source-sdk-2013-mapbase/sp/game/mod_episodic/scripts/talker/npc_citizen_commandermode.txt

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//============================================================================================================
// Commander mode criteria
//============================================================================================================
criterion "IsOnlySelected" "numselected" "1" required
criterion "NotOnlySelected" "numselected" ">1" required
criterion "Is_03_first" "name" "citizen_c17_03_first" required
criterion "UseRadio" "useradio" "1" required
criterion "SquadNearPlayer" "distancetoplayer" "<240" required
criterion "SquadNotNearPlayer" "distancetoplayer" ">=240" required
criterion "SquadNearCommandPoint" "commandpoint_dist_to_npc" "<240" required
criterion "SquadNotNearCommandPoint" "commandpoint_dist_to_npc" ">=240" required
criterion "CommandPointNearPlayer" "commandpoint_dist_to_player" "<144" required
criterion "CommandPointNotNearPlayer" "commandpoint_dist_to_player" ">=144" required
criterion "JoinSquadIndividual" "numjoining" "1" required
criterion "JoinSquadMultiple" "numjoining" ">1" required
criterion "TrailingReinforcement" "reinforcement" "1" required
//============================================================================================================
// Commander mode selection speech
//============================================================================================================
response "CitizenSelected"
{
scene "scenes/npc/$gender01/ok01.vcd"
scene "scenes/npc/$gender01/ok02.vcd"
scene "scenes/npc/$gender01/okimready01.vcd"
scene "scenes/npc/$gender01/okimready02.vcd"
scene "scenes/npc/$gender01/okimready03.vcd"
scene "scenes/npc/$gender01/readywhenyouare01.vcd"
scene "scenes/npc/$gender01/readywhenyouare02.vcd"
}
rule CitizenSelected
{
criteria IsCitizen ConceptTalkSelected
response CitizenSelected
}
//------------------------------------------------------------------------------------------------------------
response "CitizenGroupSelectedRadio"
{
}
rule CitizenGroupSelectedRadio
{
criteria IsCitizen ConceptTalkSelected NotOnlySelected UseRadio
response CitizenGroupSelectedRadio
}
//------------------------------------------------------------------------------------------------------------
response "CitizenSoloSelectedRadio"
{
}
rule CitizenSoloSelectedRadio
{
criteria IsCitizen ConceptTalkSelected UseRadio
response CitizenSoloSelectedRadio
}
//============================================================================================================
// Commander mode orders speech
//============================================================================================================
response CitizenSquadNearToFarIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm04.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm04"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadNearToFarGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_away01.vcd"
scene "scenes/npc/$gender01/squad_away02.vcd"
scene "scenes/npc/$gender01/squad_away03.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_away01"
// speak "npc_citizen.squad_away02"
// speak "npc_citizen.squad_away03"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToNearIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
//scene "scenes/npc/$gender01/squad_approach04.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_approach04"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToNearGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_approach01.vcd"
scene "scenes/npc/$gender01/squad_approach02.vcd"
scene "scenes/npc/$gender01/squad_approach03.vcd"
scene "scenes/npc/$gender01/squad_approach04.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_approach01"
// speak "npc_citizen.squad_approach02"
// speak "npc_citizen.squad_approach03"
// speak "npc_citizen.squad_approach04"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadNearToNear
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/holddownspot01.vcd"
scene "scenes/npc/$gender01/holddownspot02.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
scene "scenes/npc/$gender01/littlecorner01.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToFarIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm04.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm04"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToFarGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_away01.vcd"
scene "scenes/npc/$gender01/squad_away02.vcd"
scene "scenes/npc/$gender01/squad_away03.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_away01"
// speak "npc_citizen.squad_away02"
// speak "npc_citizen.squad_away03"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadGeneral
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
rule CitizenCommanded
{
criteria IsCitizen ConceptTalkCommanded
response CitizenSquadGeneral
}
rule CitizenCommandedNearToFarIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNearPlayer CommandPointNotNearPlayer
response CitizenSquadNearToFarIndividual
}
rule CitizenCommandedNearToFarGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNearPlayer CommandPointNotNearPlayer
response CitizenSquadNearToFarGroup
}
rule CitizenCommandedFarToNearIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNearPlayer
response CitizenSquadFarToNearIndividual
}
rule CitizenCommandedFarToNearGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNearPlayer
response CitizenSquadFarToNearGroup
}
rule CitizenCommandedNearToNearIndividual
{
criteria IsCitizen ConceptTalkCommanded SquadNearPlayer CommandPointNearPlayer
response CitizenSquadNearToNear
}
rule CitizenCommandedFarToFarIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
response CitizenSquadFarToFarIndividual
}
rule CitizenCommandedFarToFarGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
response CitizenSquadFarToFarGroup
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCommandedRadio"
{
}
rule CitizenCommandedRadio
{
criteria IsCitizen ConceptTalkCommanded UseRadio
response CitizenCommandedRadio
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCommandFailedRadio"
{
}
rule CitizenCommandFailedRadio
{
criteria IsCitizen ConceptTalkCommandFailed UseRadio
response CitizenCommandFailedRadio
}
//============================================================================================================
// Commander mode follow speech
//============================================================================================================
response CitizenFollowGeneral
{
scene "scenes/npc/$gender01/leadtheway01.vcd"
scene "scenes/npc/$gender01/leadtheway02.vcd"
scene "scenes/npc/$gender01/leadon01.vcd"
scene "scenes/npc/$gender01/leadon02.vcd"
}
response CitizenFollowGroup
{
scene "scenes/npc/$gender01/squad_follow01.vcd"
scene "scenes/npc/$gender01/squad_follow02.vcd"
scene "scenes/npc/$gender01/squad_follow03.vcd"
scene "scenes/npc/$gender01/squad_follow04.vcd"
response CitizenFollowGeneral weight 2
}
rule CitizenFollow
{
criteria IsCitizen ConceptTalkStartFollow
response CitizenFollowGeneral
}
rule CitizenFollowGroup
{
criteria IsCitizen ConceptTalkStartFollow NotOnlySelected
response CitizenFollowGroup
}
//============================================================================================================
// Commander mode join speech
//============================================================================================================
// I'm not sure all these lines will play well when not coming up from behind, so I've made a distinction between trailing & non-trailing
response CitizenJoinIndividual
{
scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
}
response CitizenJoinGroup
{
scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
}
response CitizenJoinIndividualTrailing
{
scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
}
response CitizenJoinGroupTrailing
{
scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
}
rule CitizenJoinIndividual
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual
response CitizenJoinIndividual
}
rule CitizenJoinGroup
{
criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple
response CitizenJoinGroup
}
rule CitizenJoinIndividualTrailing
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual TrailingReinforcement
response CitizenJoinIndividualTrailing
}
rule CitizenJoinGroupTrailing
{
criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple TrailingReinforcement
response CitizenJoinGroupTrailing
}
response CitizenJoin_d3_c17_07
{
scene "scenes/Streetwar/tunnel/$gender01/d3_c17_07_tenant.vcd"
}
rule CitizenJoin_d3_c17_07
{
criteria IsCitizen ConceptJoinPlayer
"map" "d3_c17_07" required weight 1000
response CitizenJoin_d3_c17_07
matchonce
}
//============================================================================================================
// Commander mode follow speech SPECIAL CASE: first citizen in d3_17_03
//============================================================================================================
response "CitizenFollow_First"
{
scene "scenes/npc/$gender01/abouttime01.vcd"
}
rule CitizenFollow_First
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual Is_03_first
response CitizenFollow_First
}
//------------------------------------------------------------------------------------------------------------
response "CitizenUnFollow"
{
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/holddownspot01.vcd"
scene "scenes/npc/$gender01/holddownspot02.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
scene "scenes/npc/$gender01/littlecorner01.vcd"
}
rule CitizenUnFollow
{
criteria IsCitizen ConceptTalkStopFollow
response CitizenUnFollow
}
//------------------------------------------------------------------------------------------------------------
// For ep1_c17_05
//------------------------------------------------------------------------------------------------------------
response "CitizenDenyCommand"
{
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
}
rule CitizenDenyCommand
{
criteria IsCitizen ConceptTalkDenyCommand
response CitizenDenyCommand
}