source-sdk-2013-mapbase/sp/game/mod_episodic/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

1201 lines
40 KiB
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Raw Blame History

//============================================================================================================
// Citizen criteria
//============================================================================================================
criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required
criterion "EnemyIsSniper" "enemy" "npc_sniper" required
criterion "HurtByFire" "hurt_by_fire" "1" required
criterion "AlyxCitizenHelloOkay" "AlyxCitizenHelloOkay" "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/$gender01/hi02.vcd"
}
rule CitizenHello
{
criteria IsCitizen ConceptTalkHello PlayerNear SeePlayer NotInPanic
response CitizenHello
}
//============================================================================================================
// Citizen Idle speech
//============================================================================================================
response "CitizenTalkStare"
{
scene "scenes/npc/$gender01/doingsomething.vcd"
scene "scenes/npc/$gender01/getgoingsoon.vcd"
scene "scenes/npc/$gender01/waitingsomebody.vcd"
}
rule CitizenTalkStare
{
criteria IsCitizen ConceptTalkStare IsGordonCriminal NPCIdle NotInPanic
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/$gender01/whoops01.vcd"
}
rule CitizenTalkPlayerPushed
{
criteria IsCitizen ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat
response CitizenTalkPlayerPushed
}
//============================================================================================================
// Citizen Questions & Responses speech
//============================================================================================================
//Q&A has been commented out for episodic content, since it pertains to world before Citadel destruction. Added a couple heydocs so that citizens will still acknowledge player if triggered.
//commented out for ep2 fornow.
//response "CitizenQuestion"
//{
// sequential
// scene "scenes/npc/$gender01/question01.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question02.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question03.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question04.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question05.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question06.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question07.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question08.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question09.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question10.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question11.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question12.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question13.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question14.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question15.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question16.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question17.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question18.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question19.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question20.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question21.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question22.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question23.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question25.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question26.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question27.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question28.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question29.vcd" respeakdelay 240
// scene "scenes/npc/$gender01/question30.vcd" respeakdelay 240
//}
//rule CitizenQuestion
//{
// criteria IsCitizen ConceptTalkQuestion PlayerAlive NotInPanic
// 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/$gender01/answer40.vcd" delay 2
}
rule CitizenAnswer
{
criteria IsCitizen ConceptTalkAnswer PlayerAlive NotInPanic
response CitizenAnswer
}
//============================================================================================================
// Citizen Questions & Responses with Vortigaunts
//============================================================================================================
response "CitizenQuestionVort"
{
scene "scenes/npc/$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 ConceptTalkQuestion PlayerAlive IsSpeechTargetAVort NotInPanic
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 ConceptTalkAnswer PlayerAlive IsSpeechTargetAVort NotInPanic
response CitizenAnswerVort
}
////============================================================================================================
//// Citizen Questions & Responses with Alyx
////============================================================================================================
//response "CitizenQuestionAlyx"
//{
// scene "scenes/episode_1/npc/$gender01/cit_remarks01.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks02.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks03.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks04.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks05.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks06.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks07.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks08.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks09.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks10.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks11.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks12.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks13.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks14.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks15.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks16.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks17.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks18.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks19.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks20.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks21.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks22.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks23.vcd" delay 1
//}
//
//rule CitizenQuestionAlyx
//{
// criteria IsCitizen ConceptTalkQuestion PlayerAlive IsSpeechTargetAlyx NotInPanic AlyxCitizenHelloOkay
// response CitizenQuestionAlyx
//}
//
////------------------------------------------------------------------------------------------------------------
//response "CitizenAnswerAlyx"
//{
// scene "scenes/episode_1/npc/$gender01/cit_remarks01.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks02.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks03.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks04.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks05.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks06.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks07.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks08.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks09.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks10.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks11.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks12.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks13.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks14.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks15.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks16.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks17.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks18.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks19.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks20.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks21.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks22.vcd" delay 1
// scene "scenes/episode_1/npc/$gender01/cit_remarks23.vcd" delay 1
//}
//
//rule CitizenAnswerAlyx
//{
// criteria IsCitizen ConceptTalkAnswer PlayerAlive IsSpeechTargetAlyx NotInPanic
// response CitizenAnswerAlyx
//}
//
////============================================================================================================
//// Citizen Hello Responses with Alyx
////============================================================================================================
//
//response "CitizenQuestionHelloAlyx1"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx01.vcd" delay 1 // Hey! You<6F>re Alyx Vance!
//
//}
//
//rule CitizenQuestionHelloAlyx1
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore00 RGroupLess10 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx1
//}
//
//response "CitizenQuestionHelloAlyx2"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx02.vcd" delay 1 // I know you!
//
//}
//
//rule CitizenQuestionHelloAlyx2
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore10 RGroupLess20 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx2
//}
//
//
//response "CitizenQuestionHelloAlyx3"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx03.vcd" delay 1 // Alyx Vance and Gordon Freeman! You stayed behind to look after us, didn<64>t you?
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx05.vcd" delay 1 // I hope you two are here to help.
//}
//
//rule CitizenQuestionHelloAlyx3
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore20 RGroupLess30 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx3
//}
//
//
//response "CitizenQuestionHelloAlyx4"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx04.vcd" delay 1 // Who are you again?
//
//}
//
//rule CitizenQuestionHelloAlyx4
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore30 RGroupLess40 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx4
//}
//
//
//response "CitizenQuestionHelloAlyx5"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx06.vcd" delay 1 // your kleiner's daughter right?
//
//}
//
//rule CitizenQuestionHelloAlyx5
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore40 RGroupLess50 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx5
//}
//
//response "CitizenQuestionHelloAlyx6"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx07.vcd" delay 1 // Yeah, yeah, good to see you. Now, where's Dog?
//
//}
//
//rule CitizenQuestionHelloAlyx6
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore50 RGroupLess60 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx6
//}
//
//response "CitizenQuestionHelloAlyx7"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx08.vcd" delay 1 //Alyx, oh my god, where's Freeman!?! Oh, there he is...
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx09.vcd" delay 1 //Oh, hey Freeman. And this is the Mrs., I presume?
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx10.vcd" delay 1 //Oh, hey Freeman. And this must be the little lady.(Male) - Dr. and Mrs. Freeman, I presume? (Female)
//}
//
//rule CitizenQuestionHelloAlyx7
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore60 RGroupLess70 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx7
//}
//
//response "CitizenQuestionHelloAlyx8"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx11.vcd" delay 1 //honestly, do you think we have any chance?
//
//}
//
//rule CitizenQuestionHelloAlyx8
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore70 RGroupLess80 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx8
//}
//
//response "CitizenQuestionHelloAlyx9"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx12.vcd" delay 1 // Yap, yap, yap, why don't you let Freeman get a word in for once?`
//
//}
//
//rule CitizenQuestionHelloAlyx9
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore80 RGroupLess90 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx9
//}
//
//response "CitizenQuestionHelloAlyx10"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx13.vcd" delay 1
//
//}
//
//rule CitizenQuestionHelloAlyx10
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore90 RGroupLess100 AlyxCitizenHelloOkay
// response CitizenQuestionHelloAlyx10
//}
//response "CitizenQuestionHelloAlyx"
//{
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx01.vcd" delay 1 // Hey! You<6F>re Alyx Vance!
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx02.vcd" delay 1 // I know you!
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx03.vcd" delay 1 // Alyx Vance and Gordon Freeman! You stayed behind to look after us, didn<64>t you?
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx04.vcd" delay 1 // Who are you again?
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx05.vcd" delay 1 // I hope you two are here to help.
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx06.vcd" delay 1 // You're Kleiner's daughter, right?
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx07.vcd" delay 1 // Yeah, yeah, good to see you. Now, where's Dog?
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx08.vcd" delay 1 // Alyx, oh my god, where's Freeman!?! Oh, there he is...
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx09.vcd" delay 1 // Oh, hey Freeman. And this is the Mrs., I presume?
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx10.vcd" delay 1 // Alyx, Gordon - thank God you made it
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx11.vcd" delay 1 // Alyx - honestly, do you think we have any chance?
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx12.vcd" delay 1 // Yap, yap, yap, why don't you let Freeman get a word in for once?`
// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx13.vcd" delay 1 // Oh, hey Freeman. And this must be the little lady. [male only]
//
//}
//
//rule CitizenQuestionHelloAlyx
//{
// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic
// response CitizenQuestionHelloAlyx
//}
//------------------------------------------------------------------------------------------------------------
response "CitizenAnswerHelloAlyx"
{
//scene "scenes/episode_1/npc/$gender01/cit_remarks01.vcd" delay 1
}
rule CitizenAnswerHelloAlyx
{
criteria IsCitizen ConceptTalkAnswerHello PlayerAlive IsSpeechTargetAlyx NotInPanic
response CitizenAnswerHelloAlyx
}
//============================================================================================================
// Citizen Mourning the player's death
//============================================================================================================
response "CitizenMournQ"
{
scene "scenes/npc/$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/$gender01/gethellout.vcd"
response CitizenDanger weight 12 // 6 * 2
}
rule CitizenDangerBig
{
criteria IsCitizen ConceptTalkDanger EnemyIsStrider
response CitizenDangerBig
}
response "CitizenAntLionDanger"
{
scene "scenes/episode_1/npc/$gender01/cit_alert_antlions05.vcd" respeakdelay 30
scene "scenes/episode_1/npc/$gender01/cit_alert_antlions06.vcd" respeakdelay 30
scene "scenes/episode_1/npc/$gender01/cit_alert_antlions07.vcd" respeakdelay 30
scene "scenes/episode_1/npc/$gender01/cit_alert_antlions08.vcd" respeakdelay 30
scene "scenes/episode_1/npc/$gender01/cit_alert_antlions09.vcd" respeakdelay 30
scene "scenes/episode_1/npc/$gender01/cit_alert_antlions18.vcd" respeakdelay 30
}
rule CitizenAntLionDanger
{
criteria IsCitizen ConceptTalkAttacking EnemyIsAntLion
response CitizenAntLionDanger
}
response "CitizenMortarDanger"
{
scene "scenes/npc/$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
// Removed because it began to be too much, can just be deleted unless someone really misses it.
//============================================================================================================
//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/$gender01/overthere02.vcd"
}
rule CitizenWatchOutFar
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "far" required
response CitizenWatchOutFar
}
//------------------------------------------------------------------------------------------------------------
response "CitizenEnemyDead"
{
scene "scenes/episode_1/npc/$gender01/cit_kill01.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill02.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill03.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill04.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill06.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill07.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill08.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill09.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill10.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill11.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill12.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill13.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill14.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill17.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill18.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill19.vcd"
scene "scenes/episode_1/npc/$gender01/cit_kill20.vcd"
scene "scenes/npc/$gender01/gotone01.vcd"
scene "scenes/npc/$gender01/gotone02.vcd"
scene "scenes/npc/$gender01/likethat.vcd"
}
rule CitizenEnemyDead
{
criteria IsCitizen ConceptEnemyDead
response CitizenEnemyDead
}
//------------------------------------------------------------------------------------------------------------
response "CitizenNoShoot"
{
scene "scenes/npc/$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/episode_1/npc/$gender01/cit_buddykilled01.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled02.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled03.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled04.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled05.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled06.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled07.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled08.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled09.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled10.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled11.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled12.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled13.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled14.vcd"
scene "scenes/episode_1/npc/$gender01/cit_buddykilled15.vcd"
scene "scenes/npc/$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/$gender01/gotone02.vcd"
//}
//rule CitizenLeadWaitOver
//{
// criteria ConceptLeadWaitOver
// response CitizenLeadWaitOver
//}
//------------------------------------------------------------------------------------------------------------
response "CitizenSeeCombine"
{
scene "scenes/npc/$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"
//#include "talker/npc_citizen_ep1.txt"