source-sdk-2013-mapbase/sp/game/mod_episodic/scripts/talker/npc_vortigaunt.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

879 lines
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Plaintext

//============================================================================================================
// Vortigaunt criteria
//============================================================================================================
criterion "IsVortigaunt" "classname" "npc_vortigaunt" required
criterion "VortigauntCure" concept" "VORT_CURE" required
criterion "VortigauntCureStop" "concept" "VORT_CURESTOP" required
criterion "VortigauntCureInterrupt" "concept" "VORT_CURE_INTERRUPT" required
criterion "VortigauntAttack" "concept" "VORT_ATTACK" required
criterion "VortigauntMad" "concept" "VORT_MAD" required
criterion "VortigauntShot" "concept" "VORT_SHOT" required
criterion "VortigauntPain" "concept" "VORT_PAIN" required
criterion "VortigauntDie" "concept" "VORT_DIE" required
criterion "VortigauntKill" "concept" "VORT_KILL" required
criterion "VortigauntLineOfFire" "concept" "VORT_LINE_FIRE" required
criterion "VortigauntPOk" "concept" "VORT_POK" required
criterion "VortigauntExtractBugbait" "concept" "VORT_EXTRACT_START" required
criterion "VortigauntExtractBugbaitFinish" "concept" "VORT_EXTRACT_FINISH" required
criterion "VortNagKeepMovingOutland_11" "concept" "TLK_VortNag_KeepMoving" required
criterion "NotUsedVortResponse01" "UsedVortResponse01" "!=1" "required" weight 0
//============================================================================================================
// Vortigaunt Level Plus Use
//============================================================================================================
response VortUseEverywhere
{
scene "scenes/npc/vortigaunt/vort_affirmed.vcd"
scene "scenes/npc/vortigaunt/vort_vortigese05.vcd"
scene "scenes/npc/vortigaunt/vort_beofservice.vcd"
scene "scenes/npc/vortigaunt/vort_vort_chant21.vcd"
scene "scenes/npc/vortigaunt/vort_certainly.vcd"
scene "scenes/npc/vortigaunt/vort_vort_chant05.vcd"
scene "scenes/npc/vortigaunt/vort_forthefm.vcd"
scene "scenes/npc/vortigaunt/vort_freeman.vcd"
scene "scenes/npc/vortigaunt/vort_vort_mant04.vcd"
scene "scenes/npc/vortigaunt/vort_vort_livetoserve.vcd"
}
rule VortUseEverywhere
{
criteria IsVortigaunt ConceptTalkUse NotUsedVortResponse NotInCombat
applycontext "UsedVortResponse:1:20"
response VortUseEverywhere
}
response "VortTalkUse01"
{
scene "scenes/npc/vortigaunt/vort_leadus.vcd"
scene "scenes/npc/vortigaunt/vort_leadon.vcd"
sequential
norepeat
}
rule VortTalkUse01
{
criteria IsVortigaunt ConceptTalkUse IsMap_ep2_outland_01 NotUsedVortResponse01 NotUsedVortResponse NotInCombat
applycontext "UsedVortResponse:1:20,UsedVortResponse01:1:30"
response VortTalkUse01
}
response "VortLabUsedisable11"
{
scene "scenes\outland_11\vort_silo_maghonor02.vcd"
scene "scenes\outland_11\vort_silo_maghonor03.vcd"
scene "scenes\eli_lab\vort_elab_goaway.vcd"
}
rule IsVortLabUseDisable11
{
criteria ConceptTalkUse IsVortLabUseDisable NPCIdle NotUsedVortResponse IsMap_ep2_outland_11
applycontext "UsedVortResponse:1:20"
response VortLabUsedisable11
}
//------------------------------------------------------------------------------------------------------------
criterion "IsNotVortNoticedHurt" "VortNoticedHurt" "!=1" required
response "VortNoticeHurt"
{
NOREPEAT
scene "scenes/npc/vortigaunt/vort_combat_combined01.vcd"
scene "scenes/npc/vortigaunt/vort_combat_combined02.vcd"
}
rule VortNoticeHurt
{
criteria IsVortigaunt ConceptTalkPlayerHurt NoRecentCombatShort IsMap_ep3_outland_03 IsNotVortNoticedHurt PlayerWounded
applycontext "VortNoticedHurt:1:300"
response VortNoticeHurt
}
//TLK_VORTIGAUNT_DISPEL
response "VortAntlionCombatStart"
{
scene "scenes/npc/vortigaunt/vort_alert_antlions.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 0
}
rule VortAntlionCombatStart
{
criteria IsVortigaunt ConceptStartCombat EnemyIsAntLion
response VortAntlionCombatStart
}
response "VortAntlionCombatStart2"
{
scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 30
}
rule VortAntlionCombatStart2
{
criteria IsVortigaunt ConceptStartCombat
response VortAntlionCombatStart2
}
response "VortAntlionAttack"
{
scene "scenes/npc/vortigaunt/vort_vortigese03.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_vortigese05.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_vortigese09.vcd" respeakdelay 15
}
rule VortAntlionAttack
{
criteria IsVortigaunt ConceptTalkAttacking
applycontext "VortKill:1:10"
response VortAntlionAttack
}
response "VortigauntPain"
{
scene "scenes/npc/vortigaunt/vort_vortigese04.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_vortigese07.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_vortigese08.vcd" respeakdelay 30
}
rule VortigauntPain
{
criteria IsVortigaunt VortigauntPain
response VortigauntPain
}
criterion "contextvortkill" "VortKill" "1" required
response "VortigauntRangedKill"
{
scene "scenes/npc/vortigaunt/vort_returntoall.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_yes.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_tethercut.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_passon.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/returnvoid.vcd" respeakdelay 15
}
rule VortigauntRangedKill
{
criteria IsVortigaunt ConceptEnemyDead
applycontext "VortKill:1:15"
response VortigauntRangedKill
}
criterion "NotVortPostKill" "VortPostKill" "!=1" required
response "VortCombatFun"
{
NOREPEAT
scene "scenes/npc/vortigaunt/vort_prevail.vcd"
scene "scenes/npc/vortigaunt/vort_goodfightwithus.vcd"
scene "scenes/npc/vortigaunt/vort_killsformidable.vcd"
scene "scenes/npc/vortigaunt/vort_goodtogether.vcd"
}
rule VortCombatFun
{
criteria IsVortigaunt IsMap_ep3_outland_03 ConceptPlayerKilledNPC contextvortkill NotVortPostKill
applycontext "VortPostKill:1:80"
response VortCombatFun
}
criterion "NotVortCompliment" "VortCompliment" "!=1" required
response "VortCombatCompliment"
{
scene "scenes/npc/vortigaunt/vort_excellent.vcd"
scene "scenes/npc/vortigaunt/vort_excellentshooting.vcd"
scene "scenes/npc/vortigaunt/vort_excellentshot.vcd"
scene "scenes/npc/vortigaunt/vort_exceptional.vcd"
}
rule VortCombatCompliment
{
criteria IsVortigaunt ConceptPlayerKilledNPC ContextPlayer1Shot NotVortCompliment
applycontext "VortCompliment:1:60"
response VortCombatCompliment
}
//response "Vort03Test"
//{
// scene "scenes/outland_02/vort_pre_revive_nag01.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag02.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag03.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag04.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag05.vcd"
//}
//
//rule Vort03Test
//{
// criteria IsVortigaunt IsMap_ep3_outland_03 ConceptTalkLook
// response Vort03Test
//}
criterion "VortsNagPlayerAlyxHealOutland02" "OUTLAND_02_VORTS_NAG_PLAYER" "1" required
response "NagPlayerHealAlyxVort"
{
scene "scenes/outland_02/vort_pre_revive_nag01.vcd"
scene "scenes/outland_02/vort_pre_revive_nag02.vcd"
scene "scenes/outland_02/vort_pre_revive_nag03.vcd"
scene "scenes/outland_02/vort_pre_revive_nag04.vcd"
scene "scenes/outland_02/vort_pre_revive_nag05.vcd"
}
rule NagPlayerHealAlyxVort
{
criteria IsVortigaunt ConceptVortsNagPlayerAlyxHealOutland02
response NagPlayerHealAlyxVort
}
criterion "VortAskingForHelp" "SaidProtectUs" "!=1" "required" weight 0
response "VortUnderAttackVort"
{
scene "scenes/outland_02/vort_turret_weneedhelpcometous.vcd"
scene "scenes/outland_02/vort_turret_weareunderattackdefendus.vcd"
scene "scenes/outland_02/vort_turret_defendus.vcd"
scene "scenes/outland_02/vort_turret_protectalyx.vcd"
scene "scenes/outland_02/vort_turret_protectus.vcd"
}
rule VortUnderAttackVort
{
criteria IsVortigaunt VortigauntPain IsVortHealingAlyx VortAskingForHelp
applycontext "SaidProtectUs:1:2,VortNeedsHelp:1:10"
response VortUnderAttackVort
}
response "NagPlayerKeepMovingOutland_11Vort"
{
scene "scenes/outland_11/vort_fmadvance.vcd"
scene "scenes/outland_11/vort_hastefm.vcd"
scene "scenes/outland_11/vort_fmmustmove.vcd"
}
rule NagPlayerKeepMovingOutland_11Vort
{
criteria IsVortigaunt PlayerNear VortNagKeepMovingOutland_11
response NagPlayerKeepMovingOutland_11Vort
}
//============================================================================================================
// Vortigaunt Hello speech
//============================================================================================================
response "VortigauntHello"
{
// scene "scenes/npc/vortigaunt/wellmet.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/isitthefm.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/itisthefm.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/thefreeman.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/beofservice.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/greetingsfm.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/neuroprints.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/salute.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/trulyitis.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/takeus.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/webeofuse.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/corporeal.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/seebeforeoureye.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/morethanmeets.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/weknowyou.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/putaside.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/mystery.vcd" delay "3,3.5" speakonce
}
rule VortigauntTlkHello
{
criteria IsVortigaunt ConceptTalkHello PlayerNear SeePlayer
response VortigauntHello
}
//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerHello
{
criteria IsVortigaunt ConceptTalkPHello
response NullResponse
}
//============================================================================================================
// Vortigaunt Questions & Responses speech
//============================================================================================================
response "VortigauntQuestion"
{
// scene "scenes/npc/vortigaunt/vques01.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques02.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques03.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques04.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques05.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques06.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques07.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques08.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques09.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques10.vcd" delay 1
//
}
rule VortigauntTlkQuestion
{
criteria IsVortigaunt ConceptTalkQuestion
response VortigauntQuestion
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntAnswer"
{
// scene "scenes/npc/vortigaunt/vanswer01.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer02.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer03.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer04.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer05.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer06.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer07.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer08.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer09.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer10.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer11.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer12.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer13.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer14.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer15.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer16.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer17.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer18.vcd" delay 1
}
rule VortigauntTlkAnswer
{
criteria IsVortigaunt ConceptTalkAnswer
response VortigauntAnswer
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntTalkUse"
{
sequential
norepeat
}
rule VortigauntTalkUse
{
criteria IsVortigaunt ConceptTalkUse
response VortigauntTalkUse
}
//============================================================================================================
// Vortigaunt Combat speech
//============================================================================================================
response "VortigauntCure"
{
scene "scenes/npc/vortigaunt/allowrecharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/wewillcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/fmcanuse.vcd" defaultdelay
scene "scenes/npc/vortigaunt/here.vcd" defaultdelay
scene "scenes/npc/vortigaunt/acceptenergy.vcd" defaultdelay
scene "scenes/npc/vortigaunt/holdstill.vcd" defaultdelay
scene "scenes/npc/vortigaunt/acceptcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/weshare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/prepare.vcd" defaultdelay
}
rule VortigauntCure
{
criteria IsVortigaunt VortigauntCure
response VortigauntCure
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureStop"
{
scene "scenes/npc/vortigaunt/allwecanspare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allfornow.vcd" defaultdelay
scene "scenes/npc/vortigaunt/thatisall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/done.vcd" defaultdelay
scene "scenes/npc/vortigaunt/keepfmsafe.vcd" defaultdelay
}
rule VortigauntCureStop
{
criteria IsVortigaunt VortigauntCureStop
response VortigauntCureStop
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureInterrupt"
{
scene "scenes/npc/vortigaunt/holdorcantcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/hold.vcd" defaultdelay
scene "scenes/npc/vortigaunt/halt.vcd" defaultdelay
scene "scenes/npc/vortigaunt/fmstandstill.vcd" defaultdelay
scene "scenes/npc/vortigaunt/ifyoumove.vcd" defaultdelay
scene "scenes/npc/vortigaunt/movingtarget.vcd" defaultdelay
}
rule VortigauntCureInterrupt
{
criteria IsVortigaunt VortigauntCureInterrupt
response VortigauntCureInterrupt
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntAttack"
{
scene "scenes/npc/vortigaunt/tothevoid.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allinoneinall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/giveover.vcd" defaultdelay
scene "scenes/npc/vortigaunt/weclaimyou.vcd" defaultdelay
scene "scenes/npc/vortigaunt/undeserving.vcd" defaultdelay
scene "scenes/npc/vortigaunt/satisfaction.vcd" defaultdelay
scene "scenes/npc/vortigaunt/regrettable.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allowme.vcd" defaultdelay
scene "scenes/npc/vortigaunt/livetoserve.vcd" defaultdelay
scene "scenes/npc/vortigaunt/returnvoid.vcd" defaultdelay
}
rule VortigauntAttack
{
criteria IsVortigaunt VortigauntAttack
response VortigauntAttack
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntMad"
{
// sentence "VORT_MAD" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntMad
{
criteria IsVortigaunt VortigauntMad
response VortigauntMad
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntShot"
{
// sentence "VORT_SHOT" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntShot
{
criteria IsVortigaunt VortigauntShot
response VortigauntShot
}
//------------------------------------------------------------------------------------------------------------
//response "VortigauntPain"
//{
// sentence "VORT_PAIN" defaultdelay
//}
//rule VortigauntPain
//{
// criteria IsVortigaunt VortigauntPain
// response VortigauntPain
//}
//------------------------------------------------------------------------------------------------------------
response "VortigauntDie"
{
// sentence "VORT_DIE" defaultdelay
}
rule VortigauntDie
{
criteria IsVortigaunt VortigauntDie
response VortigauntDie
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntKill"
{
scene "scenes/npc/vortigaunt/forthefm.vcd" delay 4
scene "scenes/npc/vortigaunt/forfreedom.vcd" delay 4
scene "scenes/npc/vortigaunt/tethercut.vcd" delay 4
scene "scenes/npc/vortigaunt/troubleus.vcd" delay 4
scene "scenes/npc/vortigaunt/dreamed.vcd" delay 4
scene "scenes/npc/vortigaunt/energyempower.vcd" delay 4
scene "scenes/npc/vortigaunt/empowerus.vcd" delay 4
scene "scenes/npc/vortigaunt/surge.vcd" delay 4
scene "scenes/npc/vortigaunt/yes.vcd" delay 4
scene "scenes/npc/vortigaunt/passon.vcd" delay 4
scene "scenes/npc/vortigaunt/nodenexus.vcd" delay 4
scene "scenes/npc/vortigaunt/returntoall.vcd" delay 4
}
rule VortigauntKill
{
criteria IsVortigaunt VortigauntKill
response VortigauntKill
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntLineOfFire"
{
scene "scenes/npc/vortigaunt/cautionfm.vcd" delay 4
scene "scenes/npc/vortigaunt/caution.vcd" delay 4
scene "scenes/npc/vortigaunt/fmbeware.vcd" delay 4
scene "scenes/npc/vortigaunt/ware.vcd" delay 4
scene "scenes/npc/vortigaunt/fmmustbeware.vcd" delay 4
scene "scenes/npc/vortigaunt/warefm.vcd" delay 4
scene "scenes/npc/vortigaunt/fminway.vcd" delay 4
scene "scenes/npc/vortigaunt/standclear.vcd" delay 4
scene "scenes/npc/vortigaunt/fmmustmove.vcd" delay 4
scene "scenes/npc/vortigaunt/warningfm.vcd" delay 4
scene "scenes/npc/vortigaunt/cannotfire.vcd" delay 4
}
rule VortigauntLineOfFire
{
criteria IsVortigaunt VortigauntLineOfFire
response VortigauntLineOfFire
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPOk"
{
// sentence "VORT_POK" soundlevel "SNDLVL_NORM" delay "2"
}
rule VortigauntPOk
{
criteria IsVortigaunt VortigauntPOk
response VortigauntLineOfFire
}
//============================================================================================================
// Vortigaunt Misc speech
//============================================================================================================
response "VortigauntIdle"
{
// scene "scenes/npc/vortigaunt/poet.vcd"
// scene "scenes/npc/vortigaunt/hopeless.vcd"
// scene "scenes/npc/vortigaunt/alldear.vcd"
// scene "scenes/npc/vortigaunt/prevail.vcd"
// scene "scenes/npc/vortigaunt/seenworse.vcd"
// scene "scenes/npc/vortigaunt/persevere.vcd"
// scene "scenes/npc/vortigaunt/worthless.vcd"
// scene "scenes/npc/vortigaunt/whereto.vcd"
}
rule VortigauntTlkIdle
{
criteria IsVortigaunt ConceptTalkIdle
response VortigauntIdle
}
//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerIdle
{
criteria IsVortigaunt ConceptTalkPIdle
response NullResponse
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntStare"
{
// scene "scenes/npc/vortigaunt/optical.vcd"
// scene "scenes/npc/vortigaunt/unclear.vcd"
// scene "scenes/npc/vortigaunt/opaque.vcd"
// scene "scenes/npc/vortigaunt/rememberus.vcd"
// scene "scenes/npc/vortigaunt/stillhere.vcd"
// scene "scenes/npc/vortigaunt/calm.vcd"
}
rule VortigauntTlkStare
{
criteria IsVortigaunt ConceptTalkStare
response VortigauntStare
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntOk"
{
scene "scenes/npc/vortigaunt/itishonor.vcd"
scene "scenes/npc/vortigaunt/wehonored.vcd"
scene "scenes/npc/vortigaunt/ourhonor.vcd"
scene "scenes/npc/vortigaunt/honorfollow.vcd"
scene "scenes/npc/vortigaunt/accompany.vcd"
scene "scenes/npc/vortigaunt/gladly.vcd"
scene "scenes/npc/vortigaunt/pleasure.vcd"
scene "scenes/npc/vortigaunt/wefollowfm.vcd"
scene "scenes/npc/vortigaunt/honorours.vcd"
scene "scenes/npc/vortigaunt/gloriousend.vcd"
scene "scenes/npc/vortigaunt/bodyyours.vcd"
scene "scenes/npc/vortigaunt/allwehave.vcd"
scene "scenes/npc/vortigaunt/weareyours.vcd"
scene "scenes/npc/vortigaunt/dedicate.vcd"
scene "scenes/npc/vortigaunt/mutual.vcd"
scene "scenes/npc/vortigaunt/leadus.vcd"
scene "scenes/npc/vortigaunt/onward.vcd"
scene "scenes/npc/vortigaunt/forward.vcd"
scene "scenes/npc/vortigaunt/propitious.vcd"
scene "scenes/npc/vortigaunt/leadon.vcd"
scene "scenes/npc/vortigaunt/fmhonorsus.vcd"
scene "scenes/npc/vortigaunt/fmdoesushonor.vcd"
scene "scenes/npc/vortigaunt/yesforward.vcd"
scene "scenes/npc/vortigaunt/wewillhelp.vcd"
scene "scenes/npc/vortigaunt/assent.vcd"
}
rule VortigauntTlkStartFollow
{
criteria IsVortigaunt ConceptTalkStartFollow
response VortigauntOk
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntWait"
{
scene "scenes/npc/vortigaunt/canconvince.vcd"
scene "scenes/npc/vortigaunt/fmknowsbest.vcd"
scene "scenes/npc/vortigaunt/willremain.vcd"
scene "scenes/npc/vortigaunt/fearfailed.vcd"
scene "scenes/npc/vortigaunt/servebetterhere.vcd"
scene "scenes/npc/vortigaunt/certainly.vcd"
scene "scenes/npc/vortigaunt/herewestay.vcd"
scene "scenes/npc/vortigaunt/asyouwish.vcd"
scene "scenes/npc/vortigaunt/ourplacehere.vcd"
scene "scenes/npc/vortigaunt/affirmed.vcd"
}
rule VortigauntTlkStopFollow
{
criteria IsVortigaunt ConceptTalkStopFollow
response VortigauntWait
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntStop"
{
// sentence "VORT_STOP" delay "2,2.5" soundlevel "SNDLVL_NORM"
}
rule VortigauntTlkStop
{
criteria IsVortigaunt ConceptTalkStop
response VortigauntStop
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntScared"
{
// sentence "VORT_SCARED" delay "0,0.4"
}
rule VortigauntTlkNoShoot
{
criteria IsVortigaunt ConceptTalkNoShoot
response VortigauntScared
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureA"
{
// sentence "VORT_CUREA" defaultdelay speakonce
}
rule VortigauntPlayerHurt1
{
criteria IsVortigaunt ConceptTalkPlayerHurt1
response VortigauntCureA
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureB"
{
// sentence "VORT_CUREB" defaultdelay speakonce
}
rule VortigauntPlayerHurt2
{
criteria IsVortigaunt ConceptTalkPlayerHurt2
response VortigauntCureB
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureC"
{
// sentence "VORT_CUREC" defaultdelay speakonce
}
rule VortigauntPlayerHurt3
{
criteria IsVortigaunt ConceptTalkPlayerHurt3
response VortigauntCureC
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPQuest"
{
// sentence "VORT_PQUEST" defaultdelay
}
rule VortigauntPlayerQuestion
{
criteria IsVortigaunt ConceptTalkPQuestion
response VortigauntPQuest
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntSmell"
{
// sentence "VORT_SMELL" defaultdelay respeakdelay "60"
}
rule VortigauntTlkSmell
{
criteria IsVortigaunt ConceptTalkSmell
response VortigauntSmell
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntWound"
{
// sentence "VORT_WOUND" speakonce defaultdelay
}
rule VortigauntTlkWound
{
criteria IsVortigaunt ConceptTalkWound
response VortigauntWound
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntMortal"
{
// sentence "VORT_MORTAL" speakonce defaultdelay
}
rule VortigauntTlkMortal
{
criteria IsVortigaunt ConceptTalkMortal
response VortigauntMortal
}
//============================================================================================================
// Vortigaunt Leader speech (a vortigaunt that's leading the player somewhere)
//============================================================================================================
response "VortigauntLeadStart"
{
scene "scenes/npc/vortigaunt/fmmustfollow.vcd"
}
rule VortigauntLeadStart
{
criteria IsVortigaunt ConceptLeadStart
response VortigauntLeadStart
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntLeadCatchup"
{
scene "scenes/npc/vortigaunt/yesforward.vcd"
scene "scenes/npc/vortigaunt/followfm.vcd"
}
rule VortigauntLeadCatchup
{
criteria IsVortigaunt ConceptLeadCatchup
response VortigauntLeadCatchup
}
//============================================================================================================
// Vortigaunt coast specific speech
//============================================================================================================
response "VortigauntExtractBugbait"
{
scene "scenes/coast/bugbait/vort_extract01.vcd" defaultdelay
}
rule VortigauntTlkExtractBugbait
{
criteria IsVortigaunt VortigauntExtractBugbait
response VortigauntExtractBugbait
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntExtractBugbaitFinish"
{
scene "scenes/coast/bugbait/vort_podsforyou01.vcd" defaultdelay
}
rule VortigauntTlkExtractBugbaitFinish
{
criteria IsVortigaunt VortigauntExtractBugbaitFinish
response VortigauntExtractBugbaitFinish
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntGetBugbait"
{
scene "scenes/coast/bugbait/vort_podnag.vcd" defaultdelay
}
rule VortigauntTlkLeadGetBugbait
{
criteria IsVortigaunt ConceptLeadMissingWeapon
response VortigauntGetBugbait
}