Sentences.txt: Difference between revisions
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Here is the first section of the Half-Life 2 sentences.txt file. | Here is the first section of the Half-Life 2 sentences.txt file. | ||
// HALF-LIFE 2 SPEECH SYSTEM SENTENCES. | // HALF-LIFE 2 SPEECH SYSTEM SENTENCES. | ||
// Do not use TABS. Separate sentence-names from wave definitions with single spaces only. | // Do not use TABS. Separate sentence-names from wave definitions with single spaces only. | ||
// Sounds prefixed by "Q_" will be queued up for a while and played as soon as the NPC is allowed to speak | // Sounds prefixed by "Q_" will be queued up for a while and played as soon as the NPC is allowed to speak | ||
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// V_ indicates 'virtual' name or number | // V_ indicates 'virtual' name or number | ||
// last letter indicates type: 'S' = soldier | // last letter indicates type: 'S' = soldier | ||
Line 294: | Line 299: | ||
//PAIN | //PAIN | ||
COMBINE_PAIN0 npc/combine_soldier/pain1 {Len 0.30 closecaption NPC_Combine.Pain} | COMBINE_PAIN0 npc/combine_soldier/pain1 {Len 0.30 closecaption NPC_Combine.Pain} | ||
COMBINE_PAIN1 npc/combine_soldier/pain2 {Len 0.30 closecaption NPC_Combine.Pain} | COMBINE_PAIN1 npc/combine_soldier/pain2 {Len 0.30 closecaption NPC_Combine.Pain} | ||
COMBINE_PAIN2 npc/combine_soldier/pain3 {Len 0.26 closecaption NPC_Combine.Pain} | COMBINE_PAIN2 npc/combine_soldier/pain3 {Len 0.26 closecaption NPC_Combine.Pain} | ||
//DIE | //DIE | ||
COMBINE_DIE0 npc/combine_soldier/die1 V_IDIEDS {Len 0.62 closecaption NPC_Combine.Death} | COMBINE_DIE0 npc/combine_soldier/die1 V_IDIEDS {Len 0.62 closecaption NPC_Combine.Death} | ||
COMBINE_DIE1 npc/combine_soldier/die2 V_IDIEDS {Len 0.92 closecaption NPC_Combine.Death} | COMBINE_DIE1 npc/combine_soldier/die2 V_IDIEDS {Len 0.92 closecaption NPC_Combine.Death} | ||
COMBINE_DIE2 npc/combine_soldier/die3 V_IDIEDS {Len 0.80 closecaption NPC_Combine.Death} | COMBINE_DIE2 npc/combine_soldier/die3 V_IDIEDS {Len 0.80 closecaption NPC_Combine.Death} | ||
//KICK | //KICK | ||
COMBINE_KICK0 npc/combine_soldier/kick1 {Len 0.26} | COMBINE_KICK0 npc/combine_soldier/kick1 {Len 0.26} | ||
COMBINE_KICK1 npc/combine_soldier/kick2 {Len 0.31} | COMBINE_KICK1 npc/combine_soldier/kick2 {Len 0.31} | ||
// I am about to start shooting | // I am about to start shooting | ||
// Marc, for any sentences you want to caption, just add the closecaption entry to the {Len} block as below | // Marc, for any sentences you want to caption, just add the closecaption entry to the {Len} block as below | ||
// COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption} | // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption} | ||
// To use a specified caption string, put it's name in there, too | // To use a specified caption string, put it's name in there, too | ||
// COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPCSound.Caption} | // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPCSound.Caption} | ||
COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPC_Combine.Alert} | COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPC_Combine.Alert} | ||
COMBINE_ANNOUNCE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS gosharp off2 {Len 1.22 closecaption NPC_Combine.Alert} | COMBINE_ANNOUNCE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS gosharp off2 {Len 1.22 closecaption NPC_Combine.Alert} | ||
COMBINE_ANNOUNCE2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS prosecuting off1 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_ANNOUNCE2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS prosecuting off1 {Len 1.45 closecaption NPC_Combine.Alert} | ||
COMBINE_ANNOUNCE3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS engaging off1 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_ANNOUNCE3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS engaging off1 {Len 1.45 closecaption NPC_Combine.Alert} | ||
COMBINE_ANNOUNCE4 npc/combine_soldier/vo/(v100) on2 cover off1 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_ANNOUNCE4 npc/combine_soldier/vo/(v100) on2 cover off1 {Len 1.45 closecaption NPC_Combine.Alert} | ||
Line 324: | Line 345: | ||
COMBINE_ASSAULT0 npc/combine_soldier/vo/(v100) on1 contact V_G0_PLAYERS off1 {Len 0.87 closecaption NPC_Combine.Alert} | COMBINE_ASSAULT0 npc/combine_soldier/vo/(v100) on1 contact V_G0_PLAYERS off1 {Len 0.87 closecaption NPC_Combine.Alert} | ||
COMBINE_ASSAULT1 npc/combine_soldier/vo/(v100) on1 contactconfirmprosecuting off1 {Len 1.23 closecaption NPC_Combine.Alert} | COMBINE_ASSAULT1 npc/combine_soldier/vo/(v100) on1 contactconfirmprosecuting off1 {Len 1.23 closecaption NPC_Combine.Alert} | ||
COMBINE_ASSAULT2 npc/combine_soldier/vo/(v100) on2 contactconfim off1 {Len 1.08 closecaption NPC_Combine.Alert} | COMBINE_ASSAULT2 npc/combine_soldier/vo/(v100) on2 contactconfim off1 {Len 1.08 closecaption NPC_Combine.Alert} | ||
COMBINE_ASSAULT3 npc/combine_soldier/vo/(v100) on2 targetmyradial V_DIRS degrees off3 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_ASSAULT3 npc/combine_soldier/vo/(v100) on2 targetmyradial V_DIRS degrees off3 {Len 1.45 closecaption NPC_Combine.Alert} | ||
Line 331: | Line 355: | ||
COMBINE_FLANK0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS closing off1 {Len 1.36 closecaption NPC_Combine.Coord} | COMBINE_FLANK0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS closing off1 {Len 1.36 closecaption NPC_Combine.Coord} | ||
COMBINE_FLANK1 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS inbound off1 {Len 1.15 closecaption NPC_Combine.Coord} | COMBINE_FLANK1 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS inbound off1 {Len 1.15 closecaption NPC_Combine.Coord} | ||
COMBINE_FLANK2 npc/combine_soldier/vo/(v100) on1 movein off2 {Len 1.15 closecaption NPC_Combine.Coord} | COMBINE_FLANK2 npc/combine_soldier/vo/(v100) on1 movein off2 {Len 1.15 closecaption NPC_Combine.Coord} | ||
COMBINE_FLANK3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS sweepingin off1 {Len 1.15 closecaption NPC_Combine.Coord} | COMBINE_FLANK3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS sweepingin off1 {Len 1.15 closecaption NPC_Combine.Coord} | ||
COMBINE_FLANK4 npc/combine_soldier/vo/(v100) on1 coverme off1 {Len 1.15 closecaption NPC_Combine.Coord} | COMBINE_FLANK4 npc/combine_soldier/vo/(v100) on1 coverme off1 {Len 1.15 closecaption NPC_Combine.Coord} | ||
COMBINE_FLANK5 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisclosing off1 {Len 1.15 closecaption NPC_Combine.Coord} | COMBINE_FLANK5 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisclosing off1 {Len 1.15 closecaption NPC_Combine.Coord} | ||
COMBINE_FLANK6 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisinbound off1 {Len 1.15 closecaption NPC_Combine.Coord} | COMBINE_FLANK6 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisinbound off1 {Len 1.15 closecaption NPC_Combine.Coord} | ||
COMBINE_FLANK7 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitismovingin off1 {Len 1.15 closecaption NPC_Combine.Coord} | COMBINE_FLANK7 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitismovingin off1 {Len 1.15 closecaption NPC_Combine.Coord} | ||
Line 343: | Line 374: | ||
COMBINE_GO_ALERT0 npc/combine_soldier/vo/(v100) on1 alert1 off1 {Len 0.77 closecaption NPC_Combine.Coord} | COMBINE_GO_ALERT0 npc/combine_soldier/vo/(v100) on1 alert1 off1 {Len 0.77 closecaption NPC_Combine.Coord} | ||
COMBINE_GO_ALERT1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS executingfullresponse off1 {Len 0.77 closecaption NPC_Combine.Coord} | COMBINE_GO_ALERT1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS executingfullresponse off1 {Len 0.77 closecaption NPC_Combine.Coord} | ||
Line 348: | Line 380: | ||
COMBINE_LOST_LONG0 npc/combine_soldier/vo/(v100) on1 targetblackout off1 {Len 1.14 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_LONG0 npc/combine_soldier/vo/(v100) on1 targetblackout off1 {Len 1.14 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_LONG1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS lostcontact off1 {Len 1.08 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_LONG1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS lostcontact off1 {Len 1.08 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_LONG2 npc/combine_soldier/vo/(v100) on1 motioncheckallradials off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_LONG2 npc/combine_soldier/vo/(v100) on1 motioncheckallradials off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_LONG3 npc/combine_soldier/vo/(v100) on1 stayalertreportsightlines off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_LONG3 npc/combine_soldier/vo/(v100) on1 stayalertreportsightlines off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_LONG4 npc/combine_soldier/vo/(v100) on1 overwatch, teamdeployedandscanning off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_LONG4 npc/combine_soldier/vo/(v100) on1 overwatch, teamdeployedandscanning off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_LONG5 npc/combine_soldier/vo/(v100) on1 overwatch, V_MYNAMES V_MYNUMS engagedincleanup off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_LONG5 npc/combine_soldier/vo/(v100) on1 overwatch, V_MYNAMES V_MYNUMS engagedincleanup off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_LONG6 npc/combine_soldier/vo/(v100) on1 readyweapons, stayalert off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_LONG6 npc/combine_soldier/vo/(v100) on1 readyweapons, stayalert off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} | ||
Line 358: | Line 396: | ||
COMBINE_LOST_SHORT0 npc/combine_soldier/vo/(v100) on1 targetisat shaddow4 off1 {Len 1.56 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_SHORT0 npc/combine_soldier/vo/(v100) on1 targetisat shaddow4 off1 {Len 1.56 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_SHORT1 npc/combine_soldier/vo/(v100) on1 readyextractors off1 {Len 1.19 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_SHORT1 npc/combine_soldier/vo/(v100) on1 readyextractors off1 {Len 1.19 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_SHORT2 npc/combine_soldier/vo/(v100) on1 readycharges off1 {Len 1.13 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_SHORT2 npc/combine_soldier/vo/(v100) on1 readycharges off1 {Len 1.13 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_SHORT3 npc/combine_soldier/vo/(v100) on1 fixsightlinesmovein off1 {Len 1.13 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_SHORT3 npc/combine_soldier/vo/(v100) on1 fixsightlinesmovein off1 {Len 1.13 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_LOST_SHORT4 npc/combine_soldier/vo/(v100) on1 on1 containmentproceeding off1 {Len 0.98 closecaption NPC_Combine.RadioChatter} | COMBINE_LOST_SHORT4 npc/combine_soldier/vo/(v100) on1 on1 containmentproceeding off1 {Len 0.98 closecaption NPC_Combine.RadioChatter} | ||
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COMBINE_MAN_DOWN0 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown onedown off1 {Len 1.28 closecaption NPC_Combine.Alert} | COMBINE_MAN_DOWN0 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown onedown off1 {Len 1.28 closecaption NPC_Combine.Alert} | ||
COMBINE_MAN_DOWN1 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedutyvacated off1 {Len 1.41 closecaption NPC_Combine.Alert} | COMBINE_MAN_DOWN1 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedutyvacated off1 {Len 1.41 closecaption NPC_Combine.Alert} | ||
COMBINE_MAN_DOWN2 npc/combine_soldier/vo/(v100) on2 heavyresistance off3 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_MAN_DOWN2 npc/combine_soldier/vo/(v100) on2 heavyresistance off3 {Len 1.45 closecaption NPC_Combine.Alert} | ||
COMBINE_MAN_DOWN3 npc/combine_soldier/vo/(v100) on1 overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_MAN_DOWN3 npc/combine_soldier/vo/(v100) on1 overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert} | ||
COMBINE_MAN_DOWN4 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown, hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_MAN_DOWN4 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown, hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert} | ||
Line 374: | Line 420: | ||
COMBINE_REFIND_ENEMY0 npc/combine_soldier/vo/(v100) on1 target V_G0_PLAYERS, goactiveintercept off1 {Len 0.77 closecaption NPC_Combine.Alert} | COMBINE_REFIND_ENEMY0 npc/combine_soldier/vo/(v100) on1 target V_G0_PLAYERS, goactiveintercept off1 {Len 0.77 closecaption NPC_Combine.Alert} | ||
COMBINE_REFIND_ENEMY1 npc/combine_soldier/vo/(v100) on2 gosharp range V_DISTS off3 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_REFIND_ENEMY1 npc/combine_soldier/vo/(v100) on2 gosharp range V_DISTS off3 {Len 1.45 closecaption NPC_Combine.Alert} | ||
COMBINE_REFIND_ENEMY2 npc/combine_soldier/vo/(v100) on2 targetcontactat V_GRIDXS dash V_GRIDYS off3 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_REFIND_ENEMY2 npc/combine_soldier/vo/(v100) on2 targetcontactat V_GRIDXS dash V_GRIDYS off3 {Len 1.45 closecaption NPC_Combine.Alert} | ||
COMBINE_REFIND_ENEMY3 npc/combine_soldier/vo/(v100) on2 viscon viscon(p110), range V_DISTS, bearing V_DIRS off3 {Len 1.45 closecaption NPC_Combine.Alert} | COMBINE_REFIND_ENEMY3 npc/combine_soldier/vo/(v100) on2 viscon viscon(p110), range V_DISTS, bearing V_DIRS off3 {Len 1.45 closecaption NPC_Combine.Alert} | ||
Line 381: | Line 430: | ||
COMBINE_THROW_GRENADE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway off1 {Len 1.31 closecaption NPC_Combine.Grenade} | COMBINE_THROW_GRENADE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway off1 {Len 1.31 closecaption NPC_Combine.Grenade} | ||
COMBINE_THROW_GRENADE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractorislive off1 {Len 1.33 closecaption NPC_Combine.Grenade} | COMBINE_THROW_GRENADE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractorislive off1 {Len 1.33 closecaption NPC_Combine.Grenade} | ||
COMBINE_THROW_GRENADE2 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS flush sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade} | COMBINE_THROW_GRENADE2 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS flush sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade} | ||
COMBINE_THROW_GRENADE3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade} | COMBINE_THROW_GRENADE3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade} | ||
COMBINE_THROW_GRENADE4 npc/combine_soldier/vo/(v100) on1. six, five, four, three, two, one, flash flash(p105) flash(p110) off1 {Len 1.24 closecaption NPC_Combine.Grenade} | COMBINE_THROW_GRENADE4 npc/combine_soldier/vo/(v100) on1. six, five, four, three, two, one, flash flash(p105) flash(p110) off1 {Len 1.24 closecaption NPC_Combine.Grenade} | ||
//COMBINE_THROW1 npc/combine_soldier/vo/on1 (t30) take!(e75) this!(e100 t0) off1 {Len 1.03} | //COMBINE_THROW1 npc/combine_soldier/vo/on1 (t30) take!(e75) this!(e100 t0) off1 {Len 1.03} | ||
//COMBINE_THROW2 npc/combine_soldier/vo/(v10) on1(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) off1 {Len 1.37} | //COMBINE_THROW2 npc/combine_soldier/vo/(v10) on1(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) off1 {Len 1.37} | ||
Line 392: | Line 446: | ||
COMBINE_GREN0 npc/combine_soldier/vo/(v100) on1(p120) bouncerbouncer off1 {Len 1.17 closecaption NPC_Combine.Grenade} | COMBINE_GREN0 npc/combine_soldier/vo/(v100) on1(p120) bouncerbouncer off1 {Len 1.17 closecaption NPC_Combine.Grenade} | ||
COMBINE_GREN1 npc/combine_soldier/vo/(v100) on1(p120) flaredown off1 {Len 1.17 closecaption NPC_Combine.Grenade} | COMBINE_GREN1 npc/combine_soldier/vo/(v100) on1(p120) flaredown off1 {Len 1.17 closecaption NPC_Combine.Grenade} | ||
Line 397: | Line 452: | ||
COMBINE_DANGER0 npc/combine_soldier/vo/(v100) on1(p120) displace off1 {Len 1.17} | COMBINE_DANGER0 npc/combine_soldier/vo/(v100) on1(p120) displace off1 {Len 1.17} | ||
COMBINE_DANGER1 npc/combine_soldier/vo/(v100) on1(p120) displace2 off3 {Len 1.17} | COMBINE_DANGER1 npc/combine_soldier/vo/(v100) on1(p120) displace2 off3 {Len 1.17} | ||
COMBINE_DANGER2 npc/combine_soldier/vo/(v100) on1(p120) ripcordripcord off1 {Len 1.17} | COMBINE_DANGER2 npc/combine_soldier/vo/(v100) on1(p120) ripcordripcord off1 {Len 1.17} | ||
Line 403: | Line 460: | ||
COMBINE_ALERT0 npc/combine_soldier/vo/(v100) on2(p110) contactconfim V_G0_PLAYERS, range V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT0 npc/combine_soldier/vo/(v100) on2(p110) contactconfim V_G0_PLAYERS, range V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT1 npc/combine_soldier/vo/(v100) on1(p110) gosharpgosharp, V_DISTS meters off1 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT1 npc/combine_soldier/vo/(v100) on1(p110) gosharpgosharp, V_DISTS meters off1 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT2 npc/combine_soldier/vo/(v100) on2(p110) callcontacttarget1, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT2 npc/combine_soldier/vo/(v100) on2(p110) callcontacttarget1, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT3 npc/combine_soldier/vo/(v100) on1(p110) targetisat V_DISTS meters bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT3 npc/combine_soldier/vo/(v100) on1(p110) targetisat V_DISTS meters bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT4 npc/combine_soldier/vo/(v100) on1(p110) targetmyradial V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT4 npc/combine_soldier/vo/(v100) on1(p110) targetmyradial V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT5 npc/combine_soldier/vo/(v100) on2(p110) contact V_G0_PLAYERS off3 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT5 npc/combine_soldier/vo/(v100) on2(p110) contact V_G0_PLAYERS off3 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT6 npc/combine_soldier/vo/(v100) on1(p110) targetcontactat V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT6 npc/combine_soldier/vo/(v100) on1(p110) targetcontactat V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT7 npc/combine_soldier/vo/(v100) on2(p110) designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT7 npc/combine_soldier/vo/(v100) on2(p110) designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT8 npc/combine_soldier/vo/(v100) on1(p110) contactconfirmprosecuting off2 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT8 npc/combine_soldier/vo/(v100) on1(p110) contactconfirmprosecuting off2 {Len 1.13 closecaption NPC_Combine.Alert} | ||
COMBINE_ALERT9 npc/combine_soldier/vo/(v100) on1(p110) contactconfim, designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert} | COMBINE_ALERT9 npc/combine_soldier/vo/(v100) on1(p110) contactconfim, designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert} | ||
Line 416: | Line 482: | ||
COMBINE_PLAYERHIT0 npc/combine_soldier/vo/(v100) targetcompromisedmovein off1 {Len 1.13} | COMBINE_PLAYERHIT0 npc/combine_soldier/vo/(v100) targetcompromisedmovein off1 {Len 1.13} | ||
COMBINE_PLAYERHIT1 npc/combine_soldier/vo/(v100) affirmativewegothimnow off1 {Len 1.13} | COMBINE_PLAYERHIT1 npc/combine_soldier/vo/(v100) affirmativewegothimnow off1 {Len 1.13} | ||
COMBINE_PLAYERHIT2 npc/combine_soldier/vo/(v100) thatsitwrapitup off2 {Len 1.13} | COMBINE_PLAYERHIT2 npc/combine_soldier/vo/(v100) thatsitwrapitup off2 {Len 1.13} | ||
Line 422: | Line 490: | ||
COMBINE_MONST0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST1 npc/combine_soldier/vo/(v100) visualonexogens off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST1 npc/combine_soldier/vo/(v100) visualonexogens off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST2 npc/combine_soldier/vo/(v100) overwatch sector V_SECTORS infected off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST2 npc/combine_soldier/vo/(v100) overwatch sector V_SECTORS infected off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
Line 428: | Line 498: | ||
COMBINE_MONST_BUGS0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_BUGS0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_BUGS1 npc/combine_soldier/vo/(v100) swarmoutbreakinsector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_BUGS1 npc/combine_soldier/vo/(v100) swarmoutbreakinsector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_BUGS2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_BUGS2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_BUGS3 npc/combine_soldier/vo/(v100) overwatch, wehavenontaggedviromes, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_BUGS3 npc/combine_soldier/vo/(v100) overwatch, wehavenontaggedviromes, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
Line 435: | Line 508: | ||
COMBINE_MONST_CHARACTER0 npc/combine_soldier/vo/(v100) target, prioritytwoescapee off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_CHARACTER0 npc/combine_soldier/vo/(v100) target, prioritytwoescapee off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_CHARACTER1 npc/combine_soldier/vo/(v100) outbreakstatusiscode hurricane off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_CHARACTER1 npc/combine_soldier/vo/(v100) outbreakstatusiscode hurricane off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_ZOMBIES0 npc/combine_soldier/vo/(v100) necrotics off3 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_ZOMBIES0 npc/combine_soldier/vo/(v100) necrotics off3 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_ZOMBIES1 npc/combine_soldier/vo/(v100) necroticsinbound off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_ZOMBIES1 npc/combine_soldier/vo/(v100) necroticsinbound off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_ZOMBIES2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_ZOMBIES2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_PARASITES0 npc/combine_soldier/vo/(v100) callcontactparasitics off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_PARASITES0 npc/combine_soldier/vo/(v100) callcontactparasitics off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
COMBINE_MONST_PARASITES1 npc/combine_soldier/vo/(v100) overwatch, wehavefreeparasites, sector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert} | COMBINE_MONST_PARASITES1 npc/combine_soldier/vo/(v100) overwatch, wehavefreeparasites, sector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert} | ||
Line 447: | Line 524: | ||
COMBINE_KILL_MONST0 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS cleaned off1 {Len 1.72 closecaption NPC_Combine.RadioChatter} | COMBINE_KILL_MONST0 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS cleaned off1 {Len 1.72 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_KILL_MONST1 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS sterilized off3 {Len 1.72 closecaption NPC_Combine.RadioChatter} | COMBINE_KILL_MONST1 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS sterilized off3 {Len 1.72 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_KILL_MONST2 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS contained off1 {Len 1.72 closecaption NPC_Combine.RadioChatter} | COMBINE_KILL_MONST2 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS contained off1 {Len 1.72 closecaption NPC_Combine.RadioChatter} | ||
Line 453: | Line 532: | ||
COMBINE_COVER0 npc/combine_soldier/vo/(v100) on1 coverhurt off1 {Len 0.95 closecaption NPC_Combine.Coord} | COMBINE_COVER0 npc/combine_soldier/vo/(v100) on1 coverhurt off1 {Len 0.95 closecaption NPC_Combine.Coord} | ||
COMBINE_COVER1 npc/combine_soldier/vo/(v100) on1 displace2 off1 {Len 0.95 closecaption NPC_Combine.Coord} | COMBINE_COVER1 npc/combine_soldier/vo/(v100) on1 displace2 off1 {Len 0.95 closecaption NPC_Combine.Coord} | ||
COMBINE_COVER2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS requestmedical off1 {Len 0.95 closecaption NPC_Combine.Coord} | COMBINE_COVER2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS requestmedical off1 {Len 0.95 closecaption NPC_Combine.Coord} | ||
COMBINE_COVER3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS requeststimdose off1 {Len 0.95 closecaption NPC_Combine.Coord} | COMBINE_COVER3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS requeststimdose off1 {Len 0.95 closecaption NPC_Combine.Coord} | ||
Line 461: | Line 543: | ||
COMBINE_TAUNT0 npc/combine_soldier/vo/(v100) on1(p110) targetineffective off1(p120) on1 {Len 1.32} | COMBINE_TAUNT0 npc/combine_soldier/vo/(v100) on1(p110) targetineffective off1(p120) on1 {Len 1.32} | ||
COMBINE_TAUNT1 npc/combine_soldier/vo/(v100) on2(p110) bodypackholding off2(p120) on1 {Len 1.32} | COMBINE_TAUNT1 npc/combine_soldier/vo/(v100) on2(p110) bodypackholding off2(p120) on1 {Len 1.32} | ||
COMBINE_TAUNT2 npc/combine_soldier/vo/(v100) on1(p110) V_MYNAMES V_MYNUMS, fullactive off1(p120) on1 {Len 1.32} | COMBINE_TAUNT2 npc/combine_soldier/vo/(v100) on1(p110) V_MYNAMES V_MYNUMS, fullactive off1(p120) on1 {Len 1.32} | ||
Line 467: | Line 551: | ||
COMBINE_LAST_OF_SQUAD0 npc/combine_soldier/vo/(v100) on2 overwatchrequestreserveactivation off1 {len 1.5 closecaption NPC_Combine.Last} | COMBINE_LAST_OF_SQUAD0 npc/combine_soldier/vo/(v100) on2 overwatchrequestreserveactivation off1 {len 1.5 closecaption NPC_Combine.Last} | ||
COMBINE_LAST_OF_SQUAD1 npc/combine_soldier/vo/(v100) on1 overwatch, sectorisnotsecure off3 {Len 1.28 closecaption NPC_Combine.Last} | COMBINE_LAST_OF_SQUAD1 npc/combine_soldier/vo/(v100) on1 overwatch, sectorisnotsecure off3 {Len 1.28 closecaption NPC_Combine.Last} | ||
COMBINE_LAST_OF_SQUAD2 npc/combine_soldier/vo/(v100) on1 sector V_SECTORS, outbreak outbreak(p105) outbreak(p110) off1 {Len 1.28 closecaption NPC_Combine.Last} | COMBINE_LAST_OF_SQUAD2 npc/combine_soldier/vo/(v100) on1 sector V_SECTORS, outbreak outbreak(p105) outbreak(p110) off1 {Len 1.28 closecaption NPC_Combine.Last} | ||
COMBINE_LAST_OF_SQUAD3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS isfinalteamunitbackup off1 {Len 1.28 closecaption NPC_Combine.Last} | COMBINE_LAST_OF_SQUAD3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS isfinalteamunitbackup off1 {Len 1.28 closecaption NPC_Combine.Last} | ||
COMBINE_LAST_OF_SQUAD4 npc/combine_soldier/vo/(v100) on1 overwatchteamisdown off1 {Len 1.28 closecaption NPC_Combine.Last} | COMBINE_LAST_OF_SQUAD4 npc/combine_soldier/vo/(v100) on1 overwatchteamisdown off1 {Len 1.28 closecaption NPC_Combine.Last} | ||
COMBINE_LAST_OF_SQUAD5 npc/combine_soldier/vo/(v100) on2 overwatchsectoroverrun off2 {Len 1.28 closecaption NPC_Combine.Last} | COMBINE_LAST_OF_SQUAD5 npc/combine_soldier/vo/(v100) on2 overwatchsectoroverrun off2 {Len 1.28 closecaption NPC_Combine.Last} | ||
COMBINE_LAST_OF_SQUAD6 npc/combine_soldier/vo/(v100) on1 overwatchrequestskyshield off1 {Len 0.95 closecaption NPC_Combine.Last} | COMBINE_LAST_OF_SQUAD6 npc/combine_soldier/vo/(v100) on1 overwatchrequestskyshield off1 {Len 0.95 closecaption NPC_Combine.Last} | ||
COMBINE_LAST_OF_SQUAD7 npc/combine_soldier/vo/(v100) on1 overwatchrequestwinder off1 {Len 0.95 closecaption NPC_Combine.Last} | COMBINE_LAST_OF_SQUAD7 npc/combine_soldier/vo/(v100) on1 overwatchrequestwinder off1 {Len 0.95 closecaption NPC_Combine.Last} | ||
Line 478: | Line 569: | ||
COMBINE_PLAYER_DEAD0 npc/combine_soldier/vo/(v100) on1 overwatchconfirmhvtcontained off3 {Len 0.82} | COMBINE_PLAYER_DEAD0 npc/combine_soldier/vo/(v100) on1 overwatchconfirmhvtcontained off3 {Len 0.82} | ||
COMBINE_PLAYER_DEAD1 npc/combine_soldier/vo/(v100) on1 overwatchtarget1sterilized off1 {Len 1.87} | COMBINE_PLAYER_DEAD1 npc/combine_soldier/vo/(v100) on1 overwatchtarget1sterilized off1 {Len 1.87} | ||
COMBINE_PLAYER_DEAD2 npc/combine_soldier/vo/(v100) on2 overwatchtargetcontained off2 {Len 1.38} | COMBINE_PLAYER_DEAD2 npc/combine_soldier/vo/(v100) on2 overwatchtargetcontained off2 {Len 1.38} | ||
COMBINE_PLAYER_DEAD3 npc/combine_soldier/vo/(v100) on2 overwatch, stabilizationteamhassector off1 {Len 1.38} | COMBINE_PLAYER_DEAD3 npc/combine_soldier/vo/(v100) on2 overwatch, stabilizationteamhassector off1 {Len 1.38} | ||
COMBINE_PLAYER_DEAD4 npc/combine_soldier/vo/(v100) on2 overwatch, V_G0_PLAYERS secure off3 {Len 1.38} | COMBINE_PLAYER_DEAD4 npc/combine_soldier/vo/(v100) on2 overwatch, V_G0_PLAYERS secure off3 {Len 1.38} | ||
COMBINE_PLAYER_DEAD5 npc/combine_soldier/vo/(v100) on1 overwatch, V_G0_PLAYERS delivered off1 {Len 1.38} | COMBINE_PLAYER_DEAD5 npc/combine_soldier/vo/(v100) on1 overwatch, V_G0_PLAYERS delivered off1 {Len 1.38} | ||
COMBINE_PLAYER_DEAD6 npc/combine_soldier/vo/(v100) on1 overwatch, antiseptic administer off1 {Len 1.38} | COMBINE_PLAYER_DEAD6 npc/combine_soldier/vo/(v100) on1 overwatch, antiseptic administer off1 {Len 1.38} | ||
Line 488: | Line 585: | ||
COMBINE_IDLE0 npc/combine_soldier/vo/(v30) on1 V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} | COMBINE_IDLE0 npc/combine_soldier/vo/(v30) on1 V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_IDLE1 npc/combine_soldier/vo/(v30) on1 overwatchreportspossiblehostiles off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} | COMBINE_IDLE1 npc/combine_soldier/vo/(v30) on1 overwatchreportspossiblehostiles off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_IDLE2 npc/combine_soldier/vo/(v30) on1 ovewatchorders3ccstimboost off2 {Len 2.97 closecaption NPC_Combine.RadioChatter} | COMBINE_IDLE2 npc/combine_soldier/vo/(v30) on1 ovewatchorders3ccstimboost off2 {Len 2.97 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_IDLE3 npc/combine_soldier/vo/(v30) on2 stabilizationteamholding off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} | COMBINE_IDLE3 npc/combine_soldier/vo/(v30) on2 stabilizationteamholding off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_IDLE4 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS standingby] off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | COMBINE_IDLE4 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS standingby] off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | ||
Line 496: | Line 597: | ||
COMBINE_QUEST0 npc/combine_soldier/vo/(v30) on1 readyweaponshostilesinbound off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | COMBINE_QUEST0 npc/combine_soldier/vo/(v30) on1 readyweaponshostilesinbound off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_QUEST1 npc/combine_soldier/vo/(v30) on1 prepforcontact off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | COMBINE_QUEST1 npc/combine_soldier/vo/(v30) on1 prepforcontact off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_QUEST2 npc/combine_soldier/vo/(v30) on2 skyshieldreportslostcontact, readyweapons off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | COMBINE_QUEST2 npc/combine_soldier/vo/(v30) on2 skyshieldreportslostcontact, readyweapons off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_QUEST3 npc/combine_soldier/vo/(v30) on2 stayalert off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | COMBINE_QUEST3 npc/combine_soldier/vo/(v30) on2 stayalert off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_QUEST4 npc/combine_soldier/vo/(v30) on2 weaponsoffsafeprepforcontact off2(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | COMBINE_QUEST4 npc/combine_soldier/vo/(v30) on2 weaponsoffsafeprepforcontact off2(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | ||
COMBINE_QUEST5 npc/combine_soldier/vo/(v30) on1 overwatch isatcode V_RNDCODES V_RNDNUMS off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | COMBINE_QUEST5 npc/combine_soldier/vo/(v30) on1 overwatch isatcode V_RNDCODES V_RNDNUMS off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} | ||
Line 505: | Line 611: | ||
COMBINE_ANSWER0 npc/combine_soldier/vo/(v30) on1 affirmative off1 {Len 1.57} | COMBINE_ANSWER0 npc/combine_soldier/vo/(v30) on1 affirmative off1 {Len 1.57} | ||
COMBINE_ANSWER1 npc/combine_soldier/vo/(v30) on1 copy off1 {Len 1.57} | COMBINE_ANSWER1 npc/combine_soldier/vo/(v30) on1 copy off1 {Len 1.57} | ||
COMBINE_ANSWER2 npc/combine_soldier/vo/(v30) on2 copythat off3 {Len 1.57} | COMBINE_ANSWER2 npc/combine_soldier/vo/(v30) on2 copythat off3 {Len 1.57} | ||
COMBINE_ANSWER3 npc/combine_soldier/vo/(v30) on1 affirmative2 off1 {Len 1.57} | COMBINE_ANSWER3 npc/combine_soldier/vo/(v30) on1 affirmative2 off1 {Len 1.57} | ||
COMBINE_ANSWER4 npc/combine_soldier/vo/(v30) on1 copythat, V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 1.57} | COMBINE_ANSWER4 npc/combine_soldier/vo/(v30) on1 copythat, V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 1.57} | ||
Line 513: | Line 623: | ||
COMBINE_CLEAR0 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS hasnegativemovement grid V_GRIDXS dash V_GRIDYS on1 off2(p120) {Len 2.30} | COMBINE_CLEAR0 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS hasnegativemovement grid V_GRIDXS dash V_GRIDYS on1 off2(p120) {Len 2.30} | ||
COMBINE_CLEAR1 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS isholdingatcode V_RNDCODES on1 off1(p120) {Len 2.30} | COMBINE_CLEAR1 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS isholdingatcode V_RNDCODES on1 off1(p120) {Len 2.30} | ||
COMBINE_CLEAR2 npc/combine_soldier/vo/(v30) on2 V_MYNAMES V_MYNUMS hasnegativemovement on1 off3(p120) {Len 2.30} | COMBINE_CLEAR2 npc/combine_soldier/vo/(v30) on2 V_MYNAMES V_MYNUMS hasnegativemovement on1 off3(p120) {Len 2.30} | ||
COMBINE_CLEAR3 npc/combine_soldier/vo/(v30) on1 affirmative, noviscon on1 off1(p120) {Len 2.30} | COMBINE_CLEAR3 npc/combine_soldier/vo/(v30) on1 affirmative, noviscon on1 off1(p120) {Len 2.30} | ||
COMBINE_CLEAR4 npc/combine_soldier/vo/(v30) on1 sightlineisclear on1 off1(p120) {Len 2.30} | COMBINE_CLEAR4 npc/combine_soldier/vo/(v30) on1 sightlineisclear on1 off1(p120) {Len 2.30} | ||
COMBINE_CLEAR5 npc/combine_soldier/vo/(v30) on2 V_MYNAMES reportingclear on1 off3(p120) {Len 2.30} | COMBINE_CLEAR5 npc/combine_soldier/vo/(v30) on2 V_MYNAMES reportingclear on1 off3(p120) {Len 2.30} | ||
COMBINE_CLEAR6 npc/combine_soldier/vo/(v30) on1 sectorissecurenovison on1 off1(p120) {Len 2.30} | COMBINE_CLEAR6 npc/combine_soldier/vo/(v30) on1 sectorissecurenovison on1 off1(p120) {Len 2.30} | ||
Line 523: | Line 639: | ||
COMBINE_CHECK0 npc/combine_soldier/vo/(v30) on1 stayalertreportsightlines off3 {Len 1.63} | COMBINE_CHECK0 npc/combine_soldier/vo/(v30) on1 stayalertreportsightlines off3 {Len 1.63} | ||
COMBINE_CHECK1 npc/combine_soldier/vo/(v30) on2 reportallpositionsclear off3 {Len 1.63} | COMBINE_CHECK1 npc/combine_soldier/vo/(v30) on2 reportallpositionsclear off3 {Len 1.63} | ||
COMBINE_CHECK2 npc/combine_soldier/vo/(v30) on1 reportallradialsfree off3 {Len 1.63} | COMBINE_CHECK2 npc/combine_soldier/vo/(v30) on1 reportallradialsfree off3 {Len 1.63} |
Revision as of 19:52, 2 December 2008
The file that contains sound data, which various entities will "speak" when called to do so. The file is located in the <MODMAIN>/scripts folder. New mods created with the 'Create a mod' option in the source SDK, as well as the 'modify Half-Life 2 single player' sub option, will have a copy of this file placed in the mod's /scripts folder for them. This copy of the file is a replica of the sentences.txt used by Half-Life 2. For mods that don't plan to use any of Half-Life 2's sentences, the contents of the file can be deleted and new entries made for the mod's needs. It is helpful to learn the structure of entries by reading the contents of the existing file.
For each entry, the first part(in CAPS) is the sentence name. This value can be associated with an entity in the Hammer Editor, to be "spoken" under certain circumstances. For example, the npc_citizen entity has a pair of keyvalues named 'Use sentence' and 'Unuse sentence'. Each of these keyvalues can be assigned the name of an entry in sentences.txt, one to be "spoken" when the NPC is used(follow me), and one for when the NPC is used again(stay here).
TODO: Add more information on entry parameters and options.
Here is the first section of the Half-Life 2 sentences.txt file.
// HALF-LIFE 2 SPEECH SYSTEM SENTENCES.
// Do not use TABS. Separate sentence-names from wave definitions with single spaces only.
// Sounds prefixed by "Q_" will be queued up for a while and played as soon as the NPC is allowed to speak
//COMBINE SOLDIER
// COMBINE SOLDIER
// V_ indicates 'virtual' name or number
// last letter indicates type: 'S' = soldier
// soldier names, remembered by speaker:
V_MYNAMES0 leader {Len 0.4}
V_MYNAMES1 flash {Len 0.4}
V_MYNAMES2 ranger {Len 0.4}
V_MYNAMES3 hunter {Len 0.4}
V_MYNAMES4 blade {Len 0.4}
V_MYNAMES5 scar {Len 0.4}
V_MYNAMES6 hammer {Len 0.4}
V_MYNAMES7 sweeper {Len 0.4}
V_MYNAMES8 swift {Len 0.4}
V_MYNAMES9 fist {Len 0.4}
V_MYNAMES10 sword {Len 0.4}
V_MYNAMES11 savage {Len 0.4}
V_MYNAMES12 tracker {Len 0.4}
V_MYNAMES13 slash {Len 0.4}
V_MYNAMES14 razor {Len 0.4}
V_MYNAMES15 stab {Len 0.4}
V_MYNAMES16 spear {Len 0.4}
V_MYNAMES17 striker {Len 0.4}
V_MYNAMES18 dagger {Len 0.4}
// air support names:
V_RNDNAMES0 ghost {Len 0.4}
V_RNDNAMES1 reaper {Len 0.4}
V_RNDNAMES2 nomad {Len 0.4}
V_RNDNAMES3 hurricane {Len 0.4}
V_RNDNAMES4 phantom {Len 0.4}
V_RNDNAMES5 judge {Len 0.4}
V_RNDNAMES6 shadow {Len 0.4}
V_RNDNAMES7 slam {Len 0.4}
V_RNDNAMES8 stinger {Len 0.4}
V_RNDNAMES9 storm {Len 0.4}
V_RNDNAMES10 vamp {Len 0.4}
V_RNDNAMES11 winder {Len 0.4}
V_RNDNAMES12 star {Len 0.4}
//phonetic alphabet/codes:
V_RNDCODES0 apex {Len 0.4}
V_RNDCODES1 ion {Len 0.4}
V_RNDCODES2 jet {Len 0.4}
V_RNDCODES3 kilo {Len 0.4}
V_RNDCODES4 mace {Len 0.4}
V_RNDCODES5 nova {Len 0.4}
V_RNDCODES6 payback {Len 0.4}
V_RNDCODES7 sundown {Len 0.4}
V_RNDCODES8 uniform {Len 0.4}
V_RNDCODES9 boomer {Len 0.4}
V_RNDCODES10 echo {Len 0.4}
V_RNDCODES11 flatline {Len 0.4}
V_RNDCODES12 helix {Len 0.4}
V_RNDCODES13 ice {Len 0.4}
V_RNDCODES14 quicksand {Len 0.4}
V_RNDCODES15 payback {Len 0.4}
V_RNDCODES16 ripcord {Len 0.4}
//Numbers, remembered by speaker:
V_MYNUMS0 zero {Len 0.4}
V_MYNUMS1 one {Len 0.4}
V_MYNUMS2 two {Len 0.4}
V_MYNUMS3 three {Len 0.4}
V_MYNUMS4 four {Len 0.4}
V_MYNUMS5 five {Len 0.4}
V_MYNUMS6 six {Len 0.4}
V_MYNUMS7 seven {Len 0.4}
V_MYNUMS8 eight {Len 0.4}
V_MYNUMS9 niner {Len 0.4}
// random numbers
V_RNDNUMS0 zero {Len 0.4}
V_RNDNUMS1 one {Len 0.4}
V_RNDNUMS2 two {Len 0.4}
V_RNDNUMS3 three {Len 0.4}
V_RNDNUMS4 four {Len 0.4}
V_RNDNUMS5 five {Len 0.4}
V_RNDNUMS6 six {Len 0.4}
V_RNDNUMS7 seven {Len 0.4}
V_RNDNUMS8 eight {Len 0.4}
V_RNDNUMS9 niner {Len 0.4}
// numbers, must be in order, used for distance/heading to player use: V_DISTS or V_DIRS
V_NUMBERSS0 zero {Len 0.4}
V_NUMBERSS1 one {Len 0.4}
V_NUMBERSS2 two {Len 0.4}
V_NUMBERSS3 three {Len 0.4}
V_NUMBERSS4 four {Len 0.4}
V_NUMBERSS5 five {Len 0.4}
V_NUMBERSS6 six {Len 0.4}
V_NUMBERSS7 seven {Len 0.4}
V_NUMBERSS8 eight {Len 0.4}
V_NUMBERSS9 niner {Len 0.4}
V_NUMBERSS10 ten {Len 0.4}
V_NUMBERSS11 eleven {Len 0.4}
V_NUMBERSS12 twelve {Len 0.4}
V_NUMBERSS13 thirteen {Len 0.4}
V_NUMBERSS14 fourteen {Len 0.4}
V_NUMBERSS15 fifteen {Len 0.4}
V_NUMBERSS16 sixteen {Len 0.4}
V_NUMBERSS17 seventeen {Len 0.4}
V_NUMBERSS18 eighteen {Len 0.4}
V_NUMBERSS19 nineteen {Len 0.4}
V_NUMBERSS20 twenty {Len 0.4}
V_NUMBERSS21 thirty {Len 0.4}
V_NUMBERSS22 fourty {Len 0.4}
V_NUMBERSS23 fifty {Len 0.4}
V_NUMBERSS24 sixty {Len 0.4}
V_NUMBERSS25 seventy {Len 0.4}
V_NUMBERSS26 eighty {Len 0.4}
V_NUMBERSS27 ninety {Len 0.4}
V_NUMBERSS28 onehundred {Len 0.4}
V_NUMBERSS29 twohundred {Len 0.4}
V_NUMBERSS30 threehundred {Len 0.4}
// rnd global, used to designate target
V_G0_PLAYERS0 freeman3 {len 0.5}
V_G0_PLAYERS1 anticitizenone {len 0.5}
V_G0_PLAYERS2 targetone {len 0.5}
V_G0_PLAYERS3 priority1objective {len 0.5}
V_G0_PLAYERS4 phantom {len 0.5}
V_G0_PLAYERS5 ghost2 {len 0.5}
// sequential gobal numbers, used for counting enemies down
V_SEQGLOBNBRS0 zero {Len 0.4}
V_SEQGLOBNBRS1 one {Len 0.4}
V_SEQGLOBNBRS2 two {Len 0.4}
V_SEQGLOBNBRS3 three {Len 0.4}
V_SEQGLOBNBRS4 four {Len 0.4}
V_SEQGLOBNBRS5 five {Len 0.4}
V_SEQGLOBNBRS6 six {Len 0.4}
V_SEQGLOBNBRS7 seven {Len 0.4}
V_SEQGLOBNBRS8 eight {Len 0.4}
V_SEQGLOBNBRS9 niner {Len 0.4}
V_SEQGLOBNBRS10 ten {Len 0.4}
V_SEQGLOBNBRS11 eleven {Len 0.4}
V_SEQGLOBNBRS12 twelve {Len 0.4}
V_SEQGLOBNBRS13 thirteen {Len 0.4}
V_SEQGLOBNBRS14 fourteen {Len 0.4}
V_SEQGLOBNBRS15 fifteen {Len 0.4}
V_SEQGLOBNBRS16 sixteen {Len 0.4}
V_SEQGLOBNBRS17 seventeen {Len 0.4}
V_SEQGLOBNBRS18 eighteen {Len 0.4}
V_SEQGLOBNBRS19 nineteen {Len 0.4}
V_SEQGLOBNBRS20 twenty {Len 0.4}
//PAIN
COMBINE_PAIN0 npc/combine_soldier/pain1 {Len 0.30 closecaption NPC_Combine.Pain}
COMBINE_PAIN1 npc/combine_soldier/pain2 {Len 0.30 closecaption NPC_Combine.Pain}
COMBINE_PAIN2 npc/combine_soldier/pain3 {Len 0.26 closecaption NPC_Combine.Pain}
//DIE
COMBINE_DIE0 npc/combine_soldier/die1 V_IDIEDS {Len 0.62 closecaption NPC_Combine.Death}
COMBINE_DIE1 npc/combine_soldier/die2 V_IDIEDS {Len 0.92 closecaption NPC_Combine.Death}
COMBINE_DIE2 npc/combine_soldier/die3 V_IDIEDS {Len 0.80 closecaption NPC_Combine.Death}
//KICK
COMBINE_KICK0 npc/combine_soldier/kick1 {Len 0.26}
COMBINE_KICK1 npc/combine_soldier/kick2 {Len 0.31}
// I am about to start shooting
// Marc, for any sentences you want to caption, just add the closecaption entry to the {Len} block as below
// COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption}
// To use a specified caption string, put it's name in there, too
// COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPCSound.Caption}
COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPC_Combine.Alert}
COMBINE_ANNOUNCE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS gosharp off2 {Len 1.22 closecaption NPC_Combine.Alert}
COMBINE_ANNOUNCE2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS prosecuting off1 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_ANNOUNCE3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS engaging off1 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_ANNOUNCE4 npc/combine_soldier/vo/(v100) on2 cover off1 {Len 1.45 closecaption NPC_Combine.Alert}
// My enemy is close and I can see him
COMBINE_ASSAULT0 npc/combine_soldier/vo/(v100) on1 contact V_G0_PLAYERS off1 {Len 0.87 closecaption NPC_Combine.Alert}
COMBINE_ASSAULT1 npc/combine_soldier/vo/(v100) on1 contactconfirmprosecuting off1 {Len 1.23 closecaption NPC_Combine.Alert}
COMBINE_ASSAULT2 npc/combine_soldier/vo/(v100) on2 contactconfim off1 {Len 1.08 closecaption NPC_Combine.Alert}
COMBINE_ASSAULT3 npc/combine_soldier/vo/(v100) on2 targetmyradial V_DIRS degrees off3 {Len 1.45 closecaption NPC_Combine.Alert}
// I am moving in
COMBINE_FLANK0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS closing off1 {Len 1.36 closecaption NPC_Combine.Coord}
COMBINE_FLANK1 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS inbound off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK2 npc/combine_soldier/vo/(v100) on1 movein off2 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS sweepingin off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK4 npc/combine_soldier/vo/(v100) on1 coverme off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK5 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisclosing off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK6 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisinbound off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_FLANK7 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitismovingin off1 {Len 1.15 closecaption NPC_Combine.Coord}
// I am still alert and pursuing enemy
COMBINE_GO_ALERT0 npc/combine_soldier/vo/(v100) on1 alert1 off1 {Len 0.77 closecaption NPC_Combine.Coord}
COMBINE_GO_ALERT1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS executingfullresponse off1 {Len 0.77 closecaption NPC_Combine.Coord}
// UNDONE: Nobody has seen enemy in 10 seconds
COMBINE_LOST_LONG0 npc/combine_soldier/vo/(v100) on1 targetblackout off1 {Len 1.14 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS lostcontact off1 {Len 1.08 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG2 npc/combine_soldier/vo/(v100) on1 motioncheckallradials off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG3 npc/combine_soldier/vo/(v100) on1 stayalertreportsightlines off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG4 npc/combine_soldier/vo/(v100) on1 overwatch, teamdeployedandscanning off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG5 npc/combine_soldier/vo/(v100) on1 overwatch, V_MYNAMES V_MYNUMS engagedincleanup off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_LONG6 npc/combine_soldier/vo/(v100) on1 readyweapons, stayalert off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
// UNDONE: Nobody has seen enemy in 5 seconds
COMBINE_LOST_SHORT0 npc/combine_soldier/vo/(v100) on1 targetisat shaddow4 off1 {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_SHORT1 npc/combine_soldier/vo/(v100) on1 readyextractors off1 {Len 1.19 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_SHORT2 npc/combine_soldier/vo/(v100) on1 readycharges off1 {Len 1.13 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_SHORT3 npc/combine_soldier/vo/(v100) on1 fixsightlinesmovein off1 {Len 1.13 closecaption NPC_Combine.RadioChatter}
COMBINE_LOST_SHORT4 npc/combine_soldier/vo/(v100) on1 on1 containmentproceeding off1 {Len 0.98 closecaption NPC_Combine.RadioChatter}
// I just saw a friendly die
COMBINE_MAN_DOWN0 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown onedown off1 {Len 1.28 closecaption NPC_Combine.Alert}
COMBINE_MAN_DOWN1 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedutyvacated off1 {Len 1.41 closecaption NPC_Combine.Alert}
COMBINE_MAN_DOWN2 npc/combine_soldier/vo/(v100) on2 heavyresistance off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_MAN_DOWN3 npc/combine_soldier/vo/(v100) on1 overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_MAN_DOWN4 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown, hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert}
// UNDONE: Just found enemy after lost long
COMBINE_REFIND_ENEMY0 npc/combine_soldier/vo/(v100) on1 target V_G0_PLAYERS, goactiveintercept off1 {Len 0.77 closecaption NPC_Combine.Alert}
COMBINE_REFIND_ENEMY1 npc/combine_soldier/vo/(v100) on2 gosharp range V_DISTS off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_REFIND_ENEMY2 npc/combine_soldier/vo/(v100) on2 targetcontactat V_GRIDXS dash V_GRIDYS off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_REFIND_ENEMY3 npc/combine_soldier/vo/(v100) on2 viscon viscon(p110), range V_DISTS, bearing V_DIRS off3 {Len 1.45 closecaption NPC_Combine.Alert}
// I am throwing a grenade
COMBINE_THROW_GRENADE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway off1 {Len 1.31 closecaption NPC_Combine.Grenade}
COMBINE_THROW_GRENADE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractorislive off1 {Len 1.33 closecaption NPC_Combine.Grenade}
COMBINE_THROW_GRENADE2 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS flush sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade}
COMBINE_THROW_GRENADE3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade}
COMBINE_THROW_GRENADE4 npc/combine_soldier/vo/(v100) on1. six, five, four, three, two, one, flash flash(p105) flash(p110) off1 {Len 1.24 closecaption NPC_Combine.Grenade}
//COMBINE_THROW1 npc/combine_soldier/vo/on1 (t30) take!(e75) this!(e100 t0) off1 {Len 1.03}
//COMBINE_THROW2 npc/combine_soldier/vo/(v10) on1(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) off1 {Len 1.37}
// Enemy Grenade lands nearby (one man only)
COMBINE_GREN0 npc/combine_soldier/vo/(v100) on1(p120) bouncerbouncer off1 {Len 1.17 closecaption NPC_Combine.Grenade}
COMBINE_GREN1 npc/combine_soldier/vo/(v100) on1(p120) flaredown off1 {Len 1.17 closecaption NPC_Combine.Grenade}
// Something dangerous nearby, need to run
COMBINE_DANGER0 npc/combine_soldier/vo/(v100) on1(p120) displace off1 {Len 1.17}
COMBINE_DANGER1 npc/combine_soldier/vo/(v100) on1(p120) displace2 off3 {Len 1.17}
COMBINE_DANGER2 npc/combine_soldier/vo/(v100) on1(p120) ripcordripcord off1 {Len 1.17}
// Player Alert - first contact and I'm the squad leader
COMBINE_ALERT0 npc/combine_soldier/vo/(v100) on2(p110) contactconfim V_G0_PLAYERS, range V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT1 npc/combine_soldier/vo/(v100) on1(p110) gosharpgosharp, V_DISTS meters off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT2 npc/combine_soldier/vo/(v100) on2(p110) callcontacttarget1, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT3 npc/combine_soldier/vo/(v100) on1(p110) targetisat V_DISTS meters bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT4 npc/combine_soldier/vo/(v100) on1(p110) targetmyradial V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT5 npc/combine_soldier/vo/(v100) on2(p110) contact V_G0_PLAYERS off3 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT6 npc/combine_soldier/vo/(v100) on1(p110) targetcontactat V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT7 npc/combine_soldier/vo/(v100) on2(p110) designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT8 npc/combine_soldier/vo/(v100) on1(p110) contactconfirmprosecuting off2 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_ALERT9 npc/combine_soldier/vo/(v100) on1(p110) contactconfim, designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert}
// last soldier's hit damaged player significantly
COMBINE_PLAYERHIT0 npc/combine_soldier/vo/(v100) targetcompromisedmovein off1 {Len 1.13}
COMBINE_PLAYERHIT1 npc/combine_soldier/vo/(v100) affirmativewegothimnow off1 {Len 1.13}
COMBINE_PLAYERHIT2 npc/combine_soldier/vo/(v100) thatsitwrapitup off2 {Len 1.13}
// Monster Alert - first contact and I'm the squad leader
COMBINE_MONST0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST1 npc/combine_soldier/vo/(v100) visualonexogens off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST2 npc/combine_soldier/vo/(v100) overwatch sector V_SECTORS infected off1 {Len 1.72 closecaption NPC_Combine.Alert}
// Monster Alert - by type
COMBINE_MONST_BUGS0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_BUGS1 npc/combine_soldier/vo/(v100) swarmoutbreakinsector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_BUGS2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_BUGS3 npc/combine_soldier/vo/(v100) overwatch, wehavenontaggedviromes, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_CITIZENS0 npc/combine_soldier/vo/(v100) outbreak off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_CHARACTER0 npc/combine_soldier/vo/(v100) target, prioritytwoescapee off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_CHARACTER1 npc/combine_soldier/vo/(v100) outbreakstatusiscode hurricane off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_ZOMBIES0 npc/combine_soldier/vo/(v100) necrotics off3 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_ZOMBIES1 npc/combine_soldier/vo/(v100) necroticsinbound off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_ZOMBIES2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_PARASITES0 npc/combine_soldier/vo/(v100) callcontactparasitics off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_MONST_PARASITES1 npc/combine_soldier/vo/(v100) overwatch, wehavefreeparasites, sector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert}
// I killed a monster
COMBINE_KILL_MONST0 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS cleaned off1 {Len 1.72 closecaption NPC_Combine.RadioChatter}
COMBINE_KILL_MONST1 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS sterilized off3 {Len 1.72 closecaption NPC_Combine.RadioChatter}
COMBINE_KILL_MONST2 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS contained off1 {Len 1.72 closecaption NPC_Combine.RadioChatter}
// I was hit and it hurt. I'm taking cover (commented out in code)
COMBINE_COVER0 npc/combine_soldier/vo/(v100) on1 coverhurt off1 {Len 0.95 closecaption NPC_Combine.Coord}
COMBINE_COVER1 npc/combine_soldier/vo/(v100) on1 displace2 off1 {Len 0.95 closecaption NPC_Combine.Coord}
COMBINE_COVER2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS requestmedical off1 {Len 0.95 closecaption NPC_Combine.Coord}
COMBINE_COVER3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS requeststimdose off1 {Len 0.95 closecaption NPC_Combine.Coord}
// I took damage but it didn't hurt much (commented out in code)
COMBINE_TAUNT0 npc/combine_soldier/vo/(v100) on1(p110) targetineffective off1(p120) on1 {Len 1.32}
COMBINE_TAUNT1 npc/combine_soldier/vo/(v100) on2(p110) bodypackholding off2(p120) on1 {Len 1.32}
COMBINE_TAUNT2 npc/combine_soldier/vo/(v100) on1(p110) V_MYNAMES V_MYNUMS, fullactive off1(p120) on1 {Len 1.32}
// I'm the last guy in the squad
COMBINE_LAST_OF_SQUAD0 npc/combine_soldier/vo/(v100) on2 overwatchrequestreserveactivation off1 {len 1.5 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD1 npc/combine_soldier/vo/(v100) on1 overwatch, sectorisnotsecure off3 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD2 npc/combine_soldier/vo/(v100) on1 sector V_SECTORS, outbreak outbreak(p105) outbreak(p110) off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS isfinalteamunitbackup off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD4 npc/combine_soldier/vo/(v100) on1 overwatchteamisdown off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD5 npc/combine_soldier/vo/(v100) on2 overwatchsectoroverrun off2 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD6 npc/combine_soldier/vo/(v100) on1 overwatchrequestskyshield off1 {Len 0.95 closecaption NPC_Combine.Last}
COMBINE_LAST_OF_SQUAD7 npc/combine_soldier/vo/(v100) on1 overwatchrequestwinder off1 {Len 0.95 closecaption NPC_Combine.Last}
// player is dead
COMBINE_PLAYER_DEAD0 npc/combine_soldier/vo/(v100) on1 overwatchconfirmhvtcontained off3 {Len 0.82}
COMBINE_PLAYER_DEAD1 npc/combine_soldier/vo/(v100) on1 overwatchtarget1sterilized off1 {Len 1.87}
COMBINE_PLAYER_DEAD2 npc/combine_soldier/vo/(v100) on2 overwatchtargetcontained off2 {Len 1.38}
COMBINE_PLAYER_DEAD3 npc/combine_soldier/vo/(v100) on2 overwatch, stabilizationteamhassector off1 {Len 1.38}
COMBINE_PLAYER_DEAD4 npc/combine_soldier/vo/(v100) on2 overwatch, V_G0_PLAYERS secure off3 {Len 1.38}
COMBINE_PLAYER_DEAD5 npc/combine_soldier/vo/(v100) on1 overwatch, V_G0_PLAYERS delivered off1 {Len 1.38}
COMBINE_PLAYER_DEAD6 npc/combine_soldier/vo/(v100) on1 overwatch, antiseptic administer off1 {Len 1.38}
// Idle statement - my status, no enemy
COMBINE_IDLE0 npc/combine_soldier/vo/(v30) on1 V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_IDLE1 npc/combine_soldier/vo/(v30) on1 overwatchreportspossiblehostiles off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_IDLE2 npc/combine_soldier/vo/(v30) on1 ovewatchorders3ccstimboost off2 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_IDLE3 npc/combine_soldier/vo/(v30) on2 stabilizationteamholding off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_IDLE4 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS standingby] off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
// I'm asking a question while idle, which may be answered with affirmative
COMBINE_QUEST0 npc/combine_soldier/vo/(v30) on1 readyweaponshostilesinbound off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST1 npc/combine_soldier/vo/(v30) on1 prepforcontact off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST2 npc/combine_soldier/vo/(v30) on2 skyshieldreportslostcontact, readyweapons off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST3 npc/combine_soldier/vo/(v30) on2 stayalert off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST4 npc/combine_soldier/vo/(v30) on2 weaponsoffsafeprepforcontact off2(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_QUEST5 npc/combine_soldier/vo/(v30) on1 overwatch isatcode V_RNDCODES V_RNDNUMS off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
// Answering affirmative
COMBINE_ANSWER0 npc/combine_soldier/vo/(v30) on1 affirmative off1 {Len 1.57}
COMBINE_ANSWER1 npc/combine_soldier/vo/(v30) on1 copy off1 {Len 1.57}
COMBINE_ANSWER2 npc/combine_soldier/vo/(v30) on2 copythat off3 {Len 1.57}
COMBINE_ANSWER3 npc/combine_soldier/vo/(v30) on1 affirmative2 off1 {Len 1.57}
COMBINE_ANSWER4 npc/combine_soldier/vo/(v30) on1 copythat, V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 1.57}
// Answering all clear
COMBINE_CLEAR0 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS hasnegativemovement grid V_GRIDXS dash V_GRIDYS on1 off2(p120) {Len 2.30}
COMBINE_CLEAR1 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS isholdingatcode V_RNDCODES on1 off1(p120) {Len 2.30}
COMBINE_CLEAR2 npc/combine_soldier/vo/(v30) on2 V_MYNAMES V_MYNUMS hasnegativemovement on1 off3(p120) {Len 2.30}
COMBINE_CLEAR3 npc/combine_soldier/vo/(v30) on1 affirmative, noviscon on1 off1(p120) {Len 2.30}
COMBINE_CLEAR4 npc/combine_soldier/vo/(v30) on1 sightlineisclear on1 off1(p120) {Len 2.30}
COMBINE_CLEAR5 npc/combine_soldier/vo/(v30) on2 V_MYNAMES reportingclear on1 off3(p120) {Len 2.30}
COMBINE_CLEAR6 npc/combine_soldier/vo/(v30) on1 sectorissecurenovison on1 off1(p120) {Len 2.30}
// Questioning if all clear
COMBINE_CHECK0 npc/combine_soldier/vo/(v30) on1 stayalertreportsightlines off3 {Len 1.63}
COMBINE_CHECK1 npc/combine_soldier/vo/(v30) on2 reportallpositionsclear off3 {Len 1.63}
COMBINE_CHECK2 npc/combine_soldier/vo/(v30) on1 reportallradialsfree off3 {Len 1.63}