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