diff --git a/sp/game/sdk2013CE/cfg/chapter1.cfg b/sp/game/sdk2013CE/cfg/chapter1.cfg new file mode 100644 index 000000000..0e484d0d2 --- /dev/null +++ b/sp/game/sdk2013CE/cfg/chapter1.cfg @@ -0,0 +1 @@ +map sdk_vehicles diff --git a/sp/game/sdk2013CE/cfg/chapter2.cfg b/sp/game/sdk2013CE/cfg/chapter2.cfg new file mode 100644 index 000000000..0e484d0d2 --- /dev/null +++ b/sp/game/sdk2013CE/cfg/chapter2.cfg @@ -0,0 +1 @@ +map sdk_vehicles diff --git a/sp/game/sdk2013CE/cfg/chapter3.cfg b/sp/game/sdk2013CE/cfg/chapter3.cfg new file mode 100644 index 000000000..0e484d0d2 --- /dev/null +++ b/sp/game/sdk2013CE/cfg/chapter3.cfg @@ -0,0 +1 @@ +map sdk_vehicles diff --git a/sp/game/sdk2013CE/cfg/config_default.cfg b/sp/game/sdk2013CE/cfg/config_default.cfg new file mode 100644 index 000000000..ae8daf65a --- /dev/null +++ b/sp/game/sdk2013CE/cfg/config_default.cfg @@ -0,0 +1,39 @@ +// 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 \ No newline at end of file diff --git a/sp/game/sdk2013CE/cfg/map_edit.cfg b/sp/game/sdk2013CE/cfg/map_edit.cfg new file mode 100644 index 000000000..52375d86d --- /dev/null +++ b/sp/game/sdk2013CE/cfg/map_edit.cfg @@ -0,0 +1,22 @@ +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 + diff --git a/sp/game/sdk2013CE/cfg/server_blacklist.txt b/sp/game/sdk2013CE/cfg/server_blacklist.txt new file mode 100644 index 000000000..fda684a33 --- /dev/null +++ b/sp/game/sdk2013CE/cfg/server_blacklist.txt @@ -0,0 +1,3 @@ +"serverblacklist" +{ +} diff --git a/sp/game/sdk2013CE/cfg/skill.cfg b/sp/game/sdk2013CE/cfg/skill.cfg new file mode 100644 index 000000000..bc4bed252 --- /dev/null +++ b/sp/game/sdk2013CE/cfg/skill.cfg @@ -0,0 +1,274 @@ +// =========== +// 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" \ No newline at end of file diff --git a/sp/game/sdk2013CE/detail.vbsp b/sp/game/sdk2013CE/detail.vbsp new file mode 100644 index 000000000..f5e3e12b0 --- /dev/null +++ b/sp/game/sdk2013CE/detail.vbsp @@ -0,0 +1,377 @@ +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" + + } + } + + +} \ No newline at end of file diff --git a/sp/game/sdk2013CE/lights.rad b/sp/game/sdk2013CE/lights.rad new file mode 100644 index 000000000..af71a7dda --- /dev/null +++ b/sp/game/sdk2013CE/lights.rad @@ -0,0 +1,127 @@ +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 diff --git a/sp/game/sdk2013CE/maps/graphs/sdk_vehicles.ain b/sp/game/sdk2013CE/maps/graphs/sdk_vehicles.ain new file mode 100644 index 000000000..0bbbc826a Binary files /dev/null and b/sp/game/sdk2013CE/maps/graphs/sdk_vehicles.ain differ diff --git a/sp/game/sdk2013CE/maps/sdk_vehicles.bsp b/sp/game/sdk2013CE/maps/sdk_vehicles.bsp new file mode 100644 index 000000000..d9cdff3b8 Binary files /dev/null and b/sp/game/sdk2013CE/maps/sdk_vehicles.bsp differ diff --git a/sp/game/sdk2013CE/materials/example_model_material.vmt b/sp/game/sdk2013CE/materials/example_model_material.vmt new file mode 100644 index 000000000..9994033d3 --- /dev/null +++ b/sp/game/sdk2013CE/materials/example_model_material.vmt @@ -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" +} diff --git a/sp/game/sdk2013CE/media/startupvids.txt b/sp/game/sdk2013CE/media/startupvids.txt new file mode 100644 index 000000000..98478bc5a --- /dev/null +++ b/sp/game/sdk2013CE/media/startupvids.txt @@ -0,0 +1 @@ +media/valve.avi diff --git a/sp/game/sdk2013CE/particles/particles_manifest.txt b/sp/game/sdk2013CE/particles/particles_manifest.txt new file mode 100644 index 000000000..3bddb3ebe --- /dev/null +++ b/sp/game/sdk2013CE/particles/particles_manifest.txt @@ -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" +} diff --git a/sp/game/sdk2013CE/resource/ClientScheme.res b/sp/game/sdk2013CE/resource/ClientScheme.res index 3dd0ce2c9..2be73eb6d 100644 --- a/sp/game/sdk2013CE/resource/ClientScheme.res +++ b/sp/game/sdk2013CE/resource/ClientScheme.res @@ -631,7 +631,7 @@ Scheme { "1" { - "name" "HL2EP2" + "name" "Trebuchet MS" "tall" "34" "tall_hidef" "48" "weight" "0" diff --git a/sp/game/sdk2013CE/resource/gamemenu.res b/sp/game/sdk2013CE/resource/gamemenu.res new file mode 100644 index 000000000..61793831d --- /dev/null +++ b/sp/game/sdk2013CE/resource/gamemenu.res @@ -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" + } +} + diff --git a/sp/game/sdk2013CE/resource/sdk2013overhaul_english.txt b/sp/game/sdk2013CE/resource/sdk2013overhaul_english.txt new file mode 100644 index 000000000..eaf87d904 Binary files /dev/null and b/sp/game/sdk2013CE/resource/sdk2013overhaul_english.txt differ diff --git a/sp/game/sdk2013CE/scripts/ChapterBackgrounds.txt b/sp/game/sdk2013CE/scripts/ChapterBackgrounds.txt new file mode 100644 index 000000000..2f7b80df5 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/ChapterBackgrounds.txt @@ -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" +} \ No newline at end of file diff --git a/sp/game/sdk2013CE/scripts/HudLayout.res b/sp/game/sdk2013CE/scripts/HudLayout.res new file mode 100644 index 000000000..8ac9cf90c --- /dev/null +++ b/sp/game/sdk2013CE/scripts/HudLayout.res @@ -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" + } +} \ No newline at end of file diff --git a/sp/game/sdk2013CE/scripts/actbusy.txt b/sp/game/sdk2013CE/scripts/actbusy.txt new file mode 100644 index 000000000..f7b24de54 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/actbusy.txt @@ -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" + } +} + + diff --git a/sp/game/sdk2013CE/scripts/credits.txt b/sp/game/sdk2013CE/scripts/credits.txt new file mode 100644 index 000000000..3f1e9d2b7 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/credits.txt @@ -0,0 +1,298 @@ +//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" +} + + + +} diff --git a/sp/game/sdk2013CE/scripts/game_sounds_ambient_generic.txt b/sp/game/sdk2013CE/scripts/game_sounds_ambient_generic.txt new file mode 100644 index 000000000..e2097c014 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/game_sounds_ambient_generic.txt @@ -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" +} diff --git a/sp/game/sdk2013CE/scripts/hud_textures.txt b/sp/game/sdk2013CE/scripts/hud_textures.txt new file mode 100644 index 000000000..c2a0cbc4e --- /dev/null +++ b/sp/game/sdk2013CE/scripts/hud_textures.txt @@ -0,0 +1,107 @@ +"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" + } + } +} diff --git a/sp/game/sdk2013CE/scripts/npc_sounds_vortigaunt.txt b/sp/game/sdk2013CE/scripts/npc_sounds_vortigaunt.txt new file mode 100644 index 000000000..1d63aef27 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/npc_sounds_vortigaunt.txt @@ -0,0 +1,4794 @@ +// +// +// NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! +// NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! +// NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! +// +// VOL_NORM 1.0f +// +//----------------------------------------------------------------------------- +// common attenuation values +//----------------------------------------------------------------------------- +// +// DON'T USE THESE - USE SNDLVL_ INSTEAD!!! +// ATTN_NONE 0.0f +// ATTN_NORM 0.8f +// ATTN_IDLE 2.0f +// ATTN_STATIC 1.25f +// ATTN_RICOCHET 1.5f +// ATTN_GUNFIRE 0.27f +// +// SNDLVL_NONE = 0, +// SNDLVL_25dB = 25, +// SNDLVL_30dB = 30, +// SNDLVL_35dB = 35, +// SNDLVL_40dB = 40, +// SNDLVL_45dB = 45, +// SNDLVL_50dB = 50, = 3.9 +// SNDLVL_55dB = 55, = 3.0 +// SNDLVL_IDLE = 60, = 2.0 +// SNDLVL_TALKING = 60, = 2.0 +// SNDLVL_60dB = 60, = 2.0 +// SNDLVL_65dB = 65, = 1.5 +// SNDLVL_STATIC = 66, = 1.25 +// SNDLVL_70dB = 70, = 1.0 +// SNDLVL_NORM = 75, +// SNDLVL_75dB = 75, = 0.8 +// SNDLVL_80dB = 80, = 0.7 +// SNDLVL_85dB = 85, = 0.6 +// SNDLVL_90dB = 90, = 0.5 +// SNDLVL_95dB = 95, +// SNDLVL_100dB = 100, = 0.4 +// SNDLVL_105dB = 105, +// SNDLVL_120dB = 120, +// SNDLVL_130dB = 130, +// SNDLVL_GUNFIRE = 140, = 0.27 +// SNDLVL_140dB = 140, = 0.2 +// SNDLVL_150dB = 150, = 0.2 +// + + + + +"npc_vortigaunt.above" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/above.wav" +} + +"npc_vortigaunt.abovefm" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/abovefm.wav" +} + +"npc_vortigaunt.acceptcharge" +{ + "channel" "CHAN_VOICE" + "volume" "0.550" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/acceptcharge.wav" +} + +"npc_vortigaunt.acceptenergy" +{ + "channel" "CHAN_VOICE" + "volume" "0.550" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/acceptenergy.wav" +} + +"npc_vortigaunt.accompany" +{ + "channel" "CHAN_VOICE" + "volume" "0.750" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/accompany.wav" +} + +"npc_vortigaunt.advancefm" +{ + "channel" "CHAN_VOICE" + "volume" "0.750" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/advancefm.wav" +} + +"npc_vortigaunt.affirmed" +{ + "channel" "CHAN_VOICE" + "volume" "0.650" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/affirmed.wav" +} + +"NPC_Vortigaunt.Aftershock" +{ + "channel" "CHAN_STATIC" + "volume" "0.800" + "pitch" "90, 110" + + "soundlevel" "SNDLVL_100dB" + + "rndwave" + { + "wave" "npc/vort/vort_aftershocks1.wav" + "wave" "npc/vort/vort_aftershocks2.wav" + "wave" "npc/vort/vort_aftershocks3.wav" + } +} + +"npc_vortigaunt.alert" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/alert.wav" +} + +"npc_vortigaunt.alert_antlions" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/warefm.wav" +} + +"npc_vortigaunt.alert_beholdantrhino" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/alert_beholdantrhino.wav" +} + +"npc_vortigaunt.alert_gunships" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/alert_gunships.wav" +} + +"npc_vortigaunt.alert_gunshipshigh" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/alert_gunshipshigh.wav" +} + +"npc_vortigaunt.alert_man" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/alert_man.wav" +} + +"npc_vortigaunt.alert_rollers" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/alert_rollers.wav" +} + +"npc_vortigaunt.alert_scanners" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/alert_scanners.wav" +} + +"npc_vortigaunt.alert_soldiers" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/alert_soldiers.wav" +} + +"npc_vortigaunt.alert_strider" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/alert_strider.wav" +} + +"npc_vortigaunt.alldear" +{ + "channel" "CHAN_VOICE" + "volume" "0.650" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/alldear.wav" +} + +"npc_vortigaunt.allfornow" +{ + "channel" 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"channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/vort_attack18.wav" +} + +"npc_vortigaunt.vort_attack19" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/vort_attack19.wav" +} + +"npc_vortigaunt.vort_attack20" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/vort_attack20.wav" +} + +"npc_vortigaunt.vort_attack21" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/vort_attack21.wav" +} + +"npc_vortigaunt.vort_attack22" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/vort_attack22.wav" +} + +"npc_vortigaunt.vort_attack23" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" 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"SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vques09.wav" +} + +"npc_vortigaunt.vques10" +{ + "channel" "CHAN_VOICE" + "volume" "0.680" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vques10.wav" +} + +"npc_vortigaunt.ware" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/ware.wav" +} + +"npc_vortigaunt.warefm" +{ + "channel" "CHAN_VOICE" + "volume" "0.700" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/warefm.wav" +} + +"npc_vortigaunt.warningfm" +{ + "channel" "CHAN_VOICE" + "volume" "0.430" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/warningfm.wav" +} + +"npc_vortigaunt.wavernotfm" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/weforgive.wav" +} + +"npc_vortigaunt.weareone" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/weareone.wav" +} + +"npc_vortigaunt.weareyours" +{ + "channel" "CHAN_VOICE" + "volume" "0.400" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/weareyours.wav" +} + +"npc_vortigaunt.webeofuse" +{ + "channel" "CHAN_VOICE" + "volume" "0.400" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/webeofuse.wav" +} + +"npc_vortigaunt.weclaimyou" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/weclaimyou.wav" +} + +"npc_vortigaunt.wefinish" +{ + "channel" "CHAN_VOICE" + "volume" "0.900" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_90dB" + + "wave" "*vo/npc/vortigaunt/wefinish.wav" +} + +"npc_vortigaunt.wefollowfm" +{ + "channel" "CHAN_VOICE" + "volume" "0.700" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wefollowfm.wav" +} + +"npc_vortigaunt.weforgive" +{ + "channel" "CHAN_VOICE" + "volume" "0.500" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/weforgive.wav" +} + +"npc_vortigaunt.wegowillingly" +{ + "channel" "CHAN_VOICE" + "volume" "0.800" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wegowillingly.wav" +} + +"npc_vortigaunt.wehonored" +{ + "channel" "CHAN_VOICE" + "volume" "0.550" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wehonored.wav" +} + +"npc_vortigaunt.weknowyou" +{ + "channel" "CHAN_VOICE" + "volume" "0.780" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/weknowyou.wav" +} + +"npc_vortigaunt.wellmet" +{ + "channel" "CHAN_VOICE" + "volume" "0.720" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wellmet.wav" +} + +"npc_vortigaunt.weshare" +{ + "channel" "CHAN_VOICE" + "volume" "0.700" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/weshare.wav" +} + +"npc_vortigaunt.wewillcharge" +{ + "channel" "CHAN_VOICE" + "volume" "0.370" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wewillcharge.wav" +} + +"npc_vortigaunt.wewillhelp" +{ + "channel" "CHAN_VOICE" + "volume" "0.430" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wewillhelp.wav" +} + +"npc_vortigaunt.whereto" +{ + "channel" "CHAN_VOICE" + "volume" "0.500" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/whereto.wav" +} + +"npc_vortigaunt.willremain" +{ + "channel" "CHAN_VOICE" + "volume" "0.420" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/willremain.wav" +} + +"npc_vortigaunt.worthless" +{ + "channel" "CHAN_VOICE" + "volume" "0.420" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/worthless.wav" +} + +"npc_vortigaunt.yes" +{ + "channel" "CHAN_VOICE" + "volume" "0.670" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/yes.wav" +} + +"npc_vortigaunt.yesforward" +{ + "channel" "CHAN_VOICE" + "volume" "0.650" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/yesforward.wav" +} + +"NPC_Vortigaunt.ZapPowerup" +{ + "channel" "CHAN_WEAPON" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "npc/vort/attack_charge.wav" +} + diff --git a/sp/game/sdk2013CE/scripts/propdata.txt b/sp/game/sdk2013CE/scripts/propdata.txt new file mode 100644 index 000000000..f2d8c4556 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/propdata.txt @@ -0,0 +1,501 @@ +// "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" + } + } +} diff --git a/sp/game/sdk2013CE/scripts/soundscapes_manifest.txt b/sp/game/sdk2013CE/scripts/soundscapes_manifest.txt new file mode 100644 index 000000000..95a117d25 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/soundscapes_manifest.txt @@ -0,0 +1,26 @@ +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" + +} \ No newline at end of file diff --git a/sp/game/sdk2013CE/scripts/surfaceproperties_ep2.txt b/sp/game/sdk2013CE/scripts/surfaceproperties_ep2.txt new file mode 100644 index 000000000..da4d4088d --- /dev/null +++ b/sp/game/sdk2013CE/scripts/surfaceproperties_ep2.txt @@ -0,0 +1,131 @@ +// "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" +} + diff --git a/sp/game/sdk2013CE/scripts/talker/npc_alyx.txt b/sp/game/sdk2013CE/scripts/talker/npc_alyx.txt new file mode 100644 index 000000000..9574ee364 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/talker/npc_alyx.txt @@ -0,0 +1,133 @@ +//============================================================================================================ +// 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 +} + +//---------------------------------------------------------------------------- + +//============================================================================================================ diff --git a/sp/game/sdk2013CE/scripts/talker/npc_citizen.txt b/sp/game/sdk2013CE/scripts/talker/npc_citizen.txt new file mode 100644 index 000000000..32398a548 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/talker/npc_citizen.txt @@ -0,0 +1,1201 @@ +//============================================================================================================ +// Citizen criteria +//============================================================================================================ +criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required +criterion "EnemyIsSniper" "enemy" "npc_sniper" required +criterion "HurtByFire" "hurt_by_fire" "1" required +criterion "AlyxCitizenHelloOkay" "AlyxCitizenHelloOkay" "1" required + + + +//============================================================================================================ +// Citizen Hello speech +//============================================================================================================ +response "CitizenHello" +{ + scene "scenes/npc/$gender01/abouttime01.vcd" + scene "scenes/npc/$gender01/abouttime02.vcd" + scene "scenes/npc/$gender01/ahgordon01.vcd" + scene "scenes/npc/$gender01/ahgordon02.vcd" + scene "scenes/npc/$gender01/docfreeman01.vcd" + scene "scenes/npc/$gender01/docfreeman02.vcd" + scene "scenes/npc/$gender01/freeman.vcd" + scene "scenes/npc/$gender01/hellodrfm01.vcd" + scene "scenes/npc/$gender01/hellodrfm02.vcd" + scene "scenes/npc/$gender01/heydoc01.vcd" + scene "scenes/npc/$gender01/heydoc02.vcd" + scene "scenes/npc/$gender01/hi01.vcd" + scene "scenes/npc/$gender01/hi02.vcd" +} + +rule CitizenHello +{ + criteria IsCitizen ConceptTalkHello PlayerNear SeePlayer NotInPanic + response CitizenHello +} + +//============================================================================================================ +// Citizen Idle speech +//============================================================================================================ +response "CitizenTalkStare" +{ + scene "scenes/npc/$gender01/doingsomething.vcd" + scene "scenes/npc/$gender01/getgoingsoon.vcd" + scene "scenes/npc/$gender01/waitingsomebody.vcd" +} + +rule CitizenTalkStare +{ + criteria IsCitizen ConceptTalkStare IsGordonCriminal NPCIdle NotInPanic + response CitizenTalkStare +} + + +//------------------------------------------------------------------------------------------------------------ +response "CitizenTalkPlayerPushed" +{ + scene "scenes/npc/$gender01/sorryfm01.vcd" + scene "scenes/npc/$gender01/sorryfm02.vcd" + scene "scenes/npc/$gender01/sorrydoc01.vcd" + scene "scenes/npc/$gender01/sorrydoc02.vcd" + scene "scenes/npc/$gender01/sorrydoc04.vcd" + scene "scenes/npc/$gender01/excuseme01.vcd" + scene "scenes/npc/$gender01/excuseme02.vcd" + scene "scenes/npc/$gender01/pardonme01.vcd" + scene "scenes/npc/$gender01/pardonme02.vcd" + scene "scenes/npc/$gender01/sorry01.vcd" + scene "scenes/npc/$gender01/sorry02.vcd" + scene "scenes/npc/$gender01/sorry03.vcd" + scene "scenes/npc/$gender01/outofyourway01.vcd" + scene "scenes/npc/$gender01/outofyourway02.vcd" + scene "scenes/npc/$gender01/whoops01.vcd" +} + +rule CitizenTalkPlayerPushed +{ + criteria IsCitizen ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat + response CitizenTalkPlayerPushed +} + +//============================================================================================================ +// Citizen Questions & Responses speech +//============================================================================================================ + +//Q&A has been commented out for episodic content, since it pertains to world before Citadel destruction. Added a couple heydocs so that citizens will still acknowledge player if triggered. +//commented out for ep2 fornow. +//response "CitizenQuestion" +//{ +// sequential +// scene "scenes/npc/$gender01/question01.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question02.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question03.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question04.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question05.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question06.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question07.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question08.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question09.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question10.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question11.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question12.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question13.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question14.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question15.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question16.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question17.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question18.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question19.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question20.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question21.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question22.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question23.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question25.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question26.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question27.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question28.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question29.vcd" respeakdelay 240 +// scene "scenes/npc/$gender01/question30.vcd" respeakdelay 240 + +//} + +//rule CitizenQuestion +//{ +// criteria IsCitizen ConceptTalkQuestion PlayerAlive NotInPanic +// response CitizenQuestion +//} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenAnswer" +{ +// scene "scenes/npc/$gender01/answer01.vcd" delay 2 +// scene "scenes/npc/$gender01/answer02.vcd" delay 2 +// scene "scenes/npc/$gender01/answer03.vcd" delay 2 +// scene "scenes/npc/$gender01/answer04.vcd" delay 2 +// scene "scenes/npc/$gender01/answer05.vcd" delay 2 +// scene "scenes/npc/$gender01/answer07.vcd" delay 2 +// scene "scenes/npc/$gender01/answer08.vcd" delay 2 +// scene "scenes/npc/$gender01/answer09.vcd" delay 2 +// scene "scenes/npc/$gender01/answer10.vcd" delay 2 +// scene "scenes/npc/$gender01/answer11.vcd" delay 2 +// scene "scenes/npc/$gender01/answer12.vcd" delay 2 +// scene "scenes/npc/$gender01/answer13.vcd" delay 2 +// scene "scenes/npc/$gender01/answer14.vcd" delay 2 +// scene "scenes/npc/$gender01/answer15.vcd" delay 2 +// scene "scenes/npc/$gender01/answer16.vcd" delay 2 +// scene "scenes/npc/$gender01/answer17.vcd" delay 2 +// scene "scenes/npc/$gender01/answer18.vcd" delay 2 +// scene "scenes/npc/$gender01/answer19.vcd" delay 2 +// scene "scenes/npc/$gender01/answer20.vcd" delay 2 +// scene "scenes/npc/$gender01/answer21.vcd" delay 2 +// scene "scenes/npc/$gender01/answer22.vcd" delay 2 +// scene "scenes/npc/$gender01/answer23.vcd" delay 2 +// scene "scenes/npc/$gender01/answer24.vcd" delay 2 +// scene "scenes/npc/$gender01/answer25.vcd" delay 2 +// scene "scenes/npc/$gender01/answer26.vcd" delay 2 +// scene "scenes/npc/$gender01/answer27.vcd" delay 2 +// scene "scenes/npc/$gender01/answer28.vcd" delay 2 +// scene "scenes/npc/$gender01/answer29.vcd" delay 2 +// scene "scenes/npc/$gender01/answer30.vcd" delay 2 +// scene "scenes/npc/$gender01/answer31.vcd" delay 2 +// scene "scenes/npc/$gender01/answer32.vcd" delay 2 +// scene "scenes/npc/$gender01/answer33.vcd" delay 2 +// scene "scenes/npc/$gender01/answer34.vcd" delay 2 +// scene "scenes/npc/$gender01/answer35.vcd" delay 2 +// scene "scenes/npc/$gender01/answer36.vcd" delay 2 +// scene "scenes/npc/$gender01/answer37.vcd" delay 2 +// scene "scenes/npc/$gender01/answer38.vcd" delay 2 +// scene "scenes/npc/$gender01/answer39.vcd" delay 2 +// scene "scenes/npc/$gender01/answer40.vcd" delay 2 +} + +rule CitizenAnswer +{ + criteria IsCitizen ConceptTalkAnswer PlayerAlive NotInPanic + response CitizenAnswer +} + +//============================================================================================================ +// Citizen Questions & Responses with Vortigaunts +//============================================================================================================ +response "CitizenQuestionVort" +{ + scene "scenes/npc/$gender01/vquestion01.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion02.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion03.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion04.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion05.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion06.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion07.vcd" delay 1 +} + +rule CitizenQuestionVort +{ + criteria IsCitizen ConceptTalkQuestion PlayerAlive IsSpeechTargetAVort NotInPanic + response CitizenQuestionVort +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenAnswerVort" +{ + scene "scenes/npc/$gender01/vanswer01.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer02.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer03.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer04.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer05.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer06.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer07.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer08.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer09.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer10.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer11.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer12.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer13.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer14.vcd" delay 2 +} + +rule CitizenAnswerVort +{ + criteria IsCitizen ConceptTalkAnswer PlayerAlive IsSpeechTargetAVort NotInPanic + response CitizenAnswerVort +} + +////============================================================================================================ +//// Citizen Questions & Responses with Alyx +////============================================================================================================ +//response "CitizenQuestionAlyx" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_remarks01.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks02.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks03.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks04.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks05.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks06.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks07.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks08.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks09.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks10.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks11.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks12.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks13.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks14.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks15.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks16.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks17.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks18.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks19.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks20.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks21.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks22.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks23.vcd" delay 1 +//} +// +//rule CitizenQuestionAlyx +//{ +// criteria IsCitizen ConceptTalkQuestion PlayerAlive IsSpeechTargetAlyx NotInPanic AlyxCitizenHelloOkay +// response CitizenQuestionAlyx +//} +// +////------------------------------------------------------------------------------------------------------------ +//response "CitizenAnswerAlyx" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_remarks01.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks02.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks03.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks04.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks05.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks06.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks07.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks08.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks09.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks10.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks11.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks12.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks13.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks14.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks15.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks16.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks17.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks18.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks19.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks20.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks21.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks22.vcd" delay 1 +// scene "scenes/episode_1/npc/$gender01/cit_remarks23.vcd" delay 1 +//} +// +//rule CitizenAnswerAlyx +//{ +// criteria IsCitizen ConceptTalkAnswer PlayerAlive IsSpeechTargetAlyx NotInPanic +// response CitizenAnswerAlyx +//} +// +////============================================================================================================ +//// Citizen Hello Responses with Alyx +////============================================================================================================ +// +//response "CitizenQuestionHelloAlyx1" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx01.vcd" delay 1 // Hey! You’re Alyx Vance! +// +//} +// +//rule CitizenQuestionHelloAlyx1 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore00 RGroupLess10 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx1 +//} +// +//response "CitizenQuestionHelloAlyx2" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx02.vcd" delay 1 // I know you! +// +//} +// +//rule CitizenQuestionHelloAlyx2 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore10 RGroupLess20 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx2 +//} +// +// +//response "CitizenQuestionHelloAlyx3" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx03.vcd" delay 1 // Alyx Vance and Gordon Freeman! You stayed behind to look after us, didn’t you? +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx05.vcd" delay 1 // I hope you two are here to help. +//} +// +//rule CitizenQuestionHelloAlyx3 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore20 RGroupLess30 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx3 +//} +// +// +//response "CitizenQuestionHelloAlyx4" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx04.vcd" delay 1 // Who are you again? +// +//} +// +//rule CitizenQuestionHelloAlyx4 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore30 RGroupLess40 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx4 +//} +// +// +//response "CitizenQuestionHelloAlyx5" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx06.vcd" delay 1 // your kleiner's daughter right? +// +//} +// +//rule CitizenQuestionHelloAlyx5 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore40 RGroupLess50 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx5 +//} +// +//response "CitizenQuestionHelloAlyx6" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx07.vcd" delay 1 // Yeah, yeah, good to see you. Now, where's Dog? +// +//} +// +//rule CitizenQuestionHelloAlyx6 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore50 RGroupLess60 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx6 +//} +// +//response "CitizenQuestionHelloAlyx7" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx08.vcd" delay 1 //Alyx, oh my god, where's Freeman!?! Oh, there he is... +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx09.vcd" delay 1 //Oh, hey Freeman. And this is the Mrs., I presume? +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx10.vcd" delay 1 //Oh, hey Freeman. And this must be the little lady.(Male) - Dr. and Mrs. Freeman, I presume? (Female) +//} +// +//rule CitizenQuestionHelloAlyx7 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore60 RGroupLess70 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx7 +//} +// +//response "CitizenQuestionHelloAlyx8" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx11.vcd" delay 1 //honestly, do you think we have any chance? +// +//} +// +//rule CitizenQuestionHelloAlyx8 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore70 RGroupLess80 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx8 +//} +// +//response "CitizenQuestionHelloAlyx9" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx12.vcd" delay 1 // Yap, yap, yap, why don't you let Freeman get a word in for once?` +// +//} +// +//rule CitizenQuestionHelloAlyx9 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore80 RGroupLess90 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx9 +//} +// +//response "CitizenQuestionHelloAlyx10" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx13.vcd" delay 1 +// +//} +// +//rule CitizenQuestionHelloAlyx10 +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic RGroupMore90 RGroupLess100 AlyxCitizenHelloOkay +// response CitizenQuestionHelloAlyx10 +//} + +//response "CitizenQuestionHelloAlyx" +//{ +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx01.vcd" delay 1 // Hey! You’re Alyx Vance! +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx02.vcd" delay 1 // I know you! +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx03.vcd" delay 1 // Alyx Vance and Gordon Freeman! You stayed behind to look after us, didn’t you? +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx04.vcd" delay 1 // Who are you again? +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx05.vcd" delay 1 // I hope you two are here to help. +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx06.vcd" delay 1 // You're Kleiner's daughter, right? +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx07.vcd" delay 1 // Yeah, yeah, good to see you. Now, where's Dog? +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx08.vcd" delay 1 // Alyx, oh my god, where's Freeman!?! Oh, there he is... +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx09.vcd" delay 1 // Oh, hey Freeman. And this is the Mrs., I presume? +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx10.vcd" delay 1 // Alyx, Gordon - thank God you made it +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx11.vcd" delay 1 // Alyx - honestly, do you think we have any chance? +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx12.vcd" delay 1 // Yap, yap, yap, why don't you let Freeman get a word in for once?` +// scene "scenes/episode_1/npc/$gender01/cit_greet_alyx13.vcd" delay 1 // Oh, hey Freeman. And this must be the little lady. [male only] +// +//} +// +//rule CitizenQuestionHelloAlyx +//{ +// criteria IsCitizen ConceptTalkQuestionHello PlayerAlive IsSpeechTargetAlyx NotInPanic +// response CitizenQuestionHelloAlyx +//} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenAnswerHelloAlyx" +{ + //scene "scenes/episode_1/npc/$gender01/cit_remarks01.vcd" delay 1 +} + +rule CitizenAnswerHelloAlyx +{ + criteria IsCitizen ConceptTalkAnswerHello PlayerAlive IsSpeechTargetAlyx NotInPanic + response CitizenAnswerHelloAlyx +} + + + + +//============================================================================================================ +// Citizen Mourning the player's death +//============================================================================================================ + +response "CitizenMournQ" +{ + scene "scenes/npc/$gender01/gordead_ques01.vcd" + scene "scenes/npc/$gender01/gordead_ques02.vcd" + scene "scenes/npc/$gender01/gordead_ques03a.vcd" + scene "scenes/npc/$gender01/gordead_ques03b.vcd" + scene "scenes/npc/$gender01/gordead_ques04.vcd" + scene "scenes/npc/$gender01/gordead_ques05.vcd" + scene "scenes/npc/$gender01/gordead_ques06.vcd" + scene "scenes/npc/$gender01/gordead_ques07.vcd" + scene "scenes/npc/$gender01/gordead_ques08.vcd" + scene "scenes/npc/$gender01/gordead_ques09.vcd" + scene "scenes/npc/$gender01/gordead_ques10.vcd" + scene "scenes/npc/$gender01/gordead_ques11.vcd" + scene "scenes/npc/$gender01/gordead_ques12.vcd" + scene "scenes/npc/$gender01/gordead_ques13.vcd" + scene "scenes/npc/$gender01/gordead_ques14.vcd" + scene "scenes/npc/$gender01/gordead_ques15.vcd" + scene "scenes/npc/$gender01/gordead_ques16.vcd" + scene "scenes/npc/$gender01/gordead_ques17.vcd" +} + +rule CitizenMournQ +{ + criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerDead + response CitizenMournQ + matchonce +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenMournA" +{ + scene "scenes/npc/$gender01/gordead_ans01.vcd" + scene "scenes/npc/$gender01/gordead_ans02.vcd" + scene "scenes/npc/$gender01/gordead_ans03.vcd" + scene "scenes/npc/$gender01/gordead_ans04.vcd" + scene "scenes/npc/$gender01/gordead_ans05.vcd" + scene "scenes/npc/$gender01/gordead_ans06.vcd" + scene "scenes/npc/$gender01/gordead_ans07.vcd" + scene "scenes/npc/$gender01/gordead_ans08.vcd" + scene "scenes/npc/$gender01/gordead_ans09.vcd" + scene "scenes/npc/$gender01/gordead_ans10.vcd" + scene "scenes/npc/$gender01/gordead_ans11.vcd" + scene "scenes/npc/$gender01/gordead_ans12.vcd" + scene "scenes/npc/$gender01/gordead_ans13.vcd" + scene "scenes/npc/$gender01/gordead_ans14.vcd" + scene "scenes/npc/$gender01/gordead_ans15.vcd" + scene "scenes/npc/$gender01/gordead_ans16.vcd" + scene "scenes/npc/$gender01/gordead_ans17.vcd" + scene "scenes/npc/$gender01/gordead_ans18.vcd" + scene "scenes/npc/$gender01/gordead_ans19.vcd" + scene "scenes/npc/$gender01/gordead_ans20.vcd" +} + +rule CitizenMournA +{ + criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerDead + response CitizenMournA + matchonce +} + +response "CitizenMournAll" +{ + response CitizenMournQ + response CitizenMournA +} + +rule CitizenMourn +{ + criteria IsCitizen ConceptPlayerDead IsGordonCriminal PlayerDead + response CitizenMournAll + matchonce +} + +//----------------------------------------- +response "CitizenHeal" +{ + scene "scenes/npc/$gender01/health01.vcd" delay 1 + scene "scenes/npc/$gender01/health02.vcd" delay 1 + scene "scenes/npc/$gender01/health03.vcd" delay 1 + scene "scenes/npc/$gender01/health04.vcd" delay 1 + scene "scenes/npc/$gender01/health05.vcd" delay 1 +} + +rule CitizenHeal +{ + criteria IsCitizen ConceptTalkHeal + response CitizenHeal +} +//--------------------------- +response "CitizenGiveAmmo" +{ + scene "scenes/npc/$gender01/ammo01.vcd" delay 1 + scene "scenes/npc/$gender01/ammo02.vcd" delay 1 + scene "scenes/npc/$gender01/ammo03.vcd" delay 1 + scene "scenes/npc/$gender01/ammo04.vcd" delay 1 + scene "scenes/npc/$gender01/ammo05.vcd" delay 1 +} + +rule CitizenGiveAmmo +{ + criteria IsCitizen ConceptTalkGiveAmmo + response CitizenGiveAmmo +} + +//============================================================================================================ +// Citizen Combat speech +//============================================================================================================ +response "CitizenDanger" +{ + permitrepeats + scene "scenes/npc/$gender01/watchout.vcd" weight 1 + scene "scenes/npc/$gender01/uhoh.vcd" weight 1.1 + scene "scenes/npc/$gender01/lookoutfm01.vcd" weight .9 + scene "scenes/npc/$gender01/startle01.vcd" weight 1.1 + scene "scenes/npc/$gender01/startle02.vcd" weight 1.1 + scene "scenes/npc/$gender01/getdown02.vcd" weight 1 +} + +rule CitizenDanger +{ + criteria IsCitizen ConceptTalkDanger + response CitizenDanger +} + +response CitizenDangerBig +{ + permitrepeats + scene "scenes/npc/$gender01/strider_run.vcd" + scene "scenes/npc/$gender01/gethellout.vcd" + response CitizenDanger weight 12 // 6 * 2 +} + +rule CitizenDangerBig +{ + criteria IsCitizen ConceptTalkDanger EnemyIsStrider + response CitizenDangerBig +} + + +response "CitizenAntLionDanger" +{ + scene "scenes/episode_1/npc/$gender01/cit_alert_antlions05.vcd" respeakdelay 30 + scene "scenes/episode_1/npc/$gender01/cit_alert_antlions06.vcd" respeakdelay 30 + scene "scenes/episode_1/npc/$gender01/cit_alert_antlions07.vcd" respeakdelay 30 + scene "scenes/episode_1/npc/$gender01/cit_alert_antlions08.vcd" respeakdelay 30 + scene "scenes/episode_1/npc/$gender01/cit_alert_antlions09.vcd" respeakdelay 30 + scene "scenes/episode_1/npc/$gender01/cit_alert_antlions18.vcd" respeakdelay 30 +} + +rule CitizenAntLionDanger +{ + criteria IsCitizen ConceptTalkAttacking EnemyIsAntLion + response CitizenAntLionDanger +} + + + + + +response "CitizenMortarDanger" +{ + scene "scenes/npc/$gender01/watchout.vcd" + scene "scenes/npc/$gender01/headsup01.vcd" + scene "scenes/npc/$gender01/getdown02.vcd" + scene "scenes/npc/$gender01/headsup02.vcd" + scene "scenes/npc/$gender01/incoming02.vcd" + scene "scenes/npc/$gender01/takecover02.vcd" +} + +rule CitizenMortarDanger +{ + criteria IsCitizen ConceptTalkDanger EnemyIsMortar + response CitizenMortarDanger +} + +response "CitizenSniperDanger" +{ + scene "scenes/npc/$gender01/uhoh.vcd" + scene "scenes/npc/$gender01/startle01.vcd" + scene "scenes/npc/$gender01/startle02.vcd" + scene "scenes/npc/$gender01/getdown02.vcd" +} + +rule CitizenSniperDanger +{ + criteria IsCitizen ConceptTalkDanger EnemyIsSniper + response CitizenSniperDanger +} + +//============================================================================================================ +// Citizen Reloads Weapon +//============================================================================================================ +response "CitizenHideAndReload" +{ + scene "scenes/npc/$gender01/coverwhilereload01.vcd" + scene "scenes/npc/$gender01/coverwhilereload02.vcd" + scene "scenes/npc/$gender01/gottareload01.vcd" +// print "Gotta reload!" +} + +rule CitizenHideAndReload +{ + criteria IsCitizen ConceptHideAndReload + response CitizenHideAndReload +} + +//============================================================================================================ +// Citizen Reminds Player to Reload +// Removed because it began to be too much, can just be deleted unless someone really misses it. +//============================================================================================================ +//response "CitizenPlayerReload" +//{ +// scene "scenes/npc/$gender01/dontforgetreload01.vcd" +// scene "scenes/npc/$gender01/reloadfm01.vcd" +// scene "scenes/npc/$gender01/reloadfm02.vcd" +// scene "scenes/npc/$gender01/youdbetterreload01.vcd" +//// print "You better reload, Doc." +//} +// +//rule CitizenPlayerReload +//{ +// criteria ConceptPlayerReload IsCitizen PlayerNear SeePlayer +// response CitizenPlayerReload +//} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenNewWeapon" +{ + scene "scenes/npc/$gender01/nice.vcd" + scene "scenes/npc/$gender01/nice01.vcd" + scene "scenes/npc/$gender01/nice02.vcd" + scene "scenes/npc/$gender01/thislldonicely.vcd" + scene "scenes/npc/$gender01/yeah01.vcd" + scene "scenes/npc/$gender01/fantastic01.vcd" + scene "scenes/npc/$gender01/fantastic02.vcd" + scene "scenes/npc/$gender01/finally.vcd" + scene "scenes/npc/$gender01/oneforme.vcd" + scene "scenes/npc/$gender01/evenodds.vcd" +} + +rule CitizenNewWeapon +{ + criteria IsCitizen ConceptNewWeapon + response CitizenNewWeapon +} + +//------------------------------------------------------------------------------------------------------------ +response CitizenOuch +{ + permitrepeats + scene "scenes/npc/$gender01/ow01.vcd" + scene "scenes/npc/$gender01/ow02.vcd" +// speak npc_citizen.die weight 9 // there are nine waves in there +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenMortalWound +{ + scene "scenes/npc/$gender01/imhurt01.vcd" + scene "scenes/npc/$gender01/imhurt02.vcd" +} + +rule CitizenMortalWound +{ + criteria IsCitizen ConceptTalkMortal + response CitizenMortalWound +} + +//------------------------------------------------------------------------------------------------------------ + +rule CitizenWound +{ + criteria IsCitizen ConceptTalkWound + response CitizenOuch +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenWoundFire +{ + scene "scenes/npc/$gender01/ow01.vcd" + scene "scenes/npc/$gender01/no01.vcd" + scene "scenes/npc/$gender01/no02.vcd" +} + +rule CitizenWoundFire +{ + criteria IsCitizen ConceptTalkWound HurtByFire + response CitizenWoundFire +} + + +//------------------------------------------------------------------------------------------------------------ +response "CitizenShotArm" +{ + permitrepeats + scene "scenes/npc/$gender01/myarm01.vcd" + scene "scenes/npc/$gender01/myarm02.vcd" + response CitizenOuch weight 8 +} + +rule CitizenShotArm +{ + criteria IsCitizen ConceptShot ShotInArm + response CitizenShotArm +} + +response "CitizenShotLeg" +{ + permitrepeats + scene "scenes/npc/$gender01/myleg01.vcd" + scene "scenes/npc/$gender01/myleg02.vcd" + response CitizenOuch weight 8 +} + + +rule CitizenShotLeg +{ + criteria IsCitizen ConceptShot ShotInLeg + response CitizenShotLeg +} + +response "CitizenShotGut" +{ + permitrepeats + scene "scenes/npc/$gender01/mygut01.vcd" + scene "scenes/npc/$gender01/mygut02.vcd" + scene "scenes/npc/$gender01/hitingut01.vcd" + scene "scenes/npc/$gender01/hitingut02.vcd" + response CitizenOuch weight 16 +} + +rule CitizenShotGut +{ + criteria IsCitizen ConceptShot ShotInGut + response CitizenShotGut +} + +//------------------------------------------------------------------------------------------------------------ +response CitizenWatchOut +{ + scene "scenes/npc/$gender01/lookoutfm01.vcd" + scene "scenes/npc/$gender01/lookoutfm02.vcd" +} + +rule CitizenWatchOut +{ + criteria IsCitizen ConceptTalkWatchout + response CitizenWatchout +} + +response CitizenWatchOutUp +{ + scene "scenes/npc/$gender01/upthere01.vcd" + scene "scenes/npc/$gender01/upthere02.vcd" +} + +rule CitizenWatchOutUp +{ + criteria IsCitizen ConceptTalkWatchout + "dangerloc" "above" required + response CitizenWatchOutUp +} + +response CitizenWatchOutBehind +{ + scene "scenes/npc/$gender01/behindyou01.vcd" + scene "scenes/npc/$gender01/behindyou02.vcd" +} + +rule CitizenWatchOutBehind +{ + criteria IsCitizen ConceptTalkWatchout + "dangerloc" "behind" required + response CitizenWatchOutBehind +} + +response CitizenWatchOutFar +{ + scene "scenes/npc/$gender01/overthere01.vcd" + scene "scenes/npc/$gender01/overthere02.vcd" +} + +rule CitizenWatchOutFar +{ + criteria IsCitizen ConceptTalkWatchout + "dangerloc" "far" required + response CitizenWatchOutFar +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenEnemyDead" +{ + scene "scenes/episode_1/npc/$gender01/cit_kill01.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill02.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill03.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill04.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill06.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill07.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill08.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill09.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill10.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill11.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill12.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill13.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill14.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill17.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill18.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill19.vcd" + scene "scenes/episode_1/npc/$gender01/cit_kill20.vcd" + scene "scenes/npc/$gender01/gotone01.vcd" + scene "scenes/npc/$gender01/gotone02.vcd" + scene "scenes/npc/$gender01/likethat.vcd" +} + +rule CitizenEnemyDead +{ + criteria IsCitizen ConceptEnemyDead + response CitizenEnemyDead +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenNoShoot" +{ + scene "scenes/npc/$gender01/onyourside.vcd" + scene "scenes/npc/$gender01/stopitfm.vcd" + scene "scenes/npc/$gender01/watchwhat.vcd" + +} + +rule CitizenNoShoot +{ + criteria IsCitizen ConceptTalkNoShoot + response CitizenNoShoot +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenBetrayed" +{ + scene "scenes/npc/$gender01/heretohelp01.vcd" + scene "scenes/npc/$gender01/heretohelp02.vcd" + scene "scenes/npc/$gender01/wetrustedyou01.vcd" + scene "scenes/npc/$gender01/wetrustedyou02.vcd" + scene "scenes/npc/$gender01/notthemanithought01.vcd" + scene "scenes/npc/$gender01/notthemanithought02.vcd" +} + +rule CitizenBetrayed +{ + criteria IsCitizen ConceptTalkBetrayed + response CitizenBetrayed +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenAllyKilled" +{ + + scene "scenes/episode_1/npc/$gender01/cit_buddykilled01.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled02.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled03.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled04.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled05.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled06.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled07.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled08.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled09.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled10.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled11.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled12.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled13.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled14.vcd" + scene "scenes/episode_1/npc/$gender01/cit_buddykilled15.vcd" + scene "scenes/npc/$gender01/ohno.vcd" + scene "scenes/npc/$gender01/goodgod.vcd" + scene "scenes/npc/$gender01/startle01.vcd" + scene "scenes/npc/$gender01/startle02.vcd" + scene "scenes/npc/$gender01/no01.vcd" + scene "scenes/npc/$gender01/no02.vcd" +} + +rule CitizenAllyKilled +{ + criteria IsCitizen ConceptTalkAllyKilled + response CitizenAllyKilled +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenCombineGroup +{ + scene "scenes/npc/$gender01/combine01.vcd" + scene "scenes/npc/$gender01/combine02.vcd" +} + +response CitizenCombine +{ + response CitizenCombineGroup respeakdelay 300 +} + +rule CitizenStartCombatCombine +{ + criteria IsCitizen ConceptStartCombat + enemy npc_combine_s required + response CitizenCombine +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenHeadcrabGroup +{ + scene "scenes/npc/$gender01/headcrabs01.vcd" + scene "scenes/npc/$gender01/headcrabs02.vcd" +} + +response CitizenHeadcrab +{ + response CitizenHeadcrabGroup respeakdelay 300 +} + +rule CitizenStartCombatHeadcrab +{ + criteria IsCitizen ConceptStartCombat + enemy npc_headcrab required + response CitizenHeadcrab +} + +rule CitizenStartCombatHeadcrabFast +{ + criteria IsCitizen ConceptStartCombat + enemy npc_headcrab_fast required + response CitizenHeadcrab +} + +rule CitizenStartCombatHeadcrabBlack +{ + criteria IsCitizen ConceptStartCombat + enemy npc_headcrab_black required + response CitizenHeadcrab +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenZombieGroup +{ + scene "scenes/npc/$gender01/zombies01.vcd" + scene "scenes/npc/$gender01/zombies02.vcd" +} + +response CitizenZombie +{ + response CitizenZombieGroup respeakdelay 300 +} + +rule CitizenStartCombatZombie +{ + criteria IsCitizen ConceptStartCombat + enemy npc_zombie required + response CitizenZombie +} + +rule CitizenStartCombatZombieTorso +{ + criteria IsCitizen ConceptStartCombat + enemy npc_zombie_torso required + response CitizenZombie +} + +rule CitizenStartCombatZombieFast +{ + criteria IsCitizen ConceptStartCombat + enemy npc_fastzombie required + response CitizenZombie +} + +rule CitizenStartCombatZombiePoison +{ + criteria IsCitizen ConceptStartCombat + enemy npc_poisonzombie required + response CitizenZombie +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenScannersGroup +{ + scene "scenes/npc/$gender01/scanners01.vcd" + scene "scenes/npc/$gender01/scanners02.vcd" +} + +response CitizenScanners +{ + response CitizenScannersGroup respeakdelay 300 +} + + +rule CitizenStartCombatScanners +{ + criteria IsCitizen ConceptStartCombat + enemy npc_cscanner required + response CitizenScanners +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenStrider +{ + scene "scenes/npc/$gender01/strider.vcd" respeakdelay 300 +} + +rule CitizenStartCombatStrider +{ + criteria IsCitizen ConceptStartCombat + enemy npc_strider required + response CitizenStrider +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenManhacksGroup +{ + scene "scenes/npc/$gender01/itsamanhack01.vcd" + scene "scenes/npc/$gender01/itsamanhack02.vcd" + scene "scenes/npc/$gender01/herecomehacks01.vcd" + scene "scenes/npc/$gender01/herecomehacks02.vcd" + scene "scenes/npc/$gender01/thehacks01.vcd" + scene "scenes/npc/$gender01/thehacks02.vcd" + scene "scenes/npc/$gender01/hacks01.vcd" + scene "scenes/npc/$gender01/hacks02.vcd" +} + +response CitizenManhacks +{ + response CitizenManhacksGroup respeakdelay 300 +} + +rule CitizenStartCombatManhacks +{ + criteria IsCitizen ConceptStartCombat + enemy npc_manhack required + response CitizenManhacks +} + + +//------------------------------------------------------------------------------------------------------------ + +response "CitizenMetroGroup" +{ + scene "scenes/npc/$gender01/cps01.vcd" + scene "scenes/npc/$gender01/cps02.vcd" + scene "scenes/npc/$gender01/civilprotection01.vcd" + scene "scenes/npc/$gender01/civilprotection02.vcd" +} + +response CitizenMetro +{ + response CitizenMetroGroup respeakdelay 300 +} + + +rule CitizenStartCombatMetro +{ + criteria IsCitizen ConceptStartCombat + enemy npc_metropolice required + response CitizenMetro +} + + +//============================================================================================================ +// Citizen misc speech +//============================================================================================================ + +//------------------------------------------------------------------------------------------------------------ +response "CitizenFiringRPG" +{ +// +} + +rule CitizenFiringRPG +{ + criteria IsCitizen IsRPGUser + response CitizenFiringRPG +} + +//============================================================================================================ +// Citizen Leader speech (a citizen that's leading the player somewhere) +//============================================================================================================ +//response "CitizenLeadWaitOver" +//{ +// scene "scenes/npc/$gender01/gotone02.vcd" +//} + +//rule CitizenLeadWaitOver +//{ +// criteria ConceptLeadWaitOver +// response CitizenLeadWaitOver +//} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenSeeCombine" +{ + scene "scenes/npc/$gender01/combine01.vcd" +} + +rule CitizenSeeCombine +{ + criteria IsCitizen ConceptSeeCombine + response CitizenSeeCombine + respeakdelay 45 +} + +//============================================================================================================ +// Citizen responding to the player 'attacking' them with a physics object +//============================================================================================================ +response "CitizenPlayerPhysAttack" +{ + +} + +rule CitizenPlayerPhysAttack +{ + criteria IsCitizen ConceptTalkPlayerPhysAttack + response CitizenPlayerPhysAttack +} + + + + + + +//============================================================================================================ +//#include "talker/npc_citizen_commandermode.txt" +//#include "talker/npc_citizen_terminal.txt" +//#include "talker/npc_citizen_tenement.txt" +//#include "talker/npc_citizen_coast.txt" +//#include "talker/npc_citizen_canals.txt" +//#include "talker/npc_citizen_c17.txt" +//#include "talker/npc_citizen_ep1.txt" \ No newline at end of file diff --git a/sp/game/sdk2013CE/scripts/talker/npc_citizen_commandermode.txt b/sp/game/sdk2013CE/scripts/talker/npc_citizen_commandermode.txt new file mode 100644 index 000000000..f70c0cc4e --- /dev/null +++ b/sp/game/sdk2013CE/scripts/talker/npc_citizen_commandermode.txt @@ -0,0 +1,484 @@ +//============================================================================================================ +// 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 +} + diff --git a/sp/game/sdk2013CE/scripts/talker/npc_vortigaunt.txt b/sp/game/sdk2013CE/scripts/talker/npc_vortigaunt.txt new file mode 100644 index 000000000..d575606f2 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/talker/npc_vortigaunt.txt @@ -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 +} + diff --git a/sp/game/sdk2013CE/scripts/talker/response_rules.txt b/sp/game/sdk2013CE/scripts/talker/response_rules.txt new file mode 100644 index 000000000..19205bc1c --- /dev/null +++ b/sp/game/sdk2013CE/scripts/talker/response_rules.txt @@ -0,0 +1,158 @@ + + +// 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 +// { +// "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 [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundlevel "SNDLVL_xxx"] [stop_on_nonidle] responsetype parameters +// Multiple lines +// response +// { +// [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 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 +// { +// criteria name1 [name2 name3 etc.] +// response responsegroupname [responsegroupname2 etc.] +// [matchonce] ; optional parameter +// [ 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" diff --git a/sp/game/sdk2013CE/scripts/titles.txt b/sp/game/sdk2013CE/scripts/titles.txt new file mode 100644 index 000000000..37e87e785 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/titles.txt @@ -0,0 +1,278 @@ +//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 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 + diff --git a/sp/game/sdk2013CE/scripts/vgui_screens.txt b/sp/game/sdk2013CE/scripts/vgui_screens.txt new file mode 100644 index 000000000..9c1f545e4 --- /dev/null +++ b/sp/game/sdk2013CE/scripts/vgui_screens.txt @@ -0,0 +1,40 @@ +"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" + } + +}