source-sdk-2013/sp/game/mod_hl2/scripts/talker/npc_citizen.txt

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2013-06-26 22:22:04 +00:00
//============================================================================================================
// Citizen criteria
//============================================================================================================
criterion "IsCitizen" "classname" "npc_citizen" "required"
criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required
criterion "EnemyIsSniper" "enemy" "npc_sniper" required
criterion "EnemyIsStrider" "enemy" "npc_strider" required
criterion "HurtByFire" "hurt_by_fire" "1" required
//============================================================================================================
// Citizen Hello speech
//============================================================================================================
response "CitizenHello"
{
scene "scenes/npc/$gender01/abouttime01.vcd"
scene "scenes/npc/$gender01/abouttime02.vcd"
scene "scenes/npc/$gender01/ahgordon01.vcd"
scene "scenes/npc/$gender01/ahgordon02.vcd"
scene "scenes/npc/$gender01/docfreeman01.vcd"
scene "scenes/npc/$gender01/docfreeman02.vcd"
scene "scenes/npc/$gender01/freeman.vcd"
scene "scenes/npc/$gender01/hellodrfm01.vcd"
scene "scenes/npc/$gender01/hellodrfm02.vcd"
scene "scenes/npc/$gender01/heydoc01.vcd"
scene "scenes/npc/$gender01/heydoc02.vcd"
scene "scenes/npc/$gender01/hi01.vcd"
scene "scenes/npc/$gender01/hi02.vcd"
}
rule CitizenHello
{
criteria IsCitizen ConceptTalkHello IsGordonCriminal NPCIdle PlayerNear SeePlayer
response CitizenHello
}
//============================================================================================================
// Citizen Idle speech
//============================================================================================================
response "CitizenTalkStare"
{
scene "scenes/npc/$gender01/doingsomething.vcd"
scene "scenes/npc/$gender01/getgoingsoon.vcd"
scene "scenes/npc/$gender01/waitingsomebody.vcd"
}
rule CitizenTalkStare
{
criteria IsCitizen ConceptTalkStare IsGordonCriminal NPCIdle
response CitizenTalkStare
}
//------------------------------------------------------------------------------------------------------------
response "CitizenTalkPlayerPushed"
{
scene "scenes/npc/$gender01/sorryfm01.vcd"
scene "scenes/npc/$gender01/sorryfm02.vcd"
scene "scenes/npc/$gender01/sorrydoc01.vcd"
scene "scenes/npc/$gender01/sorrydoc02.vcd"
scene "scenes/npc/$gender01/sorrydoc04.vcd"
scene "scenes/npc/$gender01/excuseme01.vcd"
scene "scenes/npc/$gender01/excuseme02.vcd"
scene "scenes/npc/$gender01/pardonme01.vcd"
scene "scenes/npc/$gender01/pardonme02.vcd"
scene "scenes/npc/$gender01/sorry01.vcd"
scene "scenes/npc/$gender01/sorry02.vcd"
scene "scenes/npc/$gender01/sorry03.vcd"
scene "scenes/npc/$gender01/outofyourway01.vcd"
scene "scenes/npc/$gender01/outofyourway02.vcd"
scene "scenes/npc/$gender01/whoops01.vcd"
}
rule CitizenTalkPlayerPushed
{
criteria IsCitizen ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat
response CitizenTalkPlayerPushed
}
//============================================================================================================
// Citizen Questions & Responses speech
//============================================================================================================
response "CitizenQuestion"
{
scene "scenes/npc/$gender01/question01.vcd" delay 1
scene "scenes/npc/$gender01/question02.vcd" delay 1
scene "scenes/npc/$gender01/question03.vcd" delay 1
scene "scenes/npc/$gender01/question04.vcd" delay 1
scene "scenes/npc/$gender01/question05.vcd" delay 1
scene "scenes/npc/$gender01/question06.vcd" delay 1
scene "scenes/npc/$gender01/question07.vcd" delay 1
scene "scenes/npc/$gender01/question08.vcd" delay 1
scene "scenes/npc/$gender01/question09.vcd" delay 1
scene "scenes/npc/$gender01/question10.vcd" delay 1
scene "scenes/npc/$gender01/question11.vcd" delay 1
scene "scenes/npc/$gender01/question12.vcd" delay 1
scene "scenes/npc/$gender01/question13.vcd" delay 1
scene "scenes/npc/$gender01/question14.vcd" delay 1
scene "scenes/npc/$gender01/question15.vcd" delay 1
scene "scenes/npc/$gender01/question16.vcd" delay 1
scene "scenes/npc/$gender01/question17.vcd" delay 1
scene "scenes/npc/$gender01/question18.vcd" delay 1
scene "scenes/npc/$gender01/question19.vcd" delay 1
scene "scenes/npc/$gender01/question20.vcd" delay 1
scene "scenes/npc/$gender01/question21.vcd" delay 1
scene "scenes/npc/$gender01/question22.vcd" delay 1
scene "scenes/npc/$gender01/question23.vcd" delay 1
scene "scenes/npc/$gender01/question25.vcd" delay 1
scene "scenes/npc/$gender01/question26.vcd" delay 1
scene "scenes/npc/$gender01/question27.vcd" delay 1
scene "scenes/npc/$gender01/question28.vcd" delay 1
scene "scenes/npc/$gender01/question29.vcd" delay 1
scene "scenes/npc/$gender01/question30.vcd" delay 1
scene "scenes/npc/$gender01/question31.vcd" delay 1
}
rule CitizenQuestion
{
criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerAlive
response CitizenQuestion
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAnswer"
{
scene "scenes/npc/$gender01/answer01.vcd" delay 2
scene "scenes/npc/$gender01/answer02.vcd" delay 2
scene "scenes/npc/$gender01/answer03.vcd" delay 2
scene "scenes/npc/$gender01/answer04.vcd" delay 2
scene "scenes/npc/$gender01/answer05.vcd" delay 2
scene "scenes/npc/$gender01/answer07.vcd" delay 2
scene "scenes/npc/$gender01/answer08.vcd" delay 2
scene "scenes/npc/$gender01/answer09.vcd" delay 2
scene "scenes/npc/$gender01/answer10.vcd" delay 2
scene "scenes/npc/$gender01/answer11.vcd" delay 2
scene "scenes/npc/$gender01/answer12.vcd" delay 2
scene "scenes/npc/$gender01/answer13.vcd" delay 2
scene "scenes/npc/$gender01/answer14.vcd" delay 2
scene "scenes/npc/$gender01/answer15.vcd" delay 2
scene "scenes/npc/$gender01/answer16.vcd" delay 2
scene "scenes/npc/$gender01/answer17.vcd" delay 2
scene "scenes/npc/$gender01/answer18.vcd" delay 2
scene "scenes/npc/$gender01/answer19.vcd" delay 2
scene "scenes/npc/$gender01/answer20.vcd" delay 2
scene "scenes/npc/$gender01/answer21.vcd" delay 2
scene "scenes/npc/$gender01/answer22.vcd" delay 2
scene "scenes/npc/$gender01/answer23.vcd" delay 2
scene "scenes/npc/$gender01/answer24.vcd" delay 2
scene "scenes/npc/$gender01/answer25.vcd" delay 2
scene "scenes/npc/$gender01/answer26.vcd" delay 2
scene "scenes/npc/$gender01/answer27.vcd" delay 2
scene "scenes/npc/$gender01/answer28.vcd" delay 2
scene "scenes/npc/$gender01/answer29.vcd" delay 2
scene "scenes/npc/$gender01/answer30.vcd" delay 2
scene "scenes/npc/$gender01/answer31.vcd" delay 2
scene "scenes/npc/$gender01/answer32.vcd" delay 2
scene "scenes/npc/$gender01/answer33.vcd" delay 2
scene "scenes/npc/$gender01/answer34.vcd" delay 2
scene "scenes/npc/$gender01/answer35.vcd" delay 2
scene "scenes/npc/$gender01/answer36.vcd" delay 2
scene "scenes/npc/$gender01/answer37.vcd" delay 2
scene "scenes/npc/$gender01/answer38.vcd" delay 2
scene "scenes/npc/$gender01/answer39.vcd" delay 2
scene "scenes/npc/$gender01/answer40.vcd" delay 2
}
//---------------------
rule CitizenAnswer
{
criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerAlive
response CitizenAnswer
}
//============================================================================================================
// Citizen Questions & Responses with Vortigaunts in Scene
//============================================================================================================
response "CitizenQuestionVort"
{
scene "scenes/npc/$gender01/vquestion01.vcd" delay 1
scene "scenes/npc/$gender01/vquestion02.vcd" delay 1
scene "scenes/npc/$gender01/vquestion03.vcd" delay 1
scene "scenes/npc/$gender01/vquestion04.vcd" delay 1
scene "scenes/npc/$gender01/vquestion05.vcd" delay 1
scene "scenes/npc/$gender01/vquestion06.vcd" delay 1
scene "scenes/npc/$gender01/vquestion07.vcd" delay 1
}
rule CitizenQuestionVort
{
criteria IsCitizen ConceptTalkQuestionVort IsGordonCriminal NPCIdle PlayerAlive
response CitizenQuestionVort
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAnswerVort"
{
scene "scenes/npc/$gender01/vanswer01.vcd" delay 2
scene "scenes/npc/$gender01/vanswer02.vcd" delay 2
scene "scenes/npc/$gender01/vanswer03.vcd" delay 2
scene "scenes/npc/$gender01/vanswer04.vcd" delay 2
scene "scenes/npc/$gender01/vanswer05.vcd" delay 2
scene "scenes/npc/$gender01/vanswer06.vcd" delay 2
scene "scenes/npc/$gender01/vanswer07.vcd" delay 2
scene "scenes/npc/$gender01/vanswer08.vcd" delay 2
scene "scenes/npc/$gender01/vanswer09.vcd" delay 2
scene "scenes/npc/$gender01/vanswer10.vcd" delay 2
scene "scenes/npc/$gender01/vanswer11.vcd" delay 2
scene "scenes/npc/$gender01/vanswer12.vcd" delay 2
scene "scenes/npc/$gender01/vanswer13.vcd" delay 2
scene "scenes/npc/$gender01/vanswer14.vcd" delay 2
}
rule CitizenAnswerVort
{
criteria IsCitizen ConceptTalkAnswerVort IsGordonCriminal NPCIdle PlayerAlive
response CitizenAnswerVort
}
//============================================================================================================
// Citizen Mourning the player's death
//============================================================================================================
response "CitizenMournQ"
{
scene "scenes/npc/$gender01/gordead_ques01.vcd"
scene "scenes/npc/$gender01/gordead_ques02.vcd"
scene "scenes/npc/$gender01/gordead_ques03a.vcd"
scene "scenes/npc/$gender01/gordead_ques03b.vcd"
scene "scenes/npc/$gender01/gordead_ques04.vcd"
scene "scenes/npc/$gender01/gordead_ques05.vcd"
scene "scenes/npc/$gender01/gordead_ques06.vcd"
scene "scenes/npc/$gender01/gordead_ques07.vcd"
scene "scenes/npc/$gender01/gordead_ques08.vcd"
scene "scenes/npc/$gender01/gordead_ques09.vcd"
scene "scenes/npc/$gender01/gordead_ques10.vcd"
scene "scenes/npc/$gender01/gordead_ques11.vcd"
scene "scenes/npc/$gender01/gordead_ques12.vcd"
scene "scenes/npc/$gender01/gordead_ques13.vcd"
scene "scenes/npc/$gender01/gordead_ques14.vcd"
scene "scenes/npc/$gender01/gordead_ques15.vcd"
scene "scenes/npc/$gender01/gordead_ques16.vcd"
scene "scenes/npc/$gender01/gordead_ques17.vcd"
}
rule CitizenMournQ
{
criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerDead
response CitizenMournQ
matchonce
}
//------------------------------------------------------------------------------------------------------------
response "CitizenMournA"
{
scene "scenes/npc/$gender01/gordead_ans01.vcd"
scene "scenes/npc/$gender01/gordead_ans02.vcd"
scene "scenes/npc/$gender01/gordead_ans03.vcd"
scene "scenes/npc/$gender01/gordead_ans04.vcd"
scene "scenes/npc/$gender01/gordead_ans05.vcd"
scene "scenes/npc/$gender01/gordead_ans06.vcd"
scene "scenes/npc/$gender01/gordead_ans07.vcd"
scene "scenes/npc/$gender01/gordead_ans08.vcd"
scene "scenes/npc/$gender01/gordead_ans09.vcd"
scene "scenes/npc/$gender01/gordead_ans10.vcd"
scene "scenes/npc/$gender01/gordead_ans11.vcd"
scene "scenes/npc/$gender01/gordead_ans12.vcd"
scene "scenes/npc/$gender01/gordead_ans13.vcd"
scene "scenes/npc/$gender01/gordead_ans14.vcd"
scene "scenes/npc/$gender01/gordead_ans15.vcd"
scene "scenes/npc/$gender01/gordead_ans16.vcd"
scene "scenes/npc/$gender01/gordead_ans17.vcd"
scene "scenes/npc/$gender01/gordead_ans18.vcd"
scene "scenes/npc/$gender01/gordead_ans19.vcd"
scene "scenes/npc/$gender01/gordead_ans20.vcd"
}
rule CitizenMournA
{
criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerDead
response CitizenMournA
matchonce
}
response "CitizenMournAll"
{
response CitizenMournQ
response CitizenMournA
}
rule CitizenMourn
{
criteria IsCitizen ConceptPlayerDead IsGordonCriminal PlayerDead
response CitizenMournAll
matchonce
}
//-----------------------------------------
response "CitizenHeal"
{
scene "scenes/npc/$gender01/health01.vcd" delay 1
scene "scenes/npc/$gender01/health02.vcd" delay 1
scene "scenes/npc/$gender01/health03.vcd" delay 1
scene "scenes/npc/$gender01/health04.vcd" delay 1
scene "scenes/npc/$gender01/health05.vcd" delay 1
}
rule CitizenHeal
{
criteria IsCitizen ConceptTalkHeal
response CitizenHeal
}
//---------------------------
response "CitizenGiveAmmo"
{
scene "scenes/npc/$gender01/ammo01.vcd" delay 1
scene "scenes/npc/$gender01/ammo02.vcd" delay 1
scene "scenes/npc/$gender01/ammo03.vcd" delay 1
scene "scenes/npc/$gender01/ammo04.vcd" delay 1
scene "scenes/npc/$gender01/ammo05.vcd" delay 1
}
rule CitizenGiveAmmo
{
criteria IsCitizen ConceptTalkGiveAmmo
response CitizenGiveAmmo
}
//============================================================================================================
// Citizen Combat speech
//============================================================================================================
response "CitizenDanger"
{
permitrepeats
scene "scenes/npc/$gender01/watchout.vcd" weight 1
scene "scenes/npc/$gender01/uhoh.vcd" weight 1.1
scene "scenes/npc/$gender01/lookoutfm01.vcd" weight .9
scene "scenes/npc/$gender01/startle01.vcd" weight 1.1
scene "scenes/npc/$gender01/startle02.vcd" weight 1.1
scene "scenes/npc/$gender01/getdown02.vcd" weight 1
}
rule CitizenDanger
{
criteria IsCitizen ConceptTalkDanger
response CitizenDanger
}
response CitizenDangerBig
{
permitrepeats
scene "scenes/npc/$gender01/strider_run.vcd"
scene "scenes/npc/$gender01/gethellout.vcd"
response CitizenDanger weight 12 // 6 * 2
}
rule CitizenDangerBig
{
criteria IsCitizen ConceptTalkDanger EnemyIsStrider
response CitizenDangerBig
}
response "CitizenMortarDanger"
{
scene "scenes/npc/$gender01/watchout.vcd"
scene "scenes/npc/$gender01/headsup01.vcd"
scene "scenes/npc/$gender01/getdown02.vcd"
scene "scenes/npc/$gender01/headsup02.vcd"
scene "scenes/npc/$gender01/incoming02.vcd"
scene "scenes/npc/$gender01/takecover02.vcd"
}
rule CitizenMortarDanger
{
criteria IsCitizen ConceptTalkDanger EnemyIsMortar
response CitizenMortarDanger
}
response "CitizenSniperDanger"
{
scene "scenes/npc/$gender01/uhoh.vcd"
scene "scenes/npc/$gender01/startle01.vcd"
scene "scenes/npc/$gender01/startle02.vcd"
scene "scenes/npc/$gender01/getdown02.vcd"
}
rule CitizenSniperDanger
{
criteria IsCitizen ConceptTalkDanger EnemyIsSniper
response CitizenSniperDanger
}
//============================================================================================================
// Citizen Reloads Weapon
//============================================================================================================
response "CitizenHideAndReload"
{
scene "scenes/npc/$gender01/coverwhilereload01.vcd"
scene "scenes/npc/$gender01/coverwhilereload02.vcd"
scene "scenes/npc/$gender01/gottareload01.vcd"
// print "Gotta reload!"
}
rule CitizenHideAndReload
{
criteria IsCitizen ConceptHideAndReload
response CitizenHideAndReload
}
//============================================================================================================
// Citizen Reminds Player to Reload
//============================================================================================================
response "CitizenPlayerReload"
{
scene "scenes/npc/$gender01/dontforgetreload01.vcd"
scene "scenes/npc/$gender01/reloadfm01.vcd"
scene "scenes/npc/$gender01/reloadfm02.vcd"
scene "scenes/npc/$gender01/youdbetterreload01.vcd"
// print "You better reload, Doc."
}
rule CitizenPlayerReload
{
criteria ConceptPlayerReload IsCitizen PlayerNear SeePlayer
response CitizenPlayerReload
}
//------------------------------------------------------------------------------------------------------------
response "CitizenNewWeapon"
{
scene "scenes/npc/$gender01/nice.vcd"
scene "scenes/npc/$gender01/nice01.vcd"
scene "scenes/npc/$gender01/nice02.vcd"
scene "scenes/npc/$gender01/thislldonicely.vcd"
scene "scenes/npc/$gender01/yeah01.vcd"
scene "scenes/npc/$gender01/fantastic01.vcd"
scene "scenes/npc/$gender01/fantastic02.vcd"
scene "scenes/npc/$gender01/finally.vcd"
scene "scenes/npc/$gender01/oneforme.vcd"
scene "scenes/npc/$gender01/evenodds.vcd"
}
rule CitizenNewWeapon
{
criteria IsCitizen ConceptNewWeapon
response CitizenNewWeapon
}
//------------------------------------------------------------------------------------------------------------
response CitizenOuch
{
permitrepeats
scene "scenes/npc/$gender01/ow01.vcd"
scene "scenes/npc/$gender01/ow02.vcd"
speak npc_citizen.die weight 9 // there are nine waves in there
}
//------------------------------------------------------------------------------------------------------------
response CitizenMortalWound
{
scene "scenes/npc/$gender01/imhurt01.vcd"
scene "scenes/npc/$gender01/imhurt02.vcd"
}
rule CitizenMortalWound
{
criteria IsCitizen ConceptTalkMortal
response CitizenMortalWound
}
//------------------------------------------------------------------------------------------------------------
rule CitizenWound
{
criteria IsCitizen ConceptTalkWound
response CitizenOuch
}
//------------------------------------------------------------------------------------------------------------
response CitizenWoundFire
{
scene "scenes/npc/$gender01/ow01.vcd"
scene "scenes/npc/$gender01/no01.vcd"
scene "scenes/npc/$gender01/no02.vcd"
}
rule CitizenWoundFire
{
criteria IsCitizen ConceptTalkWound HurtByFire
response CitizenWoundFire
}
//------------------------------------------------------------------------------------------------------------
response "CitizenShotArm"
{
permitrepeats
scene "scenes/npc/$gender01/myarm01.vcd"
scene "scenes/npc/$gender01/myarm02.vcd"
response CitizenOuch weight 8
}
rule CitizenShotArm
{
criteria IsCitizen ConceptShot ShotInArm
response CitizenShotArm
}
response "CitizenShotLeg"
{
permitrepeats
scene "scenes/npc/$gender01/myleg01.vcd"
scene "scenes/npc/$gender01/myleg02.vcd"
response CitizenOuch weight 8
}
rule CitizenShotLeg
{
criteria IsCitizen ConceptShot ShotInLeg
response CitizenShotLeg
}
response "CitizenShotGut"
{
permitrepeats
scene "scenes/npc/$gender01/mygut01.vcd"
scene "scenes/npc/$gender01/mygut02.vcd"
scene "scenes/npc/$gender01/hitingut01.vcd"
scene "scenes/npc/$gender01/hitingut02.vcd"
response CitizenOuch weight 16
}
rule CitizenShotGut
{
criteria IsCitizen ConceptShot ShotInGut
response CitizenShotGut
}
//------------------------------------------------------------------------------------------------------------
response CitizenWatchOut
{
scene "scenes/npc/$gender01/lookoutfm01.vcd"
scene "scenes/npc/$gender01/lookoutfm02.vcd"
}
rule CitizenWatchOut
{
criteria IsCitizen ConceptTalkWatchout
response CitizenWatchout
}
response CitizenWatchOutUp
{
scene "scenes/npc/$gender01/upthere01.vcd"
scene "scenes/npc/$gender01/upthere02.vcd"
}
rule CitizenWatchOutUp
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "above" required
response CitizenWatchOutUp
}
response CitizenWatchOutBehind
{
scene "scenes/npc/$gender01/behindyou01.vcd"
scene "scenes/npc/$gender01/behindyou02.vcd"
}
rule CitizenWatchOutBehind
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "behind" required
response CitizenWatchOutBehind
}
response CitizenWatchOutFar
{
scene "scenes/npc/$gender01/overthere01.vcd"
scene "scenes/npc/$gender01/overthere02.vcd"
}
rule CitizenWatchOutFar
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "far" required
response CitizenWatchOutFar
}
//------------------------------------------------------------------------------------------------------------
response "CitizenEnemyDead"
{
scene "scenes/npc/$gender01/gotone01.vcd"
scene "scenes/npc/$gender01/gotone02.vcd"
// scene "scenes/npc/$gender01/likethemapples.vcd"
scene "scenes/npc/$gender01/likethat.vcd"
}
rule CitizenEnemyDead
{
criteria IsCitizen ConceptEnemyDead
response CitizenEnemyDead
rescenedelay 3
}
//------------------------------------------------------------------------------------------------------------
response "CitizenNoShoot"
{
scene "scenes/npc/$gender01/onyourside.vcd"
scene "scenes/npc/$gender01/stopitfm.vcd"
scene "scenes/npc/$gender01/watchwhat.vcd"
}
rule CitizenNoShoot
{
criteria IsCitizen ConceptTalkNoShoot
response CitizenNoShoot
}
//------------------------------------------------------------------------------------------------------------
response "CitizenBetrayed"
{
scene "scenes/npc/$gender01/heretohelp01.vcd"
scene "scenes/npc/$gender01/heretohelp02.vcd"
scene "scenes/npc/$gender01/wetrustedyou01.vcd"
scene "scenes/npc/$gender01/wetrustedyou02.vcd"
scene "scenes/npc/$gender01/notthemanithought01.vcd"
scene "scenes/npc/$gender01/notthemanithought02.vcd"
}
rule CitizenBetrayed
{
criteria IsCitizen ConceptTalkBetrayed
response CitizenBetrayed
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAllyKilled"
{
scene "scenes/npc/$gender01/ohno.vcd"
scene "scenes/npc/$gender01/goodgod.vcd"
scene "scenes/npc/$gender01/startle01.vcd"
scene "scenes/npc/$gender01/startle02.vcd"
scene "scenes/npc/$gender01/no01.vcd"
scene "scenes/npc/$gender01/no02.vcd"
}
rule CitizenAllyKilled
{
criteria IsCitizen ConceptTalkAllyKilled
response CitizenAllyKilled
}
//------------------------------------------------------------------------------------------------------------
response CitizenCombineGroup
{
scene "scenes/npc/$gender01/combine01.vcd"
scene "scenes/npc/$gender01/combine02.vcd"
}
response CitizenCombine
{
response CitizenCombineGroup respeakdelay 300
}
rule CitizenStartCombatCombine
{
criteria IsCitizen ConceptStartCombat
enemy npc_combine_s required
response CitizenCombine
}
//------------------------------------------------------------------------------------------------------------
response CitizenHeadcrabGroup
{
scene "scenes/npc/$gender01/headcrabs01.vcd"
scene "scenes/npc/$gender01/headcrabs02.vcd"
}
response CitizenHeadcrab
{
response CitizenHeadcrabGroup respeakdelay 300
}
rule CitizenStartCombatHeadcrab
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab required
response CitizenHeadcrab
}
rule CitizenStartCombatHeadcrabFast
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab_fast required
response CitizenHeadcrab
}
rule CitizenStartCombatHeadcrabBlack
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab_black required
response CitizenHeadcrab
}
//------------------------------------------------------------------------------------------------------------
response CitizenZombieGroup
{
scene "scenes/npc/$gender01/zombies01.vcd"
scene "scenes/npc/$gender01/zombies02.vcd"
}
response CitizenZombie
{
response CitizenZombieGroup respeakdelay 300
}
rule CitizenStartCombatZombie
{
criteria IsCitizen ConceptStartCombat
enemy npc_zombie required
response CitizenZombie
}
rule CitizenStartCombatZombieTorso
{
criteria IsCitizen ConceptStartCombat
enemy npc_zombie_torso required
response CitizenZombie
}
rule CitizenStartCombatZombieFast
{
criteria IsCitizen ConceptStartCombat
enemy npc_fastzombie required
response CitizenZombie
}
rule CitizenStartCombatZombiePoison
{
criteria IsCitizen ConceptStartCombat
enemy npc_poisonzombie required
response CitizenZombie
}
//------------------------------------------------------------------------------------------------------------
response CitizenScannersGroup
{
scene "scenes/npc/$gender01/scanners01.vcd"
scene "scenes/npc/$gender01/scanners02.vcd"
}
response CitizenScanners
{
response CitizenScannersGroup respeakdelay 300
}
rule CitizenStartCombatScanners
{
criteria IsCitizen ConceptStartCombat
enemy npc_cscanner required
response CitizenScanners
}
//------------------------------------------------------------------------------------------------------------
response CitizenStrider
{
scene "scenes/npc/$gender01/strider.vcd" respeakdelay 300
}
rule CitizenStartCombatStrider
{
criteria IsCitizen ConceptStartCombat
enemy npc_strider required
response CitizenStrider
}
//------------------------------------------------------------------------------------------------------------
response CitizenManhacksGroup
{
scene "scenes/npc/$gender01/itsamanhack01.vcd"
scene "scenes/npc/$gender01/itsamanhack02.vcd"
scene "scenes/npc/$gender01/herecomehacks01.vcd"
scene "scenes/npc/$gender01/herecomehacks02.vcd"
scene "scenes/npc/$gender01/thehacks01.vcd"
scene "scenes/npc/$gender01/thehacks02.vcd"
scene "scenes/npc/$gender01/hacks01.vcd"
scene "scenes/npc/$gender01/hacks02.vcd"
}
response CitizenManhacks
{
response CitizenManhacksGroup respeakdelay 300
}
rule CitizenStartCombatManhacks
{
criteria IsCitizen ConceptStartCombat
enemy npc_manhack required
response CitizenManhacks
}
//------------------------------------------------------------------------------------------------------------
response "CitizenMetroGroup"
{
scene "scenes/npc/$gender01/cps01.vcd"
scene "scenes/npc/$gender01/cps02.vcd"
scene "scenes/npc/$gender01/civilprotection01.vcd"
scene "scenes/npc/$gender01/civilprotection02.vcd"
}
response CitizenMetro
{
response CitizenMetroGroup respeakdelay 300
}
rule CitizenStartCombatMetro
{
criteria IsCitizen ConceptStartCombat
enemy npc_metropolice required
response CitizenMetro
}
//============================================================================================================
// Citizen misc speech
//============================================================================================================
//------------------------------------------------------------------------------------------------------------
response "CitizenFiringRPG"
{
//
}
rule CitizenFiringRPG
{
criteria IsCitizen IsRPGUser
response CitizenFiringRPG
}
//============================================================================================================
// Citizen Leader speech (a citizen that's leading the player somewhere)
//============================================================================================================
response "CitizenLeadWaitOver"
{
scene "scenes/npc/$gender01/gotone02.vcd"
}
rule CitizenLeadWaitOver
{
criteria ConceptLeadWaitOver
response CitizenLeadWaitOver
}
//------------------------------------------------------------------------------------------------------------
response "CitizenLeadAttractPlayer"
{
scene "scenes/npc/$gender01/overhere01.vcd"
}
rule CitizenLeadAttractPlayer
{
criteria IsCitizen ConceptLeadAttractPlayer
response CitizenLeadAttractPlayer
}
response "CitizenSeeCombine"
{
scene "scenes/npc/$gender01/combine01.vcd"
}
rule CitizenSeeCombine
{
criteria IsCitizen ConceptSeeCombine
response CitizenSeeCombine
respeakdelay 45
}
//============================================================================================================
// Citizen responding to the player 'attacking' them with a physics object
//============================================================================================================
response "CitizenPlayerPhysAttack"
{
}
rule CitizenPlayerPhysAttack
{
criteria IsCitizen ConceptTalkPlayerPhysAttack
response CitizenPlayerPhysAttack
}
//============================================================================================================
#include "talker/npc_citizen_commandermode.txt"
#include "talker/npc_citizen_terminal.txt"
#include "talker/npc_citizen_tenement.txt"
#include "talker/npc_citizen_coast.txt"
#include "talker/npc_citizen_canals.txt"
#include "talker/npc_citizen_c17.txt"