mirror of
https://github.com/ValveSoftware/source-sdk-2013.git
synced 2024-11-26 13:51:20 +00:00
467 lines
16 KiB
Text
467 lines
16 KiB
Text
//============================================================================================================
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// Commander mode criteria
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//============================================================================================================
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criterion "IsOnlySelected" "numselected" "1" required
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criterion "NotOnlySelected" "numselected" ">1" required
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criterion "Is_03_first" "name" "citizen_c17_03_first" required
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criterion "UseRadio" "useradio" "1" required
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criterion "SquadNearPlayer" "distancetoplayer" "<240" required
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criterion "SquadNotNearPlayer" "distancetoplayer" ">=240" required
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criterion "SquadNearCommandPoint" "commandpoint_dist_to_npc" "<240" required
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criterion "SquadNotNearCommandPoint" "commandpoint_dist_to_npc" ">=240" required
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criterion "CommandPointNearPlayer" "commandpoint_dist_to_player" "<144" required
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criterion "CommandPointNotNearPlayer" "commandpoint_dist_to_player" ">=144" required
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criterion "JoinSquadIndividual" "numjoining" "1" required
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criterion "JoinSquadMultiple" "numjoining" ">1" required
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criterion "TrailingReinforcement" "reinforcement" "1" required
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//============================================================================================================
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// Commander mode selection speech
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//============================================================================================================
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response "CitizenSelected"
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{
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scene "scenes/npc/$gender01/ok01.vcd"
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scene "scenes/npc/$gender01/ok02.vcd"
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scene "scenes/npc/$gender01/okimready01.vcd"
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scene "scenes/npc/$gender01/okimready02.vcd"
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scene "scenes/npc/$gender01/okimready03.vcd"
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scene "scenes/npc/$gender01/readywhenyouare01.vcd"
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scene "scenes/npc/$gender01/readywhenyouare02.vcd"
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}
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rule CitizenSelected
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{
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criteria IsCitizen ConceptTalkSelected
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response CitizenSelected
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}
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//------------------------------------------------------------------------------------------------------------
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response "CitizenGroupSelectedRadio"
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{
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}
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rule CitizenGroupSelectedRadio
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{
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criteria IsCitizen ConceptTalkSelected NotOnlySelected UseRadio
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response CitizenGroupSelectedRadio
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}
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//------------------------------------------------------------------------------------------------------------
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response "CitizenSoloSelectedRadio"
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{
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}
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rule CitizenSoloSelectedRadio
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{
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criteria IsCitizen ConceptTalkSelected UseRadio
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response CitizenSoloSelectedRadio
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}
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//============================================================================================================
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// Commander mode orders speech
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//============================================================================================================
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response CitizenSquadNearToFarIndividual
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm04.vcd"
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scene "scenes/npc/$gender01/squad_affirm05.vcd"
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scene "scenes/npc/$gender01/squad_affirm06.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm04"
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// speak "npc_citizen.squad_affirm05"
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// speak "npc_citizen.squad_affirm06"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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scene "scenes/npc/$gender01/letsgo01.vcd"
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scene "scenes/npc/$gender01/letsgo02.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadNearToFarGroup
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm05.vcd"
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scene "scenes/npc/$gender01/squad_affirm06.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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scene "scenes/npc/$gender01/squad_away01.vcd"
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scene "scenes/npc/$gender01/squad_away02.vcd"
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scene "scenes/npc/$gender01/squad_away03.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm05"
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// speak "npc_citizen.squad_affirm06"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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// speak "npc_citizen.squad_away01"
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// speak "npc_citizen.squad_away02"
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// speak "npc_citizen.squad_away03"
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scene "scenes/npc/$gender01/letsgo01.vcd"
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scene "scenes/npc/$gender01/letsgo02.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadFarToNearIndividual
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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//scene "scenes/npc/$gender01/squad_approach04.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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// speak "npc_citizen.squad_approach04"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadFarToNearGroup
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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scene "scenes/npc/$gender01/squad_approach01.vcd"
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scene "scenes/npc/$gender01/squad_approach02.vcd"
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scene "scenes/npc/$gender01/squad_approach03.vcd"
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scene "scenes/npc/$gender01/squad_approach04.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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// speak "npc_citizen.squad_approach01"
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// speak "npc_citizen.squad_approach02"
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// speak "npc_citizen.squad_approach03"
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// speak "npc_citizen.squad_approach04"
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scene "scenes/npc/$gender01/letsgo01.vcd"
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scene "scenes/npc/$gender01/letsgo02.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadNearToNear
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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scene "scenes/npc/$gender01/illstayhere01.vcd"
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scene "scenes/npc/$gender01/holddownspot01.vcd"
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scene "scenes/npc/$gender01/holddownspot02.vcd"
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scene "scenes/npc/$gender01/imstickinghere01.vcd"
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scene "scenes/npc/$gender01/littlecorner01.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadFarToFarIndividual
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm04.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm04"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadFarToFarGroup
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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scene "scenes/npc/$gender01/squad_away01.vcd"
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scene "scenes/npc/$gender01/squad_away02.vcd"
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scene "scenes/npc/$gender01/squad_away03.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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// speak "npc_citizen.squad_away01"
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// speak "npc_citizen.squad_away02"
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// speak "npc_citizen.squad_away03"
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scene "scenes/npc/$gender01/letsgo01.vcd"
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scene "scenes/npc/$gender01/letsgo02.vcd"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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response CitizenSquadGeneral
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{
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scene "scenes/npc/$gender01/squad_affirm01.vcd"
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scene "scenes/npc/$gender01/squad_affirm02.vcd"
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scene "scenes/npc/$gender01/squad_affirm03.vcd"
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scene "scenes/npc/$gender01/squad_affirm05.vcd"
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scene "scenes/npc/$gender01/squad_affirm06.vcd"
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scene "scenes/npc/$gender01/squad_affirm07.vcd"
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scene "scenes/npc/$gender01/squad_affirm08.vcd"
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scene "scenes/npc/$gender01/squad_affirm09.vcd"
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// speak "npc_citizen.squad_affirm01"
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// speak "npc_citizen.squad_affirm02"
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// speak "npc_citizen.squad_affirm03"
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// speak "npc_citizen.squad_affirm05"
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// speak "npc_citizen.squad_affirm06"
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// speak "npc_citizen.squad_affirm07"
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// speak "npc_citizen.squad_affirm08"
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// speak "npc_citizen.squad_affirm09"
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scene "scenes/npc/$gender01/yougotit02.vcd"
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}
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rule CitizenCommanded
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{
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criteria IsCitizen ConceptTalkCommanded
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response CitizenSquadGeneral
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}
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rule CitizenCommandedNearToFarIndividual
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{
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criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNearPlayer CommandPointNotNearPlayer
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response CitizenSquadNearToFarIndividual
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}
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rule CitizenCommandedNearToFarGroup
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{
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criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNearPlayer CommandPointNotNearPlayer
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response CitizenSquadNearToFarGroup
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}
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rule CitizenCommandedFarToNearIndividual
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{
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criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNearPlayer
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response CitizenSquadFarToNearIndividual
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}
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rule CitizenCommandedFarToNearGroup
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{
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criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNearPlayer
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response CitizenSquadFarToNearGroup
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}
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rule CitizenCommandedNearToNearIndividual
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{
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criteria IsCitizen ConceptTalkCommanded SquadNearPlayer CommandPointNearPlayer
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response CitizenSquadNearToNear
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}
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rule CitizenCommandedFarToFarIndividual
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{
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criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
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response CitizenSquadFarToFarIndividual
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}
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rule CitizenCommandedFarToFarGroup
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{
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criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
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response CitizenSquadFarToFarGroup
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}
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//------------------------------------------------------------------------------------------------------------
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response "CitizenCommandedRadio"
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{
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}
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rule CitizenCommandedRadio
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{
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criteria IsCitizen ConceptTalkCommanded UseRadio
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response CitizenCommandedRadio
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}
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//------------------------------------------------------------------------------------------------------------
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response "CitizenCommandFailedRadio"
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{
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}
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rule CitizenCommandFailedRadio
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{
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criteria IsCitizen ConceptTalkCommandFailed UseRadio
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response CitizenCommandFailedRadio
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}
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//============================================================================================================
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// Commander mode follow speech
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//============================================================================================================
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response CitizenFollowGeneral
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{
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scene "scenes/npc/$gender01/leadtheway01.vcd"
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scene "scenes/npc/$gender01/leadtheway02.vcd"
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scene "scenes/npc/$gender01/leadon01.vcd"
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scene "scenes/npc/$gender01/leadon02.vcd"
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}
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response CitizenFollowGroup
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{
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scene "scenes/npc/$gender01/squad_follow01.vcd"
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scene "scenes/npc/$gender01/squad_follow02.vcd"
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scene "scenes/npc/$gender01/squad_follow03.vcd"
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scene "scenes/npc/$gender01/squad_follow04.vcd"
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response CitizenFollowGeneral weight 2
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}
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rule CitizenFollow
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{
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criteria IsCitizen ConceptTalkStartFollow
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response CitizenFollowGeneral
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}
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rule CitizenFollowGroup
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{
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criteria IsCitizen ConceptTalkStartFollow NotOnlySelected
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response CitizenFollowGroup
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}
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//============================================================================================================
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// Commander mode join speech
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//============================================================================================================
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// I'm not sure all these lines will play well when not coming up from behind, so I've made a distinction between trailing & non-trailing
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response CitizenJoinIndividual
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{
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scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
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}
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response CitizenJoinGroup
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{
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scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
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}
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response CitizenJoinIndividualTrailing
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{
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scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
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}
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response CitizenJoinGroupTrailing
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{
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scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
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scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
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}
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rule CitizenJoinIndividual
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual
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response CitizenJoinIndividual
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}
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rule CitizenJoinGroup
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple
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response CitizenJoinGroup
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}
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rule CitizenJoinIndividualTrailing
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual TrailingReinforcement
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response CitizenJoinIndividualTrailing
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}
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rule CitizenJoinGroupTrailing
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple TrailingReinforcement
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response CitizenJoinGroupTrailing
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}
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response CitizenJoin_d3_c17_07
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{
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scene "scenes/Streetwar/tunnel/$gender01/d3_c17_07_tenant.vcd"
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}
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rule CitizenJoin_d3_c17_07
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{
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criteria IsCitizen ConceptJoinPlayer
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"map" "d3_c17_07" required weight 1000
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response CitizenJoin_d3_c17_07
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matchonce
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}
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//============================================================================================================
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// Commander mode follow speech SPECIAL CASE: first citizen in d3_17_03
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//============================================================================================================
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response "CitizenFollow_First"
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{
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scene "scenes/npc/$gender01/abouttime01.vcd"
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}
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rule CitizenFollow_First
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{
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criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual Is_03_first
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response CitizenFollow_First
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}
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|
|
|
//------------------------------------------------------------------------------------------------------------
|
|
response "CitizenUnFollow"
|
|
{
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|
|
|
scene "scenes/npc/$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
|
|
}
|
|
|