//============================================================================================================ // 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 }