source-sdk-2013-mapbase/sp/game/mod_episodic/scripts/talker/npc_citizen.txt
2013-06-26 15:22:04 -07:00

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//============================================================================================================
// 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"