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

879 lines
26 KiB
Plaintext
Raw Normal View History

//============================================================================================================
// 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
criterion "VortNagKeepMovingOutland_11" "concept" "TLK_VortNag_KeepMoving" required
criterion "NotUsedVortResponse01" "UsedVortResponse01" "!=1" "required" weight 0
//============================================================================================================
// Vortigaunt Level Plus Use
//============================================================================================================
response VortUseEverywhere
{
scene "scenes/npc/vortigaunt/vort_affirmed.vcd"
scene "scenes/npc/vortigaunt/vort_vortigese05.vcd"
scene "scenes/npc/vortigaunt/vort_beofservice.vcd"
scene "scenes/npc/vortigaunt/vort_vort_chant21.vcd"
scene "scenes/npc/vortigaunt/vort_certainly.vcd"
scene "scenes/npc/vortigaunt/vort_vort_chant05.vcd"
scene "scenes/npc/vortigaunt/vort_forthefm.vcd"
scene "scenes/npc/vortigaunt/vort_freeman.vcd"
scene "scenes/npc/vortigaunt/vort_vort_mant04.vcd"
scene "scenes/npc/vortigaunt/vort_vort_livetoserve.vcd"
}
rule VortUseEverywhere
{
criteria IsVortigaunt ConceptTalkUse NotUsedVortResponse NotInCombat
applycontext "UsedVortResponse:1:20"
response VortUseEverywhere
}
response "VortTalkUse01"
{
scene "scenes/npc/vortigaunt/vort_leadus.vcd"
scene "scenes/npc/vortigaunt/vort_leadon.vcd"
sequential
norepeat
}
rule VortTalkUse01
{
criteria IsVortigaunt ConceptTalkUse IsMap_ep2_outland_01 NotUsedVortResponse01 NotUsedVortResponse NotInCombat
applycontext "UsedVortResponse:1:20,UsedVortResponse01:1:30"
response VortTalkUse01
}
response "VortLabUsedisable11"
{
scene "scenes\outland_11\vort_silo_maghonor02.vcd"
scene "scenes\outland_11\vort_silo_maghonor03.vcd"
scene "scenes\eli_lab\vort_elab_goaway.vcd"
}
rule IsVortLabUseDisable11
{
criteria ConceptTalkUse IsVortLabUseDisable NPCIdle NotUsedVortResponse IsMap_ep2_outland_11
applycontext "UsedVortResponse:1:20"
response VortLabUsedisable11
}
//------------------------------------------------------------------------------------------------------------
criterion "IsNotVortNoticedHurt" "VortNoticedHurt" "!=1" required
response "VortNoticeHurt"
{
NOREPEAT
scene "scenes/npc/vortigaunt/vort_combat_combined01.vcd"
scene "scenes/npc/vortigaunt/vort_combat_combined02.vcd"
}
rule VortNoticeHurt
{
criteria IsVortigaunt ConceptTalkPlayerHurt NoRecentCombatShort IsMap_ep3_outland_03 IsNotVortNoticedHurt PlayerWounded
applycontext "VortNoticedHurt:1:300"
response VortNoticeHurt
}
//TLK_VORTIGAUNT_DISPEL
response "VortAntlionCombatStart"
{
scene "scenes/npc/vortigaunt/vort_alert_antlions.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 0
}
rule VortAntlionCombatStart
{
criteria IsVortigaunt ConceptStartCombat EnemyIsAntLion
response VortAntlionCombatStart
}
response "VortAntlionCombatStart2"
{
scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 30
}
rule VortAntlionCombatStart2
{
criteria IsVortigaunt ConceptStartCombat
response VortAntlionCombatStart2
}
response "VortAntlionAttack"
{
scene "scenes/npc/vortigaunt/vort_vortigese03.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_vortigese05.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_vortigese09.vcd" respeakdelay 15
}
rule VortAntlionAttack
{
criteria IsVortigaunt ConceptTalkAttacking
applycontext "VortKill:1:10"
response VortAntlionAttack
}
response "VortigauntPain"
{
scene "scenes/npc/vortigaunt/vort_vortigese04.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_vortigese07.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_vortigese08.vcd" respeakdelay 30
}
rule VortigauntPain
{
criteria IsVortigaunt VortigauntPain
response VortigauntPain
}
criterion "contextvortkill" "VortKill" "1" required
response "VortigauntRangedKill"
{
scene "scenes/npc/vortigaunt/vort_returntoall.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_yes.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_tethercut.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_passon.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/returnvoid.vcd" respeakdelay 15
}
rule VortigauntRangedKill
{
criteria IsVortigaunt ConceptEnemyDead
applycontext "VortKill:1:15"
response VortigauntRangedKill
}
criterion "NotVortPostKill" "VortPostKill" "!=1" required
response "VortCombatFun"
{
NOREPEAT
scene "scenes/npc/vortigaunt/vort_prevail.vcd"
scene "scenes/npc/vortigaunt/vort_goodfightwithus.vcd"
scene "scenes/npc/vortigaunt/vort_killsformidable.vcd"
scene "scenes/npc/vortigaunt/vort_goodtogether.vcd"
}
rule VortCombatFun
{
criteria IsVortigaunt IsMap_ep3_outland_03 ConceptPlayerKilledNPC contextvortkill NotVortPostKill
applycontext "VortPostKill:1:80"
response VortCombatFun
}
criterion "NotVortCompliment" "VortCompliment" "!=1" required
response "VortCombatCompliment"
{
scene "scenes/npc/vortigaunt/vort_excellent.vcd"
scene "scenes/npc/vortigaunt/vort_excellentshooting.vcd"
scene "scenes/npc/vortigaunt/vort_excellentshot.vcd"
scene "scenes/npc/vortigaunt/vort_exceptional.vcd"
}
rule VortCombatCompliment
{
criteria IsVortigaunt ConceptPlayerKilledNPC ContextPlayer1Shot NotVortCompliment
applycontext "VortCompliment:1:60"
response VortCombatCompliment
}
//response "Vort03Test"
//{
// scene "scenes/outland_02/vort_pre_revive_nag01.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag02.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag03.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag04.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag05.vcd"
//}
//
//rule Vort03Test
//{
// criteria IsVortigaunt IsMap_ep3_outland_03 ConceptTalkLook
// response Vort03Test
//}
criterion "VortsNagPlayerAlyxHealOutland02" "OUTLAND_02_VORTS_NAG_PLAYER" "1" required
response "NagPlayerHealAlyxVort"
{
scene "scenes/outland_02/vort_pre_revive_nag01.vcd"
scene "scenes/outland_02/vort_pre_revive_nag02.vcd"
scene "scenes/outland_02/vort_pre_revive_nag03.vcd"
scene "scenes/outland_02/vort_pre_revive_nag04.vcd"
scene "scenes/outland_02/vort_pre_revive_nag05.vcd"
}
rule NagPlayerHealAlyxVort
{
criteria IsVortigaunt ConceptVortsNagPlayerAlyxHealOutland02
response NagPlayerHealAlyxVort
}
criterion "VortAskingForHelp" "SaidProtectUs" "!=1" "required" weight 0
response "VortUnderAttackVort"
{
scene "scenes/outland_02/vort_turret_weneedhelpcometous.vcd"
scene "scenes/outland_02/vort_turret_weareunderattackdefendus.vcd"
scene "scenes/outland_02/vort_turret_defendus.vcd"
scene "scenes/outland_02/vort_turret_protectalyx.vcd"
scene "scenes/outland_02/vort_turret_protectus.vcd"
}
rule VortUnderAttackVort
{
criteria IsVortigaunt VortigauntPain IsVortHealingAlyx VortAskingForHelp
applycontext "SaidProtectUs:1:2,VortNeedsHelp:1:10"
response VortUnderAttackVort
}
response "NagPlayerKeepMovingOutland_11Vort"
{
scene "scenes/outland_11/vort_fmadvance.vcd"
scene "scenes/outland_11/vort_hastefm.vcd"
scene "scenes/outland_11/vort_fmmustmove.vcd"
}
rule NagPlayerKeepMovingOutland_11Vort
{
criteria IsVortigaunt PlayerNear VortNagKeepMovingOutland_11
response NagPlayerKeepMovingOutland_11Vort
}
//============================================================================================================
// 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
}
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
}