mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2024-12-29 00:05:30 +03:00
b5dc4a8543
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.
468 lines
16 KiB
Plaintext
468 lines
16 KiB
Plaintext
//============================================================================================================
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// Commander mode criteria
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//============================================================================================================
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criterion "IsOnlySelected" "numselected" "1" required
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criterion "NotOnlySelected" "numselected" ">1" required
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criterion "Is_03_first" "name" "citizen_c17_03_first" required
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criterion "UseRadio" "useradio" "1" required
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criterion "SquadNearPlayer" "distancetoplayer" "<240" required
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criterion "SquadNotNearPlayer" "distancetoplayer" ">=240" required
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criterion "SquadNearCommandPoint" "commandpoint_dist_to_npc" "<240" required
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criterion "SquadNotNearCommandPoint" "commandpoint_dist_to_npc" ">=240" required
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criterion "CommandPointNearPlayer" "commandpoint_dist_to_player" "<144" required
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criterion "CommandPointNotNearPlayer" "commandpoint_dist_to_player" ">=144" required
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criterion "JoinSquadIndividual" "numjoining" "1" required
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criterion "JoinSquadMultiple" "numjoining" ">1" required
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criterion "TrailingReinforcement" "reinforcement" "1" required
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//============================================================================================================
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// Commander mode selection speech
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//============================================================================================================
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response "CitizenSelected"
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{
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scene "scenes/npc/$gender01/ok01.vcd"
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scene "scenes/npc/$gender01/ok02.vcd"
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scene "scenes/npc/$gender01/okimready01.vcd"
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scene "scenes/npc/$gender01/okimready02.vcd"
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scene "scenes/npc/$gender01/okimready03.vcd"
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scene "scenes/npc/$gender01/readywhenyouare01.vcd"
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scene "scenes/npc/$gender01/readywhenyouare02.vcd"
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}
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rule CitizenSelected
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{
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criteria IsCitizen ConceptTalkSelected
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response CitizenSelected
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}
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//------------------------------------------------------------------------------------------------------------
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response "CitizenGroupSelectedRadio"
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{
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}
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rule CitizenGroupSelectedRadio
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{
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criteria IsCitizen ConceptTalkSelected NotOnlySelected UseRadio
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response CitizenGroupSelectedRadio
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}
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//------------------------------------------------------------------------------------------------------------
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response "CitizenSoloSelectedRadio"
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{
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}
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rule CitizenSoloSelectedRadio
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{
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criteria IsCitizen ConceptTalkSelected UseRadio
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response CitizenSoloSelectedRadio
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}
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//============================================================================================================
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// Commander mode orders speech
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//============================================================================================================
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response CitizenSquadNearToFarIndividual
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm04.vcd"
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scene "scenes/npc/$gender01/squad_affirm05.vcd"
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scene "scenes/npc/$gender01/squad_affirm06.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm04"
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// speak "npc_citizen.squad_affirm05"
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// speak "npc_citizen.squad_affirm06"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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scene "scenes/npc/$gender01/letsgo01.vcd"
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scene "scenes/npc/$gender01/letsgo02.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadNearToFarGroup
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm05.vcd"
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scene "scenes/npc/$gender01/squad_affirm06.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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scene "scenes/npc/$gender01/squad_away01.vcd"
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scene "scenes/npc/$gender01/squad_away02.vcd"
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scene "scenes/npc/$gender01/squad_away03.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm05"
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// speak "npc_citizen.squad_affirm06"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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// speak "npc_citizen.squad_away01"
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// speak "npc_citizen.squad_away02"
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// speak "npc_citizen.squad_away03"
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scene "scenes/npc/$gender01/letsgo01.vcd"
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scene "scenes/npc/$gender01/letsgo02.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadFarToNearIndividual
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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//scene "scenes/npc/$gender01/squad_approach04.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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// speak "npc_citizen.squad_approach04"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadFarToNearGroup
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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scene "scenes/npc/$gender01/squad_approach01.vcd"
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scene "scenes/npc/$gender01/squad_approach02.vcd"
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scene "scenes/npc/$gender01/squad_approach03.vcd"
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scene "scenes/npc/$gender01/squad_approach04.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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// speak "npc_citizen.squad_approach01"
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// speak "npc_citizen.squad_approach02"
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// speak "npc_citizen.squad_approach03"
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// speak "npc_citizen.squad_approach04"
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scene "scenes/npc/$gender01/letsgo01.vcd"
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scene "scenes/npc/$gender01/letsgo02.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadNearToNear
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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scene "scenes/npc/$gender01/illstayhere01.vcd"
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scene "scenes/npc/$gender01/holddownspot01.vcd"
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scene "scenes/npc/$gender01/holddownspot02.vcd"
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scene "scenes/npc/$gender01/imstickinghere01.vcd"
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scene "scenes/npc/$gender01/littlecorner01.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadFarToFarIndividual
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm04.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm04"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadFarToFarGroup
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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scene "scenes/npc/$gender01/squad_away01.vcd"
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scene "scenes/npc/$gender01/squad_away02.vcd"
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scene "scenes/npc/$gender01/squad_away03.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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// speak "npc_citizen.squad_away01"
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// speak "npc_citizen.squad_away02"
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// speak "npc_citizen.squad_away03"
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scene "scenes/npc/$gender01/letsgo01.vcd"
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scene "scenes/npc/$gender01/letsgo02.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadGeneral
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm05.vcd"
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scene "scenes/npc/$gender01/squad_affirm06.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm05"
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// speak "npc_citizen.squad_affirm06"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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rule CitizenCommanded
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{
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criteria IsCitizen ConceptTalkCommanded
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response CitizenSquadGeneral
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}
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rule CitizenCommandedNearToFarIndividual
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{
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criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNearPlayer CommandPointNotNearPlayer
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response CitizenSquadNearToFarIndividual
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}
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rule CitizenCommandedNearToFarGroup
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{
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criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNearPlayer CommandPointNotNearPlayer
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response CitizenSquadNearToFarGroup
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}
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rule CitizenCommandedFarToNearIndividual
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{
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criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNearPlayer
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response CitizenSquadFarToNearIndividual
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}
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rule CitizenCommandedFarToNearGroup
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{
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criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNearPlayer
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response CitizenSquadFarToNearGroup
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}
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rule CitizenCommandedNearToNearIndividual
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{
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criteria IsCitizen ConceptTalkCommanded SquadNearPlayer CommandPointNearPlayer
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response CitizenSquadNearToNear
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}
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rule CitizenCommandedFarToFarIndividual
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{
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criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
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response CitizenSquadFarToFarIndividual
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}
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rule CitizenCommandedFarToFarGroup
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{
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criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
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response CitizenSquadFarToFarGroup
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}
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//------------------------------------------------------------------------------------------------------------
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response "CitizenCommandedRadio"
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{
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}
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rule CitizenCommandedRadio
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{
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criteria IsCitizen ConceptTalkCommanded UseRadio
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response CitizenCommandedRadio
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}
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//------------------------------------------------------------------------------------------------------------
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response "CitizenCommandFailedRadio"
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{
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}
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rule CitizenCommandFailedRadio
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{
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criteria IsCitizen ConceptTalkCommandFailed UseRadio
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response CitizenCommandFailedRadio
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}
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//============================================================================================================
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// Commander mode follow speech
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//============================================================================================================
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response CitizenFollowGeneral
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{
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scene "scenes/npc/$gender01/leadtheway01.vcd"
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scene "scenes/npc/$gender01/leadtheway02.vcd"
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scene "scenes/npc/$gender01/leadon01.vcd"
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scene "scenes/npc/$gender01/leadon02.vcd"
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}
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response CitizenFollowGroup
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{
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scene "scenes/npc/$gender01/squad_follow01.vcd"
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scene "scenes/npc/$gender01/squad_follow02.vcd"
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scene "scenes/npc/$gender01/squad_follow03.vcd"
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scene "scenes/npc/$gender01/squad_follow04.vcd"
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response CitizenFollowGeneral weight 2
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}
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rule CitizenFollow
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{
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criteria IsCitizen ConceptTalkStartFollow
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response CitizenFollowGeneral
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}
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rule CitizenFollowGroup
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{
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criteria IsCitizen ConceptTalkStartFollow NotOnlySelected
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response CitizenFollowGroup
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}
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//============================================================================================================
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// Commander mode join speech
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//============================================================================================================
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// I'm not sure all these lines will play well when not coming up from behind, so I've made a distinction between trailing & non-trailing
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response CitizenJoinIndividual
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{
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scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
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}
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response CitizenJoinGroup
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{
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scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
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}
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response CitizenJoinIndividualTrailing
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{
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scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
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}
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response CitizenJoinGroupTrailing
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{
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scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
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}
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rule CitizenJoinIndividual
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual
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response CitizenJoinIndividual
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}
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rule CitizenJoinGroup
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple
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response CitizenJoinGroup
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}
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rule CitizenJoinIndividualTrailing
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual TrailingReinforcement
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response CitizenJoinIndividualTrailing
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}
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rule CitizenJoinGroupTrailing
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple TrailingReinforcement
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response CitizenJoinGroupTrailing
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}
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response CitizenJoin_d3_c17_07
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{
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scene "scenes/Streetwar/tunnel/$gender01/d3_c17_07_tenant.vcd"
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}
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rule CitizenJoin_d3_c17_07
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{
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criteria IsCitizen ConceptJoinPlayer
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"map" "d3_c17_07" required weight 1000
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response CitizenJoin_d3_c17_07
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matchonce
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}
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//============================================================================================================
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// Commander mode follow speech SPECIAL CASE: first citizen in d3_17_03
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//============================================================================================================
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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
|
|
}
|
|
|