diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-03 10:39:23 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-03 11:57:22 -0800 |
| commit | b5dc4a85433a908d38d453e98d7d45e22e2a5fc0 (patch) | |
| tree | f186094efa03e9c1144fb5c98161cf3f7b054f90 /sp/game/mod_hl2/scripts | |
| parent | Specify clobbered registers in POSIX SSE functions (diff) | |
| download | source-sdk-2013-b5dc4a85433a908d38d453e98d7d45e22e2a5fc0.tar.xz source-sdk-2013-b5dc4a85433a908d38d453e98d7d45e22e2a5fc0.zip | |
Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst,
proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj,
vcxproj, sln, in, java, la, manifest, am, and rad.
Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and
gitignore.
Finally, fixes executable bits.
Diffstat (limited to 'sp/game/mod_hl2/scripts')
| -rw-r--r-- | sp/game/mod_hl2/scripts/ChapterBackgrounds.txt | 36 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/HudLayout.res | 1396 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/actbusy.txt | 1248 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/credits.txt | 626 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/hud_textures.txt | 248 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/npc_sounds_vortigaunt.txt | 4664 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/propdata.txt | 982 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/soundscapes_manifest.txt | 30 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/surfaceproperties_manifest.txt | 34 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/talker/npc_alyx.txt | 240 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/talker/npc_citizen.txt | 1828 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/talker/npc_citizen_commandermode.txt | 934 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/talker/npc_vortigaunt.txt | 1270 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/talker/response_rules.txt | 524 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/titles.txt | 588 | ||||
| -rw-r--r-- | sp/game/mod_hl2/scripts/vgui_screens.txt | 84 |
16 files changed, 7366 insertions, 7366 deletions
diff --git a/sp/game/mod_hl2/scripts/ChapterBackgrounds.txt b/sp/game/mod_hl2/scripts/ChapterBackgrounds.txt index dfd3cb30..9b852c91 100644 --- a/sp/game/mod_hl2/scripts/ChapterBackgrounds.txt +++ b/sp/game/mod_hl2/scripts/ChapterBackgrounds.txt @@ -1,19 +1,19 @@ -"chapters"
-{
- 1 "background01"
- 2 "background01"
- 3 "background02"
- 4 "background02"
- 5 "background03"
- 6 "background03"
- 7 "background04"
- 8 "background04"
- 9 "background05"
- 9a "background05"
- 10 "background06"
- 11 "background06"
- 12 "background07"
- 13 "background07"
- 14 "background07"
- 15 "background07"
+"chapters" +{ + 1 "background01" + 2 "background01" + 3 "background02" + 4 "background02" + 5 "background03" + 6 "background03" + 7 "background04" + 8 "background04" + 9 "background05" + 9a "background05" + 10 "background06" + 11 "background06" + 12 "background07" + 13 "background07" + 14 "background07" + 15 "background07" }
\ No newline at end of file diff --git a/sp/game/mod_hl2/scripts/HudLayout.res b/sp/game/mod_hl2/scripts/HudLayout.res index 6c12604d..35512177 100644 --- a/sp/game/mod_hl2/scripts/HudLayout.res +++ b/sp/game/mod_hl2/scripts/HudLayout.res @@ -1,699 +1,699 @@ -"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"
- }
-
- 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"
- }
-
- 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"
- }
-
- HudFlashlight
- {
- "fieldName" "HudFlashlight"
- "visible" "1"
- "PaintBackgroundType" "2"
- "xpos" "270" [$WIN32]
- "ypos" "444" [$WIN32]
- "xpos_hidef" "293" [$X360] // aligned to left
- "xpos_lodef" "c-18" [$X360] // centered in screen
- "ypos" "428" [$X360]
- "tall" "24"
- "wide" "36"
- "font" "WeaponIconsSmall"
-
- "icon_xpos" "4"
- "icon_ypos" "-8"
-
- "BarInsetX" "4"
- "BarInsetY" "18"
- "BarWidth" "28"
- "BarHeight" "2"
- "BarChunkWidth" "2"
- "BarChunkGap" "1"
- }
- HudDamageIndicator
- {
- "fieldName" "HudDamageIndicator"
- "visible" "1"
- "enabled" "1"
- "DmgColorLeft" "255 0 0 0"
- "DmgColorRight" "255 0 0 0"
-
- "dmg_xpos" "30"
- "dmg_ypos" "100"
- "dmg_wide" "36"
- "dmg_tall1" "240"
- "dmg_tall2" "200"
- }
-
- HudZoom
- {
- "fieldName" "HudZoom"
- "visible" "1"
- "enabled" "1"
- "Circle1Radius" "66"
- "Circle2Radius" "74"
- "DashGap" "16"
- "DashHeight" "4" [$WIN32]
- "DashHeight" "6" [$X360]
- "BorderThickness" "88"
- }
- HudWeaponSelection
- {
- "fieldName" "HudWeaponSelection"
- "ypos" "16" [$WIN32]
- "ypos" "32" [$X360]
- "visible" "1"
- "enabled" "1"
- "SmallBoxSize" "32"
- "MediumBoxWide" "95"
- "MediumBoxWide_hidef" "78"
- "MediumBoxTall" "50"
- "MediumBoxTall_hidef" "50"
- "MediumBoxWide_lodef" "74"
- "MediumBoxTall_lodef" "50"
- "LargeBoxWide" "112"
- "LargeBoxTall" "80"
- "BoxGap" "8"
- "SelectionNumberXPos" "4"
- "SelectionNumberYPos" "4"
- "SelectionGrowTime" "0.4"
- "TextYPos" "64"
- }
-
- HudCrosshair
- {
- "fieldName" "HudCrosshair"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudDeathNotice
- {
- "fieldName" "HudDeathNotice"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudVehicle
- {
- "fieldName" "HudVehicle"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- ScorePanel
- {
- "fieldName" "ScorePanel"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudTrain
- {
- "fieldName" "HudTrain"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudMOTD
- {
- "fieldName" "HudMOTD"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudMessage
- {
- "fieldName" "HudMessage"
- "visible" "1"
- "enabled" "1"
- "wide" "f0"
- "tall" "480"
- }
-
- HudMenu
- {
- "fieldName" "HudMenu"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudCloseCaption
- {
- "fieldName" "HudCloseCaption"
- "visible" "1"
- "enabled" "1"
- "xpos" "c-250"
- "ypos" "276" [$WIN32]
- "ypos" "236" [$X360]
- "wide" "500"
- "tall" "136" [$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" "0" [$X360]
- }
-
- HudChat
- {
- "fieldName" "HudChat"
- "visible" "0"
- "enabled" "1"
- "xpos" "0"
- "ypos" "0"
- "wide" "4"
- "tall" "4"
- }
-
- HudHistoryResource [$WIN32]
- {
- "fieldName" "HudHistoryResource"
- "visible" "1"
- "enabled" "1"
- "xpos" "r252"
- "ypos" "40"
- "wide" "248"
- "tall" "320"
-
- "history_gap" "56" [!$OSX]
- "history_gap" "64" [$OSX]
- "icon_inset" "38"
- "text_inset" "36"
- "text_inset" "26"
- "NumberFont" "HudNumbersSmall"
- }
- HudHistoryResource [$X360]
- {
- "fieldName" "HudHistoryResource"
- "visible" "1"
- "enabled" "1"
- "xpos" "r300"
- "ypos" "40"
- "wide" "248"
- "tall" "240"
-
- "history_gap" "50"
- "icon_inset" "38"
- "text_inset" "36"
- "NumberFont" "HudNumbersSmall"
- }
-
- HudGeiger
- {
- "fieldName" "HudGeiger"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HUDQuickInfo
- {
- "fieldName" "HUDQuickInfo"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudWeapon
- {
- "fieldName" "HudWeapon"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
- HudAnimationInfo
- {
- "fieldName" "HudAnimationInfo"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudPredictionDump
- {
- "fieldName" "HudPredictionDump"
- "visible" "1"
- "enabled" "1"
- "wide" "640"
- "tall" "480"
- }
-
- HudHintDisplay
- {
- "fieldName" "HudHintDisplay"
- "visible" "0"
- "enabled" "1"
- "xpos" "c-240"
- "ypos" "c60"
- "xpos" "r148" [$X360]
- "ypos" "r338" [$X360]
- "wide" "480"
- "tall" "100"
- "HintSize" "1"
- "text_xpos" "8"
- "text_ypos" "8"
- "center_x" "0" // center text horizontally
- "center_y" "-1" // align text on the bottom
- "paintbackground" "0"
- }
-
- HudHintKeyDisplay
- {
- "fieldName" "HudHintKeyDisplay"
- "visible" "0"
- "enabled" "1"
- "xpos" "r120" [$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" [$X360]
- }
-
- HudCommentary
- {
- "fieldName" "HudCommentary"
- "xpos" "c-190"
- "ypos" "350"
- "wide" "380"
- "tall" "40"
- "visible" "1"
- "enabled" "1"
-
- "PaintBackgroundType" "2"
-
- "bar_xpos" "50"
- "bar_ypos" "20"
- "bar_height" "8"
- "bar_width" "320"
- "speaker_xpos" "50"
- "speaker_ypos" "8"
- "count_xpos_from_right" "10" // Counts from the right side
- "count_ypos" "8"
-
- "icon_texture" "vgui/hud/icon_commentary"
- "icon_xpos" "0"
- "icon_ypos" "0"
- "icon_width" "40"
- "icon_height" "40"
- }
-
- HudHDRDemo
- {
- "fieldName" "HudHDRDemo"
- "xpos" "0"
- "ypos" "0"
- "wide" "640"
- "tall" "480"
- "visible" "1"
- "enabled" "1"
-
- "Alpha" "255"
- "PaintBackgroundType" "2"
-
- "BorderColor" "0 0 0 255"
- "BorderLeft" "16"
- "BorderRight" "16"
- "BorderTop" "16"
- "BorderBottom" "64"
- "BorderCenter" "0"
-
- "TextColor" "255 255 255 255"
- "LeftTitleY" "422"
- "RightTitleY" "422"
- }
-
- AchievementNotificationPanel
- {
- "fieldName" "AchievementNotificationPanel"
- "visible" "1"
- "enabled" "1"
- "xpos" "0"
- "ypos" "180"
- "wide" "f10" [$WIN32]
- "wide" "f60" [$X360]
- "tall" "100"
- }
-
- CHudVote
- {
- "fieldName" "CHudVote"
- "xpos" "0"
- "ypos" "0"
- "wide" "640"
- "tall" "480"
- "visible" "1"
- "enabled" "1"
- "bgcolor_override" "0 0 0 0"
- "PaintBackgroundType" "0" // rounded corners
- }
+"Resource/HudLayout.res" +{ + HudHealth [$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 [$X360] + { + "fieldName" "HudAmmoSecondary" + "xpos" "r113" + "ypos" "416" + "wide" "65" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "22" + "digit_xpos" "36" + "digit_ypos" "-1" + } + + HudSuitPower [$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 [$X360] + { + "fieldName" "HudSuitPower" + "visible" "1" + "enabled" "1" + "xpos" "48" + "ypos" "370" + "wide" "102" + "tall" "26" + + "AuxPowerLowColor" "255 100 0 220" + "AuxPowerHighColor" "255 220 0 220" + "AuxPowerDisabledAlpha" "70" + + "BarInsetX" "8" + "BarInsetY" "19" + "BarWidth" "92" + "BarHeight" "5" + "BarChunkWidth" "6" + "BarChunkGap" "3" + + "text_xpos" "8" + "text_ypos" "4" + "text2_xpos" "8" + "text2_ypos" "25" + "text2_gap" "12" + + "PaintBackgroundType" "2" + } + + HudPosture [$WIN32] + { + "fieldName" "HudPosture" + "visible" "1" + "PaintBackgroundType" "2" + "xpos" "16" + "ypos" "316" + "tall" "36" + "wide" "36" + "font" "WeaponIconsSmall" + "icon_xpos" "10" + "icon_ypos" "0" + } + HudPosture [$X360] + { + "fieldName" "HudPosture" + "visible" "1" + "PaintBackgroundType" "2" + "xpos" "48" + "ypos" "316" + "tall" "36" + "wide" "36" + "font" "WeaponIconsSmall" + "icon_xpos" "10" + "icon_ypos" "2" + } + + HudFlashlight + { + "fieldName" "HudFlashlight" + "visible" "1" + "PaintBackgroundType" "2" + "xpos" "270" [$WIN32] + "ypos" "444" [$WIN32] + "xpos_hidef" "293" [$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" + } + 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" "f0" + "tall" "480" + } + + HudMenu + { + "fieldName" "HudMenu" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudCloseCaption + { + "fieldName" "HudCloseCaption" + "visible" "1" + "enabled" "1" + "xpos" "c-250" + "ypos" "276" [$WIN32] + "ypos" "236" [$X360] + "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" [$WIN32] + "topoffset" "0" [$X360] + } + + HudChat + { + "fieldName" "HudChat" + "visible" "0" + "enabled" "1" + "xpos" "0" + "ypos" "0" + "wide" "4" + "tall" "4" + } + + HudHistoryResource [$WIN32] + { + "fieldName" "HudHistoryResource" + "visible" "1" + "enabled" "1" + "xpos" "r252" + "ypos" "40" + "wide" "248" + "tall" "320" + + "history_gap" "56" [!$OSX] + "history_gap" "64" [$OSX] + "icon_inset" "38" + "text_inset" "36" + "text_inset" "26" + "NumberFont" "HudNumbersSmall" + } + HudHistoryResource [$X360] + { + "fieldName" "HudHistoryResource" + "visible" "1" + "enabled" "1" + "xpos" "r300" + "ypos" "40" + "wide" "248" + "tall" "240" + + "history_gap" "50" + "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" + "xpos" "c-240" + "ypos" "c60" + "xpos" "r148" [$X360] + "ypos" "r338" [$X360] + "wide" "480" + "tall" "100" + "HintSize" "1" + "text_xpos" "8" + "text_ypos" "8" + "center_x" "0" // center text horizontally + "center_y" "-1" // align text on the bottom + "paintbackground" "0" + } + + 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" + } + + AchievementNotificationPanel + { + "fieldName" "AchievementNotificationPanel" + "visible" "1" + "enabled" "1" + "xpos" "0" + "ypos" "180" + "wide" "f10" [$WIN32] + "wide" "f60" [$X360] + "tall" "100" + } + + CHudVote + { + "fieldName" "CHudVote" + "xpos" "0" + "ypos" "0" + "wide" "640" + "tall" "480" + "visible" "1" + "enabled" "1" + "bgcolor_override" "0 0 0 0" + "PaintBackgroundType" "0" // rounded corners + } }
\ No newline at end of file diff --git a/sp/game/mod_hl2/scripts/actbusy.txt b/sp/game/mod_hl2/scripts/actbusy.txt index 03fff272..e2af7d63 100644 --- a/sp/game/mod_hl2/scripts/actbusy.txt +++ b/sp/game/mod_hl2/scripts/actbusy.txt @@ -1,624 +1,624 @@ -// "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.
-// "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept.
-// "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept.
-// "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept.
-// "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
-// }
-//
-//
-"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"
- }
-
-//*****************************************************************************
-//************ 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"
- }
-
-
-
-}
-
+// "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. +// "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept. +// "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept. +// "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept. +// "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 +// } +// +// +"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" + } + +//***************************************************************************** +//************ 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" + } + + + +} + diff --git a/sp/game/mod_hl2/scripts/credits.txt b/sp/game/mod_hl2/scripts/credits.txt index af740259..021a7c80 100644 --- a/sp/game/mod_hl2/scripts/credits.txt +++ b/sp/game/mod_hl2/scripts/credits.txt @@ -1,314 +1,314 @@ -//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"
- "Viktor Antonov" "CreditsText"
- "Ted Backman" "CreditsText"
- "Kelly Bailey" "CreditsText"
- "Jeff Ballinger" "CreditsText"
- "Matt Bamberger" "CreditsText"
- "Aaron Barber" "CreditsText"
- "Yahn Bernier" "CreditsText"
- "Ken Birdwell" "CreditsText"
- "Derrick Birum" "CreditsText"
- "Chris Bokitch" "CreditsText"
- "Steve Bond" "CreditsText"
- "Matt Boone" "CreditsText"
- "Charlie Brown" "CreditsText"
- "Julie Caldwell" "CreditsText"
- "Dario Casali" "CreditsText"
- "Yvan Charpentier" "CreditsText"
- "Jess Cliffe" "CreditsText"
- "John Cook" "CreditsText"
- "Greg Coomer" "CreditsText"
- "Kellie Cosner" "CreditsText"
- "Scott Dalton" "CreditsText"
- "Kerry Davis" "CreditsText"
- "Jason Deakins" "CreditsText"
- "Ariel Diaz" "CreditsText"
- "Quintin Doroquez" "CreditsText"
- "Martha Draves" "CreditsText"
- "Laura Dubuk" "CreditsText"
- "Mike Dunkle" "CreditsText"
- "Mike Dussault" "CreditsText"
- "Rick Ellis" "CreditsText"
- "Dhabih Eng" "CreditsText"
- "Miles Estes" "CreditsText"
- "Adrian Finol" "CreditsText"
- "Bill Fletcher" "CreditsText"
- "Moby Francke" "CreditsText"
- "Pat Goodwin" "CreditsText"
- "Chris Green" "CreditsText"
- "Chris Grinstead" "CreditsText"
- "John Guthrie" "CreditsText"
- "Leslie Hall" "CreditsText"
- "Damarcus Holbrook" "CreditsText"
- "Tim Holt" "CreditsText"
- "Brian Jacobson" "CreditsText"
- "Erik Johnson" "CreditsText"
- "Jakob Jungels" "CreditsText"
- "Iikka Keranen" "CreditsText"
- "Eric Kirchmer" "CreditsText"
- "Marc Laidlaw" "CreditsText"
- "Jeff Lane" "CreditsText"
- "Tom Leonard" "CreditsText"
- "Doug Lombardi" "CreditsText"
- "Randy Lundeen" "CreditsText"
- "Scott Lynch" "CreditsText"
- "Ido Magal" "CreditsText"
- "Gary McTaggart" "CreditsText"
- "John Morello II" "CreditsText"
- "Bryn Moslow" "CreditsText"
- "Gabe Newell" "CreditsText"
- "Tri Nguyen" "CreditsText"
- "Jake Nicholson" "CreditsText"
- "Martin Otten" "CreditsText"
- "Kristen Perry" "CreditsText"
- "Bay Raitt" "CreditsText"
- "Alfred Reynolds" "CreditsText"
- "Dave Riller" "CreditsText"
- "Danika Rogers" "CreditsText"
- "David Sawyer" "CreditsText"
- "Aaron Seeler" "CreditsText"
- "Nick Shaffner" "CreditsText"
- "Taylor Sherman" "CreditsText"
- "Eric Smith" "CreditsText"
- "David Speyrer" "CreditsText"
- "Jay Stelly" "CreditsText"
- "Jeremy Stone" "CreditsText"
- "Mikel Thompson" "CreditsText"
- "Kelly Thornton" "CreditsText"
- "Carl Uhlman" "CreditsText"
- "Bill Van Buren" "CreditsText"
- "KayLee Vogt" "CreditsText"
- "Robin Walker" "CreditsText"
- "Josh Weier" "CreditsText"
- "Doug Wood" "CreditsText"
- "Matt T Wood" "CreditsText"
- "Matt Wright" "CreditsText"
-}
-
-"CreditsParams"
-{
- "logo" "HALF-LIFE'"
-
- "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" "158"
- "separation" "10"
-}
-
-//========================================================
-//These are the names used in the outro (breen_01)
-//========================================================
-"OutroCreditsNames"
-{
- "HALF-LIFE'" "CreditsOutroLogos"
- " " "CreditsOutroText"
- "V" "CreditsOutroLogos"
- " " "CreditsOutroText"
- "Viktor Antonov" "CreditsOutroText"
- "Ted Backman" "CreditsOutroText"
- "Kelly Bailey" "CreditsOutroText"
- "Jeff Ballinger" "CreditsOutroText"
- "Matt Bamberger" "CreditsOutroText"
- "Aaron Barber" "CreditsOutroText"
- "Yahn Bernier" "CreditsOutroText"
- "Ken Birdwell" "CreditsOutroText"
- "Derrick Birum" "CreditsOutroText"
- "Chris Bokitch" "CreditsOutroText"
- "Steve Bond" "CreditsOutroText"
- "Matt Boone" "CreditsOutroText"
- "Charlie Brown" "CreditsOutroText"
- "Julie Caldwell" "CreditsOutroText"
- "Dario Casali" "CreditsOutroText"
- "Yvan Charpentier" "CreditsOutroText"
- "Jess Cliffe" "CreditsOutroText"
- "John Cook" "CreditsOutroText"
- "Greg Coomer" "CreditsOutroText"
- "Kellie Cosner" "CreditsOutroText"
- "Scott Dalton" "CreditsOutroText"
- "Kerry Davis" "CreditsOutroText"
- "Jason Deakins" "CreditsOutroText"
- "Ariel Diaz" "CreditsOutroText"
- "Quintin Doroquez" "CreditsOutroText"
- "Martha Draves" "CreditsOutroText"
- "Laura Dubuk" "CreditsOutroText"
- "Mike Dunkle" "CreditsOutroText"
- "Mike Dussault" "CreditsOutroText"
- "Rick Ellis" "CreditsOutroText"
- "Dhabih Eng" "CreditsOutroText"
- "Miles Estes" "CreditsOutroText"
- "Adrian Finol" "CreditsOutroText"
- "Bill Fletcher" "CreditsOutroText"
- "Moby Francke" "CreditsOutroText"
- "Pat Goodwin" "CreditsOutroText"
- "Chris Green" "CreditsOutroText"
- "Chris Grinstead" "CreditsOutroText"
- "John Guthrie" "CreditsOutroText"
- "Leslie Hall" "CreditsOutroText"
- "Damarcus Holbrook" "CreditsOutroText"
- "Tim Holt" "CreditsOutroText"
- "Brian Jacobson" "CreditsOutroText"
- "Erik Johnson" "CreditsOutroText"
- "Jakob Jungels" "CreditsOutroText"
- "Iikka Keranen" "CreditsOutroText"
- "Eric Kirchmer" "CreditsOutroText"
- "Marc Laidlaw" "CreditsOutroText"
- "Jeff Lane" "CreditsOutroText"
- "Tom Leonard" "CreditsOutroText"
- "Doug Lombardi" "CreditsOutroText"
- "Randy Lundeen" "CreditsOutroText"
- "Scott Lynch" "CreditsOutroText"
- "Ido Magal" "CreditsOutroText"
- "Gary McTaggart" "CreditsOutroText"
- "John Morello II" "CreditsOutroText"
- "Bryn Moslow" "CreditsOutroText"
- "Gabe Newell" "CreditsOutroText"
- "Tri Nguyen" "CreditsOutroText"
- "Jake Nicholson" "CreditsOutroText"
- "Martin Otten" "CreditsOutroText"
- "Kristen Perry" "CreditsOutroText"
- "Bay Raitt" "CreditsOutroText"
- "Alfred Reynolds" "CreditsOutroText"
- "Dave Riller" "CreditsOutroText"
- "Danika Rogers" "CreditsOutroText"
- "David Sawyer" "CreditsOutroText"
- "Aaron Seeler" "CreditsOutroText"
- "Nick Shaffner" "CreditsOutroText"
- "Taylor Sherman" "CreditsOutroText"
- "Eric Smith" "CreditsOutroText"
- "David Speyrer" "CreditsOutroText"
- "Jay Stelly" "CreditsOutroText"
- "Jeremy Stone" "CreditsOutroText"
- "Mikel Thompson" "CreditsOutroText"
- "Kelly Thornton" "CreditsOutroText"
- "Carl Uhlman" "CreditsOutroText"
- "Bill Van Buren" "CreditsOutroText"
- "KayLee Vogt" "CreditsOutroText"
- "Robin Walker" "CreditsOutroText"
- "Josh Weier" "CreditsOutroText"
- "Doug Wood" "CreditsOutroText"
- "Matt T. Wood" "CreditsOutroText"
- "Matt Wright" "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- "Voices:" "CreditsOutroText"
- "Robert Guillaume - Dr. Eli Vance" "CreditsOutroText"
- "Robert Culp - Dr. Wallace Breen" "CreditsOutroText"
- "Lou Gossett, Jr. - Vortigaunt" "CreditsOutroText"
- "Michelle Forbes - Dr. Judith Mossman" "CreditsOutroText"
- "Merle Dandridge - Alyx Vance" "CreditsOutroText"
- "Mike Shapiro - Barney Calhoun" "CreditsOutroText"
- "Mike Shapiro - Gman" "CreditsOutroText"
- "Harry S. Robins - Dr. Isaac Kleiner" "CreditsOutroText"
- "Jim French - Father Grigori" "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\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"
- "Jason Holtman" "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"
- "Art Min" "CreditsOutroText"
- "Larry 'The Count' Heard" "CreditsOutroText"
- "Ted Cohrt" "CreditsOutroText"
- "Roger Guay" "CreditsOutroText"
- "Frank Sheldon" "CreditsOutroText"
- "Travis Dunlop" "CreditsOutroText"
- "Daniel Dociu" "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"
- "and Don Kemmis, SLK Technologies" "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- " " "CreditsOutroText"
- "v" "CreditsOutroText"
-}
-
-
-
+//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" + "Viktor Antonov" "CreditsText" + "Ted Backman" "CreditsText" + "Kelly Bailey" "CreditsText" + "Jeff Ballinger" "CreditsText" + "Matt Bamberger" "CreditsText" + "Aaron Barber" "CreditsText" + "Yahn Bernier" "CreditsText" + "Ken Birdwell" "CreditsText" + "Derrick Birum" "CreditsText" + "Chris Bokitch" "CreditsText" + "Steve Bond" "CreditsText" + "Matt Boone" "CreditsText" + "Charlie Brown" "CreditsText" + "Julie Caldwell" "CreditsText" + "Dario Casali" "CreditsText" + "Yvan Charpentier" "CreditsText" + "Jess Cliffe" "CreditsText" + "John Cook" "CreditsText" + "Greg Coomer" "CreditsText" + "Kellie Cosner" "CreditsText" + "Scott Dalton" "CreditsText" + "Kerry Davis" "CreditsText" + "Jason Deakins" "CreditsText" + "Ariel Diaz" "CreditsText" + "Quintin Doroquez" "CreditsText" + "Martha Draves" "CreditsText" + "Laura Dubuk" "CreditsText" + "Mike Dunkle" "CreditsText" + "Mike Dussault" "CreditsText" + "Rick Ellis" "CreditsText" + "Dhabih Eng" "CreditsText" + "Miles Estes" "CreditsText" + "Adrian Finol" "CreditsText" + "Bill Fletcher" "CreditsText" + "Moby Francke" "CreditsText" + "Pat Goodwin" "CreditsText" + "Chris Green" "CreditsText" + "Chris Grinstead" "CreditsText" + "John Guthrie" "CreditsText" + "Leslie Hall" "CreditsText" + "Damarcus Holbrook" "CreditsText" + "Tim Holt" "CreditsText" + "Brian Jacobson" "CreditsText" + "Erik Johnson" "CreditsText" + "Jakob Jungels" "CreditsText" + "Iikka Keranen" "CreditsText" + "Eric Kirchmer" "CreditsText" + "Marc Laidlaw" "CreditsText" + "Jeff Lane" "CreditsText" + "Tom Leonard" "CreditsText" + "Doug Lombardi" "CreditsText" + "Randy Lundeen" "CreditsText" + "Scott Lynch" "CreditsText" + "Ido Magal" "CreditsText" + "Gary McTaggart" "CreditsText" + "John Morello II" "CreditsText" + "Bryn Moslow" "CreditsText" + "Gabe Newell" "CreditsText" + "Tri Nguyen" "CreditsText" + "Jake Nicholson" "CreditsText" + "Martin Otten" "CreditsText" + "Kristen Perry" "CreditsText" + "Bay Raitt" "CreditsText" + "Alfred Reynolds" "CreditsText" + "Dave Riller" "CreditsText" + "Danika Rogers" "CreditsText" + "David Sawyer" "CreditsText" + "Aaron Seeler" "CreditsText" + "Nick Shaffner" "CreditsText" + "Taylor Sherman" "CreditsText" + "Eric Smith" "CreditsText" + "David Speyrer" "CreditsText" + "Jay Stelly" "CreditsText" + "Jeremy Stone" "CreditsText" + "Mikel Thompson" "CreditsText" + "Kelly Thornton" "CreditsText" + "Carl Uhlman" "CreditsText" + "Bill Van Buren" "CreditsText" + "KayLee Vogt" "CreditsText" + "Robin Walker" "CreditsText" + "Josh Weier" "CreditsText" + "Doug Wood" "CreditsText" + "Matt T Wood" "CreditsText" + "Matt Wright" "CreditsText" +} + +"CreditsParams" +{ + "logo" "HALF-LIFE'" + + "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" "158" + "separation" "10" +} + +//======================================================== +//These are the names used in the outro (breen_01) +//======================================================== +"OutroCreditsNames" +{ + "HALF-LIFE'" "CreditsOutroLogos" + " " "CreditsOutroText" + "V" "CreditsOutroLogos" + " " "CreditsOutroText" + "Viktor Antonov" "CreditsOutroText" + "Ted Backman" "CreditsOutroText" + "Kelly Bailey" "CreditsOutroText" + "Jeff Ballinger" "CreditsOutroText" + "Matt Bamberger" "CreditsOutroText" + "Aaron Barber" "CreditsOutroText" + "Yahn Bernier" "CreditsOutroText" + "Ken Birdwell" "CreditsOutroText" + "Derrick Birum" "CreditsOutroText" + "Chris Bokitch" "CreditsOutroText" + "Steve Bond" "CreditsOutroText" + "Matt Boone" "CreditsOutroText" + "Charlie Brown" "CreditsOutroText" + "Julie Caldwell" "CreditsOutroText" + "Dario Casali" "CreditsOutroText" + "Yvan Charpentier" "CreditsOutroText" + "Jess Cliffe" "CreditsOutroText" + "John Cook" "CreditsOutroText" + "Greg Coomer" "CreditsOutroText" + "Kellie Cosner" "CreditsOutroText" + "Scott Dalton" "CreditsOutroText" + "Kerry Davis" "CreditsOutroText" + "Jason Deakins" "CreditsOutroText" + "Ariel Diaz" "CreditsOutroText" + "Quintin Doroquez" "CreditsOutroText" + "Martha Draves" "CreditsOutroText" + "Laura Dubuk" "CreditsOutroText" + "Mike Dunkle" "CreditsOutroText" + "Mike Dussault" "CreditsOutroText" + "Rick Ellis" "CreditsOutroText" + "Dhabih Eng" "CreditsOutroText" + "Miles Estes" "CreditsOutroText" + "Adrian Finol" "CreditsOutroText" + "Bill Fletcher" "CreditsOutroText" + "Moby Francke" "CreditsOutroText" + "Pat Goodwin" "CreditsOutroText" + "Chris Green" "CreditsOutroText" + "Chris Grinstead" "CreditsOutroText" + "John Guthrie" "CreditsOutroText" + "Leslie Hall" "CreditsOutroText" + "Damarcus Holbrook" "CreditsOutroText" + "Tim Holt" "CreditsOutroText" + "Brian Jacobson" "CreditsOutroText" + "Erik Johnson" "CreditsOutroText" + "Jakob Jungels" "CreditsOutroText" + "Iikka Keranen" "CreditsOutroText" + "Eric Kirchmer" "CreditsOutroText" + "Marc Laidlaw" "CreditsOutroText" + "Jeff Lane" "CreditsOutroText" + "Tom Leonard" "CreditsOutroText" + "Doug Lombardi" "CreditsOutroText" + "Randy Lundeen" "CreditsOutroText" + "Scott Lynch" "CreditsOutroText" + "Ido Magal" "CreditsOutroText" + "Gary McTaggart" "CreditsOutroText" + "John Morello II" "CreditsOutroText" + "Bryn Moslow" "CreditsOutroText" + "Gabe Newell" "CreditsOutroText" + "Tri Nguyen" "CreditsOutroText" + "Jake Nicholson" "CreditsOutroText" + "Martin Otten" "CreditsOutroText" + "Kristen Perry" "CreditsOutroText" + "Bay Raitt" "CreditsOutroText" + "Alfred Reynolds" "CreditsOutroText" + "Dave Riller" "CreditsOutroText" + "Danika Rogers" "CreditsOutroText" + "David Sawyer" "CreditsOutroText" + "Aaron Seeler" "CreditsOutroText" + "Nick Shaffner" "CreditsOutroText" + "Taylor Sherman" "CreditsOutroText" + "Eric Smith" "CreditsOutroText" + "David Speyrer" "CreditsOutroText" + "Jay Stelly" "CreditsOutroText" + "Jeremy Stone" "CreditsOutroText" + "Mikel Thompson" "CreditsOutroText" + "Kelly Thornton" "CreditsOutroText" + "Carl Uhlman" "CreditsOutroText" + "Bill Van Buren" "CreditsOutroText" + "KayLee Vogt" "CreditsOutroText" + "Robin Walker" "CreditsOutroText" + "Josh Weier" "CreditsOutroText" + "Doug Wood" "CreditsOutroText" + "Matt T. Wood" "CreditsOutroText" + "Matt Wright" "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + "Voices:" "CreditsOutroText" + "Robert Guillaume - Dr. Eli Vance" "CreditsOutroText" + "Robert Culp - Dr. Wallace Breen" "CreditsOutroText" + "Lou Gossett, Jr. - Vortigaunt" "CreditsOutroText" + "Michelle Forbes - Dr. Judith Mossman" "CreditsOutroText" + "Merle Dandridge - Alyx Vance" "CreditsOutroText" + "Mike Shapiro - Barney Calhoun" "CreditsOutroText" + "Mike Shapiro - Gman" "CreditsOutroText" + "Harry S. Robins - Dr. Isaac Kleiner" "CreditsOutroText" + "Jim French - Father Grigori" "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\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" + "Jason Holtman" "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" + "Art Min" "CreditsOutroText" + "Larry 'The Count' Heard" "CreditsOutroText" + "Ted Cohrt" "CreditsOutroText" + "Roger Guay" "CreditsOutroText" + "Frank Sheldon" "CreditsOutroText" + "Travis Dunlop" "CreditsOutroText" + "Daniel Dociu" "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" + "and Don Kemmis, SLK Technologies" "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + " " "CreditsOutroText" + "v" "CreditsOutroText" +} + + + }
\ No newline at end of file diff --git a/sp/game/mod_hl2/scripts/hud_textures.txt b/sp/game/mod_hl2/scripts/hud_textures.txt index 6d40d2d4..fcca027e 100644 --- a/sp/game/mod_hl2/scripts/hud_textures.txt +++ b/sp/game/mod_hl2/scripts/hud_textures.txt @@ -1,124 +1,124 @@ -"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"
- }
-
- "ico_friend_indicator"
- {
- "file" "vgui/ico_friend_indicator_alone"
- "x" "0"
- "y" "0"
- "width" "32"
- "height" "32"
- }
- "ico_friend_indicator_avatar"
- {
- "file" "vgui/ico_friend_indicator_scoreboard"
- "x" "-1"
- "y" "-1"
- "width" "57"
- "height" "36"
- }
- }
-}
+"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" + } + + "ico_friend_indicator" + { + "file" "vgui/ico_friend_indicator_alone" + "x" "0" + "y" "0" + "width" "32" + "height" "32" + } + "ico_friend_indicator_avatar" + { + "file" "vgui/ico_friend_indicator_scoreboard" + "x" "-1" + "y" "-1" + "width" "57" + "height" "36" + } + } +} diff --git a/sp/game/mod_hl2/scripts/npc_sounds_vortigaunt.txt b/sp/game/mod_hl2/scripts/npc_sounds_vortigaunt.txt index 7d9e564c..4118e59e 100644 --- a/sp/game/mod_hl2/scripts/npc_sounds_vortigaunt.txt +++ b/sp/game/mod_hl2/scripts/npc_sounds_vortigaunt.txt @@ -1,2332 +1,2332 @@ -//
-//
-// 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.SuitOn"
-{
- "channel" "CHAN_ITEM"
- "volume" "0.850000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "items/suitchargeok1.wav"
-}
-
-"NPC_Vortigaunt.SuitCharge"
-{
- "channel" "CHAN_STATIC"
- "volume" "0.850000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "items/suitcharge1.wav"
-}
-
-"NPC_Vortigaunt.Claw"
-{
- "channel" "CHAN_WEAPON"
- "volume" "VOL_NORM"
- "pitch" "100, 150"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "npc/vort/foot_hit.wav"
-}
-
-"NPC_Vortigaunt.FootstepLeft"
-{
- "channel" "CHAN_BODY"
- "volume" "0.300000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_IDLE"
-
- "rndwave"
- {
- "wave" "npc/vort/vort_foot1.wav"
- "wave" "npc/vort/vort_foot3.wav"
- }
-}
-
-"NPC_Vortigaunt.FootstepRight"
-{
- "channel" "CHAN_BODY"
- "volume" "0.300000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_IDLE"
-
- "rndwave"
- {
- "wave" "npc/vort/vort_foot2.wav"
- "wave" "npc/vort/vort_foot4.wav"
- }
-}
-
-"NPC_Vortigaunt.Shoot"
-{
- "channel" "CHAN_WEAPON"
- "volume" "VOL_NORM"
- "pitch" "130, 160"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "npc/vort/attack_shoot.wav"
-}
-
-"NPC_Vortigaunt.Swing"
-{
- "channel" "CHAN_WEAPON"
- "volume" "VOL_NORM"
- "pitch" "100, 130"
-
- "soundlevel" "SNDLVL_NORM"
-
- "rndwave"
- {
- "wave" "npc/vort/claw_swing1.wav"
- "wave" "npc/vort/claw_swing2.wav"
- }
-}
-
-"NPC_Vortigaunt.Kick"
-{
- "channel" "CHAN_WEAPON"
- "volume" "VOL_NORM"
- "pitch" "100, 150"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "npc/vort/foot_hit.wav"
-}
-
-"NPC_Vortigaunt.ClawBeam"
-{
- "channel" "CHAN_BODY"
- "volume" "VOL_NORM"
- "pitch" "130, 160"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "npc/vort/attack_shoot.wav"
-}
-
-"npc_vortigaunt.acceptcharge"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "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.affirmed"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/affirmed.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" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/allfornow.wav"
-}
-
-"npc_vortigaunt.allinoneinall"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/allinoneinall.wav"
-}
-
-"npc_vortigaunt.allowme"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.780"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/allowme.wav"
-}
-
-"npc_vortigaunt.allowrecharge"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.530"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/allowrecharge.wav"
-}
-
-"npc_vortigaunt.allwecanspare"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/allwecanspare.wav"
-}
-
-"npc_vortigaunt.allwehave"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.560"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/allwehave.wav"
-}
-
-"npc_vortigaunt.assent"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/assent.wav"
-}
-
-"npc_vortigaunt.asyouwish"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/asyouwish.wav"
-}
-
-"npc_vortigaunt.beofservice"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/beofservice.wav"
-}
-
-"npc_vortigaunt.bodyyours"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/bodyyours.wav"
-}
-
-"npc_vortigaunt.calm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/calm.wav"
-}
-
-"npc_vortigaunt.canconvince"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/canconvince.wav"
-}
-
-"npc_vortigaunt.cannotfire"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/cannotfire.wav"
-}
-
-"npc_vortigaunt.caution"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.800"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/caution.wav"
-}
-
-"npc_vortigaunt.cautionfm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.750"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/cautionfm.wav"
-}
-
-"npc_vortigaunt.certainly"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/certainly.wav"
-}
-
-"npc_vortigaunt.corporeal"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/corporeal.wav"
-}
-
-"npc_vortigaunt.dedicate"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/dedicate.wav"
-}
-
-"npc_vortigaunt.done"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.520"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/done.wav"
-}
-
-"npc_vortigaunt.dreamed"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.700"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/dreamed.wav"
-}
-
-"npc_vortigaunt.empowerus"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.800"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/empowerus.wav"
-}
-
-"npc_vortigaunt.energyempower"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.670"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/energyempower.wav"
-}
-
-"npc_vortigaunt.fearfailed"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fearfailed.wav"
-}
-
-"npc_vortigaunt.fmbeware"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmbeware.wav"
-}
-
-"npc_vortigaunt.fmcanuse"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmcanuse.wav"
-}
-
-"npc_vortigaunt.fmdoesushonor"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmdoesushonor.wav"
-}
-
-"npc_vortigaunt.fmhonorsus"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.630"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmhonorsus.wav"
-}
-
-"npc_vortigaunt.fminway"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fminway.wav"
-}
-
-"npc_vortigaunt.fmknowsbest"
-{
- "channel" "CHAN_VOICE"
- "volume" ".36"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmknowsbest.wav"
-}
-
-"npc_vortigaunt.fmmustbeware"
-{
- "channel" "CHAN_VOICE"
- "volume" ".79"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmmustbeware.wav"
-}
-
-"npc_vortigaunt.fmmustfollow"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.580"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmmustfollow.wav"
-}
-
-"npc_vortigaunt.fmmustmove"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.580"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmmustmove.wav"
-}
-
-"npc_vortigaunt.fmstandstill"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/fmstandstill.wav"
-}
-
-"npc_vortigaunt.followfm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/followfm.wav"
-}
-
-"npc_vortigaunt.forfreedom"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/forfreedom.wav"
-}
-
-"npc_vortigaunt.forthefm"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/forthefm.wav"
-}
-
-"npc_vortigaunt.forward"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.900"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/forward.wav"
-}
-
-"npc_vortigaunt.freeman"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/freeman.wav"
-}
-
-"npc_vortigaunt.giveover"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/giveover.wav"
-}
-
-"npc_vortigaunt.gladly"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/gladly.wav"
-}
-
-"npc_vortigaunt.gloriousend"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/gloriousend.wav"
-}
-
-"npc_vortigaunt.greetingsfm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/greetingsfm.wav"
-}
-
-"npc_vortigaunt.halt"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/halt.wav"
-}
-
-"npc_vortigaunt.here"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/here.wav"
-}
-
-"npc_vortigaunt.herewestay"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/herewestay.wav"
-}
-
-"npc_vortigaunt.hold"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/hold.wav"
-}
-
-"npc_vortigaunt.holdorcantcharge"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/holdorcantcharge.wav"
-}
-
-"npc_vortigaunt.holdstill"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/holdstill.wav"
-}
-
-"npc_vortigaunt.honorfollow"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/honorfollow.wav"
-}
-
-"npc_vortigaunt.honorours"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/honorours.wav"
-}
-
-"npc_vortigaunt.hopeless"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/hopeless.wav"
-}
-
-"npc_vortigaunt.ifyoumove"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/ifyoumove.wav"
-}
-
-"npc_vortigaunt.isitthefm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/isitthefm.wav"
-}
-
-"npc_vortigaunt.itishonor"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/itishonor.wav"
-}
-
-"npc_vortigaunt.itisthefm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/itisthefm.wav"
-}
-
-"npc_vortigaunt.keepfmsafe"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/keepfmsafe.wav"
-}
-
-"npc_vortigaunt.leadon"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.900000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/leadon.wav"
-}
-
-"npc_vortigaunt.leadus"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/leadus.wav"
-}
-
-"npc_vortigaunt.livetoserve"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/livetoserve.wav"
-}
-
-"npc_vortigaunt.morethanmeets"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/morethanmeets.wav"
-}
-
-"npc_vortigaunt.movingtarget"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/movingtarget.wav"
-}
-
-"npc_vortigaunt.mutual"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/mutual.wav"
-}
-
-"npc_vortigaunt.mystery"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/mystery.wav"
-}
-
-"npc_vortigaunt.neuroprints"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/neuroprints.wav"
-}
-
-"npc_vortigaunt.nodenexus"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/nodenexus.wav"
-}
-
-"npc_vortigaunt.onward"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.800000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/onward.wav"
-}
-
-"npc_vortigaunt.opaque"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/opaque.wav"
-}
-
-"npc_vortigaunt.optical"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/optical.wav"
-}
-
-"npc_vortigaunt.ourhonor"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/ourhonor.wav"
-}
-
-"npc_vortigaunt.ourplacehere"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/ourplacehere.wav"
-}
-
-"npc_vortigaunt.passon"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.900000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/passon.wav"
-}
-
-"npc_vortigaunt.persevere"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/persevere.wav"
-}
-
-"npc_vortigaunt.pleasure"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.370000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/pleasure.wav"
-}
-
-"npc_vortigaunt.poet"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/poet.wav"
-}
-
-"npc_vortigaunt.prepare"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.470000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/prepare.wav"
-}
-
-"npc_vortigaunt.prevail"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.680000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/prevail.wav"
-}
-
-"npc_vortigaunt.propitious"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/propitious.wav"
-}
-
-"npc_vortigaunt.putaside"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/putaside.wav"
-}
-
-"npc_vortigaunt.reasondelay"
-{
- "channel" "CHAN_VOICE"
- "volume" "1"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/reasondelay.wav"
-}
-
-"npc_vortigaunt.regrettable"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/regrettable.wav"
-}
-
-"npc_vortigaunt.rememberus"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/rememberus.wav"
-}
-
-"npc_vortigaunt.returntoall"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/returntoall.wav"
-}
-
-"npc_vortigaunt.returnvoid"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/returnvoid.wav"
-}
-
-"npc_vortigaunt.salute"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/salute.wav"
-}
-
-"npc_vortigaunt.satisfaction"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.350000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/satisfaction.wav"
-}
-
-"npc_vortigaunt.seebeforeoureye"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/seebeforeoureye.wav"
-}
-
-"npc_vortigaunt.seenworse"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.700000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/seenworse.wav"
-}
-
-"npc_vortigaunt.servebetterhere"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/servebetterhere.wav"
-}
-
-"npc_vortigaunt.standclear"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/standclear.wav"
-}
-
-"npc_vortigaunt.stillhere"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/stillhere.wav"
-}
-
-"npc_vortigaunt.surge"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/surge.wav"
-}
-
-"npc_vortigaunt.takeus"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/takeus.wav"
-}
-
-"npc_vortigaunt.tethercut"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/tethercut.wav"
-}
-
-"npc_vortigaunt.thatisall"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/thatisall.wav"
-}
-
-"npc_vortigaunt.thefreeman"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/thefreeman.wav"
-}
-
-"npc_vortigaunt.tothevoid"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.900000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/tothevoid.wav"
-}
-
-"npc_vortigaunt.troubleus"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.850000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/troubleus.wav"
-}
-
-"npc_vortigaunt.trulyitis"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/trulyitis.wav"
-}
-
-"npc_vortigaunt.undeserving"
-{
- "channel" "CHAN_VOICE"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/undeserving.wav"
-}
-
-"npc_vortigaunt.vanswer01"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.430000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer01.wav"
-}
-
-"npc_vortigaunt.vanswer02"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer02.wav"
-}
-
-"npc_vortigaunt.vanswer03"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.700000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer03.wav"
-}
-
-"npc_vortigaunt.vanswer04"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer04.wav"
-}
-
-"npc_vortigaunt.vanswer05"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.370000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer05.wav"
-}
-
-"npc_vortigaunt.vanswer06"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer06.wav"
-}
-
-"npc_vortigaunt.vanswer07"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer07.wav"
-}
-
-"npc_vortigaunt.vanswer08"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer08.wav"
-}
-
-"npc_vortigaunt.vanswer09"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer09.wav"
-}
-
-"npc_vortigaunt.vanswer10"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer10.wav"
-}
-
-"npc_vortigaunt.vanswer11"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer11.wav"
-}
-
-"npc_vortigaunt.vanswer12"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.430000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer12.wav"
-}
-
-"npc_vortigaunt.vanswer13"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer13.wav"
-}
-
-"npc_vortigaunt.vanswer14"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.350000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer14.wav"
-}
-
-"npc_vortigaunt.vanswer15"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer15.wav"
-}
-
-"npc_vortigaunt.vanswer16"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.640000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer16.wav"
-}
-
-"npc_vortigaunt.vanswer17"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.530000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer17.wav"
-}
-
-"npc_vortigaunt.vanswer18"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vanswer18.wav"
-}
-
-"npc_vortigaunt.vmono_01"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.630000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_01.wav"
-}
-
-"npc_vortigaunt.vmono_02"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.630000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_02.wav"
-}
-
-"npc_vortigaunt.vmono_03"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.630000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_03.wav"
-}
-
-"npc_vortigaunt.vmono_04"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.660000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_04.wav"
-}
-
-"npc_vortigaunt.vmono_05"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.490000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_05.wav"
-}
-
-"npc_vortigaunt.vmono_06"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_06.wav"
-}
-
-"npc_vortigaunt.vmono_07"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.510000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_07.wav"
-}
-
-"npc_vortigaunt.vmono_08"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_08.wav"
-}
-
-"npc_vortigaunt.vmono_09"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.670000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_09.wav"
-}
-
-"npc_vortigaunt.vmono_10"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_10.wav"
-}
-
-"npc_vortigaunt.vmono_11"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_11.wav"
-}
-
-"npc_vortigaunt.vmono_12"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_12.wav"
-}
-
-"npc_vortigaunt.vmono_13"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_13.wav"
-}
-
-"npc_vortigaunt.vmono_14"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_14.wav"
-}
-
-"npc_vortigaunt.vmono_15"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.530000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_15.wav"
-}
-
-"npc_vortigaunt.vmono_16"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.520000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_16.wav"
-}
-
-"npc_vortigaunt.vmono_17"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_17.wav"
-}
-
-"npc_vortigaunt.vmono_18"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_18.wav"
-}
-
-"npc_vortigaunt.vmono_19"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_19.wav"
-}
-
-"npc_vortigaunt.vmono_20"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.460000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_20.wav"
-}
-
-"npc_vortigaunt.vmono_21"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.460000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_21.wav"
-}
-
-"npc_vortigaunt.vmono_22"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_22.wav"
-}
-
-"npc_vortigaunt.vmono_23"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_23.wav"
-}
-
-"npc_vortigaunt.vmono_24"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_24.wav"
-}
-
-"npc_vortigaunt.vmono_25"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.680000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_25.wav"
-}
-
-"npc_vortigaunt.vmono_26"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_26.wav"
-}
-
-"npc_vortigaunt.vmono_27"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_27.wav"
-}
-
-"npc_vortigaunt.vmono_28"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_28.wav"
-}
-
-"npc_vortigaunt.vmono_29"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_29.wav"
-}
-
-"npc_vortigaunt.vmono_30"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vmono_30.wav"
-}
-
-"npc_vortigaunt.vques01"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques01.wav"
-}
-
-"npc_vortigaunt.vques02"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.480000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques02.wav"
-}
-
-"npc_vortigaunt.vques03"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques03.wav"
-}
-
-"npc_vortigaunt.vques04"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.430000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques04.wav"
-}
-
-"npc_vortigaunt.vques05"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.450000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques05.wav"
-}
-
-"npc_vortigaunt.vques06"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.620000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques06.wav"
-}
-
-"npc_vortigaunt.vques07"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques07.wav"
-}
-
-"npc_vortigaunt.vques08"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques08.wav"
-}
-
-"npc_vortigaunt.vques09"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.370000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques09.wav"
-}
-
-"npc_vortigaunt.vques10"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.680000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vques10.wav"
-}
-
-"npc_vortigaunt.ware"
-{
- "channel" "CHAN_VOICE"
- "volume" "1"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/ware.wav"
-}
-
-"npc_vortigaunt.warefm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.700000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/warefm.wav"
-}
-
-"npc_vortigaunt.warningfm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.430000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/warningfm.wav"
-}
-
-"npc_vortigaunt.weareyours"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/weareyours.wav"
-}
-
-"npc_vortigaunt.webeofuse"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.400000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/webeofuse.wav"
-}
-
-"npc_vortigaunt.weclaimyou"
-{
- "channel" "CHAN_VOICE"
- "volume" "1"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/weclaimyou.wav"
-}
-
-"npc_vortigaunt.wefollowfm"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.600000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/wefollowfm.wav"
-}
-
-"npc_vortigaunt.wehonored"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.550000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/wehonored.wav"
-}
-
-"npc_vortigaunt.weknowyou"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.780000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/weknowyou.wav"
-}
-
-"npc_vortigaunt.wellmet"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.370000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/wellmet.wav"
-}
-
-"npc_vortigaunt.weshare"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.700000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/weshare.wav"
-}
-
-"npc_vortigaunt.wewillcharge"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.370000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/wewillcharge.wav"
-}
-
-"npc_vortigaunt.wewillhelp"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.430000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/wewillhelp.wav"
-}
-
-"npc_vortigaunt.whereto"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.500000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/whereto.wav"
-}
-
-"npc_vortigaunt.willremain"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.420000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/willremain.wav"
-}
-
-"npc_vortigaunt.worthless"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.420000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/worthless.wav"
-}
-
-"npc_vortigaunt.yes"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.670000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/yes.wav"
-}
-
-"npc_vortigaunt.yesforward"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "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"
-}
-
-"NPC_Vortigaunt.StartHealLoop"
-{
- "channel" "CHAN_WEAPON"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "npc/vort/health_charge.wav"
-}
-
-"NPC_Vortigaunt.StartShootLoop"
-{
- "channel" "CHAN_WEAPON"
- "volume" "VOL_NORM"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "npc/vort/attack_shoot.wav"
-}
-
-"npc_vortigaunt.vortigese01"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese01.wav"
-}
-
-"npc_vortigaunt.vortigese02"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese02.wav"
-}
-
-"npc_vortigaunt.vortigese03"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese03.wav"
-}
-
-"npc_vortigaunt.vortigese04"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese04.wav"
-}
-
-"npc_vortigaunt.vortigese05"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese05.wav"
-}
-
-"npc_vortigaunt.vortigese06"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese06.wav"
-}
-
-"npc_vortigaunt.vortigese07"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese07.wav"
-}
-
-"npc_vortigaunt.vortigese08"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese08.wav"
-}
-
-"npc_vortigaunt.vortigese09"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese09.wav"
-}
-
-"npc_vortigaunt.vortigese10"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese10.wav"
-}
-
-"npc_vortigaunt.vortigese11"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese11.wav"
-}
-
-"npc_vortigaunt.vortigese12"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese12.wav"
-}
-
-"npc_vortigaunt.vortigese13"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.650000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*vo/npc/vortigaunt/vortigese13.wav"
-}
-
-
-"npc_vortigaunt.chant03"
-{
- "channel" "CHAN_VOICE"
- "volume" "0.800000"
- "pitch" "PITCH_NORM"
-
- "soundlevel" "SNDLVL_NORM"
-
- "wave" "*npc/vort/vort_pain3.wav"
-}
-
-
+// +// +// 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.SuitOn" +{ + "channel" "CHAN_ITEM" + "volume" "0.850000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "items/suitchargeok1.wav" +} + +"NPC_Vortigaunt.SuitCharge" +{ + "channel" "CHAN_STATIC" + "volume" "0.850000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "items/suitcharge1.wav" +} + +"NPC_Vortigaunt.Claw" +{ + "channel" "CHAN_WEAPON" + "volume" "VOL_NORM" + "pitch" "100, 150" + + "soundlevel" "SNDLVL_NORM" + + "wave" "npc/vort/foot_hit.wav" +} + +"NPC_Vortigaunt.FootstepLeft" +{ + "channel" "CHAN_BODY" + "volume" "0.300000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_IDLE" + + "rndwave" + { + "wave" "npc/vort/vort_foot1.wav" + "wave" "npc/vort/vort_foot3.wav" + } +} + +"NPC_Vortigaunt.FootstepRight" +{ + "channel" "CHAN_BODY" + "volume" "0.300000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_IDLE" + + "rndwave" + { + "wave" "npc/vort/vort_foot2.wav" + "wave" "npc/vort/vort_foot4.wav" + } +} + +"NPC_Vortigaunt.Shoot" +{ + "channel" "CHAN_WEAPON" + "volume" "VOL_NORM" + "pitch" "130, 160" + + "soundlevel" "SNDLVL_NORM" + + "wave" "npc/vort/attack_shoot.wav" +} + +"NPC_Vortigaunt.Swing" +{ + "channel" "CHAN_WEAPON" + "volume" "VOL_NORM" + "pitch" "100, 130" + + "soundlevel" "SNDLVL_NORM" + + "rndwave" + { + "wave" "npc/vort/claw_swing1.wav" + "wave" "npc/vort/claw_swing2.wav" + } +} + +"NPC_Vortigaunt.Kick" +{ + "channel" "CHAN_WEAPON" + "volume" "VOL_NORM" + "pitch" "100, 150" + + "soundlevel" "SNDLVL_NORM" + + "wave" "npc/vort/foot_hit.wav" +} + +"NPC_Vortigaunt.ClawBeam" +{ + "channel" "CHAN_BODY" + "volume" "VOL_NORM" + "pitch" "130, 160" + + "soundlevel" "SNDLVL_NORM" + + "wave" "npc/vort/attack_shoot.wav" +} + +"npc_vortigaunt.acceptcharge" +{ + "channel" "CHAN_VOICE" + "volume" "0.550000" + "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.affirmed" +{ + "channel" "CHAN_VOICE" + "volume" "0.650" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/affirmed.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" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/allfornow.wav" +} + +"npc_vortigaunt.allinoneinall" +{ + "channel" "CHAN_VOICE" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/allinoneinall.wav" +} + +"npc_vortigaunt.allowme" +{ + "channel" "CHAN_VOICE" + "volume" "0.780" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/allowme.wav" +} + +"npc_vortigaunt.allowrecharge" +{ + "channel" "CHAN_VOICE" + "volume" "0.530" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/allowrecharge.wav" +} + +"npc_vortigaunt.allwecanspare" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/allwecanspare.wav" +} + +"npc_vortigaunt.allwehave" +{ + "channel" "CHAN_VOICE" + "volume" "0.560" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/allwehave.wav" +} + +"npc_vortigaunt.assent" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/assent.wav" +} + +"npc_vortigaunt.asyouwish" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/asyouwish.wav" +} + +"npc_vortigaunt.beofservice" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/beofservice.wav" +} + +"npc_vortigaunt.bodyyours" +{ + "channel" "CHAN_VOICE" + "volume" "0.550" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/bodyyours.wav" +} + +"npc_vortigaunt.calm" +{ + "channel" "CHAN_VOICE" + "volume" "0.400" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/calm.wav" +} + +"npc_vortigaunt.canconvince" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/canconvince.wav" +} + +"npc_vortigaunt.cannotfire" +{ + "channel" "CHAN_VOICE" + "volume" "0.650" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/cannotfire.wav" +} + +"npc_vortigaunt.caution" +{ + "channel" "CHAN_VOICE" + "volume" "0.800" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/caution.wav" +} + +"npc_vortigaunt.cautionfm" +{ + "channel" "CHAN_VOICE" + "volume" "0.750" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/cautionfm.wav" +} + +"npc_vortigaunt.certainly" +{ + "channel" "CHAN_VOICE" + "volume" "0.450" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/certainly.wav" +} + +"npc_vortigaunt.corporeal" +{ + "channel" "CHAN_VOICE" + "volume" "0.600" + "pitch" "PITCH_NORM" 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"CHAN_VOICE" + "volume" "0.550000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wehonored.wav" +} + +"npc_vortigaunt.weknowyou" +{ + "channel" "CHAN_VOICE" + "volume" "0.780000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/weknowyou.wav" +} + +"npc_vortigaunt.wellmet" +{ + "channel" "CHAN_VOICE" + "volume" "0.370000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wellmet.wav" +} + +"npc_vortigaunt.weshare" +{ + "channel" "CHAN_VOICE" + "volume" "0.700000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/weshare.wav" +} + +"npc_vortigaunt.wewillcharge" +{ + "channel" "CHAN_VOICE" + "volume" "0.370000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wewillcharge.wav" +} + +"npc_vortigaunt.wewillhelp" +{ + "channel" "CHAN_VOICE" + "volume" "0.430000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/wewillhelp.wav" +} + +"npc_vortigaunt.whereto" +{ + "channel" "CHAN_VOICE" + "volume" "0.500000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/whereto.wav" +} + +"npc_vortigaunt.willremain" +{ + "channel" "CHAN_VOICE" + "volume" "0.420000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/willremain.wav" +} + +"npc_vortigaunt.worthless" +{ + "channel" "CHAN_VOICE" + "volume" "0.420000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/worthless.wav" +} + +"npc_vortigaunt.yes" +{ + "channel" "CHAN_VOICE" + "volume" "0.670000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/yes.wav" +} + +"npc_vortigaunt.yesforward" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "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" +} + +"NPC_Vortigaunt.StartHealLoop" +{ + "channel" "CHAN_WEAPON" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "npc/vort/health_charge.wav" +} + +"NPC_Vortigaunt.StartShootLoop" +{ + "channel" "CHAN_WEAPON" + "volume" "VOL_NORM" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "npc/vort/attack_shoot.wav" +} + +"npc_vortigaunt.vortigese01" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese01.wav" +} + +"npc_vortigaunt.vortigese02" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese02.wav" +} + +"npc_vortigaunt.vortigese03" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese03.wav" +} + +"npc_vortigaunt.vortigese04" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese04.wav" +} + +"npc_vortigaunt.vortigese05" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese05.wav" +} + +"npc_vortigaunt.vortigese06" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese06.wav" +} + +"npc_vortigaunt.vortigese07" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese07.wav" +} + +"npc_vortigaunt.vortigese08" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese08.wav" +} + +"npc_vortigaunt.vortigese09" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese09.wav" +} + +"npc_vortigaunt.vortigese10" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese10.wav" +} + +"npc_vortigaunt.vortigese11" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese11.wav" +} + +"npc_vortigaunt.vortigese12" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese12.wav" +} + +"npc_vortigaunt.vortigese13" +{ + "channel" "CHAN_VOICE" + "volume" "0.650000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*vo/npc/vortigaunt/vortigese13.wav" +} + + +"npc_vortigaunt.chant03" +{ + "channel" "CHAN_VOICE" + "volume" "0.800000" + "pitch" "PITCH_NORM" + + "soundlevel" "SNDLVL_NORM" + + "wave" "*npc/vort/vort_pain3.wav" +} + + diff --git a/sp/game/mod_hl2/scripts/propdata.txt b/sp/game/mod_hl2/scripts/propdata.txt index 232c6521..48c7f584 100644 --- a/sp/game/mod_hl2/scripts/propdata.txt +++ b/sp/game/mod_hl2/scripts/propdata.txt @@ -1,491 +1,491 @@ -// "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"
- }
-
-
-
-
-//=================================================================================
-// 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"
- }
- }
-}
+// "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" + } + + + + +//================================================================================= +// 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/mod_hl2/scripts/soundscapes_manifest.txt b/sp/game/mod_hl2/scripts/soundscapes_manifest.txt index 70286ad3..494188ec 100644 --- a/sp/game/mod_hl2/scripts/soundscapes_manifest.txt +++ b/sp/game/mod_hl2/scripts/soundscapes_manifest.txt @@ -1,16 +1,16 @@ -soundscaples_manifest
-{
- "file" "scripts/soundscapes.txt"
-
- // List additional soundscape files here
-
- "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"
+soundscaples_manifest +{ + "file" "scripts/soundscapes.txt" + + // List additional soundscape files here + + "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" }
\ No newline at end of file diff --git a/sp/game/mod_hl2/scripts/surfaceproperties_manifest.txt b/sp/game/mod_hl2/scripts/surfaceproperties_manifest.txt index 6868f8fc..bf2ffe67 100644 --- a/sp/game/mod_hl2/scripts/surfaceproperties_manifest.txt +++ b/sp/game/mod_hl2/scripts/surfaceproperties_manifest.txt @@ -1,17 +1,17 @@ -// Override this file in your mod directory so you can load the base HL2 file as well
-// as new properties.
-// NOTE: Listing a property twice (e.g. in separate files) means that
-// the values in the second definition will override the first definition
-
-// NOTE: Each file must have a unique name. The physics system does not understand mods and will not
-// parse the same file (compared by name) twice.
-
-surfaceproperties_manifest
-{
- "file" "scripts/surfaceproperties.txt"
-
- // List additional surface property files here:
- "file" "scripts/surfaceproperties_hl2.txt"
-
-
-}
+// Override this file in your mod directory so you can load the base HL2 file as well +// as new properties. +// NOTE: Listing a property twice (e.g. in separate files) means that +// the values in the second definition will override the first definition + +// NOTE: Each file must have a unique name. The physics system does not understand mods and will not +// parse the same file (compared by name) twice. + +surfaceproperties_manifest +{ + "file" "scripts/surfaceproperties.txt" + + // List additional surface property files here: + "file" "scripts/surfaceproperties_hl2.txt" + + +} diff --git a/sp/game/mod_hl2/scripts/talker/npc_alyx.txt b/sp/game/mod_hl2/scripts/talker/npc_alyx.txt index 2659b87a..ceee414b 100644 --- a/sp/game/mod_hl2/scripts/talker/npc_alyx.txt +++ b/sp/game/mod_hl2/scripts/talker/npc_alyx.txt @@ -1,120 +1,120 @@ -//============================================================================================================
-// Alyx criteria
-criterion "IsAlyx" "classname" "npc_alyx" "required"
-//============================================================================================================
-
-//============================================================================================================
-// Alyx Combat speech
-//============================================================================================================
-//----------------------------------------------------------------------------
-
-response "AlyxDanger"
-{
- scene "scenes/npc/Alyx/getback01.vcd"
- scene "scenes/npc/Alyx/getback02.vcd"
- scene "scenes/npc/Alyx/getdown01.vcd"
- scene "scenes/npc/Alyx/watchout01.vcd"
- scene "scenes/npc/Alyx/watchout02.vcd"
-}
-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
-}
-
-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
-}
-
-//----------------------------------------------------------------------------
-
-//============================================================================================================
+//============================================================================================================ +// Alyx criteria +criterion "IsAlyx" "classname" "npc_alyx" "required" +//============================================================================================================ + +//============================================================================================================ +// Alyx Combat speech +//============================================================================================================ +//---------------------------------------------------------------------------- + +response "AlyxDanger" +{ + scene "scenes/npc/Alyx/getback01.vcd" + scene "scenes/npc/Alyx/getback02.vcd" + scene "scenes/npc/Alyx/getdown01.vcd" + scene "scenes/npc/Alyx/watchout01.vcd" + scene "scenes/npc/Alyx/watchout02.vcd" +} +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 +} + +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/mod_hl2/scripts/talker/npc_citizen.txt b/sp/game/mod_hl2/scripts/talker/npc_citizen.txt index a7d82d9f..351c8d84 100644 --- a/sp/game/mod_hl2/scripts/talker/npc_citizen.txt +++ b/sp/game/mod_hl2/scripts/talker/npc_citizen.txt @@ -1,915 +1,915 @@ -//============================================================================================================
-// Citizen criteria
-//============================================================================================================
-criterion "IsCitizen" "classname" "npc_citizen" "required"
-criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required
-criterion "EnemyIsSniper" "enemy" "npc_sniper" required
-criterion "EnemyIsStrider" "enemy" "npc_strider" required
-criterion "HurtByFire" "hurt_by_fire" "1" required
-
-
-//============================================================================================================
-// Citizen Hello speech
-//============================================================================================================
-response "CitizenHello"
-{
- scene "scenes/npc/$gender01/abouttime01.vcd"
- scene "scenes/npc/$gender01/abouttime02.vcd"
- scene "scenes/npc/$gender01/ahgordon01.vcd"
- scene "scenes/npc/$gender01/ahgordon02.vcd"
- scene "scenes/npc/$gender01/docfreeman01.vcd"
- scene "scenes/npc/$gender01/docfreeman02.vcd"
- scene "scenes/npc/$gender01/freeman.vcd"
- scene "scenes/npc/$gender01/hellodrfm01.vcd"
- scene "scenes/npc/$gender01/hellodrfm02.vcd"
- scene "scenes/npc/$gender01/heydoc01.vcd"
- scene "scenes/npc/$gender01/heydoc02.vcd"
- scene "scenes/npc/$gender01/hi01.vcd"
- scene "scenes/npc/$gender01/hi02.vcd"
-}
-
-rule CitizenHello
-{
- criteria IsCitizen ConceptTalkHello IsGordonCriminal NPCIdle PlayerNear SeePlayer
- response CitizenHello
-}
-
-//============================================================================================================
-// Citizen Idle speech
-//============================================================================================================
-response "CitizenTalkStare"
-{
- scene "scenes/npc/$gender01/doingsomething.vcd"
- scene "scenes/npc/$gender01/getgoingsoon.vcd"
- scene "scenes/npc/$gender01/waitingsomebody.vcd"
-}
-
-rule CitizenTalkStare
-{
- criteria IsCitizen ConceptTalkStare IsGordonCriminal NPCIdle
- response CitizenTalkStare
-}
-
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenTalkPlayerPushed"
-{
- scene "scenes/npc/$gender01/sorryfm01.vcd"
- scene "scenes/npc/$gender01/sorryfm02.vcd"
- scene "scenes/npc/$gender01/sorrydoc01.vcd"
- scene "scenes/npc/$gender01/sorrydoc02.vcd"
- scene "scenes/npc/$gender01/sorrydoc04.vcd"
- scene "scenes/npc/$gender01/excuseme01.vcd"
- scene "scenes/npc/$gender01/excuseme02.vcd"
- scene "scenes/npc/$gender01/pardonme01.vcd"
- scene "scenes/npc/$gender01/pardonme02.vcd"
- scene "scenes/npc/$gender01/sorry01.vcd"
- scene "scenes/npc/$gender01/sorry02.vcd"
- scene "scenes/npc/$gender01/sorry03.vcd"
- scene "scenes/npc/$gender01/outofyourway01.vcd"
- scene "scenes/npc/$gender01/outofyourway02.vcd"
- scene "scenes/npc/$gender01/whoops01.vcd"
-}
-
-rule CitizenTalkPlayerPushed
-{
- criteria IsCitizen ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat
- response CitizenTalkPlayerPushed
-}
-
-//============================================================================================================
-// Citizen Questions & Responses speech
-//============================================================================================================
-response "CitizenQuestion"
-{
- scene "scenes/npc/$gender01/question01.vcd" delay 1
- scene "scenes/npc/$gender01/question02.vcd" delay 1
- scene "scenes/npc/$gender01/question03.vcd" delay 1
- scene "scenes/npc/$gender01/question04.vcd" delay 1
- scene "scenes/npc/$gender01/question05.vcd" delay 1
- scene "scenes/npc/$gender01/question06.vcd" delay 1
- scene "scenes/npc/$gender01/question07.vcd" delay 1
- scene "scenes/npc/$gender01/question08.vcd" delay 1
- scene "scenes/npc/$gender01/question09.vcd" delay 1
- scene "scenes/npc/$gender01/question10.vcd" delay 1
- scene "scenes/npc/$gender01/question11.vcd" delay 1
- scene "scenes/npc/$gender01/question12.vcd" delay 1
- scene "scenes/npc/$gender01/question13.vcd" delay 1
- scene "scenes/npc/$gender01/question14.vcd" delay 1
- scene "scenes/npc/$gender01/question15.vcd" delay 1
- scene "scenes/npc/$gender01/question16.vcd" delay 1
- scene "scenes/npc/$gender01/question17.vcd" delay 1
- scene "scenes/npc/$gender01/question18.vcd" delay 1
- scene "scenes/npc/$gender01/question19.vcd" delay 1
- scene "scenes/npc/$gender01/question20.vcd" delay 1
- scene "scenes/npc/$gender01/question21.vcd" delay 1
- scene "scenes/npc/$gender01/question22.vcd" delay 1
- scene "scenes/npc/$gender01/question23.vcd" delay 1
- scene "scenes/npc/$gender01/question25.vcd" delay 1
- scene "scenes/npc/$gender01/question26.vcd" delay 1
- scene "scenes/npc/$gender01/question27.vcd" delay 1
- scene "scenes/npc/$gender01/question28.vcd" delay 1
- scene "scenes/npc/$gender01/question29.vcd" delay 1
- scene "scenes/npc/$gender01/question30.vcd" delay 1
- scene "scenes/npc/$gender01/question31.vcd" delay 1
-}
-
-rule CitizenQuestion
-{
- criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerAlive
- response CitizenQuestion
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenAnswer"
-{
- scene "scenes/npc/$gender01/answer01.vcd" delay 2
- scene "scenes/npc/$gender01/answer02.vcd" delay 2
- scene "scenes/npc/$gender01/answer03.vcd" delay 2
- scene "scenes/npc/$gender01/answer04.vcd" delay 2
- scene "scenes/npc/$gender01/answer05.vcd" delay 2
- scene "scenes/npc/$gender01/answer07.vcd" delay 2
- scene "scenes/npc/$gender01/answer08.vcd" delay 2
- scene "scenes/npc/$gender01/answer09.vcd" delay 2
- scene "scenes/npc/$gender01/answer10.vcd" delay 2
- scene "scenes/npc/$gender01/answer11.vcd" delay 2
- scene "scenes/npc/$gender01/answer12.vcd" delay 2
- scene "scenes/npc/$gender01/answer13.vcd" delay 2
- scene "scenes/npc/$gender01/answer14.vcd" delay 2
- scene "scenes/npc/$gender01/answer15.vcd" delay 2
- scene "scenes/npc/$gender01/answer16.vcd" delay 2
- scene "scenes/npc/$gender01/answer17.vcd" delay 2
- scene "scenes/npc/$gender01/answer18.vcd" delay 2
- scene "scenes/npc/$gender01/answer19.vcd" delay 2
- scene "scenes/npc/$gender01/answer20.vcd" delay 2
- scene "scenes/npc/$gender01/answer21.vcd" delay 2
- scene "scenes/npc/$gender01/answer22.vcd" delay 2
- scene "scenes/npc/$gender01/answer23.vcd" delay 2
- scene "scenes/npc/$gender01/answer24.vcd" delay 2
- scene "scenes/npc/$gender01/answer25.vcd" delay 2
- scene "scenes/npc/$gender01/answer26.vcd" delay 2
- scene "scenes/npc/$gender01/answer27.vcd" delay 2
- scene "scenes/npc/$gender01/answer28.vcd" delay 2
- scene "scenes/npc/$gender01/answer29.vcd" delay 2
- scene "scenes/npc/$gender01/answer30.vcd" delay 2
- scene "scenes/npc/$gender01/answer31.vcd" delay 2
- scene "scenes/npc/$gender01/answer32.vcd" delay 2
- scene "scenes/npc/$gender01/answer33.vcd" delay 2
- scene "scenes/npc/$gender01/answer34.vcd" delay 2
- scene "scenes/npc/$gender01/answer35.vcd" delay 2
- scene "scenes/npc/$gender01/answer36.vcd" delay 2
- scene "scenes/npc/$gender01/answer37.vcd" delay 2
- scene "scenes/npc/$gender01/answer38.vcd" delay 2
- scene "scenes/npc/$gender01/answer39.vcd" delay 2
- scene "scenes/npc/$gender01/answer40.vcd" delay 2
-}
-//---------------------
-rule CitizenAnswer
-{
- criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerAlive
- response CitizenAnswer
-}
-
-//============================================================================================================
-// Citizen Questions & Responses with Vortigaunts in Scene
-//============================================================================================================
-response "CitizenQuestionVort"
-{
- scene "scenes/npc/$gender01/vquestion01.vcd" delay 1
- scene "scenes/npc/$gender01/vquestion02.vcd" delay 1
- scene "scenes/npc/$gender01/vquestion03.vcd" delay 1
- scene "scenes/npc/$gender01/vquestion04.vcd" delay 1
- scene "scenes/npc/$gender01/vquestion05.vcd" delay 1
- scene "scenes/npc/$gender01/vquestion06.vcd" delay 1
- scene "scenes/npc/$gender01/vquestion07.vcd" delay 1
-
-}
-
-rule CitizenQuestionVort
-{
- criteria IsCitizen ConceptTalkQuestionVort IsGordonCriminal NPCIdle PlayerAlive
- response CitizenQuestionVort
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenAnswerVort"
-{
- scene "scenes/npc/$gender01/vanswer01.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer02.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer03.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer04.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer05.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer06.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer07.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer08.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer09.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer10.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer11.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer12.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer13.vcd" delay 2
- scene "scenes/npc/$gender01/vanswer14.vcd" delay 2
-
-}
-
-rule CitizenAnswerVort
-{
- criteria IsCitizen ConceptTalkAnswerVort IsGordonCriminal NPCIdle PlayerAlive
- response CitizenAnswerVort
-}
-
-
-//============================================================================================================
-// Citizen Mourning the player's death
-//============================================================================================================
-
-response "CitizenMournQ"
-{
- scene "scenes/npc/$gender01/gordead_ques01.vcd"
- scene "scenes/npc/$gender01/gordead_ques02.vcd"
- scene "scenes/npc/$gender01/gordead_ques03a.vcd"
- scene "scenes/npc/$gender01/gordead_ques03b.vcd"
- scene "scenes/npc/$gender01/gordead_ques04.vcd"
- scene "scenes/npc/$gender01/gordead_ques05.vcd"
- scene "scenes/npc/$gender01/gordead_ques06.vcd"
- scene "scenes/npc/$gender01/gordead_ques07.vcd"
- scene "scenes/npc/$gender01/gordead_ques08.vcd"
- scene "scenes/npc/$gender01/gordead_ques09.vcd"
- scene "scenes/npc/$gender01/gordead_ques10.vcd"
- scene "scenes/npc/$gender01/gordead_ques11.vcd"
- scene "scenes/npc/$gender01/gordead_ques12.vcd"
- scene "scenes/npc/$gender01/gordead_ques13.vcd"
- scene "scenes/npc/$gender01/gordead_ques14.vcd"
- scene "scenes/npc/$gender01/gordead_ques15.vcd"
- scene "scenes/npc/$gender01/gordead_ques16.vcd"
- scene "scenes/npc/$gender01/gordead_ques17.vcd"
-}
-
-rule CitizenMournQ
-{
- criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerDead
- response CitizenMournQ
- matchonce
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenMournA"
-{
- scene "scenes/npc/$gender01/gordead_ans01.vcd"
- scene "scenes/npc/$gender01/gordead_ans02.vcd"
- scene "scenes/npc/$gender01/gordead_ans03.vcd"
- scene "scenes/npc/$gender01/gordead_ans04.vcd"
- scene "scenes/npc/$gender01/gordead_ans05.vcd"
- scene "scenes/npc/$gender01/gordead_ans06.vcd"
- scene "scenes/npc/$gender01/gordead_ans07.vcd"
- scene "scenes/npc/$gender01/gordead_ans08.vcd"
- scene "scenes/npc/$gender01/gordead_ans09.vcd"
- scene "scenes/npc/$gender01/gordead_ans10.vcd"
- scene "scenes/npc/$gender01/gordead_ans11.vcd"
- scene "scenes/npc/$gender01/gordead_ans12.vcd"
- scene "scenes/npc/$gender01/gordead_ans13.vcd"
- scene "scenes/npc/$gender01/gordead_ans14.vcd"
- scene "scenes/npc/$gender01/gordead_ans15.vcd"
- scene "scenes/npc/$gender01/gordead_ans16.vcd"
- scene "scenes/npc/$gender01/gordead_ans17.vcd"
- scene "scenes/npc/$gender01/gordead_ans18.vcd"
- scene "scenes/npc/$gender01/gordead_ans19.vcd"
- scene "scenes/npc/$gender01/gordead_ans20.vcd"
-}
-
-rule CitizenMournA
-{
- criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerDead
- response CitizenMournA
- matchonce
-}
-
-response "CitizenMournAll"
-{
- response CitizenMournQ
- response CitizenMournA
-}
-
-rule CitizenMourn
-{
- criteria IsCitizen ConceptPlayerDead IsGordonCriminal PlayerDead
- response CitizenMournAll
- matchonce
-}
-
-//-----------------------------------------
-response "CitizenHeal"
-{
- scene "scenes/npc/$gender01/health01.vcd" delay 1
- scene "scenes/npc/$gender01/health02.vcd" delay 1
- scene "scenes/npc/$gender01/health03.vcd" delay 1
- scene "scenes/npc/$gender01/health04.vcd" delay 1
- scene "scenes/npc/$gender01/health05.vcd" delay 1
-}
-
-rule CitizenHeal
-{
- criteria IsCitizen ConceptTalkHeal
- response CitizenHeal
-}
-//---------------------------
-response "CitizenGiveAmmo"
-{
- scene "scenes/npc/$gender01/ammo01.vcd" delay 1
- scene "scenes/npc/$gender01/ammo02.vcd" delay 1
- scene "scenes/npc/$gender01/ammo03.vcd" delay 1
- scene "scenes/npc/$gender01/ammo04.vcd" delay 1
- scene "scenes/npc/$gender01/ammo05.vcd" delay 1
-}
-
-rule CitizenGiveAmmo
-{
- criteria IsCitizen ConceptTalkGiveAmmo
- response CitizenGiveAmmo
-}
-
-//============================================================================================================
-// Citizen Combat speech
-//============================================================================================================
-response "CitizenDanger"
-{
- permitrepeats
- scene "scenes/npc/$gender01/watchout.vcd" weight 1
- scene "scenes/npc/$gender01/uhoh.vcd" weight 1.1
- scene "scenes/npc/$gender01/lookoutfm01.vcd" weight .9
- scene "scenes/npc/$gender01/startle01.vcd" weight 1.1
- scene "scenes/npc/$gender01/startle02.vcd" weight 1.1
- scene "scenes/npc/$gender01/getdown02.vcd" weight 1
-}
-
-rule CitizenDanger
-{
- criteria IsCitizen ConceptTalkDanger
- response CitizenDanger
-}
-
-response CitizenDangerBig
-{
- permitrepeats
- scene "scenes/npc/$gender01/strider_run.vcd"
- scene "scenes/npc/$gender01/gethellout.vcd"
- response CitizenDanger weight 12 // 6 * 2
-}
-
-rule CitizenDangerBig
-{
- criteria IsCitizen ConceptTalkDanger EnemyIsStrider
- response CitizenDangerBig
-}
-
-response "CitizenMortarDanger"
-{
- scene "scenes/npc/$gender01/watchout.vcd"
- scene "scenes/npc/$gender01/headsup01.vcd"
- scene "scenes/npc/$gender01/getdown02.vcd"
- scene "scenes/npc/$gender01/headsup02.vcd"
- scene "scenes/npc/$gender01/incoming02.vcd"
- scene "scenes/npc/$gender01/takecover02.vcd"
-}
-
-rule CitizenMortarDanger
-{
- criteria IsCitizen ConceptTalkDanger EnemyIsMortar
- response CitizenMortarDanger
-}
-
-response "CitizenSniperDanger"
-{
- scene "scenes/npc/$gender01/uhoh.vcd"
- scene "scenes/npc/$gender01/startle01.vcd"
- scene "scenes/npc/$gender01/startle02.vcd"
- scene "scenes/npc/$gender01/getdown02.vcd"
-}
-
-rule CitizenSniperDanger
-{
- criteria IsCitizen ConceptTalkDanger EnemyIsSniper
- response CitizenSniperDanger
-}
-
-//============================================================================================================
-// Citizen Reloads Weapon
-//============================================================================================================
-response "CitizenHideAndReload"
-{
- scene "scenes/npc/$gender01/coverwhilereload01.vcd"
- scene "scenes/npc/$gender01/coverwhilereload02.vcd"
- scene "scenes/npc/$gender01/gottareload01.vcd"
-// print "Gotta reload!"
-}
-
-rule CitizenHideAndReload
-{
- criteria IsCitizen ConceptHideAndReload
- response CitizenHideAndReload
-}
-
-//============================================================================================================
-// Citizen Reminds Player to Reload
-//============================================================================================================
-response "CitizenPlayerReload"
-{
- scene "scenes/npc/$gender01/dontforgetreload01.vcd"
- scene "scenes/npc/$gender01/reloadfm01.vcd"
- scene "scenes/npc/$gender01/reloadfm02.vcd"
- scene "scenes/npc/$gender01/youdbetterreload01.vcd"
-// print "You better reload, Doc."
-}
-
-rule CitizenPlayerReload
-{
- criteria ConceptPlayerReload IsCitizen PlayerNear SeePlayer
- response CitizenPlayerReload
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenNewWeapon"
-{
- scene "scenes/npc/$gender01/nice.vcd"
- scene "scenes/npc/$gender01/nice01.vcd"
- scene "scenes/npc/$gender01/nice02.vcd"
- scene "scenes/npc/$gender01/thislldonicely.vcd"
- scene "scenes/npc/$gender01/yeah01.vcd"
- scene "scenes/npc/$gender01/fantastic01.vcd"
- scene "scenes/npc/$gender01/fantastic02.vcd"
- scene "scenes/npc/$gender01/finally.vcd"
- scene "scenes/npc/$gender01/oneforme.vcd"
- scene "scenes/npc/$gender01/evenodds.vcd"
-}
-
-rule CitizenNewWeapon
-{
- criteria IsCitizen ConceptNewWeapon
- response CitizenNewWeapon
-}
-
-//------------------------------------------------------------------------------------------------------------
-response CitizenOuch
-{
- permitrepeats
- scene "scenes/npc/$gender01/ow01.vcd"
- scene "scenes/npc/$gender01/ow02.vcd"
- speak npc_citizen.die weight 9 // there are nine waves in there
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-response CitizenMortalWound
-{
- scene "scenes/npc/$gender01/imhurt01.vcd"
- scene "scenes/npc/$gender01/imhurt02.vcd"
-}
-
-rule CitizenMortalWound
-{
- criteria IsCitizen ConceptTalkMortal
- response CitizenMortalWound
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-rule CitizenWound
-{
- criteria IsCitizen ConceptTalkWound
- response CitizenOuch
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-response CitizenWoundFire
-{
- scene "scenes/npc/$gender01/ow01.vcd"
- scene "scenes/npc/$gender01/no01.vcd"
- scene "scenes/npc/$gender01/no02.vcd"
-}
-
-rule CitizenWoundFire
-{
- criteria IsCitizen ConceptTalkWound HurtByFire
- response CitizenWoundFire
-}
-
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenShotArm"
-{
- permitrepeats
- scene "scenes/npc/$gender01/myarm01.vcd"
- scene "scenes/npc/$gender01/myarm02.vcd"
- response CitizenOuch weight 8
-}
-
-rule CitizenShotArm
-{
- criteria IsCitizen ConceptShot ShotInArm
- response CitizenShotArm
-}
-
-response "CitizenShotLeg"
-{
- permitrepeats
- scene "scenes/npc/$gender01/myleg01.vcd"
- scene "scenes/npc/$gender01/myleg02.vcd"
- response CitizenOuch weight 8
-}
-
-
-rule CitizenShotLeg
-{
- criteria IsCitizen ConceptShot ShotInLeg
- response CitizenShotLeg
-}
-
-response "CitizenShotGut"
-{
- permitrepeats
- scene "scenes/npc/$gender01/mygut01.vcd"
- scene "scenes/npc/$gender01/mygut02.vcd"
- scene "scenes/npc/$gender01/hitingut01.vcd"
- scene "scenes/npc/$gender01/hitingut02.vcd"
- response CitizenOuch weight 16
-}
-
-rule CitizenShotGut
-{
- criteria IsCitizen ConceptShot ShotInGut
- response CitizenShotGut
-}
-
-//------------------------------------------------------------------------------------------------------------
-response CitizenWatchOut
-{
- scene "scenes/npc/$gender01/lookoutfm01.vcd"
- scene "scenes/npc/$gender01/lookoutfm02.vcd"
-}
-
-rule CitizenWatchOut
-{
- criteria IsCitizen ConceptTalkWatchout
- response CitizenWatchout
-}
-
-response CitizenWatchOutUp
-{
- scene "scenes/npc/$gender01/upthere01.vcd"
- scene "scenes/npc/$gender01/upthere02.vcd"
-}
-
-rule CitizenWatchOutUp
-{
- criteria IsCitizen ConceptTalkWatchout
- "dangerloc" "above" required
- response CitizenWatchOutUp
-}
-
-response CitizenWatchOutBehind
-{
- scene "scenes/npc/$gender01/behindyou01.vcd"
- scene "scenes/npc/$gender01/behindyou02.vcd"
-}
-
-rule CitizenWatchOutBehind
-{
- criteria IsCitizen ConceptTalkWatchout
- "dangerloc" "behind" required
- response CitizenWatchOutBehind
-}
-
-response CitizenWatchOutFar
-{
- scene "scenes/npc/$gender01/overthere01.vcd"
- scene "scenes/npc/$gender01/overthere02.vcd"
-}
-
-rule CitizenWatchOutFar
-{
- criteria IsCitizen ConceptTalkWatchout
- "dangerloc" "far" required
- response CitizenWatchOutFar
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenEnemyDead"
-{
- scene "scenes/npc/$gender01/gotone01.vcd"
- scene "scenes/npc/$gender01/gotone02.vcd"
-// scene "scenes/npc/$gender01/likethemapples.vcd"
- scene "scenes/npc/$gender01/likethat.vcd"
-}
-
-rule CitizenEnemyDead
-{
- criteria IsCitizen ConceptEnemyDead
- response CitizenEnemyDead
- rescenedelay 3
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenNoShoot"
-{
- scene "scenes/npc/$gender01/onyourside.vcd"
- scene "scenes/npc/$gender01/stopitfm.vcd"
- scene "scenes/npc/$gender01/watchwhat.vcd"
-
-}
-
-rule CitizenNoShoot
-{
- criteria IsCitizen ConceptTalkNoShoot
- response CitizenNoShoot
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenBetrayed"
-{
- scene "scenes/npc/$gender01/heretohelp01.vcd"
- scene "scenes/npc/$gender01/heretohelp02.vcd"
- scene "scenes/npc/$gender01/wetrustedyou01.vcd"
- scene "scenes/npc/$gender01/wetrustedyou02.vcd"
- scene "scenes/npc/$gender01/notthemanithought01.vcd"
- scene "scenes/npc/$gender01/notthemanithought02.vcd"
-}
-
-rule CitizenBetrayed
-{
- criteria IsCitizen ConceptTalkBetrayed
- response CitizenBetrayed
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenAllyKilled"
-{
- scene "scenes/npc/$gender01/ohno.vcd"
- scene "scenes/npc/$gender01/goodgod.vcd"
- scene "scenes/npc/$gender01/startle01.vcd"
- scene "scenes/npc/$gender01/startle02.vcd"
- scene "scenes/npc/$gender01/no01.vcd"
- scene "scenes/npc/$gender01/no02.vcd"
-}
-
-rule CitizenAllyKilled
-{
- criteria IsCitizen ConceptTalkAllyKilled
- response CitizenAllyKilled
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-response CitizenCombineGroup
-{
- scene "scenes/npc/$gender01/combine01.vcd"
- scene "scenes/npc/$gender01/combine02.vcd"
-}
-
-response CitizenCombine
-{
- response CitizenCombineGroup respeakdelay 300
-}
-
-rule CitizenStartCombatCombine
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_combine_s required
- response CitizenCombine
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-response CitizenHeadcrabGroup
-{
- scene "scenes/npc/$gender01/headcrabs01.vcd"
- scene "scenes/npc/$gender01/headcrabs02.vcd"
-}
-
-response CitizenHeadcrab
-{
- response CitizenHeadcrabGroup respeakdelay 300
-}
-
-rule CitizenStartCombatHeadcrab
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_headcrab required
- response CitizenHeadcrab
-}
-
-rule CitizenStartCombatHeadcrabFast
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_headcrab_fast required
- response CitizenHeadcrab
-}
-
-rule CitizenStartCombatHeadcrabBlack
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_headcrab_black required
- response CitizenHeadcrab
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-response CitizenZombieGroup
-{
- scene "scenes/npc/$gender01/zombies01.vcd"
- scene "scenes/npc/$gender01/zombies02.vcd"
-}
-
-response CitizenZombie
-{
- response CitizenZombieGroup respeakdelay 300
-}
-
-rule CitizenStartCombatZombie
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_zombie required
- response CitizenZombie
-}
-
-rule CitizenStartCombatZombieTorso
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_zombie_torso required
- response CitizenZombie
-}
-
-rule CitizenStartCombatZombieFast
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_fastzombie required
- response CitizenZombie
-}
-
-rule CitizenStartCombatZombiePoison
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_poisonzombie required
- response CitizenZombie
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-response CitizenScannersGroup
-{
- scene "scenes/npc/$gender01/scanners01.vcd"
- scene "scenes/npc/$gender01/scanners02.vcd"
-}
-
-response CitizenScanners
-{
- response CitizenScannersGroup respeakdelay 300
-}
-
-
-rule CitizenStartCombatScanners
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_cscanner required
- response CitizenScanners
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-response CitizenStrider
-{
- scene "scenes/npc/$gender01/strider.vcd" respeakdelay 300
-}
-
-rule CitizenStartCombatStrider
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_strider required
- response CitizenStrider
-}
-
-//------------------------------------------------------------------------------------------------------------
-
-response CitizenManhacksGroup
-{
- scene "scenes/npc/$gender01/itsamanhack01.vcd"
- scene "scenes/npc/$gender01/itsamanhack02.vcd"
- scene "scenes/npc/$gender01/herecomehacks01.vcd"
- scene "scenes/npc/$gender01/herecomehacks02.vcd"
- scene "scenes/npc/$gender01/thehacks01.vcd"
- scene "scenes/npc/$gender01/thehacks02.vcd"
- scene "scenes/npc/$gender01/hacks01.vcd"
- scene "scenes/npc/$gender01/hacks02.vcd"
-}
-
-response CitizenManhacks
-{
- response CitizenManhacksGroup respeakdelay 300
-}
-
-rule CitizenStartCombatManhacks
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_manhack required
- response CitizenManhacks
-}
-
-
-//------------------------------------------------------------------------------------------------------------
-
-response "CitizenMetroGroup"
-{
- scene "scenes/npc/$gender01/cps01.vcd"
- scene "scenes/npc/$gender01/cps02.vcd"
- scene "scenes/npc/$gender01/civilprotection01.vcd"
- scene "scenes/npc/$gender01/civilprotection02.vcd"
-}
-
-response CitizenMetro
-{
- response CitizenMetroGroup respeakdelay 300
-}
-
-
-rule CitizenStartCombatMetro
-{
- criteria IsCitizen ConceptStartCombat
- enemy npc_metropolice required
- response CitizenMetro
-}
-
-
-//============================================================================================================
-// Citizen misc speech
-//============================================================================================================
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenFiringRPG"
-{
-//
-}
-
-rule CitizenFiringRPG
-{
- criteria IsCitizen IsRPGUser
- response CitizenFiringRPG
-}
-
-//============================================================================================================
-// Citizen Leader speech (a citizen that's leading the player somewhere)
-//============================================================================================================
-response "CitizenLeadWaitOver"
-{
- scene "scenes/npc/$gender01/gotone02.vcd"
-}
-
-rule CitizenLeadWaitOver
-{
- criteria ConceptLeadWaitOver
- response CitizenLeadWaitOver
-}
-
-//------------------------------------------------------------------------------------------------------------
-response "CitizenLeadAttractPlayer"
-{
- scene "scenes/npc/$gender01/overhere01.vcd"
-}
-
-rule CitizenLeadAttractPlayer
-{
- criteria IsCitizen ConceptLeadAttractPlayer
- response CitizenLeadAttractPlayer
-}
-
-response "CitizenSeeCombine"
-{
- scene "scenes/npc/$gender01/combine01.vcd"
-}
-
-rule CitizenSeeCombine
-{
- criteria IsCitizen ConceptSeeCombine
- response CitizenSeeCombine
- respeakdelay 45
-}
-
-//============================================================================================================
-// Citizen responding to the player 'attacking' them with a physics object
-//============================================================================================================
-response "CitizenPlayerPhysAttack"
-{
-
-}
-
-rule CitizenPlayerPhysAttack
-{
- criteria IsCitizen ConceptTalkPlayerPhysAttack
- response CitizenPlayerPhysAttack
-}
-
-//============================================================================================================
-#include "talker/npc_citizen_commandermode.txt"
-#include "talker/npc_citizen_terminal.txt"
-#include "talker/npc_citizen_tenement.txt"
-#include "talker/npc_citizen_coast.txt"
-#include "talker/npc_citizen_canals.txt"
+//============================================================================================================ +// Citizen criteria +//============================================================================================================ +criterion "IsCitizen" "classname" "npc_citizen" "required" +criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required +criterion "EnemyIsSniper" "enemy" "npc_sniper" required +criterion "EnemyIsStrider" "enemy" "npc_strider" required +criterion "HurtByFire" "hurt_by_fire" "1" required + + +//============================================================================================================ +// Citizen Hello speech +//============================================================================================================ +response "CitizenHello" +{ + scene "scenes/npc/$gender01/abouttime01.vcd" + scene "scenes/npc/$gender01/abouttime02.vcd" + scene "scenes/npc/$gender01/ahgordon01.vcd" + scene "scenes/npc/$gender01/ahgordon02.vcd" + scene "scenes/npc/$gender01/docfreeman01.vcd" + scene "scenes/npc/$gender01/docfreeman02.vcd" + scene "scenes/npc/$gender01/freeman.vcd" + scene "scenes/npc/$gender01/hellodrfm01.vcd" + scene "scenes/npc/$gender01/hellodrfm02.vcd" + scene "scenes/npc/$gender01/heydoc01.vcd" + scene "scenes/npc/$gender01/heydoc02.vcd" + scene "scenes/npc/$gender01/hi01.vcd" + scene "scenes/npc/$gender01/hi02.vcd" +} + +rule CitizenHello +{ + criteria IsCitizen ConceptTalkHello IsGordonCriminal NPCIdle PlayerNear SeePlayer + response CitizenHello +} + +//============================================================================================================ +// Citizen Idle speech +//============================================================================================================ +response "CitizenTalkStare" +{ + scene "scenes/npc/$gender01/doingsomething.vcd" + scene "scenes/npc/$gender01/getgoingsoon.vcd" + scene "scenes/npc/$gender01/waitingsomebody.vcd" +} + +rule CitizenTalkStare +{ + criteria IsCitizen ConceptTalkStare IsGordonCriminal NPCIdle + response CitizenTalkStare +} + + +//------------------------------------------------------------------------------------------------------------ +response "CitizenTalkPlayerPushed" +{ + scene "scenes/npc/$gender01/sorryfm01.vcd" + scene "scenes/npc/$gender01/sorryfm02.vcd" + scene "scenes/npc/$gender01/sorrydoc01.vcd" + scene "scenes/npc/$gender01/sorrydoc02.vcd" + scene "scenes/npc/$gender01/sorrydoc04.vcd" + scene "scenes/npc/$gender01/excuseme01.vcd" + scene "scenes/npc/$gender01/excuseme02.vcd" + scene "scenes/npc/$gender01/pardonme01.vcd" + scene "scenes/npc/$gender01/pardonme02.vcd" + scene "scenes/npc/$gender01/sorry01.vcd" + scene "scenes/npc/$gender01/sorry02.vcd" + scene "scenes/npc/$gender01/sorry03.vcd" + scene "scenes/npc/$gender01/outofyourway01.vcd" + scene "scenes/npc/$gender01/outofyourway02.vcd" + scene "scenes/npc/$gender01/whoops01.vcd" +} + +rule CitizenTalkPlayerPushed +{ + criteria IsCitizen ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat + response CitizenTalkPlayerPushed +} + +//============================================================================================================ +// Citizen Questions & Responses speech +//============================================================================================================ +response "CitizenQuestion" +{ + scene "scenes/npc/$gender01/question01.vcd" delay 1 + scene "scenes/npc/$gender01/question02.vcd" delay 1 + scene "scenes/npc/$gender01/question03.vcd" delay 1 + scene "scenes/npc/$gender01/question04.vcd" delay 1 + scene "scenes/npc/$gender01/question05.vcd" delay 1 + scene "scenes/npc/$gender01/question06.vcd" delay 1 + scene "scenes/npc/$gender01/question07.vcd" delay 1 + scene "scenes/npc/$gender01/question08.vcd" delay 1 + scene "scenes/npc/$gender01/question09.vcd" delay 1 + scene "scenes/npc/$gender01/question10.vcd" delay 1 + scene "scenes/npc/$gender01/question11.vcd" delay 1 + scene "scenes/npc/$gender01/question12.vcd" delay 1 + scene "scenes/npc/$gender01/question13.vcd" delay 1 + scene "scenes/npc/$gender01/question14.vcd" delay 1 + scene "scenes/npc/$gender01/question15.vcd" delay 1 + scene "scenes/npc/$gender01/question16.vcd" delay 1 + scene "scenes/npc/$gender01/question17.vcd" delay 1 + scene "scenes/npc/$gender01/question18.vcd" delay 1 + scene "scenes/npc/$gender01/question19.vcd" delay 1 + scene "scenes/npc/$gender01/question20.vcd" delay 1 + scene "scenes/npc/$gender01/question21.vcd" delay 1 + scene "scenes/npc/$gender01/question22.vcd" delay 1 + scene "scenes/npc/$gender01/question23.vcd" delay 1 + scene "scenes/npc/$gender01/question25.vcd" delay 1 + scene "scenes/npc/$gender01/question26.vcd" delay 1 + scene "scenes/npc/$gender01/question27.vcd" delay 1 + scene "scenes/npc/$gender01/question28.vcd" delay 1 + scene "scenes/npc/$gender01/question29.vcd" delay 1 + scene "scenes/npc/$gender01/question30.vcd" delay 1 + scene "scenes/npc/$gender01/question31.vcd" delay 1 +} + +rule CitizenQuestion +{ + criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerAlive + response CitizenQuestion +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenAnswer" +{ + scene "scenes/npc/$gender01/answer01.vcd" delay 2 + scene "scenes/npc/$gender01/answer02.vcd" delay 2 + scene "scenes/npc/$gender01/answer03.vcd" delay 2 + scene "scenes/npc/$gender01/answer04.vcd" delay 2 + scene "scenes/npc/$gender01/answer05.vcd" delay 2 + scene "scenes/npc/$gender01/answer07.vcd" delay 2 + scene "scenes/npc/$gender01/answer08.vcd" delay 2 + scene "scenes/npc/$gender01/answer09.vcd" delay 2 + scene "scenes/npc/$gender01/answer10.vcd" delay 2 + scene "scenes/npc/$gender01/answer11.vcd" delay 2 + scene "scenes/npc/$gender01/answer12.vcd" delay 2 + scene "scenes/npc/$gender01/answer13.vcd" delay 2 + scene "scenes/npc/$gender01/answer14.vcd" delay 2 + scene "scenes/npc/$gender01/answer15.vcd" delay 2 + scene "scenes/npc/$gender01/answer16.vcd" delay 2 + scene "scenes/npc/$gender01/answer17.vcd" delay 2 + scene "scenes/npc/$gender01/answer18.vcd" delay 2 + scene "scenes/npc/$gender01/answer19.vcd" delay 2 + scene "scenes/npc/$gender01/answer20.vcd" delay 2 + scene "scenes/npc/$gender01/answer21.vcd" delay 2 + scene "scenes/npc/$gender01/answer22.vcd" delay 2 + scene "scenes/npc/$gender01/answer23.vcd" delay 2 + scene "scenes/npc/$gender01/answer24.vcd" delay 2 + scene "scenes/npc/$gender01/answer25.vcd" delay 2 + scene "scenes/npc/$gender01/answer26.vcd" delay 2 + scene "scenes/npc/$gender01/answer27.vcd" delay 2 + scene "scenes/npc/$gender01/answer28.vcd" delay 2 + scene "scenes/npc/$gender01/answer29.vcd" delay 2 + scene "scenes/npc/$gender01/answer30.vcd" delay 2 + scene "scenes/npc/$gender01/answer31.vcd" delay 2 + scene "scenes/npc/$gender01/answer32.vcd" delay 2 + scene "scenes/npc/$gender01/answer33.vcd" delay 2 + scene "scenes/npc/$gender01/answer34.vcd" delay 2 + scene "scenes/npc/$gender01/answer35.vcd" delay 2 + scene "scenes/npc/$gender01/answer36.vcd" delay 2 + scene "scenes/npc/$gender01/answer37.vcd" delay 2 + scene "scenes/npc/$gender01/answer38.vcd" delay 2 + scene "scenes/npc/$gender01/answer39.vcd" delay 2 + scene "scenes/npc/$gender01/answer40.vcd" delay 2 +} +//--------------------- +rule CitizenAnswer +{ + criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerAlive + response CitizenAnswer +} + +//============================================================================================================ +// Citizen Questions & Responses with Vortigaunts in Scene +//============================================================================================================ +response "CitizenQuestionVort" +{ + scene "scenes/npc/$gender01/vquestion01.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion02.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion03.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion04.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion05.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion06.vcd" delay 1 + scene "scenes/npc/$gender01/vquestion07.vcd" delay 1 + +} + +rule CitizenQuestionVort +{ + criteria IsCitizen ConceptTalkQuestionVort IsGordonCriminal NPCIdle PlayerAlive + response CitizenQuestionVort +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenAnswerVort" +{ + scene "scenes/npc/$gender01/vanswer01.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer02.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer03.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer04.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer05.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer06.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer07.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer08.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer09.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer10.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer11.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer12.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer13.vcd" delay 2 + scene "scenes/npc/$gender01/vanswer14.vcd" delay 2 + +} + +rule CitizenAnswerVort +{ + criteria IsCitizen ConceptTalkAnswerVort IsGordonCriminal NPCIdle PlayerAlive + response CitizenAnswerVort +} + + +//============================================================================================================ +// Citizen Mourning the player's death +//============================================================================================================ + +response "CitizenMournQ" +{ + scene "scenes/npc/$gender01/gordead_ques01.vcd" + scene "scenes/npc/$gender01/gordead_ques02.vcd" + scene "scenes/npc/$gender01/gordead_ques03a.vcd" + scene "scenes/npc/$gender01/gordead_ques03b.vcd" + scene "scenes/npc/$gender01/gordead_ques04.vcd" + scene "scenes/npc/$gender01/gordead_ques05.vcd" + scene "scenes/npc/$gender01/gordead_ques06.vcd" + scene "scenes/npc/$gender01/gordead_ques07.vcd" + scene "scenes/npc/$gender01/gordead_ques08.vcd" + scene "scenes/npc/$gender01/gordead_ques09.vcd" + scene "scenes/npc/$gender01/gordead_ques10.vcd" + scene "scenes/npc/$gender01/gordead_ques11.vcd" + scene "scenes/npc/$gender01/gordead_ques12.vcd" + scene "scenes/npc/$gender01/gordead_ques13.vcd" + scene "scenes/npc/$gender01/gordead_ques14.vcd" + scene "scenes/npc/$gender01/gordead_ques15.vcd" + scene "scenes/npc/$gender01/gordead_ques16.vcd" + scene "scenes/npc/$gender01/gordead_ques17.vcd" +} + +rule CitizenMournQ +{ + criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerDead + response CitizenMournQ + matchonce +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenMournA" +{ + scene "scenes/npc/$gender01/gordead_ans01.vcd" + scene "scenes/npc/$gender01/gordead_ans02.vcd" + scene "scenes/npc/$gender01/gordead_ans03.vcd" + scene "scenes/npc/$gender01/gordead_ans04.vcd" + scene "scenes/npc/$gender01/gordead_ans05.vcd" + scene "scenes/npc/$gender01/gordead_ans06.vcd" + scene "scenes/npc/$gender01/gordead_ans07.vcd" + scene "scenes/npc/$gender01/gordead_ans08.vcd" + scene "scenes/npc/$gender01/gordead_ans09.vcd" + scene "scenes/npc/$gender01/gordead_ans10.vcd" + scene "scenes/npc/$gender01/gordead_ans11.vcd" + scene "scenes/npc/$gender01/gordead_ans12.vcd" + scene "scenes/npc/$gender01/gordead_ans13.vcd" + scene "scenes/npc/$gender01/gordead_ans14.vcd" + scene "scenes/npc/$gender01/gordead_ans15.vcd" + scene "scenes/npc/$gender01/gordead_ans16.vcd" + scene "scenes/npc/$gender01/gordead_ans17.vcd" + scene "scenes/npc/$gender01/gordead_ans18.vcd" + scene "scenes/npc/$gender01/gordead_ans19.vcd" + scene "scenes/npc/$gender01/gordead_ans20.vcd" +} + +rule CitizenMournA +{ + criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerDead + response CitizenMournA + matchonce +} + +response "CitizenMournAll" +{ + response CitizenMournQ + response CitizenMournA +} + +rule CitizenMourn +{ + criteria IsCitizen ConceptPlayerDead IsGordonCriminal PlayerDead + response CitizenMournAll + matchonce +} + +//----------------------------------------- +response "CitizenHeal" +{ + scene "scenes/npc/$gender01/health01.vcd" delay 1 + scene "scenes/npc/$gender01/health02.vcd" delay 1 + scene "scenes/npc/$gender01/health03.vcd" delay 1 + scene "scenes/npc/$gender01/health04.vcd" delay 1 + scene "scenes/npc/$gender01/health05.vcd" delay 1 +} + +rule CitizenHeal +{ + criteria IsCitizen ConceptTalkHeal + response CitizenHeal +} +//--------------------------- +response "CitizenGiveAmmo" +{ + scene "scenes/npc/$gender01/ammo01.vcd" delay 1 + scene "scenes/npc/$gender01/ammo02.vcd" delay 1 + scene "scenes/npc/$gender01/ammo03.vcd" delay 1 + scene "scenes/npc/$gender01/ammo04.vcd" delay 1 + scene "scenes/npc/$gender01/ammo05.vcd" delay 1 +} + +rule CitizenGiveAmmo +{ + criteria IsCitizen ConceptTalkGiveAmmo + response CitizenGiveAmmo +} + +//============================================================================================================ +// Citizen Combat speech +//============================================================================================================ +response "CitizenDanger" +{ + permitrepeats + scene "scenes/npc/$gender01/watchout.vcd" weight 1 + scene "scenes/npc/$gender01/uhoh.vcd" weight 1.1 + scene "scenes/npc/$gender01/lookoutfm01.vcd" weight .9 + scene "scenes/npc/$gender01/startle01.vcd" weight 1.1 + scene "scenes/npc/$gender01/startle02.vcd" weight 1.1 + scene "scenes/npc/$gender01/getdown02.vcd" weight 1 +} + +rule CitizenDanger +{ + criteria IsCitizen ConceptTalkDanger + response CitizenDanger +} + +response CitizenDangerBig +{ + permitrepeats + scene "scenes/npc/$gender01/strider_run.vcd" + scene "scenes/npc/$gender01/gethellout.vcd" + response CitizenDanger weight 12 // 6 * 2 +} + +rule CitizenDangerBig +{ + criteria IsCitizen ConceptTalkDanger EnemyIsStrider + response CitizenDangerBig +} + +response "CitizenMortarDanger" +{ + scene "scenes/npc/$gender01/watchout.vcd" + scene "scenes/npc/$gender01/headsup01.vcd" + scene "scenes/npc/$gender01/getdown02.vcd" + scene "scenes/npc/$gender01/headsup02.vcd" + scene "scenes/npc/$gender01/incoming02.vcd" + scene "scenes/npc/$gender01/takecover02.vcd" +} + +rule CitizenMortarDanger +{ + criteria IsCitizen ConceptTalkDanger EnemyIsMortar + response CitizenMortarDanger +} + +response "CitizenSniperDanger" +{ + scene "scenes/npc/$gender01/uhoh.vcd" + scene "scenes/npc/$gender01/startle01.vcd" + scene "scenes/npc/$gender01/startle02.vcd" + scene "scenes/npc/$gender01/getdown02.vcd" +} + +rule CitizenSniperDanger +{ + criteria IsCitizen ConceptTalkDanger EnemyIsSniper + response CitizenSniperDanger +} + +//============================================================================================================ +// Citizen Reloads Weapon +//============================================================================================================ +response "CitizenHideAndReload" +{ + scene "scenes/npc/$gender01/coverwhilereload01.vcd" + scene "scenes/npc/$gender01/coverwhilereload02.vcd" + scene "scenes/npc/$gender01/gottareload01.vcd" +// print "Gotta reload!" +} + +rule CitizenHideAndReload +{ + criteria IsCitizen ConceptHideAndReload + response CitizenHideAndReload +} + +//============================================================================================================ +// Citizen Reminds Player to Reload +//============================================================================================================ +response "CitizenPlayerReload" +{ + scene "scenes/npc/$gender01/dontforgetreload01.vcd" + scene "scenes/npc/$gender01/reloadfm01.vcd" + scene "scenes/npc/$gender01/reloadfm02.vcd" + scene "scenes/npc/$gender01/youdbetterreload01.vcd" +// print "You better reload, Doc." +} + +rule CitizenPlayerReload +{ + criteria ConceptPlayerReload IsCitizen PlayerNear SeePlayer + response CitizenPlayerReload +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenNewWeapon" +{ + scene "scenes/npc/$gender01/nice.vcd" + scene "scenes/npc/$gender01/nice01.vcd" + scene "scenes/npc/$gender01/nice02.vcd" + scene "scenes/npc/$gender01/thislldonicely.vcd" + scene "scenes/npc/$gender01/yeah01.vcd" + scene "scenes/npc/$gender01/fantastic01.vcd" + scene "scenes/npc/$gender01/fantastic02.vcd" + scene "scenes/npc/$gender01/finally.vcd" + scene "scenes/npc/$gender01/oneforme.vcd" + scene "scenes/npc/$gender01/evenodds.vcd" +} + +rule CitizenNewWeapon +{ + criteria IsCitizen ConceptNewWeapon + response CitizenNewWeapon +} + +//------------------------------------------------------------------------------------------------------------ +response CitizenOuch +{ + permitrepeats + scene "scenes/npc/$gender01/ow01.vcd" + scene "scenes/npc/$gender01/ow02.vcd" + speak npc_citizen.die weight 9 // there are nine waves in there +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenMortalWound +{ + scene "scenes/npc/$gender01/imhurt01.vcd" + scene "scenes/npc/$gender01/imhurt02.vcd" +} + +rule CitizenMortalWound +{ + criteria IsCitizen ConceptTalkMortal + response CitizenMortalWound +} + +//------------------------------------------------------------------------------------------------------------ + +rule CitizenWound +{ + criteria IsCitizen ConceptTalkWound + response CitizenOuch +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenWoundFire +{ + scene "scenes/npc/$gender01/ow01.vcd" + scene "scenes/npc/$gender01/no01.vcd" + scene "scenes/npc/$gender01/no02.vcd" +} + +rule CitizenWoundFire +{ + criteria IsCitizen ConceptTalkWound HurtByFire + response CitizenWoundFire +} + + +//------------------------------------------------------------------------------------------------------------ +response "CitizenShotArm" +{ + permitrepeats + scene "scenes/npc/$gender01/myarm01.vcd" + scene "scenes/npc/$gender01/myarm02.vcd" + response CitizenOuch weight 8 +} + +rule CitizenShotArm +{ + criteria IsCitizen ConceptShot ShotInArm + response CitizenShotArm +} + +response "CitizenShotLeg" +{ + permitrepeats + scene "scenes/npc/$gender01/myleg01.vcd" + scene "scenes/npc/$gender01/myleg02.vcd" + response CitizenOuch weight 8 +} + + +rule CitizenShotLeg +{ + criteria IsCitizen ConceptShot ShotInLeg + response CitizenShotLeg +} + +response "CitizenShotGut" +{ + permitrepeats + scene "scenes/npc/$gender01/mygut01.vcd" + scene "scenes/npc/$gender01/mygut02.vcd" + scene "scenes/npc/$gender01/hitingut01.vcd" + scene "scenes/npc/$gender01/hitingut02.vcd" + response CitizenOuch weight 16 +} + +rule CitizenShotGut +{ + criteria IsCitizen ConceptShot ShotInGut + response CitizenShotGut +} + +//------------------------------------------------------------------------------------------------------------ +response CitizenWatchOut +{ + scene "scenes/npc/$gender01/lookoutfm01.vcd" + scene "scenes/npc/$gender01/lookoutfm02.vcd" +} + +rule CitizenWatchOut +{ + criteria IsCitizen ConceptTalkWatchout + response CitizenWatchout +} + +response CitizenWatchOutUp +{ + scene "scenes/npc/$gender01/upthere01.vcd" + scene "scenes/npc/$gender01/upthere02.vcd" +} + +rule CitizenWatchOutUp +{ + criteria IsCitizen ConceptTalkWatchout + "dangerloc" "above" required + response CitizenWatchOutUp +} + +response CitizenWatchOutBehind +{ + scene "scenes/npc/$gender01/behindyou01.vcd" + scene "scenes/npc/$gender01/behindyou02.vcd" +} + +rule CitizenWatchOutBehind +{ + criteria IsCitizen ConceptTalkWatchout + "dangerloc" "behind" required + response CitizenWatchOutBehind +} + +response CitizenWatchOutFar +{ + scene "scenes/npc/$gender01/overthere01.vcd" + scene "scenes/npc/$gender01/overthere02.vcd" +} + +rule CitizenWatchOutFar +{ + criteria IsCitizen ConceptTalkWatchout + "dangerloc" "far" required + response CitizenWatchOutFar +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenEnemyDead" +{ + scene "scenes/npc/$gender01/gotone01.vcd" + scene "scenes/npc/$gender01/gotone02.vcd" +// scene "scenes/npc/$gender01/likethemapples.vcd" + scene "scenes/npc/$gender01/likethat.vcd" +} + +rule CitizenEnemyDead +{ + criteria IsCitizen ConceptEnemyDead + response CitizenEnemyDead + rescenedelay 3 +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenNoShoot" +{ + scene "scenes/npc/$gender01/onyourside.vcd" + scene "scenes/npc/$gender01/stopitfm.vcd" + scene "scenes/npc/$gender01/watchwhat.vcd" + +} + +rule CitizenNoShoot +{ + criteria IsCitizen ConceptTalkNoShoot + response CitizenNoShoot +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenBetrayed" +{ + scene "scenes/npc/$gender01/heretohelp01.vcd" + scene "scenes/npc/$gender01/heretohelp02.vcd" + scene "scenes/npc/$gender01/wetrustedyou01.vcd" + scene "scenes/npc/$gender01/wetrustedyou02.vcd" + scene "scenes/npc/$gender01/notthemanithought01.vcd" + scene "scenes/npc/$gender01/notthemanithought02.vcd" +} + +rule CitizenBetrayed +{ + criteria IsCitizen ConceptTalkBetrayed + response CitizenBetrayed +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenAllyKilled" +{ + scene "scenes/npc/$gender01/ohno.vcd" + scene "scenes/npc/$gender01/goodgod.vcd" + scene "scenes/npc/$gender01/startle01.vcd" + scene "scenes/npc/$gender01/startle02.vcd" + scene "scenes/npc/$gender01/no01.vcd" + scene "scenes/npc/$gender01/no02.vcd" +} + +rule CitizenAllyKilled +{ + criteria IsCitizen ConceptTalkAllyKilled + response CitizenAllyKilled +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenCombineGroup +{ + scene "scenes/npc/$gender01/combine01.vcd" + scene "scenes/npc/$gender01/combine02.vcd" +} + +response CitizenCombine +{ + response CitizenCombineGroup respeakdelay 300 +} + +rule CitizenStartCombatCombine +{ + criteria IsCitizen ConceptStartCombat + enemy npc_combine_s required + response CitizenCombine +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenHeadcrabGroup +{ + scene "scenes/npc/$gender01/headcrabs01.vcd" + scene "scenes/npc/$gender01/headcrabs02.vcd" +} + +response CitizenHeadcrab +{ + response CitizenHeadcrabGroup respeakdelay 300 +} + +rule CitizenStartCombatHeadcrab +{ + criteria IsCitizen ConceptStartCombat + enemy npc_headcrab required + response CitizenHeadcrab +} + +rule CitizenStartCombatHeadcrabFast +{ + criteria IsCitizen ConceptStartCombat + enemy npc_headcrab_fast required + response CitizenHeadcrab +} + +rule CitizenStartCombatHeadcrabBlack +{ + criteria IsCitizen ConceptStartCombat + enemy npc_headcrab_black required + response CitizenHeadcrab +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenZombieGroup +{ + scene "scenes/npc/$gender01/zombies01.vcd" + scene "scenes/npc/$gender01/zombies02.vcd" +} + +response CitizenZombie +{ + response CitizenZombieGroup respeakdelay 300 +} + +rule CitizenStartCombatZombie +{ + criteria IsCitizen ConceptStartCombat + enemy npc_zombie required + response CitizenZombie +} + +rule CitizenStartCombatZombieTorso +{ + criteria IsCitizen ConceptStartCombat + enemy npc_zombie_torso required + response CitizenZombie +} + +rule CitizenStartCombatZombieFast +{ + criteria IsCitizen ConceptStartCombat + enemy npc_fastzombie required + response CitizenZombie +} + +rule CitizenStartCombatZombiePoison +{ + criteria IsCitizen ConceptStartCombat + enemy npc_poisonzombie required + response CitizenZombie +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenScannersGroup +{ + scene "scenes/npc/$gender01/scanners01.vcd" + scene "scenes/npc/$gender01/scanners02.vcd" +} + +response CitizenScanners +{ + response CitizenScannersGroup respeakdelay 300 +} + + +rule CitizenStartCombatScanners +{ + criteria IsCitizen ConceptStartCombat + enemy npc_cscanner required + response CitizenScanners +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenStrider +{ + scene "scenes/npc/$gender01/strider.vcd" respeakdelay 300 +} + +rule CitizenStartCombatStrider +{ + criteria IsCitizen ConceptStartCombat + enemy npc_strider required + response CitizenStrider +} + +//------------------------------------------------------------------------------------------------------------ + +response CitizenManhacksGroup +{ + scene "scenes/npc/$gender01/itsamanhack01.vcd" + scene "scenes/npc/$gender01/itsamanhack02.vcd" + scene "scenes/npc/$gender01/herecomehacks01.vcd" + scene "scenes/npc/$gender01/herecomehacks02.vcd" + scene "scenes/npc/$gender01/thehacks01.vcd" + scene "scenes/npc/$gender01/thehacks02.vcd" + scene "scenes/npc/$gender01/hacks01.vcd" + scene "scenes/npc/$gender01/hacks02.vcd" +} + +response CitizenManhacks +{ + response CitizenManhacksGroup respeakdelay 300 +} + +rule CitizenStartCombatManhacks +{ + criteria IsCitizen ConceptStartCombat + enemy npc_manhack required + response CitizenManhacks +} + + +//------------------------------------------------------------------------------------------------------------ + +response "CitizenMetroGroup" +{ + scene "scenes/npc/$gender01/cps01.vcd" + scene "scenes/npc/$gender01/cps02.vcd" + scene "scenes/npc/$gender01/civilprotection01.vcd" + scene "scenes/npc/$gender01/civilprotection02.vcd" +} + +response CitizenMetro +{ + response CitizenMetroGroup respeakdelay 300 +} + + +rule CitizenStartCombatMetro +{ + criteria IsCitizen ConceptStartCombat + enemy npc_metropolice required + response CitizenMetro +} + + +//============================================================================================================ +// Citizen misc speech +//============================================================================================================ + +//------------------------------------------------------------------------------------------------------------ +response "CitizenFiringRPG" +{ +// +} + +rule CitizenFiringRPG +{ + criteria IsCitizen IsRPGUser + response CitizenFiringRPG +} + +//============================================================================================================ +// Citizen Leader speech (a citizen that's leading the player somewhere) +//============================================================================================================ +response "CitizenLeadWaitOver" +{ + scene "scenes/npc/$gender01/gotone02.vcd" +} + +rule CitizenLeadWaitOver +{ + criteria ConceptLeadWaitOver + response CitizenLeadWaitOver +} + +//------------------------------------------------------------------------------------------------------------ +response "CitizenLeadAttractPlayer" +{ + scene "scenes/npc/$gender01/overhere01.vcd" +} + +rule CitizenLeadAttractPlayer +{ + criteria IsCitizen ConceptLeadAttractPlayer + response CitizenLeadAttractPlayer +} + +response "CitizenSeeCombine" +{ + scene "scenes/npc/$gender01/combine01.vcd" +} + +rule CitizenSeeCombine +{ + criteria IsCitizen ConceptSeeCombine + response CitizenSeeCombine + respeakdelay 45 +} + +//============================================================================================================ +// Citizen responding to the player 'attacking' them with a physics object +//============================================================================================================ +response "CitizenPlayerPhysAttack" +{ + +} + +rule CitizenPlayerPhysAttack +{ + criteria IsCitizen ConceptTalkPlayerPhysAttack + response CitizenPlayerPhysAttack +} + +//============================================================================================================ +#include "talker/npc_citizen_commandermode.txt" +#include "talker/npc_citizen_terminal.txt" +#include "talker/npc_citizen_tenement.txt" +#include "talker/npc_citizen_coast.txt" +#include "talker/npc_citizen_canals.txt" #include "talker/npc_citizen_c17.txt"
\ No newline at end of file diff --git a/sp/game/mod_hl2/scripts/talker/npc_citizen_commandermode.txt b/sp/game/mod_hl2/scripts/talker/npc_citizen_commandermode.txt index 031ec537..5e28f69d 100644 --- a/sp/game/mod_hl2/scripts/talker/npc_citizen_commandermode.txt +++ b/sp/game/mod_hl2/scripts/talker/npc_citizen_commandermode.txt @@ -1,467 +1,467 @@ -//============================================================================================================
-// 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
-}
-
+//============================================================================================================ +// 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 +} + diff --git a/sp/game/mod_hl2/scripts/talker/npc_vortigaunt.txt b/sp/game/mod_hl2/scripts/talker/npc_vortigaunt.txt index 00bbee22..40e642cb 100644 --- a/sp/game/mod_hl2/scripts/talker/npc_vortigaunt.txt +++ b/sp/game/mod_hl2/scripts/talker/npc_vortigaunt.txt @@ -1,635 +1,635 @@ -//============================================================================================================
-// 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
-
-//============================================================================================================
-// 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
-// scene "scenes/npc/vortigaunt/vmono_01.vcd" defaultdelay
-// scene "scenes/npc/vortigaunt/vmono_02.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_03.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_04.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_05.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_06.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_07.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_08.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_09.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_10.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_11.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_12.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_13.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_14.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_15.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_16.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_17.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_18.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_19.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_20.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_21.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_22.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_23.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_24.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_25.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_26.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_27.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_28.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_29.vcd" defaultdelay
- scene "scenes/npc/vortigaunt/vmono_30.vcd" defaultdelay
-}
-
-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
-}
+//============================================================================================================ +// 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 + +//============================================================================================================ +// 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 +// scene "scenes/npc/vortigaunt/vmono_01.vcd" defaultdelay +// scene "scenes/npc/vortigaunt/vmono_02.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_03.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_04.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_05.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_06.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_07.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_08.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_09.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_10.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_11.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_12.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_13.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_14.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_15.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_16.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_17.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_18.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_19.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_20.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_21.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_22.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_23.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_24.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_25.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_26.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_27.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_28.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_29.vcd" defaultdelay + scene "scenes/npc/vortigaunt/vmono_30.vcd" defaultdelay +} + +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/mod_hl2/scripts/talker/response_rules.txt b/sp/game/mod_hl2/scripts/talker/response_rules.txt index b44d71c2..2877daaa 100644 --- a/sp/game/mod_hl2/scripts/talker/response_rules.txt +++ b/sp/game/mod_hl2/scripts/talker/response_rules.txt @@ -1,262 +1,262 @@ -// This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts"
-// You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc.
-//
-// The format of this file is that there are five main types of commands:
-// 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database
-// 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type
-// 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference
-// other responses by name
-// 4) criterion: This is a match condition
-// 5) rule: a rule consists of one or more criteria and a response
-//
-// In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and
-// various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal
-// "speaker" entity wishing to fire random station announcements
-// concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request
-// map = 'terminal_pa' ; the name of the map
-// classname = 'speaker' ; the classname and name of the "speaking" entity
-// name = 'terminal_pa'
-// health = '10' ; the absolute health of the speaking entity
-// healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity
-// playerhealth = '100' ; similar data related to the current player:
-// playerhealthfrac = '1.000'
-// playerweapon = 'none' ; the name of the weapon the player is carrying
-// playeractivity = 'ACT_WALK' ; animating activity of the player
-// playerspeed = '0.000' ; how fast the player is moving
-//
-// Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is
-// given a numeric score as follows:
-// score = 0 if criteria doesn't match or, criterion weight * keyvaliue weight if it does match
-// The final score for a rule is the sum of all of the scores of its criteria. The best rule is the one with the highest
-// score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is
-// asked to dispatch that response.
-//
-// The specific syntax for the various keywords is as follows:
-//
-// ENUMERATIONS:
-//
-// enumeration <enumerationname>
-// {
-// "key1" "value1"
-// "key2" "value2"
-// ...etc.
-// }
-// The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.:
-// [enumerationname::key1]
-//
-//
-// RESPONSES:
-//
-// Single line:
-// response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] responsetype parameters
-// Multiple lines
-// response <responsegroupname>
-// {
-// [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any
-// [sequential] ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last
-// [norepeat] ; Once we've run through all of the entries, disable the response group
-// responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
-// responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] 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)
-//
-// CRITERIA:
-//
-// criterion <criterionname> <matchkey> <matchvalue> weight nnn required
-// Where:
-// matchkey matches one of the criteria in the set as shown above
-// matchvalue is a string or number value or a range, the following are all valid:
-// "0" ; numeric match to value 0
-// "1" ; numeric match to value 1
-// "weapon_smg1" ; string match to weapon_smg1 string
-// "[npcstate::idle]" ; match enumeration by looking up numeric value
-// ">0" ; match if greater than zero
-// ">10,<=50" ; match if greater than ten and less than or equal to 50
-// ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert
-// "!=0" ; match if not equal to zero
-// weight = floating point weighting for score assuming criteria match (default value 1.0)
-// required: if a rule has one or more criteria with the required flag set, then if any such criteria
-// fail, the entire rule receives a score of zero
-//
-// RULE:
-//
-// rule <rulename>
-// {
-// criteria name1 [name2 name3 etc.]
-// response responsegroupname [responsegroupname2 etc.]
-// [matchonce] ; optional parameter
-// [ <matchkey > <matchvalue> weight nnn required ]
-// }
-// Where:
-// criteria just lies one more more criterion names from above and response list one or more of the response
-// names from above (usually just one)
-// matchonce (off by default): means that the rule is deactivated after the first time it is matched
-// Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax
-// as for defining a criterion, except for the criterion keyword and the criterion name keys
-//
-// Interaction with entity I/O system
-// CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name
-// Thus, a game entity can fire this input on another entity with a concept string and a criteria set will
-// be generated and searched against the entities current response system rule set.
-// Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded
-// In addition, map placed entities have up to three "context" keypairs that can be specified.
-// They take the form: "key:value" (key, single colon separator, value)
-// When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the
-// criteria set passed to the rule system. Thus, map placed entities and triggers can specify their
-// own context keypairs and these can be hooked up to response rules to do map-specific and appropriate
-// responses
-// In addition, entity I/O can be used to add, remove and clear any such context keypairs via the
-// AddContext, RemoveContext, and ClearContext input functions.
-// AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key"
-// ClearContext removes all context keypairs
-// The game .dll code can enumerate context keypairs and change them via code based methods
-//
-// The player and the world have their context added with the string player or world as a prefix, e.g.:
-// "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the
-// responding entity.
-
-// Base script
-enumeration "NPCState"
-{
- "None" "0"
- "Idle" "1"
- "Alert" "2"
- "Combat" "3"
- "Scripted" "4"
- "PlayDead" "5"
- "Dead" "6"
-}
-
-response "NullResponse"
-
-// Question / Answer concepts
-criterion "ConceptTalkAnswer" "Concept" "TLK_ANSWER" required weight 1
-criterion "ConceptTalkQuestion" "Concept" "TLK_QUESTION" required // weight 1 implied
-criterion "ConceptTalkAnswerCitizen" "Concept" "TLK_ANSWER_CIT" required weight 1
-criterion "ConceptTalkQuestionCitizen" "Concept" "TLK_QUESTION_CIT" required
-criterion "ConceptTalkAnswerVort" "Concept" "TLK_ANSWER_VORT" required weight 1
-criterion "ConceptTalkQuestionVort" "Concept" "TLK_QUESTION_VORT" required
-
-// General concepts
-criterion "ConceptTalkIdle" "Concept" "TLK_IDLE" required
-criterion "ConceptTalkStare" "Concept" "TLK_STARE" required
-criterion "ConceptTalkUse" "Concept" "TLK_USE" required
-criterion "ConceptTalkStartFollow" "Concept" "TLK_STARTFOLLOW" required
-criterion "ConceptTalkStopFollow" "Concept" "TLK_STOPFOLLOW" required
-criterion "ConceptTalkStop" "Concept" "TLK_STOP" required
-criterion "ConceptTalkNoShoot" "Concept" "TLK_NOSHOOT" required
-criterion "ConceptTalkHello" "Concept" "TLK_HELLO" required
-criterion "ConceptTalkPHello" "Concept" "TLK_PHELLO" required
-criterion "ConceptTalkPIdle" "Concept" "TLK_PIDLE" required
-criterion "ConceptTalkPQuestion" "Concept" "TLK_PQUESTION" required
-criterion "ConceptTalkPlayerHurt1" "Concept" "TLK_PLHURT1" required
-criterion "ConceptTalkPlayerHurt2" "Concept" "TLK_PLHURT2" required
-criterion "ConceptTalkPlayerHurt3" "Concept" "TLK_PLHURT3" required
-criterion "ConceptTalkPlayerPushed" "Concept" "TLK_PLPUSH" required
-criterion "ConceptTalkSmell" "Concept" "TLK_SMELL" required
-criterion "ConceptTalkWound" "Concept" "TLK_WOUND" required
-criterion "ConceptTalkMortal" "Concept" "TLK_MORTAL" required
-criterion "ConceptTalkDanger" "Concept" "TLK_DANGER" required
-criterion "ConceptTalkResume" "Concept" "TLK_RESUME" required
-criterion "ConceptTalkHeal" "Concept" "TLK_HEAL" required
-criterion "ConceptTalkTourGuideStayPut" "Concept" "TLK_TGSTAYPUT" required
-criterion "ConceptTalkTourGuideFind" "Concept" "TLK_TGFIND" required
-criterion "ConceptTalkTourGuideSeek" "Concept" "TLK_TGSEEK" required
-criterion "ConceptTalkTourGuideLostYou" "Concept" "TLK_TGLOSTYOU" required
-criterion "ConceptTalkTourGuideCatchUp" "Concept" "TLK_TGCATCHUP" required
-criterion "ConceptTalkTourGuideEndTour" "Concept" "TLK_TGENDTOUR" required
-criterion "ConceptTalkSelected" "Concept" "TLK_SELECTED" required
-criterion "ConceptTalkCommanded" "Concept" "TLK_COMMANDED" required
-criterion "ConceptTalkCommandFailed" "Concept" "TLK_COMMAND_FAILED" required
-criterion "ConceptTalkBetrayed" "Concept" "TLK_BETRAYED" required
-criterion "ConceptTalkGiveAmmo" "Concept" "TLK_GIVEAMMO" required
-criterion "ConceptTalkAllyKilled" "Concept" "TLK_ALLY_KILLED" required
-criterion "ConceptSeeCombine" "Concept" "TLK_SEE_COMBINE" required
-criterion "ConceptEnemyDead" "Concept" "TLK_ENEMY_DEAD" required
-criterion "ConceptTalkWatchOut" "Concept" "TLK_WATCHOUT" required
-criterion "ConceptTalkAttacking" "Concept" "TLK_ATTACKING" required
-criterion "ConceptTalkDeath" "Concept" "TLK_DEATH" required
-criterion "ConceptTalkHelpMe" "Concept" "TLK_HELP_ME" required
-criterion "ConceptTalkPlayerPhysAttack" "Concept" "TLK_PLYR_PHYSATK" required
-criterion "ConceptDissolveScream" "Concept" "TLK_DISSOLVESCREAM" required
-criterion "ConceptElectrocuteScream" "Concept" "TLK_ELECTROCUTESCREAM" required
-criterion "ConceptNewWeapon" "Concept" "TLK_NEWWEAPON" required
-criterion "ConceptShot" "Concept" "TLK_SHOT" required
-criterion "ConceptPlayerReload" "Concept" "TLK_PLRELOAD" required
-criterion "ConceptPlayerDead" "Concept" "TLK_PLDEAD" required
-criterion "ConceptHideAndReload" "Concept" "TLK_HIDEANDRELOAD" required
-criterion "ConceptStartCombat" "Concept" "TLK_STARTCOMBAT" required
-criterion "ConceptJoinPlayer" "Concept" "TLK_JOINPLAYER" required
-
-// Lead behavior
-criterion "ConceptLeadStart" "Concept" "TLK_LEAD_START" required // Spoken once when the NPC first starts to lead the player
-criterion "ConceptLeadWaitOver" "Concept" "TLK_LEAD_WAITOVER" required // Spoken when the player arrives at an NPC waiting to lead the player
-criterion "ConceptLeadAttractPlayer" "Concept" "TLK_LEAD_ATTRACTPLAYER" required // Nag spoken by a NPC waiting to lead the player, trying to attract the player
-criterion "ConceptLeadCatchup" "Concept" "TLK_LEAD_CATCHUP" required // Spoken by the NPC when the player's lagging behind
-criterion "ConceptLeadComingBack" "Concept" "TLK_LEAD_COMINGBACK" required // Spoken when the NPC comes back to find a lost player
-criterion "ConceptLeadRetrieve" "Concept" "TLK_LEAD_RETRIEVE" required // Spoken when the NPC has come back to the player, and is now resuming the lead
-criterion "ConceptLeadArrival" "Concept" "TLK_LEAD_ARRIVAL" required // Spoken when the leading NPC reaches the target point
-criterion "ConceptLeadSuccess" "Concept" "TLK_LEAD_SUCCESS" required // Spoken when the player and the leading NPC have both reached the target point
-criterion "ConceptLeadMissingWeapon" "Concept" "TLK_LEAD_MISSING_WEAPON" required // Spoken when the NPC refuses to lead the player because he's missing a weapon
-
-// Citizen responses
-criterion "ConceptCRPlayerShotGunship" "Concept" "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP" required
-criterion "ConceptCRPlayerKilledGunship" "Concept" "TLK_CITIZEN_RESPONSE_KILLEd_GUNSHIP" required
-criterion "ConceptCRVitalNPCDied" "Concept" "TLK_VITALNPC_DIED" required
-
-criterion "PlayerAlive" "PlayerHealth" ">0" required
-criterion "PlayerDead" "PlayerHealth" "<=0" required
-criterion "PlayerWounded" "PlayerHealthFrac" ">0,<=.5"
-criterion "NPCAlive" "Health" ">0" required
-criterion "NPCAlert" "NPCState" ">=[NPCState::Idle],<[NPCState::Alert]"
-criterion "NPCIdle" "NPCState" "[NPCState::Idle]" required
-criterion "PlayerNear" "distancetoplayer" "<500" required
-criterion "SeePlayer" "seeplayer" "1" required
-criterion "SeenByPlayer" "seenbyplayer" "1" required
-criterion "NoRecentCombat" "timesincecombat" ">25" required
-
-criterion "ShotInLeg" "shotloc" "leg" required weight 0
-criterion "ShotInArm" "shotloc" "arm" required weight 0
-criterion "ShotInGut" "shotloc" "gut" required weight 0
-
-criterion "EnemyIsMortar" "enemy" "func_tankmortar" required
-
-criterion "NotUsedVortResponse" "UsedVortResponse" "!=1" "required" weight 0
-criterion "IsVortLabUseDisable" "VortLab_Enable" "0" weight 2 required
-
-// Global states
-criterion "IsGordonCriminal" "gordon_precriminal" "0" required
-criterion "IsGordonPreCriminal" "gordon_precriminal" "1" required
-
-criterion "IsMap_d3_c17_09" "map" "d3_c17_09" "required"
-
-// 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_grigori.txt"
-#include "talker/npc_barney.txt"
-#include "talker/npc_alyx.txt"
-
+// This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts" +// You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc. +// +// The format of this file is that there are five main types of commands: +// 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database +// 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type +// 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference +// other responses by name +// 4) criterion: This is a match condition +// 5) rule: a rule consists of one or more criteria and a response +// +// In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and +// various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal +// "speaker" entity wishing to fire random station announcements +// concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request +// map = 'terminal_pa' ; the name of the map +// classname = 'speaker' ; the classname and name of the "speaking" entity +// name = 'terminal_pa' +// health = '10' ; the absolute health of the speaking entity +// healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity +// playerhealth = '100' ; similar data related to the current player: +// playerhealthfrac = '1.000' +// playerweapon = 'none' ; the name of the weapon the player is carrying +// playeractivity = 'ACT_WALK' ; animating activity of the player +// playerspeed = '0.000' ; how fast the player is moving +// +// Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is +// given a numeric score as follows: +// score = 0 if criteria doesn't match or, criterion weight * keyvaliue weight if it does match +// The final score for a rule is the sum of all of the scores of its criteria. The best rule is the one with the highest +// score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is +// asked to dispatch that response. +// +// The specific syntax for the various keywords is as follows: +// +// ENUMERATIONS: +// +// enumeration <enumerationname> +// { +// "key1" "value1" +// "key2" "value2" +// ...etc. +// } +// The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.: +// [enumerationname::key1] +// +// +// RESPONSES: +// +// Single line: +// response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] responsetype parameters +// Multiple lines +// response <responsegroupname> +// { +// [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any +// [sequential] ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last +// [norepeat] ; Once we've run through all of the entries, disable the response group +// responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn +// responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] 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) +// +// CRITERIA: +// +// criterion <criterionname> <matchkey> <matchvalue> weight nnn required +// Where: +// matchkey matches one of the criteria in the set as shown above +// matchvalue is a string or number value or a range, the following are all valid: +// "0" ; numeric match to value 0 +// "1" ; numeric match to value 1 +// "weapon_smg1" ; string match to weapon_smg1 string +// "[npcstate::idle]" ; match enumeration by looking up numeric value +// ">0" ; match if greater than zero +// ">10,<=50" ; match if greater than ten and less than or equal to 50 +// ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert +// "!=0" ; match if not equal to zero +// weight = floating point weighting for score assuming criteria match (default value 1.0) +// required: if a rule has one or more criteria with the required flag set, then if any such criteria +// fail, the entire rule receives a score of zero +// +// RULE: +// +// rule <rulename> +// { +// criteria name1 [name2 name3 etc.] +// response responsegroupname [responsegroupname2 etc.] +// [matchonce] ; optional parameter +// [ <matchkey > <matchvalue> weight nnn required ] +// } +// Where: +// criteria just lies one more more criterion names from above and response list one or more of the response +// names from above (usually just one) +// matchonce (off by default): means that the rule is deactivated after the first time it is matched +// Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax +// as for defining a criterion, except for the criterion keyword and the criterion name keys +// +// Interaction with entity I/O system +// CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name +// Thus, a game entity can fire this input on another entity with a concept string and a criteria set will +// be generated and searched against the entities current response system rule set. +// Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded +// In addition, map placed entities have up to three "context" keypairs that can be specified. +// They take the form: "key:value" (key, single colon separator, value) +// When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the +// criteria set passed to the rule system. Thus, map placed entities and triggers can specify their +// own context keypairs and these can be hooked up to response rules to do map-specific and appropriate +// responses +// In addition, entity I/O can be used to add, remove and clear any such context keypairs via the +// AddContext, RemoveContext, and ClearContext input functions. +// AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key" +// ClearContext removes all context keypairs +// The game .dll code can enumerate context keypairs and change them via code based methods +// +// The player and the world have their context added with the string player or world as a prefix, e.g.: +// "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the +// responding entity. + +// Base script +enumeration "NPCState" +{ + "None" "0" + "Idle" "1" + "Alert" "2" + "Combat" "3" + "Scripted" "4" + "PlayDead" "5" + "Dead" "6" +} + +response "NullResponse" + +// Question / Answer concepts +criterion "ConceptTalkAnswer" "Concept" "TLK_ANSWER" required weight 1 +criterion "ConceptTalkQuestion" "Concept" "TLK_QUESTION" required // weight 1 implied +criterion "ConceptTalkAnswerCitizen" "Concept" "TLK_ANSWER_CIT" required weight 1 +criterion "ConceptTalkQuestionCitizen" "Concept" "TLK_QUESTION_CIT" required +criterion "ConceptTalkAnswerVort" "Concept" "TLK_ANSWER_VORT" required weight 1 +criterion "ConceptTalkQuestionVort" "Concept" "TLK_QUESTION_VORT" required + +// General concepts +criterion "ConceptTalkIdle" "Concept" "TLK_IDLE" required +criterion "ConceptTalkStare" "Concept" "TLK_STARE" required +criterion "ConceptTalkUse" "Concept" "TLK_USE" required +criterion "ConceptTalkStartFollow" "Concept" "TLK_STARTFOLLOW" required +criterion "ConceptTalkStopFollow" "Concept" "TLK_STOPFOLLOW" required +criterion "ConceptTalkStop" "Concept" "TLK_STOP" required +criterion "ConceptTalkNoShoot" "Concept" "TLK_NOSHOOT" required +criterion "ConceptTalkHello" "Concept" "TLK_HELLO" required +criterion "ConceptTalkPHello" "Concept" "TLK_PHELLO" required +criterion "ConceptTalkPIdle" "Concept" "TLK_PIDLE" required +criterion "ConceptTalkPQuestion" "Concept" "TLK_PQUESTION" required +criterion "ConceptTalkPlayerHurt1" "Concept" "TLK_PLHURT1" required +criterion "ConceptTalkPlayerHurt2" "Concept" "TLK_PLHURT2" required +criterion "ConceptTalkPlayerHurt3" "Concept" "TLK_PLHURT3" required +criterion "ConceptTalkPlayerPushed" "Concept" "TLK_PLPUSH" required +criterion "ConceptTalkSmell" "Concept" "TLK_SMELL" required +criterion "ConceptTalkWound" "Concept" "TLK_WOUND" required +criterion "ConceptTalkMortal" "Concept" "TLK_MORTAL" required +criterion "ConceptTalkDanger" "Concept" "TLK_DANGER" required +criterion "ConceptTalkResume" "Concept" "TLK_RESUME" required +criterion "ConceptTalkHeal" "Concept" "TLK_HEAL" required +criterion "ConceptTalkTourGuideStayPut" "Concept" "TLK_TGSTAYPUT" required +criterion "ConceptTalkTourGuideFind" "Concept" "TLK_TGFIND" required +criterion "ConceptTalkTourGuideSeek" "Concept" "TLK_TGSEEK" required +criterion "ConceptTalkTourGuideLostYou" "Concept" "TLK_TGLOSTYOU" required +criterion "ConceptTalkTourGuideCatchUp" "Concept" "TLK_TGCATCHUP" required +criterion "ConceptTalkTourGuideEndTour" "Concept" "TLK_TGENDTOUR" required +criterion "ConceptTalkSelected" "Concept" "TLK_SELECTED" required +criterion "ConceptTalkCommanded" "Concept" "TLK_COMMANDED" required +criterion "ConceptTalkCommandFailed" "Concept" "TLK_COMMAND_FAILED" required +criterion "ConceptTalkBetrayed" "Concept" "TLK_BETRAYED" required +criterion "ConceptTalkGiveAmmo" "Concept" "TLK_GIVEAMMO" required +criterion "ConceptTalkAllyKilled" "Concept" "TLK_ALLY_KILLED" required +criterion "ConceptSeeCombine" "Concept" "TLK_SEE_COMBINE" required +criterion "ConceptEnemyDead" "Concept" "TLK_ENEMY_DEAD" required +criterion "ConceptTalkWatchOut" "Concept" "TLK_WATCHOUT" required +criterion "ConceptTalkAttacking" "Concept" "TLK_ATTACKING" required +criterion "ConceptTalkDeath" "Concept" "TLK_DEATH" required +criterion "ConceptTalkHelpMe" "Concept" "TLK_HELP_ME" required +criterion "ConceptTalkPlayerPhysAttack" "Concept" "TLK_PLYR_PHYSATK" required +criterion "ConceptDissolveScream" "Concept" "TLK_DISSOLVESCREAM" required +criterion "ConceptElectrocuteScream" "Concept" "TLK_ELECTROCUTESCREAM" required +criterion "ConceptNewWeapon" "Concept" "TLK_NEWWEAPON" required +criterion "ConceptShot" "Concept" "TLK_SHOT" required +criterion "ConceptPlayerReload" "Concept" "TLK_PLRELOAD" required +criterion "ConceptPlayerDead" "Concept" "TLK_PLDEAD" required +criterion "ConceptHideAndReload" "Concept" "TLK_HIDEANDRELOAD" required +criterion "ConceptStartCombat" "Concept" "TLK_STARTCOMBAT" required +criterion "ConceptJoinPlayer" "Concept" "TLK_JOINPLAYER" required + +// Lead behavior +criterion "ConceptLeadStart" "Concept" "TLK_LEAD_START" required // Spoken once when the NPC first starts to lead the player +criterion "ConceptLeadWaitOver" "Concept" "TLK_LEAD_WAITOVER" required // Spoken when the player arrives at an NPC waiting to lead the player +criterion "ConceptLeadAttractPlayer" "Concept" "TLK_LEAD_ATTRACTPLAYER" required // Nag spoken by a NPC waiting to lead the player, trying to attract the player +criterion "ConceptLeadCatchup" "Concept" "TLK_LEAD_CATCHUP" required // Spoken by the NPC when the player's lagging behind +criterion "ConceptLeadComingBack" "Concept" "TLK_LEAD_COMINGBACK" required // Spoken when the NPC comes back to find a lost player +criterion "ConceptLeadRetrieve" "Concept" "TLK_LEAD_RETRIEVE" required // Spoken when the NPC has come back to the player, and is now resuming the lead +criterion "ConceptLeadArrival" "Concept" "TLK_LEAD_ARRIVAL" required // Spoken when the leading NPC reaches the target point +criterion "ConceptLeadSuccess" "Concept" "TLK_LEAD_SUCCESS" required // Spoken when the player and the leading NPC have both reached the target point +criterion "ConceptLeadMissingWeapon" "Concept" "TLK_LEAD_MISSING_WEAPON" required // Spoken when the NPC refuses to lead the player because he's missing a weapon + +// Citizen responses +criterion "ConceptCRPlayerShotGunship" "Concept" "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP" required +criterion "ConceptCRPlayerKilledGunship" "Concept" "TLK_CITIZEN_RESPONSE_KILLEd_GUNSHIP" required +criterion "ConceptCRVitalNPCDied" "Concept" "TLK_VITALNPC_DIED" required + +criterion "PlayerAlive" "PlayerHealth" ">0" required +criterion "PlayerDead" "PlayerHealth" "<=0" required +criterion "PlayerWounded" "PlayerHealthFrac" ">0,<=.5" +criterion "NPCAlive" "Health" ">0" required +criterion "NPCAlert" "NPCState" ">=[NPCState::Idle],<[NPCState::Alert]" +criterion "NPCIdle" "NPCState" "[NPCState::Idle]" required +criterion "PlayerNear" "distancetoplayer" "<500" required +criterion "SeePlayer" "seeplayer" "1" required +criterion "SeenByPlayer" "seenbyplayer" "1" required +criterion "NoRecentCombat" "timesincecombat" ">25" required + +criterion "ShotInLeg" "shotloc" "leg" required weight 0 +criterion "ShotInArm" "shotloc" "arm" required weight 0 +criterion "ShotInGut" "shotloc" "gut" required weight 0 + +criterion "EnemyIsMortar" "enemy" "func_tankmortar" required + +criterion "NotUsedVortResponse" "UsedVortResponse" "!=1" "required" weight 0 +criterion "IsVortLabUseDisable" "VortLab_Enable" "0" weight 2 required + +// Global states +criterion "IsGordonCriminal" "gordon_precriminal" "0" required +criterion "IsGordonPreCriminal" "gordon_precriminal" "1" required + +criterion "IsMap_d3_c17_09" "map" "d3_c17_09" "required" + +// 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_grigori.txt" +#include "talker/npc_barney.txt" +#include "talker/npc_alyx.txt" + diff --git a/sp/game/mod_hl2/scripts/titles.txt b/sp/game/mod_hl2/scripts/titles.txt index 3bea5c56..5744f309 100644 --- a/sp/game/mod_hl2/scripts/titles.txt +++ b/sp/game/mod_hl2/scripts/titles.txt @@ -1,294 +1,294 @@ -//TITLES FOR HALF-LIFE 2
-// Position command $position x y
-// x & y are from 0 to 1 to be screen resolution independent
-// -1 means center in each dimension
-// Effect command $effect <effect number>
-// effect 0 is fade in/fade out
-// effect 1 is flickery credits
-// effect 2 is write out (training room)
-// Text color r g b command $color
-// fadein time fadeout time / hold time
-// $fadein (message fade in time - per character in effect 2)
-// $fadeout (message fade out time)
-// $holdtime (stay on the screen for this long)
-
-//INTRO TITLES
-// All centered for now
-$position -1 -1
-$effect 2
-// This is the final color
-$color 100 100 100
-// This is the highlight color
-$color2 240 110 0
-// This is the time it takes to fade each character
-$fadein 0.01
-// This is the amount of time the highlight lags behind the leading edge of the text
-$fxtime 0.25
-// How long to hold the message on the screen (after it scans out)
-$holdtime 3.5
-// How long it takes to fade out the message after holding
-$fadeout 1.5
-
-
-//INTRO CREDITS
-// Test values -- JAY
-// Lower left
-$position 0.1 0.8
-$effect 1
-// Final fade-in color
-$color 128 128 128
-// This is the highlight/flash color
-$color2 0 0 0
-$fadein 1.5
-$fadeout 0.5
-$holdtime 1.2
-
-CR1
-{
-Testing 1
-}
-
-CR2
-{
-Testing 2
-}
-
-CR3
-{
-Testing 3
-}
-
-
-//INTRO TITLES
-// All centered for now
-$position -1 -1
-$effect 2
-// This is the final color
-$color 100 100 100
-// This is the highlight color
-$color2 240 110 0
-// This is the time it takes to fade each character
-$fadein 0.01
-// This is the amount of time the highlight lags behind the leading edge of the text
-$fxtime 0.25
-// How long to hold the message on the screen (after it scans out)
-$holdtime 3.5
-// How long it takes to fade out the message after holding
-$fadeout 1.5
-
-
-GAMEOVER_ALLY
-{
-#HL2_GameOver_Ally
-}
-
-GAMEOVER_OBJECT
-{
-#HL2_GameOver_Object
-}
-
-GAMEOVER_TIMER
-{
-#HL2_GameOver_Timer
-}
-
-GAMEOVER_STUCK
-{
-#HL2_GameOver_Stuck
-}
-
-
-$fadein 0.03
-$holdtime 9
-
-
-//CHAPTER TITLES
-
-$fadein 0.01
-$holdtime 3.5
-$position -1 0.58
-
-CHAPTER1_TITLE
-{
-#HL2_Chapter1_Title
-}
-
-CHAPTER2_TITLE
-{
-#HL2_Chapter2_Title
-}
-
-CHAPTER3_TITLE
-{
-#HL2_Chapter3_Title
-}
-
-CHAPTER4_TITLE
-{
-#HL2_Chapter4_Title
-}
-
-CHAPTER5_TITLE
-{
-#HL2_Chapter5_Title
-}
-
-CHAPTER6_TITLE
-{
-#HL2_Chapter6_Title
-}
-
-CHAPTER7_TITLE
-{
-#HL2_Chapter7_Title
-}
-
-CHAPTER8_TITLE
-{
-#HL2_Chapter8_Title
-}
-
-CHAPTER9_TITLE
-{
-#HL2_Chapter9_Title
-}
-
-CHAPTER9A_TITLE
-{
-#HL2_Chapter9a_Title
-}
-
-
-CHAPTER10_TITLE
-{
-#HL2_Chapter10_Title
-}
-
-CHAPTER11_TITLE
-{
-#HL2_Chapter11_Title
-}
-
-CHAPTER12_TITLE
-{
-#HL2_Chapter12_Title
-}
-
-CHAPTER13_TITLE
-{
-#HL2_Chapter13_Title
-}
-
-
-// In-Game messages
-$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
-$fxtime 0.15
-// How long to hold the message on the screen (after it scans out)
-$holdtime 1.0
-// How long it takes to fade out the message after holding
-$fadeout 0.25
-
-$boxsize 0.4
-$boxcolor 31 31 31 127
-
-GAMESAVING_360
-{
-#HL2_Saved
-}
-
-$position -1 0.65
-
-GAMESAVING
-{
-#HL2_Saved
-}
-
-// 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
-
+//TITLES FOR HALF-LIFE 2 +// Position command $position x y +// x & y are from 0 to 1 to be screen resolution independent +// -1 means center in each dimension +// Effect command $effect <effect number> +// effect 0 is fade in/fade out +// effect 1 is flickery credits +// effect 2 is write out (training room) +// Text color r g b command $color +// fadein time fadeout time / hold time +// $fadein (message fade in time - per character in effect 2) +// $fadeout (message fade out time) +// $holdtime (stay on the screen for this long) + +//INTRO TITLES +// All centered for now +$position -1 -1 +$effect 2 +// This is the final color +$color 100 100 100 +// This is the highlight color +$color2 240 110 0 +// This is the time it takes to fade each character +$fadein 0.01 +// This is the amount of time the highlight lags behind the leading edge of the text +$fxtime 0.25 +// How long to hold the message on the screen (after it scans out) +$holdtime 3.5 +// How long it takes to fade out the message after holding +$fadeout 1.5 + + +//INTRO CREDITS +// Test values -- JAY +// Lower left +$position 0.1 0.8 +$effect 1 +// Final fade-in color +$color 128 128 128 +// This is the highlight/flash color +$color2 0 0 0 +$fadein 1.5 +$fadeout 0.5 +$holdtime 1.2 + +CR1 +{ +Testing 1 +} + +CR2 +{ +Testing 2 +} + +CR3 +{ +Testing 3 +} + + +//INTRO TITLES +// All centered for now +$position -1 -1 +$effect 2 +// This is the final color +$color 100 100 100 +// This is the highlight color +$color2 240 110 0 +// This is the time it takes to fade each character +$fadein 0.01 +// This is the amount of time the highlight lags behind the leading edge of the text +$fxtime 0.25 +// How long to hold the message on the screen (after it scans out) +$holdtime 3.5 +// How long it takes to fade out the message after holding +$fadeout 1.5 + + +GAMEOVER_ALLY +{ +#HL2_GameOver_Ally +} + +GAMEOVER_OBJECT +{ +#HL2_GameOver_Object +} + +GAMEOVER_TIMER +{ +#HL2_GameOver_Timer +} + +GAMEOVER_STUCK +{ +#HL2_GameOver_Stuck +} + + +$fadein 0.03 +$holdtime 9 + + +//CHAPTER TITLES + +$fadein 0.01 +$holdtime 3.5 +$position -1 0.58 + +CHAPTER1_TITLE +{ +#HL2_Chapter1_Title +} + +CHAPTER2_TITLE +{ +#HL2_Chapter2_Title +} + +CHAPTER3_TITLE +{ +#HL2_Chapter3_Title +} + +CHAPTER4_TITLE +{ +#HL2_Chapter4_Title +} + +CHAPTER5_TITLE +{ +#HL2_Chapter5_Title +} + +CHAPTER6_TITLE +{ +#HL2_Chapter6_Title +} + +CHAPTER7_TITLE +{ +#HL2_Chapter7_Title +} + +CHAPTER8_TITLE +{ +#HL2_Chapter8_Title +} + +CHAPTER9_TITLE +{ +#HL2_Chapter9_Title +} + +CHAPTER9A_TITLE +{ +#HL2_Chapter9a_Title +} + + +CHAPTER10_TITLE +{ +#HL2_Chapter10_Title +} + +CHAPTER11_TITLE +{ +#HL2_Chapter11_Title +} + +CHAPTER12_TITLE +{ +#HL2_Chapter12_Title +} + +CHAPTER13_TITLE +{ +#HL2_Chapter13_Title +} + + +// In-Game messages +$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 +$fxtime 0.15 +// How long to hold the message on the screen (after it scans out) +$holdtime 1.0 +// How long it takes to fade out the message after holding +$fadeout 0.25 + +$boxsize 0.4 +$boxcolor 31 31 31 127 + +GAMESAVING_360 +{ +#HL2_Saved +} + +$position -1 0.65 + +GAMESAVING +{ +#HL2_Saved +} + +// 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/mod_hl2/scripts/vgui_screens.txt b/sp/game/mod_hl2/scripts/vgui_screens.txt index f08ee979..f34c4cc1 100644 --- a/sp/game/mod_hl2/scripts/vgui_screens.txt +++ b/sp/game/mod_hl2/scripts/vgui_screens.txt @@ -1,42 +1,42 @@ -"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"
- }
-
- "slideshow_display_screen"
- {
- "type" "slideshow_display_screen"
- "pixelswide" 256
- "pixelshigh" 128
- "acceptsinput" 0
- "resfile" "scripts/screens/slideshow_display_screen.res"
- }
-}
+"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" + } + + "slideshow_display_screen" + { + "type" "slideshow_display_screen" + "pixelswide" 256 + "pixelshigh" 128 + "acceptsinput" 0 + "resfile" "scripts/screens/slideshow_display_screen.res" + } +} |