HLALYX:Response rules.txt
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Original Source
response_rules.txt
// This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts"
// You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc.
//
// The format of this file is that there are five main types of commands:
// 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database
// 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type
// 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference
// other responses by name
// 4) criterion: This is a match condition
// 5) rule: a rule consists of one or more criteria and a response
//
// In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and
// various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal
// "speaker" entity wishing to fire random station announcements
// concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request
// map = 'terminal_pa' ; the name of the map
// classname = 'speaker' ; the classname and name of the "speaking" entity
// name = 'terminal_pa'
// health = '10' ; the absolute health of the speaking entity
// healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity
// playerhealth = '100' ; similar data related to the current player:
// playerhealthfrac = '1.000'
// playerweapon = 'none' ; the name of the weapon the player is carrying
// playeractivity = 'ACT_WALK' ; animating activity of the player
// playerspeed = '0.000' ; how fast the player is moving
//
// Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is
// given a numeric score as follows:
// score = 0 if criteria doesn't match or, criterion weight * keyvalue weight if it does match
// The final score for a rule is the sum of all of the scores of its criteria. The best rule is the one with the highest
// score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is
// asked to dispatch that response.
//
// The specific syntax for the various keywords is as follows:
//
// ENUMERATIONS:
//
// enumeration <enumerationname>
// {
// "key1" "value1"
// "key2" "value2"
// ...etc.
// }
// The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.:
// [enumerationname::key1]
//
//
// RESPONSES:
//
// Single line:
// response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] responsetype parameters
// Multiple lines
// response <responsegroupname>
// {
// [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any
// [sequential] ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last
// [norepeat] ; Once we've run through all of the entries, disable the response group
// responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
// responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
// etc.
// }
// Where:
// interval = "startnumber,endnumber" or "number" (e.g., "2.8,3.2" or "3.2")
// responsetype =:
// speak ; it's an entry in sounds.txt
// sentence ; it's a sentence name from sentences.txt
// scene ; it's a .vcd file
// response ; it's a reference to another response group by name
// print ; print the text in developer 2 (for placeholder responses)
// nodelay = an additional delay of 0 after speaking
// defaultdelay = an additional delay of 2.8 to 3.2 seconds after speaking
// delay = an additional delay based on a random sample from the interval after speaking. Format is "delay <interval>".
// predelay = delay before speaking the response. Format is "predelay <interval>". i.e. 'predelay 3' or 'predelay "1.2,3.0"'
// speakonce = don't use this response more than one time (default off)
// noscene = For an NPC, play the sound immediately using EmitSound, don't play it through the scene system. Good for playing sounds on dying or dead NPCs.
// odds = if this response is selected, if odds < 100, then there is a chance that nothing will be said (default 100)
// respeakdelay = don't use this response again for at least this long (default 0)
// soundlevel = use this soundlevel for the speak/sentence (default SNDLVL_TALKING)
// weight = if there are multiple responses, this is a selection weighting so that certain responses are favored over others in the group (default 1)
// displayfirst/displaylast : this should be the first/last item selected (ignores weight)
// fire = fire an entity IO output. Parameters should be <targetname> <inputname> <delay>. example: "fire trigger_at_train enable 0"
// then = queue up a speech request after this response has finished being spoken. Format is as follows:
// then <speaker> <concept> <criteria> <delay>
// Example:
// scene "scenes/act2/quarantine_entrance/alyx_russell_first_dead_zombie" then self TLK_PLAYER_MAP_TALK step:3 1
// <speaker> can be:
// self = The speaker of the original scene.
// subject = Searches for an entity with a targetname matching the value of the "Subject" criteria key.
// from = Searches for an entity with a targetname matching the value of the "From" criteria key.
// any = Finds the highest value expresser within 1800 units of the speaker, and makes them speak.
// all = Makes all expressers try to speak.
// Otherwise, if it's anything else it just tries to find an entity with a matching targetname.
// thensimple = queue up a speech request after this response has finished being spoken. Format is as follows:
// thensimple <delay> <single response>
// Example:
// scene "scenes/act2/quarantine_entrance/alyx_russell_first_dead_zombie" thensimple 1 speak "followupline_05"
// <single response> is any standard single line response entry (i.e. speak / scene / etc). See "responsetype" entry above.
// Note that they can be chained together:
// speak "vo.combine.officer.announceattack_cover_01" thensimple 1 speak "vo.combine.officer.announceattack_cover_02" thensimple 1 speak "vo.combine.officer.announceattack_cover_03"
//
// CRITERIA:
//
// criterion <criterionname> <matchkey> <matchvalue> weight nnn required
// Where:
// matchkey matches one of the criteria in the set as shown above
// matchvalue is a string or number value or a range, the following are all valid:
// "0" ; numeric match to value 0
// "1" ; numeric match to value 1
// "weapon_smg1" ; string match to weapon_smg1 string
// "[npcstate::idle]" ; match enumeration by looking up numeric value
// ">0" ; match if greater than zero
// ">10,<=50" ; match if greater than ten and less than or equal to 50
// ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert
// "!=0" ; match if not equal to zero
// weight = floating point weighting for score assuming criteria match (default value 1.0)
// required: if a rule has one or more criteria with the required flag set, then if any such criteria
// fail, the entire rule receives a score of zero
//
// RULE:
//
// rule <rulename>
// {
// criteria name1 [name2 name3 etc.]
// response responsegroupname [responsegroupname2 etc.]
// [matchonce] ; optional parameter
// [ <matchkey > <matchvalue> weight nnn required ]
// }
// Where:
// criteria just lies one more more criterion names from above and response list one or more of the response
// names from above (usually just one)
// matchonce (off by default): means that the rule is deactivated after the first time it is matched
// Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax
// as for defining a criterion, except for the criterion keyword and the criterion name keys
//
// Interaction with entity I/O system
// CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name
// Thus, a game entity can fire this input on another entity with a concept string and a criteria set will
// be generated and searched against the entities current response system rule set.
// Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded
// In addition, map placed entities have up to three "context" keypairs that can be specified.
// They take the form: "key:value" (key, single colon separator, value)
// When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the
// criteria set passed to the rule system. Thus, map placed entities and triggers can specify their
// own context keypairs and these can be hooked up to response rules to do map-specific and appropriate
// responses
// In addition, entity I/O can be used to add, remove and clear any such context keypairs via the
// AddContext, RemoveContext, and ClearContext input functions.
// AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key"
// ClearContext removes all context keypairs
// The game .dll code can enumerate context keypairs and change them via code based methods
//
// The player and the world have their context added with the string player or world as a prefix, e.g.:
// "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the
// responding entity.
//
//
// CONCEPT PRIORITIES
//
// conceptpriority <concept name> <priority>
//
// Used to specify priorities of speech concepts. By default, concepts all have a priority of 0.
// When attempting to speak, if an NPC is speaking, they'll be allowed to interrupt the current speech
// if the priority of the new speech is higher than that of the current speech.
//
// Setting the conceptpriority of a concept to "nopriority" will make it exempt from the priority
// system. It'll never interrupt any existing speech, nor will it be noted as the current priority
// when the concept is spoken.
//
// Examples:
// conceptpriority COMBINE_RADIO_ON nopriority // Radio on/off sounds shouldn't affect/be affected by priority
// conceptpriority COMBINE_RADIO_OFF nopriority
// conceptpriority COMBINESOLDIER_PAIN -1 // Make pain sounds interruptable by all other default speech
//
//
// Base script
enumeration "NPCState"
{
"None" "0"
"Idle" "1"
"Alert" "2"
"Combat" "3"
"Scripted" "4"
"PlayDead" "5"
"Dead" "6"
}
response "NullResponse"
// Talker Manifests
// criterion has to be on the top as that's loaded first
#include "talker/npc_combine_criterion.txt"
#include "talker/npc_combine_charger.txt"
#include "talker/npc_combine_grunt.txt"
#include "talker/npc_combine_officer.txt"
#include "talker/npc_combine_suppressor.txt"
#include "talker/npc_combine_choreo.txt"
//#include "talker/npc_combine.txt"
#include "talker/player.txt"
npc_combine_criterion.txt
npc_combine_charger.txt
npc_combine_grunt.txt
npc_combine_officer.txt
npc_combine_suppressor.txt
npc_combine_choreo.txt
player.txt
Unused Source
npc_combine.txt
Talker script file npc_combine.txt:
response Combine_RadioOn
{
speak "combine.radioOn"
}
rule CS_Combine_RadioOn
{
criteria IsCombineS ConceptRadioOn
response Combine_RadioOn
}
response Combine_RadioOff
{
speak "combine.radioOff"
}
rule CS_Combine_RadioOff
{
criteria IsCombineS ConceptRadioOff
response Combine_RadioOff
}
//========================================================================================================
// ANNOUNCING TARGETS
// TARGET IS PLAYER
//====================================================================
response CS_Officer_AnnounceEnemy_Player
{
speak "vo.combine.officer.firing_player_01"
speak "vo.combine.officer.firing_player_02"
speak "vo.combine.officer.firing_player_03"
speak "vo.combine.officer.firing_player_04"
speak "vo.combine.officer.firing_player_05"
speak "vo.combine.officer.firing_01"
speak "vo.combine.officer.firing_02"
speak "vo.combine.officer.firing_03"
speak "vo.combine.officer.firing_04"
speak "vo.combine.officer.firing_05"
speak "vo.combine.officer.firing_06"
speak "vo.combine.officer.announceattack_alyx_01"
speak "vo.combine.officer.announceattack_alyx_02"
speak "vo.combine.officer.announceattack_alyx_03"
speak "vo.combine.officer.announceattack_alyx_04"
speak "vo.combine.officer.announceattack_alyx_05"
speak "vo.combine.officer.announceattack_alyx_06"
speak "vo.combine.officer.announceattack_alyx_07"
speak "vo.combine.officer.announceattack_alyx_08"
speak "vo.combine.officer.announceattack_01"
speak "vo.combine.officer.announceattack_02"
speak "vo.combine.officer.announceattack_03"
speak "vo.combine.officer.announceattack_04"
speak "vo.combine.officer.announceattack_05"
speak "vo.combine.officer.announceattack_06"
speak "vo.combine.officer.announceattack_07"
speak "vo.combine.officer.announceattack_08"
}
rule CS_Officer_AnnounceEnemy_Player
{
criteria IsCombineS IsClass_Officer ConceptAnnounceEnemy AnnouncedEnemyIsPlayer
response CS_Officer_AnnounceEnemy_Player
}
response CS_Charger_AnnounceEnemy_Player
{
speak "vo.combine.charger.announceattack_01"
speak "vo.combine.charger.announceattack_02"
speak "vo.combine.charger.announceattack_03"
speak "vo.combine.charger.announceattack_04"
speak "vo.combine.charger.announceattack_05"
speak "vo.combine.charger.announceattack_06"
speak "vo.combine.charger.announceattack_07"
speak "vo.combine.charger.announceattack_08"
speak "vo.combine.charger.announceattack_09"
speak "vo.combine.charger.announceattack_10"
speak "vo.combine.charger.announceattack_11"
}
rule CS_Charger_AnnounceEnemy_Player
{
criteria IsCombineS IsClass_Charger ConceptAnnounceEnemy AnnouncedEnemyIsPlayer
response CS_Charger_AnnounceEnemy_Player
}
response CS_Suppressor_AnnounceEnemy_Player
{
speak "vo.combine.suppressor.announceattack_01"
speak "vo.combine.suppressor.announceattack_02"
speak "vo.combine.suppressor.announceattack_03"
speak "vo.combine.suppressor.announceattack_04"
speak "vo.combine.suppressor.announceattack_05"
speak "vo.combine.suppressor.announceattack_06"
speak "vo.combine.suppressor.announceattack_07"
speak "vo.combine.suppressor.announceattack_08"
speak "vo.combine.suppressor.announceattack_09"
speak "vo.combine.suppressor.announceattack_10"
speak "vo.combine.suppressor.announceattack_11"
}
rule CS_Suppressor_AnnounceEnemy_Player
{
criteria IsCombineS IsClass_Suppressor ConceptAnnounceEnemy AnnouncedEnemyIsPlayer
response CS_Suppressor_AnnounceEnemy_Player
}
response CS_Grunt_AnnounceEnemy_Player
{
speak "vo.combine.grunt.firing_player_01"
speak "vo.combine.grunt.firing_player_01"
speak "vo.combine.grunt.firing_player_03"
speak "vo.combine.grunt.firing_player_04"
speak "vo.combine.grunt.firing_player_05"
speak "vo.combine.grunt.firing_player_06"
speak "vo.combine.grunt.firing_player_07"
speak "vo.combine.grunt.firing_player_08"
}
rule CS_Grunt_AnnounceEnemy_Player
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceEnemy AnnouncedEnemyIsPlayer
response CS_Grunt_AnnounceEnemy_Player
}
//========================================================================================================
// SQUAD IS UNDER ATTACK
//====================================================================
response CS_Officer_UnderAttack
{
speak "vo.combine.officer.underattack_01"
speak "vo.combine.officer.underattack_02"
speak "vo.combine.officer.underattack_03"
speak "vo.combine.officer.underattack_04"
speak "vo.combine.officer.underattack_05"
speak "vo.combine.officer.underattack_06"
speak "vo.combine.officer.underattack_07"
speak "vo.combine.officer.underattack_08"
speak "vo.combine.officer.underattack_09"
speak "vo.combine.officer.underattack_10"
speak "vo.combine.officer.underattack_11"
speak "vo.combine.officer.underattack_12"
}
rule CS_Officer_UnderAttack
{
criteria IsCombineS IsClass_Officer ConceptUnderAttack
response CS_Officer_UnderAttack
}
response CS_Charger_UnderAttack
{
speak "vo.combine.charger.underattack_01"
speak "vo.combine.charger.underattack_02"
speak "vo.combine.charger.underattack_03"
speak "vo.combine.charger.underattack_04"
speak "vo.combine.charger.underattack_05"
speak "vo.combine.charger.underattack_06"
speak "vo.combine.charger.underattack_07"
speak "vo.combine.charger.underattack_08"
speak "vo.combine.charger.underattack_09"
speak "vo.combine.charger.underattack_10"
speak "vo.combine.charger.underattack_11"
speak "vo.combine.charger.underattack_12"
}
rule CS_Charger_UnderAttack
{
criteria IsCombineS IsClass_Charger ConceptUnderAttack
response CS_Charger_UnderAttack
}
response CS_Suppressor_UnderAttack
{
speak "vo.combine.suppressor.underattack_01"
speak "vo.combine.suppressor.underattack_02"
speak "vo.combine.suppressor.underattack_03"
speak "vo.combine.suppressor.underattack_04"
speak "vo.combine.suppressor.underattack_05"
speak "vo.combine.suppressor.underattack_06"
speak "vo.combine.suppressor.underattack_07"
speak "vo.combine.suppressor.underattack_08"
speak "vo.combine.suppressor.underattack_09"
speak "vo.combine.suppressor.underattack_10"
speak "vo.combine.suppressor.underattack_11"
speak "vo.combine.suppressor.underattack_12"
}
rule CS_Suppressor_UnderAttack
{
criteria IsCombineS IsClass_Suppressor ConceptUnderAttack
response CS_Suppressor_UnderAttack
}
response CS_Grunt_UnderAttack
{
speak "vo.combine.grunt.underattack_01"
speak "vo.combine.grunt.underattack_02"
speak "vo.combine.grunt.underattack_03"
speak "vo.combine.grunt.underattack_04"
speak "vo.combine.grunt.underattack_05"
speak "vo.combine.grunt.underattack_06"
speak "vo.combine.grunt.underattack_07"
speak "vo.combine.grunt.underattack_08"
speak "vo.combine.grunt.underattack_09"
speak "vo.combine.grunt.underattack_10"
speak "vo.combine.grunt.underattack_11"
speak "vo.combine.grunt.underattack_12"
}
rule CS_Grunt_UnderAttack
{
criteria IsCombineS IsClass_Grunt ConceptUnderAttack
response CS_Grunt_UnderAttack
}
//========================================================================================================
// I'M TAKING FIRE
//====================================================================
response CS_Officer_TakingFire
{
speak "vo.combine.officer.takingfire_01" respeakdelay 15
speak "vo.combine.officer.takingfire_02" respeakdelay 15
speak "vo.combine.officer.takingfire_03" respeakdelay 15
speak "vo.combine.officer.takingfire_04" respeakdelay 15
speak "vo.combine.officer.takingfire_05" respeakdelay 15
speak "vo.combine.officer.takingfire_06" respeakdelay 15
speak "vo.combine.officer.takingfire_07" respeakdelay 15
speak "vo.combine.officer.takingfire_08" respeakdelay 15
speak "vo.combine.officer.takingfire_09" respeakdelay 15
speak "vo.combine.officer.takingfire_10" respeakdelay 15
}
rule CS_Officer_TakingFire
{
criteria IsCombineS IsClass_Officer ConceptTakingFire
response CS_Officer_TakingFire
}
response CS_Charger_TakingFire
{
speak "vo.combine.charger.takingfire_01" respeakdelay 15
speak "vo.combine.charger.takingfire_02" respeakdelay 15
speak "vo.combine.charger.takingfire_03" respeakdelay 15
speak "vo.combine.charger.takingfire_04" respeakdelay 15
speak "vo.combine.charger.takingfire_05" respeakdelay 15
speak "vo.combine.charger.takingfire_06" respeakdelay 15
speak "vo.combine.charger.takingfire_07" respeakdelay 15
speak "vo.combine.charger.takingfire_08" respeakdelay 15
speak "vo.combine.charger.takingfire_09" respeakdelay 15
speak "vo.combine.charger.takingfire_10" respeakdelay 15
speak "vo.combine.charger.takingfire_11" respeakdelay 15
speak "vo.combine.charger.takingfire_12" respeakdelay 15
speak "vo.combine.charger.takingfire_13" respeakdelay 15
speak "vo.combine.charger.takingfire_14" respeakdelay 15
speak "vo.combine.charger.takingfire_15" respeakdelay 15
speak "vo.combine.charger.takingfire_16" respeakdelay 15
speak "vo.combine.charger.takingfire_17" respeakdelay 15
}
rule CS_Charger_TakingFire
{
criteria IsCombineS IsClass_Charger ConceptTakingFire
response CS_Charger_TakingFire
}
response CS_Suppressor_TakingFire
{
speak "vo.combine.suppressor.takingfire_01" respeakdelay 15
speak "vo.combine.suppressor.takingfire_02" respeakdelay 15
speak "vo.combine.suppressor.takingfire_03" respeakdelay 15
speak "vo.combine.suppressor.takingfire_04" respeakdelay 15
speak "vo.combine.suppressor.takingfire_05" respeakdelay 15
speak "vo.combine.suppressor.takingfire_06" respeakdelay 15
speak "vo.combine.suppressor.takingfire_07" respeakdelay 15
speak "vo.combine.suppressor.takingfire_08" respeakdelay 15
speak "vo.combine.suppressor.takingfire_09" respeakdelay 15
speak "vo.combine.suppressor.takingfire_10" respeakdelay 15
speak "vo.combine.suppressor.takingfire_11" respeakdelay 15
speak "vo.combine.suppressor.takingfire_12" respeakdelay 15
speak "vo.combine.suppressor.takingfire_13" respeakdelay 15
speak "vo.combine.suppressor.takingfire_14" respeakdelay 15
speak "vo.combine.suppressor.takingfire_15" respeakdelay 15
speak "vo.combine.suppressor.takingfire_16" respeakdelay 15
speak "vo.combine.suppressor.takingfire_17" respeakdelay 15
}
rule CS_Suppressor_TakingFire
{
criteria IsCombineS IsClass_Suppressor ConceptTakingFire
response CS_Suppressor_TakingFire
}
response CS_Grunt_TakingFire
{
speak "vo.combine.grunt.takingfire_01" respeakdelay 15
speak "vo.combine.grunt.takingfire_02" respeakdelay 15
speak "vo.combine.grunt.takingfire_03" respeakdelay 15
speak "vo.combine.grunt.takingfire_04" respeakdelay 15
speak "vo.combine.grunt.takingfire_05" respeakdelay 15
speak "vo.combine.grunt.takingfire_06" respeakdelay 15
speak "vo.combine.grunt.takingfire_07" respeakdelay 15
speak "vo.combine.grunt.takingfire_08" respeakdelay 15
speak "vo.combine.grunt.takingfire_09" respeakdelay 15
speak "vo.combine.grunt.takingfire_10" respeakdelay 15
speak "vo.combine.grunt.takingfire_11" respeakdelay 15
speak "vo.combine.grunt.takingfire_12" respeakdelay 15
speak "vo.combine.grunt.takingfire_13" respeakdelay 15
speak "vo.combine.grunt.takingfire_14" respeakdelay 15
speak "vo.combine.grunt.takingfire_15" respeakdelay 15
speak "vo.combine.grunt.takingfire_16" respeakdelay 15
speak "vo.combine.grunt.takingfire_17" respeakdelay 15
}
rule CS_Grunt_TakingFire
{
criteria IsCombineS IsClass_Grunt ConceptTakingFire
response CS_Grunt_TakingFire
}
//========================================================================================================
// INJURED
//====================================================================
response CS_Officer_Injured
{
speak "vo.combine.officer.injured_01"
speak "vo.combine.officer.injured_02"
speak "vo.combine.officer.injured_03"
speak "vo.combine.officer.injured_04"
speak "vo.combine.officer.injured_05"
speak "vo.combine.officer.injured_06"
}
rule CS_Officer_Injured
{
criteria IsCombineS IsClass_Officer ConceptInjured
response CS_Officer_Injured
}
response CS_Charger_Injured
{
speak "vo.combine.charger.injured_01"
speak "vo.combine.charger.injured_02"
speak "vo.combine.charger.injured_03"
speak "vo.combine.charger.injured_04"
speak "vo.combine.charger.injured_05"
speak "vo.combine.charger.injured_06"
speak "vo.combine.charger.injured_07"
}
rule CS_Charger_Injured
{
criteria IsCombineS IsClass_Charger ConceptInjured
response CS_Charger_Injured
}
response CS_Suppressor_Injured
{
speak "vo.combine.suppressor.injured_01"
speak "vo.combine.suppressor.injured_02"
speak "vo.combine.suppressor.injured_03"
speak "vo.combine.suppressor.injured_04"
speak "vo.combine.suppressor.injured_05"
speak "vo.combine.suppressor.injured_06"
speak "vo.combine.suppressor.injured_07"
}
rule CS_Suppressor_Injured
{
criteria IsCombineS IsClass_Suppressor ConceptInjured
response CS_Suppressor_Injured
}
response CS_Grunt_Injured
{
speak "vo.combine.grunt.injured_01"
speak "vo.combine.grunt.injured_02"
speak "vo.combine.grunt.injured_03"
speak "vo.combine.grunt.injured_04"
speak "vo.combine.grunt.injured_05"
speak "vo.combine.grunt.injured_06"
speak "vo.combine.grunt.injured_07"
speak "vo.combine.grunt.pain_01"
speak "vo.combine.grunt.pain_02"
speak "vo.combine.grunt.pain_03"
speak "vo.combine.grunt.pain_04"
speak "vo.combine.grunt.pain_05"
speak "vo.combine.grunt.pain_06"
speak "vo.combine.grunt.pain_07"
speak "vo.combine.grunt.pain_08"
speak "vo.combine.grunt.pain_09"
speak "vo.combine.grunt.pain_10"
}
rule CS_Grunt_Injured
{
criteria IsCombineS IsClass_Grunt ConceptInjured
response CS_Grunt_Injured
}
//========================================================================================================
// LOST VISUAL
//====================================================================
response CS_Officer_LostVisual
{
speak "vo.combine.officer.lostvisual_01" respeakdelay 30
speak "vo.combine.officer.lostvisual_02" respeakdelay 30
speak "vo.combine.officer.lostvisual_03" respeakdelay 30
speak "vo.combine.officer.lostvisual_04" respeakdelay 30
speak "vo.combine.officer.lostvisual_05" respeakdelay 30
speak "vo.combine.officer.lostvisual_06" respeakdelay 30
speak "vo.combine.officer.lostvisual_07" respeakdelay 30
speak "vo.combine.officer.lostvisual_08" respeakdelay 30
speak "vo.combine.officer.lostvisual_09" respeakdelay 30
speak "vo.combine.officer.lostvisual_player_01" respeakdelay 30
speak "vo.combine.officer.lostvisual_player_02" respeakdelay 30
speak "vo.combine.officer.lostvisual_player_03" respeakdelay 30
speak "vo.combine.officer.lostvisual_player_04" respeakdelay 30
}
rule CS_Officer_LostVisual
{
criteria IsCombineS IsClass_Officer ConceptLostVisual
response CS_Officer_LostVisual
}
response CS_Charger_LostVisual
{
speak "vo.combine.charger.lostvisual_01" respeakdelay 30
speak "vo.combine.charger.lostvisual_02" respeakdelay 30
speak "vo.combine.charger.lostvisual_03" respeakdelay 30
speak "vo.combine.charger.lostvisual_04" respeakdelay 30
speak "vo.combine.charger.lostvisual_05" respeakdelay 30
speak "vo.combine.charger.lostvisual_06" respeakdelay 30
speak "vo.combine.charger.lostvisual_07" respeakdelay 30
speak "vo.combine.charger.lostvisual_08" respeakdelay 30
speak "vo.combine.charger.lostvisual_09" respeakdelay 30
speak "vo.combine.charger.lostvisual_10" respeakdelay 30
speak "vo.combine.charger.lostenemy_01" respeakdelay 30
speak "vo.combine.charger.lostenemy_02" respeakdelay 30
speak "vo.combine.charger.lostenemy_03" respeakdelay 30
speak "vo.combine.charger.lostenemy_04" respeakdelay 30
speak "vo.combine.charger.lostenemy_05" respeakdelay 30
speak "vo.combine.charger.lostenemy_06" respeakdelay 30
speak "vo.combine.charger.lostenemy_07" respeakdelay 30
speak "vo.combine.charger.lostenemy_08" respeakdelay 30
}
rule CS_Charger_LostVisual
{
criteria IsCombineS IsClass_Charger ConceptLostVisual
response CS_Charger_LostVisual
}
response CS_Suppressor_LostVisual
{
speak "vo.combine.suppressor.lostvisual_01" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_02" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_03" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_04" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_05" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_06" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_07" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_08" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_09" respeakdelay 30
speak "vo.combine.suppressor.lostvisual_10" respeakdelay 30
}
rule CS_Suppressor_LostVisual
{
criteria IsCombineS IsClass_Suppressor ConceptLostVisual
response CS_Suppressor_LostVisual
}
response CS_Grunt_LostVisual
{
speak "vo.combine.grunt.lostvisual_01" respeakdelay 30
speak "vo.combine.grunt.lostvisual_02" respeakdelay 30
speak "vo.combine.grunt.lostvisual_03" respeakdelay 30
speak "vo.combine.grunt.lostvisual_04" respeakdelay 30
speak "vo.combine.grunt.lostvisual_05" respeakdelay 30
speak "vo.combine.grunt.lostvisual_06" respeakdelay 30
speak "vo.combine.grunt.lostvisual_07" respeakdelay 30
speak "vo.combine.grunt.lostvisual_08" respeakdelay 30
speak "vo.combine.grunt.lostvisual_09" respeakdelay 30
speak "vo.combine.grunt.lostvisual_10" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_01" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_02" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_03" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_04" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_05" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_06" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_07" respeakdelay 30
speak "vo.combine.grunt.lostvisual_player_08" respeakdelay 30
}
rule CS_Grunt_LostVisual
{
criteria IsCombineS IsClass_Grunt ConceptLostVisual
response CS_Grunt_LostVisual
}
//========================================================================================================
// ATTACKING PLAYER'S COVER
//====================================================================
response CS_Officer_AttackingCover
{
speak "vo.combine.officer.announceattack_cover_01"
speak "vo.combine.officer.announceattack_cover_02"
speak "vo.combine.officer.announceattack_cover_03"
speak "vo.combine.officer.announceattack_cover_04"
speak "vo.combine.officer.announceattack_cover_05"
speak "vo.combine.officer.announceattack_cover_06"
speak "vo.combine.officer.announceattack_cover_07"
speak "vo.combine.officer.announceattack_cover_08"
}
rule CS_Officer_AttackingCover
{
criteria IsCombineS IsClass_Officer ConceptAttackingCover
response CS_Officer_AttackingCover
}
response CS_Charger_AttackingCover
{
// voice lines dont exist yet, using announceattack instead.
//speak "vo.combine.charger.announceattack_01"
//speak "vo.combine.charger.announceattack_02"
//speak "vo.combine.charger.announceattack_03"
//speak "vo.combine.charger.announceattack_04"
//speak "vo.combine.charger.announceattack_05"
//speak "vo.combine.charger.announceattack_06"
//speak "vo.combine.charger.announceattack_07"
//speak "vo.combine.charger.announceattack_08"
//speak "vo.combine.charger.announceattack_09"
//speak "vo.combine.charger.announceattack_10"
//speak "vo.combine.charger.announceattack_11"
}
rule CS_Charger_AttackingCover
{
criteria IsCombineS IsClass_Charger ConceptAttackingCover
response CS_Charger_AttackingCover
}
response CS_Suppressor_AttackingCover
{
speak "vo.combine.suppressor.attackingcover_01"
speak "vo.combine.suppressor.attackingcover_02"
speak "vo.combine.suppressor.attackingcover_03"
speak "vo.combine.suppressor.attackingcover_04"
speak "vo.combine.suppressor.attackingcover_05"
speak "vo.combine.suppressor.attackingcover_06"
speak "vo.combine.suppressor.attackingcover_07"
speak "vo.combine.suppressor.attackingcover_08"
speak "vo.combine.suppressor.attackingcover_09"
speak "vo.combine.suppressor.attackingcover_10"
speak "vo.combine.suppressor.attackingcover_11"
speak "vo.combine.suppressor.attackingcover_12"
speak "vo.combine.suppressor.attackingcover_13"
speak "vo.combine.suppressor.attackingcover_14"
speak "vo.combine.suppressor.attackingcover_15"
speak "vo.combine.suppressor.attackingcover_16"
}
rule CS_Suppressor_AttackingCover
{
criteria IsCombineS IsClass_Suppressor ConceptAttackingCover
response CS_Suppressor_AttackingCover
}
response CS_Grunt_AttackingCover
{
speak "vo.combine.grunt.announceattack_alyx_01"
speak "vo.combine.grunt.announceattack_alyx_02"
speak "vo.combine.grunt.announceattack_alyx_03"
speak "vo.combine.grunt.announceattack_alyx_04"
speak "vo.combine.grunt.announceattack_alyx_05"
speak "vo.combine.grunt.announceattack_alyx_06"
speak "vo.combine.grunt.announceattack_alyx_07"
speak "vo.combine.grunt.announceattack_alyx_08"
speak "vo.combine.grunt.announceattack_alyx_09"
speak "vo.combine.grunt.announceattack_alyx_10"
speak "vo.combine.grunt.announceattack_alyx_11"
}
rule CS_Grunt_AttackingCover
{
criteria IsCombineS IsClass_Grunt ConceptAttackingCover
response CS_Grunt_AttackingCover
}
//========================================================================================================
// GET BACK
//====================================================================
response CS_Officer_GetBack
{
speak "vo.combine.officer.getback_01"
speak "vo.combine.officer.getback_02"
speak "vo.combine.officer.getback_03"
}
rule CS_Officer_GetBack
{
criteria IsCombineS IsClass_Officer ConceptGetBack
response CS_Officer_GetBack
}
response CS_Charger_GetBack
{
//speak "Soldier01.Soldier1GetBack"
}
rule CS_Charger_GetBack
{
criteria IsCombineS IsClass_Charger ConceptGetBack
response CS_Charger_GetBack
}
response CS_Suppressor_GetBack
{
// lines not written or recorded
//speak "Soldier07.Soldier7GetBack"
}
rule CS_Suppressor_GetBack
{
criteria IsCombineS IsClass_Suppressor ConceptGetBack
response CS_Suppressor_GetBack
}
response CS_Grunt_GetBack
{
speak "vo.combine.grunt.getback_01"
speak "vo.combine.grunt.getback_02"
speak "vo.combine.grunt.getback_03"
speak "vo.combine.grunt.getback_04"
speak "vo.combine.grunt.getback_05"
}
rule CS_Grunt_GetBack
{
criteria IsCombineS IsClass_Grunt ConceptGetBack
response CS_Grunt_GetBack
}
//========================================================================================================
// PANIC ON ENEMY NEAR
//====================================================================
response CS_Officer_NearPanic_Alyx
{
speak "vo.combine.officer.nearpanic_01"
speak "vo.combine.officer.nearpanic_02"
speak "vo.combine.officer.nearpanic_03"
speak "vo.combine.officer.nearpanic_04"
speak "vo.combine.officer.nearpanic_05"
}
rule CS_Officer_NearPanic_Alyx
{
criteria IsCombineS IsClass_Officer ConceptNearPanic EnemyIsPlayer
response CS_Officer_NearPanic_Alyx
}
response CS_Officer_NearPanic
{
// dialog has not been recorded - emilyr.
//speak "Soldier05.Soldier5BackOff"
}
rule CS_Officer_NearPanic
{
criteria IsCombineS IsClass_Officer ConceptNearPanic
response CS_Officer_NearPanic
}
response CS_Charger_NearPanic
{
speak "vo.combine.charger.nearpanic_01"
speak "vo.combine.charger.nearpanic_02"
speak "vo.combine.charger.nearpanic_03"
speak "vo.combine.charger.nearpanic_04"
speak "vo.combine.charger.nearpanic_05"
speak "vo.combine.charger.nearpanic_06"
speak "vo.combine.charger.nearpanic_07"
speak "vo.combine.charger.nearpanic_10"
}
rule CS_Charger_NearPanic
{
criteria IsCombineS IsClass_Charger ConceptNearPanic
response CS_Charger_NearPanic
}
response CS_Charger_NearPanic_Alyx
{
speak "vo.combine.suppressor.nearpanic_01"
speak "vo.combine.suppressor.nearpanic_02"
speak "vo.combine.suppressor.nearpanic_03"
speak "vo.combine.suppressor.nearpanic_04"
speak "vo.combine.suppressor.nearpanic_05"
speak "vo.combine.suppressor.nearpanic_06"
speak "vo.combine.suppressor.nearpanic_07"
speak "vo.combine.suppressor.nearpanic_10"
}
rule CS_Charger_NearPanic_Alyx
{
criteria IsCombineS IsClass_Charger ConceptNearPanic EnemyIsPlayer
response CS_Charger_NearPanic_Alyx
}
response CS_Suppressor_NearPanic
{
speak "Soldier07.Soldier7BackOff"
}
rule CS_Suppressor_NearPanic
{
criteria IsCombineS IsClass_Suppressor ConceptNearPanic
response CS_Suppressor_NearPanic
}
response CS_Suppressor_NearPanic_Alyx
{
speak "Soldier07.Soldier7ShesOnMe"
speak "Soldier07.Soldier7BackOff"
}
rule CS_Suppressor_NearPanic_Alyx
{
criteria IsCombineS IsClass_Suppressor ConceptNearPanic EnemyIsPlayer
response CS_Suppressor_NearPanic_Alyx
}
response CS_Grunt_NearPanic
{
speak "vo.combine.grunt.nearpanic_01"
speak "vo.combine.grunt.nearpanic_02"
speak "vo.combine.grunt.nearpanic_03"
speak "vo.combine.grunt.nearpanic_04"
speak "vo.combine.grunt.nearpanic_05"
speak "vo.combine.grunt.nearpanic_06"
speak "vo.combine.grunt.nearpanic_07"
speak "vo.combine.grunt.nearpanic_08"
speak "vo.combine.grunt.nearpanic_09"
speak "vo.combine.grunt.nearpanic_10"
}
rule CS_Grunt_NearPanic
{
criteria IsCombineS IsClass_Grunt ConceptNearPanic
response CS_Grunt_NearPanic
}
response CS_Grunt_NearPanic_Alyx
{
speak "vo.combine.grunt.nearpanic_01"
speak "vo.combine.grunt.nearpanic_02"
speak "vo.combine.grunt.nearpanic_03"
speak "vo.combine.grunt.nearpanic_04"
speak "vo.combine.grunt.nearpanic_05"
speak "vo.combine.grunt.nearpanic_06"
speak "vo.combine.grunt.nearpanic_07"
speak "vo.combine.grunt.nearpanic_08"
speak "vo.combine.grunt.nearpanic_09"
speak "vo.combine.grunt.nearpanic_10"
}
rule CS_Grunt_NearPanic_Alyx
{
criteria IsCombineS IsClass_Grunt ConceptNearPanic EnemyIsPlayer
response CS_Grunt_NearPanic_Alyx
}
//========================================================================================================
// FIRING
//====================================================================
response CS_Officer_Firing
{
speak "vo.combine.officer.firing_01" respeakdelay 30
speak "vo.combine.officer.firing_02" respeakdelay 30
speak "vo.combine.officer.firing_03" respeakdelay 30
speak "vo.combine.officer.firing_04" respeakdelay 30
speak "vo.combine.officer.firing_05" respeakdelay 30
speak "vo.combine.officer.firing_06" respeakdelay 30
speak "vo.combine.officer.firing_player_01" respeakdelay 30
speak "vo.combine.officer.firing_player_02" respeakdelay 30
speak "vo.combine.officer.firing_player_03" respeakdelay 30
speak "vo.combine.officer.firing_player_04" respeakdelay 30
speak "vo.combine.officer.firing_player_05" respeakdelay 30
}
rule CS_Officer_Firing
{
criteria IsCombineS IsClass_Officer ConceptFiring
response CS_Officer_Firing
}
response CS_Charger_Firing
{
speak "vo.combine.charger.firing_01" respeakdelay 30
speak "vo.combine.charger.firing_02" respeakdelay 30
speak "vo.combine.charger.firing_03" respeakdelay 30
speak "vo.combine.charger.firing_04" respeakdelay 30
speak "vo.combine.charger.firing_05" respeakdelay 30
speak "vo.combine.charger.firing_06" respeakdelay 30
speak "vo.combine.charger.firing_07" respeakdelay 30
speak "vo.combine.charger.firing_08" respeakdelay 30
speak "vo.combine.charger.firing_09" respeakdelay 30
speak "vo.combine.charger.firing_10" respeakdelay 30
}
rule CS_Charger_Firing
{
criteria IsCombineS IsClass_Charger ConceptFiring
response CS_Charger_Firing
}
response CS_Suppressor_Firing
{
speak "vo.combine.suppressor.firing_01" respeakdelay 30
speak "vo.combine.suppressor.firing_02" respeakdelay 30
speak "vo.combine.suppressor.firing_03" respeakdelay 30
speak "vo.combine.suppressor.firing_04" respeakdelay 30
speak "vo.combine.suppressor.firing_05" respeakdelay 30
speak "vo.combine.suppressor.firing_06" respeakdelay 30
speak "vo.combine.suppressor.firing_07" respeakdelay 30
speak "vo.combine.suppressor.firing_08" respeakdelay 30
speak "vo.combine.suppressor.firing_09" respeakdelay 30
speak "vo.combine.suppressor.firing_10" respeakdelay 30
}
rule CS_Suppressor_Firing
{
criteria IsCombineS IsClass_Suppressor ConceptFiring
response CS_Suppressor_Firing
}
response CS_Grunt_Firing
{
speak "vo.combine.grunt.firing_01" respeakdelay 30
speak "vo.combine.grunt.firing_02" respeakdelay 30
speak "vo.combine.grunt.firing_03" respeakdelay 30
speak "vo.combine.grunt.firing_04" respeakdelay 30
speak "vo.combine.grunt.firing_05" respeakdelay 30
speak "vo.combine.grunt.firing_06" respeakdelay 30
speak "vo.combine.grunt.firing_07" respeakdelay 30
speak "vo.combine.grunt.firing_08" respeakdelay 30
speak "vo.combine.grunt.firing_09" respeakdelay 30
speak "vo.combine.grunt.firing_10" respeakdelay 30
}
rule CS_Grunt_Firing
{
criteria IsCombineS IsClass_Grunt ConceptFiring
response CS_Grunt_Firing
}
//========================================================================================================
// FIND ENEMY
//====================================================================
response CS_Officer_FindEnemy
{
speak "vo.combine.officer.refindenemy_01"
speak "vo.combine.officer.refindenemy_02"
speak "vo.combine.officer.refindenemy_03"
speak "vo.combine.officer.refindenemy_04"
speak "vo.combine.officer.refindenemy_05"
speak "vo.combine.officer.refindenemy_06"
speak "vo.combine.officer.refindenemy_07"
speak "vo.combine.officer.refindenemy_08"
speak "vo.combine.officer.refindenemy_09"
speak "vo.combine.officer.refindenemy_10"
speak "vo.combine.officer.refindenemy_11"
speak "vo.combine.officer.refindenemy_12"
speak "vo.combine.officer.refindenemy_13"
speak "vo.combine.officer.refindenemy_14"
}
rule CS_Officer_FindEnemy
{
criteria IsCombineS IsClass_Officer ConceptFindEnemy
response CS_Officer_FindEnemy
}
response CS_Charger_FindEnemy
{
speak "vo.combine.charger.refindenemy_01"
speak "vo.combine.charger.refindenemy_02"
speak "vo.combine.charger.refindenemy_03"
speak "vo.combine.charger.refindenemy_04"
speak "vo.combine.charger.refindenemy_05"
speak "vo.combine.charger.refindenemy_06"
speak "vo.combine.charger.refindenemy_07"
speak "vo.combine.charger.refindenemy_08"
speak "vo.combine.charger.refindenemy_09"
speak "vo.combine.charger.refindenemy_10"
speak "vo.combine.charger.refindenemy_11"
speak "vo.combine.charger.refindenemy_12"
speak "vo.combine.charger.refindenemy_13"
speak "vo.combine.charger.refindenemy_14"
speak "vo.combine.charger.refindenemy_15"
speak "vo.combine.charger.refindenemy_16"
speak "vo.combine.charger.refindenemy_17"
speak "vo.combine.charger.refindenemy_18"
speak "vo.combine.charger.refindenemy_19"
speak "vo.combine.charger.refindenemy_20"
speak "vo.combine.charger.refindenemy_21"
speak "vo.combine.charger.refindenemy_22"
speak "vo.combine.charger.refindenemy_23"
speak "vo.combine.charger.refindenemy_24"
speak "vo.combine.charger.refindenemy_25"
speak "vo.combine.charger.refindenemy_26"
speak "vo.combine.charger.refindenemy_27"
}
rule CS_Charger_FindEnemy
{
criteria IsCombineS IsClass_Charger ConceptFindEnemy
response CS_Charger_FindEnemy
}
response CS_Suppressor_FindEnemy
{
speak "vo.combine.suppressor.refindenemy_01"
speak "vo.combine.suppressor.refindenemy_02"
speak "vo.combine.suppressor.refindenemy_03"
speak "vo.combine.suppressor.refindenemy_04"
speak "vo.combine.suppressor.refindenemy_05"
speak "vo.combine.suppressor.refindenemy_06"
speak "vo.combine.suppressor.refindenemy_07"
speak "vo.combine.suppressor.refindenemy_08"
speak "vo.combine.suppressor.refindenemy_09"
speak "vo.combine.suppressor.refindenemy_10"
speak "vo.combine.suppressor.refindenemy_11"
speak "vo.combine.suppressor.refindenemy_12"
speak "vo.combine.suppressor.refindenemy_13"
speak "vo.combine.suppressor.refindenemy_14"
speak "vo.combine.suppressor.refindenemy_15"
speak "vo.combine.suppressor.refindenemy_16"
speak "vo.combine.suppressor.refindenemy_17"
speak "vo.combine.suppressor.refindenemy_18"
speak "vo.combine.suppressor.refindenemy_19"
speak "vo.combine.suppressor.refindenemy_20"
speak "vo.combine.suppressor.refindenemy_21"
speak "vo.combine.suppressor.refindenemy_22"
speak "vo.combine.suppressor.refindenemy_23"
speak "vo.combine.suppressor.refindenemy_24"
speak "vo.combine.suppressor.refindenemy_25"
speak "vo.combine.suppressor.refindenemy_26"
speak "vo.combine.suppressor.refindenemy_27"
}
rule CS_Suppressor_FindEnemy
{
criteria IsCombineS IsClass_Suppressor ConceptFindEnemy
response CS_Suppressor_FindEnemy
}
response CS_Grunt_FindEnemy
{
speak "Soldier04.Soldier4FindHer"
}
rule CS_Grunt_FindEnemy
{
criteria IsCombineS IsClass_Grunt ConceptFindEnemy
response CS_Grunt_FindEnemy
}
//========================================================================================================
// FLUSHING ENEMY OUT OF COVER
//====================================================================
response CS_Officer_FlushingEnemy
{
speak "vo.combine.officer.flushing_01"
speak "vo.combine.officer.flushing_02"
speak "vo.combine.officer.flushing_03"
speak "vo.combine.officer.flushing_04"
speak "vo.combine.officer.flushing_05"
speak "vo.combine.officer.flushing_06"
speak "vo.combine.officer.flushing_07"
}
rule CS_Officer_FlushingEnemy
{
criteria IsCombineS IsClass_Officer ConceptFlushingEnemy
response CS_Officer_FlushingEnemy
}
response CS_Charger_FlushingEnemy
{
// script has not been written yet
//speak "Soldier01.Soldier1FlushingHerOut"
}
rule CS_Charger_FlushingEnemy
{
criteria IsCombineS IsClass_Charger ConceptFlushingEnemy
response CS_Charger_FlushingEnemy
}
response CS_Suppressor_FlushingEnemy
{
speak "vo.combine.suppressor.advancing_on_target_01"
speak "vo.combine.suppressor.advancing_on_target_02"
speak "vo.combine.suppressor.advancing_on_target_03"
speak "vo.combine.suppressor.advancing_on_target_04"
speak "vo.combine.suppressor.advancing_on_target_05"
speak "vo.combine.suppressor.advancing_on_target_06"
speak "vo.combine.suppressor.advancing_on_target_07"
speak "vo.combine.suppressor.advancing_on_target_08"
speak "vo.combine.suppressor.advancing_on_target_09"
speak "vo.combine.suppressor.advancing_on_target_10"
speak "vo.combine.suppressor.advancing_on_target_11"
speak "vo.combine.suppressor.advancing_on_target_12"
speak "vo.combine.suppressor.advancing_on_target_13"
speak "vo.combine.suppressor.advancing_on_target_14"
speak "vo.combine.suppressor.advancing_on_target_15"
speak "vo.combine.suppressor.advancing_on_target_16"
speak "vo.combine.suppressor.advancing_on_target_17"
speak "vo.combine.suppressor.advancing_on_target_18"
speak "vo.combine.suppressor.advancing_on_target_19"
speak "vo.combine.suppressor.advancing_on_target_20"
speak "vo.combine.suppressor.advancing_on_target_21"
speak "vo.combine.suppressor.advancing_on_target_22"
speak "vo.combine.suppressor.advancing_on_target_23"
speak "vo.combine.suppressor.advancing_on_target_24"
speak "vo.combine.suppressor.advancing_on_target_25"
speak "vo.combine.suppressor.advancing_on_target_26"
speak "vo.combine.suppressor.advancing_on_target_27"
}
rule CS_Suppressor_FlushingEnemy
{
criteria IsCombineS IsClass_Suppressor ConceptFlushingEnemy
response CS_Suppressor_FlushingEnemy
}
response CS_Grunt_FlushingEnemy
{
speak "vo.combine.grunt.flushing_01"
speak "vo.combine.grunt.flushing_02"
speak "vo.combine.grunt.flushing_03"
speak "vo.combine.grunt.flushing_04"
speak "vo.combine.grunt.flushing_05"
speak "vo.combine.grunt.flushing_06"
speak "vo.combine.grunt.flushing_07"
}
rule CS_Grunt_FlushingEnemy
{
criteria IsCombineS IsClass_Grunt ConceptFlushingEnemy
response CS_Grunt_FlushingEnemy
}
//========================================================================================================
// RECONNOITER START
//====================================================================
response CS_Officer_Reconnoiter
{
speak "vo.combine.officer.reconnoiter_start_01"
speak "vo.combine.officer.reconnoiter_start_02"
speak "vo.combine.officer.reconnoiter_start_03"
speak "vo.combine.officer.reconnoiter_start_04"
speak "vo.combine.officer.reconnoiter_start_05"
speak "vo.combine.officer.reconnoiter_start_06"
speak "vo.combine.officer.reconnoiter_start_07"
speak "vo.combine.officer.reconnoiter_start_08"
speak "vo.combine.officer.reconnoiter_start_09"
speak "vo.combine.officer.reconnoiter_start_10"
speak "vo.combine.officer.reconnoiter_start_11"
speak "vo.combine.officer.reconnoiter_start_12"
speak "vo.combine.officer.reconnoiter_start_13"
}
rule CS_Officer_Reconnoiter
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterStart
response CS_Officer_Reconnoiter
}
response CS_Charger_Reconnoiter
{
speak "vo.combine.charger.reconnoiter_start_01"
speak "vo.combine.charger.reconnoiter_start_02"
speak "vo.combine.charger.reconnoiter_start_03"
speak "vo.combine.charger.reconnoiter_start_04"
speak "vo.combine.charger.reconnoiter_start_05"
speak "vo.combine.charger.reconnoiter_start_06"
speak "vo.combine.charger.reconnoiter_start_07"
speak "vo.combine.charger.reconnoiter_start_08"
speak "vo.combine.charger.reconnoiter_start_09"
speak "vo.combine.charger.reconnoiter_start_10"
speak "vo.combine.charger.reconnoiter_start_11"
speak "vo.combine.charger.reconnoiter_start_12"
speak "vo.combine.charger.reconnoiter_start_13"
speak "vo.combine.charger.reconnoiter_start_14"
speak "vo.combine.charger.reconnoiter_start_15"
speak "vo.combine.charger.reconnoiter_start_16"
speak "vo.combine.charger.reconnoiter_start_17"
speak "vo.combine.charger.reconnoiter_start_18"
speak "vo.combine.charger.reconnoiter_start_19"
speak "vo.combine.charger.reconnoiter_start_20"
speak "vo.combine.charger.reconnoiter_start_21"
speak "vo.combine.charger.reconnoiter_start_22"
speak "vo.combine.charger.reconnoiter_start_23"
speak "vo.combine.charger.reconnoiter_start_24"
speak "vo.combine.charger.reconnoiter_start_25"
speak "vo.combine.charger.reconnoiter_start_26"
speak "vo.combine.charger.reconnoiter_start_27"
speak "vo.combine.charger.reconnoiter_start_28"
speak "vo.combine.charger.reconnoiter_start_29"
speak "vo.combine.charger.reconnoiter_start_30"
}
rule CS_Charger_Reconnoiter
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterStart
response CS_Charger_Reconnoiter
}
response CS_Suppressor_Reconnoiter
{
speak "vo.combine.suppressor.coverme_01"
speak "vo.combine.suppressor.coverme_02"
speak "vo.combine.suppressor.coverme_03"
speak "vo.combine.suppressor.coverme_04"
speak "vo.combine.suppressor.coverme_05"
speak "vo.combine.suppressor.coverme_06"
speak "vo.combine.suppressor.coverme_07"
}
rule CS_Suppressor_Reconnoiter
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterStart
response CS_Suppressor_Reconnoiter
}
response CS_Grunt_Reconnoiter
{
speak "vo.combine.grunt.reconnoiter_start_01"
speak "vo.combine.grunt.reconnoiter_start_02"
speak "vo.combine.grunt.reconnoiter_start_03"
speak "vo.combine.grunt.reconnoiter_start_04"
speak "vo.combine.grunt.reconnoiter_start_05"
speak "vo.combine.grunt.reconnoiter_start_06"
speak "vo.combine.grunt.reconnoiter_start_07"
speak "vo.combine.grunt.reconnoiter_start_08"
speak "vo.combine.grunt.reconnoiter_start_09"
speak "vo.combine.grunt.reconnoiter_start_10"
speak "vo.combine.grunt.reconnoiter_start_11"
speak "vo.combine.grunt.reconnoiter_start_12"
speak "vo.combine.grunt.reconnoiter_start_13"
speak "vo.combine.grunt.reconnoiter_start_14"
speak "vo.combine.grunt.reconnoiter_start_15"
speak "vo.combine.grunt.reconnoiter_start_16"
speak "vo.combine.grunt.reconnoiter_start_17"
speak "vo.combine.grunt.reconnoiter_start_18"
speak "vo.combine.grunt.reconnoiter_start_19"
speak "vo.combine.grunt.reconnoiter_start_20"
speak "vo.combine.grunt.reconnoiter_start_21"
speak "vo.combine.grunt.reconnoiter_start_22"
speak "vo.combine.grunt.reconnoiter_start_23"
speak "vo.combine.grunt.reconnoiter_start_24"
speak "vo.combine.grunt.reconnoiter_start_25"
speak "vo.combine.grunt.reconnoiter_start_26"
speak "vo.combine.grunt.reconnoiter_start_27"
speak "vo.combine.grunt.reconnoiter_start_28"
speak "vo.combine.grunt.reconnoiter_start_29"
speak "vo.combine.grunt.reconnoiter_start_30"
}
rule CS_Grunt_Reconnoiter
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterStart
response CS_Grunt_Reconnoiter
}
//========================================================================================================
// RECONNOITER SEARCH
//====================================================================
response CS_Officer_ReconnoiterSearch
{
speak "vo.combine.officer.reconnoiter_search_01"
speak "vo.combine.officer.reconnoiter_search_02"
speak "vo.combine.officer.reconnoiter_search_03"
speak "vo.combine.officer.reconnoiter_search_04"
speak "vo.combine.officer.reconnoiter_search_05"
speak "vo.combine.officer.reconnoiter_search_06"
speak "vo.combine.officer.reconnoiter_search_07"
speak "vo.combine.officer.reconnoiter_search_08"
speak "vo.combine.officer.reconnoiter_search_09"
speak "vo.combine.officer.reconnoiter_search_10"
speak "vo.combine.officer.reconnoiter_search_11"
speak "vo.combine.officer.reconnoiter_search_12"
speak "vo.combine.officer.reconnoiter_search_13"
speak "vo.combine.officer.reconnoiter_search_14"
speak "vo.combine.officer.reconnoiter_search_15"
speak "vo.combine.officer.reconnoiter_search_16"
}
rule CS_Officer_ReconnoiterSearch
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterSearch
response CS_Officer_ReconnoiterSearch
}
response CS_Charger_ReconnoiterSearch
{
speak "vo.combine.charger.reconnoiter_search_01"
speak "vo.combine.charger.reconnoiter_search_02"
speak "vo.combine.charger.reconnoiter_search_03"
speak "vo.combine.charger.reconnoiter_search_04"
speak "vo.combine.charger.reconnoiter_search_05"
speak "vo.combine.charger.reconnoiter_search_06"
speak "vo.combine.charger.reconnoiter_search_07"
speak "vo.combine.charger.reconnoiter_search_08"
speak "vo.combine.charger.reconnoiter_search_09"
speak "vo.combine.charger.reconnoiter_search_10"
speak "vo.combine.charger.reconnoiter_search_11"
speak "vo.combine.charger.reconnoiter_search_12"
speak "vo.combine.charger.reconnoiter_search_13"
speak "vo.combine.charger.reconnoiter_search_14"
speak "vo.combine.charger.reconnoiter_search_15"
speak "vo.combine.charger.reconnoiter_search_16"
speak "vo.combine.charger.reconnoiter_search_17"
speak "vo.combine.charger.reconnoiter_search_18"
speak "vo.combine.charger.reconnoiter_search_19"
speak "vo.combine.charger.reconnoiter_search_20"
speak "vo.combine.charger.reconnoiter_search_21"
speak "vo.combine.charger.reconnoiter_search_22"
speak "vo.combine.charger.reconnoiter_search_23"
speak "vo.combine.charger.reconnoiter_search_24"
speak "vo.combine.charger.reconnoiter_search_25"
speak "vo.combine.charger.reconnoiter_search_26"
speak "vo.combine.charger.reconnoiter_search_27"
speak "vo.combine.charger.reconnoiter_search_28"
speak "vo.combine.charger.reconnoiter_search_29"
speak "vo.combine.charger.reconnoiter_search_30"
}
rule CS_Charger_ReconnoiterSearch
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterSearch
response CS_Charger_ReconnoiterSearch
}
response CS_Suppressor_ReconnoiterSearch
{
speak "vo.combine.suppressor.reconnoiter_search_01"
speak "vo.combine.suppressor.reconnoiter_search_02"
speak "vo.combine.suppressor.reconnoiter_search_03"
speak "vo.combine.suppressor.reconnoiter_search_04"
speak "vo.combine.suppressor.reconnoiter_search_05"
speak "vo.combine.suppressor.reconnoiter_search_06"
speak "vo.combine.suppressor.reconnoiter_search_07"
speak "vo.combine.suppressor.reconnoiter_search_08"
speak "vo.combine.suppressor.reconnoiter_search_09"
speak "vo.combine.suppressor.reconnoiter_search_10"
speak "vo.combine.suppressor.reconnoiter_search_11"
speak "vo.combine.suppressor.reconnoiter_search_12"
speak "vo.combine.suppressor.reconnoiter_search_13"
speak "vo.combine.suppressor.reconnoiter_search_14"
speak "vo.combine.suppressor.reconnoiter_search_15"
speak "vo.combine.suppressor.reconnoiter_search_16"
speak "vo.combine.suppressor.reconnoiter_search_17"
speak "vo.combine.suppressor.reconnoiter_search_18"
speak "vo.combine.suppressor.reconnoiter_search_19"
speak "vo.combine.suppressor.reconnoiter_search_20"
speak "vo.combine.suppressor.reconnoiter_search_21"
speak "vo.combine.suppressor.reconnoiter_search_22"
speak "vo.combine.suppressor.reconnoiter_search_23"
speak "vo.combine.suppressor.reconnoiter_search_24"
speak "vo.combine.suppressor.reconnoiter_search_25"
speak "vo.combine.suppressor.reconnoiter_search_26"
speak "vo.combine.suppressor.reconnoiter_search_27"
speak "vo.combine.suppressor.reconnoiter_search_28"
speak "vo.combine.suppressor.reconnoiter_search_29"
speak "vo.combine.suppressor.reconnoiter_search_30"
}
rule CS_Suppressor_ReconnoiterSearch
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterSearch
response CS_Suppressor_ReconnoiterSearch
}
response CS_Grunt_ReconnoiterSearch
{
speak "vo.combine.grunt.reconnoiter_search_01"
speak "vo.combine.grunt.reconnoiter_search_02"
speak "vo.combine.grunt.reconnoiter_search_03"
speak "vo.combine.grunt.reconnoiter_search_04"
speak "vo.combine.grunt.reconnoiter_search_05"
speak "vo.combine.grunt.reconnoiter_search_06"
speak "vo.combine.grunt.reconnoiter_search_07"
speak "vo.combine.grunt.reconnoiter_search_08"
speak "vo.combine.grunt.reconnoiter_search_09"
speak "vo.combine.grunt.reconnoiter_search_10"
speak "vo.combine.grunt.reconnoiter_search_11"
speak "vo.combine.grunt.reconnoiter_search_12"
speak "vo.combine.grunt.reconnoiter_search_13"
speak "vo.combine.grunt.reconnoiter_search_14"
speak "vo.combine.grunt.reconnoiter_search_15"
speak "vo.combine.grunt.reconnoiter_search_16"
speak "vo.combine.grunt.reconnoiter_search_17"
speak "vo.combine.grunt.reconnoiter_search_18"
speak "vo.combine.grunt.reconnoiter_search_19"
speak "vo.combine.grunt.reconnoiter_search_20"
speak "vo.combine.grunt.reconnoiter_search_21"
speak "vo.combine.grunt.reconnoiter_search_22"
speak "vo.combine.grunt.reconnoiter_search_23"
speak "vo.combine.grunt.reconnoiter_search_24"
speak "vo.combine.grunt.reconnoiter_search_25"
speak "vo.combine.grunt.reconnoiter_search_26"
speak "vo.combine.grunt.reconnoiter_search_27"
speak "vo.combine.grunt.reconnoiter_search_28"
speak "vo.combine.grunt.reconnoiter_search_29"
speak "vo.combine.grunt.reconnoiter_search_30"
speak "vo.combine.grunt.reconnoiter_search_31"
speak "vo.combine.grunt.reconnoiter_search_32"
speak "vo.combine.grunt.reconnoiter_search_33"
speak "vo.combine.grunt.reconnoiter_search_34"
speak "vo.combine.grunt.reconnoiter_search_35"
speak "vo.combine.grunt.reconnoiter_search_36"
speak "vo.combine.grunt.reconnoiter_search_37"
}
rule CS_Grunt_ReconnoiterSearch
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterSearch
response CS_Grunt_ReconnoiterSearch
}
//========================================================================================================
// RECONNOITER END
//====================================================================
response CS_Officer_ReconnoiterFinish
{
speak "vo.combine.officer.reconnoiter_finish_01"
speak "vo.combine.officer.reconnoiter_finish_02"
speak "vo.combine.officer.reconnoiter_finish_03"
speak "vo.combine.officer.reconnoiter_finish_04"
speak "vo.combine.officer.reconnoiter_finish_05"
speak "vo.combine.officer.reconnoiter_finish_06"
speak "vo.combine.officer.reconnoiter_finish_07"
speak "vo.combine.officer.reconnoiter_finish_08"
speak "vo.combine.officer.reconnoiter_finish_09"
speak "vo.combine.officer.reconnoiter_finish_10"
speak "vo.combine.officer.reconnoiter_finish_11"
speak "vo.combine.officer.reconnoiter_finish_12"
speak "vo.combine.officer.reconnoiter_finish_13"
speak "vo.combine.officer.reconnoiter_finish_14"
speak "vo.combine.officer.reconnoiter_finish_15"
speak "vo.combine.officer.reconnoiter_finish_16"
speak "vo.combine.officer.reconnoiter_finish_17"
speak "vo.combine.officer.reconnoiter_finish_18"
}
rule CS_Officer_ReconnoiterFinish
{
criteria IsCombineS IsClass_Officer ConceptReconnoiterFinish
response CS_Officer_ReconnoiterFinish
}
response CS_Charger_ReconnoiterFinish
{
speak "vo.combine.charger.reconnoiter_finish_01"
speak "vo.combine.charger.reconnoiter_finish_02"
speak "vo.combine.charger.reconnoiter_finish_03"
speak "vo.combine.charger.reconnoiter_finish_04"
speak "vo.combine.charger.reconnoiter_finish_05"
speak "vo.combine.charger.reconnoiter_finish_06"
speak "vo.combine.charger.reconnoiter_finish_07"
speak "vo.combine.charger.reconnoiter_finish_08"
speak "vo.combine.charger.reconnoiter_finish_09"
speak "vo.combine.charger.reconnoiter_finish_10"
speak "vo.combine.charger.reconnoiter_finish_11"
speak "vo.combine.charger.reconnoiter_finish_12"
speak "vo.combine.charger.reconnoiter_finish_13"
speak "vo.combine.charger.reconnoiter_finish_14"
speak "vo.combine.charger.reconnoiter_finish_15"
speak "vo.combine.charger.reconnoiter_finish_16"
speak "vo.combine.charger.reconnoiter_finish_17"
speak "vo.combine.charger.reconnoiter_finish_18"
speak "vo.combine.charger.reconnoiter_finish_19"
speak "vo.combine.charger.reconnoiter_finish_20"
speak "vo.combine.charger.reconnoiter_finish_21"
speak "vo.combine.charger.reconnoiter_finish_22"
speak "vo.combine.charger.reconnoiter_finish_23"
speak "vo.combine.charger.reconnoiter_finish_24"
speak "vo.combine.charger.reconnoiter_finish_25"
speak "vo.combine.charger.reconnoiter_finish_26"
speak "vo.combine.charger.reconnoiter_finish_27"
speak "vo.combine.charger.reconnoiter_finish_28"
speak "vo.combine.charger.reconnoiter_finish_29"
speak "vo.combine.charger.reconnoiter_finish_30"
}
rule CS_Charger_ReconnoiterFinish
{
criteria IsCombineS IsClass_Charger ConceptReconnoiterFinish
response CS_Charger_ReconnoiterFinish
}
response CS_Suppressor_ReconnoiterFinish
{
speak "vo.combine.suppressor.reconnoiter_finish_01"
speak "vo.combine.suppressor.reconnoiter_finish_02"
speak "vo.combine.suppressor.reconnoiter_finish_03"
speak "vo.combine.suppressor.reconnoiter_finish_04"
speak "vo.combine.suppressor.reconnoiter_finish_05"
speak "vo.combine.suppressor.reconnoiter_finish_06"
speak "vo.combine.suppressor.reconnoiter_finish_07"
speak "vo.combine.suppressor.reconnoiter_finish_08"
speak "vo.combine.suppressor.reconnoiter_finish_09"
speak "vo.combine.suppressor.reconnoiter_finish_10"
speak "vo.combine.suppressor.reconnoiter_finish_11"
speak "vo.combine.suppressor.reconnoiter_finish_12"
speak "vo.combine.suppressor.reconnoiter_finish_13"
speak "vo.combine.suppressor.reconnoiter_finish_14"
speak "vo.combine.suppressor.reconnoiter_finish_15"
speak "vo.combine.suppressor.reconnoiter_finish_16"
speak "vo.combine.suppressor.reconnoiter_finish_17"
speak "vo.combine.suppressor.reconnoiter_finish_18"
speak "vo.combine.suppressor.reconnoiter_finish_19"
speak "vo.combine.suppressor.reconnoiter_finish_20"
speak "vo.combine.suppressor.reconnoiter_finish_21"
speak "vo.combine.suppressor.reconnoiter_finish_22"
speak "vo.combine.suppressor.reconnoiter_finish_23"
speak "vo.combine.suppressor.reconnoiter_finish_24"
speak "vo.combine.suppressor.reconnoiter_finish_25"
speak "vo.combine.suppressor.reconnoiter_finish_26"
speak "vo.combine.suppressor.reconnoiter_finish_27"
speak "vo.combine.suppressor.reconnoiter_finish_28"
speak "vo.combine.suppressor.reconnoiter_finish_29"
speak "vo.combine.suppressor.reconnoiter_finish_30"
}
rule CS_Suppressor_ReconnoiterFinish
{
criteria IsCombineS IsClass_Suppressor ConceptReconnoiterFinish
response CS_Suppressor_ReconnoiterFinish
}
response CS_Grunt_ReconnoiterFinish
{
speak "vo.combine.grunt.reconnoiter_finish_01"
speak "vo.combine.grunt.reconnoiter_finish_02"
speak "vo.combine.grunt.reconnoiter_finish_03"
speak "vo.combine.grunt.reconnoiter_finish_04"
speak "vo.combine.grunt.reconnoiter_finish_05"
speak "vo.combine.grunt.reconnoiter_finish_06"
speak "vo.combine.grunt.reconnoiter_finish_07"
speak "vo.combine.grunt.reconnoiter_finish_08"
speak "vo.combine.grunt.reconnoiter_finish_09"
speak "vo.combine.grunt.reconnoiter_finish_10"
speak "vo.combine.grunt.reconnoiter_finish_11"
speak "vo.combine.grunt.reconnoiter_finish_12"
speak "vo.combine.grunt.reconnoiter_finish_13"
speak "vo.combine.grunt.reconnoiter_finish_14"
speak "vo.combine.grunt.reconnoiter_finish_15"
speak "vo.combine.grunt.reconnoiter_finish_16"
speak "vo.combine.grunt.reconnoiter_finish_17"
speak "vo.combine.grunt.reconnoiter_finish_18"
speak "vo.combine.grunt.reconnoiter_finish_19"
speak "vo.combine.grunt.reconnoiter_finish_20"
speak "vo.combine.grunt.reconnoiter_finish_21"
speak "vo.combine.grunt.reconnoiter_finish_22"
speak "vo.combine.grunt.reconnoiter_finish_23"
speak "vo.combine.grunt.reconnoiter_finish_24"
speak "vo.combine.grunt.reconnoiter_finish_25"
speak "vo.combine.grunt.reconnoiter_finish_26"
speak "vo.combine.grunt.reconnoiter_finish_27"
speak "vo.combine.grunt.reconnoiter_finish_28"
speak "vo.combine.grunt.reconnoiter_finish_29"
speak "vo.combine.grunt.reconnoiter_finish_30"
speak "vo.combine.grunt.reconnoiter_finish_31"
speak "vo.combine.grunt.reconnoiter_finish_32"
speak "vo.combine.grunt.reconnoiter_finish_33"
speak "vo.combine.grunt.reconnoiter_finish_34"
}
rule CS_Grunt_ReconnoiterFinish
{
criteria IsCombineS IsClass_Grunt ConceptReconnoiterFinish
response CS_Grunt_ReconnoiterFinish
}
//========================================================================================================
// MOVING TOWARDS OUR ENEMY
//====================================================================
response CS_Officer_AdvancingOnTarget
{
speak "vo.combine.officer.advancing_on_target_01"
speak "vo.combine.officer.advancing_on_target_02"
speak "vo.combine.officer.advancing_on_target_03"
speak "vo.combine.officer.advancing_on_target_04"
speak "vo.combine.officer.advancing_on_target_05"
speak "vo.combine.officer.advancing_on_target_06"
speak "vo.combine.officer.advancing_on_target_07"
speak "vo.combine.officer.advancing_on_target_08"
speak "vo.combine.officer.advancing_on_target_09"
speak "vo.combine.officer.advancing_on_target_10"
speak "vo.combine.officer.advancing_on_target_11"
speak "vo.combine.officer.advancing_on_target_12"
speak "vo.combine.officer.advancing_on_target_13"
speak "vo.combine.officer.advancing_on_target_14"
}
rule CS_Officer_AdvancingOnTarget
{
criteria IsCombineS IsClass_Officer ConceptAdvancingOnTarget
response CS_Officer_AdvancingOnTarget
}
response CS_Charger_AdvancingOnTarget
{
speak "vo.combine.charger.advancing_on_target_01"
speak "vo.combine.charger.advancing_on_target_02"
speak "vo.combine.charger.advancing_on_target_03"
speak "vo.combine.charger.advancing_on_target_04"
speak "vo.combine.charger.advancing_on_target_05"
speak "vo.combine.charger.advancing_on_target_06"
speak "vo.combine.charger.advancing_on_target_07"
speak "vo.combine.charger.advancing_on_target_08"
speak "vo.combine.charger.advancing_on_target_09"
speak "vo.combine.charger.advancing_on_target_10"
speak "vo.combine.charger.advancing_on_target_11"
speak "vo.combine.charger.advancing_on_target_12"
speak "vo.combine.charger.advancing_on_target_13"
speak "vo.combine.charger.advancing_on_target_14"
speak "vo.combine.charger.advancing_on_target_15"
speak "vo.combine.charger.advancing_on_target_16"
speak "vo.combine.charger.advancing_on_target_17"
speak "vo.combine.charger.advancing_on_target_18"
speak "vo.combine.charger.advancing_on_target_19"
speak "vo.combine.charger.advancing_on_target_20"
speak "vo.combine.charger.advancing_on_target_21"
speak "vo.combine.charger.advancing_on_target_22"
speak "vo.combine.charger.advancing_on_target_23"
speak "vo.combine.charger.advancing_on_target_24"
speak "vo.combine.charger.advancing_on_target_25"
speak "vo.combine.charger.advancing_on_target_26"
speak "vo.combine.charger.advancing_on_target_27"
}
rule CS_Charger_AdvancingOnTarget
{
criteria IsCombineS IsClass_Charger ConceptAdvancingOnTarget
response CS_Charger_AdvancingOnTarget
}
response CS_Suppressor_AdvancingOnTarget
{
speak "vo.combine.suppressor.advancing_on_target_01"
speak "vo.combine.suppressor.advancing_on_target_02"
speak "vo.combine.suppressor.advancing_on_target_03"
speak "vo.combine.suppressor.advancing_on_target_04"
speak "vo.combine.suppressor.advancing_on_target_05"
speak "vo.combine.suppressor.advancing_on_target_06"
speak "vo.combine.suppressor.advancing_on_target_07"
speak "vo.combine.suppressor.advancing_on_target_08"
speak "vo.combine.suppressor.advancing_on_target_09"
speak "vo.combine.suppressor.advancing_on_target_10"
speak "vo.combine.suppressor.advancing_on_target_11"
speak "vo.combine.suppressor.advancing_on_target_12"
speak "vo.combine.suppressor.advancing_on_target_13"
speak "vo.combine.suppressor.advancing_on_target_14"
speak "vo.combine.suppressor.advancing_on_target_15"
speak "vo.combine.suppressor.advancing_on_target_16"
speak "vo.combine.suppressor.advancing_on_target_17"
speak "vo.combine.suppressor.advancing_on_target_18"
speak "vo.combine.suppressor.advancing_on_target_19"
speak "vo.combine.suppressor.advancing_on_target_20"
speak "vo.combine.suppressor.advancing_on_target_21"
speak "vo.combine.suppressor.advancing_on_target_22"
speak "vo.combine.suppressor.advancing_on_target_23"
speak "vo.combine.suppressor.advancing_on_target_24"
speak "vo.combine.suppressor.advancing_on_target_25"
speak "vo.combine.suppressor.advancing_on_target_26"
speak "vo.combine.suppressor.advancing_on_target_27"
}
rule CS_Suppressor_AdvancingOnTarget
{
criteria IsCombineS IsClass_Suppressor ConceptAdvancingOnTarget
response CS_Suppressor_AdvancingOnTarget
}
response CS_Grunt_AdvancingOnTarget
{
speak "vo.combine.grunt.advancing_on_target_01"
speak "vo.combine.grunt.advancing_on_target_02"
speak "vo.combine.grunt.advancing_on_target_03"
speak "vo.combine.grunt.advancing_on_target_04"
speak "vo.combine.grunt.advancing_on_target_05"
speak "vo.combine.grunt.advancing_on_target_06"
speak "vo.combine.grunt.advancing_on_target_07"
speak "vo.combine.grunt.advancing_on_target_08"
speak "vo.combine.grunt.advancing_on_target_09"
speak "vo.combine.grunt.advancing_on_target_10"
speak "vo.combine.grunt.advancing_on_target_11"
speak "vo.combine.grunt.advancing_on_target_12"
speak "vo.combine.grunt.advancing_on_target_13"
speak "vo.combine.grunt.advancing_on_target_14"
speak "vo.combine.grunt.advancing_on_target_15"
speak "vo.combine.grunt.advancing_on_target_16"
speak "vo.combine.grunt.advancing_on_target_17"
speak "vo.combine.grunt.advancing_on_target_18"
speak "vo.combine.grunt.advancing_on_target_19"
speak "vo.combine.grunt.advancing_on_target_20"
speak "vo.combine.grunt.advancing_on_target_21"
speak "vo.combine.grunt.advancing_on_target_22"
speak "vo.combine.grunt.advancing_on_target_23"
speak "vo.combine.grunt.advancing_on_target_24"
speak "vo.combine.grunt.advancing_on_target_25"
speak "vo.combine.grunt.advancing_on_target_26"
speak "vo.combine.grunt.advancing_on_target_27"
}
rule CS_Grunt_AdvancingOnTarget
{
criteria IsCombineS IsClass_Grunt ConceptAdvancingOnTarget
response CS_Grunt_AdvancingOnTarget
}
//========================================================================================================
// ESTABLISHING LINE OF FIRE
//====================================================================
response CS_Officer_EstablishingLOF
{
speak "vo.combine.officer.establishinglof_01" respeakdelay 30
speak "vo.combine.officer.establishinglof_02" respeakdelay 30
speak "vo.combine.officer.establishinglof_03" respeakdelay 30
speak "vo.combine.officer.establishinglof_04" respeakdelay 30
speak "vo.combine.officer.establishinglof_05" respeakdelay 30
speak "vo.combine.officer.establishinglof_06" respeakdelay 30
speak "vo.combine.officer.establishinglof_07" respeakdelay 30
speak "vo.combine.officer.establishinglof_08" respeakdelay 30
speak "vo.combine.officer.establishinglof_09" respeakdelay 30
speak "vo.combine.officer.establishinglof_10" respeakdelay 30
speak "vo.combine.officer.establishinglof_11" respeakdelay 30
speak "vo.combine.officer.establishinglof_12" respeakdelay 30
speak "vo.combine.officer.establishinglof_13" respeakdelay 30
speak "vo.combine.officer.establishinglof_14" respeakdelay 30
speak "vo.combine.officer.establishinglof_15" respeakdelay 30
}
rule CS_Officer_EstablishingLOF
{
criteria IsCombineS IsClass_Officer ConceptEstablishingLOF
response CS_Officer_EstablishingLOF
}
response CS_Charger_EstablishingLOF
{
speak "vo.combine.charger.establishinglof_01" respeakdelay 30
speak "vo.combine.charger.establishinglof_02" respeakdelay 30
speak "vo.combine.charger.establishinglof_03" respeakdelay 30
speak "vo.combine.charger.establishinglof_04" respeakdelay 30
speak "vo.combine.charger.establishinglof_05" respeakdelay 30
speak "vo.combine.charger.establishinglof_06" respeakdelay 30
speak "vo.combine.charger.establishinglof_07" respeakdelay 30
speak "vo.combine.charger.establishinglof_08" respeakdelay 30
speak "vo.combine.charger.establishinglof_09" respeakdelay 30
speak "vo.combine.charger.establishinglof_10" respeakdelay 30
speak "vo.combine.charger.establishinglof_11" respeakdelay 30
speak "vo.combine.charger.establishinglof_12" respeakdelay 30
speak "vo.combine.charger.establishinglof_13" respeakdelay 30
speak "vo.combine.charger.establishinglof_14" respeakdelay 30
speak "vo.combine.charger.establishinglof_15" respeakdelay 30
speak "vo.combine.charger.establishinglof_16" respeakdelay 30
speak "vo.combine.charger.establishinglof_17" respeakdelay 30
speak "vo.combine.charger.establishinglof_18" respeakdelay 30
speak "vo.combine.charger.establishinglof_19" respeakdelay 30
}
rule CS_Charger_EstablishingLOF
{
criteria IsCombineS IsClass_Charger ConceptEstablishingLOF
response CS_Charger_EstablishingLOF
}
response CS_Suppressor_EstablishingLOF
{
speak "vo.combine.suppressor.establishinglof_01" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_02" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_03" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_04" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_05" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_06" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_07" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_08" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_09" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_10" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_11" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_12" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_13" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_14" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_15" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_16" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_17" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_18" respeakdelay 30
speak "vo.combine.suppressor.establishinglof_19" respeakdelay 30
}
rule CS_Suppressor_EstablishingLOF
{
criteria IsCombineS IsClass_Suppressor ConceptEstablishingLOF
response CS_Suppressor_EstablishingLOF
}
response CS_Grunt_EstablishingLOF
{
speak "vo.combine.grunt.establishinglof_01" respeakdelay 30
speak "vo.combine.grunt.establishinglof_02" respeakdelay 30
speak "vo.combine.grunt.establishinglof_03" respeakdelay 30
speak "vo.combine.grunt.establishinglof_04" respeakdelay 30
speak "vo.combine.grunt.establishinglof_05" respeakdelay 30
speak "vo.combine.grunt.establishinglof_06" respeakdelay 30
speak "vo.combine.grunt.establishinglof_07" respeakdelay 30
speak "vo.combine.grunt.establishinglof_08" respeakdelay 30
speak "vo.combine.grunt.establishinglof_09" respeakdelay 30
speak "vo.combine.grunt.establishinglof_10" respeakdelay 30
speak "vo.combine.grunt.establishinglof_11" respeakdelay 30
speak "vo.combine.grunt.establishinglof_12" respeakdelay 30
speak "vo.combine.grunt.establishinglof_13" respeakdelay 30
speak "vo.combine.grunt.establishinglof_14" respeakdelay 30
speak "vo.combine.grunt.establishinglof_15" respeakdelay 30
speak "vo.combine.grunt.establishinglof_16" respeakdelay 30
speak "vo.combine.grunt.establishinglof_17" respeakdelay 30
speak "vo.combine.grunt.establishinglof_18" respeakdelay 30
speak "vo.combine.grunt.establishinglof_19" respeakdelay 30
}
rule CS_Grunt_EstablishingLOF
{
criteria IsCombineS IsClass_Grunt ConceptEstablishingLOF
response CS_Grunt_EstablishingLOF
}
//========================================================================================================
// ANNOUNCING A CHARGE
//========================================================================================================
response CS_Charger_AnnounceCharge
{
speak "vo.combine.charger.announceattack_charge_01" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_02" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_03" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_04" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_05" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_06" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_07" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_08" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_09" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_10" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_11" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_12" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_13" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_14" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_15" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_16" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_17" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_18" predelay 1.5 respeakdelay 15
speak "vo.combine.charger.announceattack_charge_19" predelay 1.5 respeakdelay 15
}
rule CS_Charger_AnnounceCharge
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge
response CS_Charger_AnnounceCharge
}
//========================================================================================================
// REQUESTING COVER
//====================================================================
response CS_Officer_CoverMe
{
speak "vo.combine.officer.coverme_01" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_02" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_03" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_04" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_05" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_06" predelay 1 respeakdelay 15
speak "vo.combine.officer.coverme_07" predelay 1 respeakdelay 15
}
rule CS_Officer_CoverMe
{
criteria IsCombineS IsClass_Officer ConceptCoverMe HasOtherSquadMembers
response CS_Officer_CoverMe
}
response CS_Charger_CoverMe
{
// coverme dialog has not been written yet. using announceattack instead.
speak "vo.combine.charger.announceattack_01" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_02" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_03" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_04" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_05" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_06" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_07" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_08" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_09" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_10" predelay 1 respeakdelay 15
speak "vo.combine.charger.announceattack_11" predelay 1 respeakdelay 15
}
rule CS_Charger_CoverMe
{
criteria IsCombineS IsClass_Charger ConceptCoverMe HasOtherSquadMembers
response CS_Charger_CoverMe
}
response CS_Suppressor_CoverMe
{
speak "vo.combine.suppressor.coverme_01" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_02" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_03" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_04" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_05" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_06" predelay 1 respeakdelay 15
speak "vo.combine.suppressor.coverme_07" predelay 1 respeakdelay 15
}
rule CS_Suppressor_CoverMe
{
criteria IsCombineS IsClass_Suppressor ConceptCoverMe HasOtherSquadMembers
response CS_Suppressor_CoverMe
}
response CS_Grunt_CoverMe
{
speak "vo.combine.grunt.coverme_01" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_02" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_03" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_04" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_05" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_06" predelay 1 respeakdelay 15
speak "vo.combine.grunt.coverme_07" predelay 1 respeakdelay 15
}
rule CS_Grunt_CoverMe
{
criteria IsCombineS IsClass_Grunt ConceptCoverMe HasOtherSquadMembers
response CS_Grunt_CoverMe
}
//========================================================================================================
// ANNOUNCING ATTACKS
// ATTACK IS GRENADE THROW
//====================================================================
response CS_Officer_AnnounceAttack_Grenade
{
speak "vo.combine.officer.announceattack_grenade_01"
speak "vo.combine.officer.announceattack_grenade_02"
speak "vo.combine.officer.announceattack_grenade_03"
speak "vo.combine.officer.announceattack_grenade_04"
speak "vo.combine.officer.announceattack_grenade_05"
speak "vo.combine.officer.announceattack_grenade_06"
speak "vo.combine.officer.announceattack_grenade_07"
}
rule CS_Officer_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Officer ConceptAnnounceAttack AnnounceIsGrenade
response CS_Officer_AnnounceAttack_Grenade
}
response CS_Charger_AnnounceAttack_Grenade
{
// this dialog has not been written yet.
//speak "Soldier01.Soldier1ThrowingGrenade"
}
rule CS_Charger_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Charger ConceptAnnounceAttack AnnounceIsGrenade
response CS_Charger_AnnounceAttack_Grenade
}
response CS_Suppressor_AnnounceAttack_Grenade
{
// dialog not written or recorded yet
//speak "Soldier07.Soldier7ThrowingGrenade"
}
rule CS_Suppressor_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Suppressor ConceptAnnounceAttack AnnounceIsGrenade
response CS_Suppressor_AnnounceAttack_Grenade
}
response CS_Grunt_AnnounceAttack_Grenade
{
speak "vo.combine.grunt.announceattack_grenade_01"
speak "vo.combine.grunt.announceattack_grenade_02"
speak "vo.combine.grunt.announceattack_grenade_03"
speak "vo.combine.grunt.announceattack_grenade_04"
speak "vo.combine.grunt.announceattack_grenade_05"
speak "vo.combine.grunt.announceattack_grenade_06"
speak "vo.combine.grunt.announceattack_grenade_07"
speak "vo.combine.grunt.announceattack_grenade_08"
speak "vo.combine.grunt.announceattack_grenade_09"
speak "vo.combine.grunt.announceattack_grenade_10"
}
rule CS_Grunt_AnnounceAttack_Grenade
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceAttack AnnounceIsGrenade
response CS_Grunt_AnnounceAttack_Grenade
}
//====================================================================
// ATTACK IS MANHACK RELEASE
//====================================================================
response CS_Officer_AnnounceAttack_Manhack
{
// oops - this didn't get recorded
//speak "vo.combine.officer.announceattack_manhack_01"
//speak "vo.combine.officer.announceattack_manhack_02"
//speak "vo.combine.officer.announceattack_manhack_03"
//speak "vo.combine.officer.announceattack_manhack_04"
//speak "vo.combine.officer.announceattack_manhack_05"
//speak "vo.combine.officer.announceattack_manhack_06"
//speak "vo.combine.officer.announceattack_manhack_07"
//speak "vo.combine.officer.announceattack_manhack_08"
//speak "vo.combine.officer.announceattack_manhack_09"
//speak "vo.combine.officer.announceattack_manhack_10"
}
rule CS_Officer_AnnounceAttack_Manhack
{
criteria IsCombineS IsClass_Officer ConceptAnnounceAttack AnnounceIsManhack
response CS_Officer_AnnounceAttack_Manhack
}
//========================================================================================================
// REFOUND AN ENEMY THAT ELUDED US
//====================================================================
response CS_Officer_overwatch
{
speak "vo.combine.officer.refindenemy_01"
speak "vo.combine.officer.refindenemy_02"
speak "vo.combine.officer.refindenemy_03"
speak "vo.combine.officer.refindenemy_04"
speak "vo.combine.officer.refindenemy_05"
speak "vo.combine.officer.refindenemy_06"
speak "vo.combine.officer.refindenemy_07"
speak "vo.combine.officer.refindenemy_08"
speak "vo.combine.officer.refindenemy_09"
speak "vo.combine.officer.refindenemy_10"
speak "vo.combine.officer.refindenemy_11"
speak "vo.combine.officer.refindenemy_12"
speak "vo.combine.officer.refindenemy_13"
speak "vo.combine.officer.refindenemy_14"
}
rule CS_Officer_overwatch
{
criteria IsCombineS IsClass_Officer ConceptOverwatch
response CS_Officer_overwatch
}
//========================================================================================================
// ENTERING OVERWATCH
//====================================================================
response CS_Officer_Overwatch
{
speak "vo.combine.officer.overwatch_01" respeakdelay 15
speak "vo.combine.officer.overwatch_02" respeakdelay 15
speak "vo.combine.officer.overwatch_03" respeakdelay 15
speak "vo.combine.officer.overwatch_04" respeakdelay 15
speak "vo.combine.officer.overwatch_05" respeakdelay 15
speak "vo.combine.officer.overwatch_06" respeakdelay 15
speak "vo.combine.officer.overwatch_07" respeakdelay 15
speak "vo.combine.officer.overwatch_08" respeakdelay 15
speak "vo.combine.officer.overwatch_09" respeakdelay 15
speak "vo.combine.officer.overwatch_10" respeakdelay 15
speak "vo.combine.officer.overwatch_11" respeakdelay 15
speak "vo.combine.officer.overwatch_12" respeakdelay 15
speak "vo.combine.officer.overwatch_13" respeakdelay 15
speak "vo.combine.officer.overwatch_14" respeakdelay 15
speak "vo.combine.officer.overwatch_15" respeakdelay 15
speak "vo.combine.officer.overwatch_16" respeakdelay 15
speak "vo.combine.officer.overwatch_17" respeakdelay 15
speak "vo.combine.officer.overwatch_18" respeakdelay 15
speak "vo.combine.officer.overwatch_19" respeakdelay 15
}
rule CS_Officer_overwatch
{
criteria IsCombineS IsClass_Officer ConceptOverwatch
response CS_Officer_overwatch
}
response CS_Charger_Overwatch
{
speak "vo.combine.grunt.overwatch_01" respeakdelay 15
speak "vo.combine.grunt.overwatch_02" respeakdelay 15
speak "vo.combine.grunt.overwatch_03" respeakdelay 15
speak "vo.combine.grunt.overwatch_04" respeakdelay 15
speak "vo.combine.grunt.overwatch_05" respeakdelay 15
speak "vo.combine.grunt.overwatch_06" respeakdelay 15
speak "vo.combine.grunt.overwatch_07" respeakdelay 15
speak "vo.combine.grunt.overwatch_08" respeakdelay 15
speak "vo.combine.grunt.overwatch_09" respeakdelay 15
speak "vo.combine.grunt.overwatch_10" respeakdelay 15
speak "vo.combine.grunt.overwatch_11" respeakdelay 15
speak "vo.combine.grunt.overwatch_12" respeakdelay 15
speak "vo.combine.grunt.overwatch_13" respeakdelay 15
speak "vo.combine.grunt.overwatch_14" respeakdelay 15
speak "vo.combine.grunt.overwatch_15" respeakdelay 15
speak "vo.combine.grunt.overwatch_16" respeakdelay 15
speak "vo.combine.grunt.overwatch_17" respeakdelay 15
speak "vo.combine.grunt.overwatch_18" respeakdelay 15
speak "vo.combine.grunt.overwatch_19" respeakdelay 15
speak "vo.combine.grunt.overwatch_20" respeakdelay 15
speak "vo.combine.grunt.overwatch_21" respeakdelay 15
speak "vo.combine.grunt.overwatch_22" respeakdelay 15
speak "vo.combine.grunt.overwatch_23" respeakdelay 15
speak "vo.combine.grunt.overwatch_24" respeakdelay 15
speak "vo.combine.grunt.overwatch_25" respeakdelay 15
speak "vo.combine.grunt.overwatch_26" respeakdelay 15
speak "vo.combine.grunt.overwatch_27" respeakdelay 15
}
rule CS_Charger_overwatch
{
criteria IsCombineS IsClass_Charger ConceptOverwatch
response CS_Charger_overwatch
}
response CS_Suppressor_Overwatch
{
speak "vo.combine.suppressor.overwatch_01"
speak "vo.combine.suppressor.overwatch_02"
speak "vo.combine.suppressor.overwatch_03"
speak "vo.combine.suppressor.overwatch_04"
speak "vo.combine.suppressor.overwatch_05"
speak "vo.combine.suppressor.overwatch_06"
speak "vo.combine.suppressor.overwatch_07"
speak "vo.combine.suppressor.overwatch_08"
speak "vo.combine.suppressor.overwatch_09"
speak "vo.combine.suppressor.overwatch_10"
speak "vo.combine.suppressor.overwatch_11"
speak "vo.combine.suppressor.overwatch_12"
speak "vo.combine.suppressor.overwatch_13"
speak "vo.combine.suppressor.overwatch_14"
speak "vo.combine.suppressor.overwatch_15"
speak "vo.combine.suppressor.overwatch_16"
speak "vo.combine.suppressor.overwatch_17"
speak "vo.combine.suppressor.overwatch_18"
speak "vo.combine.suppressor.overwatch_19"
speak "vo.combine.suppressor.overwatch_20"
speak "vo.combine.suppressor.overwatch_21"
speak "vo.combine.suppressor.overwatch_22"
speak "vo.combine.suppressor.overwatch_23"
speak "vo.combine.suppressor.overwatch_24"
speak "vo.combine.suppressor.overwatch_25"
speak "vo.combine.suppressor.overwatch_26"
speak "vo.combine.suppressor.overwatch_27"
}
rule CS_Suppressor_Overwatch
{
criteria IsCombineS IsClass_Suppressor ConceptOverwatch
response CS_Suppressor_Overwatch
}
response CS_Grunt_Overwatch
{
speak "vo.combine.grunt.overwatch_01" respeakdelay 15
speak "vo.combine.grunt.overwatch_02" respeakdelay 15
speak "vo.combine.grunt.overwatch_03" respeakdelay 15
speak "vo.combine.grunt.overwatch_04" respeakdelay 15
speak "vo.combine.grunt.overwatch_05" respeakdelay 15
speak "vo.combine.grunt.overwatch_06" respeakdelay 15
speak "vo.combine.grunt.overwatch_07" respeakdelay 15
speak "vo.combine.grunt.overwatch_08" respeakdelay 15
speak "vo.combine.grunt.overwatch_09" respeakdelay 15
speak "vo.combine.grunt.overwatch_10" respeakdelay 15
speak "vo.combine.grunt.overwatch_11" respeakdelay 15
speak "vo.combine.grunt.overwatch_12" respeakdelay 15
speak "vo.combine.grunt.overwatch_13" respeakdelay 15
speak "vo.combine.grunt.overwatch_14" respeakdelay 15
speak "vo.combine.grunt.overwatch_15" respeakdelay 15
speak "vo.combine.grunt.overwatch_16" respeakdelay 15
speak "vo.combine.grunt.overwatch_17" respeakdelay 15
speak "vo.combine.grunt.overwatch_18" respeakdelay 15
speak "vo.combine.grunt.overwatch_19" respeakdelay 15
speak "vo.combine.grunt.overwatch_20" respeakdelay 15
speak "vo.combine.grunt.overwatch_21" respeakdelay 15
speak "vo.combine.grunt.overwatch_22" respeakdelay 15
speak "vo.combine.grunt.overwatch_23" respeakdelay 15
speak "vo.combine.grunt.overwatch_24" respeakdelay 15
speak "vo.combine.grunt.overwatch_25" respeakdelay 15
speak "vo.combine.grunt.overwatch_26" respeakdelay 15
speak "vo.combine.grunt.overwatch_27" respeakdelay 15
}
rule CS_Grunt_Overwatch
{
criteria IsCombineS IsClass_Grunt ConceptOverwatch
response CS_Grunt_Overwatch
}
//========================================================================================================
// SUPPRESSING
//====================================================================
response CS_Officer_Suppressing
{
speak "vo.combine.officer.firing_01"
speak "vo.combine.officer.firing_02"
speak "vo.combine.officer.firing_03"
speak "vo.combine.officer.firing_04"
}
rule CS_Officer_Suppressing
{
criteria IsCombineS IsClass_Officer ConceptSuppressing
response CS_Officer_Suppressing
}
response CS_Charger_Suppressing
{
speak "vo.combine.charger.suppressing_01"
speak "vo.combine.charger.suppressing_02"
speak "vo.combine.charger.suppressing_03"
speak "vo.combine.charger.suppressing_04"
speak "vo.combine.charger.suppressing_05"
speak "vo.combine.charger.suppressing_06"
speak "vo.combine.charger.suppressing_07"
speak "vo.combine.charger.suppressing_08"
speak "vo.combine.charger.suppressing_09"
speak "vo.combine.charger.suppressing_10"
}
rule CS_Charger_Suppressing
{
criteria IsCombineS IsClass_Charger ConceptSuppressing
response CS_Charger_Suppressing
}
response CS_Suppressor_Suppressing
{
speak "vo.combine.suppressor.suppressing_01"
speak "vo.combine.suppressor.suppressing_02"
speak "vo.combine.suppressor.suppressing_03"
speak "vo.combine.suppressor.suppressing_04"
speak "vo.combine.suppressor.suppressing_05"
speak "vo.combine.suppressor.suppressing_06"
speak "vo.combine.suppressor.suppressing_07"
speak "vo.combine.suppressor.suppressing_08"
speak "vo.combine.suppressor.suppressing_09"
speak "vo.combine.suppressor.suppressing_10"
}
rule CS_Suppressor_Suppressing
{
criteria IsCombineS IsClass_Suppressor ConceptSuppressing
response CS_Suppressor_Suppressing
}
response CS_Grunt_Suppressing
{
speak "vo.combine.grunt.suppressing_01"
speak "vo.combine.grunt.suppressing_02"
speak "vo.combine.grunt.suppressing_03"
speak "vo.combine.grunt.suppressing_04"
speak "vo.combine.grunt.suppressing_05"
speak "vo.combine.grunt.suppressing_06"
speak "vo.combine.grunt.suppressing_07"
speak "vo.combine.grunt.suppressing_08"
speak "vo.combine.grunt.suppressing_09"
speak "vo.combine.grunt.suppressing_10"
}
rule CS_Grunt_Suppressing
{
criteria IsCombineS IsClass_Grunt ConceptSuppressing
response CS_Grunt_Suppressing
}
//========================================================================================================
// LOST ENEMY
// RECENTLY
//====================================================================
response CS_Officer_LostShort
{
speak "vo.combine.officer.lostenemy_01"
speak "vo.combine.officer.lostenemy_02"
speak "vo.combine.officer.lostenemy_03"
speak "vo.combine.officer.lostenemy_04"
speak "vo.combine.officer.lostenemy_05"
speak "vo.combine.officer.lostenemy_06"
}
rule CS_Officer_LostShort
{
criteria IsCombineS IsClass_Officer ConceptLostEnemy LostEnemyShortTime
response CS_Officer_LostShort
}
response CS_Charger_LostShort
{
speak "vo.combine.charger.lostenemy_01"
speak "vo.combine.charger.lostenemy_02"
speak "vo.combine.charger.lostenemy_03"
speak "vo.combine.charger.lostenemy_04"
speak "vo.combine.charger.lostenemy_05"
speak "vo.combine.charger.lostenemy_06"
speak "vo.combine.charger.lostenemy_07"
speak "vo.combine.charger.lostenemy_08"
}
rule CS_Charger_LostShort
{
criteria IsCombineS IsClass_Charger ConceptLostEnemy LostEnemyShortTime
response CS_Charger_LostShort
}
response CS_Suppressor_LostShort
{
speak "vo.combine.suppressor.lostenemy_01"
speak "vo.combine.suppressor.lostenemy_02"
speak "vo.combine.suppressor.lostenemy_03"
speak "vo.combine.suppressor.lostenemy_04"
speak "vo.combine.suppressor.lostenemy_05"
speak "vo.combine.suppressor.lostenemy_06"
speak "vo.combine.suppressor.lostenemy_07"
speak "vo.combine.suppressor.lostenemy_08"
}
rule CS_Suppressor_LostShort
{
criteria IsCombineS IsClass_Suppressor ConceptLostEnemy LostEnemyShortTime
response CS_Suppressor_LostShort
}
response CS_Grunt_LostShort
{
speak "vo.combine.grunt.lostvisual_01"
speak "vo.combine.grunt.lostvisual_02"
speak "vo.combine.grunt.lostvisual_03"
speak "vo.combine.grunt.lostvisual_04"
speak "vo.combine.grunt.lostvisual_05"
speak "vo.combine.grunt.lostvisual_06"
speak "vo.combine.grunt.lostvisual_07"
speak "vo.combine.grunt.lostvisual_08"
speak "vo.combine.grunt.lostvisual_09"
speak "vo.combine.grunt.lostvisual_10"
}
rule CS_Grunt_LostShort
{
criteria IsCombineS IsClass_Grunt ConceptLostEnemy LostEnemyShortTime
response CS_Grunt_LostShort
}
//========================================================================================================
// RELOADING
//====================================================================
response CS_Officer_Reload
{
// dialog has not been recorded. using grunt barks instead.
speak "vo.combine.officer.reload_01" predelay 0.5
speak "vo.combine.officer.reload_02" predelay 0.5
speak "vo.combine.officer.reload_03" predelay 0.5
speak "vo.combine.officer.reload_04" predelay 0.5
speak "vo.combine.officer.reload_05" predelay 0.5
speak "vo.combine.officer.reload_06" predelay 0.5
speak "vo.combine.officer.reload_07" predelay 0.5
speak "vo.combine.officer.reload_08" predelay 0.5
}
rule CS_Officer_Reload
{
criteria IsCombineS IsClass_Officer ConceptReload
response CS_Officer_Reload
}
response CS_Charger_Reload
{
speak "vo.combine.charger.reload_01" predelay 0.5
speak "vo.combine.charger.reload_02" predelay 0.5
speak "vo.combine.charger.reload_03" predelay 0.5
speak "vo.combine.charger.reload_04" predelay 0.5
speak "vo.combine.charger.reload_05" predelay 0.5
speak "vo.combine.charger.reload_06" predelay 0.5
speak "vo.combine.charger.reload_07" predelay 0.5
speak "vo.combine.charger.reload_08" predelay 0.5
speak "vo.combine.charger.reload_09" predelay 0.5
}
rule CS_Charger_Reload
{
criteria IsCombineS IsClass_Charger ConceptReload
response CS_Charger_Reload
}
response CS_Suppressor_Reload
{
speak "vo.combine.suppressor.reload_01" predelay 0.5
speak "vo.combine.suppressor.reload_02" predelay 0.5
speak "vo.combine.suppressor.reload_03" predelay 0.5
speak "vo.combine.suppressor.reload_04" predelay 0.5
speak "vo.combine.suppressor.reload_05" predelay 0.5
speak "vo.combine.suppressor.reload_06" predelay 0.5
speak "vo.combine.suppressor.reload_07" predelay 0.5
speak "vo.combine.suppressor.reload_08" predelay 0.5
speak "vo.combine.suppressor.reload_09" predelay 0.5
}
rule CS_Suppressor_Reload
{
criteria IsCombineS IsClass_Suppressor ConceptReload
response CS_Suppressor_Reload
}
response CS_Grunt_Reload
{
speak "vo.combine.grunt.reload_01" predelay 0.5
speak "vo.combine.grunt.reload_02" predelay 0.5
speak "vo.combine.grunt.reload_03" predelay 0.5
speak "vo.combine.grunt.reload_04" predelay 0.5
speak "vo.combine.grunt.reload_05" predelay 0.5
speak "vo.combine.grunt.reload_06" predelay 0.5
speak "vo.combine.grunt.reload_07" predelay 0.5
speak "vo.combine.grunt.reload_08" predelay 0.5
speak "vo.combine.grunt.reload_09" predelay 0.5
}
rule CS_Grunt_Reload
{
criteria IsCombineS IsClass_Grunt ConceptReload
response CS_Grunt_Reload
}
//========================================================================================================
// ANNOUNCING DANGER
// DANGER IS GRENADE
//====================================================================
response CS_Officer_AnnounceDanger_Grenade
{
speak "vo.combine.officer.danger_grenade_01"
speak "vo.combine.officer.danger_grenade_02"
speak "vo.combine.officer.danger_grenade_03"
speak "vo.combine.officer.danger_grenade_04"
speak "vo.combine.officer.danger_grenade_05"
speak "vo.combine.officer.danger_grenade_06"
speak "vo.combine.officer.danger_grenade_07"
speak "vo.combine.officer.danger_grenade_08"
speak "vo.combine.officer.danger_grenade_09"
speak "vo.combine.officer.danger_grenade_10"
}
rule CS_Officer_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Officer ConceptDanger DangerIsGrenade
response CS_Officer_AnnounceDanger_Grenade
}
response CS_Charger_AnnounceDanger_Grenade
{
speak "vo.combine.charger.danger_grenade_01"
speak "vo.combine.charger.danger_grenade_02"
speak "vo.combine.charger.danger_grenade_03"
speak "vo.combine.charger.danger_grenade_04"
speak "vo.combine.charger.danger_grenade_05"
speak "vo.combine.charger.danger_grenade_06"
speak "vo.combine.charger.danger_grenade_07"
speak "vo.combine.charger.danger_grenade_08"
speak "vo.combine.charger.danger_grenade_09"
speak "vo.combine.charger.danger_grenade_10"
}
rule CS_Charger_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Charger ConceptDanger DangerIsGrenade
response CS_Charger_AnnounceDanger_Grenade
}
response CS_Suppressor_AnnounceDanger_Grenade
{
speak "vo.combine.suppressor.danger_grenade_01"
speak "vo.combine.suppressor.danger_grenade_02"
speak "vo.combine.suppressor.danger_grenade_03"
speak "vo.combine.suppressor.danger_grenade_04"
speak "vo.combine.suppressor.danger_grenade_05"
speak "vo.combine.suppressor.danger_grenade_06"
speak "vo.combine.suppressor.danger_grenade_07"
speak "vo.combine.suppressor.danger_grenade_08"
speak "vo.combine.suppressor.danger_grenade_09"
speak "vo.combine.suppressor.danger_grenade_10"
}
rule CS_Suppressor_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Suppressor ConceptDanger DangerIsGrenade
response CS_Suppressor_AnnounceDanger_Grenade
}
response CS_Grunt_AnnounceDanger_Grenade
{
speak "vo.combine.grunt.danger_grenade_01"
speak "vo.combine.grunt.danger_grenade_02"
speak "vo.combine.grunt.danger_grenade_03"
speak "vo.combine.grunt.danger_grenade_04"
speak "vo.combine.grunt.danger_grenade_05"
speak "vo.combine.grunt.danger_grenade_06"
speak "vo.combine.grunt.danger_grenade_07"
speak "vo.combine.grunt.danger_grenade_08"
speak "vo.combine.grunt.danger_grenade_09"
speak "vo.combine.grunt.danger_grenade_10"
}
rule CS_Grunt_AnnounceDanger_Grenade
{
criteria IsCombineS IsClass_Grunt ConceptDanger DangerIsGrenade
response CS_Grunt_AnnounceDanger_Grenade
}
//========================================================================================================
// PLAYER IS WOUNDED
//====================================================================
response CS_Officer_PlayerIsHurt
{
speak "vo.combine.officer.playerishurt_01"
speak "vo.combine.officer.playerishurt_02"
speak "vo.combine.officer.playerishurt_03"
speak "vo.combine.officer.playerishurt_04"
speak "vo.combine.officer.playerishurt_05"
speak "vo.combine.officer.playerishurt_06"
speak "vo.combine.officer.playerishurt_07"
speak "vo.combine.officer.playerishurt_08"
speak "vo.combine.officer.playerishurt_09"
speak "vo.combine.officer.playerishurt_10"
speak "vo.combine.officer.playerishurt_11"
speak "vo.combine.officer.playerishurt_12"
}
rule CS_Officer_PlayerIsHurt
{
criteria IsCombineS IsClass_Officer ConceptPlayerIsHurt
response CS_Officer_PlayerIsHurt
}
response CS_Charger_PlayerIsHurt
{
speak "vo.combine.charger.playerishurt_01"
speak "vo.combine.charger.playerishurt_02"
speak "vo.combine.charger.playerishurt_03"
speak "vo.combine.charger.playerishurt_04"
speak "vo.combine.charger.playerishurt_05"
speak "vo.combine.charger.playerishurt_06"
speak "vo.combine.charger.playerishurt_07"
speak "vo.combine.charger.playerishurt_08"
speak "vo.combine.charger.playerishurt_09"
speak "vo.combine.charger.playerishurt_10"
speak "vo.combine.charger.playerishurt_11"
speak "vo.combine.charger.playerishurt_12"
speak "vo.combine.charger.playerishurt_13"
}
rule CS_Charger_PlayerIsHurt
{
criteria IsCombineS IsClass_Charger ConceptPlayerIsHurt
response CS_Charger_PlayerIsHurt
}
response CS_Suppressor_PlayerIsHurt
{
speak "vo.combine.suppressor.playerishurt_01"
speak "vo.combine.suppressor.playerishurt_02"
speak "vo.combine.suppressor.playerishurt_03"
speak "vo.combine.suppressor.playerishurt_04"
speak "vo.combine.suppressor.playerishurt_05"
speak "vo.combine.suppressor.playerishurt_06"
speak "vo.combine.suppressor.playerishurt_07"
speak "vo.combine.suppressor.playerishurt_08"
speak "vo.combine.suppressor.playerishurt_09"
speak "vo.combine.suppressor.playerishurt_10"
speak "vo.combine.suppressor.playerishurt_11"
speak "vo.combine.suppressor.playerishurt_12"
speak "vo.combine.suppressor.playerishurt_13"
}
rule CS_Suppressor_PlayerIsHurt
{
criteria IsCombineS IsClass_Suppressor ConceptPlayerIsHurt
response CS_Suppressor_PlayerIsHurt
}
response CS_Grunt_PlayerIsHurt
{
speak "vo.combine.grunt.playerishurt_01"
speak "vo.combine.grunt.playerishurt_02"
speak "vo.combine.grunt.playerishurt_03"
speak "vo.combine.grunt.playerishurt_04"
speak "vo.combine.grunt.playerishurt_05"
speak "vo.combine.grunt.playerishurt_06"
speak "vo.combine.grunt.playerishurt_07"
speak "vo.combine.grunt.playerishurt_08"
speak "vo.combine.grunt.playerishurt_09"
speak "vo.combine.grunt.playerishurt_10"
speak "vo.combine.grunt.playerishurt_11"
speak "vo.combine.grunt.playerishurt_12"
speak "vo.combine.grunt.playerishurt_13"
}
rule CS_Grunt_PlayerIsHurt
{
criteria IsCombineS IsClass_Grunt ConceptPlayerIsHurt
response CS_Grunt_PlayerIsHurt
}
//========================================================================================================
// SQUAD MEMBER LOST
// SQUAD MEMBER WAS LEADER
//====================================================================
response CS_Officer_SquadMemberLost_Leader
{
// dialog has not been recorded
// officer can't comment on their own death?
}
rule CS_Officer_SquadMemberLost_Leader
{
criteria IsCombineS IsClass_Officer ConceptSquadMemberLost LostSquadLeader
response CS_Officer_SquadMemberLost_Leader
}
response CS_Charger_SquadMemberLost_Leader
{
speak "vo.combine.charger.squadmemberlost_leader_01" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_02" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_03" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_04" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_05" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_06" predelay 1
speak "vo.combine.charger.squadmemberlost_leader_07" predelay 1
}
rule CS_Charger_SquadMemberLost_Leader
{
criteria IsCombineS IsClass_Charger ConceptSquadMemberLost LostSquadLeader
response CS_Charger_SquadMemberLost_Leader
}
response CS_Suppressor_SquadMemberLost_Leader
{
speak "vo.combine.suppressor.squadmemberlost_leader_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_03" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_04" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_leader_07" predelay 1
}
rule CS_Suppressor_SquadMemberLost_Leader
{
criteria IsCombineS IsClass_Suppressor ConceptSquadMemberLost LostSquadLeader
response CS_Suppressor_SquadMemberLost_Leader
}
response CS_Grunt_SquadMemberLost_Leader
{
speak "vo.combine.grunt.squadmemberlost_leader_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_04" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_leader_07" predelay 1
}
rule CS_Grunt_SquadMemberLost_Leader
{
criteria IsCombineS IsClass_Grunt ConceptSquadMemberLost LostSquadLeader
response CS_Grunt_SquadMemberLost_Leader
}
//====================================================================
// LAST MAN STANDING
//====================================================================
response CS_Officer_SquadMemberLost_LastManStanding
{
speak "vo.combine.officer.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_09" predelay 1
speak "vo.combine.officer.squadmemberlost_lastman_10" predelay 1
}
rule CS_Officer_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Officer ConceptSquadMemberLost IsLastSquadMemberLeft
response CS_Officer_SquadMemberLost_LastManStanding
}
response CS_Charger_SquadMemberLost_LastManStanding
{
speak "vo.combine.charger.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_09" predelay 1
speak "vo.combine.charger.squadmemberlost_lastman_10" predelay 1
}
rule CS_Charger_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Charger ConceptSquadMemberLost IsLastSquadMemberLeft
response CS_Charger_SquadMemberLost_LastManStanding
}
response CS_Suppressor_SquadMemberLost_LastManStanding
{
speak "vo.combine.suppressor.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_09" predelay 1
speak "vo.combine.suppressor.squadmemberlost_lastman_10" predelay 1
}
rule CS_Suppressor_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Suppressor ConceptSquadMemberLost IsLastSquadMemberLeft
response CS_Suppressor_SquadMemberLost_LastManStanding
}
response CS_Grunt_SquadMemberLost_LastManStanding
{
speak "vo.combine.grunt.squadmemberlost_lastman_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_04" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_07" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_08" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_09" predelay 1
speak "vo.combine.grunt.squadmemberlost_lastman_10" predelay 1
}
rule CS_Grunt_SquadMemberLost_LastManStanding
{
criteria IsCombineS IsClass_Grunt ConceptSquadMemberLost IsLastSquadMemberLeft
response CS_Grunt_SquadMemberLost_LastManStanding
}
//====================================================================
// SQUAD MEMBER LOST GENERAL
//====================================================================
response CS_Officer_SquadMemberLost
{
// dialog has not been recorded. using grunt vo instead.
speak "vo.combine.officer.squadmemberlost_01" predelay 1
speak "vo.combine.officer.squadmemberlost_02" predelay 1
speak "vo.combine.officer.squadmemberlost_03" predelay 1
speak "vo.combine.officer.squadmemberlost_04" predelay 1
speak "vo.combine.officer.squadmemberlost_05" predelay 1
speak "vo.combine.officer.squadmemberlost_06" predelay 1
speak "vo.combine.officer.squadmemberlost_07" predelay 1
speak "vo.combine.officer.squadmemberlost_08" predelay 1
speak "vo.combine.officer.squadmemberlost_09" predelay 1
speak "vo.combine.officer.squadmemberlost_10" predelay 1
speak "vo.combine.officer.squadmemberlost_11" predelay 1
}
rule CS_Officer_SquadMemberLost
{
criteria IsCombineS IsClass_Officer ConceptSquadMemberLost
response CS_Officer_SquadMemberLost
}
response CS_Charger_SquadMemberLost
{
speak "vo.combine.charger.squadmemberlost_01" predelay 1
speak "vo.combine.charger.squadmemberlost_02" predelay 1
speak "vo.combine.charger.squadmemberlost_03" predelay 1
speak "vo.combine.charger.squadmemberlost_04" predelay 1
speak "vo.combine.charger.squadmemberlost_05" predelay 1
speak "vo.combine.charger.squadmemberlost_06" predelay 1
speak "vo.combine.charger.squadmemberlost_07" predelay 1
speak "vo.combine.charger.squadmemberlost_08" predelay 1
speak "vo.combine.charger.squadmemberlost_09" predelay 1
speak "vo.combine.charger.squadmemberlost_10" predelay 1
speak "vo.combine.charger.squadmemberlost_11" predelay 1
}
rule CS_Charger_SquadMemberLost
{
criteria IsCombineS IsClass_Charger ConceptSquadMemberLost
response CS_Charger_SquadMemberLost
}
response CS_Suppressor_SquadMemberLost
{
speak "vo.combine.suppressor.squadmemberlost_01" predelay 1
speak "vo.combine.suppressor.squadmemberlost_02" predelay 1
speak "vo.combine.suppressor.squadmemberlost_03" predelay 1
speak "vo.combine.suppressor.squadmemberlost_04" predelay 1
speak "vo.combine.suppressor.squadmemberlost_05" predelay 1
speak "vo.combine.suppressor.squadmemberlost_06" predelay 1
speak "vo.combine.suppressor.squadmemberlost_07" predelay 1
speak "vo.combine.suppressor.squadmemberlost_08" predelay 1
speak "vo.combine.suppressor.squadmemberlost_09" predelay 1
speak "vo.combine.suppressor.squadmemberlost_10" predelay 1
speak "vo.combine.suppressor.squadmemberlost_11" predelay 1
}
rule CS_Suppressor_SquadMemberLost
{
criteria IsCombineS IsClass_Suppressor ConceptSquadMemberLost
response CS_Suppressor_SquadMemberLost
}
response CS_Grunt_SquadMemberLost
{
speak "vo.combine.grunt.squadmemberlost_01" predelay 1
speak "vo.combine.grunt.squadmemberlost_02" predelay 1
speak "vo.combine.grunt.squadmemberlost_03" predelay 1
speak "vo.combine.grunt.squadmemberlost_04" predelay 1
speak "vo.combine.grunt.squadmemberlost_05" predelay 1
speak "vo.combine.grunt.squadmemberlost_06" predelay 1
speak "vo.combine.grunt.squadmemberlost_07" predelay 1
speak "vo.combine.grunt.squadmemberlost_08" predelay 1
speak "vo.combine.grunt.squadmemberlost_09" predelay 1
speak "vo.combine.grunt.squadmemberlost_10" predelay 1
speak "vo.combine.grunt.squadmemberlost_11" predelay 1
}
rule CS_Grunt_SquadMemberLost
{
criteria IsCombineS IsClass_Grunt ConceptSquadMemberLost
response CS_Grunt_SquadMemberLost
}
//====================================================================
// OFFICER CALL FOR REINFORCEMENTS
//====================================================================
response CS_Officer_CallReinforcements
{
// oops this didn't get recorded
//speak "vo.combine.officer.callreinforcements_01"
//speak "vo.combine.officer.callreinforcements_02"
//speak "vo.combine.officer.callreinforcements_03"
//speak "vo.combine.officer.callreinforcements_04"
//speak "vo.combine.officer.callreinforcements_05"
//speak "vo.combine.officer.callreinforcements_06"
//speak "vo.combine.officer.callreinforcements_07"
//speak "vo.combine.officer.callreinforcements_08"
//speak "vo.combine.officer.callreinforcements_09"
//speak "vo.combine.officer.callreinforcements_10"
}
rule CS_Officer_CallReinforcements
{
criteria IsCombineS IsClass_Officer ConceptCallReinforcements
response CS_Officer_CallReinforcements
}
//====================================================================
// CALL & RESPONSE SYSTEM FOR OFFICER->SOLDIER ORDERS
//====================================================================
//------------------------------------------------
// ORDER: ESTABLISH LOS GENERAL
response CS_Officer_OrderCall_EstablishLOS
{
speak "vo.combine.officer.establishinglof_order_03"
speak "vo.combine.officer.establishinglof_order_04"
}
rule CS_Officer_OrderCall_EstablishLOS
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_EstablishLOS
response CS_Officer_OrderCall_EstablishLOS
}
//------------------------------------------------
// ORDER: ESTABLISH LOS CHARGER
response CS_Officer_OrderCall_EstablishLOS
{
speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.establishinglof_order_02"
}
rule CS_Officer_OrderCall_EstablishLOS
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_EstablishLOS
response CS_Officer_OrderCall_EstablishLOS
}
//------------------------------------------------
// ORDER: ESTABLISH LOS SUPPRESSOR
response CS_Officer_OrderCall_EstablishLOS
{
speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.establishinglof_order_02"
}
rule CS_Officer_OrderCall_EstablishLOS
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_EstablishLOS
response CS_Officer_OrderCall_EstablishLOS
}
//------------------------------------------------
// ORDER: ESTABLISH LOS GRUNT
response CS_Officer_OrderCall_EstablishLOS
{
speak "vo.combine.officer.establishinglof_order_01"
speak "vo.combine.officer.establishinglof_order_02"
}
rule CS_Officer_OrderCall_EstablishLOS
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_EstablishLOS
response CS_Officer_OrderCall_EstablishLOS
}
//------------------------------------------------
response CS_Charger_CS_Charger_OrderResponse_EstablishLOS
{
speak "vo.combine.charger.establishinglof_01"
speak "vo.combine.charger.establishinglof_02"
speak "vo.combine.charger.establishinglof_03"
speak "vo.combine.charger.establishinglof_04"
speak "vo.combine.charger.establishinglof_05"
speak "vo.combine.charger.establishinglof_06"
speak "vo.combine.charger.establishinglof_07"
speak "vo.combine.charger.establishinglof_08"
speak "vo.combine.charger.establishinglof_09"
speak "vo.combine.charger.establishinglof_10"
speak "vo.combine.charger.establishinglof_11"
speak "vo.combine.charger.establishinglof_12"
speak "vo.combine.charger.establishinglof_13"
speak "vo.combine.charger.establishinglof_14"
speak "vo.combine.charger.establishinglof_15"
speak "vo.combine.charger.establishinglof_16"
speak "vo.combine.charger.establishinglof_17"
speak "vo.combine.charger.establishinglof_18"
speak "vo.combine.charger.establishinglof_19"
}
rule CS_Charger_CS_Charger_OrderResponse_EstablishLOS
{
criteria IsCombineS IsClass_Charger ConceptOrderResponse Order_EstablishLOS
response CS_Charger_CS_Charger_OrderResponse_EstablishLOS
}
response CS_Suppressor_CS_Charger_OrderResponse_EstablishLOS
{
speak "vo.combine.suppressor.establishinglof_01"
speak "vo.combine.suppressor.establishinglof_02"
speak "vo.combine.suppressor.establishinglof_03"
speak "vo.combine.suppressor.establishinglof_04"
speak "vo.combine.suppressor.establishinglof_05"
speak "vo.combine.suppressor.establishinglof_06"
speak "vo.combine.suppressor.establishinglof_07"
speak "vo.combine.suppressor.establishinglof_08"
speak "vo.combine.suppressor.establishinglof_09"
speak "vo.combine.suppressor.establishinglof_10"
speak "vo.combine.suppressor.establishinglof_11"
speak "vo.combine.suppressor.establishinglof_12"
speak "vo.combine.suppressor.establishinglof_13"
speak "vo.combine.suppressor.establishinglof_14"
speak "vo.combine.suppressor.establishinglof_15"
speak "vo.combine.suppressor.establishinglof_16"
speak "vo.combine.suppressor.establishinglof_17"
speak "vo.combine.suppressor.establishinglof_18"
speak "vo.combine.suppressor.establishinglof_19"
}
rule CS_Suppressor_CS_Charger_OrderResponse_EstablishLOS
{
criteria IsCombineS IsClass_Suppressor ConceptOrderResponse Order_EstablishLOS
response CS_Suppressor_CS_Charger_OrderResponse_EstablishLOS
}
response CS_Grunt_CS_Charger_OrderResponse_EstablishLOS
{
speak "vo.combine.grunt.establishinglof_01"
speak "vo.combine.grunt.establishinglof_02"
speak "vo.combine.grunt.establishinglof_03"
speak "vo.combine.grunt.establishinglof_04"
speak "vo.combine.grunt.establishinglof_05"
speak "vo.combine.grunt.establishinglof_06"
speak "vo.combine.grunt.establishinglof_07"
speak "vo.combine.grunt.establishinglof_08"
speak "vo.combine.grunt.establishinglof_09"
speak "vo.combine.grunt.establishinglof_10"
speak "vo.combine.grunt.establishinglof_11"
speak "vo.combine.grunt.establishinglof_12"
speak "vo.combine.grunt.establishinglof_13"
speak "vo.combine.grunt.establishinglof_14"
speak "vo.combine.grunt.establishinglof_15"
speak "vo.combine.grunt.establishinglof_16"
speak "vo.combine.grunt.establishinglof_17"
speak "vo.combine.grunt.establishinglof_18"
speak "vo.combine.grunt.establishinglof_19"
}
rule CS_Grunt_CS_Charger_OrderResponse_EstablishLOS
{
criteria IsCombineS IsClass_Grunt ConceptOrderResponse Order_EstablishLOS
response CS_Grunt_CS_Charger_OrderResponse_EstablishLOS
}
//============================
// ORDER: RECON
response CS_Officer_OrderCall_Recon
{
speak "vo.combine.officer.findenemy_01"
speak "vo.combine.officer.findenemy_02"
speak "vo.combine.officer.findenemy_03"
speak "vo.combine.officer.findenemy_04"
speak "vo.combine.officer.findenemy_05"
speak "vo.combine.officer.findenemy_06"
speak "vo.combine.officer.findenemy_07"
speak "vo.combine.officer.findenemy_08"
speak "vo.combine.officer.findenemy_09"
speak "vo.combine.officer.findenemy_10"
}
rule CS_Officer_OrderCall_Recon
{
criteria IsCombineS IsClass_Officer ConceptOrderCall Order_Recon
response CS_Officer_OrderCall_Recon
}
// --
response CS_Charger_CS_Charger_OrderResponse_Recon
{
speak "vo.combine.charger.reconnoiter_start_01"
speak "vo.combine.charger.reconnoiter_start_02"
speak "vo.combine.charger.reconnoiter_start_03"
speak "vo.combine.charger.reconnoiter_start_04"
speak "vo.combine.charger.reconnoiter_start_05"
speak "vo.combine.charger.reconnoiter_start_06"
speak "vo.combine.charger.reconnoiter_start_07"
speak "vo.combine.charger.reconnoiter_start_08"
speak "vo.combine.charger.reconnoiter_start_09"
speak "vo.combine.charger.reconnoiter_start_10"
}
rule CS_Charger_CS_Charger_OrderResponse_Recon
{
criteria IsCombineS IsClass_Charger ConceptOrderResponse Order_Recon
response CS_Charger_CS_Charger_OrderResponse_Recon
}
response CS_Suppressor_CS_Charger_OrderResponse_Recon
{
speak "vo.combine.suppressor.refindenemy_01"
speak "vo.combine.suppressor.refindenemy_02"
speak "vo.combine.suppressor.refindenemy_03"
speak "vo.combine.suppressor.refindenemy_04"
speak "vo.combine.suppressor.refindenemy_05"
speak "vo.combine.suppressor.refindenemy_06"
speak "vo.combine.suppressor.refindenemy_07"
speak "vo.combine.suppressor.refindenemy_08"
speak "vo.combine.suppressor.refindenemy_09"
speak "vo.combine.suppressor.refindenemy_10"
speak "vo.combine.suppressor.refindenemy_11"
speak "vo.combine.suppressor.refindenemy_12"
speak "vo.combine.suppressor.refindenemy_13"
speak "vo.combine.suppressor.refindenemy_14"
speak "vo.combine.suppressor.refindenemy_15"
speak "vo.combine.suppressor.refindenemy_16"
speak "vo.combine.suppressor.refindenemy_17"
speak "vo.combine.suppressor.refindenemy_18"
speak "vo.combine.suppressor.refindenemy_19"
}
rule CS_Suppressor_CS_Charger_OrderResponse_Recon
{
criteria IsCombineS IsClass_Suppressor ConceptOrderResponse Order_Recon
response CS_Suppressor_CS_Charger_OrderResponse_Recon
}
response CS_Grunt_CS_Charger_OrderResponse_Recon
{
speak "vo.combine.grunt.reconnoiter_start_01"
speak "vo.combine.grunt.reconnoiter_start_02"
speak "vo.combine.grunt.reconnoiter_start_03"
speak "vo.combine.grunt.reconnoiter_start_04"
speak "vo.combine.grunt.reconnoiter_start_05"
speak "vo.combine.grunt.reconnoiter_start_06"
speak "vo.combine.grunt.reconnoiter_start_07"
speak "vo.combine.grunt.reconnoiter_start_08"
speak "vo.combine.grunt.reconnoiter_start_09"
speak "vo.combine.grunt.reconnoiter_start_10"
}
rule CS_Grunt_CS_Charger_OrderResponse_Recon
{
criteria IsCombineS IsClass_Grunt ConceptOrderResponse Order_Recon
response CS_Grunt_CS_Charger_OrderResponse_Recon
}
//========================================================================================================
//---------
response CSAnnounceEnemy_Citizen
{
speak "combine_soldier_combine_monst_citizens_01" noscene
}
rule CSAnnounceEnemy_Citizen
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsCitizen
response CSAnnounceEnemy_Citizen
}
//---------
response CSAnnounceEnemy_PlayerAlly
{
speak "combine_soldier_combine_monst_character_01" noscene
}
rule CSAnnounceEnemy_PlayerAlly
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayerAlly
response CSAnnounceEnemy_PlayerAlly
}
//---------
response CSAnnounceEnemy_Antlion
{
speak "combine_soldier_combine_monst_bugs_01" noscene
}
rule CSAnnounceEnemy_Antlion
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsAntlion
response CSAnnounceEnemy_Antlion
}
//---------
response CSAnnounceEnemy_Zombie
{
speak "combine_soldier_combine_monst_zombies_01" noscene
speak "combine_soldier_combine_monst_zombies_02" noscene
}
rule CSAnnounceEnemy_Zombie
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsZombie
response CSAnnounceEnemy_Zombie
}
//---------
response CSAnnounceEnemy_HeadcrabBarnacle
{
speak "combine_soldier_combine_monst_parasites_01" noscene
}
rule CSAnnounceEnemy_HeadcrabBarnacle
{
criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsHeadcrabBarnacle
response CSAnnounceEnemy_HeadcrabBarnacle
}
//========================================================================================================
response CSAnnounceAssault
{
}
rule CSAnnounceAssault
{
criteria IsCombineS ConceptAnnounceAssault
response CSAnnounceAssault
}
//========================================================================================================
response CSAnnounceKill_Player
{
}
rule CSAnnounceKill_Player
{
criteria IsCombineS ConceptAnnounceKill KillIsPlayer
response CSAnnounceKill_Player
}
//---------
response CS_Charger_AnnounceKill
{
speak "vo.combine.charger.announcekill_01" noscene
speak "vo.combine.charger.announcekill_02" noscene
speak "vo.combine.charger.announcekill_03" noscene
speak "vo.combine.charger.announcekill_04" noscene
speak "vo.combine.charger.announcekill_05" noscene
speak "vo.combine.charger.announcekill_06" noscene
speak "vo.combine.charger.announcekill_07" noscene
speak "vo.combine.charger.announcekill_08" noscene
speak "vo.combine.charger.announcekill_09" noscene
speak "vo.combine.charger.announcekill_10" noscene
speak "vo.combine.charger.announcekill_11" noscene
speak "vo.combine.charger.announcekill_12" noscene
speak "vo.combine.charger.announcekill_13" noscene
speak "vo.combine.charger.announcekill_14" noscene
speak "vo.combine.charger.announcekill_15" noscene
}
rule CS_Charger_AnnounceKill
{
criteria IsCombineS IsClass_Charger ConceptAnnounceKill
response CS_Charger_AnnounceKill
}
response CS_Grunt_AnnounceKill
{
speak "vo.combine.grunt.announcekill_01" noscene
speak "vo.combine.grunt.announcekill_02" noscene
speak "vo.combine.grunt.announcekill_03" noscene
speak "vo.combine.grunt.announcekill_04" noscene
speak "vo.combine.grunt.announcekill_05" noscene
speak "vo.combine.grunt.announcekill_06" noscene
speak "vo.combine.grunt.announcekill_07" noscene
speak "vo.combine.grunt.announcekill_08" noscene
speak "vo.combine.grunt.announcekill_09" noscene
speak "vo.combine.grunt.announcekill_10" noscene
speak "vo.combine.grunt.announcekill_11" noscene
speak "vo.combine.grunt.announcekill_12" noscene
speak "vo.combine.grunt.announcekill_13" noscene
speak "vo.combine.grunt.announcekill_14" noscene
speak "vo.combine.grunt.announcekill_15" noscene
}
rule CS_Grunt_AnnounceKill
{
criteria IsCombineS IsClass_Grunt ConceptAnnounceKill
response CS_Grunt_AnnounceKill
}
//========================================================================================================
response CSDanger_General
{
}
rule CSDanger_General
{
criteria IsCombineS ConceptDanger
response CSDanger_General
}
//========================================================================================================
// Pain VO
//============================
response CS_Officer_Pain
{
speak "vo.combine.officer.pain_01" noscene
speak "vo.combine.officer.pain_02" noscene
speak "vo.combine.officer.pain_03" noscene
speak "vo.combine.officer.pain_04" noscene
speak "vo.combine.officer.pain_05" noscene
speak "vo.combine.officer.pain_06" noscene
speak "vo.combine.officer.pain_07" noscene
speak "vo.combine.officer.pain_08" noscene
speak "vo.combine.officer.pain_09" noscene
speak "vo.combine.officer.pain_10" noscene
}
rule CS_Officer_Pain
{
criteria IsCombineS IsClass_Officer ConceptPain
response CS_Officer_Pain
}
response CS_Charger_Pain
{
speak "vo.combine.charger.pain_01" noscene
speak "vo.combine.charger.pain_02" noscene
speak "vo.combine.charger.pain_03" noscene
speak "vo.combine.charger.pain_04" noscene
speak "vo.combine.charger.pain_05" noscene
speak "vo.combine.charger.pain_06" noscene
speak "vo.combine.charger.pain_07" noscene
speak "vo.combine.charger.pain_08" noscene
speak "vo.combine.charger.pain_09" noscene
speak "vo.combine.charger.pain_10" noscene
}
rule CS_Charger_Pain
{
criteria IsCombineS IsClass_Charger ConceptPain
response CS_Charger_Pain
}
response CS_Suppressor_Pain
{
speak "vo.combine.suppressor.pain_01" noscene
speak "vo.combine.suppressor.pain_02" noscene
speak "vo.combine.suppressor.pain_03" noscene
speak "vo.combine.suppressor.pain_04" noscene
speak "vo.combine.suppressor.pain_05" noscene
speak "vo.combine.suppressor.pain_06" noscene
speak "vo.combine.suppressor.pain_07" noscene
speak "vo.combine.suppressor.pain_08" noscene
speak "vo.combine.suppressor.pain_09" noscene
speak "vo.combine.suppressor.pain_10" noscene
}
rule CS_Suppressor_Pain
{
criteria IsCombineS IsClass_Suppressor ConceptPain
response CS_Suppressor_Pain
}
response CS_Grunt_Pain
{
speak "vo.combine.grunt.pain_01" noscene
speak "vo.combine.grunt.pain_02" noscene
speak "vo.combine.grunt.pain_03" noscene
speak "vo.combine.grunt.pain_04" noscene
speak "vo.combine.grunt.pain_05" noscene
speak "vo.combine.grunt.pain_06" noscene
speak "vo.combine.grunt.pain_07" noscene
speak "vo.combine.grunt.pain_08" noscene
speak "vo.combine.grunt.pain_09" noscene
speak "vo.combine.grunt.pain_10" noscene
}
rule CS_Grunt_Pain
{
criteria IsCombineS IsClass_Grunt ConceptPain
response CS_Grunt_Pain
}
//========================================================================================================
// Death
//==================================
response CS_Charger_Die
{
speak "vo.combine.charger.die_01" noscene
speak "vo.combine.charger.die_02" noscene
speak "vo.combine.charger.die_03" noscene
speak "vo.combine.charger.die_04" noscene
speak "vo.combine.charger.die_05" noscene
speak "vo.combine.charger.die_06" noscene
speak "vo.combine.charger.die_07" noscene
speak "vo.combine.charger.die_08" noscene
speak "vo.combine.charger.die_09" noscene
speak "vo.combine.charger.die_10" noscene
speak "vo.combine.charger.die_11" noscene
speak "vo.combine.charger.die_12" noscene
speak "vo.combine.charger.die_13" noscene
speak "vo.combine.charger.die_14" noscene
speak "vo.combine.charger.die_15" noscene
speak "vo.combine.charger.die_16" noscene
speak "vo.combine.charger.die_17" noscene
}
rule CS_Charger_Die
{
criteria IsCombineS IsClass_Charger ConceptDie
response CS_Charger_Die
}
response CS_Officer_Die
{
speak "vo.combine.officer.die_01" noscene
speak "vo.combine.officer.die_02" noscene
speak "vo.combine.officer.die_03" noscene
speak "vo.combine.officer.die_04" noscene
speak "vo.combine.officer.die_05" noscene
speak "vo.combine.officer.die_06" noscene
speak "vo.combine.officer.die_07" noscene
speak "vo.combine.officer.die_08" noscene
speak "vo.combine.officer.die_09" noscene
speak "vo.combine.officer.die_10" noscene
speak "vo.combine.officer.die_11" noscene
speak "vo.combine.officer.die_12" noscene
speak "vo.combine.officer.die_13" noscene
speak "vo.combine.officer.die_14" noscene
speak "vo.combine.officer.die_15" noscene
speak "vo.combine.officer.die_16" noscene
speak "vo.combine.officer.die_17" noscene
}
rule CS_Officer_Die
{
criteria IsCombineS IsClass_Officer ConceptDie
response CS_Officer_Die
}
response CS_Suppressor_Die
{
speak "vo.combine.suppressor.die_01" noscene
speak "vo.combine.suppressor.die_02" noscene
speak "vo.combine.suppressor.die_03" noscene
speak "vo.combine.suppressor.die_04" noscene
speak "vo.combine.suppressor.die_05" noscene
speak "vo.combine.suppressor.die_06" noscene
speak "vo.combine.suppressor.die_07" noscene
speak "vo.combine.suppressor.die_08" noscene
speak "vo.combine.suppressor.die_09" noscene
speak "vo.combine.suppressor.die_10" noscene
speak "vo.combine.suppressor.die_11" noscene
speak "vo.combine.suppressor.die_12" noscene
speak "vo.combine.suppressor.die_13" noscene
speak "vo.combine.suppressor.die_14" noscene
speak "vo.combine.suppressor.die_15" noscene
speak "vo.combine.suppressor.die_16" noscene
speak "vo.combine.suppressor.die_17" noscene
}
rule CS_Suppressor_Die
{
criteria IsCombineS IsClass_Suppressor ConceptDie
response CS_Suppressor_Die
}
response CS_Grunt_Die
{
speak "vo.combine.grunt.die_01" noscene
speak "vo.combine.grunt.die_02" noscene
speak "vo.combine.grunt.die_03" noscene
speak "vo.combine.grunt.die_04" noscene
speak "vo.combine.grunt.die_05" noscene
speak "vo.combine.grunt.die_06" noscene
speak "vo.combine.grunt.die_07" noscene
speak "vo.combine.grunt.die_08" noscene
speak "vo.combine.grunt.die_09" noscene
speak "vo.combine.grunt.die_10" noscene
speak "vo.combine.grunt.die_11" noscene
speak "vo.combine.grunt.die_12" noscene
speak "vo.combine.grunt.die_13" noscene
speak "vo.combine.grunt.die_14" noscene
speak "vo.combine.grunt.die_15" noscene
speak "vo.combine.grunt.die_16" noscene
speak "vo.combine.grunt.die_17" noscene
}
rule CS_Grunt_Die
{
criteria IsCombineS IsClass_Grunt ConceptDie
response CS_Grunt_Die
}
//======================================================================================
// a2_trainyard specific lines
//======================================================================================
response CombineVO_Soldier_Sees_Player_First_Time_Response
{
speak "SoldierDecontamination.UnknownFemale" noscene
}
rule CombineVO_Soldier_Sees_Player_First_Time_Rule
{
criteria Combine_Sees_Player_First_Time
response CombineVO_Soldier_Sees_Player_First_Time_Response
matchonce
}
response CS_Soldier_NoSpeech
{
}
rule CS_FirstEncounterGrunt_AnnounceEnemy_Player
{
criteria IsFirstEncounterSoldier ConceptAnnounceEnemy
response CS_Soldier_NoSpeech
}
rule CS_FirstEncounterGrunt_Firing
{
criteria IsFirstEncounterSoldier ConceptFiring
response CS_Soldier_NoSpeech
}
response CS_BridgeEncounterLeft
{
speak "SoldierDecontamination.NecroticTarget" noscene
}
rule CS_BridgeEncounterLeft
{
criteria IsBridgeEncounterSoldierLeft ConceptBridgeEncounterZombieSpeech
response CS_BridgeEncounterLeft
}
response CS_BridgeEncounterRight
{
speak "SoldierDecontamination.NeutralizingRight" noscene
}
rule CS_BridgeEncounterRight
{
criteria IsBridgeEncounterSoldierRight ConceptBridgeEncounterZombieSpeech
response CS_BridgeEncounterRight
}
response CS_BridgeEncounterRight2
{
speak "SoldierDecontamination.NeutralizingRight" noscene
}
rule CS_BridgeEncounterRight2
{
criteria IsBridgeEncounterSoldierRight ConceptBridgeEncounterZombie2Speech
response CS_BridgeEncounterRight2
}
//======================================================================================
// a3_c17_processing_plant specific lines
//======================================================================================
//--------------------------------------------------------------------------------------
// Advancing On Player At Location
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtBricks
{
speak "vo.combine.charger.a3_c17_tenements_bricks_01" noscene
speak "vo.combine.charger.a3_c17_tenements_bricks_02" noscene
speak "vo.combine.charger.a3_c17_tenements_bricks_03" noscene
}
rule CS_AdvancingTargetAtBricks
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtBricks
response CS_AdvancingTargetAtBricks
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtBridge
{
// dialog has not been written yet
//speak "ConstructionYard.soldier_context_advancing_target_at_bridge_01" noscene
//speak "ConstructionYard.soldier_context_advancing_target_by_bridge_01" noscene
}
rule CS_AdvancingTargetAtBridge
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtBridge
response CS_AdvancingTargetAtBridge
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtCar
{
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_01" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_02" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_03" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_04" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_05" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_06" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_07" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_08" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_09" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_10" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_11" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_12" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_13" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_14" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_15" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_car_16" noscene
}
rule CS_AdvancingTargetAtCar
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtCar
response CS_AdvancingTargetAtCar
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtContainer
{
// dialog has not been written
}
rule CS_AdvancingTargetAtContainer
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtContainer
response CS_AdvancingTargetAtContainer
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtCrane
{
speak "vo.combine.grunt.a3_c17_processing_plant_crane_01" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_02" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_03" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_04" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_05" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_06" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_07" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_08" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_09" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_crane_10" noscene
}
rule CS_AdvancingTargetAtCrane
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtCrane
response CS_AdvancingTargetAtCrane
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtDoor
{
speak "vo.combine.grunt.antlions_door_01" noscene
}
rule CS_AdvancingTargetAtDoor
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtDoor
response CS_AdvancingTargetAtDoor
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtFence
{
speak "vo.combine.grunt.antlions_fence_01" noscene
speak "vo.combine.grunt.antlions_fence_02" noscene
}
rule CS_AdvancingTargetAtFence
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtFence
response CS_AdvancingTargetAtFence
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtPipes
{
speak "vo.combine.grunt.antlions_pipes_02" noscene
speak "vo.combine.grunt.antlions_pipes_03" noscene
}
rule CS_AdvancingTargetAtPipes
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtPipes
response CS_AdvancingTargetAtPipes
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtShack
{
speak "vo.combine.grunt.antlions_shack_01" noscene
speak "vo.combine.grunt.antlions_shack_02" noscene
speak "vo.combine.grunt.antlions_shack_03" noscene
speak "vo.combine.grunt.antlions_shack_04" noscene
speak "vo.combine.grunt.antlions_shack_05" noscene
speak "vo.combine.grunt.antlions_shack_06" noscene
speak "vo.combine.grunt.antlions_shack_07" noscene
speak "vo.combine.grunt.antlions_shack_08" noscene
}
rule CS_AdvancingTargetAtShack
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtShack
response CS_AdvancingTargetAtShack
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtStation
{
// dialog not written or recorded yet
}
rule CS_AdvancingTargetAtStation
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtStation
response CS_AdvancingTargetAtStation
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtToilet
{
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_01" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_02" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_03" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_04" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_05" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_06" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_07" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_08" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_09" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_10" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_11" noscene
}
rule CS_AdvancingTargetAtToilet
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtToilet
response CS_AdvancingTargetAtToilet
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtTracks
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_tracks_01" noscene
}
rule CS_AdvancingTargetAtTracks
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtTracks
response CS_AdvancingTargetAtTracks
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtTraincar
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_traincar_01" noscene
//speak "ConstructionYard.soldier_context_advancing_target_by_traincar_01" noscene
}
rule CS_AdvancingTargetAtTraincar
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtTraincar
response CS_AdvancingTargetAtTraincar
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtTruck
{
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_01" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_02" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_03" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_04" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_05" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_06" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_07" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_truck_08" noscene
}
rule CS_AdvancingTargetAtTruck
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtTruck
response CS_AdvancingTargetAtTruck
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtTunnel
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_tunnel_01" noscene
}
rule CS_AdvancingTargetAtTunnel
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtTunnel
response CS_AdvancingTargetAtTunnel
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtVan
{
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_01" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_02" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_03" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_04" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_05" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_06" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_07" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_08" noscene
}
rule CS_AdvancingTargetAtVan
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtVan
response CS_AdvancingTargetAtVan
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtWall
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_wall_01" noscene
}
rule CS_AdvancingTargetAtWall
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtWall
response CS_AdvancingTargetAtWall
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtWindow
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_at_window_01" noscene
}
rule CS_AdvancingTargetAtWindow
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtWindow
response CS_AdvancingTargetAtWindow
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetAtWoodpile
{
speak "vo.combine.grunt.antlions_woodpile_01" noscene
speak "vo.combine.grunt.antlions_woodpile_02" noscene
speak "vo.combine.grunt.antlions_woodpile_03" noscene
}
rule CS_AdvancingTargetAtWoodpile
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerAtWoodpile
response CS_AdvancingTargetAtWoodpile
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetBehindWall
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_behind_wall_01" noscene
}
rule CS_AdvancingTargetBehindWall
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerBehindWall
response CS_AdvancingTargetBehindWall
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetInToilet
{
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_01" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_02" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_03" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_04" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_05" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_06" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_07" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_08" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_09" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_10" noscene
speak "vo.combine.grunt.a3_c17_processing_plant_toilet_11" noscene
}
rule CS_AdvancingTargetInToilet
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerInToilet
response CS_AdvancingTargetInToilet
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetInTraincar
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_in_traincar_01" noscene
}
rule CS_AdvancingTargetInTraincar
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerInTraincar
response CS_AdvancingTargetInTraincar
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetInTunnel
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_in_tunnel_01" noscene
}
rule CS_AdvancingTargetInTunnel
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerInTunnel
response CS_AdvancingTargetInTunnel
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetInVan
{
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_01" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_02" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_03" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_04" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_05" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_06" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_07" noscene
speak "vo.combine.grunt.a3_hotel_interior_rooftop_van_08" noscene
}
rule CS_AdvancingTargetInVan
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerInVan
response CS_AdvancingTargetInVan
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetOnBridge
{
// dialog not written or recoded yet
// speak "ConstructionYard.soldier_context_advancing_target_on_bridge_01" noscene
}
rule CS_AdvancingTargetOnBridge
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerOnBridge
response CS_AdvancingTargetOnBridge
}
//--------------------------------------------------------------------------------------
response CS_AdvancingTargetOnTraincar
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_advancing_target_on_traincar_01" noscene
}
rule CS_AdvancingTargetOnTraincar
{
criteria IsCombineS ConceptAdvancingOnTarget EnemyIsPlayer PlayerOnTraincar
response CS_AdvancingTargetOnTraincar
}
//--------------------------------------------------------------------------------------
// Charging Player at location
//--------------------------------------------------------------------------------------
response CS_ChargingBricks
{
speak "vo.combine.charger.a3_c17_tenements_bricks_01" noscene
speak "vo.combine.charger.a3_c17_tenements_bricks_02" noscene
speak "vo.combine.charger.a3_c17_tenements_bricks_03" noscene
}
rule CS_ChargingBricks
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtBricks
response CS_ChargingBricks
}
//--------------------------------------------------------------------------------------
response CS_ChargingBridge
{
// dialog not written or recoded yet
//speak "ConstructionYard.soldier_context_charging_bridge_01" noscene
}
rule CS_ChargingBridge
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtBridge
response CS_ChargingBridge
}
//--------------------------------------------------------------------------------------
response CS_ChargingCar
{
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_01" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_02" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_03" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_04" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_05" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_06" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_07" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_08" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_09" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_10" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_11" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_12" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_13" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_14" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_15" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_car_16" noscene
}
rule CS_ChargingCar
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtCar
response CS_ChargingCar
}
//--------------------------------------------------------------------------------------
response CS_ChargingContainer
{
speak "vo.combine.charger.a3_c17_processing_plant_block_01" noscene
speak "vo.combine.charger.a3_c17_processing_plant_block_02" noscene
speak "vo.combine.charger.a3_c17_processing_plant_block_03" noscene
}
rule CS_ChargingContainer
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtContainer
response CS_ChargingContainer
}
//--------------------------------------------------------------------------------------
response CS_ChargingCrane
{
speak "vo.combine.charger.a3_c17_processing_plant_crane_01" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_02" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_03" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_04" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_05" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_06" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_07" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_08" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_09" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_10" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_11" noscene
speak "vo.combine.charger.a3_c17_processing_plant_crane_12" noscene
}
rule CS_ChargingCrane
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtCrane
response CS_ChargingCrane
}
//--------------------------------------------------------------------------------------
response CS_ChargingDoor
{
speak "vo.combine.charger.antlions_door_01" noscene
speak "vo.combine.charger.antlions_door_02" noscene
}
rule CS_ChargingDoor
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtDoor
response CS_ChargingDoor
}
//--------------------------------------------------------------------------------------
response CS_ChargingFence
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_fence_01" noscene
}
rule CS_ChargingFence
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtFence
response CS_ChargingFence
}
//--------------------------------------------------------------------------------------
response CS_ChargingPipes
{
speak "vo.combine.charger.antlions_pipes_02" noscene
speak "vo.combine.charger.antlions_pipes_03" noscene
speak "vo.combine.charger.antlions_pipes_01" noscene
speak "vo.combine.charger.antlions_pipes_02" noscene
speak "vo.combine.charger.antlions_pipes_03" noscene
}
rule CS_ChargingPipes
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtPipes
response CS_ChargingPipes
}
//--------------------------------------------------------------------------------------
response CS_ChargingShack
{
speak "vo.combine.charger.antlions_shack_01" noscene
speak "vo.combine.charger.antlions_shack_02" noscene
speak "vo.combine.charger.antlions_shack_03" noscene
speak "vo.combine.charger.antlions_shack_04" noscene
speak "vo.combine.charger.antlions_shack_05" noscene
speak "vo.combine.charger.antlions_shack_06" noscene
speak "vo.combine.charger.antlions_shack_07" noscene
speak "vo.combine.charger.antlions_shack_08" noscene
}
rule CS_ChargingShack
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtShack
response CS_ChargingShack
}
//--------------------------------------------------------------------------------------
response CS_ChargingStation
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_station_01" noscene
}
rule CS_ChargingStation
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtStation
response CS_ChargingStation
}
//--------------------------------------------------------------------------------------
response CS_ChargingToilet
{
speak "vo.combine.charger.a3_c17_processing_plant_toilet_01" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_02" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_03" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_04" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_05" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_06" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_07" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_08" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_09" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_10" noscene
speak "vo.combine.charger.a3_c17_processing_plant_toilet_11" noscene
}
rule CS_ChargingToilet
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtToilet
response CS_ChargingToilet
}
//--------------------------------------------------------------------------------------
response CS_ChargingTracks
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_tracks_01" noscene
}
rule CS_ChargingTracks
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtTracks
response CS_ChargingTracks
}
//--------------------------------------------------------------------------------------
response CS_ChargingTraincar
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_traincar_01" noscene
}
rule CS_ChargingTraincar
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtTraincar
response CS_ChargingTraincar
}
//--------------------------------------------------------------------------------------
response CS_ChargingTruck
{
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_01" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_02" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_03" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_04" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_05" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_06" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_07" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_truck_08" noscene
}
rule CS_ChargingTruck
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtTruck
response CS_ChargingTruck
}
//--------------------------------------------------------------------------------------
response CS_ChargingTunnel
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_tunnel_01" noscene
}
rule CS_ChargingTunnel
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtTunnel
response CS_ChargingTunnel
}
//--------------------------------------------------------------------------------------
response CS_ChargingVan
{
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_01" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_02" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_03" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_04" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_05" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_06" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_07" noscene
speak "vo.combine.charger.a3_hotel_interior_rooftop_van_08" noscene
}
rule CS_ChargingVan
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtVan
response CS_ChargingVan
}
//--------------------------------------------------------------------------------------
response CS_ChargingWall
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_wall_01" noscene
}
rule CS_ChargingWall
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtWall
response CS_ChargingWall
}
//--------------------------------------------------------------------------------------
response CS_ChargingWindow
{
// dialog not written or recorded yet
//speak "ConstructionYard.soldier_context_charging_window_01" noscene
}
rule CS_ChargingWindow
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtWindow
response CS_ChargingWindow
}
//--------------------------------------------------------------------------------------
response CS_ChargingWoodpile
{
speak "vo.combine.charger.antlions_woodpile_01" noscene
speak "vo.combine.charger.antlions_woodpile_02" noscene
speak "vo.combine.charger.antlions_woodpile_03" noscene
}
rule CS_ChargingWoodpile
{
criteria IsCombineS IsClass_Charger ConceptAnnounceCharge EnemyIsPlayer PlayerAtWoodpile
response CS_ChargingWoodpile
}
//~ //--------------------------------------------------------------------------------------
//~ // Cover me at location
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtBricks
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_bricks_01" noscene
//~ }
//~ rule CS_CoverMeAtBricks
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtBricks
//~ response CS_CoverMeAtBricks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtBridge
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_bridge_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_bridge_01" noscene
//~ }
//~ rule CS_CoverMeAtBridge
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtBridge
//~ response CS_CoverMeAtBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtCar
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_by_car_01" noscene
//~ }
//~ rule CS_CoverMeAtCar
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtCar
//~ response CS_CoverMeAtCar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtContainer
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_container_01" noscene
//~ }
//~ rule CS_CoverMeAtContainer
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtContainer
//~ response CS_CoverMeAtContainer
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtCrane
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_crane_01" noscene
//~ }
//~ rule CS_CoverMeAtCrane
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtCrane
//~ response CS_CoverMeAtCrane
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtDoor
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_door_01" noscene
//~ }
//~ rule CS_CoverMeAtDoor
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtDoor
//~ response CS_CoverMeAtDoor
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtFence
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_fence_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_fence_01" noscene
//~ }
//~ rule CS_CoverMeAtFence
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtFence
//~ response CS_CoverMeAtFence
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtPipes
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_pipes_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_pipes_01" noscene
//~ }
//~ rule CS_CoverMeAtPipes
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtPipes
//~ response CS_CoverMeAtPipes
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtShack
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_shack_01" noscene
//~ }
//~ rule CS_CoverMeAtShack
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtShack
//~ response CS_CoverMeAtShack
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtStation
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_station_01" noscene
//~ }
//~ rule CS_CoverMeAtStation
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtStation
//~ response CS_CoverMeAtStation
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtToilet
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_toilet_01" noscene
//~ }
//~ rule CS_CoverMeAtToilet
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtToilet
//~ response CS_CoverMeAtToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtTracks
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_tracks_01" noscene
//~ }
//~ rule CS_CoverMeAtTracks
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtTracks
//~ response CS_CoverMeAtTracks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_traincar_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_traincar_01" noscene
//~ }
//~ rule CS_CoverMeAtTraincar
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtTraincar
//~ response CS_CoverMeAtTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtTruck
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_truck_01" noscene
//~ speak "ConstructionYard.soldier_context_cover_me_by_truck_01" noscene
//~ }
//~ rule CS_CoverMeAtTruck
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtTruck
//~ response CS_CoverMeAtTruck
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_tunnel_01" noscene
//~ }
//~ rule CS_CoverMeAtTunnel
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtTunnel
//~ response CS_CoverMeAtTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtVan
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_van_01" noscene
//~ }
//~ rule CS_CoverMeAtVan
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtVan
//~ response CS_CoverMeAtVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtWall
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_wall_01" noscene
//~ }
//~ rule CS_CoverMeAtWall
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtWall
//~ response CS_CoverMeAtWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtWindow
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_window_01" noscene
//~ }
//~ rule CS_CoverMeAtWindow
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtWindow
//~ response CS_CoverMeAtWindow
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeAtWoodpile
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_at_woodpile_01" noscene
//~ }
//~ rule CS_CoverMeAtWoodpile
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsAtWoodpile
//~ response CS_CoverMeAtWoodpile
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeBehindWall
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_behind_wall_01" noscene
//~ }
//~ rule CS_CoverMeBehindWall
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsBehindWall
//~ response CS_CoverMeBehindWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeInTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_in_tunnel_01" noscene
//~ }
//~ rule CS_CoverMeInTunnel
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsInTunnel
//~ response CS_CoverMeInTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeOnBridge
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_on_bridge_01" noscene
//~ }
//~ rule CS_CoverMeOnBridge
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsOnBridge
//~ response CS_CoverMeOnBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_CoverMeOnTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_cover_me_on_traincar_01" noscene
//~ }
//~ rule CS_CoverMeOnTraincar
//~ {
//~ criteria IsCombineS ConceptCoverMe HasOtherSquadMembers IsOnTraincar
//~ response CS_CoverMeOnTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ // Enemy spotted at location
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtBricks
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_bricks_01" noscene
//~ }
//~ rule CS_EnemySpottedAtBricks
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtBricks
//~ response CS_EnemySpottedAtBricks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtBridge
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_bridge_01" noscene
//~ }
//~ rule CS_EnemySpottedAtBridge
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtBridge
//~ response CS_EnemySpottedAtBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtCar
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_car_01" noscene
//~ }
//~ rule CS_EnemySpottedAtCar
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtCar
//~ response CS_EnemySpottedAtCar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtContainer
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_container_01" noscene
//~ }
//~ rule CS_EnemySpottedAtContainer
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtContainer
//~ response CS_EnemySpottedAtContainer
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtCrane
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_crane_01" noscene
//~ }
//~ rule CS_EnemySpottedAtCrane
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtCrane
//~ response CS_EnemySpottedAtCrane
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtDoor
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_door_01" noscene
//~ }
//~ rule CS_EnemySpottedAtDoor
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtDoor
//~ response CS_EnemySpottedAtDoor
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtFence
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_fence_01" noscene
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_fence_01" noscene
//~ }
//~ rule CS_EnemySpottedAtFence
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtFence
//~ response CS_EnemySpottedAtFence
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtPipes
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_pipes_01" noscene
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_pipes_01" noscene
//~ }
//~ rule CS_EnemySpottedAtPipes
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtPipes
//~ response CS_EnemySpottedAtPipes
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtShack
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_shack_01" noscene
//~ }
//~ rule CS_EnemySpottedAtShack
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtShack
//~ response CS_EnemySpottedAtShack
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtStation
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_station_01" noscene
//~ }
//~ rule CS_EnemySpottedAtStation
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtStation
//~ response CS_EnemySpottedAtStation
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtToilet
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_toilet_01" noscene
//~ }
//~ rule CS_EnemySpottedAtToilet
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtToilet
//~ response CS_EnemySpottedAtToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtTracks
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_tracks_01" noscene
//~ }
//~ rule CS_EnemySpottedAtTracks
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtTracks
//~ response CS_EnemySpottedAtTracks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_traincar_01" noscene
//~ }
//~ rule CS_EnemySpottedAtTraincar
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtTraincar
//~ response CS_EnemySpottedAtTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtTruck
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_truck_01" noscene
//~ speak "ConstructionYard.soldier_context_enemy_spotted_by_truck_01" noscene
//~ }
//~ rule CS_EnemySpottedAtTruck
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtTruck
//~ response CS_EnemySpottedAtTruck
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtVan
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_van_01" noscene
//~ }
//~ rule CS_EnemySpottedAtVan
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtVan
//~ response CS_EnemySpottedAtVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtWall
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_wall_01" noscene
//~ }
//~ rule CS_EnemySpottedAtWall
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtWall
//~ response CS_EnemySpottedAtWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtWindow
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_window_01" noscene
//~ }
//~ rule CS_EnemySpottedAtWindow
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtWindow
//~ response CS_EnemySpottedAtWindow
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedAtWoodpile
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_at_woodpile_01" noscene
//~ }
//~ rule CS_EnemySpottedAtWoodpile
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerAtWoodpile
//~ response CS_EnemySpottedAtWoodpile
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedBehindWall
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_behind_wall_01" noscene
//~ }
//~ rule CS_EnemySpottedBehindWall
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerBehindWall
//~ response CS_EnemySpottedBehindWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedInToilet
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_in_toilet_01" noscene
//~ }
//~ rule CS_EnemySpottedInToilet
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerInToilet
//~ response CS_EnemySpottedInToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedInTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_in_traincar_01" noscene
//~ }
//~ rule CS_EnemySpottedInTraincar
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerInTraincar
//~ response CS_EnemySpottedInTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedInTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_in_tunnel_01" noscene
//~ }
//~ rule CS_EnemySpottedInTunnel
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerInTunnel
//~ response CS_EnemySpottedInTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedInVan
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_in_van_01" noscene
//~ }
//~ rule CS_EnemySpottedInVan
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerInVan
//~ response CS_EnemySpottedInVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedOnBridge
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_on_bridge_01" noscene
//~ }
//~ rule CS_EnemySpottedOnBridge
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerOnBridge
//~ response CS_EnemySpottedOnBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_EnemySpottedOnTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_enemy_spotted_on_traincar_01" noscene
//~ }
//~ rule CS_EnemySpottedOnTraincar
//~ {
//~ criteria IsCombineS ConceptAnnounceEnemy AnnouncedEnemyIsPlayer PlayerOnTraincar
//~ response CS_EnemySpottedOnTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ // Holding Position At Location
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtBricks
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_bricks_01" noscene
//~ }
//~ rule CS_HoldingPositionAtBricks
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtBricks
//~ response CS_HoldingPositionAtBricks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtBridge
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_bridge_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_bridge_01" noscene
//~ }
//~ rule CS_HoldingPositionAtBridge
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtBridge
//~ response CS_HoldingPositionAtBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtCar
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_by_car_01" noscene
//~ }
//~ rule CS_HoldingPositionAtCar
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtCar
//~ response CS_HoldingPositionAtCar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtContainer
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_container_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_container_01" noscene
//~ }
//~ rule CS_HoldingPositionAtContainer
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtContainer
//~ response CS_HoldingPositionAtContainer
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtCrane
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_crane_01" noscene
//~ }
//~ rule CS_HoldingPositionAtCrane
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtCrane
//~ response CS_HoldingPositionAtCrane
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtDoor
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_door_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_door_01" noscene
//~ }
//~ rule CS_HoldingPositionAtDoor
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtDoor
//~ response CS_HoldingPositionAtDoor
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtFence
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_fence_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_fence_01" noscene
//~ }
//~ rule CS_HoldingPositionAtFence
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtFence
//~ response CS_HoldingPositionAtFence
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtPipes
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_pipes_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_pipes_01" noscene
//~ }
//~ rule CS_HoldingPositionAtPipes
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtPipes
//~ response CS_HoldingPositionAtPipes
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtShack
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_shack_01" noscene
//~ }
//~ rule CS_HoldingPositionAtShack
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtShack
//~ response CS_HoldingPositionAtShack
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtStation
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_station_01" noscene
//~ }
//~ rule CS_HoldingPositionAtStation
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtStation
//~ response CS_HoldingPositionAtStation
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtToilet
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_toilet_01" noscene
//~ }
//~ rule CS_HoldingPositionAtToilet
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtToilet
//~ response CS_HoldingPositionAtToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtTracks
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_tracks_01" noscene
//~ }
//~ rule CS_HoldingPositionAtTracks
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtTracks
//~ response CS_HoldingPositionAtTracks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_traincar_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_traincar_01" noscene
//~ }
//~ rule CS_HoldingPositionAtTraincar
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtTraincar
//~ response CS_HoldingPositionAtTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtTruck
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_truck_01" noscene
//~ speak "ConstructionYard.soldier_context_holding_position_by_truck_01" noscene
//~ }
//~ rule CS_HoldingPositionAtTruck
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtTruck
//~ response CS_HoldingPositionAtTruck
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_tunnel_01" noscene
//~ }
//~ rule CS_HoldingPositionAtTunnel
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtTunnel
//~ response CS_HoldingPositionAtTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtVan
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_van_01" noscene
//~ }
//~ rule CS_HoldingPositionAtVan
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtVan
//~ response CS_HoldingPositionAtVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtWall
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_wall_01" noscene
//~ }
//~ rule CS_HoldingPositionAtWall
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtWall
//~ response CS_HoldingPositionAtWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtWindow
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_window_01" noscene
//~ }
//~ rule CS_HoldingPositionAtWindow
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtWindow
//~ response CS_HoldingPositionAtWindow
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionAtWoodpile
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_at_woodpile_01" noscene
//~ }
//~ rule CS_HoldingPositionAtWoodpile
//~ {
//~ criteria IsCombineS ConceptOverwatch IsAtWoodpile
//~ response CS_HoldingPositionAtWoodpile
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionBehindWall
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_behind_wall_01" noscene
//~ }
//~ rule CS_HoldingPositionBehindWall
//~ {
//~ criteria IsCombineS ConceptOverwatch IsBehindWall
//~ response CS_HoldingPositionBehindWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionInToilet
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_in_toilet_01" noscene
//~ }
//~ rule CS_HoldingPositionInToilet
//~ {
//~ criteria IsCombineS ConceptOverwatch IsInToilet
//~ response CS_HoldingPositionInToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionInTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_in_traincar_01" noscene
//~ }
//~ rule CS_HoldingPositionInTraincar
//~ {
//~ criteria IsCombineS ConceptOverwatch IsInTraincar
//~ response CS_HoldingPositionInTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionInTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_in_tunnel_01" noscene
//~ }
//~ rule CS_HoldingPositionInTunnel
//~ {
//~ criteria IsCombineS ConceptOverwatch IsInTunnel
//~ response CS_HoldingPositionInTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionOnBridge
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_on_bridge_01" noscene
//~ }
//~ rule CS_HoldingPositionOnBridge
//~ {
//~ criteria IsCombineS ConceptOverwatch IsOnBridge
//~ response CS_HoldingPositionOnBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_HoldingPositionOnTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_holding_position_on_traincar_01" noscene
//~ }
//~ rule CS_HoldingPositionOnTraincar
//~ {
//~ criteria IsCombineS ConceptOverwatch IsOnTraincar
//~ response CS_HoldingPositionOnTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ // Lost visual of enemy at location
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtBricks
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_bricks_01" noscene
//~ }
//~ rule CS_LostVisualAtBricks
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtBricks
//~ response CS_LostVisualAtBricks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtBridge
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_bridge_01" noscene
//~ }
//~ rule CS_LostVisualAtBridge
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtBridge
//~ response CS_LostVisualAtBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtCar
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_by_car_01" noscene
//~ }
//~ rule CS_LostVisualAtCar
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtCar
//~ response CS_LostVisualAtCar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtContainer
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_container_01" noscene
//~ }
//~ rule CS_LostVisualAtContainer
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtContainer
//~ response CS_LostVisualAtContainer
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtCrane
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_crane_01" noscene
//~ }
//~ rule CS_LostVisualAtCrane
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtCrane
//~ response CS_LostVisualAtCrane
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtDoor
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_door_01" noscene
//~ }
//~ rule CS_LostVisualAtDoor
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtDoor
//~ response CS_LostVisualAtDoor
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtFence
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_fence_01" noscene
//~ speak "ConstructionYard.soldier_context_lost_visual_by_fence_01" noscene
//~ }
//~ rule CS_LostVisualAtFence
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtFence
//~ response CS_LostVisualAtFence
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtPipes
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_pipes_01" noscene
//~ speak "ConstructionYard.soldier_context_lost_visual_by_pipes_01" noscene
//~ }
//~ rule CS_LostVisualAtPipes
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtPipes
//~ response CS_LostVisualAtPipes
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtShack
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_shack_01" noscene
//~ }
//~ rule CS_LostVisualAtShack
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtShack
//~ response CS_LostVisualAtShack
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtStation
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_station_01" noscene
//~ }
//~ rule CS_LostVisualAtStation
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtStation
//~ response CS_LostVisualAtStation
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtToilet
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_toilet_01" noscene
//~ }
//~ rule CS_LostVisualAtToilet
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtToilet
//~ response CS_LostVisualAtToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtTracks
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_tracks_01" noscene
//~ }
//~ rule CS_LostVisualAtTracks
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtTracks
//~ response CS_LostVisualAtTracks
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_by_traincar_01" noscene
//~ }
//~ rule CS_LostVisualAtTraincar
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtTraincar
//~ response CS_LostVisualAtTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtTruck
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_truck_01" noscene
//~ speak "ConstructionYard.soldier_context_lost_visual_by_truck_01" noscene
//~ }
//~ rule CS_LostVisualAtTruck
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtTruck
//~ response CS_LostVisualAtTruck
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtVan
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_van_01" noscene
//~ }
//~ rule CS_LostVisualAtVan
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtVan
//~ response CS_LostVisualAtVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtWall
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_wall_01" noscene
//~ }
//~ rule CS_LostVisualAtWall
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtWall
//~ response CS_LostVisualAtWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtWindow
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_window_01" noscene
//~ }
//~ rule CS_LostVisualAtWindow
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtWindow
//~ response CS_LostVisualAtWindow
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualAtWoodpile
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_at_woodpile_01" noscene
//~ }
//~ rule CS_LostVisualAtWoodpile
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerAtWoodpile
//~ response CS_LostVisualAtWoodpile
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualBehindWall
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_behind_wall_01" noscene
//~ }
//~ rule CS_LostVisualBehindWall
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerBehindWall
//~ response CS_LostVisualBehindWall
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualInToilet
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_in_toilet_01" noscene
//~ }
//~ rule CS_LostVisualInToilet
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerInToilet
//~ response CS_LostVisualInToilet
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualInTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_in_traincar_01" noscene
//~ }
//~ rule CS_LostVisualInTraincar
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerInTraincar
//~ response CS_LostVisualInTraincar
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualInTunnel
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_in_tunnel_01" noscene
//~ }
//~ rule CS_LostVisualInTunnel
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerInTunnel
//~ response CS_LostVisualInTunnel
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualInVan
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_in_van_01" noscene
//~ }
//~ rule CS_LostVisualInVan
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerInVan
//~ response CS_LostVisualInVan
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualOnBridge
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_on_bridge_01" noscene
//~ }
//~ rule CS_LostVisualOnBridge
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerOnBridge
//~ response CS_LostVisualOnBridge
//~ }
//~ //--------------------------------------------------------------------------------------
//~ response CS_LostVisualOnTraincar
//~ {
//~ speak "ConstructionYard.soldier_context_lost_visual_on_traincar_01" noscene
//~ }
//~ rule CS_LostVisualOnTraincar
//~ {
//~ criteria IsCombineS ConceptLostVisual EnemyIsPlayer PlayerOnTraincar
//~ response CS_LostVisualOnTraincar
//~ }
//========================================================================================================
// EXAMPLE USAGE OF THE "then" PARAMETER TO DO MULTI STEP SPEECH
// Console command to trigger this in game (while looking at a combine soldier): npc_speak COMBINESOLDIER_TESTSTEPS
// Damage the soldier to 50% of their health to see the branch in action.
//========================================================================================================
// STEP 1: Starts here.
response CS_TestThen_Step1_Response
{
speak "vo.combine.charger.underattack_01" noscene then self COMBINESOLDIER_TESTSTEPS step:2 2
}
rule CS_TestThen_Step1_Rule
{
criteria IsCombineS Concept_TestCS
response CS_TestThen_Step1_Response
}
// STEP 2: Then this is spoken
response CS_TestThen_Step2_Response
{
speak "vo.combine.charger.announceattack_01" noscene then self COMBINESOLDIER_TESTSTEPS step:3 2
}
rule CS_TestThen_Step2_Rule
{
criteria IsCombineS Concept_TestCS Sentence_Step2
response CS_TestThen_Step2_Response
}
// STEP 3: Then branches to one of the two rules below, based on whether the soldier has >50% health
response CS_TestThen_Step3_Hurt_Response
{
speak "vo.combine.charger.takingfire_01" noscene
}
rule CS_TestThen_Step3_Hurt_Rule
{
criteria IsCombineS Concept_TestCS Sentence_Step3 SoldierIsHurt
response CS_TestThen_Step3_Hurt_Response
}
response CS_TestThen_Step3_Unhurt_Response
{
speak "vo.combine.charger.announcekill_01" noscene
}
rule CS_TestThen_Step3_Unhurt_Rule
{
criteria IsCombineS Concept_TestCS Sentence_Step3 SoldierIsUnhurt
response CS_TestThen_Step3_Unhurt_Response
}