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2022-10-26 20:54:37 -05:00
//============================================================================================================
// Barney criteria
criterion "IsMap_d3_c17_10b" "map" "d3_c17_10b" "required"
//============================================================================================================
response BarneyDanger
{
scene "scenes/npc/Barney/ba_getaway.vcd"
scene "scenes/npc/Barney/ba_damnit.vcd"
scene "scenes/npc/Barney/ba_lookout.vcd"
scene "scenes/npc/Barney/ba_getdown.vcd"
scene "scenes/npc/Barney/ba_getoutofway.vcd"
}
rule BarneyDanger
{
criteria IsBarney ConceptTalkDanger
response BarneyDanger
}
response BarneyMortarDanger
{
scene "scenes/npc/Barney/ba_lookout.vcd"
scene "scenes/npc/Barney/ba_duck.vcd"
scene "scenes/npc/Barney/ba_getdown.vcd"
scene "scenes/npc/Barney/ba_run.vcd"
scene "scenes/npc/Barney/ba_getoutofway.vcd"
scene "scenes/npc/Barney/ba_hereitcomes.vcd"
}
rule BarneyMortarDanger
{
criteria IsBarney ConceptTalkDanger EnemyIsMortar
response BarneyMortarDanger
}
response BarneyShot
{
scene "scenes/npc/Barney/ba_pain01.vcd"
scene "scenes/npc/Barney/ba_pain02.vcd"
scene "scenes/npc/Barney/ba_pain03.vcd"
scene "scenes/npc/Barney/ba_pain04.vcd"
scene "scenes/npc/Barney/ba_pain05.vcd"
scene "scenes/npc/Barney/ba_pain06.vcd"
scene "scenes/npc/Barney/ba_pain07.vcd"
scene "scenes/npc/Barney/ba_pain08.vcd"
scene "scenes/npc/Barney/ba_pain09.vcd"
scene "scenes/npc/Barney/ba_pain10.vcd"
}
rule BarneyShot
{
criteria IsBarney ConceptShot
response BarneyShot
}
response BarneyWound
{
scene "scenes/npc/Barney/ba_wounded01.vcd"
scene "scenes/npc/Barney/ba_wounded02.vcd"
scene "scenes/npc/Barney/ba_wounded03.vcd"
}
rule BarneyWound
{
criteria IsBarney ConceptTalkWound
response BarneyWound
}
response BarneyMortalWound
{
scene "scenes/npc/Barney/ba_ohshit.vcd"
scene "scenes/npc/Barney/ba_no01.vcd"
scene "scenes/npc/Barney/ba_no02.vcd"
scene "scenes/npc/Barney/ba_thisisbad.vcd"
}
rule BarneyMortalWound
{
criteria IsBarney ConceptTalkMortal
response BarneyMortalWound
}
response BarneyEnemyDead
{
scene "scenes/npc/Barney/ba_gotone.vcd"
scene "scenes/npc/Barney/ba_downyougo.vcd"
scene "scenes/npc/Barney/ba_losttouch.vcd"
scene "scenes/npc/Barney/ba_ohyeah.vcd"
scene "scenes/npc/Barney/ba_laugh01.vcd"
scene "scenes/npc/Barney/ba_laugh02.vcd"
scene "scenes/npc/Barney/ba_laugh03.vcd"
scene "scenes/npc/Barney/ba_laugh04.vcd"
}
rule BarneyEnemyDead
{
criteria IsBarney ConceptEnemyDead
response BarneyEnemyDead
rescenedelay 3
}
response BarneyAttack
{
scene "scenes/npc/Barney/ba_yell.vcd"
scene "scenes/npc/Barney/ba_bringiton.vcd"
scene "scenes/npc/Barney/ba_goingdown.vcd"
scene "scenes/npc/Barney/ba_littlehelphere.vcd"
scene "scenes/npc/Barney/ba_covermegord.vcd"
scene "scenes/npc/Barney/ba_gordonhelp.vcd"
scene "scenes/npc/Barney/ba_openfiregord.vcd"
}
rule BarneyAttack
{
criteria IsBarney ConceptTalkAttacking
response BarneyAttack
}
response BarneyCombineGroup
{
scene "scenes/npc/Barney/ba_soldiers.vcd"
scene "scenes/npc/Barney/ba_heretheycome01.vcd"
scene "scenes/npc/Barney/ba_heretheycome02.vcd"
scene "scenes/npc/Barney/ba_uhohheretheycome.vcd"
scene "scenes/npc/Barney/ba_openfiregord.vcd"
scene "scenes/npc/Barney/ba_bringiton.vcd"
scene "scenes/npc/Barney/ba_letsdoit.vcd"
scene "scenes/npc/Barney/ba_imwithyou.vcd"
}
response BarneyCombine
{
response BarneyCombineGroup respeakdelay 180
}
rule BarneyStartCombatCombine
{
criteria IsBarney ConceptStartCombat
enemy npc_combine_s required
response BarneyCombine
}
response BarneyHeadcrabGroup
{
scene "scenes/npc/Barney/ba_headcrabs.vcd"
scene "scenes/npc/Barney/ba_headhumpers.vcd"
}
response BarneyHeadcrab
{
response BarneyHeadcrabGroup respeakdelay 180
}
rule BarneyStartCombatHeadcrab
{
criteria IsBarney ConceptStartCombat
enemy npc_headcrab required
response BarneyHeadcrab
}
rule BarneyStartCombatHeadcrabFast
{
criteria IsBarney ConceptStartCombat
enemy npc_headcrab_fast required
response BarneyHeadcrab
}
rule BarneyStartCombatHeadcrabBlack
{
criteria IsBarney ConceptStartCombat
enemy npc_headcrab_black required
response BarneyHeadcrab
}
response BarneyTurretGroup
{
scene "scenes/npc/Barney/ba_turret.vcd"
}
response BarneyTurret
{
response BarneyTurretGroup respeakdelay 180
}
response BarneyTurretGroundGroup
{
scene "scenes/npc/Barney/ba_turret.vcd" weight 2
scene "scenes/npc/Barney/ba_grenade01.vcd"
scene "scenes/npc/Barney/ba_grenade02.vcd"
}
response BarneyTurretGround
{
response BarneyTurretGroundGroup respeakdelay 180
}
rule BarneyStartCombatTurretFloor
{
criteria IsBarney ConceptStartCombat
enemy npc_turret_floor required
response BarneyTurret
}
rule BarneyStartCombatTurretGround
{
criteria IsBarney ConceptStartCombat
enemy npc_turret_gound required
response BarneyTurretGround
}
rule BarneyStartCombatTurretCeiling
{
criteria IsBarney ConceptStartCombat
enemy npc_turret_ceiling required
response BarneyTurret
}
response BarneyHideAndReload
{
scene "scenes/npc/Barney/ba_covermegord.vcd"
scene "scenes/npc/Barney/ba_oldtimes.vcd"
}
rule BarneyHideAndReload
{
criteria IsBarney ConceptHideAndReload PlayerNear
response BarneyHideAndReload
}
//============================================================================================================
// Barney Leader speech
//============================================================================================================
response BarneyLeadStart
{
scene "scenes/npc/Barney/ba_follow05.vcd"
}
rule BarneyLeadStart
{
criteria IsBarney ConceptLeadComingBack
response BarneyLeadStart
}
//------------------------------------------------------------------------------------------------------------
response BarneyComingBack
{
scene "scenes/npc/Barney/ba_follow01.vcd"
scene "scenes/npc/Barney/ba_follow03.vcd"
scene "scenes/npc/Barney/ba_follow02.vcd"
scene "scenes/npc/Barney/ba_hurryup.vcd"
scene "scenes/npc/Barney/ba_letsgo.vcd"
}
rule BarneyComingBack
{
criteria IsBarney ConceptLeadComingBack
response BarneyComingBack
}
//------------------------------------------------------------------------------------------------------------
// BANK only:
response "BankBarneyLeadCatchup"
{
scene "scenes/streetwar/nexus/ba_roofaccess.vcd"
scene "scenes/streetwar/nexus/ba_headforroof.vcd"
scene "scenes/streetwar/nexus/ba_totheroof.vcd"
}
rule BarneyLeadCatchup
{
criteria IsBarney ConceptLeadCatchup IsMap_d3_C17_10b
response BankBarneyLeadCatchup
}
//------------------------------------------------------------------------------------------------------------
// Sniper map:
response SniperBarneyLeadStart
{
scene "scenes/Streetwar/sniper/ba_returnhero.vcd"
}
rule SniperBarneyLeadStart
{
criteria IsBarney ConceptLeadStart IsMap_d3_c17_09
response SniperBarneyLeadStart
}
response SniperBarneyLeadCatchup
{
scene "scenes/Streetwar/sniper/ba_heycomeon.vcd" weight 2
scene "scenes/Streetwar/sniper/ba_letsgetgoing.vcd"
scene "scenes/Streetwar/sniper/ba_overhere.vcd"
}
rule SniperBarneyLeadStartCatchup
{
criteria IsBarney ConceptLeadCatchup IsMap_d3_c17_09
response SniperBarneyLeadCatchup
}