Somehow forgot to add these in from Marnami

This commit is contained in:
Jesse 2016-09-05 12:06:21 -05:00
parent 9997e081ba
commit 220170b958
34 changed files with 12173 additions and 1 deletions

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map sdk_vehicles

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map sdk_vehicles

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map sdk_vehicles

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// YWB 10/10/03:
// If the user doesn't have a config.cfg when they run, this gets executed the first time they run the engine
// It doesn't execute if they have their own config.cfg saved out.
unbindall
bind "ESCAPE" "cancelselect"
bind "`" "toggleconsole"
bind "w" "+forward"
bind "s" "+back"
bind "a" "+moveleft"
bind "d" "+moveright"
bind "SPACE" "+jump"
bind "CTRL" "+duck"
bind "e" "+use"
bind "c" "impulse 50"
bind "r" "+reload"
bind "ALT" "+walk"
bind "SHIFT" "+speed"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+attack2"
bind "f" "impulse 100"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "MWHEELUP" "invprev"
bind "MWHEELDOWN" "invnext"
bind "q" "lastinv"
bind "F5" "jpeg"
bind "F6" "save quick"
bind "F9" "load quick"
bind "PAUSE" "pause"
bind "z" "+zoom"
bind "g" "phys_swap"
skill 2

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bind z ai_nodes
bind f ai_next_hull
bind h ai_show_hull
bind j ai_show_connect
bind "MOUSE1" wc_create
bind "MOUSE2" wc_destroy
bind "MWHEELUP" wc_air_edit_further
bind "MWHEELDOWN" wc_air_edit_nearer
bind l wc_link_edit
bind m wc_air_node_edit
bind - wc_air_edit_nearer
bind = wc_air_edit_further
bind * ai_show_grid
ai_disable
ai_nodes
ai_show_connect
notarget
god

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"serverblacklist"
{
}

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// ===========
// NPCs
// ============
ai_enable_fear_behavior "1"
// Barnacle
sk_barnacle_health "35"
// Barney
sk_barney_health "35"
// Bullseye
sk_bullseye_health "35"
// Bullsquid
//sk_bullsquid_health "120"
//sk_bullsquid_dmg_bite "15"
//sk_bullsquid_dmg_whip "25"
// Citizen
sk_citizen_health "40"
// Combine Soldier
sk_combine_s_health "50"
sk_combine_s_kick "10"
// Combine Guard
sk_combine_guard_health "70"
sk_combine_guard_kick "15"
// strider
sk_strider_health "350"
sk_strider_num_missiles1 "5"
sk_strider_num_missiles2 "7"
sk_strider_num_missiles3 "7"
// Headcrab
sk_headcrab_health "10"
sk_headcrab_melee_dmg "5"
// Fast Headcrab
sk_headcrab_fast_health "10"
// Poison Headcrab
sk_headcrab_poison_health "35"
// Houndeye
//sk_houndeye_health "80"
//sk_houndeye_dmg_blast "25"
// Manhack
sk_manhack_health "25"
sk_manhack_melee_dmg "20"
// Metropolice
sk_metropolice_health "40"
sk_metropolice_stitch_reaction "1.0"
sk_metropolice_stitch_tight_hitcount "2"
sk_metropolice_stitch_at_hitcount "1"
sk_metropolice_stitch_behind_hitcount "3"
sk_metropolice_stitch_along_hitcount "2"
// Rollermine
sk_rollermine_shock "10"
sk_rollermine_stun_delay "3"
sk_rollermine_vehicle_intercept "1"
// Scanner (City)
sk_scanner_health "30"
sk_scanner_dmg_dive "25"
// Stalker
sk_stalker_health "50"
sk_stalker_melee_dmg "5"
// Vortigaunt
sk_vortigaunt_health "100"
sk_vortigaunt_dmg_claw "10"
sk_vortigaunt_dmg_rake "25"
sk_vortigaunt_dmg_zap "50"
sk_vortigaunt_armor_charge "30"
// Zombie
sk_zombie_health "50"
sk_zombie_dmg_one_slash "10"
sk_zombie_dmg_both_slash "25"
// Poison Zombie
sk_zombie_poison_health "175"
sk_zombie_poison_dmg_spit "20"
//Antlion
sk_antlion_health "30"
sk_antlion_swipe_damage "5"
sk_antlion_jump_damage "5"
//Antlion Guard
sk_antlionguard_health "750"
sk_antlionguard_dmg_charge "20"
sk_antlionguard_dmg_shove "10"
//Antlion Grub
//sk_antliongrub_health "5"
//Ichthyosaur
sk_ichthyosaur_health "200"
sk_ichthyosaur_melee_dmg "8"
// Combine Gunship
sk_gunship_burst_size "15"
sk_gunship_health_increments "5"
sk_npc_dmg_gunship "40"
sk_npc_dmg_gunship_to_plr "3"
// Combine Helicopter
sk_npc_dmg_helicopter "6"
sk_npc_dmg_helicopter_to_plr "3"
sk_helicopter_grenadedamage "30"
sk_helicopter_grenaderadius "275"
sk_helicopter_grenadeforce "55000"
// Combine Dropship
sk_npc_dmg_dropship "2"
// Combine APC
sk_apc_health "750"
// zombine
sk_zombie_soldier_health "100"
// Episodic APC - Experimental
sk_apc_missile_damage "50"
// Antlion air attack
sk_antlion_air_attack_dmg "10"
// Antlion worker
sk_antlion_worker_spit_speed "600"
sk_antlion_worker_health "60"
// Vortigaunt charge limit
sk_vortigaunt_armor_charge "15"
sk_vortigaunt_armor_charge_per_token "5"
sk_vortigaunt_dmg_zap "25"
// Poison headcrab
sk_headcrab_poison_npc_damage "20.0"
// advisor
sk_advisor_health "1000"
// =================
// WEAPONS
// =================
sk_plr_dmg_ar2 "8"
sk_npc_dmg_ar2 "3"
sk_max_ar2 "60"
sk_max_ar2_altfire "3"
sk_plr_dmg_alyxgun "5"
sk_npc_dmg_alyxgun "3"
sk_max_alyxgun "150"
sk_plr_dmg_pistol "5"
sk_npc_dmg_pistol "3"
sk_max_pistol "150"
sk_plr_dmg_smg1 "4"
sk_npc_dmg_smg1 "3"
sk_max_smg1 "225"
sk_plr_dmg_buckshot "8"
sk_npc_dmg_buckshot "3"
sk_max_buckshot "30"
sk_plr_dmg_rpg_round "100"
sk_npc_dmg_rpg_round "50"
sk_max_rpg_round "3"
sk_plr_dmg_smg1_grenade "100"
sk_npc_dmg_smg1_grenade "50"
sk_max_smg1_grenade "3"
sk_smg1_grenade_radius "250"
//sk_plr_dmg_gauss "25"
//sk_plr_max_dmg_gauss "30"
sk_plr_dmg_sniper_round "20"
sk_npc_dmg_sniper_round "100"
sk_max_sniper_round "30"
sk_plr_dmg_357 "40"
sk_npc_dmg_357 "30"
sk_max_357 "12"
sk_plr_dmg_crossbow "100"
sk_npc_dmg_crossbow "10"
sk_max_crossbow "10"
sk_plr_dmg_airboat "3"
sk_npc_dmg_airboat "3"
//sk_dmg_sniper_penetrate_plr "10"
//sk_dmg_sniper_penetrate_npc "100"
sk_plr_dmg_grenade "150"
sk_npc_dmg_grenade "75"
sk_max_grenade "5"
sk_plr_dmg_crowbar "10"
sk_npc_dmg_crowbar "5"
sk_plr_dmg_stunstick "10"
sk_npc_dmg_stunstick "40" // Kill a citizen in one hit
//sk_plr_dmg_satchel "150"
//sk_npc_dmg_satchel "75"
//sk_satchel_radius "150"
// Mortar Synth projectile
//sk_dmg_energy_grenade "2"
//sk_energy_grenade_radius "100"
sk_dmg_homer_grenade "20"
sk_homer_grenade_radius "100"
// Bullsquid spit
//sk_dmg_spit_grenade "5"
//sk_spit_grenade_radius "50"
//sk_plr_dmg_tripmine "150"
//sk_npc_dmg_tripmine "125"
//sk_tripmine_radius "200"
sk_plr_dmg_fraggrenade "125"
sk_npc_dmg_fraggrenade "75"
sk_fraggrenade_radius "250"
// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger "75"
sk_suitcharger_citadel "500"
sk_suitcharger_citadel_maxarmor "200"
sk_battery "15"
sk_healthcharger "50"
sk_healthkit "25"
sk_healthvial "10"
// Combine balls
sk_combineball_seek_angle "15"
sk_combineball_guidefactor "1.0"
// NPC damage adjusters
sk_npc_head "3"
sk_npc_chest "1"
sk_npc_stomach "1"
sk_npc_arm "1"
sk_npc_leg "1"
// player damage adjusters
sk_player_head "3"
sk_player_chest "1"
sk_player_stomach "1"
sk_player_arm "1"
sk_player_leg "1"
// Allies
sk_ally_regen_time "0.2"
// Jeep
sk_max_gauss_round "30"

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detail
{
forest_floor_01
//for Ep2
{
"density" "450.0"
Group1
{
"alpha" "0"
Model1
// Position 5 in sheet
{
"sprite" "187 176 151 151 1024"
"spritesize" "0.5 0.0 14 14"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
Model2
// Position 1 in sheet
{
"sprite" "21 15 151 150 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.2"
"amount" "0.01"
"detailOrientation" "2"
}
Model3
// Position 2 in sheet
{
"sprite" "186 16 150 151 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model4
// Position 4 in sheet
{
"sprite" "22 178 148 147 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model5
// Position 3 in sheet
{
"sprite" "350 14 148 151 1024"
"spritesize" "0.5 0.0 17 17"
"spriterandomscale" "0.3"
"amount" "0.05"
"detailOrientation" "2"
}
Model6
// Position 6 in sheet
{
"sprite" "348 176 148 146 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.3"
"amount" "0.05"
"detailOrientation" "2"
}
Model7
// Position 7 in sheet
{
"sprite" "21 337 150 170 1024"
"spritesize" "0.5 0.0 12 18"
"spriterandomscale" "0.2"
"amount" "0.05"
"detailOrientation" "2"
}
Model8
// Position 8 in sheet
{
"sprite" "185 337 152 152 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.05"
"detailOrientation" "2"
}
Model9
// Position 9 in the sheet
{
"sprite" "347 364 143 115 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.4"
"detailOrientation" "2"
}
}
Group2
{
"alpha" "1"
}
}
canal_reeds2
{
"density" "750.0"
Group1
{
"alpha" "0.0"
}
Group2
{
"alpha" "0.2"
}
Group2a
{
"alpha" "0.35"
Model1
{
"sprite" "561 4 152 252 1024"
"spritesize" "0.5 0.0 20 40"
"spriterandomscale" "0.2"
"amount" "0.8"
"detailOrientation" "2"
//"upright" "1.0"
//"model" "models/props_foliage/small_cattails.mdl"
//"amount" "0.2"
}
}
Group3
{
"alpha" "0.75"
Model1
{
"sprite" "561 4 152 252 1024"
"spritesize" "0.5 0.0 10 30"
"spriterandomscale" "0.2"
"amount" "0.6"
"detailOrientation" "2"
//"upright" "1.0"
//"model" "models/props_foliage/small_cattails.mdl"
//"amount" "0.2"
}
}
Group4
{
"alpha" "1.0"
Model1
{
"sprite" "561 4 152 252 1024"
"spritesize" "0.5 0.0 15 25"
"spriterandomscale" "0.3"
"amount" "0.2"
"detailOrientation" "2"
//"upright" "1.0"
//"model" "models/props_foliage/small_cattails.mdl"
//"amount" "0.2"
}
Model2
// Position 9 in the sheet
{
"sprite" "347 364 143 115 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.4"
"detailOrientation" "2"
}
Model3
// Position 3 in sheet
{
"sprite" "350 14 148 151 1024"
"spritesize" "0.5 0.0 17 17"
"spriterandomscale" "0.3"
"amount" "0.2"
"detailOrientation" "2"
}
Model4
// Position 8 in sheet
{
"sprite" "185 337 152 152 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.2"
"detailOrientation" "2"
}
}
}
redgrass_alt
//alt version for ep2
{
"density" "500.0"
Group1
{
"alpha" "0"
Model1
// Position 1 in sheet
{
"sprite" "21 15 151 150 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
Model2
// Position 3 in sheet
{
"sprite" "350 14 148 151 1024"
"spritesize" "0.5 0.0 17 17"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model3
// Position 6 in sheet
{
"sprite" "348 176 148 146 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model4
// Position 7 in sheet
{
"sprite" "21 337 150 170 1024"
"spritesize" "0.5 0.0 12 18"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
Model5
// Position 8 in sheet
{
"sprite" "185 337 152 152 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.2"
"detailOrientation" "2"
}
Model6
// Position 9 in the sheet
{
"sprite" "347 364 143 115 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.4"
"detailOrientation" "2"
}
}
Group2
{
"alpha" "1"
}
}
citygrass_light
{
"density" "400.0"
Group1
{
"alpha" "1"
Model1
// Position 9 in the sheet
{
"sprite" "347 364 143 115 1024"
"spritesize" "0.5 0.0 32 32"
"spriterandomscale" "0.2"
"amount" "0.6"
"detailOrientation" "2"
}
Model2
// Position 1 in sheet
{
"sprite" "21 15 151 150 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.2"
"amount" "0.05"
"detailOrientation" "2"
}
Model3
// Position 3 in sheet
{
"sprite" "350 14 148 151 1024"
"spritesize" "0.5 0.0 17 17"
"spriterandomscale" "0.3"
"amount" "0.05"
"detailOrientation" "2"
}
Model4
// Position 6 in sheet
{
"sprite" "348 176 148 146 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model5
// Position 8 in sheet
{
"sprite" "185 337 152 152 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
Model6
// Position 7 in sheet
{
"sprite" "21 337 150 170 1024"
"spritesize" "0.5 0.0 12 18"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
}
Group3
{
"alpha" "0.5"
}
Group4
{
"alpha" "0.3"
}
Group5
{
"alpha" "0.0"
}
}
}

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lights/fluorescentcool001a 189 231 232 350
lights/fluorescentcool001b 236 255 182 350
lights/fluorescentcool002a 189 231 232 400
lights/fluorescentcool002b 236 255 182 400
lights/fluorescentcool003a 189 231 232 300
lights/fluorescentwarm001a 239 216 193 350
lights/fluorescentwarm002a 239 216 193 400
lights/fluorescentwhite001a 245 245 245 350
lights/fluorescentwhite002a 245 245 245 400
lights/hazzardred001a 228 37 0 300
lights/hazzardyellow001a 250 215 74 300
lights/HIDcool001a 145 222 172 650
lights/HIDcool001b 205 232 255 650
lights/HIDwarm001a 255 201 116 650
lights/white001 250 240 205 100
lights/white002 189 233 247 425
lights/white003 232 246 190 350
lights/white004 170 228 247 425
lights/white005 234 235 220 375
lights/white006 234 235 220 100
lights/blue001 166 180 196 200 166 180 196 100
lights/blue002 141 176 203 200 141 176 203 100
lights/red001 63 1 1 200 63 1 1 100
lights/white001_nochop 250 240 205 100
lights/white002_nochop 189 233 247 425
lights/white003_nochop 232 246 190 350
lights/white004_nochop 170 228 247 425
lights/white005_nochop 234 235 220 375
lights/white006_nochop 234 235 220 100
lights/incandescentcool001a 235 235 235 300
lights/incandescentwarm001a 250 226 129 300
glass/glassscreen001a 172 192 161 225
glass/glasspipe001f 214 72 44 200
glass/glassscreen001c 172 192 161 225
glass/glassscreen001d 211 187 134 225
glass/glassblock001a 70 194 209 200
composite/citadelfloor001a 103 143 203 200
props/tvscreen006a 196 0 0 200
shadertest/gooinglass 149 49 15 50
glass/glasswindow002e 189 233 247 425
glass/glasswindow035a 145 222 172 100
dev/DEV_INTERIORLIGHT02B 151 176 204 225
plaster/plasterwall029h 189 223 227 125
building_template/Building_Trainstation_Template001d 230 230 200 65
building_template/Building_Trainstation_Template001e 230 230 200 150
building_template/Building_Trainstation_window002d 230 230 200 300
building_template/Building_Trainstation_window002e 230 230 200 300
lights/physgunlight 189 231 232 20
noshadow tree_deciduous_01a_branches.vmt
noshadow tree_deciduous_01a_leaves.vmt
noshadow tree_deciduous_01a_lod.vmt
noshadow tree_deciduous_01a_lod-leaves.vmt
forcetextureshadow props_foliage/tree_dead01.mdl
forcetextureshadow props_foliage/tree_dead02.mdl
forcetextureshadow props_foliage/tree_dead03.mdl
forcetextureshadow props_foliage/tree_dead04.mdl
forcetextureshadow props_foliage/tree_dry01.mdl
forcetextureshadow props_foliage/tree_dry02.mdl
forcetextureshadow props_foliage/tree_pine_large.mdl
forcetextureshadow props_foliage/tree_pine04.mdl
forcetextureshadow props_foliage/tree_pine05.mdl
forcetextureshadow props_foliage/tree_pine06.mdl
forcetextureshadow props_foliage/tree_deciduous_01a.mdl
forcetextureshadow props_foliage/tree_deciduous_02a.mdl
forcetextureshadow props_wasteland/interior_fence001a.mdl
forcetextureshadow props_wasteland/interior_fence001b.mdl
forcetextureshadow props_wasteland/interior_fence001c.mdl
forcetextureshadow props_wasteland/interior_fence001d.mdl
forcetextureshadow props_wasteland/interior_fence001e.mdl
forcetextureshadow props_wasteland/interior_fence001g.mdl
forcetextureshadow props_wasteland/interior_fence002a.mdl
forcetextureshadow props_wasteland/interior_fence002b.mdl
forcetextureshadow props_wasteland/interior_fence002c.mdl
forcetextureshadow props_wasteland/interior_fence002d.mdl
forcetextureshadow props_wasteland/interior_fence002e.mdl
forcetextureshadow props_wasteland/interior_fence002f.mdl
forcetextureshadow props_wasteland/interior_fence003a.mdl
forcetextureshadow props_wasteland/interior_fence003b.mdl
forcetextureshadow props_wasteland/interior_fence003d.mdl
forcetextureshadow props_wasteland/interior_fence003e.mdl
forcetextureshadow props_wasteland/interior_fence003f.mdl
forcetextureshadow props_wasteland/interior_fence004a.mdl
forcetextureshadow props_wasteland/interior_fence004b.mdl
forcetextureshadow props_forest/fence_barb_256.mdl
forcetextureshadow props_forest/fence_barb_512.mdl
forcetextureshadow props_forest/fence_border_128.mdl
forcetextureshadow props_forest/fence_border_256.mdl
forcetextureshadow props_forest/fence_border_512.mdl
forcetextureshadow props_forest/fence_trail_128.mdl
forcetextureshadow props_forest/fence_trail_256.mdl
forcetextureshadow props_forest/fence_trail_512.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002a.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002b.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002c.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002d.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002e.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002f.mdl
forcetextureshadow props_wasteland/exterior_fence001a.mdl
forcetextureshadow props_wasteland/exterior_fence001b.mdl
forcetextureshadow props_wasteland/exterior_fence002a.mdl
forcetextureshadow props_wasteland/exterior_fence002b.mdl
forcetextureshadow props_wasteland/exterior_fence002c.mdl
forcetextureshadow props_wasteland/exterior_fence002d.mdl
forcetextureshadow props_wasteland/exterior_fence002e.mdl
forcetextureshadow props_wasteland/exterior_fence003a.mdl
forcetextureshadow props_wasteland/exterior_fence003b.mdl
forcetextureshadow props_foliage/fern01.mdl
forcetextureshadow props_foliage/ferns01.mdl
forcetextureshadow props_foliage/ferns02.mdl
forcetextureshadow props_foliage/ferns03.mdl
forcetextureshadow props_forest/fern01.mdl
forcetextureshadow props_forest/fern01lg.mdl

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@ -0,0 +1,7 @@
"Mod_Example_Model"
{
"$basetexture" "Models/props_c17/Oil_Drum001g"
// "$basetexturetransform" "center 0 0 scale 1 2 rotate 0 translate 0 0"
// "$AlphaTestReference" "0.5"
"$surfaceprop" "metal"
}

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@ -0,0 +1 @@
media/valve.avi

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@ -0,0 +1,50 @@
particles_manifest
{
"file" "particles/error.pcf"
"file" "particles/explosion.pcf"
"file" "particles/blood_impact.pcf"
"file" "particles/vehicle.pcf"
"file" "particles/dust_bombdrop.pcf"
"file" "particles/building_explosion.pcf"
"file" "particles/antlion_gib_01.pcf"
"file" "particles/antlion_gib_02.pcf"
"file" "particles/stalactite.pcf"
"file" "particles/striderbuster.pcf"
"file" "particles/door_explosion.pcf"
"file" "particles/choreo_launch.pcf"
"file" "particles/water_leaks.pcf"
"file" "particles/antlion_worker.pcf"
"file" "particles/skybox_smoke.pcf"
"file" "particles/waterfall.pcf"
"file" "particles/aurora.pcf"
"file" "particles/rain.pcf"
"file" "particles/warpshield.pcf"
"file" "particles/aurora_sphere2.pcf"
"file" "particles/advisor.pcf"
"file" "particles/fire_01.pcf"
"file" "particles/hunter_shield_impact.pcf"
"file" "particles/water_impact.pcf"
"file" "particles/hunter_intro.pcf"
"file" "particles/dust_rumble.pcf"
"file" "particles/Advisor_FX.pcf"
"file" "particles/hunter_projectile.pcf"
"file" "particles/choreo_dog_v_strider.pcf"
"file" "particles/steampuff.pcf"
"file" "particles/magnusson_burner.pcf"
"file" "particles/combineball.pcf"
"file" "particles/waterdrips.pcf"
"file" "particles/hunter_flechette.pcf"
"file" "particles/choreo_gman.pcf"
"file" "particles/weapon_fx.pcf"
"file" "particles/choreo_extract.pcf"
"file" "particles/Vortigaunt_FX.pcf"
"file" "particles/devtest.pcf"
"file" "particles/electrical_fx.pcf"
"file" "particles/burning_fx.pcf"
"file" "particles/antlion_blood.pcf"
"file" "particles/grub_blood.pcf"
"file" "particles/grenade_fx.pcf"
"file" "particles/rocket_fx.pcf"
"file" "particles/impact_fx.pcf"
"file" "particles/light_rays.pcf"
}

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@ -631,7 +631,7 @@ Scheme
{
"1"
{
"name" "HL2EP2"
"name" "Trebuchet MS"
"tall" "34"
"tall_hidef" "48"
"weight" "0"

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@ -0,0 +1,52 @@
"GameMenu"
{
"1"
{
"label" "#GameUI_GameMenu_ResumeGame"
"command" "ResumeGame"
"InGameOrder" "10"
"OnlyInGame" "1"
}
"5"
{
"label" "#GameUI_GameMenu_NewGame"
"command" "OpenNewGameDialog"
"InGameOrder" "40"
"notmulti" "1"
}
"6"
{
"label" "#GameUI_GameMenu_LoadGame"
"command" "OpenLoadGameDialog"
"InGameOrder" "30"
"notmulti" "1"
}
"7"
{
"label" "#GameUI_GameMenu_SaveGame"
"command" "OpenSaveGameDialog"
"InGameOrder" "20"
"notmulti" "1"
"OnlyInGame" "1"
}
"10"
{
"label" "#GameUI_Controller"
"command" "OpenControllerDialog"
"InGameOrder" "70"
"ConsoleOnly" "1"
}
"11"
{
"label" "#GameUI_GameMenu_Options"
"command" "OpenOptionsDialog"
"InGameOrder" "80"
}
"12"
{
"label" "#GameUI_GameMenu_Quit"
"command" "Quit"
"InGameOrder" "90"
}
}

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@ -0,0 +1,10 @@
"chapters"
{
1 "ep2_background01"
2 "ep2_background02"
3 "ep2_background02"
4 "ep2_background02a"
5 "ep2_background02a"
6 "ep2_background03"
7 "ep2_background03"
}

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@ -0,0 +1,722 @@
"Resource/HudLayout.res"
{
HudHealth [$WIN32]
{
"fieldName" "HudHealth"
"xpos" "16"
"ypos" "432"
"wide" "102"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "50"
"digit_ypos" "2"
}
HudHealth [$X360]
{
"fieldName" "HudHealth"
"xpos" "48"
"ypos" "416"
"wide" "115"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "60"
"digit_ypos" "-1"
}
HudSuit [$WIN32]
{
"fieldName" "HudSuit"
"xpos" "140"
"ypos" "432"
"wide" "108"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "50"
"digit_ypos" "2"
}
HudSuit [$X360]
{
"fieldName" "HudSuit"
"xpos" "176"
"ypos" "416"
"wide" "117"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "50"
"digit_ypos" "-1"
}
HudAmmo [$WIN32]
{
"fieldName" "HudAmmo"
"xpos" "r150"
"ypos" "432"
"wide" "136"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "44"
"digit_ypos" "2"
"digit2_xpos" "98"
"digit2_ypos" "16"
}
HudAmmo [$X360]
{
"fieldName" "HudAmmo"
"xpos" "r208"
"ypos" "416"
"wide" "160"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "60"
"digit_ypos" "-1"
"digit2_xpos" "120"
"digit2_ypos" "14"
}
HudAmmoSecondary [$WIN32]
{
"fieldName" "HudAmmoSecondary"
"xpos" "r76"
"ypos" "432"
"wide" "60"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "22"
"digit_xpos" "36"
"digit_ypos" "2"
}
HudAmmoSecondary [$X360]
{
"fieldName" "HudAmmoSecondary"
"xpos" "r113"
"ypos" "416"
"wide" "65"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "22"
"digit_xpos" "36"
"digit_ypos" "-1"
}
HudPosture [$WIN32]
{
"fieldName" "HudPosture"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "16"
"ypos" "316"
"tall" "36"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "10"
"icon_ypos" "0"
}
HudPosture [$X360]
{
"fieldName" "HudPosture"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "48"
"ypos" "316"
"tall" "36"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "10"
"icon_ypos" "2"
}
HudSuitPower [$WIN32]
{
"fieldName" "HudSuitPower"
"visible" "1"
"enabled" "1"
"xpos" "16"
"ypos" "396"
"wide" "102"
"tall" "26"
"AuxPowerLowColor" "255 0 0 220"
"AuxPowerHighColor" "255 220 0 220"
"AuxPowerDisabledAlpha" "70"
"BarInsetX" "8"
"BarInsetY" "15"
"BarWidth" "92"
"BarHeight" "4"
"BarChunkWidth" "6"
"BarChunkGap" "3"
"text_xpos" "8"
"text_ypos" "4"
"text2_xpos" "8"
"text2_ypos" "22"
"text2_gap" "10"
"PaintBackgroundType" "2"
}
HudSuitPower [$X360]
{
"fieldName" "HudSuitPower"
"visible" "1"
"enabled" "1"
"xpos" "48"
"ypos" "370"
"wide" "102"
"tall" "26"
"AuxPowerLowColor" "255 100 0 220"
"AuxPowerHighColor" "255 220 0 220"
"AuxPowerDisabledAlpha" "70"
"BarInsetX" "8"
"BarInsetY" "19"
"BarWidth" "92"
"BarHeight" "5"
"BarChunkWidth" "6"
"BarChunkGap" "3"
"text_xpos" "8"
"text_ypos" "4"
"text2_xpos" "8"
"text2_ypos" "25"
"text2_gap" "12"
"PaintBackgroundType" "2"
}
HudFlashlight
{
"fieldName" "HudFlashlight"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "270" [$WIN32]
"ypos" "444" [$WIN32]
"xpos_hidef" "306" [$X360] // aligned to left
"xpos_lodef" "c-18" [$X360] // centered in screen
"ypos" "428" [$X360]
"tall" "24"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "4"
"icon_ypos" "-8"
"BarInsetX" "4"
"BarInsetY" "18"
"BarWidth" "28"
"BarHeight" "2"
"BarChunkWidth" "2"
"BarChunkGap" "1"
}
HudLocator
{
"fieldName" "HudLocator"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "c8" [$WIN32]
"ypos" "r36" [$WIN32]
"xpos" "c-32" [$X360]
"ypos_hidef" "r52" [$X360]
"ypos_lodef" "r95" [$X360] // 52 is aligned to bottom of HudSuit
"wide" "64"
"tall" "24"
}
HudDamageIndicator
{
"fieldName" "HudDamageIndicator"
"visible" "1"
"enabled" "1"
"DmgColorLeft" "255 0 0 0"
"DmgColorRight" "255 0 0 0"
"dmg_xpos" "30"
"dmg_ypos" "100"
"dmg_wide" "36"
"dmg_tall1" "240"
"dmg_tall2" "200"
}
HudZoom
{
"fieldName" "HudZoom"
"visible" "1"
"enabled" "1"
"Circle1Radius" "66"
"Circle2Radius" "74"
"DashGap" "16"
"DashHeight" "4" [$WIN32]
"DashHeight" "6" [$X360]
"BorderThickness" "88"
}
HudWeaponSelection
{
"fieldName" "HudWeaponSelection"
"ypos" "16" [$WIN32]
"ypos" "32" [$X360]
"visible" "1"
"enabled" "1"
"SmallBoxSize" "32"
"MediumBoxWide" "95"
"MediumBoxWide_hidef" "78"
"MediumBoxTall" "50"
"MediumBoxTall_hidef" "50"
"MediumBoxWide_lodef" "74"
"MediumBoxTall_lodef" "50"
"LargeBoxWide" "112"
"LargeBoxTall" "80"
"BoxGap" "8"
"SelectionNumberXPos" "4"
"SelectionNumberYPos" "4"
"SelectionGrowTime" "0.4"
"TextYPos" "64"
}
HudCrosshair
{
"fieldName" "HudCrosshair"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudDeathNotice
{
"fieldName" "HudDeathNotice"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudVehicle
{
"fieldName" "HudVehicle"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
ScorePanel
{
"fieldName" "ScorePanel"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudTrain
{
"fieldName" "HudTrain"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMOTD
{
"fieldName" "HudMOTD"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMessage
{
"fieldName" "HudMessage"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMenu
{
"fieldName" "HudMenu"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudCloseCaption
{
"fieldName" "HudCloseCaption"
"visible" "0"
"enabled" "1"
"xpos" "c-250"
"ypos" "276" [$WIN32]
"ypos_hidef" "236" [$X360]
"ypos_lodef" "206" [$X360] //236
"wide" "500"
"tall" "136" [$WIN32]
"tall" "176" [$X360]
"BgAlpha" "128"
"GrowTime" "0.25"
"ItemHiddenTime" "0.2" // Nearly same as grow time so that the item doesn't start to show until growth is finished
"ItemFadeInTime" "0.15" // Once ItemHiddenTime is finished, takes this much longer to fade in
"ItemFadeOutTime" "0.3"
"topoffset" "0" [$WIN32]
"topoffset" "40" [$X360]
}
HudChat
{
"fieldName" "HudChat"
"visible" "0"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "4"
"tall" "4"
}
HudHistoryResource [$WIN32]
{
"fieldName" "HudHistoryResource"
"visible" "1"
"enabled" "1"
"xpos" "r252"
"ypos" "40"
"wide" "248"
"tall" "320"
"history_gap" "56" [!$OS]
"history_gap" "64" [$OSX]
"icon_inset" "38"
"text_inset" "36"
"NumberFont" "HudNumbersSmall"
}
HudHistoryResource [$X360]
{
"fieldName" "HudHistoryResource"
"visible" "1"
"enabled" "1"
"xpos" "r300"
"ypos" "40"
"wide" "248"
"tall" "240"
"history_gap" "56"
"icon_inset" "38"
"text_inset" "36"
"NumberFont" "HudNumbersSmall"
}
HudGeiger
{
"fieldName" "HudGeiger"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HUDQuickInfo
{
"fieldName" "HUDQuickInfo"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudWeapon
{
"fieldName" "HudWeapon"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudAnimationInfo
{
"fieldName" "HudAnimationInfo"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudPredictionDump
{
"fieldName" "HudPredictionDump"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudHintDisplay
{
"fieldName" "HudHintDisplay"
"visible" "0"
"enabled" "1"
"Alpha" "0" // Remove this to enable hint hud element
"xpos" "r120" [$WIN32]
"ypos" "r340" [$WIN32]
"xpos" "r148" [$X360]
"ypos" "r338" [$X360]
"wide" "100"
"tall" "200"
"text_xpos" "8"
"text_ypos" "8"
"text_xgap" "8"
"text_ygap" "8"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudHintKeyDisplay
{
"fieldName" "HudHintKeyDisplay"
"visible" "0"
"enabled" "1"
"xpos" "r120" [$WIN32]
"ypos" "r340" [$WIN32]
"xpos" "r148" [$X360]
"ypos" "r338" [$X360]
"wide" "100"
"tall" "200"
"text_xpos" "8"
"text_ypos" "8"
"text_xgap" "8"
"text_ygap" "8"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudSquadStatus [$WIN32]
{
"fieldName" "HudSquadStatus"
"visible" "1"
"enabled" "1"
"xpos" "r120"
"ypos" "380"
"wide" "104"
"tall" "46"
"text_xpos" "8"
"text_ypos" "34"
"SquadIconColor" "255 220 0 160"
"IconInsetX" "8"
"IconInsetY" "0"
"IconGap" "24"
"PaintBackgroundType" "2"
}
HudSquadStatus [$X360]
{
"fieldName" "HudSquadStatus"
"visible" "1"
"enabled" "1"
"xpos" "r182"
"ypos" "348"
"wide" "134"
"tall" "62"
"text_xpos" "8"
"text_ypos" "44"
"SquadIconColor" "255 220 0 160"
"IconInsetX" "8"
"IconInsetY" "-4"
"IconGap" "24"
"IconFont" "SquadIcon"
"PaintBackgroundType" "2"
}
HudPoisonDamageIndicator [$WIN32]
{
"fieldName" "HudPoisonDamageIndicator"
"visible" "0"
"enabled" "1"
"xpos" "16"
"ypos" "346"
"wide" "136"
"tall" "38"
"text_xpos" "8"
"text_ypos" "8"
"text_ygap" "14"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudPoisonDamageIndicator [$X360]
{
"fieldName" "HudPoisonDamageIndicator"
"visible" "0"
"enabled" "1"
"xpos" "48"
"ypos" "264"
"wide" "192"
"tall" "46"
"text_xpos" "8"
"text_ypos" "6"
"text_ygap" "16"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudCredits
{
"fieldName" "HudCredits"
"TextFont" "Default"
"visible" "1"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"TextColor" "255 255 255 192"
}
HUDAutoAim
{
"fieldName" "HUDAutoAim"
"visible" "1"
"enabled" "1"
"wide" "640" [$WIN32]
"tall" "480" [$WIN32]
"wide" "960" [$X360]
"tall" "720" [$X360]
}
HudCommentary
{
"fieldName" "HudCommentary"
"xpos" "c-190"
"ypos" "350"
"wide" "380"
"tall" "40"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"bar_xpos" "50"
"bar_ypos" "20"
"bar_height" "8"
"bar_width" "320"
"speaker_xpos" "50"
"speaker_ypos" "8"
"count_xpos_from_right" "10" // Counts from the right side
"count_ypos" "8"
"icon_texture" "vgui/hud/icon_commentary"
"icon_xpos" "0"
"icon_ypos" "0"
"icon_width" "40"
"icon_height" "40"
}
HudHDRDemo
{
"fieldName" "HudHDRDemo"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"visible" "1"
"enabled" "1"
"Alpha" "255"
"PaintBackgroundType" "2"
"BorderColor" "0 0 0 255"
"BorderLeft" "16"
"BorderRight" "16"
"BorderTop" "16"
"BorderBottom" "64"
"BorderCenter" "0"
"TextColor" "255 255 255 255"
"LeftTitleY" "422"
"RightTitleY" "422"
}
"HudChatHistory"
{
"ControlName" "RichText"
"fieldName" "HudChatHistory"
"xpos" "10"
"ypos" "290"
"wide" "300"
"tall" "75"
"wrap" "1"
"autoResize" "1"
"pinCorner" "1"
"visible" "0"
"enabled" "1"
"labelText" ""
"textAlignment" "south-west"
"font" "Default"
"maxchars" "-1"
}
AchievementNotificationPanel
{
"fieldName" "AchievementNotificationPanel"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "180"
"wide" "f10" [$WIN32]
"wide" "f60" [$X360]
"tall" "100"
}
}

View file

@ -0,0 +1,845 @@
// "act busy name" This is the name that a mapmaker must specify in the hint node.
// {
// "busy_anim" "Activity Name".
// "entry_anim" "Activity Name"
// "exit_anim" "Activity Name"
// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim.
// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim.
// "min_time" "Minimum time to spend in this busy anim"
// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event
// "interrupts" One of:
// "BA_INT_NONE" break out only when time runs out. No external influence will break me out.
// "BA_INT_DANGER" break out of this anim only if threatened
// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened
// "BA_INT_AMBUSH" someone please define this - I have no idea what it does
// "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
//
// "use_automovement" Set to 1, the NPC navigation system will be used as the actor animates, preventing them moving into solids. Should be used in
// all cases except those where the actor will be interpenetrating another object (such as sitting on a chair).
// }
//
//
"ActBusy.txt"
{
"binoculars_idle"
{
"busy_sequence" "binoculars_idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_PLAYER"
}
"d2_coast03_PreBattle_Scan_Skies"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Scan_Skies02"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Scan_Skies03"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies03"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Kneel_Idle"
{
"busy_sequence" "d2_coast03_PreBattle_Kneel_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Stand_Look"
{
"busy_sequence" "d2_coast03_PreBattle_Stand_Look"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_alert_01"
{
"busy_sequence" "idle_alert_01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_alert_02"
{
"busy_sequence" "idle_alert_02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_relaxed_01"
{
"busy_sequence" "idle_relaxed_01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_relaxed_02"
{
"busy_sequence" "idle_relaxed_02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_town05_Leon_Lean_Table_Idle"
{
"busy_sequence" "d1_town05_Leon_Lean_Table_Idle"
"entry_sequence" "d1_town05_Leon_Lean_Table_Entry"
"exit_sequence" "d1_town05_Leon_Lean_Table_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Sit_couch"
{
"busy_sequence" "d1_t03_Sit_couch"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_sit_couch_consoling"
{
"busy_sequence" "d1_t03_sit_couch_consoling"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"fear_reaction_Idle"
{
"busy_sequence" "fear_reaction_Idle"
"entry_sequence" "fear_reaction"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"cower_Idle"
{
"busy_sequence" "cower_Idle"
"entry_sequence" "cower"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Sit_Bed"
{
"busy_sequence" "d1_t03_Sit_Bed"
"entry_sequence" "d1_t03_Sit_Bed_Entry"
"exit_sequence" "d1_t03_Sit_Bed_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"LineIdle01"
{
"busy_sequence" "LineIdle01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_WatchBreen"
{
"busy_sequence" "d1_t01_BreakRoom_WatchBreen"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t02_Plaza_Sit01_Idle"
{
"busy_sequence" "d1_t02_Plaza_Sit01_Idle"
"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"d1_t02_Plaza_Sit02"
{
"busy_sequence" "d1_t02_Plaza_Sit02"
"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"d1_t02_Playground_Cit2_Pockets"
{
"busy_sequence" "d1_t02_Playground_Cit2_Pockets"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t02_Playground_Cit1_Arms_Crossed"
{
"busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_LookOutDoor"
{
"busy_sequence" "d1_t03_LookOutDoor"
"entry_sequence" "d1_t03_LookOutDoor_Entry"
"exit_sequence" "d1_t03_LookOutDoor_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_LookOutWindow"
{
"busy_sequence" "d1_t03_LookOutWindow"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Tenements_Look_Out_Window_Idle"
{
"busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_PreRaid_Peek_Idle"
{
"busy_sequence" "d1_t03_PreRaid_Peek_Idle"
"exit_sequence" "d1_t03_Preraid_Peek_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_Clutch_Chainlink_Idle"
{
"busy_sequence" "d1_t01_Clutch_Chainlink_Idle"
"entry_sequence" "d1_t01_Clutch_Chainlink_Entry"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_Sit01_Idle"
{
"busy_sequence" "d1_t01_BreakRoom_Sit01_Idle"
"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_Sit02"
{
"busy_sequence" "d1_t01_BreakRoom_Sit02"
"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_WatchClock_Sit"
{
"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit"
"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"d1_t01_BreakRoom_WatchClock_Sit_MX"
{
"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX"
"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_LEAN_LEFT"
{
"busy_anim" "ACT_BUSY_LEAN_LEFT"
"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_PLAYER"
}
"Lean_Left"
{
"busy_sequence" "Lean_Left"
"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
"exit_sequence" "photo_react_startle"
"min_time" "0"
"max_time" "0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_LEAN_BACK"
{
"busy_anim" "ACT_BUSY_LEAN_BACK"
"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_PLAYER"
}
"lean_back"
{
"busy_sequence" "lean_back"
"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
"min_time" "0"
"max_time" "0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_SIT_GROUND"
{
"busy_anim" "ACT_BUSY_SIT_GROUND"
"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
"exit_anim" "ACT_BUSY_SIT_GROUND_EXIT"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_SIT_CHAIR"
{
"busy_anim" "ACT_BUSY_SIT_CHAIR"
"entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY"
"exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT"
"min_time" "30.0"
"max_time" "40.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_STAND"
{
"busy_anim" "ACT_BUSY_STAND"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_QUEUE"
{
"busy_anim" "ACT_BUSY_QUEUE"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"food_queue_front"
{
"busy_sequence" "lineIdle01"
"exit_sequence" "takepackage"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouchfeet1"
{ "busy_sequence" "sitcouchfeet1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouchknees1"
{ "busy_sequence" "sitcouchknees1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitchairtable1"
{ "busy_sequence" "sitchairtable1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouch1"
{ "busy_sequence" "sitcouch1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitccouchtv1"
{ "busy_sequence" "sitccouchtv1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"laycouch1"
{ "busy_sequence" "laycouch1"
"exit_sequence" "laycouch1_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"laycouch1"
{
"busy_sequence" "laycouch1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Sit_Chair02"
{
"busy_sequence" "Sit_Chair02"
"entry_sequence" "Idle_to_Sit_Chair02"
"exit_sequence" "Sit_Chair02_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Sit_Chair03"
{
"busy_sequence" "Sit_Chair03"
"entry_sequence" "Idle_to_Sit_Chair03"
"exit_sequence" "Sit_Chair03_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"drinker_sit_idle"
{
"busy_sequence" "drinker_sit_idle"
"entry_sequence" "drinker_sit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"drinker_sit_idle_ss"
{
"busy_sequence" "drinker_sit_idle_ss"
"entry_sequence" "drinker_sit_ss"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"railing_idle"
{
"busy_sequence" "railing_idle"
//"entry_sequence" "railing_enter"
"exit_sequence" "railing_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"D1_C01a_Mary_kneel"
{
"busy_sequence" "canals_mary_postidle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"D1_C03_Matt_sitground"
{
"busy_anim" "ACT_BUSY_SIT_GROUND"
"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Cover_R"
{
"busy_sequence" "Cover_R"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Cover_L"
{
"busy_sequence" "Cover_L"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Coverlow_R"
{
"busy_sequence" "Coverlow_R"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Coverlow_L"
{
"busy_sequence" "Coverlow_L"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
//*****************************************************************************
//************ Soldier actbusy section *************************************
//*****************************************************************************
"Cover_crouch"
{
"busy_sequence" "crouchidle_AB"
"exit_sequence" "crouch_to_combat_stand"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Cover_crouch_B"
{
"busy_sequence" "crouchidle_AB"
"exit_sequence" "crouchidle_ABexit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Signal_group"
{
"busy_sequence" "signal_group"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Idle_Alert"
{
"busy_sequence" "CombatIdle1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Signal_Advance"
{
"busy_sequence" "CombatIdle1"
"exit_sequence" "signal_advance"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Right"
{
"busy_sequence" "leanwall_right_idle"
"exit_sequence" "leanwall_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Corner_Right"
{
"busy_sequence" "leanwall_Corner_right_idle"
"exit_sequence" "leanwall_Corner_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Left"
{
"busy_sequence" "leanwall_left_idle"
"exit_sequence" "leanwall_left_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Left_B"
{
"busy_sequence" "leanwall_left_b_idle"
"exit_sequence" "leanwall_left_b_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_A"
{
"busy_sequence" "leanwall_CrouchLeft_A_idle"
"exit_sequence" "leanwall_CrouchLeft_A_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_B"
{
"busy_sequence" "leanwall_CrouchLeft_B_idle"
"exit_sequence" "leanwall_CrouchLeft_B_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_C"
{
"busy_sequence" "leanwall_CrouchLeft_C_idle"
"exit_sequence" "leanwall_CrouchLeft_C_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_D"
{
"busy_sequence" "leanwall_CrouchLeft_D_idle"
"exit_sequence" "leanwall_CrouchLeft_D_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"core_control_console_type"
{
"busy_sequence" "console_type_loop"
"entry_sequence" "console_type_entry"
"exit_sequence" "console_type_exit"
"min_time" "0.0"
"max_time" "120.0"
"interrupts" "BA_INT_NONE"
}
//*****************************************************************************
//************ Metrocop actbusy section ************************************
//*****************************************************************************
"Crouch_idle_pistol_A"
{
"busy_sequence" "Crouch_idle_pistol"
"exit_sequence" "Crouch_to_shootpistol"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
"Crouch_idle_smg1_A"
{
"busy_sequence" "Crouch_idle_smg1"
"exit_sequence" "Crouch_to_shootsmg1"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
"Idle_harrassidle_A"
{
"busy_sequence" "harrassidle"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
//*****************************************************************************
//************ Zombie actbusy section *nuugggh* *****************************
//*****************************************************************************
"Zombie_Slump_A"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_A2"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a2"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_B"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Fastzombie_Slump_a"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Fastzombie_Slump_b"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_Unbreakable"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
"use_automovement" "1"
}
//*****************************************************************************
//************ Alyx *****************************
//*****************************************************************************
"Alyx_fusebox_hack"
{
"busy_sequence" "alyx_actBusyPowerbox"
"entry_sequence" "alyx_startPowerBox"
"exit_sequence" "alyx_exitPowerBox"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_DANGER"
"use_automovement" "1"
}
"Alyx_CrouchHide_01"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Alyx_HideWall_AB"
{
"busy_sequence" "alyx_LeanWall"
"entry_sequence" "alyx_HideWall"
//"exit_sequence" "alyx_hackPowerBox"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Alyx_Injured_WallLean"
{
"busy_sequence" "injured_rest1_idle"
"entry_sequence" "injured_rest1_in"
"exit_sequence" "injured_rest1_out"
"interrupts" "BA_INT_DANGER"
}
"Alyx_Blindfire_Left"
{
"busy_sequence" "blindfire_left_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Left_High"
{
"busy_sequence" "blindfire_left_high_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Left_Low"
{
"busy_sequence" "blindfire_left_low_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Low"
{
"busy_sequence" "blindfire_low_action"
"entry_sequence" "blindfire_low_entry"
"exit_sequence" "blindfire_low_exit"
"min_time" "10.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Low_High"
{
"busy_sequence" "blindfire_low_high_action"
"entry_sequence" "blindfire_low_entry"
"exit_sequence" "blindfire_low_exit"
"min_time" "10.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Right"
{
"busy_sequence" "cover_right_action"
"entry_sequence" "cover_right_entry"
"exit_sequence" "cover_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Low"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Low_Timed"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "6.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard_Low"
{
"busy_sequence" "crouch_aim_pistol"
"entry_sequence" "stand_to_crouchshoot"
"exit_sequence" "crouchshoot_to_stand"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard_Low_Timed"
{
"busy_sequence" "crouch_aim_pistol"
"entry_sequence" "stand_to_crouchshoot"
"exit_sequence" "crouchshoot_to_stand"
"min_time" "6.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard"
{
"busy_sequence" "pistol_idle_aim"
"entry_sequence" "pistol_idle_aim"
"exit_sequence" "pistol_idle_aim"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
}

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//Adrian: This file contains the credits info for both the Intro and outro.
"credits.txt"
{
//========================================================
//These are the names used in the intro (trainride)
//========================================================
"IntroCreditsNames"
{
"V" "WeaponIcons"
" " "CreditsText"
" " "CreditsText"
}
"CreditsParams"
{
"logo" "HALF-LIFE'"
"logo2" "== episode two=="
"fadeintime" "2.5"
"fadeouttime" "1"
"fadeholdtime" "1.0"
"nextfadetime" "1.0"
"pausebetweenwaves" "1.0"
"logotime" "1.0"
"posx" "96"
"posy" "360"
"color" "255 255 255 128"
// Outro Parameters
"scrolltime" "80"
"separation" "10"
}
//========================================================
//These are the names used in the outro (outland_12a)
//========================================================
"OutroCreditsNames"
{
"HALF-LIFE'" "ClientTitleFont"
"== episode two==" "ClientTitleFont"
" " "CreditsOutroText"
"V" "CreditsOutroLogos"
" " "CreditsOutroText"
"Gautam Babbar" "CreditsOutroText"
"Ted Backman" "CreditsOutroText"
"Kelly Bailey" "CreditsOutroText"
"Jeff Ballinger" "CreditsOutroText"
"Aaron Barber" "CreditsOutroText"
"Jeep Barnett" "CreditsOutroText"
"Jeremy Bennett" "CreditsOutroText"
"Dan Berger" "CreditsOutroText"
"Yahn Bernier" "CreditsOutroText"
"Ken Birdwell" "CreditsOutroText"
"Derrick Birum" "CreditsOutroText"
"Mike Blaszczak" "CreditsOutroText"
"Iestyn Bleasdale-Shepherd" "CreditsOutroText"
"Chris Bokitch" "CreditsOutroText"
"Steve Bond" "CreditsOutroText"
"Matt Boone" "CreditsOutroText"
"Antoine Bourdon" "CreditsOutroText"
"Jamaal Bradley" "CreditsOutroText"
"Jason Brashill" "CreditsOutroText"
"Charlie Brown" "CreditsOutroText"
"Charlie Burgin" "CreditsOutroText"
"Andrew Burke" "CreditsOutroText"
"Augusta Butlin" "CreditsOutroText"
"Julie Caldwell" "CreditsOutroText"
"Dario Casali" "CreditsOutroText"
"Chris Chin" "CreditsOutroText"
"Jess Cliffe" "CreditsOutroText"
"Phil Co" "CreditsOutroText"
"John Cook" "CreditsOutroText"
"Christen Coomer" "CreditsOutroText"
"Greg Coomer" "CreditsOutroText"
"Scott Dalton" "CreditsOutroText"
"Kerry Davis" "CreditsOutroText"
"Jason Deakins" "CreditsOutroText"
"Joe Demers" "CreditsOutroText"
"Steve Desilets" "CreditsOutroText"
"Ariel Diaz" "CreditsOutroText"
"Quintin Doroquez" "CreditsOutroText"
"Jim Dose" "CreditsOutroText"
"Chris Douglass" "CreditsOutroText"
"Laura Dubuk" "CreditsOutroText"
"Mike Dunkle" "CreditsOutroText"
"Mike Durand" "CreditsOutroText"
"Mike Dussault" "CreditsOutroText"
"Dhabih Eng" "CreditsOutroText"
"Katie Engel" "CreditsOutroText"
"Chet Faliszek" "CreditsOutroText"
"Adrian Finol" "CreditsOutroText"
"Bill Fletcher" "CreditsOutroText"
"Moby Francke" "CreditsOutroText"
"Stephane Gaudette" "CreditsOutroText"
"Kathy Gehrig" "CreditsOutroText"
"Vitaliy Genkin" "CreditsOutroText"
"Paul Graham" "CreditsOutroText"
"Chris Green" "CreditsOutroText"
"Chris Grinstead" "CreditsOutroText"
"John Guthrie" "CreditsOutroText"
"Aaron Halifax" "CreditsOutroText"
"Reagan Halifax" "CreditsOutroText"
"Leslie Hall" "CreditsOutroText"
"Jeff Hameluck" "CreditsOutroText"
"Joe Han" "CreditsOutroText"
"Don Holden" "CreditsOutroText"
"Jason Holtman" "CreditsOutroText"
"Gray Horsfield" "CreditsOutroText"
"Keith Huggins" "CreditsOutroText"
"Jim Hughes" "CreditsOutroText"
"Jon Huisingh" "CreditsOutroText"
"Brian Jacobson" "CreditsOutroText"
"Lars Jensvold" "CreditsOutroText"
"Erik Johnson" "CreditsOutroText"
"Jakob Jungels" "CreditsOutroText"
"Rich Kaethler" "CreditsOutroText"
"Steve Kalning" "CreditsOutroText"
"Aaron Kearly" "CreditsOutroText"
"Iikka Keranen" "CreditsOutroText"
"David Kircher" "CreditsOutroText"
"Eric Kirchmer" "CreditsOutroText"
"Alden Kroll" "CreditsOutroText"
"Marc Laidlaw" "CreditsOutroText"
"Jeff Lane" "CreditsOutroText"
"Tim Larkin" "CreditsOutroText"
"Dan LeFree" "CreditsOutroText"
"Isabelle LeMay" "CreditsOutroText"
"Tom Leonard" "CreditsOutroText"
"Jeff Lind" "CreditsOutroText"
"Doug Lombardi" "CreditsOutroText"
"Bianca Loomis" "CreditsOutroText"
"Richard Lord" "CreditsOutroText"
"Realm Lovejoy" "CreditsOutroText"
"Randy Lundeen" "CreditsOutroText"
"Scott Lynch" "CreditsOutroText"
"Ido Magal" "CreditsOutroText"
"Nick Maggiore" "CreditsOutroText"
"John McCaskey" "CreditsOutroText"
"Patrick McClard" "CreditsOutroText"
"Steve McClure" "CreditsOutroText"
"Hamish McKenzie" "CreditsOutroText"
"Gary McTaggart" "CreditsOutroText"
"Jason Mitchell" "CreditsOutroText"
"Mike Morasky" "CreditsOutroText"
"John Morello II" "CreditsOutroText"
"Bryn Moslow" "CreditsOutroText"
"Arsenio Navarro" "CreditsOutroText"
"Gabe Newell" "CreditsOutroText"
"Milton Ngan" "CreditsOutroText"
"Jake Nicholson" "CreditsOutroText"
"Martin Otten" "CreditsOutroText"
"Nick Papineau" "CreditsOutroText"
"Karen Prell" "CreditsOutroText"
"Bay Raitt" "CreditsOutroText"
"Tristan Reidford" "CreditsOutroText"
"Alfred Reynolds" "CreditsOutroText"
"Matt Rhoten" "CreditsOutroText"
"Garret Rickey" "CreditsOutroText"
"Dave Riller" "CreditsOutroText"
"Elan Ruskin" "CreditsOutroText"
"Matthew Russell" "CreditsOutroText"
"Jason Ruymen" "CreditsOutroText"
"David Sawyer" "CreditsOutroText"
"Marc Scaparro" "CreditsOutroText"
"Wade Schin" "CreditsOutroText"
"Matthew Scott" "CreditsOutroText"
"Aaron Seeler" "CreditsOutroText"
"Jennifer Seeley" "CreditsOutroText"
"Taylor Sherman" "CreditsOutroText"
"Eric Smith" "CreditsOutroText"
"Jeff Sorensen" "CreditsOutroText"
"David Speyrer" "CreditsOutroText"
"Jay Stelly" "CreditsOutroText"
"Jeremy Stone" "CreditsOutroText"
"Eric Strand" "CreditsOutroText"
"Kim Swift" "CreditsOutroText"
"Kelly Thornton" "CreditsOutroText"
"Eric Twelker" "CreditsOutroText"
"Carl Uhlman" "CreditsOutroText"
"Doug Valente" "CreditsOutroText"
"Bill Van Buren" "CreditsOutroText"
"Gabe Van Engel" "CreditsOutroText"
"Alex Vlachos" "CreditsOutroText"
"Robin Walker" "CreditsOutroText"
"Joshua Weier" "CreditsOutroText"
"Andrea Wicklund" "CreditsOutroText"
"Greg Winkler" "CreditsOutroText"
"Erik Wolpaw" "CreditsOutroText"
"Doug Wood" "CreditsOutroText"
"Matt T. Wood" "CreditsOutroText"
"Danika Wright" "CreditsOutroText"
"Matt Wright" "CreditsOutroText"
"Shawn Zabecki" "CreditsOutroText"
"Torsten Zabka " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voices:" "CreditsOutroText"
"Robert Guillaume - Dr. Eli Vance" "CreditsOutroText"
"Merle Dandridge - Alyx Vance" "CreditsOutroText"
"Tony Todd - Vortigaunt" "CreditsOutroText"
"John Aylward - Dr. Arne Magnusson" "CreditsOutroText"
"Michelle Forbes - Dr. Judith Mossman" "CreditsOutroText"
"Mike Shapiro - Gman" "CreditsOutroText"
"Harry S. Robins - Dr. Isaac Kleiner" "CreditsOutroText"
"Adam Baldwin - Citizens\Misc. characters" "CreditsOutroText"
"John Patrick Lowrie - Citizens\Misc. characters" "CreditsOutroText"
"Mary Kae Irvin - Citizens\Misc. characters" "CreditsOutroText"
"Ellen McLain - Overwatch" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice Casting:" "CreditsOutroText"
"Shana Landsburg and Teri Fiddleman" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice Recording:" "CreditsOutroText"
"Pure Audio, Seattle, WA" "CreditsOutroText"
"LA Studios, LA, CA" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice recording scheduling and logistics:" "CreditsOutroText"
"Pat Cockburn, Pure Audio" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Translations:" "CreditsOutroText"
"SDL" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Crack Legal Team:" "CreditsOutroText"
"Liam Lavery" "CreditsOutroText"
"Karl Quackenbush" "CreditsOutroText"
"Kristen Boraas" "CreditsOutroText"
"Kevin Rosenfield" "CreditsOutroText"
"Alan Bruggeman" "CreditsOutroText"
"Dennis Tessier" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Thanks to the following for the use of their faces:" "CreditsOutroText"
"Jamil Mullen" "CreditsOutroText"
"Larry 'The Count' Heard" "CreditsOutroText"
"Ted Cohrt" "CreditsOutroText"
"Roger Guay" "CreditsOutroText"
"Frank Sheldon" "CreditsOutroText"
"Paul Eenhoorn" "CreditsOutroText"
"Travis Dunlop" "CreditsOutroText"
"Daniel Dociu" "CreditsOutroText"
"Art Min" "CreditsOutroText"
"Van Crowder" "CreditsOutroText"
"Joey Paresa" "CreditsOutroText"
"Chau Luu" "CreditsOutroText"
"Kim Harris-Jones" "CreditsOutroText"
"Michael S. Smith" "CreditsOutroText"
"Joe Cairo" "CreditsOutroText"
"Naomi Cotton" "CreditsOutroText"
"Sandro Consi" "CreditsOutroText"
"Lakeetra Gilbert" "CreditsOutroText"
"Erdin Grcic" "CreditsOutroText"
"Kanisha Speyrer" "CreditsOutroText"
"Warren Slough" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Special thanks to everyone at:" "CreditsOutroText"
"Alienware" "CreditsOutroText"
"ATI" "CreditsOutroText"
"Dell" "CreditsOutroText"
"Falcon Northwest" "CreditsOutroText"
"Havok" "CreditsOutroText"
"SOFTIMAGE" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"@" "CreditsOutroLogos"
}
}

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@ -0,0 +1,611 @@
// **************************************************************
// HL2 ambient generic sounds for general use by level designers:
// ambients, explosions, water, fire, weather, sirens etc.
"explode_1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_1.wav"
}
"explode_2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_2.wav"
}
"explode_3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_3.wav"
}
"explode_4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_4.wav"
}
"explode_5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_5.wav"
}
"explode_6"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_6.wav"
}
"explode_7"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_7.wav"
}
"explode_8"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_8.wav"
}
"explode_9"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_9.wav"
}
"fire_large"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "ambient/fire/fire_big_loop1.wav"
}
"fire_medium"
{
"channel" "CHAN_STATIC"
"volume" "0.5"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "ambient/fire/fire_med_loop1.wav"
}
"Fire.Plasma"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_60dB"
"wave" "ambient/fire/firebig.wav"
}
"Splash.SplashSound"
{
"channel" "CHAN_AUTO"
"volume" "0.75"
"soundlevel" "SNDLVL_75dB"
"pitch" "90, 100"
"rndwave"
{
"wave" "ambient/water/water_spray1.wav"
"wave" "ambient/water/water_spray2.wav"
"wave" "ambient/water/water_spray3.wav"
}
}
"DoSpark"
{
"channel" "CHAN_VOICE"
"volume" "0.4,0.6"
"pitch" "100,120"
"soundlevel" "SNDLVL_70dB"
"rndwave"
{
"wave" "ambient/energy/newspark01.wav"
"wave" "ambient/energy/newspark02.wav"
"wave" "ambient/energy/newspark03.wav"
"wave" "ambient/energy/newspark04.wav"
"wave" "ambient/energy/newspark05.wav"
"wave" "ambient/energy/newspark06.wav"
"wave" "ambient/energy/newspark07.wav"
"wave" "ambient/energy/newspark08.wav"
"wave" "ambient/energy/newspark09.wav"
"wave" "ambient/energy/newspark10.wav"
"wave" "ambient/energy/newspark11.wav"
}
}
"LoudSpark"
{
"channel" "CHAN_VOICE"
"volume" "0.8,1.0"
"soundlevel" "SNDLVL_80dB"
"pitch" "100,120"
"rndwave"
{
"wave" "ambient/energy/newspark01.wav"
"wave" "ambient/energy/newspark02.wav"
"wave" "ambient/energy/newspark03.wav"
"wave" "ambient/energy/newspark04.wav"
"wave" "ambient/energy/newspark05.wav"
"wave" "ambient/energy/newspark06.wav"
"wave" "ambient/energy/newspark07.wav"
"wave" "ambient/energy/newspark08.wav"
"wave" "ambient/energy/newspark09.wav"
"wave" "ambient/energy/newspark10.wav"
"wave" "ambient/energy/newspark11.wav"
}
}
"ReallyLoudSpark"
{
"channel" "CHAN_VOICE"
"volume" "0.8,1.0"
"soundlevel" "SNDLVL_130dB"
"pitch" "100,120"
"rndwave"
{
"wave" "ambient/energy/newspark01.wav"
"wave" "ambient/energy/newspark02.wav"
"wave" "ambient/energy/newspark03.wav"
"wave" "ambient/energy/newspark04.wav"
"wave" "ambient/energy/newspark05.wav"
"wave" "ambient/energy/newspark06.wav"
"wave" "ambient/energy/newspark07.wav"
"wave" "ambient/energy/newspark08.wav"
"wave" "ambient/energy/newspark09.wav"
"wave" "ambient/energy/newspark10.wav"
"wave" "ambient/energy/newspark11.wav"
}
}
"ExtinguisherJet.TurnOn"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "weapons/extinguisher/fire1.wav"
}
"ExtinguisherJet.TurnOff"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "weapons/extinguisher/release1.wav"
}
"ambient.steam01"
{
"channel" "CHAN_STATIC"
"volume" "0.4"
"pitch" "100"
"soundlevel" "SNDLVL_70dB"
"wave" "ambient/gas/steam_loop1.wav"
}
"PhysicsCannister.ThrusterLoop"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/gas/cannister_loop.wav"
}
// Electrical zap hits
"ambient.electrical_zap_1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap1.wav"
}
"ambient.electrical_zap_2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap2.wav"
}
"ambient.electrical_zap_3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap3.wav"
}
"ambient.electrical_zap_4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap4.wav"
}
"ambient.electrical_zap_5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap5.wav"
}
"ambient.electrical_zap_6"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap6.wav"
}
"ambient.electrical_zap_7"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap7.wav"
}
"ambient.electrical_zap_8"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap8.wav"
}
"ambient.electrical_zap_9"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap9.wav"
}
"ambient.electrical_random_zap_1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"rndwave"
{
"wave" "ambient/energy/zap1.wav"
"wave" "ambient/energy/zap2.wav"
"wave" "ambient/energy/zap3.wav"
}
}
"ambient.electrical_random_zap_2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"rndwave"
{
"wave" "ambient/energy/zap5.wav"
"wave" "ambient/energy/zap6.wav"
"wave" "ambient/energy/zap7.wav"
"wave" "ambient/energy/zap8.wav"
"wave" "ambient/energy/zap9.wav"
}
}
"ambient.whoosh_huge_incoming1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge1.wav"
}
"ambient.whoosh_huge_incoming2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge2.wav"
}
"ambient.whoosh_huge_incoming3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge3.wav"
}
"ambient.whoosh_huge_incoming4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge4.wav"
}
"ambient.whoosh_huge_incoming5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge5.wav"
}
"ambient.whoosh_large_incoming1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_large1.wav"
}
"ambient.whoosh_large_incoming2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_large2.wav"
}
"ambient.whoosh_large_incoming3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_large3.wav"
}
"ambient.whoosh_large_incoming4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_large4.wav"
}
"ambient.whoosh_medium_incoming1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium1.wav"
}
"ambient.whoosh_medium_incoming2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium2.wav"
}
"ambient.whoosh_medium_incoming3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium3.wav"
}
"ambient.whoosh_medium_incoming4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium4.wav"
}
"ambient.whoosh_medium_incoming5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium5.wav"
}
"ambient.whoosh_medium_incoming6"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium6.wav"
}
"ambient.rock_slide1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock1.wav"
}
"ambient.rock_slide2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock2.wav"
}
"ambient.rock_slide3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock3.wav"
}
"ambient.rock_slide4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock4.wav"
}
"ambient.rock_slide5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock5.wav"
}

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"sprites/640_hud"
{
TextureData
{
"arrow" [$WIN32]
{
"file" "sprites/arrow"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"autoaim_c" [$WIN32]
{
"file" "sprites/crosshairs"
"x" "96"
"y" "0"
"width" "24"
"height" "24"
}
"item_battery" [$WIN32]
{
"font" "WeaponIcons"
"character" "*"
}
"item_healthkit" [$WIN32]
{
"font" "WeaponIcons"
"character" "+"
}
"crosshair"
{
"file" "sprites/qi_center"
"x" "0"
"y" "0"
"width" "40"
"height" "40"
}
"crosshair_left"
{
"font" "QuickInfo"
"character" "("
}
"crosshair_right"
{
"font" "QuickInfo"
"character" ")"
}
"crosshair_left_full"
{
"font" "QuickInfo"
"character" "["
}
"crosshair_right_full"
{
"font" "QuickInfo"
"character" "]"
}
"crosshair_left_empty"
{
"font" "QuickInfo"
"character" "{"
}
"crosshair_right_empty"
{
"font" "QuickInfo"
"character" "}"
}
"crosshair_default"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"crosshair_xbox"
{
"file" "vgui/hud/xbox_reticle"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
"viewhair"
{
"file" "sprites/hud/v_crosshair2"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"gunhair"
{
"file" "sprites/hud/v_crosshair1"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"plushair"
{
"font" "Crosshairs"
"character" "Q"
}
}
}

File diff suppressed because it is too large Load diff

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// "prop data name"
// {
// "property" "value"
// ...
// }
//
//
// "base" : Specify a base propdata class to derive from (base types can be found in propdata.txt)
//
// "blockLOS" : Override whether this prop should block NPC's Line-Of-Sight.
// "AIWalkable" : Override whether AI should consider this prop as walkable on.
// "dmg.bullets" : Mod damage done by bullets to this prop.
// "dmg.club" : Mod damage done by clubs to this prop.
// "dmg.explosive" : Mod damage done by explosives to this prop.
// NOTE: Use damage modifiers to reflect differences between the amount of
// damage that an object takes from different damage types. Don't
// use them to reflect overall damage strength. i.e. Stone is resilient
// to everything. To reflect this, increase the health of all stone
// objects, don't set the damage modifiers lower.
//
// "damage_table" : Specify a custom physics impact damage table for this prop.
// "health" : Amount of damage this prop should take before breaking.
//
// "explosive_damage" : Explosive damage done by this prop.
// "explosive_radius" : Radius of the explosion caused by this prop when it breaks.
// NOTE: If these two fields are specified for a prop, then the prop will automatically
// create an explosion with the specified values when the prop is broken.
//
// "breakable_model" : The type of breakable gibs this prop should break into. This list is at the bottom of this file.
// "breakable_count" : The number of breakable gibs to break into.
// "allowstatic" : Allow this prop to be static as well as physically simulated.
//
//
"PropData.txt"
{
//=================================================================================
// PAPER
//=================================================================================
// Base damage modifiers for paper objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Cardboard.Base"
{
"dmg.bullets" "0.5"
"dmg.club" "1.25"
"dmg.explosive" "1.5"
}
// Cardboard / Paper blocks, less than 1 foot cubed.
// i.e. small cardboard boxes, notepads, newspapers, thin books.
"Cardboard.Small"
{
"base" "Cardboard.Base"
"health" "10"
}
// Cardboard / Paper blocks, less than 3 foot cubed.
// i.e. cardboard boxes. thick books
"Cardboard.Medium"
{
"base" "Cardboard.Base"
"health" "20"
}
// Large Cardboard / Paper blocks
// i.e. solid cardboard boxes
"Cardboard.Large"
{
"base" "Cardboard.Base"
"health" "40"
}
//=================================================================================
// CLOTH
//=================================================================================
// Base damage modifiers for cloth objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Cloth.Base"
{
"dmg.bullets" "0.5"
"dmg.club" "0.75"
"dmg.explosive" "1.5"
}
// Small / thin cloth objects
// i.e. shorts, shirts, pants.
"Cloth.Small"
{
"base" "Cloth.Base"
"health" "30"
}
// Heavier cloth / leather objects
// i.e. briefcases
"Cloth.Medium"
{
"base" "Cloth.Base"
"health" "50"
}
// Large / thick cloth objects
// i.e. armchairs, mattresses
"Cloth.Large"
{
"base" "Cloth.Base"
"health" "100"
}
//=================================================================================
// WOOD
//=================================================================================
// Base damage modifiers for wooden objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Wooden.Base"
{
"dmg.bullets" "0.75"
"dmg.club" "2.0"
"dmg.explosive" "1.5"
"breakable_model" "WoodChunks"
"breakable_skin" "0"
}
// Tiny Wooden pieces that should die in one hit
// i.e splinters
"Wooden.Tiny"
{
"base" "Wooden.Base"
"health" "6"
"breakable_count" "0"
}
// Wooden blocks, less than 1 foot cubed.
// i.e pieces of board, branches.
"Wooden.Small"
{
"base" "Wooden.Base"
"health" "20"
"breakable_count" "2"
}
// Wooden blocks, less than 3 foot cubed.
// i.e boards, small crates, pallettes, ladders, chairs.
"Wooden.Medium"
{
"base" "Wooden.Base"
"health" "30"
"breakable_count" "4"
}
// Large wooden blocks, less than 5 foot cubed.
// i.e Crates, benches.
"Wooden.Large"
{
"base" "Wooden.Base"
"health" "50"
"breakable_count" "6"
}
// Extra large wooden objects
// i.e posts
"Wooden.ExtraLarge"
{
"base" "Wooden.Base"
"health" "100"
"breakable_count" "8"
}
// Huge wooden objects.
// i.e Big Wardrobes, bookcases
"Wooden.Huge"
{
"base" "Wooden.Base"
"health" "130"
"breakable_count" "10"
}
// Unbreakable Huge wooden objects.
// i.e Big Wardrobes, bookcases
"Wooden_Unbreakable.Huge"
{
"base" "Wooden.Base"
"health" "0"
"breakable_count" "10"
}
//=================================================================================
// STONE
//=================================================================================
// Base damage modifiers for stone objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Stone.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
}
// Stone blocks, less than 1 foot cubed
// i.e. cinderblocks, small rocks.
"Stone.Small"
{
"base" "Stone.Base"
"health" "50"
}
// Medium stone blocks, less than 3 foot cubed
// i.e. rubble chunks
"Stone.Medium"
{
"base" "Stone.Base"
"health" "100"
}
// Large stone blocks, less than 5 foot cubed
// i.e. big rubble chunks
"Stone.Large"
{
"base" "Stone.Base"
"health" "200"
}
// Huge stone blocks, less than 5 foot cubed
// i.e. enormous rubble chunks
"Stone.Huge"
{
"base" "Stone.Base"
"health" "400"
}
//=================================================================================
// GLASS
//=================================================================================
// Base damage modifiers for glass objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Glass.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "0.1" // Trial: Get knocked around more than destroyed?
}
// Glass blocks, less than 1 foot cubed
// i.e. bottles, jugs, glasses.
"Glass.Small"
{
"base" "Glass.Base"
"health" "5"
"damage_table" "glass"
}
"Glass.Window"
{
"base" "Glass.Base"
"dmg.explosive" "1.0" // Override base glass explosive behavior
"dmg.bullets" "0.5"
"health" "15"
"damage_table" "glass"
}
//=================================================================================
// METAL
//=================================================================================
// Base damage modifiers for metal objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Metal.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0" // By default, metal objects aren't breakable
}
// Small metal blocks, less than 1 foot cubed
// i.e. tin cans, paint tins, metal buckets.
"Metal.Small"
{
"base" "Metal.Base"
}
// Medium metal objects.
// i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
"Metal.Medium"
{
"base" "Metal.Base"
}
// Large metal objects.
// i.e. ibeams, dumpsters, car bodies, refridgerators
"Metal.Large"
{
"base" "Metal.Base"
}
//=================================================================================
// PLASTIC
//=================================================================================
// Base damage modifiers for plastic objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Plastic.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0"
}
// Plastic blocks, less than 2 foot cubed
// i.e. plastic cups, plastic milk crates, phones
"Plastic.Small"
{
"base" "Plastic.Base"
}
// Plastic blocks, less than 4 foot cubed
// i.e. plastic chairs, tables, barrels
"Plastic.Medium"
{
"base" "Plastic.Base"
}
// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
// i.e. computer equipment
"Plastic.Large"
{
"base" "Plastic.Base"
}
//=================================================================================
// ITEMS
//=================================================================================
// Base damage modifiers for items
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Item.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0" // By default, metal objects aren't breakable
}
// Plastic blocks, less than 2 foot cubed
// i.e. plastic cups, plastic milk crates, phones
"Item.Small"
{
"base" "Item.Base"
}
// Plastic blocks, less than 4 foot cubed
// i.e. plastic chairs, tables, barrels
"Item.Medium"
{
"base" "Item.Base"
}
// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
// i.e. computer equipment
"Item.Large"
{
"base" "Item.Base"
}
//=================================================================================
// POTTERY
//=================================================================================
// Base damage modifiers for pottery objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Pottery.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.25"
"dmg.explosive" "1.5"
}
// Pottery blocks, less than 2 foot cubed
// i.e. flowerpots.
"Pottery.Small"
{
"base" "Pottery.Base"
"health" "5"
"damage_table" "glass"
}
// Medium pottery objects
// i.e. large flowerpots.
"Pottery.Medium"
{
"base" "Pottery.Base"
"health" "40"
}
// Large pottery objects
// i.e. big chunks of wall plaster
"Pottery.Large"
{
"base" "Pottery.Base"
"health" "70"
}
// Huge pottery objects.
// i.e. big ornate pottery vessels.
"Pottery.Huge"
{
"base" "Pottery.Base"
"health" "100"
}
//=================================================================================
// FLESH
//=================================================================================
// Base damage modifiers for flesh objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Flesh.Base"
{
"dmg.bullets" "1.25"
"dmg.club" "1.0"
"dmg.explosive" "1.5"
}
// Flesh blocks that should die in a single hit
// i.e. fruit, food items, gibs.
"Flesh.Tiny"
{
"base" "Flesh.Base"
"health" "3"
}
// Flesh blocks, less than 1 foot cubed
// i.e. fruit, food items, gibs.
"Flesh.Small"
{
"base" "Flesh.Base"
"health" "10"
}
//=================================================================================
// BREAKABLE DATA. NOT PROPDATA TYPES.
//=================================================================================
"BreakableModels"
{
// Sorted in order of smallest to largest
"WoodChunks"
{
"models\Gibs\wood_gib01e.mdl" "1"
"models\Gibs\wood_gib01d.mdl" "1"
"models\Gibs\wood_gib01c.mdl" "1"
"models\Gibs\wood_gib01b.mdl" "1"
"models\Gibs\wood_gib01a.mdl" "1"
}
"GlassChunks"
{
"models\Gibs\Glass_shard01.mdl" "1"
"models\Gibs\Glass_shard02.mdl" "1"
"models\Gibs\Glass_shard03.mdl" "1"
"models\Gibs\Glass_shard04.mdl" "1"
"models\Gibs\Glass_shard05.mdl" "1"
"models\Gibs\Glass_shard06.mdl" "1"
}
"ConcreteChunks"
{
"models\props_debris\concrete_chunk08a.mdl" "1"
"models\props_debris\concrete_chunk09a.mdl" "1"
"models\props_debris\concrete_chunk03a.mdl" "1"
"models\props_debris\concrete_chunk07a.mdl" "1"
"models\props_debris\concrete_chunk09a.mdl" "1"
"models\props_debris\concrete_chunk02a.mdl" "1"
}
"MetalChunks"
{
"models\Gibs\metal_gib1.mdl" "1"
"models\Gibs\metal_gib2.mdl" "1"
"models\Gibs\metal_gib3.mdl" "1"
"models\Gibs\metal_gib4.mdl" "1"
"models\Gibs\metal_gib5.mdl" "1"
}
}
}

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soundscapes_manifest
{
"file" "scripts/soundscapes.txt"
// List additional soundscape files here
"file" "scripts/soundscapes_lostcoast.txt"
"file" "scripts/soundscapes_citadel_episodic.txt"
"file" "scripts/soundscapes_city_episodic.txt"
"file" "scripts/soundscapes_canals.txt"
"file" "scripts/soundscapes_klab.txt"
"file" "scripts/soundscapes_elab.txt"
"file" "scripts/soundscapes_streetwar.txt"
"file" "scripts/soundscapes_citadel.txt"
"file" "scripts/soundscapes_town.txt"
"file" "scripts/soundscapes_coast.txt"
"file" "scripts/soundscapes_prison.txt"
"file" "scripts/soundscapes_trainyard.txt"
//episode 2
"file" "scripts/soundscapes_silo.txt"
"file" "scripts/soundscapes_outland.txt"
"file" "scripts/soundscapes_outland2.txt"
}

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// "surface group"
// {
// "property" "value"
// ...
// }
//
// thickness: If this value is present, the material is not volumetrically solid
// it means that the volume should be computed as the surface area times this
// thickness (for automatic mass). The inside space beneath the thickness value is air.
//
// physics parameters are:
// density: this is the material density in kg / m^3 (water is 1000)
// elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
// friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
// dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
//
// !!! Do not edit the physics properties (especially density) without the proper references !!!
//`
// Sounds
//
// stepleft: footstep sound for left foot
// stepright: footstep sound for right foot
// impactsoft: Physical impact sound when hitting soft surfaces
// impacthard: Physical impact sound when hitting hard surfaces
// scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
// scraperough: Looping physics friction sound (when scraping rough surfaces)
// bulletimpact: bullet impact sound
// gamematerial: game material index (can be a single letter or a number)
//
// NOTE: The properties of "default" will get copied into EVERY material who does not
// override them!!!
//
// "base" means to use the parameters from that material as a base.
// "base" must appear as the first key in a material
//
"cavern_rock"
{
"base" "rock"
"density" "700"
"elasticity" "0.1"
"friction" "0.8"
"bulletimpact" "CavernRock.ImpactHard"
"scraperough" "Rock.ImpactHard"
"scrapesmooth" "Rock.ImpactSoft"
"impacthard" "CavernRock.ImpactHard"
"impactsoft" "CavernRock.ImpactSoft"
"gamematerial" "O"
}
"advisor_shield"
{
"base" "rock"
"density" "700"
"elasticity" "0.1"
"friction" "0.8"
"bulletimpact" "NPC_Advisor.shieldblock"
"scraperough" "NPC_Advisor.shieldblock"
"scrapesmooth" "NPC_Advisor.shieldblock"
"impacthard" "NPC_Advisor.shieldblock"
"impactsoft" "NPC_Advisor.shieldblock"
"gamematerial" "Z" // <--- Whatever you make the character index in decals.h
}
"antlion_eggshell"
{
"base" "flesh"
"bulletimpact" "Flesh.ImpactHard"
"impacthard" "Flesh.ImpactHard"
"impactsoft" "Flesh.ImpactHard"
"gamematerial" "E"
}
"hunter"
{
"base" "flesh"
"gamematerial" "F"
}
"jalopytire"
{
"base" "jeeptire"
"elasticity" "0.1"
}
"slidingrubbertire_jalopyfront"
{
"base" "jalopytire"
"friction" "0.15"
}
"slidingrubbertire_jalopyrear"
{
"base" "jalopytire"
"friction" "0.15"
}
"water"
{
"density" "1000"
"elasticity" "0.1"
"friction" "0.8"
"stepleft" "Water.StepLeft"
"stepright" "Water.StepRight"
"bulletimpact" "Water.BulletImpact"
"impacthard" "Water.ImpactHard"
"impactsoft" "Water.ImpactSoft"
"audioreflectivity" "0.33"
"audioroughnessfactor" "0.1"
"audiohardnessfactor" "0.0"
"gamematerial" "S"
}
"jalopy"
{
"base" "metal"
"impacthard" "ATV_impact_medium"
"impactsoft" "ATV_impact_medium"
}

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//============================================================================================================
// Alyx criteria
criterion "IsAlyx" "classname" "npc_alyx" "required"
//============================================================================================================
//============================================================================================================
// Alyx Combat speech
//============================================================================================================
//----------------------------------------------------------------------------
criterion "ConceptTalkFoundPlayer" "Concept" "TLK_FOUNDPLAYER" required
response "AlyxIsBack"
{
// speak "*vo/episode_1/npc/alyx/al_greet_cit15.wav" // I'm the person who's telling you to get moving.
}
rule AlyxIsBack
{
criteria IsAlyx IsEpisodic ConceptTalkFoundPlayer
response AlyxIsBack
}
response "AlyxDanger"
{
scene "scenes/npc/Alyx/getback01.vcd" respeakdelay 60
scene "scenes/npc/Alyx/getback02.vcd" respeakdelay 60
// scene "scenes/npc/Alyx/watchout01.vcd" WATCH OUT!!!
// scene "scenes/npc/Alyx/watchout02.vcd" WATCH OUT!!!
}
rule AlyxDanger
{
criteria IsAlyx ConceptTalkDanger
response AlyxDanger
}
response AlyxShot
{
scene "scenes/npc/Alyx/gasp02.vcd"
scene "scenes/npc/Alyx/gasp03.vcd"
scene "scenes/npc/Alyx/hurt04.vcd"
scene "scenes/npc/Alyx/hurt05.vcd"
scene "scenes/npc/Alyx/hurt06.vcd"
scene "scenes/npc/Alyx/hurt08.vcd"
scene "scenes/npc/Alyx/uggh01.vcd"
}
rule AlyxShot
{
criteria IsAlyx ConceptShot
response AlyxShot
}
response AlyxEnemyDead
{
// scene "scenes/npc/Alyx/brutal02.vcd" respeakdelay 300
}
rule AlyxEnemyDead
{
criteria IsAlyx ConceptEnemyDead
response AlyxEnemyDead
}
response AlyxHideAndReload
{
// scene "scenes/npc/Alyx/coverme01.vcd"
// scene "scenes/npc/Alyx/coverme02.vcd"
// scene "scenes/npc/Alyx/coverme03.vcd"
}
rule AlyxHideAndReload
{
criteria IsAlyx ConceptHideAndReload PlayerNear
response AlyxHideAndReload
}
response AlyxTalkPlayerPushed
{
// scene "scenes/npc/Alyx/excuseme01.vcd"
// scene "scenes/npc/Alyx/excuseme02.vcd"
// scene "scenes/npc/Alyx/excuseme03.vcd"
}
rule AlyxTalkPlayerPushed
{
criteria IsAlyx ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat
response AlyxTalkPlayerPushed
}
// Removed - if okay, can just be deleted
//response AlyxPlayerReload
//{
// scene "scenes/npc/Alyx/youreload01.vcd"
// scene "scenes/npc/Alyx/youreload02.vcd"
//}
//
//rule AlyxPlayerReload
//{
// criteria ConceptPlayerReload IsAlyx PlayerNear SeePlayer
// response AlyxPlayerReload
//}
response AlyxWatchOut
{
scene "scenes/npc/Alyx/lookout01.vcd"
scene "scenes/npc/Alyx/lookout03.vcd"
}
rule AlyxWatchOut
{
criteria IsAlyx ConceptTalkWatchout
response AlyxWatchout
}
response AlyxPlayerDead
{
scene "scenes/npc/Alyx/ohno_startle01.vcd"
scene "scenes/npc/Alyx/ohno_startle02.vcd"
scene "scenes/npc/Alyx/ohno_startle03.vcd"
}
rule AlyxPlayerDead
{
criteria IsAlyx ConceptPlayerDead
response AlyxWatchout
matchonce
}
//----------------------------------------------------------------------------
//============================================================================================================

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//============================================================================================================
// Commander mode criteria
//============================================================================================================
criterion "IsOnlySelected" "numselected" "1" required
criterion "NotOnlySelected" "numselected" ">1" required
criterion "Is_03_first" "name" "citizen_c17_03_first" required
criterion "UseRadio" "useradio" "1" required
criterion "SquadNearPlayer" "distancetoplayer" "<240" required
criterion "SquadNotNearPlayer" "distancetoplayer" ">=240" required
criterion "SquadNearCommandPoint" "commandpoint_dist_to_npc" "<240" required
criterion "SquadNotNearCommandPoint" "commandpoint_dist_to_npc" ">=240" required
criterion "CommandPointNearPlayer" "commandpoint_dist_to_player" "<144" required
criterion "CommandPointNotNearPlayer" "commandpoint_dist_to_player" ">=144" required
criterion "JoinSquadIndividual" "numjoining" "1" required
criterion "JoinSquadMultiple" "numjoining" ">1" required
criterion "TrailingReinforcement" "reinforcement" "1" required
//============================================================================================================
// Commander mode selection speech
//============================================================================================================
response "CitizenSelected"
{
scene "scenes/npc/$gender01/ok01.vcd"
scene "scenes/npc/$gender01/ok02.vcd"
scene "scenes/npc/$gender01/okimready01.vcd"
scene "scenes/npc/$gender01/okimready02.vcd"
scene "scenes/npc/$gender01/okimready03.vcd"
scene "scenes/npc/$gender01/readywhenyouare01.vcd"
scene "scenes/npc/$gender01/readywhenyouare02.vcd"
}
rule CitizenSelected
{
criteria IsCitizen ConceptTalkSelected
response CitizenSelected
}
//------------------------------------------------------------------------------------------------------------
response "CitizenGroupSelectedRadio"
{
}
rule CitizenGroupSelectedRadio
{
criteria IsCitizen ConceptTalkSelected NotOnlySelected UseRadio
response CitizenGroupSelectedRadio
}
//------------------------------------------------------------------------------------------------------------
response "CitizenSoloSelectedRadio"
{
}
rule CitizenSoloSelectedRadio
{
criteria IsCitizen ConceptTalkSelected UseRadio
response CitizenSoloSelectedRadio
}
//============================================================================================================
// Commander mode orders speech
//============================================================================================================
response CitizenSquadNearToFarIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm04.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm04"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadNearToFarGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_away01.vcd"
scene "scenes/npc/$gender01/squad_away02.vcd"
scene "scenes/npc/$gender01/squad_away03.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_away01"
// speak "npc_citizen.squad_away02"
// speak "npc_citizen.squad_away03"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToNearIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
//scene "scenes/npc/$gender01/squad_approach04.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_approach04"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToNearGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_approach01.vcd"
scene "scenes/npc/$gender01/squad_approach02.vcd"
scene "scenes/npc/$gender01/squad_approach03.vcd"
scene "scenes/npc/$gender01/squad_approach04.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_approach01"
// speak "npc_citizen.squad_approach02"
// speak "npc_citizen.squad_approach03"
// speak "npc_citizen.squad_approach04"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadNearToNear
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/holddownspot01.vcd"
scene "scenes/npc/$gender01/holddownspot02.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
scene "scenes/npc/$gender01/littlecorner01.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToFarIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm04.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm04"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToFarGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_away01.vcd"
scene "scenes/npc/$gender01/squad_away02.vcd"
scene "scenes/npc/$gender01/squad_away03.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_away01"
// speak "npc_citizen.squad_away02"
// speak "npc_citizen.squad_away03"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadGeneral
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
rule CitizenCommanded
{
criteria IsCitizen ConceptTalkCommanded
response CitizenSquadGeneral
}
rule CitizenCommandedNearToFarIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNearPlayer CommandPointNotNearPlayer
response CitizenSquadNearToFarIndividual
}
rule CitizenCommandedNearToFarGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNearPlayer CommandPointNotNearPlayer
response CitizenSquadNearToFarGroup
}
rule CitizenCommandedFarToNearIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNearPlayer
response CitizenSquadFarToNearIndividual
}
rule CitizenCommandedFarToNearGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNearPlayer
response CitizenSquadFarToNearGroup
}
rule CitizenCommandedNearToNearIndividual
{
criteria IsCitizen ConceptTalkCommanded SquadNearPlayer CommandPointNearPlayer
response CitizenSquadNearToNear
}
rule CitizenCommandedFarToFarIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
response CitizenSquadFarToFarIndividual
}
rule CitizenCommandedFarToFarGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
response CitizenSquadFarToFarGroup
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCommandedRadio"
{
}
rule CitizenCommandedRadio
{
criteria IsCitizen ConceptTalkCommanded UseRadio
response CitizenCommandedRadio
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCommandFailedRadio"
{
}
rule CitizenCommandFailedRadio
{
criteria IsCitizen ConceptTalkCommandFailed UseRadio
response CitizenCommandFailedRadio
}
//============================================================================================================
// Commander mode follow speech
//============================================================================================================
response CitizenFollowGeneral
{
scene "scenes/npc/$gender01/leadtheway01.vcd"
scene "scenes/npc/$gender01/leadtheway02.vcd"
scene "scenes/npc/$gender01/leadon01.vcd"
scene "scenes/npc/$gender01/leadon02.vcd"
}
response CitizenFollowGroup
{
scene "scenes/npc/$gender01/squad_follow01.vcd"
scene "scenes/npc/$gender01/squad_follow02.vcd"
scene "scenes/npc/$gender01/squad_follow03.vcd"
scene "scenes/npc/$gender01/squad_follow04.vcd"
response CitizenFollowGeneral weight 2
}
rule CitizenFollow
{
criteria IsCitizen ConceptTalkStartFollow
response CitizenFollowGeneral
}
rule CitizenFollowGroup
{
criteria IsCitizen ConceptTalkStartFollow NotOnlySelected
response CitizenFollowGroup
}
//============================================================================================================
// Commander mode join speech
//============================================================================================================
// I'm not sure all these lines will play well when not coming up from behind, so I've made a distinction between trailing & non-trailing
response CitizenJoinIndividual
{
scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
}
response CitizenJoinGroup
{
scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
}
response CitizenJoinIndividualTrailing
{
scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
}
response CitizenJoinGroupTrailing
{
scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
}
rule CitizenJoinIndividual
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual
response CitizenJoinIndividual
}
rule CitizenJoinGroup
{
criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple
response CitizenJoinGroup
}
rule CitizenJoinIndividualTrailing
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual TrailingReinforcement
response CitizenJoinIndividualTrailing
}
rule CitizenJoinGroupTrailing
{
criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple TrailingReinforcement
response CitizenJoinGroupTrailing
}
response CitizenJoin_d3_c17_07
{
scene "scenes/Streetwar/tunnel/$gender01/d3_c17_07_tenant.vcd"
}
rule CitizenJoin_d3_c17_07
{
criteria IsCitizen ConceptJoinPlayer
"map" "d3_c17_07" required weight 1000
response CitizenJoin_d3_c17_07
matchonce
}
//============================================================================================================
// Commander mode follow speech SPECIAL CASE: first citizen in d3_17_03
//============================================================================================================
response "CitizenFollow_First"
{
scene "scenes/npc/$gender01/abouttime01.vcd"
}
rule CitizenFollow_First
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual Is_03_first
response CitizenFollow_First
}
//------------------------------------------------------------------------------------------------------------
response "CitizenUnFollow"
{
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/holddownspot01.vcd"
scene "scenes/npc/$gender01/holddownspot02.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
scene "scenes/npc/$gender01/littlecorner01.vcd"
}
rule CitizenUnFollow
{
criteria IsCitizen ConceptTalkStopFollow
response CitizenUnFollow
}
//------------------------------------------------------------------------------------------------------------
// For ep1_c17_05
//------------------------------------------------------------------------------------------------------------
response "CitizenDenyCommand"
{
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
}
rule CitizenDenyCommand
{
criteria IsCitizen ConceptTalkDenyCommand
response CitizenDenyCommand
}

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@ -0,0 +1,878 @@
//============================================================================================================
// 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
}

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// This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts"
// You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc.
//
// The format of this file is that there are five main types of commands:
// 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database
// 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type
// 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference
// other responses by name
// 4) criterion: This is a match condition
// 5) rule: a rule consists of one or more criteria and a response
//
// In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and
// various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal
// "speaker" entity wishing to fire random station announcements
// concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request
// map = 'terminal_pa' ; the name of the map
// classname = 'speaker' ; the classname and name of the "speaking" entity
// name = 'terminal_pa'
// health = '10' ; the absolute health of the speaking entity
// healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity
// playerhealth = '100' ; similar data related to the current player:
// playerhealthfrac = '1.000'
// playerweapon = 'none' ; the name of the weapon the player is carrying
// playeractivity = 'ACT_WALK' ; animating activity of the player
// playerspeed = '0.000' ; how fast the player is moving
//
// Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is
// given a numeric score as follows:
// score = 0 if criteria doesn't match or, criterion weight * keyvaliue weight if it does match
// The final score for a rule is the sum of all of the scores of its criteria. The best rule is the one with the highest
// score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is
// asked to dispatch that response.
//
// The specific syntax for the various keywords is as follows:
//
// ENUMERATIONS:
//
// enumeration <enumerationname>
// {
// "key1" "value1"
// "key2" "value2"
// ...etc.
// }
// The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.:
// [enumerationname::key1]
//
//
// RESPONSES:
//
// Single line:
// response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundlevel "SNDLVL_xxx"] [stop_on_nonidle] responsetype parameters
// Multiple lines
// response <responsegroupname>
// {
// [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any
// [sequential] ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last
// [norepeat] ; Once we've run through all of the entries, disable the response group
// responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] [ stop_on_nonidle ] weight nnn
// responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] [ stop_on_nonidle ] weight nnn
// etc.
// }
// Where:
// interval = "startnumber,endnumber" or "number" (e.g., "2.8,3.2" or "3.2")
// responsetype =:
// speak ; it's an entry in sounds.txt
// sentence ; it's a sentence name from sentences.txt
// scene ; it's a .vcd file
// response ; it's a reference to another response group by name
// print ; print the text in developer 2 (for placeholder responses)
// nodelay = an additional delay of 0 after speaking
// defaultdelay = an additional delay of 2.8 to 3.2 seconds after speaking
// delay interval = an additional delay based on a random sample from the interval after speaking
// speakonce = don't use this response more than one time (default off)
// noscene = For an NPC, play the sound immediately using EmitSound, don't play it through the scene system. Good for playing sounds on dying or dead NPCs.
// odds = if this response is selected, if odds < 100, then there is a chance that nothing will be said (default 100)
// respeakdelay = don't use this response again for at least this long (default 0)
// soundlevel = use this soundlevel for the speak/sentence (default SNDLVL_TALKING)
// weight = if there are multiple responses, this is a selection weighting so that certain responses are favored over others in the group (default 1)
// displayfirst/displaylast : this should be the first/last item selected (ignores weight)
// stop_on_nonidle = If this response starts a .vcd, and during that scene the NPC changes out of idle state (e.g. sees an enemy), stop the .vcd
//
// CRITERIA:
//
// criterion <criterionname> <matchkey> <matchvalue> weight nnn required
// Where:
// matchkey matches one of the criteria in the set as shown above
// matchvalue is a string or number value or a range, the following are all valid:
// "0" ; numeric match to value 0
// "1" ; numeric match to value 1
// "weapon_smg1" ; string match to weapon_smg1 string
// "[npcstate::idle]" ; match enumeration by looking up numeric value
// ">0" ; match if greater than zero
// ">10,<=50" ; match if greater than ten and less than or equal to 50
// ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert
// "!=0" ; match if not equal to zero
// weight = floating point weighting for score assuming criteria match (default value 1.0)
// required: if a rule has one or more criteria with the required flag set, then if any such criteria
// fail, the entire rule receives a score of zero
//
// RULE:
//
// rule <rulename>
// {
// criteria name1 [name2 name3 etc.]
// response responsegroupname [responsegroupname2 etc.]
// [matchonce] ; optional parameter
// [ <matchkey > <matchvalue> weight nnn required ]
// }
// Where:
// criteria just lies one more more criterion names from above and response list one or more of the response
// names from above (usually just one)
// matchonce (off by default): means that the rule is deactivated after the first time it is matched
// Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax
// as for defining a criterion, except for the criterion keyword and the criterion name keys
//
// Interaction with entity I/O system
// CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name
// Thus, a game entity can fire this input on another entity with a concept string and a criteria set will
// be generated and searched against the entities current response system rule set.
// Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded
// In addition, map placed entities have up to three "context" keypairs that can be specified.
// They take the form: "key:value" (key, single colon separator, value)
// When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the
// criteria set passed to the rule system. Thus, map placed entities and triggers can specify their
// own context keypairs and these can be hooked up to response rules to do map-specific and appropriate
// responses
// In addition, entity I/O can be used to add, remove and clear any such context keypairs via the
// AddContext, RemoveContext, and ClearContext input functions.
// AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key"
// ClearContext removes all context keypairs
// The game .dll code can enumerate context keypairs and change them via code based methods
//
// The player and the world have their context added with the string player or world as a prefix, e.g.:
// "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the
// responding entity.
// Base script
#include "talker/response_criteria.txt"
// Test rules
#include "talker/interjections.txt"
#include "talker/npc_combine.txt"
#include "talker/response_k_lab.txt"
#include "talker/response_eli_lab.txt"
#include "talker/npc_vortigaunt.txt"
#include "talker/npc_citizen.txt"
#include "talker/npc_citizen_scenes.txt"
//#include "talker/npc_grigori.txt"
//#include "talker/npc_barney.txt"
#include "talker/npc_alyx.txt"
#include "talker/npc_alyx_episodic.txt"
#include "talker/npc_alyx_episodic_scenes.txt"
//#include "talker/npc_barney_episodic.txt"
#include "talker/nags_Alyx.txt"
#include "talker/npc_alyx_vehicle.txt"

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//TITLES FOR HALF-LIFE 2
// Position command $position x y
// x & y are from 0 to 1 to be screen resolution independent
// -1 means center in each dimension
// Effect command $effect <effect number>
// effect 0 is fade in/fade out
// effect 1 is flickery credits
// effect 2 is write out (training room)
// Text color r g b command $color
// fadein time fadeout time / hold time
// $fadein (message fade in time - per character in effect 2)
// $fadeout (message fade out time)
// $holdtime (stay on the screen for this long)
//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
//INTRO CREDITS
// Test values -- JAY
// Lower left
$position 0.1 0.8
$effect 1
// Final fade-in color
$color 128 128 128
// This is the highlight/flash color
$color2 0 0 0
$fadein 1.5
$fadeout 0.5
$holdtime 1.2
CR1
{
Testing 1
}
CR2
{
Testing 2
}
CR3
{
Testing 3
}
//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
GAMEOVER_ALLY
{
#HL2_GameOver_Ally
}
GAMEOVER_OBJECT
{
#HL2_GameOver_Object
}
GAMEOVER_TIMER
{
#HL2_GameOver_Timer
}
GAMEOVER_STUCK
{
#HL2_GameOver_Stuck
}
GAMEOVER_ALYXDEAD
{
#Episodic_GameOver_AlyxDead
}
GAMEOVER_ALYXLEFT
{
#EP2_GameOver_AlyxLeft
}
$fadein 0.03
$holdtime 9
//CHAPTER TITLES
$fadein 0.01
$holdtime 3.5
$position -1 0.58
EP2_CHAPTER1_TITLE
{
#ep2_Chapter1_Title
}
EP2_CHAPTER2_TITLE
{
#ep2_Chapter2_Title
}
EP2_CHAPTER3_TITLE
{
#ep2_Chapter3_Title
}
EP2_CHAPTER4_TITLE
{
#ep2_Chapter4_Title
}
EP2_CHAPTER5_TITLE
{
#ep2_Chapter5_Title
}
EP2_CHAPTER6_TITLE
{
#ep2_Chapter6_Title
}
EP2_CHAPTER7_TITLE
{
#ep2_Chapter7_Title
}
EP2_CHAPTER8_TITLE
{
#ep2_Chapter8_Title
}
EP2_CHAPTER9_TITLE
{
#ep2_Chapter9_Title
}
// In-Game messages
$position 0.1 0.1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.00
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.0
// How long to hold the message on the screen (after it scans out)
$holdtime 0.01
// How long it takes to fade out the message after holding
$fadeout 0.01
$boxsize 0.4
$boxcolor 31 31 31 127
GAMESAVING_360
{
#HL2_Saving
}
$position -1 0.65
GAMESAVING
{
#HL2_Saving
}
// In-Game messages
$position 0.1 0.1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.00
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.15
// How long to hold the message on the screen (after it scans out)
$holdtime 1.0
// How long it takes to fade out the message after holding
$fadeout 0.25
$boxsize 0.4
$boxcolor 31 31 31 127
// The following message will clear any existing message of the given name
$clearmessage GAMESAVING
GAMESAVED_360
{
#HL2_Saved
}
$position -1 0.65
GAMESAVED
{
#HL2_Saved
}
$clearmessage 0
// Game title
// This is a placeholder to hold the effects controls for the "Half-Life" title
$position -1 -1
// Only effect 0 is supported for game title
$effect 0
// This is the final color
$color 180 180 180
// Not used color2
$color2 0 0 0
// This is the time it takes to fade in the title
$fadein 1.0
// How long to hold the message on the screen (after it scans out)
$holdtime 3.0
// How long it takes to fade out the message after holding
$fadeout 1.5
$boxsize 0.0
GAMETITLE
{
Half-Life
}
//HAZARD COURSE TEXT
// Test values -- JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
$position -1 0.65
$position -1 0.3

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"VGUI_Screens"
{
// This name here can be referenced from within a
// vgui_screen entity to select this vgui panel
"vgui_test_screen"
{
// The type indicates which type of panel to create
// Coders will add new types as time goes by.
// "vgui_screen_panel" is a generic panel type which can
// read in .res files that have been built by VGUI's build mode dialog.
"type" "vgui_screen_panel"
// These describe the dimensions of the screen *in pixels*
"pixelswide" 480
"pixelshigh" 240
// This is the name of the .res file to load up and apply to the vgui panel
"resfile" "scripts/screens/vgui_test_screen.res"
}
"teleport_countdown_screen"
{
// Defined in c_info_teleporter_countdown.cpp
"type" "teleport_countdown_screen"
// These describe the dimensions of the screen *in pixels*
"pixelswide" 480
"pixelshigh" 240
// This is the name of the .res file to load up and apply to the vgui panel
"resfile" "scripts/screens/teleport_countdown_screen.res"
}
"jalopy_radar_panel"
{
"type" "jalopy_radar_panel"
"pixelswide" "128"
"pixelshigh" "128"
"resfile" "scripts/screens/jalopy_radar_panel.res"
}
}