the door and let's get this gas.
- }
- Rule C4M2LockTheDoorCheckPointGambler
- {
- criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsGambler IsInSafeSpot IsTalk IsTalkGambler IsWorldTalkGambler ismap_c4m2_sugarmill_a IsNotSrcGrp_C4M2_104
- ApplyContext "SrcGrp_C4M2_104:1:0"
- applycontexttoworld
- Response C4M2LockTheDoorCheckPointGambler
- }
- Response GoingToDieCoachCoachGambler
- {
- scene "scenes/Gambler/GoingToDie01.vcd" then coach coachcoaches foo:0 .5 //I really screwed the pooch back there.
- scene "scenes/Gambler/GoingToDie02.vcd" then coach coachcoaches foo:0 .5 //I gotta take better care of myself.
- scene "scenes/Gambler/GoingToDie03.vcd" then coach coachcoaches foo:0 .5 //Not dead yet, but not exactly healthy.
- scene "scenes/Gambler/GoingToDie04.vcd" then coach coachcoaches foo:0 .5 //God damn it! God damn it. God damn it.
- scene "scenes/Gambler/GoingToDie05.vcd" then coach coachcoaches foo:0 .5 //If I go, you guys gonna miss me.
- scene "scenes/Gambler/GoingToDie06.vcd" then coach coachcoaches foo:0 .5 //I have seriously felt better.
- scene "scenes/Gambler/GoingToDie07.vcd" then coach coachcoaches foo:0 .5 //Pull yourself together man, you're falling apart.
- scene "scenes/Gambler/GoingToDie08.vcd" then coach coachcoaches foo:0 .5 //Don't worry about me, I'll be okay.
- scene "scenes/Gambler/GoingToDie09.vcd" then coach coachcoaches foo:0 .5 //This is not how it's going to end.
- scene "scenes/Gambler/GoingToDie10.vcd" then coach coachcoaches foo:0 .5 //I'm not dead yet!
- scene "scenes/Gambler/GoingToDie11.vcd" then coach coachcoaches foo:0 .5 //You're going to have to do better than that to kill me!
- scene "scenes/Gambler/GoingToDie12.vcd" odds 5 then coach coachcoaches foo:0 .5 //Quit being a baby, you've felt worse after a night of drinking.
- scene "scenes/Gambler/GoingToDie13.vcd" then coach coachcoaches foo:0 .5 //Ain't this a bitch.
- scene "scenes/Gambler/GoingToDie14.vcd" then coach coachcoaches foo:0 .5 //God damn it I can't believe this.
- scene "scenes/Gambler/GoingToDie15.vcd" then coach coachcoaches foo:0 .5 //Well at least I didn't catch the flu.
- scene "scenes/Gambler/GoingToDie16.vcd" then coach coachcoaches foo:0 .5 //This is some crap
- scene "scenes/Gambler/GoingToDie17.vcd" then coach coachcoaches foo:0 .5 //Don't worry. I'm not done yet.
- scene "scenes/Gambler/GoingToDie18.vcd" then coach coachcoaches foo:0 .5 //I am sick and tired of being sick and tired.
- scene "scenes/Gambler/GoingToDie23.vcd" then coach coachcoaches foo:0 .5 //What was I thinking coming down here?
- scene "scenes/Gambler/GoingToDie24.vcd" then coach coachcoaches foo:0 .5 //Okay, all right, I can do this. I can do this.
- scene "scenes/Gambler/GoingToDie25.vcd" then coach coachcoaches foo:0 .5 //I'm not going to die down here.
- scene "scenes/Gambler/GoingToDie26.vcd" then coach coachcoaches foo:0 .5 //I am not dying in the middle of nowhere.
- }
- Rule GoingToDieCoachCoachGambler
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock IsCoachNear200 ChanceToFire30Percent IsWorldTalkGambler
- ApplyContext "IsComplain:1:25"
- Response GoingToDieCoachCoachGambler
- }
- Response PlayerAlertGiveItemStopGambler
- {
- scene "scenes/Gambler/AlertGiveItemStop01.vcd" //Stop, I have something for you.
- scene "scenes/Gambler/AlertGiveItemStop02.vcd" //Hang on, you need this more than me.
- scene "scenes/Gambler/AlertGiveItemStop03.vcd" //Hold up, you can have this.
- scene "scenes/Gambler/AlertGiveItemStop04.vcd" //Hold up, you can have this.
- scene "scenes/Gambler/AlertGiveItemStop05.vcd" //Hang on, you need this more than me.
- scene "scenes/Gambler/AlertGiveItemStop06.vcd" //Stop, I have something for you.
- }
- Rule PlayerAlertGiveItemStopGambler
- {
- criteria ConceptAlertGiveItemStop IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidAlertGiveItemStopGambler IsWorldTalkGambler
- ApplyContext "SaidAlertGiveItemStopGambler:1:10"
- Response PlayerAlertGiveItemStopGambler
- }
- Response PlayerAlertGiveItemStopAnFirstAidGambler
- {
- scene "scenes/Gambler/Blank.vcd" then subject AlertGiveItemStop foo:0 0 //Blank
- }
- Rule PlayerAlertGiveItemStopAnFirstAidGambler
- {
- criteria ConceptAlertGiveItemStopFirstAidA IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidAlertGiveItemStopFirstAidGambler NoHasFirstAidKit IsWorldTalkGambler
- Response PlayerAlertGiveItemStopAnFirstAidGambler
- }
- Response PlayerAlertGiveItemStopQnFirstAidGambler
- {
- scene "scenes/Gambler/Blank.vcd" then subject AlertGiveItemStopFirstAidA foo:0 0 //Blank
- }
- Rule PlayerAlertGiveItemStopQnFirstAidGambler
- {
- criteria ConceptBashWithItem IsNotCoughing IsGambler IsTalk IsTalkGambler IsItemFirstAidKit IsNotSaidAlertGiveItemStopFirstAidGambler IsWorldTalkGambler
- ApplyContext "SaidAlertGiveItemStopFirstAidGambler:1:10"
- Response PlayerAlertGiveItemStopQnFirstAidGambler
- }
- Response PlayerCoachPouncedGambler
- {
- scene "scenes/Gambler/HunterCoachPounced01.vcd" predelay ".5,1" //Hunter's got Coach!
- scene "scenes/Gambler/HunterCoachPounced02.vcd" predelay ".5,1" //Hunter on Coach!
- }
- Rule PlayerCoachPouncedGambler
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsCoach IsNotSaidCoachPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "CoachPounced:1:60"
- applycontexttoworld
- Response PlayerCoachPouncedGambler
- }
- Response PlayerCoachPouncedC1Gambler
- {
- scene "scenes/Gambler/HunterPouncedC101.vcd" predelay ".5,1" //Zombie's got him!
- scene "scenes/Gambler/HunterPouncedC102.vcd" predelay ".5,1" //Zombie's got him!
- scene "scenes/Gambler/HunterPouncedC103.vcd" predelay ".5,1" //Zombie on him!
- }
- Rule PlayerCoachPouncedC1Gambler
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsCoach IsNotSaidCoachPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "CoachPounced:1:60"
- applycontexttoworld
- Response PlayerCoachPouncedC1Gambler
- }
- Response PlayerEatPillsGambler
- {
- scene "scenes/Gambler/PainRelieftPills02.vcd" //Okay, that's gonna last for a bit.
- scene "scenes/Gambler/PainRelieftPills03.vcd" //Ah, a little pick me up.
- scene "scenes/Gambler/PainRelieftPills04.vcd" //A little pick me up. That's good.
- scene "scenes/Gambler/PainRelieftPills05.vcd" //Okay, gotta find some real first aid.
- }
- Rule PlayerEatPillsGambler
- {
- criteria ConceptEatPills IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerEatPillsGambler
- }
- Response PlayerGetInsideCheckPointGambler
- {
- scene "scenes/Gambler/StayTogetherInside01.vcd" then any StayTogetherInsideReponse foo:0 -0.765 //Get inside!
- scene "scenes/Gambler/StayTogetherInside02.vcd" then any StayTogetherInsideReponse foo:0 -1.159 //Everybody INSIDE!
- scene "scenes/Gambler/StayTogetherInside03.vcd" then any StayTogetherInsideReponse foo:0 -1.141 //Inside NOW!
- scene "scenes/Gambler/StayTogetherInside04.vcd" then any StayTogetherInsideReponse foo:0 -2.166 //Quit screwing around, get inside!
- scene "scenes/Gambler/StayTogetherInside05.vcd" then any StayTogetherInsideReponse foo:0 -1.767 //Don't make me come out there for you!
- scene "scenes/Gambler/StayTogetherInside06.vcd" then any StayTogetherInsideReponse foo:0 -1.807 //Quit screwing around, get inside!
- scene "scenes/Gambler/StayTogetherInside07.vcd" then any StayTogetherInsideReponse foo:0 -0.881 //Get inside!
- }
- Rule PlayerGetInsideCheckPointGambler
- {
- criteria ConceptPlayerGetInsideCheckPoint IsNotCoughing IsGambler IsInSafeSpot IsTalk IsTalkGambler SomeoneOutsideSafeSpot IsWorldTalkGambler
- Response PlayerGetInsideCheckPointGambler
- }
- Response PlayerGrabbedByJockeyGambler
- {
- scene "scenes/Gambler/GrabbedByJockey01.vcd" //Jockey's got me. (disgusted)
- scene "scenes/Gambler/GrabbedByJockey02.vcd" //Shoot this thing on my back!
- scene "scenes/Gambler/GrabbedByJockey03.vcd" //Kill this jockey on me!
- scene "scenes/Gambler/GrabbedByJockey04.vcd" //Jockey on me!
- scene "scenes/Gambler/GrabbedByJockey05.vcd" //Jockey! Jockey!
- scene "scenes/Gambler/GrabbedByJockey06.vcd" //Shoot this thing off my back!
- scene "scenes/Gambler/HurtCritical07.vcd" //[pain noise - loud major pain]
- scene "scenes/Gambler/HurtMajor03.vcd" //[pain noise - oy]
- scene "scenes/Gambler/HurtMajor05.vcd" //[pain noise - ugh]
- scene "scenes/Gambler/ScreamWhilePounced04.vcd" //GET IT OFF!
- scene "scenes/Gambler/ScreamWhilePounced06.vcd" //GET IT OFF ME!
- }
- Rule PlayerGrabbedByJockeyGambler
- {
- criteria ConceptSurvivorJockeyed IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidBeenJockeyedGambler IsWorldTalkGambler
- ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4"
- applycontexttoworld
- Response PlayerGrabbedByJockeyGambler
- }
- Response PlayerGrabbedByJockeyC1Gambler
- {
- scene "scenes/Gambler/GrabbedByJockey02.vcd" //Shoot this thing on my back!
- scene "scenes/Gambler/GrabbedByJockey06.vcd" //Shoot this thing off my back!
- }
- Rule PlayerGrabbedByJockeyC1Gambler
- {
- criteria ConceptSurvivorJockeyed IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidBeenJockeyedGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidBeenJockeyedGambler:1:6,_auto_NoSpotting:1:4"
- applycontexttoworld
- Response PlayerGrabbedByJockeyC1Gambler
- }
- Response PlayerGrenadeMolotovGambler
- {
- scene "scenes/Gambler/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.091 //Throwing a Molotov.
- scene "scenes/Gambler/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.833 //Fire coming.
- scene "scenes/Gambler/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.777 //Molotov!
- scene "scenes/Gambler/Grenade08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.932 //Throwing a Molotov.
- }
- Rule PlayerGrenadeMolotovGambler
- {
- criteria ConceptThrewGrenade IsNotCoughing IsGambler IsTalk IsTalkGambler IsGrenadeMolotv IsWorldTalkGambler
- Response PlayerGrenadeMolotovGambler
- }
- Response PlayerGrenadePipeBombGambler
- {
- scene "scenes/Gambler/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.619 //GRENADE!
- scene "scenes/Gambler/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.097 //Throwing a pipe bomb.
- scene "scenes/Gambler/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.677 //Pipe Bomb!
- scene "scenes/Gambler/Grenade07.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.944 //Throwing a pipe bomb.
- scene "scenes/Gambler/Grenade09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -2.081 //Chase this you zombie bastards!
- scene "scenes/Gambler/Grenade11.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.923 //Pipe bomb out!
- scene "scenes/Gambler/Grenade13.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.918 //Pipe bomb out!
- }
- Rule PlayerGrenadePipeBombGambler
- {
- criteria ConceptThrewGrenade IsNotCoughing IsGambler IsTalk IsTalkGambler IsGrenadePipeBomb IsWorldTalkGambler
- Response PlayerGrenadePipeBombGambler
- }
- Response PlayerGrenadeVomitJarGambler
- {
- scene "scenes/Gambler/BoomerJar08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.011 //Puke in the hole!
- scene "scenes/Gambler/BoomerJar09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -0.911 //Incoming!
- scene "scenes/Gambler/BoomerJar10.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.584 //Fight amongst yourselves!
- }
- Rule PlayerGrenadeVomitJarGambler
- {
- criteria ConceptThrewGrenade IsNotCoughing IsGambler IsTalk IsTalkGambler IsGrenadeVomitJar IsWorldTalkGambler
- Response PlayerGrenadeVomitJarGambler
- }
- Response PlayerGrenadeVomitJarC1Gambler
- {
- scene "scenes/Gambler/BoomerJar08.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 -1.011 //Puke in the hole!
- }
- Rule PlayerGrenadeVomitJarC1Gambler
- {
- criteria ConceptThrewGrenade IsNotCoughing IsGambler IsTalk IsTalkGambler IsGrenadeVomitJar IsWorldTalkGambler ismap_c1m1_hotelC1
- Response PlayerGrenadeVomitJarC1Gambler
- }
- Response PlayerIncapacitatedInitialGambler
- {
- scene "scenes/Gambler/IncapacitatedInitial01.vcd" //I'm down!
- scene "scenes/Gambler/IncapacitatedInitial02.vcd" //I'M DOWN!
- scene "scenes/Gambler/IncapacitatedInitial03.vcd" //DOWN!
- scene "scenes/Gambler/IncapacitatedInitial04.vcd" //I'm down!
- }
- Rule PlayerIncapacitatedInitialGambler
- {
- criteria ConceptPlayerIncapacitated IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "TalkGambler:1:2"
- Response PlayerIncapacitatedInitialGambler
- }
- Response PlayerKillConfirmationGambler
- {
- scene "scenes/Gambler/KillConfirmation01.vcd" then Any PlayerNiceShot foo:0 -0.415 //Got it!
- scene "scenes/Gambler/KillConfirmation02.vcd" then Any PlayerNiceShot foo:0 -0.606 //It's dead!
- scene "scenes/Gambler/KillConfirmation03.vcd" then Any PlayerNiceShot foo:0 -0.429 //Got it!
- scene "scenes/Gambler/KillConfirmation04.vcd" then Any PlayerNiceShot foo:0 -0.359 //Dead.
- scene "scenes/Gambler/KillConfirmation05.vcd" then Any PlayerNiceShot foo:0 -0.433 //Got 'em.
- scene "scenes/Gambler/KillConfirmation06.vcd" then Any PlayerNiceShot foo:0 -0.473 //Got 'em.
- scene "scenes/Gambler/KillConfirmation07.vcd" then Any PlayerNiceShot foo:0 -0.913 //Done like dinner!
- scene "scenes/Gambler/KillConfirmation08.vcd" then Any PlayerNiceShot foo:0 -0.686 //Bull's-eye.
- scene "scenes/Gambler/KillConfirmation09.vcd" then Any PlayerNiceShot foo:0 -0.666 //That's a hiit.
- scene "scenes/Gambler/KillConfirmation10.vcd" then Any PlayerNiceShot foo:0 -0.422 //Dead.
- scene "scenes/Gambler/KillConfirmation11.vcd" then Any PlayerNiceShot foo:0 -0.315 //Hiit.
- scene "scenes/Gambler/KillConfirmation12.vcd" then Any PlayerNiceShot foo:0 -0.615 //Bull's-eye.
- scene "scenes/Gambler/KillConfirmation13.vcd" then Any PlayerNiceShot foo:0 -0.480 //Got it!
- }
- Rule PlayerKillConfirmationGambler
- {
- criteria ConceptKilledZombie IsNotCoughing IsGambler IsTalk IsTalkGambler IsSubjectFar300 ChanceToFire40Percent IsWorldTalkGambler
- Response PlayerKillConfirmationGambler
- }
- Response PlayerMechanicPouncedGambler
- {
- scene "scenes/Gambler/HunterEllisPounced01.vcd" predelay ".5,1" //Hunter's got Ellis!
- scene "scenes/Gambler/HunterEllisPounced02.vcd" predelay ".5,1" //Hunter on Ellis!
- scene "scenes/Gambler/HunterEllisPounced03.vcd" predelay ".5,1" //Hunter on Ellis!
- scene "scenes/Gambler/HunterEllisPounced04.vcd" predelay ".5,1" //Hunter's got Ellis!
- }
- Rule PlayerMechanicPouncedGambler
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsMechanic IsNotSaidMechanicPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "MechanicPounced:1:60"
- applycontexttoworld
- Response PlayerMechanicPouncedGambler
- }
- Response PlayerMechanicPouncedC1Gambler
- {
- scene "scenes/Gambler/HunterPouncedC101.vcd" predelay ".5,1" //Zombie's got him!
- scene "scenes/Gambler/HunterPouncedC103.vcd" predelay ".5,1" //Zombie on him!
- }
- Rule PlayerMechanicPouncedC1Gambler
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsMechanic IsNotSaidMechanicPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "MechanicPounced:1:60"
- applycontexttoworld
- Response PlayerMechanicPouncedC1Gambler
- }
- Response PlayerProducerPouncedGambler
- {
- scene "scenes/Gambler/HunterRochellePounced01.vcd" predelay ".5,1" //Hunter's got Rochelle!
- scene "scenes/Gambler/HunterRochellePounced02.vcd" predelay ".5,1" //Hunter on Rochelle!
- }
- Rule PlayerProducerPouncedGambler
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsProducer IsNotSaidProducerPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "ProducerPounced:1:60"
- applycontexttoworld
- Response PlayerProducerPouncedGambler
- }
- Response PlayerProducerPouncedC1Gambler
- {
- scene "scenes/Gambler/HunterPouncedC1Producer01.vcd" predelay ".5,1" //Zombie on her!
- scene "scenes/Gambler/HunterPouncedC1Producer02.vcd" predelay ".5,1" //Get that zombie on her!
- }
- Rule PlayerProducerPouncedC1Gambler
- {
- criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsProducer IsNotSaidProducerPounced IsGambler IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "ProducerPounced:1:60"
- applycontexttoworld
- Response PlayerProducerPouncedC1Gambler
- }
- Response PlayerRevivedByDefibrillatorGambler
- {
- scene "scenes/Gambler/Defibrillator10.vcd" //[gasp for breath]
- scene "scenes/Gambler/Defibrillator11.vcd" //[gasp for breath]
- scene "scenes/Gambler/Defibrillator12.vcd" //[being shocked]
- scene "scenes/Gambler/Defibrillator13.vcd" //[being shocked]
- scene "scenes/Gambler/Defibrillator14.vcd" //[gasp for breath]
- }
- Rule PlayerRevivedByDefibrillatorGambler
- {
- criteria ConceptRevivedByDefibrillator IsNotCoughing IsGambler
- ApplyContext "TalkGambler:1:3"
- applycontexttoworld
- Response PlayerRevivedByDefibrillatorGambler
- }
- Response PlayerRevivedByDefibrillator2Gambler
- {
- scene "scenes/Gambler/Defibrillator15.vcd" predelay ".5,1.5" //Agggh stop shocking me!
- scene "scenes/Gambler/Defibrillator16.vcd" predelay ".5,1.5" //Alright. That was some serious shit.
- scene "scenes/Gambler/Defibrillator17.vcd" predelay ".5,1.5" //Whoa...
- }
- Rule PlayerRevivedByDefibrillator2Gambler
- {
- criteria ConceptRevivedByDefibrillatorDelayed IsGambler
- ApplyContext "TalkGambler:1:3"
- applycontexttoworld
- Response PlayerRevivedByDefibrillator2Gambler
- }
- Response PlayerStayTogetherInsideGambler
- {
- scene "scenes/Gambler/StayTogetherInside01.vcd" //Get inside!
- scene "scenes/Gambler/StayTogetherInside02.vcd" //Everybody INSIDE!
- scene "scenes/Gambler/StayTogetherInside03.vcd" //Inside NOW!
- scene "scenes/Gambler/StayTogetherInside04.vcd" //Quit screwing around, get inside!
- scene "scenes/Gambler/StayTogetherInside05.vcd" //Don't make me come out there for you!
- scene "scenes/Gambler/StayTogetherInside06.vcd" //Quit screwing around, get inside!
- scene "scenes/Gambler/StayTogetherInside07.vcd" //Get inside!
- }
- Rule PlayerStayTogetherInsideGambler
- {
- criteria ConceptPlayerStayTogether IsNotCoughing IsGambler IsInSafeSpot IsTalk IsTalkGambler SomeoneOutsideSafeSpot IsWorldTalkGambler
- Response PlayerStayTogetherInsideGambler
- }
- Response PlayerSuggestHealthCoachGambler
- {
- scene "scenes/Gambler/SuggestHealth05.vcd" //Maybe you could heal up now.
- scene "scenes/Gambler/SuggestHealth06.vcd" //Heal if you need to.
- scene "scenes/Gambler/SuggestHealthCoach01.vcd" //Coach, you should heal.
- scene "scenes/Gambler/SuggestHealthCoach02.vcd" //Coach, don't forget about that health kit.
- scene "scenes/Gambler/SuggestHealthCoach03.vcd" //Hey Coach, heal.
- scene "scenes/Gambler/SuggestHealthCoach04.vcd" //Hey Coach, heal.
- scene "scenes/Gambler/SuggestHealthCoach05.vcd" //Coach, you should maybe heal.
- scene "scenes/Gambler/SuggestHealthCoach06.vcd" //Coach, you should heal.
- }
- Rule PlayerSuggestHealthCoachGambler
- {
- criteria ConceptPlayerSuggestHealthCoach IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthCoachGambler
- }
- Response PlayerSuggestHealthCoachC1Gambler
- {
- scene "scenes/Gambler/SuggestHealthC101.vcd" //This might be a good time to heal.
- scene "scenes/Gambler/SuggestHealthC102.vcd" //Time for people to heal.
- scene "scenes/Gambler/SuggestHealthC103.vcd" //Don't forget you can heal yourself.
- scene "scenes/Gambler/SuggestHealthC104.vcd" //This is a good time to heal.
- scene "scenes/Gambler/SuggestHealthC105.vcd" //Time for people to heal.
- }
- Rule PlayerSuggestHealthCoachC1Gambler
- {
- criteria ConceptPlayerSuggestHealthCoach IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthCoachC1Gambler
- }
- Response PlayerSuggestHealthGamblerC1Gambler
- {
- scene "scenes/Gambler/SuggestHealthC101.vcd" //This might be a good time to heal.
- scene "scenes/Gambler/SuggestHealthC102.vcd" //Time for people to heal.
- scene "scenes/Gambler/SuggestHealthC103.vcd" //Don't forget you can heal yourself.
- scene "scenes/Gambler/SuggestHealthC104.vcd" //This is a good time to heal.
- scene "scenes/Gambler/SuggestHealthC105.vcd" //Time for people to heal.
- }
- Rule PlayerSuggestHealthGamblerC1Gambler
- {
- criteria ConceptPlayerSuggestHealthGambler IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthGamblerC1Gambler
- }
- Response PlayerSuggestHealthMechanicGambler
- {
- scene "scenes/Gambler/SuggestHealth01.vcd" //Heal up!
- scene "scenes/Gambler/SuggestHealth04.vcd" //This would be a good time to heal.
- scene "scenes/Gambler/SuggestHealthEllis01.vcd" //Ellis, heal up.
- scene "scenes/Gambler/SuggestHealthEllis02.vcd" //Time to heal Ellis.
- scene "scenes/Gambler/SuggestHealthEllis03.vcd" //Come on Ellis, don't be a hero. Use your health kit.
- scene "scenes/Gambler/SuggestHealthEllis04.vcd" //Come on Ellis, don't be a hero. Use your health kit.
- }
- Rule PlayerSuggestHealthMechanicGambler
- {
- criteria ConceptPlayerSuggestHealthMechanic IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthMechanicGambler
- }
- Response PlayerSuggestHealthMechanicC1Gambler
- {
- scene "scenes/Gambler/SuggestHealthC101.vcd" //This might be a good time to heal.
- scene "scenes/Gambler/SuggestHealthC102.vcd" //Time for people to heal.
- scene "scenes/Gambler/SuggestHealthC103.vcd" //Don't forget you can heal yourself.
- scene "scenes/Gambler/SuggestHealthC104.vcd" //This is a good time to heal.
- scene "scenes/Gambler/SuggestHealthC105.vcd" //Time for people to heal.
- }
- Rule PlayerSuggestHealthMechanicC1Gambler
- {
- criteria ConceptPlayerSuggestHealthMechanic IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthMechanicC1Gambler
- }
- Response PlayerSuggestHealthProducerGambler
- {
- scene "scenes/Gambler/SuggestHealth02.vcd" //Heal up!
- scene "scenes/Gambler/SuggestHealth03.vcd" //Good time to heal.
- scene "scenes/Gambler/SuggestHealthRochell01.vcd" //Rochelle, you don't look so good.
- scene "scenes/Gambler/SuggestHealthRochell02.vcd" //Rochelle, we need you, heal up.
- scene "scenes/Gambler/SuggestHealthRochell03.vcd" //Hey Ro, don't forget that health kit.
- scene "scenes/Gambler/SuggestHealthRochell04.vcd" //Hey Ro, don't forget that health kit.
- scene "scenes/Gambler/SuggestHealthRochell05.vcd" //Rochelle, you don't look so good.
- scene "scenes/Gambler/SuggestHealthRochell06.vcd" //Rochelle, we need you, heal up.
- }
- Rule PlayerSuggestHealthProducerGambler
- {
- criteria ConceptPlayerSuggestHealthProducer IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthProducerGambler
- }
- Response PlayerSuggestHealthProducerC1Gambler
- {
- scene "scenes/Gambler/SuggestHealthC101.vcd" //This might be a good time to heal.
- scene "scenes/Gambler/SuggestHealthC102.vcd" //Time for people to heal.
- scene "scenes/Gambler/SuggestHealthC103.vcd" //Don't forget you can heal yourself.
- scene "scenes/Gambler/SuggestHealthC104.vcd" //This is a good time to heal.
- scene "scenes/Gambler/SuggestHealthC105.vcd" //Time for people to heal.
- }
- Rule PlayerSuggestHealthProducerC1Gambler
- {
- criteria ConceptPlayerSuggestHealthProducer IsGambler IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkGambler NotInCombat IsWorldTalkGambler ismap_c1m1_hotelC1 NoKnowNames
- ApplyContext "SuggestedHealth:1:120"
- applycontexttoworld
- Response PlayerSuggestHealthProducerC1Gambler
- }
- Response PlayerTransitionGambler
- {
- scene "scenes/Gambler/Hurrah03.vcd" //You guys aren't so damn bad.
- scene "scenes/Gambler/Hurrah07.vcd" //I'm starting to like you guys.
- scene "scenes/Gambler/Hurrah11.vcd" //And THAT is how you do it!
- scene "scenes/Gambler/Taunt03.vcd" //Take that you mealy-mouthed bastards.
- }
- Rule PlayerTransitionGambler
- {
- criteria ConceptPlayerTransition IsNotCoughing IsGambler IsNotSaidPlayerTransition IsTalk IsTalkGambler IsWorldTalkGambler IsEveryoneAlive
- ApplyContext "SaidPlayerTransition:1:90"
- applycontexttoworld
- Response PlayerTransitionGambler
- }
- Response PlayerTransitionCloseGambler
- {
- scene "scenes/Gambler/TransitionClose01.vcd" //That was WAY too close!
- scene "scenes/Gambler/TransitionClose02.vcd" //That was way, WAY too close!
- scene "scenes/Gambler/TransitionClose03.vcd" //Man, we got lucky!
- scene "scenes/Gambler/TransitionClose04.vcd" //That my friends, is how you do it!
- scene "scenes/Gambler/TransitionClose05.vcd" //Happy New Year!
- scene "scenes/Gambler/TransitionClose06.vcd" //We got lucky!
- scene "scenes/Gambler/TransitionClose07.vcd" //God DAMN, that was close!
- scene "scenes/Gambler/TransitionClose08.vcd" //That was a close one.
- scene "scenes/Gambler/TransitionClose09.vcd" //At least I made it.
- scene "scenes/Gambler/TransitionClose10.vcd" //Well, that was unpleasant.
- scene "scenes/Gambler/TransitionClose11.vcd" //We made that by the skin of our teeth.
- scene "scenes/Gambler/TransitionClose12.vcd" //That was a little too close.
- }
- Rule PlayerTransitionCloseGambler
- {
- criteria ConceptPlayerTransition IsNotCoughing IsGambler IsNotSaidPlayerTransition IsTalk IsTalkGambler IsWorldTalkGambler IsCloseTransition
- ApplyContext "SaidPlayerTransition:1:90"
- applycontexttoworld
- Response PlayerTransitionCloseGambler
- }
- Response PlayerUsingDefibrillatorGambler
- {
- scene "scenes/Gambler/Defibrillator06.vcd" //Clear!
- scene "scenes/Gambler/Defibrillator07.vcd" //Come on!
- scene "scenes/Gambler/Defibrillator08.vcd" //Come ON!
- scene "scenes/Gambler/Defibrillator09.vcd" //Work, damn it...
- scene "scenes/Gambler/Defibrillator18.vcd" //Work, damn it...
- }
- Rule PlayerUsingDefibrillatorGambler
- {
- criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerUsingDefibrillatorGambler
- }
- Response PlayerWarnHeardBoomerGambler
- {
- scene "scenes/Gambler/HeardBoomer01.vcd" //Keep a lookout. I hear a boomer.
- scene "scenes/Gambler/HeardBoomer02.vcd" //I hear a boomer.
- scene "scenes/Gambler/HeardBoomer03.vcd" //You hear that boomer?
- scene "scenes/Gambler/HeardBoomer04.vcd" //You hear that boomer?
- scene "scenes/Gambler/HeardBoomer05.vcd" //You hear that boomer? Don't let him spew on you.
- scene "scenes/Gambler/HeardBoomer06.vcd" //Boomer around. Don't shoot him if he's near me! OKAY?
- }
- Rule PlayerWarnHeardBoomerGambler
- {
- criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsGambler IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardBoomerGambler
- }
- Response PlayerWarnHeardBoomerC1Gambler
- {
- scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse?
- scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what?
- scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise?
- scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough.
- scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that?
- scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that?
- scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise?
- scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is.
- scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill.
- }
- Rule PlayerWarnHeardBoomerC1Gambler
- {
- criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsGambler IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardBoomerC1Gambler
- }
- Response PlayerWarnHeardChargerGambler
- {
- scene "scenes/Gambler/HeardCharger01.vcd" //Keep your eyes peeled, I hear a charger.
- scene "scenes/Gambler/HeardCharger02.vcd" //I hear a charger.
- scene "scenes/Gambler/HeardCharger03.vcd" //Charger around, get ready.
- scene "scenes/Gambler/HeardCharger04.vcd" //Charger around, get ready.
- scene "scenes/Gambler/HeardCharger05.vcd" //Do you hear that charger?
- scene "scenes/Gambler/HeardCharger06.vcd" //I hear a charger.
- scene "scenes/Gambler/HeardCharger07.vcd" //You hear that charger?
- }
- Rule PlayerWarnHeardChargerGambler
- {
- criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsGambler IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardChargerGambler
- }
- Response PlayerWarnHeardChargerC1Gambler
- {
- scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse?
- scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what?
- scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise?
- scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough.
- scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that?
- scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that?
- scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise?
- scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is.
- scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill.
- }
- Rule PlayerWarnHeardChargerC1Gambler
- {
- criteria ConceptPlayerWarnHearZombie IsChargerClass IsNotCoughing IsGambler IsNotWarnHeardCharger NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "WarnHeardCharger :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardChargerC1Gambler
- }
- Response PlayerWarnHeardHunterGambler
- {
- scene "scenes/Gambler/HeardHunter01.vcd" //You hear that hunter?
- scene "scenes/Gambler/HeardHunter02.vcd" //Pay attention, hunter's around.
- scene "scenes/Gambler/HeardHunter03.vcd" //I hear a hunter.
- }
- Rule PlayerWarnHeardHunterGambler
- {
- criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsGambler IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardHunterGambler
- }
- Response PlayerWarnHeardHunterC1Gambler
- {
- scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse?
- scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what?
- scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise?
- scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough.
- scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that?
- scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that?
- scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise?
- scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is.
- scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill.
- }
- Rule PlayerWarnHeardHunterC1Gambler
- {
- criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsGambler IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardHunterC1Gambler
- }
- Response PlayerWarnHeardJockeyGambler
- {
- scene "scenes/Gambler/HeardJockey01.vcd" //I can hear a jockey.
- scene "scenes/Gambler/HeardJockey02.vcd" //Jockey's around.
- scene "scenes/Gambler/HeardJockey03.vcd" //One of those little jockey bastards is around.
- scene "scenes/Gambler/HeardJockey04.vcd" //I can hear a jockey.
- scene "scenes/Gambler/HeardJockey05.vcd" //Jockey's around.
- scene "scenes/Gambler/HeardJockey06.vcd" //One of those little jockey bastards is around.
- }
- Rule PlayerWarnHeardJockeyGambler
- {
- criteria ConceptPlayerWarnHearZombie IsJockeyClass IsNotCoughing IsGambler IsNotWarnHeardJockey NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "WarnHeardJockey:1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardJockeyGambler
- }
- Response PlayerWarnHeardSmokerGambler
- {
- scene "scenes/Gambler/HeardSmoker01.vcd" //There's a Smoker around here.
- scene "scenes/Gambler/HeardSmoker02.vcd" //Smoker's around.
- scene "scenes/Gambler/HeardSmoker03.vcd" //I hear a smoker.
- scene "scenes/Gambler/HeardSmoker04.vcd" //There's a Smoker around here.
- }
- Rule PlayerWarnHeardSmokerGambler
- {
- criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsGambler IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardSmokerGambler
- }
- Response PlayerWarnHeardSmokerC1Gambler
- {
- scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse?
- scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what?
- scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise?
- scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough.
- scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that?
- scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that?
- scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise?
- scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is.
- scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill.
- }
- Rule PlayerWarnHeardSmokerC1Gambler
- {
- criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsGambler IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardSmokerC1Gambler
- }
- Response PlayerWarnHeardSpitterGambler
- {
- scene "scenes/Gambler/HeardSpitter01.vcd" //Spitter around.
- scene "scenes/Gambler/HeardSpitter02.vcd" //I hear a spitter.
- scene "scenes/Gambler/HeardSpitter03.vcd" //There's a spitter around.
- scene "scenes/Gambler/HeardSpitter04.vcd" //There's a spitter around.
- scene "scenes/Gambler/HeardSpitter05.vcd" //I hear a spitter.
- scene "scenes/Gambler/HeardSpitter06.vcd" //There's a spitter around.
- }
- Rule PlayerWarnHeardSpitterGambler
- {
- criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsGambler IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardSpitterGambler
- }
- Response PlayerWarnHeardSpitterC1Gambler
- {
- scene "scenes/Gambler/HeardSpecialC101.vcd" //Is someone beating a horse?
- scene "scenes/Gambler/HeardSpecialC102.vcd" //What is that? Is somebody beating a horse or what?
- scene "scenes/Gambler/HeardSpecialC103.vcd" //What in the hell is that noise?
- scene "scenes/Gambler/HeardSpecialC104.vcd" //You hear that? I guess zombies weren't bad enough.
- scene "scenes/Gambler/HeardSpecialC105.vcd" //You hear that?
- scene "scenes/Gambler/HeardSpecialC106.vcd" //Can you hear that?
- scene "scenes/Gambler/HeardSpecialC107.vcd" //What is that noise?
- scene "scenes/Gambler/HeardSpecialC108.vcd" //I have no idea what that noise is.
- scene "scenes/Gambler/HeardSpecialC109.vcd" //Something we're gonna have to kill.
- }
- Rule PlayerWarnHeardSpitterC1Gambler
- {
- criteria ConceptPlayerWarnHearZombie IsSpitterClass IsNotCoughing IsGambler IsNotWarnHeardSpitter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler C1M1orC1M2
- ApplyContext "WarnHearSpitter :1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardSpitterC1Gambler
- }
- Response PlayerWarnHeardWitchGambler
- {
- scene "scenes/Gambler/HeardWitch01.vcd" then Self PlayerKillThatLight foo:0 -0.913 //Sounds like a witch.
- scene "scenes/Gambler/HeardWitch02.vcd" then Self PlayerKillThatLight foo:0 -0.875 //Sounds like a witch.
- scene "scenes/Gambler/HeardWitch03.vcd" then Self PlayerKillThatLight foo:0 -1.344 //I think I hear my ex-wife...
- scene "scenes/Gambler/HeardWitch04.vcd" then Self PlayerKillThatLight foo:0 -1.062 //Everybody hear that witch?
- scene "scenes/Gambler/HeardWitch05.vcd" then Self PlayerKillThatLight foo:0 -0.995 //I hear a witch.
- }
- Rule PlayerWarnHeardWitchGambler
- {
- criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsGambler IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardWitchGambler
- }
- Response PlayerWarnHeardWitchC1Gambler
- {
- scene "scenes/Gambler/HeardWitchC101.vcd" then Self PlayerKillThatLight foo:0 -1.573 //Oh there's a sound that's familiar.
- scene "scenes/Gambler/HeardWitchC102.vcd" then Self PlayerKillThatLight foo:0 -1.355 //That sound is familiar.
- scene "scenes/Gambler/HeardWitchC103.vcd" then Self PlayerKillThatLight foo:0 -1.602 //I don't like the sound of this crying.
- scene "scenes/Gambler/HeardWitchC104.vcd" then Self PlayerKillThatLight foo:0 -1.706 //I don't like the sound of this crying.
- scene "scenes/Gambler/HeardWitchC105.vcd" then Self PlayerKillThatLight foo:0 -3.984 //A crying woman, what do you think she's sad the mall's closed?
- scene "scenes/Gambler/HeardWitchC106.vcd" then Self PlayerKillThatLight foo:0 -3.279 //A crying woman, you think she's sad the mall's closed?
- }
- Rule PlayerWarnHeardWitchC1Gambler
- {
- criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsGambler IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler C1M1orC1M2
- ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnHeardWitchC1Gambler
- }
- Response PlayerWarnMegaMobGambler
- {
- scene "scenes/Gambler/Incoming01.vcd" predelay "2.5,3.5" //This is why we've got guns!
- scene "scenes/Gambler/Incoming04.vcd" predelay "2.5,3.5" //They're coming!
- scene "scenes/Gambler/Incoming06.vcd" predelay "2.5,3.5" //God damn, it's gettin' good.
- scene "scenes/Gambler/Incoming07.vcd" predelay "2.5,3.5" //They're coming!
- }
- Rule PlayerWarnMegaMobGambler
- {
- criteria ConceptPlayerWarnMegaMob IsNotCoughing IsGambler IsNotWarnMegaMob IsTalk IsTalkGambler IsNotSpeaking IsWorldTalkGambler
- ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnMegaMobGambler
- }
- Response PlayerWarnMegaMobC501Gambler
- {
- scene "scenes/Gambler/Incoming01.vcd" predelay "2.5,3.5" //This is why we've got guns!
- scene "scenes/Gambler/Incoming04.vcd" predelay "2.5,3.5" //They're coming!
- scene "scenes/Gambler/Incoming06.vcd" predelay "2.5,3.5" //God damn, it's gettin' good.
- scene "scenes/Gambler/Incoming07.vcd" predelay "2.5,3.5" //They're coming!
- }
- Rule PlayerWarnMegaMobC501Gambler
- {
- criteria ConceptPlayerWarnMegaMob IsNotCoughing IsGambler IsNotWarnMegaMob IsTalk IsTalkGambler IsNotSpeaking ismap_c5m1_waterfront IsWorldTalkGambler IsNotScavenge
- ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30,ShotCar0501:1:0"
- applycontexttoworld
- Response PlayerWarnMegaMobC501Gambler
- }
- Response PlayerWarnWitchAngryGambler
- {
- scene "scenes/Gambler/WitchGettingAngry01.vcd" //Leave the witch alone.
- scene "scenes/Gambler/WitchGettingAngry02.vcd" //Can we leave that witch alone?
- scene "scenes/Gambler/WitchGettingAngry03.vcd" //Watch out, that witch is getting angry.
- scene "scenes/Gambler/WitchGettingAngry04.vcd" //Stay away from the witch.
- }
- Rule PlayerWarnWitchAngryGambler
- {
- criteria ConceptWitchGettingAngry IsNotCoughing IsGambler IsNotWarnAngryWitch IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30"
- applycontexttoworld
- Response PlayerWarnWitchAngryGambler
- }
- Response PlayerWorldInfectedDet2Gambler
- {
- scene "scenes/Gambler/WorldSigns02.vcd" //Really, I haven't seen any. (Infected detected in this area.)
- }
- Rule PlayerWorldInfectedDet2Gambler
- {
- criteria ConceptWorldSignsInfectedDetected2 IsNotCoughing IsGambler IsTalk IsTalkGambler IsSubjectNear300 IsWorldTalkGambler
- Response PlayerWorldInfectedDet2Gambler
- }
- Response PlayerWorldIntroC31BlankGambler
- {
- scene "scenes/Gambler/Blank.vcd" then any WorldIntroC31 foo:0 5 //Blank
- }
- Rule PlayerWorldIntroC31BlankGambler
- {
- criteria ConceptintroC3M1 IsNotCoughing IsGambler IsTalk ismap_c3m1_plankcountry AutoIsNotScavenge AutoIsNotSurvival
- Response PlayerWorldIntroC31BlankGambler
- }
- Response PlayerWorldIntroC51Gambler
- {
- scene "scenes/Gambler/Blank.vcd" then orator C5M1_intro001 foo:0 0.01 //Blank
- }
- Rule PlayerWorldIntroC51Gambler
- {
- criteria ConceptWorldIntroC51 IsNotCoughing IsGambler IsNotSaidWorldIntroC51 IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidWorldIntroC51:1:0,_auto_TurnOffJoinLast:1:0"
- applycontexttoworld
- Response PlayerWorldIntroC51Gambler
- }
- Response SurvivorCaughtVomitGambler
- {
- scene "scenes/Gambler/BoomerReaction01.vcd" //Ohh god damn it!
- scene "scenes/Gambler/BoomerReaction02.vcd" //Ahhh this is some nasty shit.
- scene "scenes/Gambler/BoomerReaction03.vcd" odds 10 //God damn it! I am covered in vomit again.
- scene "scenes/Gambler/BoomerReaction04.vcd" //I'm blind.
- }
- Rule SurvivorCaughtVomitGambler
- {
- criteria ConceptPlayerVomitInFace IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorCaughtVomitGambler
- }
- Response SurvivorchargerpoundGambler
- {
- scene "scenes/Gambler/GrabbedByCharger01.vcd" //Charger's got me!
- scene "scenes/Gambler/GrabbedByCharger02.vcd" //Kill the charger!
- scene "scenes/Gambler/GrabbedByCharger03.vcd" //Shoot the charger!
- scene "scenes/Gambler/GrabbedByCharger04.vcd" //Can someone shoot this goddamn thing?!?
- scene "scenes/Gambler/GrabbedByCharger05.vcd" //Shoot the big guy pounding me into the ground!
- scene "scenes/Gambler/GrabbedByCharger06.vcd" //Shoot him! Shoot him!
- scene "scenes/Gambler/GrabbedByCharger07.vcd" //Kill this goddamn thing!
- scene "scenes/Gambler/GrabbedByCharger08.vcd" //This thing is beating my ass!
- }
- Rule SurvivorchargerpoundGambler
- {
- criteria Conceptchargerpound IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidchargerpound IsWorldTalkGambler
- ApplyContext "Saidchargerpound:1:5,TalkGambler:1:5"
- Response SurvivorchargerpoundGambler
- }
- Response SurvivorCoughingGambler
- {
- scene "scenes/Gambler/Cough01.vcd" //[Coughing from smoke]
- scene "scenes/Gambler/Cough02.vcd" //[Coughing from smoke]
- scene "scenes/Gambler/Cough03.vcd" //[Coughing from smoke]
- scene "scenes/Gambler/Cough04.vcd" //[Coughing from smoke]
- }
- Rule SurvivorCoughingGambler
- {
- criteria ConceptSurvivorCoughing IsCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorCoughingGambler
- }
- Response SurvivorCoughingDeathGambler
- {
- scene "scenes/Gambler/Cough01.vcd" //[Coughing from smoke]
- scene "scenes/Gambler/Cough02.vcd" //[Coughing from smoke]
- scene "scenes/Gambler/Cough03.vcd" //[Coughing from smoke]
- scene "scenes/Gambler/Cough04.vcd" //[Coughing from smoke]
- }
- Rule SurvivorCoughingDeathGambler
- {
- criteria ConceptPlayerDeath IsCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorCoughingDeathGambler
- }
- Response SurvivorDeathGambler
- {
- scene "scenes/Gambler/DeathScream01.vcd" //[Loud painful death scream]
- scene "scenes/Gambler/DeathScream02.vcd" //[Loud painful death scream]
- scene "scenes/Gambler/DeathScream03.vcd" //[Short quick death scream]
- scene "scenes/Gambler/DeathScream04.vcd" //[Short quick death scream]
- scene "scenes/Gambler/DeathScream05.vcd" //[Short quick death scream]
- scene "scenes/Gambler/DeathScream06.vcd" //[Short quick death scream]
- scene "scenes/Gambler/DeathScream07.vcd" //[Short quick death scream]
- }
- Rule SurvivorDeathGambler
- {
- criteria ConceptPlayerDeath IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorDeathGambler
- }
- Response SurvivorGooedBySpitterGambler
- {
- scene "scenes/Gambler/GooedBySpitter01.vcd" //I got hit by the burning goo shit.
- scene "scenes/Gambler/GooedBySpitter02.vcd" //I got hit by the burning goo shit.
- scene "scenes/Gambler/GooedBySpitter03.vcd" //Goddamn it, I'm covered in goo.
- scene "scenes/Gambler/GooedBySpitter04.vcd" //I got hit by the burning goo shit.
- scene "scenes/Gambler/GooedBySpitter05.vcd" //Let's get out of the goo!
- scene "scenes/Gambler/GooedBySpitter06.vcd" //Get out of the goo!
- scene "scenes/Gambler/GooedBySpitterC102.vcd" //What is this shit on me?
- }
- Rule SurvivorGooedBySpitterGambler
- {
- criteria ConceptGooedBySpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidGooedBySpitter IsWorldTalkGambler
- ApplyContext "SaidGooedBySpitter:1:20,TalkGambler:1:3"
- Response SurvivorGooedBySpitterGambler
- }
- Response SurvivorGooedBySpitterC1Gambler
- {
- scene "scenes/Gambler/GooedBySpitterC101.vcd" //Ugh, what in the hell did that thing just do?
- scene "scenes/Gambler/GooedBySpitterC102.vcd" //What is this shit on me?
- scene "scenes/Gambler/GooedBySpitterC103.vcd" //What am I covered in?
- }
- Rule SurvivorGooedBySpitterC1Gambler
- {
- criteria ConceptGooedBySpitter IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidGooedBySpitter IsCampaignl4d2_1 IsWorldTalkGambler C1M1orC1M2
- ApplyContext "SaidGooedBySpitter:1:20,TalkGambler:1:3"
- Response SurvivorGooedBySpitterC1Gambler
- }
- Response SurvivorGrabbedByTongueGambler
- {
- scene "scenes/Gambler/GrabbedBySmoker01.vcd" //no, No, No, NO, NOOOOOOO!!!!!!!!!
- scene "scenes/Gambler/GrabbedBySmoker01a.vcd" //No, No!
- scene "scenes/Gambler/GrabbedBySmoker01b.vcd" //NOOOOOOO!!!!!!!!!
- scene "scenes/Gambler/GrabbedBySmoker02.vcd" //SMOKER'S GOT ME!!
- scene "scenes/Gambler/GrabbedBySmoker02a.vcd" //...GOT ME!!
- scene "scenes/Gambler/GrabbedBySmoker03.vcd" //SMOKER'S GOT ME!!
- scene "scenes/Gambler/GrabbedBySmoker04.vcd" //no, No, No, NO, NO!!!!!!!!
- scene "scenes/Gambler/GrabbedBySmoker04a.vcd" //NO, NO, NO!!
- scene "scenes/Gambler/GrabbedBySmoker05.vcd" //no, No, No, NO!!!!!!!!
- scene "scenes/Gambler/GrabbedBySmoker05a.vcd" //NO!
- scene "scenes/Gambler/GrabbedBySmoker05b.vcd" //NO, NO!
- scene "scenes/Gambler/GrabbedBySmoker05c.vcd" //NO!!!!!!!!
- }
- Rule SurvivorGrabbedByTongueGambler
- {
- criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorGrabbedByTongueGambler
- }
- Response SurvivorGrabbedByTongueC1Gambler
- {
- scene "scenes/Gambler/GrabbedBySmokerC101.vcd" //What the hell?
- scene "scenes/Gambler/GrabbedBySmokerC102.vcd" //Something's got me?!?!
- scene "scenes/Gambler/GrabbedBySmokerC103.vcd" //What's this shit?
- scene "scenes/Gambler/GrabbedBySmokerC104.vcd" //What the? Ahh gross shit.
- scene "scenes/Gambler/GrabbedBySmokerC105.vcd" //Freaking tongue!?!?
- }
- Rule SurvivorGrabbedByTongueC1Gambler
- {
- criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsGambler IsTalk IsTalkGambler IsCampaignl4d2_1 IsWorldTalkGambler C1M1orC1M2
- Response SurvivorGrabbedByTongueC1Gambler
- }
- Response SurvivorPouncedByHunterGambler
- {
- scene "scenes/Gambler/ScreamWhilePounced01.vcd" //GET IT GET IT GET IT OFF ME!
- scene "scenes/Gambler/ScreamWhilePounced01a.vcd" //GET IT OFF ME!
- scene "scenes/Gambler/ScreamWhilePounced02.vcd" //GET IT GET IT GET IT OFF ME!
- scene "scenes/Gambler/ScreamWhilePounced02a.vcd" //GET IT OFF ME!
- scene "scenes/Gambler/ScreamWhilePounced03.vcd" //GET IT OFF! GET IT OFF!
- scene "scenes/Gambler/ScreamWhilePounced03a.vcd" //GET IT OFF!
- scene "scenes/Gambler/ScreamWhilePounced04.vcd" //GET IT OFF! GET IT OFF! GET IT OFF!
- scene "scenes/Gambler/ScreamWhilePounced04a.vcd" //GET IT OFF!
- scene "scenes/Gambler/ScreamWhilePounced04b.vcd" //GET IT OFF!
- scene "scenes/Gambler/ScreamWhilePounced05.vcd" //GET IT OFF ME! GET IT OFF ME!
- scene "scenes/Gambler/ScreamWhilePounced05a.vcd" //GET IT OFF ME!
- scene "scenes/Gambler/ScreamWhilePounced06.vcd" //GET IT OFF ME!
- }
- Rule SurvivorPouncedByHunterGambler
- {
- criteria ConceptScreamWhilePounced IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorPouncedByHunterGambler
- }
- Response SurvivorTankPoundGambler
- {
- scene "scenes/Gambler/TankPound01.vcd" //Freaking tank is killing me!
- scene "scenes/Gambler/TankPound02.vcd" //Freaking tank is killing me!
- scene "scenes/Gambler/TankPound03.vcd" //Do you see this big giant thing on me?!?!
- scene "scenes/Gambler/TankPound04.vcd" //Do you see this big giant thing on me?!?!
- scene "scenes/Gambler/TankPound05.vcd" //Mother of Mercy! This thing is killing me!
- scene "scenes/Gambler/TankPound06.vcd" //Mother of Mercy! This thing is killing me!
- }
- Rule SurvivorTankPoundGambler
- {
- criteria ConceptPlayerGroundPoundedByTank IsGambler IsTalk IsTalkGambler IsWorldTalkGambler isNotmap_c1m2_streets
- ApplyContext "SaidTankWarn2:1:60"
- Response SurvivorTankPoundGambler
- }
- Response SurvivorVocalizeBackUpGambler
- {
- scene "scenes/Gambler/BackUp01.vcd" //Back it up!
- scene "scenes/Gambler/BackUp02.vcd" //Back, back, back!
- scene "scenes/Gambler/BackUp03.vcd" //Come on back.
- scene "scenes/Gambler/BackUp04.vcd" //Back it up!
- }
- Rule SurvivorVocalizeBackUpGambler
- {
- criteria ConceptPlayerBackUp IsGambler IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorVocalizeBackUpGambler
- }
- Response SurvivorVocalizeEmphaticGoGambler
- {
- scene "scenes/Gambler/EmphaticGo01.vcd" //Go!
- scene "scenes/Gambler/EmphaticGo02.vcd" //GO!
- scene "scenes/Gambler/EmphaticGo03.vcd" //GOOO!
- scene "scenes/Gambler/EmphaticGo04.vcd" //Go go go!
- scene "scenes/Gambler/EmphaticGo05.vcd" //Let's go. Let's go.
- scene "scenes/Gambler/EmphaticGo06.vcd" //GO!
- scene "scenes/Gambler/EmphaticGo07.vcd" //Let's go.
- }
- Rule SurvivorVocalizeEmphaticGoGambler
- {
- criteria ConceptPlayerEmphaticGo IsGambler IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorVocalizeEmphaticGoGambler
- }
- Response SurvivorVocalizeFollowMeGambler
- {
- scene "scenes/Gambler/FollowMe01.vcd" //This way!
- scene "scenes/Gambler/FollowMe02.vcd" //Over here.
- scene "scenes/Gambler/FollowMe03.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe04.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe05.vcd" //Come on, this way!
- scene "scenes/Gambler/FollowMe06.vcd" //Keep up.
- scene "scenes/Gambler/FollowMe07.vcd" //Keep up.
- scene "scenes/Gambler/FollowMe08.vcd" //Come on, this way!
- scene "scenes/Gambler/FollowMe09.vcd" //Okay this way!
- scene "scenes/Gambler/FollowMe10.vcd" //This way!
- scene "scenes/Gambler/FollowMe11.vcd" //Over here.
- scene "scenes/Gambler/FollowMe12.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe13.vcd" //Keep up.
- }
- Rule SurvivorVocalizeFollowMeGambler
- {
- criteria ConceptPlayerFollowMe IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorVocalizeFollowMeGambler
- }
- Response SurvivorVocalizeGoingToDieGambler
- {
- scene "scenes/Gambler/GoingToDie01.vcd" //I really screwed the pooch back there.
- scene "scenes/Gambler/GoingToDie02.vcd" //I gotta take better care of myself.
- scene "scenes/Gambler/GoingToDie03.vcd" //Not dead yet, but not exactly healthy.
- scene "scenes/Gambler/GoingToDie04.vcd" //God damn it! God damn it. God damn it.
- scene "scenes/Gambler/GoingToDie05.vcd" //If I go, you guys gonna miss me.
- scene "scenes/Gambler/GoingToDie06.vcd" //I have seriously felt better.
- scene "scenes/Gambler/GoingToDie07.vcd" //Pull yourself together man, you're falling apart.
- scene "scenes/Gambler/GoingToDie08.vcd" //Don't worry about me, I'll be okay.
- scene "scenes/Gambler/GoingToDie09.vcd" //This is not how it's going to end.
- scene "scenes/Gambler/GoingToDie10.vcd" //I'm not dead yet!
- scene "scenes/Gambler/GoingToDie11.vcd" //You're going to have to do better than that to kill me!
- scene "scenes/Gambler/GoingToDie12.vcd" odds 5 //Quit being a baby, you've felt worse after a night of drinking.
- scene "scenes/Gambler/GoingToDie13.vcd" //Ain't this a bitch.
- scene "scenes/Gambler/GoingToDie14.vcd" //God damn it I can't believe this.
- scene "scenes/Gambler/GoingToDie15.vcd" //Well at least I didn't catch the flu.
- scene "scenes/Gambler/GoingToDie16.vcd" //This is some crap
- scene "scenes/Gambler/GoingToDie17.vcd" //Don't worry. I'm not done yet.
- scene "scenes/Gambler/GoingToDie18.vcd" //I am sick and tired of being sick and tired.
- scene "scenes/Gambler/GoingToDie23.vcd" //What was I thinking coming down here?
- scene "scenes/Gambler/GoingToDie24.vcd" //Okay, all right, I can do this. I can do this.
- scene "scenes/Gambler/GoingToDie25.vcd" //I'm not going to die down here.
- scene "scenes/Gambler/GoingToDie26.vcd" //I am not dying in the middle of nowhere.
- }
- Rule SurvivorVocalizeGoingToDieGambler
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotComplainBlock IsWorldTalkGambler
- ApplyContext "IsComplain:1:25"
- Response SurvivorVocalizeGoingToDieGambler
- }
- Response SurvivorVocalizeGoingToDie3Gambler
- {
- scene "scenes/Gambler/GoingToDie301.vcd" //I am not going to make it much longer my friends, I am seriously screwed up.
- scene "scenes/Gambler/GoingToDie302.vcd" //All right, I gotta call uncle here. I need some help.
- scene "scenes/Gambler/GoingToDie303.vcd" //Well boys, this looks like its for me.
- scene "scenes/Gambler/GoingToDie304.vcd" //Doesn't this beat all. I am about to die.
- scene "scenes/Gambler/GoingToDie305.vcd" //Man, man... It has been a long time since I have felt this bad.
- }
- Rule SurvivorVocalizeGoingToDie3Gambler
- {
- criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsOnThirdStrike IsTalk IsTalkGambler IsNotComplainBlock IsWorldTalkGambler
- ApplyContext "IsComplain:1:25"
- Response SurvivorVocalizeGoingToDie3Gambler
- }
- Response SurvivorVocalizeLookOutGambler
- {
- scene "scenes/Gambler/LookOut01.vcd" //Look out!
- scene "scenes/Gambler/LookOut02.vcd" //Watch out!
- scene "scenes/Gambler/LookOut03.vcd" //Heads up!
- }
- Rule SurvivorVocalizeLookOutGambler
- {
- criteria ConceptPlayerLookOut IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorVocalizeLookOutGambler
- }
- Response SurvivorVocalizeThisWayGambler
- {
- scene "scenes/Gambler/FollowMe01.vcd" //This way!
- scene "scenes/Gambler/FollowMe02.vcd" //Over here.
- scene "scenes/Gambler/FollowMe03.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe04.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe05.vcd" //Come on, this way!
- scene "scenes/Gambler/FollowMe06.vcd" //Keep up.
- scene "scenes/Gambler/FollowMe07.vcd" //Keep up.
- scene "scenes/Gambler/FollowMe08.vcd" //Come on, this way!
- scene "scenes/Gambler/FollowMe09.vcd" //Okay this way!
- scene "scenes/Gambler/FollowMe10.vcd" //This way!
- scene "scenes/Gambler/FollowMe11.vcd" //Over here.
- scene "scenes/Gambler/FollowMe12.vcd" //Follow me.
- scene "scenes/Gambler/FollowMe13.vcd" //Keep up.
- }
- Rule SurvivorVocalizeThisWayGambler
- {
- criteria ConceptPlayerThisWay IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorVocalizeThisWayGambler
- }
- Response SurvivorVocalizeWaitHereGambler
- {
- scene "scenes/Gambler/WaitHere01.vcd" //Wait.
- scene "scenes/Gambler/WaitHere02.vcd" //Don't move from this spot.
- scene "scenes/Gambler/WaitHere03.vcd" //Stay here.
- scene "scenes/Gambler/WaitHere04.vcd" //Just stay here.
- scene "scenes/Gambler/WaitHere05.vcd" //Wait here.
- }
- Rule SurvivorVocalizeWaitHereGambler
- {
- criteria ConceptPlayerWaitHere IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response SurvivorVocalizeWaitHereGambler
- }
- Response SurvivorWarnSpitterIncomingGambler
- {
- scene "scenes/Gambler/WarnSpitterIncoming01.vcd" //We got goo!!
- scene "scenes/Gambler/WarnSpitterIncoming02.vcd" //Goo incoming!
- scene "scenes/Gambler/WarnSpitterIncoming03.vcd" //Hot stuff coming!
- scene "scenes/Gambler/WarnSpitterIncoming04.vcd" //Fire spit coming!
- scene "scenes/Gambler/WarnSpitterIncoming05.vcd" //Fire spit coming!
- scene "scenes/Gambler/WarnSpitterIncoming06.vcd" //We got goo!!
- scene "scenes/Gambler/WarnSpitterIncoming07.vcd" //We got goo coming!!
- }
- Rule SurvivorWarnSpitterIncomingGambler
- {
- criteria ConceptWarnSpitterIncoming IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidWarnSpitterIncoming IsWorldTalkGambler
- ApplyContext "SaidWarnSpitterIncoming:1:10"
- Response SurvivorWarnSpitterIncomingGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer - Danger
- //--------------------------------------------------------------------------------------------------------------
- Response PlayerLedgeHangEndGambler
- {
- scene "scenes/Gambler/LedgeHangEnd01.vcd" //Get your asses over here and HELP ME!
- scene "scenes/Gambler/LedgeHangEnd02.vcd" //SOMEBODY NEEDS TO HELP ME UP!
- scene "scenes/Gambler/LedgeHangEnd03.vcd" //Don't be leaving me here DAMNIT! HELP!
- }
- Rule PlayerLedgeHangEndGambler
- {
- criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerLedgeHangEndGambler
- }
- Response PlayerLedgeHangMiddleGambler
- {
- scene "scenes/Gambler/LedgeHangMiddle01.vcd" //I am hanging over here!
- scene "scenes/Gambler/LedgeHangMiddle02.vcd" //Don't even think of leaving me here!
- scene "scenes/Gambler/LedgeHangMiddle03.vcd" //Could use a hand over here.
- scene "scenes/Gambler/LedgeHangMiddle04.vcd" //Could use some help here .
- }
- Rule PlayerLedgeHangMiddleGambler
- {
- criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerLedgeHangMiddleGambler
- }
- Response PlayerLedgeHangStartGambler
- {
- scene "scenes/Gambler/LedgeHangStart01.vcd" //Guys, I seem to have slipped!
- scene "scenes/Gambler/LedgeHangStart02.vcd" //I'm hanging here.
- scene "scenes/Gambler/LedgeHangStart03.vcd" //Hey! Give me a hand.
- scene "scenes/Gambler/LedgeHangStart04.vcd" //I need a hand.
- }
- Rule PlayerLedgeHangStartGambler
- {
- criteria ConceptPlayerLedgeHangStart IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler
- Response PlayerLedgeHangStartGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer - Death
- //--------------------------------------------------------------------------------------------------------------
- Response DoubleDeathGambler
- {
- scene "scenes/Gambler/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Ahhh SHIT!
- scene "scenes/Gambler/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Ahhh SHIT!
- scene "scenes/Gambler/DoubleDeathResponse04.vcd" predelay ".5,1.25"odds 5 //I think we just became long shots.
- scene "scenes/Gambler/DoubleDeathResponse05.vcd" predelay ".5,1.25" //We just screwed our odds.
- }
- Rule DoubleDeathGambler
- {
- criteria ConceptSurvivorDied IsNotCoughing IsGambler IsSaidSomeoneDied IsTalk IsTalkGambler IsNotSaidSomeoneDiedDouble IsWorldTalkGambler
- ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20"
- applycontexttoworld
- Response DoubleDeathGambler
- }
- Response DoubleDeath2Gambler
- {
- scene "scenes/Gambler/DoubleDeathResponse01.vcd" predelay ".5,1.25" //Well shit. We're a twosome from here on out.
- scene "scenes/Gambler/DoubleDeathResponse02.vcd" predelay ".5,1.25" //Looks like it's just you and me.
- }
- Rule DoubleDeath2Gambler
- {
- criteria ConceptDeath2Left IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent IsWorldTalkGambler
- ApplyContext "SaidSomeoneDiedDouble2:1:10"
- applycontexttoworld
- Response DoubleDeath2Gambler
- }
- Response DoubleDeath2MechanicGambler
- {
- scene "scenes/Gambler/DoubleDeathResponseMechanic01.vcd" predelay ".5,1.25" //Hey Ellis, don't let me down.
- scene "scenes/Gambler/DoubleDeathResponseMechanic02.vcd" predelay ".5,1.25" //Hey, Ellis, you know all that shit I was saying? I was just joking.
- }
- Rule DoubleDeath2MechanicGambler
- {
- criteria ConceptDeath2Left IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire40Percent IsWorldTalkGambler IsMechanicAlive IsWithTwo
- ApplyContext "SaidSomeoneDiedDouble2:1:10"
- applycontexttoworld
- Response DoubleDeath2MechanicGambler
- }
- Response SurvivorDiedCoachGambler
- {
- scene "scenes/Gambler/NameCoach01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.467 //Coach!
- scene "scenes/Gambler/NameCoach02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.572 //Coach!
- }
- Rule SurvivorDiedCoachGambler
- {
- criteria ConceptSurvivorDied IsNotCoughing IsGambler IsDeadCoach IsNotSaidSomeoneDied IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
- applycontexttoworld
- Response SurvivorDiedCoachGambler
- }
- Response SurvivorDiedMechanicGambler
- {
- scene "scenes/Gambler/NameEllis04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.585 //Ellis!
- scene "scenes/Gambler/NameEllis07.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.505 //Ellis!
- scene "scenes/Gambler/NameEllis13.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.670 //Ellis!
- }
- Rule SurvivorDiedMechanicGambler
- {
- criteria ConceptSurvivorDied IsNotCoughing IsGambler IsDeadMechanic IsNotSaidSomeoneDied IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
- applycontexttoworld
- Response SurvivorDiedMechanicGambler
- }
- Response SurvivorDiedProducerGambler
- {
- scene "scenes/Gambler/NameRochelle01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.532 //Rochelle!
- scene "scenes/Gambler/NameRochelle12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 -0.514 //Rochelle!
- }
- Rule SurvivorDiedProducerGambler
- {
- criteria ConceptSurvivorDied IsNotCoughing IsGambler IsDeadProducer IsNotSaidSomeoneDied IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
- applycontexttoworld
- Response SurvivorDiedProducerGambler
- }
- //--------------------------------------------------------------------------------------------------------------
- // Vocalizer - Pickups
- //--------------------------------------------------------------------------------------------------------------
- Response SurvivorDeployUpExplosivesGambler
- {
- scene "scenes/Gambler/ExplosiveAmmo04.vcd" //Deploying frag rounds!
- }
- Rule SurvivorDeployUpExplosivesGambler
- {
- criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsGambler IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidDeployUpgradePack_Explosive HasUpgradePack_Explosive
- ApplyContext "SaidDeployUpgradePack_Explosive:1:30"
- Response SurvivorDeployUpExplosivesGambler
- }
- Response SurvivorDeployUpIncendiaryGambler
- {
- scene "scenes/Gambler/IncendAmmo04.vcd" //Deploying fire bullets!
- scene "scenes/Gambler/IncendAmmo05.vcd" //Everybody grab some incendiary ammo!
- }
- Rule SurvivorDeployUpIncendiaryGambler
- {
- criteria ConceptPlayerDeployingUpgradeAmmo IsNotCoughing IsGambler IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidDeployUpgradePack_Incendiary HasUpgradePack_Incendiary
- ApplyContext "SaidDeployUpgradePack_Incendiary:1:30"
- Response SurvivorDeployUpIncendiaryGambler
- }
- Response SurvivorPickupAdrenalineGambler
- {
- scene "scenes/Gambler/Adrenaline02.vcd" //Grabbin' a shot!
- }
- Rule SurvivorPickupAdrenalineGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpAdrenaline IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupAdrenalineGambler
- }
- Response SurvivorPickupAdrenalineAlwaysGambler
- {
- scene "scenes/Gambler/Adrenaline02.vcd" //Grabbin' a shot!
- }
- Rule SurvivorPickupAdrenalineAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpAdrenaline IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupAdrenalineAlwaysGambler
- }
- Response SurvivorPickupAutoShotgunGambler
- {
- scene "scenes/Gambler/TakeAutoShotgun01.vcd" //I got the shotgun.
- scene "scenes/Gambler/TakeAutoShotgun02.vcd" //Shotgun for me.
- scene "scenes/Gambler/TakeAutoShotgun03.vcd" //Taking the shotgun
- scene "scenes/Gambler/TakeAutoShotgun04.vcd" //Shotgun.
- }
- Rule SurvivorPickupAutoShotgunGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupAutoShotgunGambler
- }
- Response SurvivorPickupAutoShotgunAlwaysGambler
- {
- scene "scenes/Gambler/TakeAutoShotgun01.vcd" //I got the shotgun.
- scene "scenes/Gambler/TakeAutoShotgun02.vcd" //Shotgun for me.
- scene "scenes/Gambler/TakeAutoShotgun03.vcd" //Taking the shotgun
- scene "scenes/Gambler/TakeAutoShotgun04.vcd" //Shotgun.
- }
- Rule SurvivorPickupAutoShotgunAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupAutoShotgunAlwaysGambler
- }
- Response SurvivorPickupbaseball_batGambler
- {
- scene "scenes/Gambler/MeleeWeapons17.vcd" //I'm gonna whack the shit outta somethin' with this.
- scene "scenes/Gambler/TakeBat01.vcd" then coach Player.TakeBatR foo:0 -2.148 //This brings back some good memories.
- scene "scenes/Gambler/TakeBat02.vcd" //This is nice, I'm gonna crack some heads with it.
- scene "scenes/Gambler/TakeBat03.vcd" //I'm gonna crack some heads with this.
- }
- Rule SurvivorPickupbaseball_batGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpbaseball_bat IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupbaseball_batGambler
- }
- Response SurvivorPickupchainsawGambler
- {
- scene "scenes/Gambler/MeleeWeapons04.vcd" //Got a chainsaw.
- scene "scenes/Gambler/TakeMelee01.vcd" //Hell yeah.
- scene "scenes/Gambler/Yes10.vcd" //Yessss.
- }
- Rule SurvivorPickupchainsawGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpchainsaw IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupchainsawGambler
- }
- Response SurvivorPickupcricket_batGambler
- {
- scene "scenes/Gambler/MeleeWeapons16.vcd" //Gonna whack the shit outta somethin' with this.
- scene "scenes/Gambler/MeleeWeapons18.vcd" //Niiiiice.
- scene "scenes/Gambler/TakeMelee03.vcd" //This could be fun.
- scene "scenes/Gambler/TakeMelee05.vcd" //That'll come in handy.
- }
- Rule SurvivorPickupcricket_batGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpcricket_bat IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupcricket_batGambler
- }
- Response SurvivorPickupCricketBatGambler
- {
- scene "scenes/Gambler/TakeMelee01.vcd" //Hell yeah.
- scene "scenes/Gambler/TakeMelee02.vcd" //This feels good.
- scene "scenes/Gambler/TakeMelee03.vcd" //This could be fun.
- scene "scenes/Gambler/TakeMelee04.vcd" //Can save some bullets with this one.
- scene "scenes/Gambler/TakeMelee05.vcd" //That'll come in handy.
- scene "scenes/Gambler/TakeMelee06.vcd" //I am going to beat the shit out of something with this.
- }
- Rule SurvivorPickupCricketBatGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpcricket_bat IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupCricketBatGambler
- }
- Response SurvivorPickupCrowBarGambler
- {
- scene "scenes/Gambler/MeleeWeapons11.vcd" //Grabbing a crowbar.
- scene "scenes/Gambler/MeleeWeapons13.vcd" odds 5 //I cannot WAIT to find a crate.
- scene "scenes/Gambler/TakeMelee02.vcd" //This feels good.
- scene "scenes/Gambler/TakeMelee05.vcd" //That'll come in handy.
- }
- Rule SurvivorPickupCrowBarGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpCrowBar IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupCrowBarGambler
- }
- Response SurvivorPickupDefibrillatorGambler
- {
- scene "scenes/Gambler/Defibrillator03.vcd" //Got some chest paddles.
- scene "scenes/Gambler/Defibrillator05.vcd" //Got a defib unit.
- }
- Rule SurvivorPickupDefibrillatorGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpDefibrillator IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupDefibrillatorGambler
- }
- Response SurvivorPickupelectric_guitarGambler
- {
- scene "scenes/Gambler/MeleeWeapons08.vcd" //Grabbing a guitar.
- }
- Rule SurvivorPickupelectric_guitarGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpelectric_guitar IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupelectric_guitarGambler
- }
- Response SurvivorPickupFireAxeGambler
- {
- scene "scenes/Gambler/TakeFryingAxe01.vcd" //A Freaking Axe (to self laughing)
- scene "scenes/Gambler/TakeFryingAxe02.vcd" //Axe!
- }
- Rule SurvivorPickupFireAxeGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpFireAxe IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupFireAxeGambler
- }
- Response SurvivorPickupFirstAidKitGambler
- {
- scene "scenes/Gambler/TakeFirstAid01.vcd" //I need this.
- scene "scenes/Gambler/TakeFirstAid02.vcd" //I need this.
- scene "scenes/Gambler/TakeFirstAid03.vcd" //Grabbing the first aid.
- scene "scenes/Gambler/TakeFirstAid04.vcd" //I'll hold on to the first aid kit.
- scene "scenes/Gambler/TakeFirstAid05.vcd" //First Aid Kit.
- }
- Rule SurvivorPickupFirstAidKitGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupFirstAidKitGambler
- }
- Response SurvivorPickupFirstAidKitAlwaysGambler
- {
- scene "scenes/Gambler/TakeFirstAid01.vcd" //I need this.
- scene "scenes/Gambler/TakeFirstAid02.vcd" //I need this.
- scene "scenes/Gambler/TakeFirstAid03.vcd" //Grabbing the first aid.
- scene "scenes/Gambler/TakeFirstAid04.vcd" //I'll hold on to the first aid kit.
- scene "scenes/Gambler/TakeFirstAid05.vcd" //First Aid Kit.
- }
- Rule SurvivorPickupFirstAidKitAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupFirstAidKitAlwaysGambler
- }
- Response SurvivorPickupFirstSMGGambler
- {
- scene "scenes/Gambler/WorldC1M1B27.vcd" //This shit'll even up the score.
- }
- Rule SurvivorPickupFirstSMGGambler
- {
- criteria ConceptPlayerPickup IsGambler IsPickedUpSmg_silenced IsTalk IsTalkGambler IsNotSaidPickupFirstSMG IsSaidC1M1OpenDoor IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30,SaidPickupFirstSMG:1:0"
- applycontexttoworld
- Response SurvivorPickupFirstSMGGambler
- }
- Response SurvivorPickupFryingPanGambler
- {
- scene "scenes/Gambler/TakeFryingPan01.vcd" //Gonna bonk some heads with this!
- scene "scenes/Gambler/TakeFryingPan02.vcd" //Frying pan!
- scene "scenes/Gambler/TakeFryingPan03.vcd" //A skillet!
- scene "scenes/Gambler/TakeFryingPan04.vcd" //This'll work.
- }
- Rule SurvivorPickupFryingPanGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpFryingPan IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupFryingPanGambler
- }
- Response SurvivorPickupGrenadeLauncherGambler
- {
- scene "scenes/Gambler/GrenadeLauncher02.vcd" //Hell yeah. Grenade launcher.
- scene "scenes/Gambler/GrenadeLauncher03.vcd" //[chuckles] Time to make some zombie soup.
- }
- Rule SurvivorPickupGrenadeLauncherGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpGrenadeLauncher IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupGrenadeLauncherGambler
- }
- Response SurvivorPickupGunC1M2Gambler
- {
- scene "scenes/Gambler/WorldC1M2B13.vcd" //I'm not legally allowed to own a gun, hope everybody's okay with that.
- }
- Rule SurvivorPickupGunC1M2Gambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsItemTypeRifle IsNotSpeaking IsTalk IsSaidC1M2InsideGunShop IsNotSaidC1M2GunRoomDoorWhit IsNotSaidC1M2InsideGunShopPickUp IsWorldTalkGambler IsNotSaidC1M2InsideGunShopPickUp ChanceToFire50Percent
- ApplyContext "SaidC1M2InsideGunShopPickUp:1:0"
- applycontexttoworld
- Response SurvivorPickupGunC1M2Gambler
- }
- Response SurvivorPickupHuntingRifleGambler
- {
- scene "scenes/Gambler/TakeSniper01.vcd" //Sniper for me.
- scene "scenes/Gambler/TakeSniper02.vcd" //I'll snipe.
- scene "scenes/Gambler/TakeSniper03.vcd" //Sniper for me.
- scene "scenes/Gambler/TakeSniper04.vcd" //I'll snipe.
- }
- Rule SurvivorPickupHuntingRifleGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupHuntingRifleGambler
- }
- Response SurvivorPickupHuntingRifleAlwaysGambler
- {
- scene "scenes/Gambler/TakeSniper01.vcd" //Sniper for me.
- scene "scenes/Gambler/TakeSniper02.vcd" //I'll snipe.
- scene "scenes/Gambler/TakeSniper03.vcd" //Sniper for me.
- scene "scenes/Gambler/TakeSniper04.vcd" //I'll snipe.
- }
- Rule SurvivorPickupHuntingRifleAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupHuntingRifleAlwaysGambler
- }
- Response SurvivorPickupIncendiaryAmmoGambler
- {
- scene "scenes/Gambler/IncendAmmo03.vcd" //Let's start some fires, people!
- scene "scenes/Gambler/NiceJob01.vcd" //Well all right!
- scene "scenes/Gambler/Yes10.vcd" //Yessss.
- }
- Rule SurvivorPickupIncendiaryAmmoGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpIncendiaryAmmo IsNotSpeaking ChanceToFire40Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupIncendiaryAmmoGambler
- }
- Response SurvivorPickupKatanaGambler
- {
- scene "scenes/Gambler/MeleeWeapons09.vcd" //Ninja sword here.
- scene "scenes/Gambler/MeleeWeapons10.vcd" //Grabbing a sword.
- scene "scenes/Gambler/PositiveNoise14.vcd" //Hell yeah.
- scene "scenes/Gambler/TakeMelee03.vcd" //This could be fun.
- }
- Rule SurvivorPickupKatanaGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpKatana IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupKatanaGambler
- }
- Response SurvivorPickupLaserSightsAlwaysGambler
- {
- scene "scenes/Gambler/Yes08.vcd" //Yessss.
- }
- Rule SurvivorPickupLaserSightsAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpLaserSights IsNotSpeaking ChanceToFire50Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupLaserSightsAlwaysGambler
- }
- Response SurvivorPickupMacheteGambler
- {
- scene "scenes/Gambler/MeleeWeapons02.vcd" //Got a machete.
- scene "scenes/Gambler/TakeMelee04.vcd" //Can save some bullets with this one.
- }
- Rule SurvivorPickupMacheteGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMachete IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupMacheteGambler
- }
- Response SurvivorPickupMagnumGambler
- {
- scene "scenes/Gambler/MeleeWeapons18.vcd" //Niiiiice.
- scene "scenes/Gambler/TakeMelee01.vcd" //Hell yeah.
- }
- Rule SurvivorPickupMagnumGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMagnum IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupMagnumGambler
- }
- Response SurvivorPickupMagnumAlwaysGambler
- {
- scene "scenes/Gambler/MeleeWeapons18.vcd" //Niiiiice.
- scene "scenes/Gambler/TakeMelee01.vcd" //Hell yeah.
- }
- Rule SurvivorPickupMagnumAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMagnum IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupMagnumAlwaysGambler
- }
- Response SurvivorPickupMolotovGambler
- {
- scene "scenes/Gambler/TakeMolotov01.vcd" //Grabbing a Molotov.
- scene "scenes/Gambler/TakeMolotov02.vcd" //Molotov!
- }
- Rule SurvivorPickupMolotovGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupMolotovGambler
- }
- Response SurvivorPickupMolotovAlwaysGambler
- {
- scene "scenes/Gambler/TakeMolotov01.vcd" //Grabbing a Molotov.
- scene "scenes/Gambler/TakeMolotov02.vcd" //Molotov!
- }
- Rule SurvivorPickupMolotovAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupMolotovAlwaysGambler
- }
- Response SurvivorPickupPainPillsGambler
- {
- scene "scenes/Gambler/TakePills01.vcd" //Pills.
- scene "scenes/Gambler/TakePills02.vcd" //I got pills.
- scene "scenes/Gambler/TakePills03.vcd" //I can always use these.
- scene "scenes/Gambler/TakePills04.vcd" //I'll hold onto these pills.
- }
- Rule SurvivorPickupPainPillsGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupPainPillsGambler
- }
- Response SurvivorPickupPainPillsAlwaysGambler
- {
- scene "scenes/Gambler/TakePills01.vcd" //Pills.
- scene "scenes/Gambler/TakePills02.vcd" //I got pills.
- scene "scenes/Gambler/TakePills03.vcd" //I can always use these.
- scene "scenes/Gambler/TakePills04.vcd" //I'll hold onto these pills.
- }
- Rule SurvivorPickupPainPillsAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupPainPillsAlwaysGambler
- }
- Response SurvivorPickupPipeBombGambler
- {
- scene "scenes/Gambler/TakePipeBomb01.vcd" //Grabbing a pipe bomb.
- scene "scenes/Gambler/TakePipeBomb02.vcd" //Pipe bomb!
- }
- Rule SurvivorPickupPipeBombGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupPipeBombGambler
- }
- Response SurvivorPickupPipeBombAlwaysGambler
- {
- scene "scenes/Gambler/TakePipeBomb01.vcd" //Grabbing a pipe bomb.
- scene "scenes/Gambler/TakePipeBomb02.vcd" //Pipe bomb!
- }
- Rule SurvivorPickupPipeBombAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupPipeBombAlwaysGambler
- }
- Response SurvivorPickupPumpShotgunGambler
- {
- scene "scenes/Gambler/TakeShotgun01.vcd" //Going with the shotgun.
- scene "scenes/Gambler/TakeShotgun02.vcd" //Shotgun.
- scene "scenes/Gambler/TakeShotgun03.vcd" //Taking the shotgun.
- }
- Rule SurvivorPickupPumpShotgunGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupPumpShotgunGambler
- }
- Response SurvivorPickupPumpShotgunAlwaysGambler
- {
- scene "scenes/Gambler/TakeShotgun01.vcd" //Going with the shotgun.
- scene "scenes/Gambler/TakeShotgun02.vcd" //Shotgun.
- scene "scenes/Gambler/TakeShotgun03.vcd" //Taking the shotgun.
- }
- Rule SurvivorPickupPumpShotgunAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupPumpShotgunAlwaysGambler
- }
- Response SurvivorPickupRifleGambler
- {
- scene "scenes/Gambler/TakeAssaultRifle01.vcd" //Taking the rifle.
- scene "scenes/Gambler/TakeAssaultRifle02.vcd" //Grabbing the assault rifle.
- scene "scenes/Gambler/TakeAssaultRifle03.vcd" //Grabbing the assault rifle.
- scene "scenes/Gambler/TakeAssaultRifle04.vcd" //Assault rifle.
- scene "scenes/Gambler/TakeAssaultRifle05.vcd" //Taking the rifle.
- }
- Rule SurvivorPickupRifleGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupRifleGambler
- }
- Response SurvivorPickupRifleAlwaysGambler
- {
- scene "scenes/Gambler/TakeAssaultRifle01.vcd" //Taking the rifle.
- scene "scenes/Gambler/TakeAssaultRifle02.vcd" //Grabbing the assault rifle.
- scene "scenes/Gambler/TakeAssaultRifle03.vcd" //Grabbing the assault rifle.
- scene "scenes/Gambler/TakeAssaultRifle04.vcd" //Assault rifle.
- scene "scenes/Gambler/TakeAssaultRifle05.vcd" //Taking the rifle.
- }
- Rule SurvivorPickupRifleAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupRifleAlwaysGambler
- }
- Response SurvivorPickupSecondPistolGambler
- {
- scene "scenes/Gambler/TakePistol01.vcd" //Grabbing the pistol!
- scene "scenes/Gambler/TakePistol02.vcd" //Pistol!
- scene "scenes/Gambler/TakePistol03.vcd" //Second pistol.
- }
- Rule SurvivorPickupSecondPistolGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupSecondPistolGambler
- }
- Response SurvivorPickupSMGGambler
- {
- scene "scenes/Gambler/TakeSubMachineGun01.vcd" //Taking the machinegun.
- scene "scenes/Gambler/TakeSubMachineGun02.vcd" //Going with the machinegun.
- }
- Rule SurvivorPickupSMGGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupSMGGambler
- }
- Response SurvivorPickupSMGAlwaysGambler
- {
- scene "scenes/Gambler/TakeSubMachineGun01.vcd" //Taking the machinegun.
- scene "scenes/Gambler/TakeSubMachineGun02.vcd" //Going with the machinegun.
- }
- Rule SurvivorPickupSMGAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupSMGAlwaysGambler
- }
- Response SurvivorPickuptonfaGambler
- {
- scene "scenes/Gambler/MeleeWeapons06.vcd" //Grabbing a nightstick.
- scene "scenes/Gambler/MeleeWeapons17.vcd" //I'm gonna whack the shit outta somethin' with this.
- scene "scenes/Gambler/TakeMelee02.vcd" //This feels good.
- }
- Rule SurvivorPickuptonfaGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUptonfa IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ChanceToFire60Percent IsNotInStartArea
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickuptonfaGambler
- }
- Response SurvivorPickupUpExplosiveAmmoGambler
- {
- scene "scenes/Gambler/Yes08.vcd" //Yessss.
- }
- Rule SurvivorPickupUpExplosiveAmmoGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpExplosiveAmmo IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupUpExplosiveAmmoGambler
- }
- Response SurvivorPickupUpExplosivesGambler
- {
- scene "scenes/Gambler/ExplosiveAmmo03.vcd" //Grabbin' some frag rounds!
- }
- Rule SurvivorPickupUpExplosivesGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpUpgradePack_Explosive IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupUpExplosivesGambler
- }
- Response SurvivorPickupUpIncendiaryGambler
- {
- scene "scenes/Gambler/IncendAmmo02.vcd" //Grabbin' fire bullets!
- }
- Rule SurvivorPickupUpIncendiaryGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpUpgradePack_Incendiary IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupUpIncendiaryGambler
- }
- Response SurvivorPickupUpIncendiaryAmmoGambler
- {
- scene "scenes/Gambler/IncendAmmo03.vcd" //Let's start some fires, people!
- scene "scenes/Gambler/NiceJob01.vcd" //Well all right!
- scene "scenes/Gambler/Yes10.vcd" //Yessss.
- }
- Rule SurvivorPickupUpIncendiaryAmmoGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpIncendiaryAmmo IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupUpIncendiaryAmmoGambler
- }
- Response SurvivorPickupVomitJarGambler
- {
- scene "scenes/Gambler/BoomerJar04.vcd" //Grabbin' puke!
- scene "scenes/Gambler/BoomerJar07.vcd" //Grabbin' a bile jar!
- }
- Rule SurvivorPickupVomitJarGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpVomitJar IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupVomitJarGambler
- }
- Response SurvivorPickupVomitJarAlwaysGambler
- {
- scene "scenes/Gambler/BoomerJar04.vcd" //Grabbin' puke!
- scene "scenes/Gambler/BoomerJar07.vcd" //Grabbin' a bile jar!
- }
- Rule SurvivorPickupVomitJarAlwaysGambler
- {
- criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpVomitJar IsNotSpeaking IsTalk IsTalkGambler IsWorldTalkGambler
- ApplyContext "GamblerPickedUpItem:1:30"
- Response SurvivorPickupVomitJarAlwaysGambler
- }
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