source-sdk-2013-mapbase/sp/game/mod_hl2/scripts/talker/npc_citizen.txt
Jørgen P. Tjernø b5dc4a8543 Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst,
proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj,
vcxproj, sln, in, java, la, manifest, am, and rad.

Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and
gitignore.

Finally, fixes executable bits.
2013-12-03 11:57:22 -08:00

915 lines
27 KiB
Plaintext

//============================================================================================================
// Citizen criteria
//============================================================================================================
criterion "IsCitizen" "classname" "npc_citizen" "required"
criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required
criterion "EnemyIsSniper" "enemy" "npc_sniper" required
criterion "EnemyIsStrider" "enemy" "npc_strider" required
criterion "HurtByFire" "hurt_by_fire" "1" required
//============================================================================================================
// Citizen Hello speech
//============================================================================================================
response "CitizenHello"
{
scene "scenes/npc/$gender01/abouttime01.vcd"
scene "scenes/npc/$gender01/abouttime02.vcd"
scene "scenes/npc/$gender01/ahgordon01.vcd"
scene "scenes/npc/$gender01/ahgordon02.vcd"
scene "scenes/npc/$gender01/docfreeman01.vcd"
scene "scenes/npc/$gender01/docfreeman02.vcd"
scene "scenes/npc/$gender01/freeman.vcd"
scene "scenes/npc/$gender01/hellodrfm01.vcd"
scene "scenes/npc/$gender01/hellodrfm02.vcd"
scene "scenes/npc/$gender01/heydoc01.vcd"
scene "scenes/npc/$gender01/heydoc02.vcd"
scene "scenes/npc/$gender01/hi01.vcd"
scene "scenes/npc/$gender01/hi02.vcd"
}
rule CitizenHello
{
criteria IsCitizen ConceptTalkHello IsGordonCriminal NPCIdle PlayerNear SeePlayer
response CitizenHello
}
//============================================================================================================
// Citizen Idle speech
//============================================================================================================
response "CitizenTalkStare"
{
scene "scenes/npc/$gender01/doingsomething.vcd"
scene "scenes/npc/$gender01/getgoingsoon.vcd"
scene "scenes/npc/$gender01/waitingsomebody.vcd"
}
rule CitizenTalkStare
{
criteria IsCitizen ConceptTalkStare IsGordonCriminal NPCIdle
response CitizenTalkStare
}
//------------------------------------------------------------------------------------------------------------
response "CitizenTalkPlayerPushed"
{
scene "scenes/npc/$gender01/sorryfm01.vcd"
scene "scenes/npc/$gender01/sorryfm02.vcd"
scene "scenes/npc/$gender01/sorrydoc01.vcd"
scene "scenes/npc/$gender01/sorrydoc02.vcd"
scene "scenes/npc/$gender01/sorrydoc04.vcd"
scene "scenes/npc/$gender01/excuseme01.vcd"
scene "scenes/npc/$gender01/excuseme02.vcd"
scene "scenes/npc/$gender01/pardonme01.vcd"
scene "scenes/npc/$gender01/pardonme02.vcd"
scene "scenes/npc/$gender01/sorry01.vcd"
scene "scenes/npc/$gender01/sorry02.vcd"
scene "scenes/npc/$gender01/sorry03.vcd"
scene "scenes/npc/$gender01/outofyourway01.vcd"
scene "scenes/npc/$gender01/outofyourway02.vcd"
scene "scenes/npc/$gender01/whoops01.vcd"
}
rule CitizenTalkPlayerPushed
{
criteria IsCitizen ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat
response CitizenTalkPlayerPushed
}
//============================================================================================================
// Citizen Questions & Responses speech
//============================================================================================================
response "CitizenQuestion"
{
scene "scenes/npc/$gender01/question01.vcd" delay 1
scene "scenes/npc/$gender01/question02.vcd" delay 1
scene "scenes/npc/$gender01/question03.vcd" delay 1
scene "scenes/npc/$gender01/question04.vcd" delay 1
scene "scenes/npc/$gender01/question05.vcd" delay 1
scene "scenes/npc/$gender01/question06.vcd" delay 1
scene "scenes/npc/$gender01/question07.vcd" delay 1
scene "scenes/npc/$gender01/question08.vcd" delay 1
scene "scenes/npc/$gender01/question09.vcd" delay 1
scene "scenes/npc/$gender01/question10.vcd" delay 1
scene "scenes/npc/$gender01/question11.vcd" delay 1
scene "scenes/npc/$gender01/question12.vcd" delay 1
scene "scenes/npc/$gender01/question13.vcd" delay 1
scene "scenes/npc/$gender01/question14.vcd" delay 1
scene "scenes/npc/$gender01/question15.vcd" delay 1
scene "scenes/npc/$gender01/question16.vcd" delay 1
scene "scenes/npc/$gender01/question17.vcd" delay 1
scene "scenes/npc/$gender01/question18.vcd" delay 1
scene "scenes/npc/$gender01/question19.vcd" delay 1
scene "scenes/npc/$gender01/question20.vcd" delay 1
scene "scenes/npc/$gender01/question21.vcd" delay 1
scene "scenes/npc/$gender01/question22.vcd" delay 1
scene "scenes/npc/$gender01/question23.vcd" delay 1
scene "scenes/npc/$gender01/question25.vcd" delay 1
scene "scenes/npc/$gender01/question26.vcd" delay 1
scene "scenes/npc/$gender01/question27.vcd" delay 1
scene "scenes/npc/$gender01/question28.vcd" delay 1
scene "scenes/npc/$gender01/question29.vcd" delay 1
scene "scenes/npc/$gender01/question30.vcd" delay 1
scene "scenes/npc/$gender01/question31.vcd" delay 1
}
rule CitizenQuestion
{
criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerAlive
response CitizenQuestion
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAnswer"
{
scene "scenes/npc/$gender01/answer01.vcd" delay 2
scene "scenes/npc/$gender01/answer02.vcd" delay 2
scene "scenes/npc/$gender01/answer03.vcd" delay 2
scene "scenes/npc/$gender01/answer04.vcd" delay 2
scene "scenes/npc/$gender01/answer05.vcd" delay 2
scene "scenes/npc/$gender01/answer07.vcd" delay 2
scene "scenes/npc/$gender01/answer08.vcd" delay 2
scene "scenes/npc/$gender01/answer09.vcd" delay 2
scene "scenes/npc/$gender01/answer10.vcd" delay 2
scene "scenes/npc/$gender01/answer11.vcd" delay 2
scene "scenes/npc/$gender01/answer12.vcd" delay 2
scene "scenes/npc/$gender01/answer13.vcd" delay 2
scene "scenes/npc/$gender01/answer14.vcd" delay 2
scene "scenes/npc/$gender01/answer15.vcd" delay 2
scene "scenes/npc/$gender01/answer16.vcd" delay 2
scene "scenes/npc/$gender01/answer17.vcd" delay 2
scene "scenes/npc/$gender01/answer18.vcd" delay 2
scene "scenes/npc/$gender01/answer19.vcd" delay 2
scene "scenes/npc/$gender01/answer20.vcd" delay 2
scene "scenes/npc/$gender01/answer21.vcd" delay 2
scene "scenes/npc/$gender01/answer22.vcd" delay 2
scene "scenes/npc/$gender01/answer23.vcd" delay 2
scene "scenes/npc/$gender01/answer24.vcd" delay 2
scene "scenes/npc/$gender01/answer25.vcd" delay 2
scene "scenes/npc/$gender01/answer26.vcd" delay 2
scene "scenes/npc/$gender01/answer27.vcd" delay 2
scene "scenes/npc/$gender01/answer28.vcd" delay 2
scene "scenes/npc/$gender01/answer29.vcd" delay 2
scene "scenes/npc/$gender01/answer30.vcd" delay 2
scene "scenes/npc/$gender01/answer31.vcd" delay 2
scene "scenes/npc/$gender01/answer32.vcd" delay 2
scene "scenes/npc/$gender01/answer33.vcd" delay 2
scene "scenes/npc/$gender01/answer34.vcd" delay 2
scene "scenes/npc/$gender01/answer35.vcd" delay 2
scene "scenes/npc/$gender01/answer36.vcd" delay 2
scene "scenes/npc/$gender01/answer37.vcd" delay 2
scene "scenes/npc/$gender01/answer38.vcd" delay 2
scene "scenes/npc/$gender01/answer39.vcd" delay 2
scene "scenes/npc/$gender01/answer40.vcd" delay 2
}
//---------------------
rule CitizenAnswer
{
criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerAlive
response CitizenAnswer
}
//============================================================================================================
// Citizen Questions & Responses with Vortigaunts in Scene
//============================================================================================================
response "CitizenQuestionVort"
{
scene "scenes/npc/$gender01/vquestion01.vcd" delay 1
scene "scenes/npc/$gender01/vquestion02.vcd" delay 1
scene "scenes/npc/$gender01/vquestion03.vcd" delay 1
scene "scenes/npc/$gender01/vquestion04.vcd" delay 1
scene "scenes/npc/$gender01/vquestion05.vcd" delay 1
scene "scenes/npc/$gender01/vquestion06.vcd" delay 1
scene "scenes/npc/$gender01/vquestion07.vcd" delay 1
}
rule CitizenQuestionVort
{
criteria IsCitizen ConceptTalkQuestionVort IsGordonCriminal NPCIdle PlayerAlive
response CitizenQuestionVort
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAnswerVort"
{
scene "scenes/npc/$gender01/vanswer01.vcd" delay 2
scene "scenes/npc/$gender01/vanswer02.vcd" delay 2
scene "scenes/npc/$gender01/vanswer03.vcd" delay 2
scene "scenes/npc/$gender01/vanswer04.vcd" delay 2
scene "scenes/npc/$gender01/vanswer05.vcd" delay 2
scene "scenes/npc/$gender01/vanswer06.vcd" delay 2
scene "scenes/npc/$gender01/vanswer07.vcd" delay 2
scene "scenes/npc/$gender01/vanswer08.vcd" delay 2
scene "scenes/npc/$gender01/vanswer09.vcd" delay 2
scene "scenes/npc/$gender01/vanswer10.vcd" delay 2
scene "scenes/npc/$gender01/vanswer11.vcd" delay 2
scene "scenes/npc/$gender01/vanswer12.vcd" delay 2
scene "scenes/npc/$gender01/vanswer13.vcd" delay 2
scene "scenes/npc/$gender01/vanswer14.vcd" delay 2
}
rule CitizenAnswerVort
{
criteria IsCitizen ConceptTalkAnswerVort IsGordonCriminal NPCIdle PlayerAlive
response CitizenAnswerVort
}
//============================================================================================================
// Citizen Mourning the player's death
//============================================================================================================
response "CitizenMournQ"
{
scene "scenes/npc/$gender01/gordead_ques01.vcd"
scene "scenes/npc/$gender01/gordead_ques02.vcd"
scene "scenes/npc/$gender01/gordead_ques03a.vcd"
scene "scenes/npc/$gender01/gordead_ques03b.vcd"
scene "scenes/npc/$gender01/gordead_ques04.vcd"
scene "scenes/npc/$gender01/gordead_ques05.vcd"
scene "scenes/npc/$gender01/gordead_ques06.vcd"
scene "scenes/npc/$gender01/gordead_ques07.vcd"
scene "scenes/npc/$gender01/gordead_ques08.vcd"
scene "scenes/npc/$gender01/gordead_ques09.vcd"
scene "scenes/npc/$gender01/gordead_ques10.vcd"
scene "scenes/npc/$gender01/gordead_ques11.vcd"
scene "scenes/npc/$gender01/gordead_ques12.vcd"
scene "scenes/npc/$gender01/gordead_ques13.vcd"
scene "scenes/npc/$gender01/gordead_ques14.vcd"
scene "scenes/npc/$gender01/gordead_ques15.vcd"
scene "scenes/npc/$gender01/gordead_ques16.vcd"
scene "scenes/npc/$gender01/gordead_ques17.vcd"
}
rule CitizenMournQ
{
criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerDead
response CitizenMournQ
matchonce
}
//------------------------------------------------------------------------------------------------------------
response "CitizenMournA"
{
scene "scenes/npc/$gender01/gordead_ans01.vcd"
scene "scenes/npc/$gender01/gordead_ans02.vcd"
scene "scenes/npc/$gender01/gordead_ans03.vcd"
scene "scenes/npc/$gender01/gordead_ans04.vcd"
scene "scenes/npc/$gender01/gordead_ans05.vcd"
scene "scenes/npc/$gender01/gordead_ans06.vcd"
scene "scenes/npc/$gender01/gordead_ans07.vcd"
scene "scenes/npc/$gender01/gordead_ans08.vcd"
scene "scenes/npc/$gender01/gordead_ans09.vcd"
scene "scenes/npc/$gender01/gordead_ans10.vcd"
scene "scenes/npc/$gender01/gordead_ans11.vcd"
scene "scenes/npc/$gender01/gordead_ans12.vcd"
scene "scenes/npc/$gender01/gordead_ans13.vcd"
scene "scenes/npc/$gender01/gordead_ans14.vcd"
scene "scenes/npc/$gender01/gordead_ans15.vcd"
scene "scenes/npc/$gender01/gordead_ans16.vcd"
scene "scenes/npc/$gender01/gordead_ans17.vcd"
scene "scenes/npc/$gender01/gordead_ans18.vcd"
scene "scenes/npc/$gender01/gordead_ans19.vcd"
scene "scenes/npc/$gender01/gordead_ans20.vcd"
}
rule CitizenMournA
{
criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerDead
response CitizenMournA
matchonce
}
response "CitizenMournAll"
{
response CitizenMournQ
response CitizenMournA
}
rule CitizenMourn
{
criteria IsCitizen ConceptPlayerDead IsGordonCriminal PlayerDead
response CitizenMournAll
matchonce
}
//-----------------------------------------
response "CitizenHeal"
{
scene "scenes/npc/$gender01/health01.vcd" delay 1
scene "scenes/npc/$gender01/health02.vcd" delay 1
scene "scenes/npc/$gender01/health03.vcd" delay 1
scene "scenes/npc/$gender01/health04.vcd" delay 1
scene "scenes/npc/$gender01/health05.vcd" delay 1
}
rule CitizenHeal
{
criteria IsCitizen ConceptTalkHeal
response CitizenHeal
}
//---------------------------
response "CitizenGiveAmmo"
{
scene "scenes/npc/$gender01/ammo01.vcd" delay 1
scene "scenes/npc/$gender01/ammo02.vcd" delay 1
scene "scenes/npc/$gender01/ammo03.vcd" delay 1
scene "scenes/npc/$gender01/ammo04.vcd" delay 1
scene "scenes/npc/$gender01/ammo05.vcd" delay 1
}
rule CitizenGiveAmmo
{
criteria IsCitizen ConceptTalkGiveAmmo
response CitizenGiveAmmo
}
//============================================================================================================
// Citizen Combat speech
//============================================================================================================
response "CitizenDanger"
{
permitrepeats
scene "scenes/npc/$gender01/watchout.vcd" weight 1
scene "scenes/npc/$gender01/uhoh.vcd" weight 1.1
scene "scenes/npc/$gender01/lookoutfm01.vcd" weight .9
scene "scenes/npc/$gender01/startle01.vcd" weight 1.1
scene "scenes/npc/$gender01/startle02.vcd" weight 1.1
scene "scenes/npc/$gender01/getdown02.vcd" weight 1
}
rule CitizenDanger
{
criteria IsCitizen ConceptTalkDanger
response CitizenDanger
}
response CitizenDangerBig
{
permitrepeats
scene "scenes/npc/$gender01/strider_run.vcd"
scene "scenes/npc/$gender01/gethellout.vcd"
response CitizenDanger weight 12 // 6 * 2
}
rule CitizenDangerBig
{
criteria IsCitizen ConceptTalkDanger EnemyIsStrider
response CitizenDangerBig
}
response "CitizenMortarDanger"
{
scene "scenes/npc/$gender01/watchout.vcd"
scene "scenes/npc/$gender01/headsup01.vcd"
scene "scenes/npc/$gender01/getdown02.vcd"
scene "scenes/npc/$gender01/headsup02.vcd"
scene "scenes/npc/$gender01/incoming02.vcd"
scene "scenes/npc/$gender01/takecover02.vcd"
}
rule CitizenMortarDanger
{
criteria IsCitizen ConceptTalkDanger EnemyIsMortar
response CitizenMortarDanger
}
response "CitizenSniperDanger"
{
scene "scenes/npc/$gender01/uhoh.vcd"
scene "scenes/npc/$gender01/startle01.vcd"
scene "scenes/npc/$gender01/startle02.vcd"
scene "scenes/npc/$gender01/getdown02.vcd"
}
rule CitizenSniperDanger
{
criteria IsCitizen ConceptTalkDanger EnemyIsSniper
response CitizenSniperDanger
}
//============================================================================================================
// Citizen Reloads Weapon
//============================================================================================================
response "CitizenHideAndReload"
{
scene "scenes/npc/$gender01/coverwhilereload01.vcd"
scene "scenes/npc/$gender01/coverwhilereload02.vcd"
scene "scenes/npc/$gender01/gottareload01.vcd"
// print "Gotta reload!"
}
rule CitizenHideAndReload
{
criteria IsCitizen ConceptHideAndReload
response CitizenHideAndReload
}
//============================================================================================================
// Citizen Reminds Player to Reload
//============================================================================================================
response "CitizenPlayerReload"
{
scene "scenes/npc/$gender01/dontforgetreload01.vcd"
scene "scenes/npc/$gender01/reloadfm01.vcd"
scene "scenes/npc/$gender01/reloadfm02.vcd"
scene "scenes/npc/$gender01/youdbetterreload01.vcd"
// print "You better reload, Doc."
}
rule CitizenPlayerReload
{
criteria ConceptPlayerReload IsCitizen PlayerNear SeePlayer
response CitizenPlayerReload
}
//------------------------------------------------------------------------------------------------------------
response "CitizenNewWeapon"
{
scene "scenes/npc/$gender01/nice.vcd"
scene "scenes/npc/$gender01/nice01.vcd"
scene "scenes/npc/$gender01/nice02.vcd"
scene "scenes/npc/$gender01/thislldonicely.vcd"
scene "scenes/npc/$gender01/yeah01.vcd"
scene "scenes/npc/$gender01/fantastic01.vcd"
scene "scenes/npc/$gender01/fantastic02.vcd"
scene "scenes/npc/$gender01/finally.vcd"
scene "scenes/npc/$gender01/oneforme.vcd"
scene "scenes/npc/$gender01/evenodds.vcd"
}
rule CitizenNewWeapon
{
criteria IsCitizen ConceptNewWeapon
response CitizenNewWeapon
}
//------------------------------------------------------------------------------------------------------------
response CitizenOuch
{
permitrepeats
scene "scenes/npc/$gender01/ow01.vcd"
scene "scenes/npc/$gender01/ow02.vcd"
speak npc_citizen.die weight 9 // there are nine waves in there
}
//------------------------------------------------------------------------------------------------------------
response CitizenMortalWound
{
scene "scenes/npc/$gender01/imhurt01.vcd"
scene "scenes/npc/$gender01/imhurt02.vcd"
}
rule CitizenMortalWound
{
criteria IsCitizen ConceptTalkMortal
response CitizenMortalWound
}
//------------------------------------------------------------------------------------------------------------
rule CitizenWound
{
criteria IsCitizen ConceptTalkWound
response CitizenOuch
}
//------------------------------------------------------------------------------------------------------------
response CitizenWoundFire
{
scene "scenes/npc/$gender01/ow01.vcd"
scene "scenes/npc/$gender01/no01.vcd"
scene "scenes/npc/$gender01/no02.vcd"
}
rule CitizenWoundFire
{
criteria IsCitizen ConceptTalkWound HurtByFire
response CitizenWoundFire
}
//------------------------------------------------------------------------------------------------------------
response "CitizenShotArm"
{
permitrepeats
scene "scenes/npc/$gender01/myarm01.vcd"
scene "scenes/npc/$gender01/myarm02.vcd"
response CitizenOuch weight 8
}
rule CitizenShotArm
{
criteria IsCitizen ConceptShot ShotInArm
response CitizenShotArm
}
response "CitizenShotLeg"
{
permitrepeats
scene "scenes/npc/$gender01/myleg01.vcd"
scene "scenes/npc/$gender01/myleg02.vcd"
response CitizenOuch weight 8
}
rule CitizenShotLeg
{
criteria IsCitizen ConceptShot ShotInLeg
response CitizenShotLeg
}
response "CitizenShotGut"
{
permitrepeats
scene "scenes/npc/$gender01/mygut01.vcd"
scene "scenes/npc/$gender01/mygut02.vcd"
scene "scenes/npc/$gender01/hitingut01.vcd"
scene "scenes/npc/$gender01/hitingut02.vcd"
response CitizenOuch weight 16
}
rule CitizenShotGut
{
criteria IsCitizen ConceptShot ShotInGut
response CitizenShotGut
}
//------------------------------------------------------------------------------------------------------------
response CitizenWatchOut
{
scene "scenes/npc/$gender01/lookoutfm01.vcd"
scene "scenes/npc/$gender01/lookoutfm02.vcd"
}
rule CitizenWatchOut
{
criteria IsCitizen ConceptTalkWatchout
response CitizenWatchout
}
response CitizenWatchOutUp
{
scene "scenes/npc/$gender01/upthere01.vcd"
scene "scenes/npc/$gender01/upthere02.vcd"
}
rule CitizenWatchOutUp
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "above" required
response CitizenWatchOutUp
}
response CitizenWatchOutBehind
{
scene "scenes/npc/$gender01/behindyou01.vcd"
scene "scenes/npc/$gender01/behindyou02.vcd"
}
rule CitizenWatchOutBehind
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "behind" required
response CitizenWatchOutBehind
}
response CitizenWatchOutFar
{
scene "scenes/npc/$gender01/overthere01.vcd"
scene "scenes/npc/$gender01/overthere02.vcd"
}
rule CitizenWatchOutFar
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "far" required
response CitizenWatchOutFar
}
//------------------------------------------------------------------------------------------------------------
response "CitizenEnemyDead"
{
scene "scenes/npc/$gender01/gotone01.vcd"
scene "scenes/npc/$gender01/gotone02.vcd"
// scene "scenes/npc/$gender01/likethemapples.vcd"
scene "scenes/npc/$gender01/likethat.vcd"
}
rule CitizenEnemyDead
{
criteria IsCitizen ConceptEnemyDead
response CitizenEnemyDead
rescenedelay 3
}
//------------------------------------------------------------------------------------------------------------
response "CitizenNoShoot"
{
scene "scenes/npc/$gender01/onyourside.vcd"
scene "scenes/npc/$gender01/stopitfm.vcd"
scene "scenes/npc/$gender01/watchwhat.vcd"
}
rule CitizenNoShoot
{
criteria IsCitizen ConceptTalkNoShoot
response CitizenNoShoot
}
//------------------------------------------------------------------------------------------------------------
response "CitizenBetrayed"
{
scene "scenes/npc/$gender01/heretohelp01.vcd"
scene "scenes/npc/$gender01/heretohelp02.vcd"
scene "scenes/npc/$gender01/wetrustedyou01.vcd"
scene "scenes/npc/$gender01/wetrustedyou02.vcd"
scene "scenes/npc/$gender01/notthemanithought01.vcd"
scene "scenes/npc/$gender01/notthemanithought02.vcd"
}
rule CitizenBetrayed
{
criteria IsCitizen ConceptTalkBetrayed
response CitizenBetrayed
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAllyKilled"
{
scene "scenes/npc/$gender01/ohno.vcd"
scene "scenes/npc/$gender01/goodgod.vcd"
scene "scenes/npc/$gender01/startle01.vcd"
scene "scenes/npc/$gender01/startle02.vcd"
scene "scenes/npc/$gender01/no01.vcd"
scene "scenes/npc/$gender01/no02.vcd"
}
rule CitizenAllyKilled
{
criteria IsCitizen ConceptTalkAllyKilled
response CitizenAllyKilled
}
//------------------------------------------------------------------------------------------------------------
response CitizenCombineGroup
{
scene "scenes/npc/$gender01/combine01.vcd"
scene "scenes/npc/$gender01/combine02.vcd"
}
response CitizenCombine
{
response CitizenCombineGroup respeakdelay 300
}
rule CitizenStartCombatCombine
{
criteria IsCitizen ConceptStartCombat
enemy npc_combine_s required
response CitizenCombine
}
//------------------------------------------------------------------------------------------------------------
response CitizenHeadcrabGroup
{
scene "scenes/npc/$gender01/headcrabs01.vcd"
scene "scenes/npc/$gender01/headcrabs02.vcd"
}
response CitizenHeadcrab
{
response CitizenHeadcrabGroup respeakdelay 300
}
rule CitizenStartCombatHeadcrab
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab required
response CitizenHeadcrab
}
rule CitizenStartCombatHeadcrabFast
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab_fast required
response CitizenHeadcrab
}
rule CitizenStartCombatHeadcrabBlack
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab_black required
response CitizenHeadcrab
}
//------------------------------------------------------------------------------------------------------------
response CitizenZombieGroup
{
scene "scenes/npc/$gender01/zombies01.vcd"
scene "scenes/npc/$gender01/zombies02.vcd"
}
response CitizenZombie
{
response CitizenZombieGroup respeakdelay 300
}
rule CitizenStartCombatZombie
{
criteria IsCitizen ConceptStartCombat
enemy npc_zombie required
response CitizenZombie
}
rule CitizenStartCombatZombieTorso
{
criteria IsCitizen ConceptStartCombat
enemy npc_zombie_torso required
response CitizenZombie
}
rule CitizenStartCombatZombieFast
{
criteria IsCitizen ConceptStartCombat
enemy npc_fastzombie required
response CitizenZombie
}
rule CitizenStartCombatZombiePoison
{
criteria IsCitizen ConceptStartCombat
enemy npc_poisonzombie required
response CitizenZombie
}
//------------------------------------------------------------------------------------------------------------
response CitizenScannersGroup
{
scene "scenes/npc/$gender01/scanners01.vcd"
scene "scenes/npc/$gender01/scanners02.vcd"
}
response CitizenScanners
{
response CitizenScannersGroup respeakdelay 300
}
rule CitizenStartCombatScanners
{
criteria IsCitizen ConceptStartCombat
enemy npc_cscanner required
response CitizenScanners
}
//------------------------------------------------------------------------------------------------------------
response CitizenStrider
{
scene "scenes/npc/$gender01/strider.vcd" respeakdelay 300
}
rule CitizenStartCombatStrider
{
criteria IsCitizen ConceptStartCombat
enemy npc_strider required
response CitizenStrider
}
//------------------------------------------------------------------------------------------------------------
response CitizenManhacksGroup
{
scene "scenes/npc/$gender01/itsamanhack01.vcd"
scene "scenes/npc/$gender01/itsamanhack02.vcd"
scene "scenes/npc/$gender01/herecomehacks01.vcd"
scene "scenes/npc/$gender01/herecomehacks02.vcd"
scene "scenes/npc/$gender01/thehacks01.vcd"
scene "scenes/npc/$gender01/thehacks02.vcd"
scene "scenes/npc/$gender01/hacks01.vcd"
scene "scenes/npc/$gender01/hacks02.vcd"
}
response CitizenManhacks
{
response CitizenManhacksGroup respeakdelay 300
}
rule CitizenStartCombatManhacks
{
criteria IsCitizen ConceptStartCombat
enemy npc_manhack required
response CitizenManhacks
}
//------------------------------------------------------------------------------------------------------------
response "CitizenMetroGroup"
{
scene "scenes/npc/$gender01/cps01.vcd"
scene "scenes/npc/$gender01/cps02.vcd"
scene "scenes/npc/$gender01/civilprotection01.vcd"
scene "scenes/npc/$gender01/civilprotection02.vcd"
}
response CitizenMetro
{
response CitizenMetroGroup respeakdelay 300
}
rule CitizenStartCombatMetro
{
criteria IsCitizen ConceptStartCombat
enemy npc_metropolice required
response CitizenMetro
}
//============================================================================================================
// Citizen misc speech
//============================================================================================================
//------------------------------------------------------------------------------------------------------------
response "CitizenFiringRPG"
{
//
}
rule CitizenFiringRPG
{
criteria IsCitizen IsRPGUser
response CitizenFiringRPG
}
//============================================================================================================
// Citizen Leader speech (a citizen that's leading the player somewhere)
//============================================================================================================
response "CitizenLeadWaitOver"
{
scene "scenes/npc/$gender01/gotone02.vcd"
}
rule CitizenLeadWaitOver
{
criteria ConceptLeadWaitOver
response CitizenLeadWaitOver
}
//------------------------------------------------------------------------------------------------------------
response "CitizenLeadAttractPlayer"
{
scene "scenes/npc/$gender01/overhere01.vcd"
}
rule CitizenLeadAttractPlayer
{
criteria IsCitizen ConceptLeadAttractPlayer
response CitizenLeadAttractPlayer
}
response "CitizenSeeCombine"
{
scene "scenes/npc/$gender01/combine01.vcd"
}
rule CitizenSeeCombine
{
criteria IsCitizen ConceptSeeCombine
response CitizenSeeCombine
respeakdelay 45
}
//============================================================================================================
// Citizen responding to the player 'attacking' them with a physics object
//============================================================================================================
response "CitizenPlayerPhysAttack"
{
}
rule CitizenPlayerPhysAttack
{
criteria IsCitizen ConceptTalkPlayerPhysAttack
response CitizenPlayerPhysAttack
}
//============================================================================================================
#include "talker/npc_citizen_commandermode.txt"
#include "talker/npc_citizen_terminal.txt"
#include "talker/npc_citizen_tenement.txt"
#include "talker/npc_citizen_coast.txt"
#include "talker/npc_citizen_canals.txt"
#include "talker/npc_citizen_c17.txt"