source-sdk-2013-mapbase/sp/game/mod_hl2/scripts/talker/npc_vortigaunt.txt

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//============================================================================================================
// Vortigaunt criteria
//============================================================================================================
criterion "IsVortigaunt" "classname" "npc_vortigaunt" required
criterion "VortigauntCure" concept" "VORT_CURE" required
criterion "VortigauntCureStop" "concept" "VORT_CURESTOP" required
criterion "VortigauntCureInterrupt" "concept" "VORT_CURE_INTERRUPT" required
criterion "VortigauntAttack" "concept" "VORT_ATTACK" required
criterion "VortigauntMad" "concept" "VORT_MAD" required
criterion "VortigauntShot" "concept" "VORT_SHOT" required
criterion "VortigauntPain" "concept" "VORT_PAIN" required
criterion "VortigauntDie" "concept" "VORT_DIE" required
criterion "VortigauntKill" "concept" "VORT_KILL" required
criterion "VortigauntLineOfFire" "concept" "VORT_LINE_FIRE" required
criterion "VortigauntPOk" "concept" "VORT_POK" required
criterion "VortigauntExtractBugbait" "concept" "VORT_EXTRACT_START" required
criterion "VortigauntExtractBugbaitFinish" "concept" "VORT_EXTRACT_FINISH" required
//============================================================================================================
// Vortigaunt Hello speech
//============================================================================================================
response "VortigauntHello"
{
scene "scenes/npc/vortigaunt/wellmet.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/isitthefm.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/itisthefm.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/thefreeman.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/beofservice.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/greetingsfm.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/neuroprints.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/salute.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/trulyitis.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/takeus.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/webeofuse.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/corporeal.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/seebeforeoureye.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/morethanmeets.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/weknowyou.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/putaside.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/mystery.vcd" delay "3,3.5" speakonce
}
rule VortigauntTlkHello
{
criteria IsVortigaunt ConceptTalkHello PlayerNear SeePlayer
response VortigauntHello
}
//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerHello
{
criteria IsVortigaunt ConceptTalkPHello
response NullResponse
}
//============================================================================================================
// Vortigaunt Questions & Responses speech
//============================================================================================================
response "VortigauntQuestion"
{
scene "scenes/npc/vortigaunt/vques01.vcd" delay 1
scene "scenes/npc/vortigaunt/vques02.vcd" delay 1
scene "scenes/npc/vortigaunt/vques03.vcd" delay 1
scene "scenes/npc/vortigaunt/vques04.vcd" delay 1
scene "scenes/npc/vortigaunt/vques05.vcd" delay 1
scene "scenes/npc/vortigaunt/vques06.vcd" delay 1
scene "scenes/npc/vortigaunt/vques07.vcd" delay 1
scene "scenes/npc/vortigaunt/vques08.vcd" delay 1
scene "scenes/npc/vortigaunt/vques09.vcd" delay 1
scene "scenes/npc/vortigaunt/vques10.vcd" delay 1
}
rule VortigauntTlkQuestion
{
criteria IsVortigaunt ConceptTalkQuestion
response VortigauntQuestion
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntAnswer"
{
scene "scenes/npc/vortigaunt/vanswer01.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer02.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer03.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer04.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer05.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer06.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer07.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer08.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer09.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer10.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer11.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer12.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer13.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer14.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer15.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer16.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer17.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer18.vcd" delay 1
}
rule VortigauntTlkAnswer
{
criteria IsVortigaunt ConceptTalkAnswer
response VortigauntAnswer
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntTalkUse"
{
sequential
norepeat
// scene "scenes/npc/vortigaunt/vmono_01.vcd" defaultdelay
// scene "scenes/npc/vortigaunt/vmono_02.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_03.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_04.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_05.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_06.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_07.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_08.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_09.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_10.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_11.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_12.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_13.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_14.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_15.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_16.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_17.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_18.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_19.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_20.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_21.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_22.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_23.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_24.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_25.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_26.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_27.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_28.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_29.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_30.vcd" defaultdelay
}
rule VortigauntTalkUse
{
criteria IsVortigaunt ConceptTalkUse
response VortigauntTalkUse
}
//============================================================================================================
// Vortigaunt Combat speech
//============================================================================================================
response "VortigauntCure"
{
scene "scenes/npc/vortigaunt/allowrecharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/wewillcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/fmcanuse.vcd" defaultdelay
scene "scenes/npc/vortigaunt/here.vcd" defaultdelay
scene "scenes/npc/vortigaunt/acceptenergy.vcd" defaultdelay
scene "scenes/npc/vortigaunt/holdstill.vcd" defaultdelay
scene "scenes/npc/vortigaunt/acceptcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/weshare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/prepare.vcd" defaultdelay
}
rule VortigauntCure
{
criteria IsVortigaunt VortigauntCure
response VortigauntCure
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureStop"
{
scene "scenes/npc/vortigaunt/allwecanspare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allfornow.vcd" defaultdelay
scene "scenes/npc/vortigaunt/thatisall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/done.vcd" defaultdelay
scene "scenes/npc/vortigaunt/keepfmsafe.vcd" defaultdelay
}
rule VortigauntCureStop
{
criteria IsVortigaunt VortigauntCureStop
response VortigauntCureStop
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureInterrupt"
{
scene "scenes/npc/vortigaunt/holdorcantcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/hold.vcd" defaultdelay
scene "scenes/npc/vortigaunt/halt.vcd" defaultdelay
scene "scenes/npc/vortigaunt/fmstandstill.vcd" defaultdelay
scene "scenes/npc/vortigaunt/ifyoumove.vcd" defaultdelay
scene "scenes/npc/vortigaunt/movingtarget.vcd" defaultdelay
}
rule VortigauntCureInterrupt
{
criteria IsVortigaunt VortigauntCureInterrupt
response VortigauntCureInterrupt
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntAttack"
{
scene "scenes/npc/vortigaunt/tothevoid.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allinoneinall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/giveover.vcd" defaultdelay
scene "scenes/npc/vortigaunt/weclaimyou.vcd" defaultdelay
scene "scenes/npc/vortigaunt/undeserving.vcd" defaultdelay
scene "scenes/npc/vortigaunt/satisfaction.vcd" defaultdelay
scene "scenes/npc/vortigaunt/regrettable.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allowme.vcd" defaultdelay
scene "scenes/npc/vortigaunt/livetoserve.vcd" defaultdelay
scene "scenes/npc/vortigaunt/returnvoid.vcd" defaultdelay
}
rule VortigauntAttack
{
criteria IsVortigaunt VortigauntAttack
response VortigauntAttack
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntMad"
{
// sentence "VORT_MAD" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntMad
{
criteria IsVortigaunt VortigauntMad
response VortigauntMad
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntShot"
{
// sentence "VORT_SHOT" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntShot
{
criteria IsVortigaunt VortigauntShot
response VortigauntShot
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPain"
{
// sentence "VORT_PAIN" defaultdelay
}
rule VortigauntPain
{
criteria IsVortigaunt VortigauntPain
response VortigauntPain
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntDie"
{
// sentence "VORT_DIE" defaultdelay
}
rule VortigauntDie
{
criteria IsVortigaunt VortigauntDie
response VortigauntDie
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntKill"
{
scene "scenes/npc/vortigaunt/forthefm.vcd" delay 4
scene "scenes/npc/vortigaunt/forfreedom.vcd" delay 4
scene "scenes/npc/vortigaunt/tethercut.vcd" delay 4
scene "scenes/npc/vortigaunt/troubleus.vcd" delay 4
scene "scenes/npc/vortigaunt/dreamed.vcd" delay 4
scene "scenes/npc/vortigaunt/energyempower.vcd" delay 4
scene "scenes/npc/vortigaunt/empowerus.vcd" delay 4
scene "scenes/npc/vortigaunt/surge.vcd" delay 4
scene "scenes/npc/vortigaunt/yes.vcd" delay 4
scene "scenes/npc/vortigaunt/passon.vcd" delay 4
scene "scenes/npc/vortigaunt/nodenexus.vcd" delay 4
scene "scenes/npc/vortigaunt/returntoall.vcd" delay 4
}
rule VortigauntKill
{
criteria IsVortigaunt VortigauntKill
response VortigauntKill
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntLineOfFire"
{
scene "scenes/npc/vortigaunt/cautionfm.vcd" delay 4
scene "scenes/npc/vortigaunt/caution.vcd" delay 4
scene "scenes/npc/vortigaunt/fmbeware.vcd" delay 4
scene "scenes/npc/vortigaunt/ware.vcd" delay 4
scene "scenes/npc/vortigaunt/fmmustbeware.vcd" delay 4
scene "scenes/npc/vortigaunt/warefm.vcd" delay 4
scene "scenes/npc/vortigaunt/fminway.vcd" delay 4
scene "scenes/npc/vortigaunt/standclear.vcd" delay 4
scene "scenes/npc/vortigaunt/fmmustmove.vcd" delay 4
scene "scenes/npc/vortigaunt/warningfm.vcd" delay 4
scene "scenes/npc/vortigaunt/cannotfire.vcd" delay 4
}
rule VortigauntLineOfFire
{
criteria IsVortigaunt VortigauntLineOfFire
response VortigauntLineOfFire
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPOk"
{
// sentence "VORT_POK" soundlevel "SNDLVL_NORM" delay "2"
}
rule VortigauntPOk
{
criteria IsVortigaunt VortigauntPOk
response VortigauntLineOfFire
}
//============================================================================================================
// Vortigaunt Misc speech
//============================================================================================================
response "VortigauntIdle"
{
scene "scenes/npc/vortigaunt/poet.vcd"
scene "scenes/npc/vortigaunt/hopeless.vcd"
scene "scenes/npc/vortigaunt/alldear.vcd"
scene "scenes/npc/vortigaunt/prevail.vcd"
scene "scenes/npc/vortigaunt/seenworse.vcd"
scene "scenes/npc/vortigaunt/persevere.vcd"
scene "scenes/npc/vortigaunt/worthless.vcd"
scene "scenes/npc/vortigaunt/whereto.vcd"
}
rule VortigauntTlkIdle
{
criteria IsVortigaunt ConceptTalkIdle
response VortigauntIdle
}
//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerIdle
{
criteria IsVortigaunt ConceptTalkPIdle
response NullResponse
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntStare"
{
scene "scenes/npc/vortigaunt/optical.vcd"
scene "scenes/npc/vortigaunt/unclear.vcd"
scene "scenes/npc/vortigaunt/opaque.vcd"
scene "scenes/npc/vortigaunt/rememberus.vcd"
scene "scenes/npc/vortigaunt/stillhere.vcd"
scene "scenes/npc/vortigaunt/calm.vcd"
}
rule VortigauntTlkStare
{
criteria IsVortigaunt ConceptTalkStare
response VortigauntStare
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntOk"
{
scene "scenes/npc/vortigaunt/itishonor.vcd"
scene "scenes/npc/vortigaunt/wehonored.vcd"
scene "scenes/npc/vortigaunt/ourhonor.vcd"
scene "scenes/npc/vortigaunt/honorfollow.vcd"
scene "scenes/npc/vortigaunt/accompany.vcd"
scene "scenes/npc/vortigaunt/gladly.vcd"
scene "scenes/npc/vortigaunt/pleasure.vcd"
scene "scenes/npc/vortigaunt/wefollowfm.vcd"
scene "scenes/npc/vortigaunt/honorours.vcd"
scene "scenes/npc/vortigaunt/gloriousend.vcd"
scene "scenes/npc/vortigaunt/bodyyours.vcd"
scene "scenes/npc/vortigaunt/allwehave.vcd"
scene "scenes/npc/vortigaunt/weareyours.vcd"
scene "scenes/npc/vortigaunt/dedicate.vcd"
scene "scenes/npc/vortigaunt/mutual.vcd"
scene "scenes/npc/vortigaunt/leadus.vcd"
scene "scenes/npc/vortigaunt/onward.vcd"
scene "scenes/npc/vortigaunt/forward.vcd"
scene "scenes/npc/vortigaunt/propitious.vcd"
scene "scenes/npc/vortigaunt/leadon.vcd"
scene "scenes/npc/vortigaunt/fmhonorsus.vcd"
scene "scenes/npc/vortigaunt/fmdoesushonor.vcd"
scene "scenes/npc/vortigaunt/yesforward.vcd"
scene "scenes/npc/vortigaunt/wewillhelp.vcd"
scene "scenes/npc/vortigaunt/assent.vcd"
}
rule VortigauntTlkStartFollow
{
criteria IsVortigaunt ConceptTalkStartFollow
response VortigauntOk
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntWait"
{
scene "scenes/npc/vortigaunt/canconvince.vcd"
scene "scenes/npc/vortigaunt/fmknowsbest.vcd"
scene "scenes/npc/vortigaunt/willremain.vcd"
scene "scenes/npc/vortigaunt/fearfailed.vcd"
scene "scenes/npc/vortigaunt/servebetterhere.vcd"
scene "scenes/npc/vortigaunt/certainly.vcd"
scene "scenes/npc/vortigaunt/herewestay.vcd"
scene "scenes/npc/vortigaunt/asyouwish.vcd"
scene "scenes/npc/vortigaunt/ourplacehere.vcd"
scene "scenes/npc/vortigaunt/affirmed.vcd"
}
rule VortigauntTlkStopFollow
{
criteria IsVortigaunt ConceptTalkStopFollow
response VortigauntWait
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntStop"
{
// sentence "VORT_STOP" delay "2,2.5" soundlevel "SNDLVL_NORM"
}
rule VortigauntTlkStop
{
criteria IsVortigaunt ConceptTalkStop
response VortigauntStop
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntScared"
{
// sentence "VORT_SCARED" delay "0,0.4"
}
rule VortigauntTlkNoShoot
{
criteria IsVortigaunt ConceptTalkNoShoot
response VortigauntScared
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureA"
{
// sentence "VORT_CUREA" defaultdelay speakonce
}
rule VortigauntPlayerHurt1
{
criteria IsVortigaunt ConceptTalkPlayerHurt1
response VortigauntCureA
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureB"
{
// sentence "VORT_CUREB" defaultdelay speakonce
}
rule VortigauntPlayerHurt2
{
criteria IsVortigaunt ConceptTalkPlayerHurt2
response VortigauntCureB
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureC"
{
// sentence "VORT_CUREC" defaultdelay speakonce
}
rule VortigauntPlayerHurt3
{
criteria IsVortigaunt ConceptTalkPlayerHurt3
response VortigauntCureC
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPQuest"
{
// sentence "VORT_PQUEST" defaultdelay
}
rule VortigauntPlayerQuestion
{
criteria IsVortigaunt ConceptTalkPQuestion
response VortigauntPQuest
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntSmell"
{
// sentence "VORT_SMELL" defaultdelay respeakdelay "60"
}
rule VortigauntTlkSmell
{
criteria IsVortigaunt ConceptTalkSmell
response VortigauntSmell
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntWound"
{
// sentence "VORT_WOUND" speakonce defaultdelay
}
rule VortigauntTlkWound
{
criteria IsVortigaunt ConceptTalkWound
response VortigauntWound
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntMortal"
{
// sentence "VORT_MORTAL" speakonce defaultdelay
}
rule VortigauntTlkMortal
{
criteria IsVortigaunt ConceptTalkMortal
response VortigauntMortal
}
//============================================================================================================
// Vortigaunt Leader speech (a vortigaunt that's leading the player somewhere)
//============================================================================================================
response "VortigauntLeadStart"
{
scene "scenes/npc/vortigaunt/fmmustfollow.vcd"
}
rule VortigauntLeadStart
{
criteria IsVortigaunt ConceptLeadStart
response VortigauntLeadStart
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntLeadCatchup"
{
scene "scenes/npc/vortigaunt/yesforward.vcd"
scene "scenes/npc/vortigaunt/followfm.vcd"
}
rule VortigauntLeadCatchup
{
criteria IsVortigaunt ConceptLeadCatchup
response VortigauntLeadCatchup
}
//============================================================================================================
// Vortigaunt coast specific speech
//============================================================================================================
response "VortigauntExtractBugbait"
{
scene "scenes/coast/bugbait/vort_extract01.vcd" defaultdelay
}
rule VortigauntTlkExtractBugbait
{
criteria IsVortigaunt VortigauntExtractBugbait
response VortigauntExtractBugbait
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntExtractBugbaitFinish"
{
scene "scenes/coast/bugbait/vort_podsforyou01.vcd" defaultdelay
}
rule VortigauntTlkExtractBugbaitFinish
{
criteria IsVortigaunt VortigauntExtractBugbaitFinish
response VortigauntExtractBugbaitFinish
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntGetBugbait"
{
scene "scenes/coast/bugbait/vort_podnag.vcd" defaultdelay
}
rule VortigauntTlkLeadGetBugbait
{
criteria IsVortigaunt ConceptLeadMissingWeapon
response VortigauntGetBugbait
}