//============================================================================================================ // Snipers now operate all speech on the Response System. // // They come with the following criteria: // // "sniperspeak" -- The sniperspeak convar, which is disabled by default. You could override this with response contexts. // "playerally" -- Whether this sniper is an ally of the player. // //============================================================================================================ //============================================================================================================ // npc_sniper concepts and criteria //============================================================================================================ // Concepts criterion "ConceptTalkSniperDie" "Concept" "TLK_DEATH" required criterion "ConceptTalkSniperTargetDestroyed" "Concept" "TLK_ENEMY_DEAD" required criterion "ConceptTalkSniperDanger" "Concept" "TLK_DANGER" required // Other criteria criterion "IsSniper" "classname" "npc_sniper" required criterion "IsSniperSpeakAllowed" "sniperspeak" ">0" required criterion "IsNotPlayerAlly" "playerally" "<1" required //============================================================================================================ // npc_sniper basic sounds //============================================================================================================ response "SniperDie" { speak "NPC_Sniper.Die" noscene } rule SniperDie { criteria IsSniper ConceptTalkSniperDie DeathSoundsAllowed response SniperDie } response "SniperTargetDestroyed" { speak "NPC_Sniper.TargetDestroyed" noscene } rule SniperTargetDestroyed { criteria IsSniper ConceptTalkSniperTargetDestroyed IsSniperSpeakAllowed response SniperTargetDestroyed } response "SniperDanger" { speak "NPC_Sniper.HearDanger" noscene } rule SniperDanger { criteria IsSniper ConceptTalkSniperDanger IsNotPlayerAlly response SniperDanger }